mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
Tilemap Rendering
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parent
d19d1f6b8d
commit
dc035ddaab
9 changed files with 175 additions and 23 deletions
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@ -1,4 +1,4 @@
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var CHECKSUM = {
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build: '71ee6280-4165-11e7-9e97-1b8919a78c4a'
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build: 'd6e1c770-470c-11e7-a023-cd5ccd3d9536'
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};
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module.exports = CHECKSUM;
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@ -16,6 +16,7 @@ require('./renderpass/RenderPassFactory');
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require('./tilesprite/TileSpriteFactory');
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require('./mesh/MeshFactory');
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require('./quad/QuadFactory');
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require('./tilemap/static/StaticTilemapFactory');
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// Phaser.GameObjects
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@ -37,6 +38,6 @@ module.exports = {
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Zone: require('./zone/Zone'),
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EffectLayer: require('./effectlayer/EffectLayer'),
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Mesh: require('./mesh/Mesh'),
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Quad: require('./quad/Quad')
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Quad: require('./quad/Quad'),
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StaticTilemap: require('./tilemap/static/StaticTilemap')
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};
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@ -1,10 +1,11 @@
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var Class = require('../../utils/Class');
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var GameObject = require('../GameObject');
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var Components = require('../../components');
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var Class = require('../../../utils/Class');
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var GameObject = require('../../GameObject');
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var Components = require('../../../components');
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var StaticTilemapRender = require('./StaticTilemapRender');
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var CONST = require('../../../renderer/webgl/renderers/tilemaprenderer/const');
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var TileSprite = new Class({
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var StaticTilemap = new Class({
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Extends: GameObject,
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@ -30,6 +31,9 @@ var TileSprite = new Class({
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GameObject.call(this, state, 'StaticTilemap');
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this.vbo = null;
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this.gl = state.game.renderer.gl ? state.game.renderer.gl : null;
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this.tilemapRenderer = state.game.renderer.tilemapRenderer ? state.game.renderer.tilemapRenderer : null;
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this.resourceManager = this.gl ? state.game.renderer.resourceManager : null;
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this.bufferData = null;
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this.mapData = mapData;
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this.tileWidth = tileWidth;
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@ -37,19 +41,19 @@ var TileSprite = new Class({
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this.mapWidth = mapWidth;
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this.mapHeight = mapHeight;
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this.dirty = true;
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this.vertexCount = 0;
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this.setTexture(texture, frame);
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this.setPosition(x, y);
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this.setSizeToFrame();
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this.setOrigin();
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this.setSize(width, height);
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this.setSize(tileWidth * mapWidth, tileHeight * mapHeight);
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},
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upload: function ()
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{
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if (this.dirty)
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if (this.dirty && this.gl)
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{
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var gl;
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var gl = this.gl;
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var vbo = this.vbo;
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var mapWidth = this.mapWidth;
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var mapHeight = this.mapHeight;
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@ -58,13 +62,15 @@ var TileSprite = new Class({
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var bufferData = this.bufferData;
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var bufferF32, bufferU32;
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var voffset = 0;
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var vertexCount = 0;
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if (this.vbo === null)
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{
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vbo = this.vbo = gl.createBuffer();
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vbo = this.resourceManager.createBuffer(gl.ARRAY_BUFFER, (4 * 6 * (mapWidth * mapHeight)) * 4, gl.STATIC_DRAW);
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vbo.addAttribute(this.tilemapRenderer.shader.getAttribLocation('a_position'), 2, gl.FLOAT, false, CONST.VERTEX_SIZE, 0);
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vbo.addAttribute(this.tilemapRenderer.shader.getAttribLocation('a_tex_coord'), 2, gl.FLOAT, false, CONST.VERTEX_SIZE, 8);
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bufferData = this.bufferData = new ArrayBuffer((4 * 6 * (mapWidth * mapHeight)) * 4);
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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gl.bufferData(gl.ARRAY_BUFFER, bufferData, gl.STATIC_DRAW);
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this.vbo = vbo;
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}
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bufferF32 = new Float32Array(bufferData);
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@ -115,11 +121,12 @@ var TileSprite = new Class({
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bufferF32[voffset + 1] = ty3;
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bufferF32[voffset + 2] = 1;
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bufferF32[voffset + 3] = 0;
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vertexCount += 6;
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}
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}
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, bufferData);
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this.vertexCount = vertexCount;
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vbo.updateResource(bufferData, 0);
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this.dirty = false;
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}
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@ -1,19 +1,19 @@
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var StaticTilemap = require('./StaticTilemap');
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var FactoryContainer = require('../../gameobjects/FactoryContainer');
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var FactoryContainer = require('../../../gameobjects/FactoryContainer');
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var StaticTilemapFactory = {
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KEY: 'staticTilemap',
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add: function (mapData, x, y, width, height, key, frame)
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add: function (mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, texture, frame)
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{
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return this.children.add(new StaticTilemap(this.state, mapData, x, y, width, height, key, frame));
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return this.children.add(new StaticTilemap(this.state, mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, texture, frame));
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},
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make: function (mapData, x, y, width, height, key, frame)
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make: function (mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, texture, frame)
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{
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return new StaticTilemap(this.state, mapData, x, y, width, height, key, frame);
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return new StaticTilemap(this.state, mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, texture, frame);
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}
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};
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@ -1,6 +1,6 @@
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module.exports = {
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renderCanvas: require('./StaticTilemapCanvasRenderer'),
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renderWebGL: require('./StaticTilemapTextWebGLRenderer')
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renderWebGL: require('./StaticTilemapWebGLRenderer')
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};
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@ -4,6 +4,15 @@ var StaticTilemapWebGLRenderer = function (renderer, src, interpolationPercentag
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{
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return;
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}
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var gameObject = src;
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var frame = gameObject.frame;
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var gl = gameObject.gl;
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renderer.setRenderer(gameObject.tilemapRenderer, frame.texture.source[frame.sourceIndex].glTexture, gameObject.renderTarget);
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gameObject.upload();
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gameObject.vbo.bind();
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gl.drawArrays(gl.TRIANGLES, 0, gameObject.vertexCount);
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};
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module.exports = StaticTilemapWebGLRenderer;
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@ -12,6 +12,7 @@ var SpriteBatch = require('./renderers/spritebatch/SpriteBatch');
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var TileBatch = require('./renderers/tilebatch/TileBatch');
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var ShapeBatch = require('./renderers/shapebatch/ShapeBatch');
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var EffectRenderer = require('./renderers/effectrenderer/EffectRenderer');
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var TilemapRenderer = require('./renderers/tilemaprenderer/TilemapRenderer');
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var BlendModes = require('../BlendModes');
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var ScaleModes = require('../ScaleModes');
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var ResourceManager = require('./ResourceManager');
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@ -115,6 +116,7 @@ WebGLRenderer.prototype = {
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this.shapeBatch = this.addRenderer(new ShapeBatch(this.game, gl, this));
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this.effectRenderer = this.addRenderer(new EffectRenderer(this.game, gl, this));
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this.tileBatch = this.addRenderer(new TileBatch(this.game, gl, this));
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this.tilemapRenderer = this.addRenderer(new TilemapRenderer(this.game, gl, this));
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this.currentRenderer = this.spriteBatch;
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this.setBlendMode(0);
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this.resize(this.width, this.height);
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@ -0,0 +1,118 @@
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var DataBuffer32 = require('../../utils/DataBuffer32');
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var DataBuffer16 = require('../../utils/DataBuffer16');
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var TilemapShader = require('../../shaders/TilemapShader');
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var PHASER_CONST = require('../../../../const');
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var CONST = require('./const');
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var TilemapRenderer = function (game, gl, manager)
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{
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this.game = game;
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this.type = PHASER_CONST.WEBGL;
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this.view = game.canvas;
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this.resolution = game.config.resolution;
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this.width = game.config.width * game.config.resolution;
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this.height = game.config.height * game.config.resolution;
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this.glContext = gl;
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this.shader = null;
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this.viewMatrixLocation = null;
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// All of these settings will be able to be controlled via the Game Config
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this.config = {
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clearBeforeRender: true,
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transparent: false,
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autoResize: false,
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preserveDrawingBuffer: false,
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WebGLContextOptions: {
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alpha: true,
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antialias: true,
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premultipliedAlpha: true,
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stencil: true,
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preserveDrawingBuffer: false
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}
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};
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this.manager = manager;
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this.dirty = false;
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this.init(this.glContext);
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};
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TilemapRenderer.prototype.constructor = TilemapRenderer;
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TilemapRenderer.prototype = {
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init: function (gl)
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{
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var shader = this.manager.resourceManager.createShader('TilemapShader', TilemapShader);
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var viewMatrixLocation = shader.getUniformLocation('u_view_matrix');
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var scrollLocation = shader.getUniformLocation('u_scroll');
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this.shader = shader;
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this.viewMatrixLocation = viewMatrixLocation;
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this.scrollLocation = scrollLocation;
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this.resize(this.width, this.height, this.game.config.resolution);
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},
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shouldFlush: function ()
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{
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return false;
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},
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isFull: function ()
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{
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return false;
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},
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add: function (x, y, width, height, red, green, blue, alpha)
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{
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},
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bind: function (shader)
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{
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if (shader === undefined)
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{
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this.shader.bind();
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}
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else
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{
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shader.bind();
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this.resize(this.width, this.height, this.game.config.resolution, shader);
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}
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},
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flush: function (shader)
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{
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},
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resize: function (width, height, resolution, shader)
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{
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var gl = this.glContext;
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var activeShader = shader !== undefined ? shader : this.shader;
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this.width = width * resolution;
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this.height = height * resolution;
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activeShader.setConstantMatrix4x4(
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this.viewMatrixLocation,
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new Float32Array([
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2 / this.width, 0, 0, 0,
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0, -2 / this.height, 0, 0,
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0, 0, 1, 1,
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-1, 1, 0, 0
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])
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);
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},
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destroy: function ()
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{
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this.manager.resourceManager.deleteShader(this.shader);
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this.shader = null;
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}
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};
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module.exports = TilemapRenderer;
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@ -0,0 +1,15 @@
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var CONST = {
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// VERTEX_SIZE = sizeof(vec2) + sizeof(vec2)
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VERTEX_SIZE: 16,
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INDEX_SIZE: 2,
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TILEMAP_VERTEX_COUNT: 4,
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TILEMAP_INDEX_COUNT: 6,
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// How many 32-bit components does the vertex have.
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TILEMAP_VERTEX_COMPONENT_COUNT: 4,
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MAX_TILEMAP: 2000,
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};
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module.exports = CONST;
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