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https://github.com/photonstorm/phaser
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Allow GameObjects to set their own BatchHandler render nodes.
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parent
570533a705
commit
abace16646
8 changed files with 30 additions and 14 deletions
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@ -35,8 +35,8 @@ var BatchHandlerQuadLight = require('./BatchHandlerQuadLight');
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* @memberof Phaser.Renderer.WebGL.RenderNodes
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* @constructor
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* @since 3.90.0
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} manager - The WebGLRenderer instance that owns this handler.
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* @param {Phaser.Types.Renderer.WebGL.RenderNodes.BatchHandlerConfig} config - The configuration object for this handler.
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* @param {Phaser.Renderer.WebGL.RenderNodes.RenderNodeManager} manager - The manager that owns this RenderNode.
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* @param {Phaser.Types.Renderer.WebGL.RenderNodes.BatchHandlerConfig} [config] - The configuration object for this handler.
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*/
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var BatchHandlerQuadLightShadow = new Class({
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Extends: BatchHandlerQuadLight,
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@ -8,7 +8,9 @@ var Map = require('../../../../structs/Map');
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var DefaultBitmapTextNodes = new Map([
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[ 'Submitter', 'SubmitterQuad' ],
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[ 'SubmitterLight', 'SubmitterQuadLight' ]
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[ 'SubmitterLight', 'SubmitterQuadLight' ],
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[ 'BatchHandler', 'BatchHandlerQuad' ],
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[ 'BatchHandlerLight', 'BatchHandlerQuadLight' ]
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]);
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module.exports = DefaultBitmapTextNodes;
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@ -8,7 +8,9 @@ var Map = require('../../../../structs/Map');
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var DefaultBlitterNodes = new Map([
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[ 'Submitter', 'SubmitterQuad' ],
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[ 'SubmitterLight', 'SubmitterQuadLight' ]
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[ 'SubmitterLight', 'SubmitterQuadLight' ],
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[ 'BatchHandler', 'BatchHandlerQuad' ],
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[ 'BatchHandlerLight', 'BatchHandlerQuadLight' ]
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]);
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module.exports = DefaultBlitterNodes;
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@ -9,6 +9,8 @@ var Map = require('../../../../structs/Map');
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var DefaultImageNodes = new Map([
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[ 'Submitter', 'SubmitterQuad' ],
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[ 'SubmitterLight', 'SubmitterQuadLight' ],
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[ 'BatchHandler', 'BatchHandlerQuad' ],
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[ 'BatchHandlerLight', 'BatchHandlerQuadLight' ],
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[ 'Transformer', 'TransformerImage' ],
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[ 'Texturer', 'TexturerImage' ]
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]);
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@ -8,7 +8,9 @@ var Map = require('../../../../structs/Map');
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var DefaultParticleEmitterNodes = new Map([
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[ 'Submitter', 'SubmitterQuad' ],
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[ 'SubmitterLight', 'SubmitterQuadLight' ]
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[ 'SubmitterLight', 'SubmitterQuadLight' ],
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[ 'BatchHandler', 'BatchHandlerQuad' ],
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[ 'BatchHandlerLight', 'BatchHandlerQuadLight' ]
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]);
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module.exports = DefaultParticleEmitterNodes;
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@ -9,6 +9,8 @@ var Map = require('../../../../structs/Map');
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var DefaultTilemapLayerNodes = new Map([
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[ 'Submitter', 'SubmitterQuad' ],
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[ 'SubmitterLight', 'SubmitterQuadLight' ],
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[ 'BatchHandler', 'BatchHandlerQuad' ],
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[ 'BatchHandlerLight', 'BatchHandlerQuadLight' ],
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[ 'Transformer', 'TransformerTile' ]
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]);
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@ -32,7 +32,7 @@ var getTint = Utils.getTintAppendFloatAlpha;
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* @param {object} [config] - The configuration object for this RenderNode.
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* @param {string} [config.name='SubmitterQuad'] - The name of this RenderNode.
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* @param {string} [config.role='Submitter'] - The expected role of this RenderNode.
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* @param {string} [config.batchHandler='BatchHandlerQuad'] - The key of the default batch handler node to use for this RenderNode. This should correspond to a node which extends `BatchHandlerQuad`.
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* @param {string} [config.batchHandler='BatchHandler'] - The key of the default batch handler node to use for this RenderNode. This should correspond to a node which extends `BatchHandlerQuad`. It will be derived from the game object whenever the node runs.
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*/
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var SubmitterQuad = new Class({
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Extends: RenderNode,
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@ -44,13 +44,13 @@ var SubmitterQuad = new Class({
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RenderNode.call(this, config.name, manager);
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/**
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* The RenderNode used to render data.
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* The key of the RenderNode used to render data.
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*
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* @name Phaser.Renderer.WebGL.RenderNodes.SubmitterQuad#batchHandler
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* @type {Phaser.Renderer.WebGL.RenderNodes.BatchHandler}
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* @type {string}
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* @since 3.90.0
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*/
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this.batchHandler = manager.getNode(config.batchHandler);
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this.batchHandler = config.batchHandler;
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},
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/**
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@ -62,7 +62,7 @@ var SubmitterQuad = new Class({
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defaultConfig: {
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name: 'SubmitterQuad',
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role: 'Submitter',
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batchHandler: 'BatchHandlerQuad'
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batchHandler: 'BatchHandler'
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},
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/**
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@ -129,7 +129,10 @@ var SubmitterQuad = new Class({
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var u1 = uvSource.u1;
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var v1 = uvSource.v1;
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this.batchHandler.batch(
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(
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gameObject.customRenderNodes[this.batchHandler] ||
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gameObject.defaultRenderNodes[this.batchHandler]
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).batch(
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drawingContext,
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// Use `frame.source.glTexture` instead of `frame.glTexture`
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@ -27,7 +27,7 @@ var getTint = Utils.getTintAppendFloatAlpha;
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* @param {object} [config] - The configuration object for this RenderNode.
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* @param {string} [config.name='SubmitterQuadLight'] - The name of this RenderNode.
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* @param {string} [config.role='Submitter'] - The expected role of this RenderNode.
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* @param {string} [config.batchHandler='BatchHandlerQuadLight'] - The key of the default batch handler node to use for this RenderNode. This should correspond to a node which extends `BatchHandlerQuadLight`.
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* @param {string} [config.batchHandler='BatchHandlerLight'] - The key of the default batch handler node to use for this RenderNode. This should correspond to a node which extends `BatchHandlerQuadLight`. It will be derived from the game object whenever the node runs.
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*/
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var SubmitterQuadLight = new Class({
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Extends: SubmitterQuad,
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@ -42,7 +42,7 @@ var SubmitterQuadLight = new Class({
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defaultConfig: {
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name: 'SubmitterQuadLight',
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role: 'Submitter',
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batchHandler: 'BatchHandlerQuadLight'
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batchHandler: 'BatchHandlerLight'
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},
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/**
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@ -164,7 +164,10 @@ var SubmitterQuadLight = new Class({
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}
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// Batch the quad.
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this.batchHandler.batch(
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(
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gameObject.customRenderNodes[this.batchHandler] ||
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gameObject.defaultRenderNodes[this.batchHandler]
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).batch(
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drawingContext,
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// Use `frame.source.glTexture` instead of `frame.glTexture`
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