Lots of Canvas Renderer fixes.

Merged CONST with Phaser export.
Fixed GetObjectValue check.
Added drawImage data to Frame.
This commit is contained in:
Richard Davey 2017-01-16 22:43:46 +00:00
parent 9136460e20
commit 9235d6fe58
12 changed files with 124 additions and 139 deletions

View file

@ -18,7 +18,7 @@ var defaultBannerColor = [
var defaultBannerTextColor = '#ffffff';
function Config (config)
var Config = function (config)
{
if (config === undefined) { config = {}; }
@ -42,7 +42,7 @@ function Config (config)
this.gameVersion = GetObjectValue(config, 'version', '');
// If you do: { banner: false } it won't display any banner at all
this.hideBanner = (GetObjectValue(config, 'banner', false) === false);
this.hideBanner = (GetObjectValue(config, 'banner', null) === false);
this.hidePhaser = GetObjectValue(config, 'banner.hidePhaser', false);
this.bannerTextColor = GetObjectValue(config, 'banner.text', defaultBannerTextColor);
@ -55,8 +55,7 @@ function Config (config)
// Callbacks
this.preBoot = GetObjectValue(config, 'callbacks.preBoot', NOOP);
this.postBoot = GetObjectValue(config, 'callbacks.postBoot', NOOP);
}
};
Config.prototype.constructor = Config;

View file

@ -15,7 +15,7 @@ var DOMContentLoaded = require('../dom/DOMContentLoaded');
var CreateRenderer = require('./CreateRenderer');
var RandomDataGenerator = require('../math/random-data-generator/RandomDataGenerator');
var StateManager = require('../state/StateManager');
var TextureManager = require ('../textures/TextureManager');
var TextureManager = require('../textures/TextureManager');
var Game = function (config)
{

View file

@ -1,4 +1,4 @@
var CHECKSUM = {
build: 'cd5e7c40-d7b6-11e6-b751-619825ddff5c'
build: '8ffe3950-dc3c-11e6-846b-836ccabf9869'
};
module.exports = CHECKSUM;

View file

@ -43,8 +43,8 @@ var Transform = function (gameObject, x, y, scaleX, scaleY)
// GL Vertex Data
this.glVertextData = { x0: 0, y0: 0, x1: 0, y1: 0, x2: 0, y2: 0, x3: 0, y3: 0 };
// Canvas SetTransform Data
this.canvasData = { a: 1, b: 0, c: 0, d: 1, tx: 0, ty: 0 };
// Canvas SetTransform data
this.canvasData = { a: 1, b: 0, c: 0, d: 1, tx: 0, ty: 0, dx: 0, dy: 0 };
this.immediate = false;
@ -455,7 +455,7 @@ Transform.prototype = {
this.cache.d = this.cache.cr * this._scaleY;
},
updateVertexData: function (interpolationPercentage)
updateVertexData: function (interpolationPercentage, renderer)
{
if (!this.gameObject.frame || (!this._dirtyVertex && !this.interpolate))
{
@ -542,7 +542,7 @@ Transform.prototype = {
h1 = _w1;
}
if (frame.autoRound === 1 || (frame.autoRound === -1 && this.game.renderer.roundPixels))
if (frame.autoRound === 1 || (frame.autoRound === -1 && renderer.roundPixels))
{
tx |= 0;
ty |= 0;
@ -597,8 +597,10 @@ Transform.prototype = {
};
},
getCanvasTransformData: function (interpolationPercentage)
getCanvasTransformData: function (interpolationPercentage, renderer)
{
var frame = this.gameObject.frame;
var world = this.world;
var data = this.canvasData;
@ -613,6 +615,8 @@ Transform.prototype = {
data.d = old.d + ((world.d - old.d) * interpolationPercentage);
data.tx = old.tx + ((world.tx - old.tx) * interpolationPercentage);
data.ty = old.ty + ((world.ty - old.ty) * interpolationPercentage);
data.dx = old.dx + ((frame.x - (this.anchorX * frame.width)) * interpolationPercentage);
data.dy = old.dy + ((frame.y - (this.anchorY * frame.height)) * interpolationPercentage);
}
else
{
@ -623,6 +627,16 @@ Transform.prototype = {
data.d = world.d;
data.tx = world.tx;
data.ty = world.ty;
data.dx = frame.x - (this.anchorX * frame.width);
data.dy = frame.y - (this.anchorY * frame.height);
}
if (frame.autoRound === 1 || (frame.autoRound === -1 && renderer.roundPixels))
{
data.tx |= 0;
data.ty |= 0;
data.dx |= 0;
data.dy |= 0;
}
return data;

View file

@ -11,11 +11,11 @@ var ImageCanvasRenderer = function (renderer, src, interpolationPercentage)
return;
}
var data = src.transform.getCanvasTransformData(interpolationPercentage);
var data = src.transform.getCanvasTransformData(interpolationPercentage, renderer);
var tint = src.color._glTint;
var bg = src.color._glBg;
renderer.batch.add(frame.source, src.blendMode, data, frame.uvs, alpha, tint, bg);
renderer.drawImage(frame, src.blendMode, data, alpha, tint, bg);
};
module.exports = ImageCanvasRenderer;

View file

@ -11,7 +11,7 @@ var ImageWebGLRenderer = function (renderer, src, interpolationPercentage)
return;
}
var verts = src.transform.getVertexData(interpolationPercentage);
var verts = src.transform.getVertexData(interpolationPercentage, renderer);
var index = src.frame.source.glTextureIndex;
var tint = src.color._glTint;
var bg = src.color._glBg;

View file

@ -1,5 +1,8 @@
require('./polyfills');
var CONST = require('./const');
var Extend = require('./utils/object/Extend');
// This object is exported globally
var Phaser = {
@ -41,6 +44,10 @@ var Phaser = {
require('./gameobjects/image/ImageFactory');
require('./gameobjects/container/ContainerFactory');
// Merge in the consts
Phaser = Extend(false, Phaser, CONST);
// Export it
module.exports = Phaser;

View file

@ -1,98 +0,0 @@
var DrawImageBatch = require('./batches/DrawImageBatch');
var BatchManager = function (renderer, batchSize)
{
this.renderer = renderer;
this.currentBatch = null;
this.drawImageBatch = new DrawImageBatch(this, batchSize);
// this.pixelBatch = new Batch.Pixel(this, batchSize);
// this.fxBatch = new Batch.FX(this, batchSize);
};
BatchManager.prototype.constructor = BatchManager;
BatchManager.prototype = {
init: function ()
{
this.drawImageBatch.init();
// this.pixelBatch.init();
// this.fxBatch.init();
this.currentBatch = this.drawImageBatch;
},
start: function ()
{
this.currentBatch.start();
},
stop: function ()
{
this.currentBatch.stop();
},
setBatch: function (newBatch)
{
if (this.currentBatch.type === newBatch.type)
{
return false;
}
// Flush whatever was in the current batch (if anything)
this.currentBatch.flush();
this.currentBatch = newBatch;
this.currentBatch.start(true);
return true;
},
// Add a new entry into the current sprite batch
// add: function (source, blendMode, verts, uvs, textureIndex, alpha, tintColors, bgColors)
add: function (source, blendMode, )
{
var hasFlushed = false;
// Check Batch Size and flush if needed
if (this.drawImageBatch.size >= this.drawImageBatch.maxSize)
{
this.drawImageBatch.flush();
hasFlushed = true;
}
this.drawImageBatch.add();
},
/*
addPixel: function (x0, y0, x1, y1, x2, y2, x3, y3, color)
{
var hasFlushed = this.setBatch(this.pixelBatch);
// Check Batch Size and flush if needed
if (!hasFlushed && this.pixelBatch.size >= this.pixelBatch.maxSize)
{
this.pixelBatch.flush();
}
this.pixelBatch.add(x0, y0, x1, y1, x2, y2, x3, y3, color);
},
*/
destroy: function ()
{
this.singleTextureBatch.destroy();
this.renderer = null;
this.gl = null;
}
};
module.exports = BatchManager;

View file

@ -1,4 +1,4 @@
var BatchManager = require('./BatchManager');
var DrawImage = require('./utils/DrawImage');
var CanvasRenderer = function (game)
{
@ -38,10 +38,12 @@ var CanvasRenderer = function (game)
this.roundPixels = false;
this.batch = new BatchManager(this, 4000);
// Map to the required function
this.drawImage = DrawImage;
// var so = 'source-over';
// this.blendModes = [ so, 'lighter', so, so, so, so, so, so, so, so, so, so, so, so, so, so, so ];
var so = 'source-over';
this.blendModes = [ so, 'lighter', so, so, so, so, so, so, so, so, so, so, so, so, so, so, so ];
this.currentAlpha = 1;
this.currentBlendMode = 0;
@ -51,8 +53,6 @@ var CanvasRenderer = function (game)
this.endTime = 0;
this.drawCount = 0;
this.blendModes = [];
// this.tintMethod = this.tintWithPerPixel;
this.init();
@ -66,8 +66,6 @@ CanvasRenderer.prototype = {
{
this.mapBlendModes();
this.batch.init();
this.resize(this.width, this.height);
},
@ -164,13 +162,9 @@ CanvasRenderer.prototype = {
this.drawCount = 0;
this.batch.start();
// Could move to the State Systems or MainLoop
this.game.state.renderChildren(this, state, interpolationPercentage);
this.batch.stop();
this.endTime = Date.now();
// console.log('%c render end ', 'color: #ffffff; background: #ff0000;');

View file

@ -0,0 +1,36 @@
var DrawImage = function (frame, blendMode, transform, alpha, tint, bg)
{
var ctx = this.context;
var cd = frame.canvasData;
// Blend Mode
if (this.currentBlendMode !== blendMode)
{
this.currentBlendMode = blendMode;
ctx.globalCompositeOperation = this.blendModes[blendMode];
}
// Alpha
if (this.currentAlpha !== alpha)
{
this.currentAlpha = alpha;
ctx.globalAlpha = alpha;
}
// Smoothing (should this be a Game Object, or Frame / Texture level property?)
if (this.currentScaleMode !== frame.source.scaleMode)
{
// this.currentScaleMode = source.scaleMode;
// ctx[this.smoothProperty] = (source.scaleMode === Phaser.scaleModes.LINEAR);
}
ctx.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx, transform.ty);
ctx.drawImage(frame.source.image, cd.sx, cd.sy, cd.sWidth, cd.sHeight, transform.dx, transform.dy, cd.dWidth, cd.dHeight);
};
module.exports = DrawImage;

View file

@ -9,9 +9,7 @@ var Extend = require('../utils/object/Extend');
/**
* A Frame is a section of a Texture.
*
* Called TextureFrame during integration, will rename to Frame later.
*
* @class Phaser.TextureFrame
* @class Phaser.Frame
* @constructor
* @param {Phaser.Texture} texture - The Texture this Frame belongs to.
* @param {string} name - The unique (within the Texture) name of this Frame.
@ -142,6 +140,14 @@ var Frame = function (texture, name, sourceIndex, x, y, width, height)
y2: 0,
x3: 0,
y3: 0
},
drawImage: {
sx: x,
sy: y,
sWidth: width,
sHeight: height,
dWidth: width,
dHeight: height
}
};
@ -165,17 +171,21 @@ Frame.prototype = {
*/
setTrim: function (actualWidth, actualHeight, destX, destY, destWidth, destHeight)
{
var data = this.data;
var ss = data.spriteSourceSize;
var di = data.drawImage;
// Store actual values
this.data.trim = true;
data.trim = true;
this.data.sourceSize.w = actualWidth;
this.data.sourceSize.h = actualHeight;
data.sourceSize.w = actualWidth;
data.sourceSize.h = actualHeight;
this.data.spriteSourceSize.x = destX;
this.data.spriteSourceSize.y = destY;
this.data.spriteSourceSize.w = destWidth;
this.data.spriteSourceSize.h = destHeight;
ss.x = destX;
ss.y = destY;
ss.w = destWidth;
ss.h = destHeight;
// Adjust properties
this.x = destX;
@ -183,6 +193,14 @@ Frame.prototype = {
this.width = destWidth;
this.height = destHeight;
// drawImage data
di.sx = destX;
di.sy = destY;
di.sWidth = destWidth;
di.sHeight = destHeight;
di.dWidth = destWidth;
di.dHeight = destHeight;
this.updateUVs();
return this;
@ -324,6 +342,23 @@ Object.defineProperties(Frame.prototype, {
return this.data.uvs;
}
},
/**
* Canvas Draw Image data
*
* @name Phaser.TextureFrame#canvasData
* @property {Object} canvasData
*/
canvasData: {
enumerable: true,
get: function ()
{
return this.data.drawImage;
}
}
});

View file

@ -6,8 +6,7 @@ var GetObjectValue = function (source, key, defaultValue)
{
if (key.indexOf('.'))
{
keys = key.split('.');
var keys = key.split('.');
var parent = source;
var value = defaultValue;
@ -31,9 +30,8 @@ var GetObjectValue = function (source, key, defaultValue)
}
else
{
return (source.hasOwnProperty(key) ? source[key] : defaultValue);
return (source.hasOwnProperty(key)) ? source[key] : defaultValue;
}
}
};
module.exports = GetObjectValue;