Invokes pre and post batch functions.

This commit is contained in:
Richard Davey 2020-11-04 18:02:22 +00:00
parent 4287181b2b
commit e9efc5e8f2

View file

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