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https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
Bitmap Text renderer now uses tint component values.
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parent
fb713ab5ec
commit
7a9f80e4df
2 changed files with 32 additions and 23 deletions
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@ -15,10 +15,14 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, gameObject, interpolati
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var cameraScrollY = camera.scrollY * gameObject.scrollFactorY;
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var text = gameObject.text;
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var textLength = text.length;
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var chars = gameObject.fontData.data.chars;
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var chars = gameObject.fontData.chars;
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var lineHeight = gameObject.fontData.lineHeight;
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var spriteBatch = renderer.spriteBatch;
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var alpha = gameObject.alpha;
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var tintTL = gameObject._tintTL;
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var tintTR = gameObject._tintTR;
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var tintBL = gameObject._tintBL;
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var tintBR = gameObject._tintBR;
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var vertexDataBuffer = spriteBatch.vertexDataBuffer;
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var vertexBuffer = vertexDataBuffer.floatView;
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var vertexBufferU32 = vertexDataBuffer.uintView;
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@ -38,7 +42,6 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, gameObject, interpolati
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var glyphY = 0;
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var glyphW = 0;
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var glyphH = 0;
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var vertexColor = 0xFFFFFFFF;
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var x = 0;
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var y = 0;
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var rotation = 0;
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@ -54,14 +57,14 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, gameObject, interpolati
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var cameraMatrix = camera.matrix.matrix;
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var mva, mvb, mvc, mvd, mve, mvf, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3;
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var sra, srb, src, srd, sre, srf, cma, cmb, cmc, cmd, cme, cmf;
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var scale = (gameObject.fontSize / gameObject.fontData.data.size);
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var scale = (gameObject.fontSize / gameObject.fontData.size);
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var uta, utb, utc, utd, ute, utf;
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var tempMatrixCharMatrix = tempMatrixChar.matrix;
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var renderTarget = gameObject.renderTarget;
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tempMatrix.applyITRS(
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gameObject.x - cameraScrollX, gameObject.y - cameraScrollY,
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-gameObject.rotation,
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gameObject.x - cameraScrollX, gameObject.y - cameraScrollY,
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-gameObject.rotation,
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gameObject.scaleX, gameObject.scaleY
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);
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@ -128,10 +131,13 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, gameObject, interpolati
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glyphX = textureX + glyph.x;
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glyphY = textureY + glyph.y;
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glyphW = glyph.width;
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glyphH = glyph.height;
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x = (indexCount + glyph.xOffset + xAdvance) * scale;
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y = (glyph.yOffset + yAdvance) * scale;
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rotation = 0;
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if (lastGlyph !== null)
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@ -142,13 +148,17 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, gameObject, interpolati
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if (displayCallback)
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{
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var output = displayCallback({ color: 0xFFFFFF, index: index, charCode: charCode, x: x, y: y, scale: scale, rotation: 0, data: glyph.data });
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var output = displayCallback({ tint: { topLeft: tintTL, topRight: tintTR, bottomLeft: tintBL, bottomRight: tintBR }, index: index, charCode: charCode, x: x, y: y, scale: scale, rotation: 0, data: glyph.data });
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x = output.x;
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y = output.y;
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scale = output.scale;
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rotation = output.rotation;
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vertexColor = output.color;
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tintTL = output.tint.topLeft;
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tintTR = output.tint.topRight;
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tintBL = output.tint.bottomLeft;
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tintBR = output.tint.bottomRight;
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}
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x -= gameObject.scrollX | 0;
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@ -202,28 +212,28 @@ var DynamicBitmapTextWebGLRenderer = function (renderer, gameObject, interpolati
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vertexBuffer[vertexOffset++] = ty0;
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vertexBuffer[vertexOffset++] = umin;
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vertexBuffer[vertexOffset++] = vmin;
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vertexBufferU32[vertexOffset++] = vertexColor;
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vertexBufferU32[vertexOffset++] = tintTL;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = tx1;
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vertexBuffer[vertexOffset++] = ty1;
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vertexBuffer[vertexOffset++] = umin;
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vertexBuffer[vertexOffset++] = vmax;
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vertexBufferU32[vertexOffset++] = vertexColor;
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vertexBufferU32[vertexOffset++] = tintBL;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = tx2;
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vertexBuffer[vertexOffset++] = ty2;
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vertexBuffer[vertexOffset++] = umax;
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vertexBuffer[vertexOffset++] = vmax;
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vertexBufferU32[vertexOffset++] = vertexColor;
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vertexBufferU32[vertexOffset++] = tintBR;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = tx3;
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vertexBuffer[vertexOffset++] = ty3;
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vertexBuffer[vertexOffset++] = umax;
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vertexBuffer[vertexOffset++] = vmin;
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vertexBufferU32[vertexOffset++] = vertexColor;
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vertexBufferU32[vertexOffset++] = tintTR;
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vertexBuffer[vertexOffset++] = alpha;
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xAdvance += glyph.xAdvance;
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@ -17,11 +17,15 @@ var BitmapTextWebGLRenderer = function (renderer, gameObject, interpolationPerce
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var lineHeight = gameObject.fontData.lineHeight;
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var spriteBatch = renderer.spriteBatch;
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var alpha = gameObject.alpha;
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var tintTL = gameObject._tintTL;
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var tintTR = gameObject._tintTR;
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var tintBL = gameObject._tintBL;
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var tintBR = gameObject._tintBR;
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var vertexDataBuffer = spriteBatch.vertexDataBuffer;
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var vertexBuffer = vertexDataBuffer.floatView;
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var vertexBufferU32 = vertexDataBuffer.uintView;
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var vertexOffset = 0;
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var srcX = gameObject.x;
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var srcX = gameObject.x;
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var srcY = gameObject.y;
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var textureData = gameObject.texture.source[textureFrame.sourceIndex];
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var textureX = textureFrame.cutX;
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@ -38,15 +42,10 @@ var BitmapTextWebGLRenderer = function (renderer, gameObject, interpolationPerce
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var glyphY = 0;
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var glyphW = 0;
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var glyphH = 0;
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var vertexColor = 0xFFFFFFFF;
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var x = 0;
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var y = 0;
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var xw = 0;
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var yh = 0;
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var tx = 0;
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var ty = 0;
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var txw = 0;
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var tyh = 0;
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var umin = 0;
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var umax = 0;
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var vmin = 0;
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@ -61,8 +60,8 @@ var BitmapTextWebGLRenderer = function (renderer, gameObject, interpolationPerce
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var renderTarget = gameObject.renderTarget;
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tempMatrix.applyITRS(
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(srcX - cameraScrollX) + textureFrame.x, (srcY - cameraScrollY) + textureFrame.y,
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-gameObject.rotation,
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(srcX - cameraScrollX) + textureFrame.x, (srcY - cameraScrollY) + textureFrame.y,
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-gameObject.rotation,
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gameObject.scaleX, gameObject.scaleY
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);
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@ -159,28 +158,28 @@ var BitmapTextWebGLRenderer = function (renderer, gameObject, interpolationPerce
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vertexBuffer[vertexOffset++] = ty0;
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vertexBuffer[vertexOffset++] = umin;
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vertexBuffer[vertexOffset++] = vmin;
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vertexBufferU32[vertexOffset++] = vertexColor;
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vertexBufferU32[vertexOffset++] = tintTL;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = tx1;
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vertexBuffer[vertexOffset++] = ty1;
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vertexBuffer[vertexOffset++] = umin;
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vertexBuffer[vertexOffset++] = vmax;
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vertexBufferU32[vertexOffset++] = vertexColor;
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vertexBufferU32[vertexOffset++] = tintBL;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = tx2;
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vertexBuffer[vertexOffset++] = ty2;
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vertexBuffer[vertexOffset++] = umax;
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vertexBuffer[vertexOffset++] = vmax;
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vertexBufferU32[vertexOffset++] = vertexColor;
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vertexBufferU32[vertexOffset++] = tintTR;
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vertexBuffer[vertexOffset++] = alpha;
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vertexBuffer[vertexOffset++] = tx3;
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vertexBuffer[vertexOffset++] = ty3;
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vertexBuffer[vertexOffset++] = umax;
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vertexBuffer[vertexOffset++] = vmin;
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vertexBufferU32[vertexOffset++] = vertexColor;
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vertexBufferU32[vertexOffset++] = tintBR;
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vertexBuffer[vertexOffset++] = alpha;
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}
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};
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