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https://github.com/photonstorm/phaser
synced 2024-11-24 13:43:26 +00:00
Always render drop shadow behind text
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164cdf9134
commit
959645d1f0
1 changed files with 32 additions and 20 deletions
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@ -78,6 +78,18 @@ var BitmapTextWebGLRenderer = function (renderer, src, interpolationPercentage,
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var tintBL = Utils.getTintAppendFloatAlpha(src._tintBL, cameraAlpha * src._alphaBL);
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var tintBR = Utils.getTintAppendFloatAlpha(src._tintBR, cameraAlpha * src._alphaBR);
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var texture = src.frame.glTexture;
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var textureUnit = pipeline.setGameObject(src);
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// Update the bounds - skipped internally if not dirty
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var bounds = src.getTextBounds(false);
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var i;
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var char;
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var glyph;
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var characters = bounds.characters;
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var dropShadowX = src.dropShadowX;
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var dropShadowY = src.dropShadowY;
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@ -85,35 +97,35 @@ var BitmapTextWebGLRenderer = function (renderer, src, interpolationPercentage,
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if (dropShadow)
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{
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var blackTL = Utils.getTintAppendFloatAlpha(src.dropShadowColor, cameraAlpha * src.dropShadowAlpha * src._alphaTL);
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var blackTR = Utils.getTintAppendFloatAlpha(src.dropShadowColor, cameraAlpha * src.dropShadowAlpha * src._alphaTR);
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var blackBL = Utils.getTintAppendFloatAlpha(src.dropShadowColor, cameraAlpha * src.dropShadowAlpha * src._alphaBL);
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var blackBR = Utils.getTintAppendFloatAlpha(src.dropShadowColor, cameraAlpha * src.dropShadowAlpha * src._alphaBR);
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var blackTL = Utils.getTintAppendFloatAlpha(src._dropShadowColorGL, cameraAlpha * src.dropShadowAlpha * src._alphaTL);
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var blackTR = Utils.getTintAppendFloatAlpha(src._dropShadowColorGL, cameraAlpha * src.dropShadowAlpha * src._alphaTR);
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var blackBL = Utils.getTintAppendFloatAlpha(src._dropShadowColorGL, cameraAlpha * src.dropShadowAlpha * src._alphaBL);
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var blackBR = Utils.getTintAppendFloatAlpha(src._dropShadowColorGL, cameraAlpha * src.dropShadowAlpha * src._alphaBR);
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for (i = 0; i < characters.length; i++)
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{
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char = characters[i];
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glyph = char.glyph;
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if (char.code === 32 || glyph.width === 0 || glyph.height === 0)
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{
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continue;
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}
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BatchChar(pipeline, src, char, glyph, dropShadowX, dropShadowY, calcMatrix, roundPixels, blackTL, blackTR, blackBL, blackBR, 0, texture, textureUnit);
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}
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}
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var texture = src.frame.glTexture;
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var textureUnit = pipeline.setGameObject(src);
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// Update the bounds - skipped internally if not dirty
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var bounds = src.getTextBounds(false);
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var characters = bounds.characters;
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for (var i = 0; i < characters.length; i++)
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for (i = 0; i < characters.length; i++)
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{
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var char = characters[i];
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var glyph = char.glyph;
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char = characters[i];
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glyph = char.glyph;
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if (char.code === 32 || glyph.width === 0 || glyph.height === 0)
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{
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continue;
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}
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if (dropShadow)
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{
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BatchChar(pipeline, src, char, glyph, dropShadowX, dropShadowY, calcMatrix, roundPixels, blackTL, blackTR, blackBL, blackBR, 0, texture, textureUnit);
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}
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if (charColors[char.i])
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{
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var color = charColors[char.i];
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