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https://github.com/photonstorm/phaser
synced 2024-11-10 07:04:31 +00:00
Invokes pre and post batch functions.
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parent
4287181b2b
commit
e9efc5e8f2
1 changed files with 18 additions and 11 deletions
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@ -192,8 +192,7 @@ var MultiPipeline = new Class({
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*/
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batchSprite: function (sprite, camera, parentTransformMatrix)
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{
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// Will cause a flush if this isn't the current pipeline, vertexbuffer or program
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this.renderer.pipelines.set(this, sprite);
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this.manager.set(this, sprite);
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var camMatrix = this._tempMatrix1;
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var spriteMatrix = this._tempMatrix2;
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@ -303,10 +302,13 @@ var MultiPipeline = new Class({
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var tx3 = calcMatrix.getX(xw, y);
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var ty3 = calcMatrix.getY(xw, y);
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var tintTL = Utils.getTintAppendFloatAlpha(sprite.tintTopLeft, camera.alpha * sprite._alphaTL);
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var tintTR = Utils.getTintAppendFloatAlpha(sprite.tintTopRight, camera.alpha * sprite._alphaTR);
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var tintBL = Utils.getTintAppendFloatAlpha(sprite.tintBottomLeft, camera.alpha * sprite._alphaBL);
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var tintBR = Utils.getTintAppendFloatAlpha(sprite.tintBottomRight, camera.alpha * sprite._alphaBR);
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var getTint = Utils.getTintAppendFloatAlpha;
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var cameraAlpha = camera.alpha;
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var tintTL = getTint(sprite.tintTopLeft, cameraAlpha * sprite._alphaTL);
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var tintTR = getTint(sprite.tintTopRight, cameraAlpha * sprite._alphaTR);
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var tintBL = getTint(sprite.tintBottomLeft, cameraAlpha * sprite._alphaBL);
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var tintBR = getTint(sprite.tintBottomRight, cameraAlpha * sprite._alphaBR);
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if (camera.roundPixels)
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{
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@ -323,7 +325,6 @@ var MultiPipeline = new Class({
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ty3 = Math.round(ty3);
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}
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// So batchQuad never assigns a unit to the glTexture, but to the textureSource instead
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if (this.shouldFlush(6))
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{
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this.flush();
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@ -331,9 +332,11 @@ var MultiPipeline = new Class({
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var unit = this.setGameObject(sprite, frame);
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var tintEffect = sprite.tintFill;
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this.manager.preBatch(sprite);
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this.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, unit);
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this.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, sprite.tintEffect, texture, unit);
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this.manager.postBatch(sprite);
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},
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/**
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@ -520,7 +523,11 @@ var MultiPipeline = new Class({
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textureUnit = this.renderer.setTexture2D(texture);
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}
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this.manager.preBatch(gameObject);
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this.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit);
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this.manager.postBatch(gameObject);
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},
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/**
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@ -579,7 +586,7 @@ var MultiPipeline = new Class({
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tint = Utils.getTintAppendFloatAlpha(tint, alpha);
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this.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, frame.u0, frame.v0, frame.u1, frame.v1, tint, tint, tint, tint, 0, frame.glTexture, unit);
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},
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}
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/**
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* Pushes a filled rectangle into the vertex batch.
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@ -599,7 +606,6 @@ var MultiPipeline = new Class({
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* @param {number} height - Height of the rectangle.
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* @param {number} color - Color of the rectangle to draw.
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* @param {number} alpha - Alpha value of the rectangle to draw.
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*/
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drawFillRect: function (x, y, width, height, color, alpha)
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{
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x = Math.floor(x);
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@ -616,6 +622,7 @@ var MultiPipeline = new Class({
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this.batchQuad(x, y, x, yh, xw, yh, xw, y, 0, 0, 1, 1, tint, tint, tint, tint, 2, white, unit);
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}
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*/
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});
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