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https://github.com/photonstorm/phaser
synced 2025-02-17 06:28:30 +00:00
Fixed PostFX on custom render objects
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parent
392640fe93
commit
5805925cc6
3 changed files with 10 additions and 10 deletions
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@ -40,6 +40,9 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, src, camera, parentMatr
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var result = GetCalcMatrix(src, camera, parentMatrix);
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var result = GetCalcMatrix(src, camera, parentMatrix);
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// This causes a flush if the BitmapText has a Post Pipeline
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renderer.pipelines.preBatch(src);
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var spriteMatrix = result.sprite;
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var spriteMatrix = result.sprite;
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var calcMatrix = result.calc;
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var calcMatrix = result.calc;
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@ -117,8 +120,6 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, src, camera, parentMatr
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var displayCallback = src.displayCallback;
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var displayCallback = src.displayCallback;
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var callbackData = src.callbackData;
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var callbackData = src.callbackData;
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renderer.pipelines.preBatch(src);
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for (var i = 0; i < textLength; i++)
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for (var i = 0; i < textLength; i++)
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{
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{
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charCode = text.charCodeAt(i);
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charCode = text.charCodeAt(i);
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@ -38,6 +38,9 @@ var BitmapTextWebGLRenderer = function (renderer, src, camera, parentMatrix)
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var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;
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var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;
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// This causes a flush if the BitmapText has a Post Pipeline
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renderer.pipelines.preBatch(src);
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var roundPixels = camera.roundPixels;
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var roundPixels = camera.roundPixels;
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var cameraAlpha = camera.alpha;
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var cameraAlpha = camera.alpha;
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@ -70,8 +73,6 @@ var BitmapTextWebGLRenderer = function (renderer, src, camera, parentMatrix)
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var dropShadow = (dropShadowX !== 0 || dropShadowY !== 0);
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var dropShadow = (dropShadowX !== 0 || dropShadowY !== 0);
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renderer.pipelines.preBatch(src);
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if (dropShadow)
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if (dropShadow)
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{
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{
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var srcShadowColor = src.dropShadowColor;
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var srcShadowColor = src.dropShadowColor;
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@ -37,6 +37,9 @@ var NineSliceWebGLRenderer = function (renderer, src, camera, parentMatrix)
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var calcMatrix = GetCalcMatrix(src, camera, parentMatrix, false).calc;
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var calcMatrix = GetCalcMatrix(src, camera, parentMatrix, false).calc;
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// This causes a flush if the NineSlice has a Post Pipeline
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renderer.pipelines.preBatch(src);
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var textureUnit = pipeline.setGameObject(src);
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var textureUnit = pipeline.setGameObject(src);
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var F32 = pipeline.vertexViewF32;
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var F32 = pipeline.vertexViewF32;
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@ -50,8 +53,6 @@ var NineSliceWebGLRenderer = function (renderer, src, camera, parentMatrix)
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var alpha = camera.alpha * src.alpha;
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var alpha = camera.alpha * src.alpha;
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var color = Utils.getTintAppendFloatAlpha(src.tint, alpha);
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var color = Utils.getTintAppendFloatAlpha(src.tint, alpha);
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renderer.pipelines.preBatch(src);
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var available = pipeline.vertexAvailable();
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var available = pipeline.vertexAvailable();
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var flushCount = -1;
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var flushCount = -1;
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@ -68,10 +69,7 @@ var NineSliceWebGLRenderer = function (renderer, src, camera, parentMatrix)
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{
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{
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pipeline.flush();
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pipeline.flush();
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if (!pipeline.currentBatch)
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textureUnit = pipeline.setGameObject(src);
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{
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textureUnit = pipeline.setGameObject(src);
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}
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vertexOffset = 0;
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vertexOffset = 0;
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}
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}
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