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https://github.com/photonstorm/phaser
synced 2024-11-28 23:51:31 +00:00
Removed 'drawToFrame' (it's the only option) and added 'batchTexture'
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7a705d757c
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1 changed files with 63 additions and 31 deletions
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@ -195,18 +195,6 @@ var SpriteFXPipeline = new Class({
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*/
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*/
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this.quadVertexViewF32;
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this.quadVertexViewF32;
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/**
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* Will this Sprite FX Pipeline draw the sprite to a framebuffer, for further processing,
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* or directly to the game canvas?
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*
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* Set this property to 'true' if you wish to use features like 'copySprite'.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#drawToFrame
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* @type {boolean}
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* @since 3.60.0
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*/
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this.drawToFrame = GetFastValue(config, 'drawToFrame', false);
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/**
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/**
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* The largest render target dimension before we just use a full-screen target.
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* The largest render target dimension before we just use a full-screen target.
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*
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*
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@ -385,6 +373,69 @@ var SpriteFXPipeline = new Class({
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MultiPipeline.prototype.batchSprite.call(this, gameObject, camera, parentTransformMatrix);
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MultiPipeline.prototype.batchSprite.call(this, gameObject, camera, parentTransformMatrix);
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},
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},
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/**
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* Generic function for batching a textured quad using argument values instead of a Game Object.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.SpriteFXPipeline#batchTexture
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* @since 3.60.0
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*
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* @param {Phaser.GameObjects.GameObject} gameObject - Source GameObject.
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* @param {WebGLTexture} texture - Raw WebGLTexture associated with the quad.
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* @param {number} textureWidth - Real texture width.
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* @param {number} textureHeight - Real texture height.
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* @param {number} srcX - X coordinate of the quad.
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* @param {number} srcY - Y coordinate of the quad.
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* @param {number} srcWidth - Width of the quad.
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* @param {number} srcHeight - Height of the quad.
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* @param {number} scaleX - X component of scale.
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* @param {number} scaleY - Y component of scale.
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* @param {number} rotation - Rotation of the quad.
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* @param {boolean} flipX - Indicates if the quad is horizontally flipped.
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* @param {boolean} flipY - Indicates if the quad is vertically flipped.
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* @param {number} scrollFactorX - By which factor is the quad affected by the camera horizontal scroll.
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* @param {number} scrollFactorY - By which factor is the quad effected by the camera vertical scroll.
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* @param {number} displayOriginX - Horizontal origin in pixels.
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* @param {number} displayOriginY - Vertical origin in pixels.
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* @param {number} frameX - X coordinate of the texture frame.
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* @param {number} frameY - Y coordinate of the texture frame.
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* @param {number} frameWidth - Width of the texture frame.
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* @param {number} frameHeight - Height of the texture frame.
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* @param {number} tintTL - Tint for top left.
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* @param {number} tintTR - Tint for top right.
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* @param {number} tintBL - Tint for bottom left.
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* @param {number} tintBR - Tint for bottom right.
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* @param {number} tintEffect - The tint effect.
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* @param {number} uOffset - Horizontal offset on texture coordinate.
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* @param {number} vOffset - Vertical offset on texture coordinate.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - Current used camera.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - Parent container.
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* @param {boolean} [skipFlip=false] - Skip the renderTexture check.
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* @param {number} [textureUnit] - Use the currently bound texture unit?
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*/
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batchTexture: function (
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gameObject,
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texture,
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textureWidth, textureHeight,
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srcX, srcY,
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srcWidth, srcHeight,
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scaleX, scaleY,
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rotation,
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flipX, flipY,
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scrollFactorX, scrollFactorY,
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displayOriginX, displayOriginY,
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frameX, frameY, frameWidth, frameHeight,
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tintTL, tintTR, tintBL, tintBR, tintEffect,
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uOffset, vOffset,
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camera,
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parentTransformMatrix,
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skipFlip,
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textureUnit)
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{
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// Proxy this call to the MultiPipeline
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// batchQuad will intercept the rendering
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MultiPipeline.prototype.batchTexture.call(this, gameObject, texture, textureWidth, textureHeight, srcX, srcY, srcWidth, srcHeight, scaleX, scaleY, rotation, flipX, flipY, scrollFactorX, scrollFactorY, displayOriginX, displayOriginY, frameX, frameY, frameWidth, frameHeight, tintTL, tintTR, tintBL, tintBR, tintEffect, uOffset, vOffset, camera, parentTransformMatrix, skipFlip, textureUnit);
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},
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/**
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/**
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* Adds the vertices data into the batch and flushes if full.
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* Adds the vertices data into the batch and flushes if full.
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*
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*
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@ -429,25 +480,6 @@ var SpriteFXPipeline = new Class({
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*/
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*/
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batchQuad: function (gameObject, x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture)
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batchQuad: function (gameObject, x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture)
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{
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{
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if (!this.drawToFrame)
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{
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this.setShader(this.copyShader);
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gameObject.onFX(this);
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// If we're not drawing to the fbo,
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// we can just pass this on to the WebGLPipeline.batchQuad function
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this.renderer.setTextureZero(texture);
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WebGLPipeline.prototype.batchQuad.call(this, gameObject, x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, gameObject.tintFill, texture, 0);
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this.flush();
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this.renderer.clearTextureZero();
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return true;
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}
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var padding = gameObject.fxPadding;
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var padding = gameObject.fxPadding;
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// quad bounds
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// quad bounds
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