mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
Moving towards tidying up the FTP
This commit is contained in:
parent
d50d8b5e6b
commit
ac108db9cc
3 changed files with 123 additions and 117 deletions
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@ -11,6 +11,7 @@ var Earcut = require('../../../geom/polygon/Earcut');
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var ModelViewProjection = require('./components/ModelViewProjection');
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var ShaderSourceFS = require('../shaders/FlatTint-frag.js');
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var ShaderSourceVS = require('../shaders/FlatTint-vert.js');
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var TransformMatrix = require('../../../gameobjects/components/TransformMatrix');
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var Utils = require('../Utils');
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var WebGLPipeline = require('../WebGLPipeline');
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@ -142,6 +143,46 @@ var FlatTintPipeline = new Class({
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*/
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this.polygonCache = [];
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/**
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* A temporary Transform Matrix, re-used internally during batching.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.FlatTintPipeline#_tempMatrix1
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* @private
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* @type {Phaser.GameObjects.Components.TransformMatrix}
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* @since 3.12.0
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*/
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this._tempMatrix1 = new TransformMatrix();
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/**
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* A temporary Transform Matrix, re-used internally during batching.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.FlatTintPipeline#_tempMatrix2
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* @private
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* @type {Phaser.GameObjects.Components.TransformMatrix}
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* @since 3.12.0
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*/
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this._tempMatrix2 = new TransformMatrix();
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/**
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* A temporary Transform Matrix, re-used internally during batching.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.FlatTintPipeline#_tempMatrix3
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* @private
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* @type {Phaser.GameObjects.Components.TransformMatrix}
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* @since 3.12.0
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*/
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this._tempMatrix3 = new TransformMatrix();
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/**
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* A temporary Transform Matrix, re-used internally during batching.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.FlatTintPipeline#_tempMatrix4
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* @private
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* @type {Phaser.GameObjects.Components.TransformMatrix}
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* @since 3.12.0
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*/
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this._tempMatrix4 = new TransformMatrix();
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this.mvpInit();
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},
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@ -181,6 +222,48 @@ var FlatTintPipeline = new Class({
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return this;
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},
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batchVertex: function (x, y, tint)
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{
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var vertexViewF32 = this.vertexViewF32;
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var vertexViewU32 = this.vertexViewU32;
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var vertexOffset = (this.vertexCount * this.vertexComponentCount) - 1;
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vertexViewF32[++vertexOffset] = x;
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vertexViewF32[++vertexOffset] = y;
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// For the TTP
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// vertexViewF32[++vertexOffset] = u0;
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// vertexViewF32[++vertexOffset] = v0;
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// vertexViewF32[++vertexOffset] = tintEffect;
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vertexViewU32[++vertexOffset] = tint;
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this.vertexCount++;
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},
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batchTri: function (x1, y1, x2, y2, x3, y3, tint)
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{
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var vertexViewF32 = this.vertexViewF32;
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var vertexViewU32 = this.vertexViewU32;
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var vertexOffset = (this.vertexCount * this.vertexComponentCount) - 1;
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vertexViewF32[++vertexOffset] = x1;
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vertexViewF32[++vertexOffset] = y1;
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vertexViewU32[++vertexOffset] = tint;
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vertexViewF32[++vertexOffset] = x2;
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vertexViewF32[++vertexOffset] = y2;
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vertexViewU32[++vertexOffset] = tint;
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vertexViewF32[++vertexOffset] = x3;
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vertexViewF32[++vertexOffset] = y3;
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vertexViewU32[++vertexOffset] = tint;
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this.vertexCount += 3;
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},
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/**
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* Pushes a rectangle into the vertex batch
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*
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@ -215,9 +298,6 @@ var FlatTintPipeline = new Class({
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this.flush();
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}
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var vertexViewF32 = this.vertexViewF32;
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var vertexViewU32 = this.vertexViewU32;
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var vertexOffset = this.vertexCount * this.vertexComponentCount;
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var xw = x + width;
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var yh = y + height;
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var a0 = currentMatrix[0];
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@ -242,31 +322,8 @@ var FlatTintPipeline = new Class({
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var ty3 = xw * b + y * d + f;
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var tint = Utils.getTintAppendFloatAlphaAndSwap(fillColor, fillAlpha);
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vertexViewF32[vertexOffset + 0] = tx0;
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vertexViewF32[vertexOffset + 1] = ty0;
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vertexViewU32[vertexOffset + 2] = tint;
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vertexViewF32[vertexOffset + 3] = tx1;
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vertexViewF32[vertexOffset + 4] = ty1;
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vertexViewU32[vertexOffset + 5] = tint;
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vertexViewF32[vertexOffset + 6] = tx2;
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vertexViewF32[vertexOffset + 7] = ty2;
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vertexViewU32[vertexOffset + 8] = tint;
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vertexViewF32[vertexOffset + 9] = tx0;
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vertexViewF32[vertexOffset + 10] = ty0;
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vertexViewU32[vertexOffset + 11] = tint;
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vertexViewF32[vertexOffset + 12] = tx2;
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vertexViewF32[vertexOffset + 13] = ty2;
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vertexViewU32[vertexOffset + 14] = tint;
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vertexViewF32[vertexOffset + 15] = tx3;
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vertexViewF32[vertexOffset + 16] = ty3;
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vertexViewU32[vertexOffset + 17] = tint;
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this.vertexCount += 6;
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this.batchTri(tx0, ty0, tx1, ty1, tx2, ty2, tint);
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this.batchTri(tx0, ty0, tx2, ty2, tx3, ty3, tint);
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},
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/**
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@ -305,9 +362,6 @@ var FlatTintPipeline = new Class({
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this.flush();
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}
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var vertexViewF32 = this.vertexViewF32;
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var vertexViewU32 = this.vertexViewU32;
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var vertexOffset = this.vertexCount * this.vertexComponentCount;
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var a0 = currentMatrix[0];
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var b0 = currentMatrix[1];
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var c0 = currentMatrix[2];
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@ -328,19 +382,7 @@ var FlatTintPipeline = new Class({
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var ty2 = x2 * b + y2 * d + f;
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var tint = Utils.getTintAppendFloatAlphaAndSwap(fillColor, fillAlpha);
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vertexViewF32[vertexOffset + 0] = tx0;
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vertexViewF32[vertexOffset + 1] = ty0;
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vertexViewU32[vertexOffset + 2] = tint;
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vertexViewF32[vertexOffset + 3] = tx1;
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vertexViewF32[vertexOffset + 4] = ty1;
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vertexViewU32[vertexOffset + 5] = tint;
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vertexViewF32[vertexOffset + 6] = tx2;
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vertexViewF32[vertexOffset + 7] = ty2;
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vertexViewU32[vertexOffset + 8] = tint;
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this.vertexCount += 3;
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this.batchTri(tx0, ty0, tx1, ty1, tx2, ty2, tint);
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},
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/**
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@ -436,9 +478,6 @@ var FlatTintPipeline = new Class({
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var polygonIndexArray;
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var point;
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var v0, v1, v2;
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var vertexViewF32 = this.vertexViewF32;
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var vertexViewU32 = this.vertexViewU32;
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var vertexOffset = 0;
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var x0, y0, x1, y1, x2, y2;
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var tx0, ty0, tx1, ty1, tx2, ty2;
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var a0 = currentMatrix[0];
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@ -475,8 +514,6 @@ var FlatTintPipeline = new Class({
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this.flush();
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}
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vertexOffset = this.vertexCount * this.vertexComponentCount;
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x0 = polygonCache[v0 + 0];
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y0 = polygonCache[v0 + 1];
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x1 = polygonCache[v1 + 0];
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@ -491,19 +528,7 @@ var FlatTintPipeline = new Class({
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tx2 = x2 * a + y2 * c + e;
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ty2 = x2 * b + y2 * d + f;
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vertexViewF32[vertexOffset + 0] = tx0;
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vertexViewF32[vertexOffset + 1] = ty0;
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vertexViewU32[vertexOffset + 2] = tint;
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vertexViewF32[vertexOffset + 3] = tx1;
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vertexViewF32[vertexOffset + 4] = ty1;
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vertexViewU32[vertexOffset + 5] = tint;
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vertexViewF32[vertexOffset + 6] = tx2;
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vertexViewF32[vertexOffset + 7] = ty2;
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vertexViewU32[vertexOffset + 8] = tint;
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this.vertexCount += 3;
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this.batchTri(tx0, ty0, tx1, ty1, tx2, ty2, tint);
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}
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polygonCache.length = 0;
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@ -541,9 +566,6 @@ var FlatTintPipeline = new Class({
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var pathLength = path.length;
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var polylines = this.polygonCache;
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var last, curr;
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var vertexViewF32 = this.vertexViewF32;
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var vertexViewU32 = this.vertexViewU32;
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var vertexOffset;
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var line;
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var getTint = Utils.getTintAppendFloatAlphaAndSwap;
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@ -575,33 +597,37 @@ var FlatTintPipeline = new Class({
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last = polylines[index - 1] || polylines[polylinesLength - 1];
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curr = polylines[index];
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vertexOffset = this.vertexCount * this.vertexComponentCount;
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vertexViewF32[vertexOffset + 0] = last[3 * 2 + 0];
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vertexViewF32[vertexOffset + 1] = last[3 * 2 + 1];
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vertexViewU32[vertexOffset + 2] = getTint(last[3 * 2 + 2], lineAlpha);
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var tx0 = last[3 * 2 + 0];
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var ty0 = last[3 * 2 + 1];
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var tint0 = getTint(last[3 * 2 + 2], lineAlpha);
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vertexViewF32[vertexOffset + 3] = last[3 * 0 + 0];
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vertexViewF32[vertexOffset + 4] = last[3 * 0 + 1];
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vertexViewU32[vertexOffset + 5] = getTint(last[3 * 0 + 2], lineAlpha);
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var tx1 = last[3 * 0 + 0];
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var ty1 = last[3 * 0 + 1];
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var tint1 = getTint(last[3 * 0 + 2], lineAlpha);
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vertexViewF32[vertexOffset + 6] = curr[3 * 3 + 0];
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vertexViewF32[vertexOffset + 7] = curr[3 * 3 + 1];
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vertexViewU32[vertexOffset + 8] = getTint(curr[3 * 3 + 2], lineAlpha);
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var tx2 = curr[3 * 3 + 0];
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var ty2 = curr[3 * 3 + 1];
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var tint2 = getTint(curr[3 * 3 + 2], lineAlpha);
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vertexViewF32[vertexOffset + 9] = last[3 * 0 + 0];
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vertexViewF32[vertexOffset + 10] = last[3 * 0 + 1];
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vertexViewU32[vertexOffset + 11] = getTint(last[3 * 0 + 2], lineAlpha);
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// var tx3 = last[3 * 0 + 0]; //tx1
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// var ty3 = last[3 * 0 + 1]; //ty1
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// var tint3 = getTint(last[3 * 0 + 2], lineAlpha); //tint1
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vertexViewF32[vertexOffset + 12] = last[3 * 2 + 0];
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vertexViewF32[vertexOffset + 13] = last[3 * 2 + 1];
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vertexViewU32[vertexOffset + 14] = getTint(last[3 * 2 + 2], lineAlpha);
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// var tx4 = last[3 * 2 + 0]; //tx0
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// var ty4 = last[3 * 2 + 1]; //ty0
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// var tint4 = getTint(last[3 * 2 + 2], lineAlpha); //tint0
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vertexViewF32[vertexOffset + 15] = curr[3 * 1 + 0];
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vertexViewF32[vertexOffset + 16] = curr[3 * 1 + 1];
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vertexViewU32[vertexOffset + 17] = getTint(curr[3 * 1 + 2], lineAlpha);
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var tx5 = curr[3 * 1 + 0];
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var ty5 = curr[3 * 1 + 1];
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var tint5 = getTint(curr[3 * 1 + 2], lineAlpha);
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this.vertexCount += 6;
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this.batchVertex(tx0, ty0, tint0);
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this.batchVertex(tx1, ty1, tint1);
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this.batchVertex(tx2, ty2, tint2);
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this.batchVertex(tx1, ty1, tint1);
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this.batchVertex(tx0, ty0, tint0);
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this.batchVertex(tx5, ty5, tint5);
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}
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polylines.length = 0;
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@ -656,8 +682,6 @@ var FlatTintPipeline = new Class({
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var d = c1 * b0 + d1 * d0;
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var e = e1 * a0 + f1 * c0 + e0;
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var f = e1 * b0 + f1 * d0 + f0;
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var vertexViewF32 = this.vertexViewF32;
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var vertexViewU32 = this.vertexViewU32;
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var dx = bx - ax;
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var dy = by - ay;
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var len = Math.sqrt(dx * dx + dy * dy);
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@ -684,33 +708,13 @@ var FlatTintPipeline = new Class({
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var getTint = Utils.getTintAppendFloatAlphaAndSwap;
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var aTint = getTint(aLineColor, lineAlpha);
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var bTint = getTint(bLineColor, lineAlpha);
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var vertexOffset = this.vertexCount * this.vertexComponentCount;
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vertexViewF32[vertexOffset + 0] = x0;
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vertexViewF32[vertexOffset + 1] = y0;
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vertexViewU32[vertexOffset + 2] = bTint;
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vertexViewF32[vertexOffset + 3] = x1;
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vertexViewF32[vertexOffset + 4] = y1;
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vertexViewU32[vertexOffset + 5] = aTint;
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vertexViewF32[vertexOffset + 6] = x2;
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vertexViewF32[vertexOffset + 7] = y2;
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vertexViewU32[vertexOffset + 8] = bTint;
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vertexViewF32[vertexOffset + 9] = x1;
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vertexViewF32[vertexOffset + 10] = y1;
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vertexViewU32[vertexOffset + 11] = aTint;
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vertexViewF32[vertexOffset + 12] = x3;
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vertexViewF32[vertexOffset + 13] = y3;
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vertexViewU32[vertexOffset + 14] = aTint;
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vertexViewF32[vertexOffset + 15] = x2;
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vertexViewF32[vertexOffset + 16] = y2;
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vertexViewU32[vertexOffset + 17] = bTint;
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this.vertexCount += 6;
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this.batchVertex(x0, y0, bTint);
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this.batchVertex(x1, y1, aTint);
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this.batchVertex(x2, y2, bTint);
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this.batchVertex(x1, y1, aTint);
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this.batchVertex(x3, y3, aTint);
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this.batchVertex(x2, y2, bTint);
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return [
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x0, y0, bLineColor,
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@ -11,15 +11,16 @@ module.exports = [
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'',
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'void main()',
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'{',
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' vec4 texel = texture2D(uMainSampler, outTexCoord);',
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' vec4 texel = vec4(outTint.rgb * outTint.a, outTint.a);',
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'',
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' if (outTintEffect == 1.0)',
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' {',
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' texel = texture2D(uMainSampler, outTexCoord);',
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' texel.rgb = mix(texel.rgb, outTint.rgb, texel.a);',
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' }',
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' else',
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' {',
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' texel *= vec4(outTint.rgb * outTint.a, outTint.a);',
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' texel *= texture2D(uMainSampler, outTexCoord);',
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' }',
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'',
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' gl_FragColor = texel;',
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@ -10,15 +10,16 @@ varying vec4 outTint;
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void main()
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{
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vec4 texel = texture2D(uMainSampler, outTexCoord);
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vec4 texel = vec4(outTint.rgb * outTint.a, outTint.a);
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if (outTintEffect == 1.0)
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{
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texel = texture2D(uMainSampler, outTexCoord);
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texel.rgb = mix(texel.rgb, outTint.rgb, texel.a);
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}
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else
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{
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texel *= vec4(outTint.rgb * outTint.a, outTint.a);
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texel *= texture2D(uMainSampler, outTexCoord);
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}
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gl_FragColor = texel;
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