mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 04:53:38 +00:00
1423 lines
48 KiB
JavaScript
1423 lines
48 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Felipe Alfonso <@bitnenfer>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../../utils/Class');
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var Earcut = require('../../../geom/polygon/Earcut');
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var GetFastValue = require('../../../utils/object/GetFastValue');
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var ModelViewProjection = require('./components/ModelViewProjection');
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var ProjectOrtho = require('../mvp/ProjectOrtho');
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var ShaderSourceFS = require('../shaders/TextureTint-frag.js');
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var ShaderSourceVS = require('../shaders/TextureTint-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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/**
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* @classdesc
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* TextureTintPipeline implements the rendering infrastructure
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* for displaying textured objects
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* The config properties are:
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* - game: Current game instance.
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* - renderer: Current WebGL renderer.
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* - topology: This indicates how the primitives are rendered. The default value is GL_TRIANGLES.
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* Here is the full list of rendering primitives (https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants).
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* - vertShader: Source for vertex shader as a string.
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* - fragShader: Source for fragment shader as a string.
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* - vertexCapacity: The amount of vertices that shall be allocated
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* - vertexSize: The size of a single vertex in bytes.
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*
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* @class TextureTintPipeline
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* @extends Phaser.Renderer.WebGL.WebGLPipeline
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* @memberof Phaser.Renderer.WebGL.Pipelines
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* @constructor
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* @since 3.0.0
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*
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* @param {object} config - The configuration options for this Texture Tint Pipeline, as described above.
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*/
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var TextureTintPipeline = new Class({
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Extends: WebGLPipeline,
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Mixins: [
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ModelViewProjection
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],
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initialize:
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function TextureTintPipeline (config)
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{
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var rendererConfig = config.renderer.config;
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var fragmentShaderSource;
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var maxTextures = config.renderer.maxTextures;
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if (!config.fragShader)
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{
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fragmentShaderSource = Utils.parseFragmentShaderMaxTextures(ShaderSourceFS, maxTextures);
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}
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else
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{
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fragmentShaderSource = config.fragShader;
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}
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// Vertex Size = attribute size added together (2 + 2 + 1 + 4)
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// Vertex Size = attribute size added together (2 + 2 + 1 + 1 + 4) inc maxTextures
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WebGLPipeline.call(this, {
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game: config.game,
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renderer: config.renderer,
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gl: config.renderer.gl,
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topology: GetFastValue(config, 'topology', config.renderer.gl.TRIANGLES),
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vertShader: GetFastValue(config, 'vertShader', ShaderSourceVS),
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fragShader: GetFastValue(config, 'fragShader', fragmentShaderSource),
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vertexCapacity: GetFastValue(config, 'vertexCapacity', 6 * rendererConfig.batchSize),
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vertexSize: GetFastValue(config, 'vertexSize', Float32Array.BYTES_PER_ELEMENT * 6 + Uint8Array.BYTES_PER_ELEMENT * 4),
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attributes: [
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{
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name: 'inPosition',
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size: 2,
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type: config.renderer.gl.FLOAT,
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normalized: false,
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offset: 0,
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enabled: false,
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location: -1
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},
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{
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name: 'inTexCoord',
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size: 2,
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type: config.renderer.gl.FLOAT,
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normalized: false,
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offset: 4 * 2,
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enabled: false,
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location: -1
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},
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{
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name: 'inTexId',
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size: 1,
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type: config.renderer.gl.FLOAT,
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normalized: false,
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offset: 4 * 4,
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enabled: false,
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location: -1
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},
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{
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name: 'inTintEffect',
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size: 1,
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type: config.renderer.gl.FLOAT,
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normalized: false,
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offset: 4 * 5,
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enabled: false,
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location: -1
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},
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{
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name: 'inTint',
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size: 4,
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type: config.renderer.gl.UNSIGNED_BYTE,
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normalized: true,
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offset: 4 * 6,
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enabled: false,
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location: -1
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}
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]
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});
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/**
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* Float32 view of the array buffer containing the pipeline's vertices.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#vertexViewF32
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* @type {Float32Array}
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* @since 3.0.0
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*/
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this.vertexViewF32 = new Float32Array(this.vertexData);
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/**
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* Uint32 view of the array buffer containing the pipeline's vertices.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#vertexViewU32
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* @type {Uint32Array}
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* @since 3.0.0
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*/
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this.vertexViewU32 = new Uint32Array(this.vertexData);
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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.TextureTintPipeline#_tempMatrix1
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* @private
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* @type {Phaser.GameObjects.Components.TransformMatrix}
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* @since 3.11.0
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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.TextureTintPipeline#_tempMatrix2
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* @private
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* @type {Phaser.GameObjects.Components.TransformMatrix}
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* @since 3.11.0
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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.TextureTintPipeline#_tempMatrix3
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* @private
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* @type {Phaser.GameObjects.Components.TransformMatrix}
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* @since 3.11.0
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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.TextureTintPipeline#_tempMatrix4
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* @private
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* @type {Phaser.GameObjects.Components.TransformMatrix}
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* @since 3.11.0
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*/
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this._tempMatrix4 = new TransformMatrix();
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/**
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* Used internally to draw stroked triangles.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#tempTriangle
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* @type {array}
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* @private
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* @since 3.12.0
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*/
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this.tempTriangle = [
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{ x: 0, y: 0, width: 0 },
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{ x: 0, y: 0, width: 0 },
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{ x: 0, y: 0, width: 0 },
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{ x: 0, y: 0, width: 0 }
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];
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/**
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* The tint effect to be applied by the shader in the next geometry draw:
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*
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* 0 = texture multiplied by color
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* 1 = solid color + texture alpha
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* 2 = solid color, no texture
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* 3 = solid texture, no color
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#tintEffect
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* @type {number}
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* @private
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* @since 3.12.0
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*/
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this.tintEffect = 2;
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/**
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* Cached stroke tint.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#strokeTint
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* @type {object}
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* @private
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* @since 3.12.0
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*/
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this.strokeTint = { TL: 0, TR: 0, BL: 0, BR: 0 };
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/**
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* Cached fill tint.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#fillTint
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* @type {object}
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* @private
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* @since 3.12.0
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*/
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this.fillTint = { TL: 0, TR: 0, BL: 0, BR: 0 };
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/**
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* Internal texture frame reference.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#currentFrame
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* @type {Phaser.Textures.Frame}
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* @private
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* @since 3.12.0
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*/
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this.currentFrame = { u0: 0, v0: 0, u1: 1, v1: 1 };
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/**
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* Internal path quad cache.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#firstQuad
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* @type {array}
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* @private
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* @since 3.12.0
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*/
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this.firstQuad = [ 0, 0, 0, 0, 0 ];
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/**
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* Internal path quad cache.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#prevQuad
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* @type {array}
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* @private
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* @since 3.12.0
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*/
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this.prevQuad = [ 0, 0, 0, 0, 0 ];
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/**
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* Used internally for triangulating a polygon.
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*
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* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#polygonCache
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* @type {array}
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* @private
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* @since 3.12.0
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*/
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this.polygonCache = [];
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this.mvpInit();
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},
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/**
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* Called every time the pipeline is bound by the renderer.
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* Sets the shader program, vertex buffer and other resources.
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* Should only be called when changing pipeline.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#bind
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* @since 3.50.0
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*
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* @return {this} This WebGLPipeline instance.
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*/
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bind: function ()
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{
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WebGLPipeline.prototype.bind.call(this);
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this.renderer.setInt1iv(this.program, 'uMainSampler', this.renderer.textureIndexes);
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return this;
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},
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/**
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* Called every time a Game Object needs to use this pipeline.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#onBind
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.GameObject} [gameObject] - The Game Object that invoked this pipeline, if any.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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onBind: function ()
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{
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this.mvpUpdate();
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return this;
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},
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/**
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* Resizes this pipeline and updates the projection.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#resize
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* @since 3.0.0
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*
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* @param {number} width - The new width.
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* @param {number} height - The new height.
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* @param {number} resolution - The resolution.
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*
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* @return {this} This WebGLPipeline instance.
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*/
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resize: function (width, height, resolution)
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{
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WebGLPipeline.prototype.resize.call(this, width, height, resolution);
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ProjectOrtho(this, 0, this.width, this.height, 0, -1000, 1000);
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return this;
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},
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/**
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* Assigns a texture to the current batch. If a different texture is already set it creates a new batch object.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#setTexture2D
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* @since 3.1.0
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*
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* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch. If not given uses blankTexture.
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*
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* @return {number} The assigned texture unit.
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*/
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setTexture2D: function (texture)
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{
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if (texture === undefined) { texture = this.renderer.blankTexture.glTexture; }
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this.currentUnit = this.renderer.setTexture2D(texture);
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return this.currentUnit;
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},
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/**
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* Uploads the vertex data and emits a draw call for the current batch of vertices.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#flush
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* @since 3.0.0
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*
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* @return {this} This WebGLPipeline instance.
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*/
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flush: function ()
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{
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var gl = this.gl;
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var vertexCount = this.vertexCount;
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var vertexSize = this.vertexSize;
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if (vertexCount > 0)
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{
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if (vertexCount === this.vertexCapacity)
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{
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gl.bufferData(gl.ARRAY_BUFFER, this.vertexData, gl.DYNAMIC_DRAW);
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}
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else
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{
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.bytes.subarray(0, vertexCount * vertexSize));
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}
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gl.drawArrays(this.topology, 0, vertexCount);
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this.vertexCount = 0;
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}
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return this;
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},
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/**
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* Takes a Sprite Game Object, or any object that extends it, and adds it to the batch.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchSprite
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* @since 3.0.0
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*
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* @param {(Phaser.GameObjects.Image|Phaser.GameObjects.Sprite)} sprite - The texture based Game Object to add to the batch.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to use for the rendering transform.
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* @param {Phaser.GameObjects.Components.TransformMatrix} [parentTransformMatrix] - The transform matrix of the parent container, if set.
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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.setPipeline(this);
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var camMatrix = this._tempMatrix1;
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var spriteMatrix = this._tempMatrix2;
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var calcMatrix = this._tempMatrix3;
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var frame = sprite.frame;
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var texture = frame.glTexture;
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var u0 = frame.u0;
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var v0 = frame.v0;
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var u1 = frame.u1;
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var v1 = frame.v1;
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var frameX = frame.x;
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var frameY = frame.y;
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var frameWidth = frame.cutWidth;
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var frameHeight = frame.cutHeight;
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var customPivot = frame.customPivot;
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var displayOriginX = sprite.displayOriginX;
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var displayOriginY = sprite.displayOriginY;
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var x = -displayOriginX + frameX;
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var y = -displayOriginY + frameY;
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if (sprite.isCropped)
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{
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var crop = sprite._crop;
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if (crop.flipX !== sprite.flipX || crop.flipY !== sprite.flipY)
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{
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frame.updateCropUVs(crop, sprite.flipX, sprite.flipY);
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}
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u0 = crop.u0;
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v0 = crop.v0;
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u1 = crop.u1;
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v1 = crop.v1;
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frameWidth = crop.width;
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frameHeight = crop.height;
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frameX = crop.x;
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frameY = crop.y;
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x = -displayOriginX + frameX;
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y = -displayOriginY + frameY;
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}
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var flipX = 1;
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var flipY = 1;
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if (sprite.flipX)
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{
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if (!customPivot)
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{
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x += (-frame.realWidth + (displayOriginX * 2));
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}
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flipX = -1;
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}
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// Auto-invert the flipY if this is coming from a GLTexture
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if (sprite.flipY || (frame.source.isGLTexture && !texture.flipY))
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{
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if (!customPivot)
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{
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y += (-frame.realHeight + (displayOriginY * 2));
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}
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flipY = -1;
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}
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spriteMatrix.applyITRS(sprite.x, sprite.y, sprite.rotation, sprite.scaleX * flipX, sprite.scaleY * flipY);
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camMatrix.copyFrom(camera.matrix);
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if (parentTransformMatrix)
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{
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// Multiply the camera by the parent matrix
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camMatrix.multiplyWithOffset(parentTransformMatrix, -camera.scrollX * sprite.scrollFactorX, -camera.scrollY * sprite.scrollFactorY);
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// Undo the camera scroll
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spriteMatrix.e = sprite.x;
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spriteMatrix.f = sprite.y;
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// Multiply by the Sprite matrix, store result in calcMatrix
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camMatrix.multiply(spriteMatrix, calcMatrix);
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}
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else
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{
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spriteMatrix.e -= camera.scrollX * sprite.scrollFactorX;
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spriteMatrix.f -= camera.scrollY * sprite.scrollFactorY;
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// Multiply by the Sprite matrix, store result in calcMatrix
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camMatrix.multiply(spriteMatrix, calcMatrix);
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}
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var xw = x + frameWidth;
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var yh = y + frameHeight;
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var tx0 = calcMatrix.getX(x, y);
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var ty0 = calcMatrix.getY(x, y);
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var tx1 = calcMatrix.getX(x, yh);
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var ty1 = calcMatrix.getY(x, yh);
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var tx2 = calcMatrix.getX(xw, yh);
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var ty2 = calcMatrix.getY(xw, yh);
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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._tintTL, camera.alpha * sprite._alphaTL);
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var tintTR = Utils.getTintAppendFloatAlpha(sprite._tintTR, camera.alpha * sprite._alphaTR);
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var tintBL = Utils.getTintAppendFloatAlpha(sprite._tintBL, camera.alpha * sprite._alphaBL);
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var tintBR = Utils.getTintAppendFloatAlpha(sprite._tintBR, camera.alpha * sprite._alphaBR);
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if (camera.roundPixels)
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{
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tx0 = Math.round(tx0);
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ty0 = Math.round(ty0);
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tx1 = Math.round(tx1);
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ty1 = Math.round(ty1);
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tx2 = Math.round(tx2);
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ty2 = Math.round(ty2);
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tx3 = Math.round(tx3);
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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
|
|
if (this.vertexCount + 6 > this.vertexCapacity)
|
|
{
|
|
this.flush();
|
|
}
|
|
|
|
var unit = this.setGameObject(sprite);
|
|
|
|
var tintEffect = (sprite._isTinted && sprite.tintFill);
|
|
|
|
this.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, unit);
|
|
},
|
|
|
|
/**
|
|
* Adds the vertices data into the batch and flushes if full.
|
|
*
|
|
* Assumes 6 vertices in the following arrangement:
|
|
*
|
|
* ```
|
|
* 0----3
|
|
* |\ B|
|
|
* | \ |
|
|
* | \ |
|
|
* | A \|
|
|
* | \
|
|
* 1----2
|
|
* ```
|
|
*
|
|
* Where tx0/ty0 = 0, tx1/ty1 = 1, tx2/ty2 = 2 and tx3/ty3 = 3
|
|
*
|
|
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchQuad
|
|
* @since 3.12.0
|
|
*
|
|
* @param {number} x0 - The top-left x position.
|
|
* @param {number} y0 - The top-left y position.
|
|
* @param {number} x1 - The bottom-left x position.
|
|
* @param {number} y1 - The bottom-left y position.
|
|
* @param {number} x2 - The bottom-right x position.
|
|
* @param {number} y2 - The bottom-right y position.
|
|
* @param {number} x3 - The top-right x position.
|
|
* @param {number} y3 - The top-right y position.
|
|
* @param {number} u0 - UV u0 value.
|
|
* @param {number} v0 - UV v0 value.
|
|
* @param {number} u1 - UV u1 value.
|
|
* @param {number} v1 - UV v1 value.
|
|
* @param {number} tintTL - The top-left tint color value.
|
|
* @param {number} tintTR - The top-right tint color value.
|
|
* @param {number} tintBL - The bottom-left tint color value.
|
|
* @param {number} tintBR - The bottom-right tint color value.
|
|
* @param {(number|boolean)} tintEffect - The tint effect for the shader to use.
|
|
* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch if a flush occurs.
|
|
* @param {integer} [unit=0] - Texture unit to which the texture needs to be bound.
|
|
*
|
|
* @return {boolean} `true` if this method caused the batch to flush, otherwise `false`.
|
|
*/
|
|
batchQuad: function (x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, unit)
|
|
{
|
|
if (unit === undefined) { unit = this.currentUnit; }
|
|
|
|
var hasFlushed = false;
|
|
|
|
if (this.vertexCount + 6 > this.vertexCapacity)
|
|
{
|
|
this.flush();
|
|
|
|
hasFlushed = true;
|
|
|
|
unit = this.setTexture2D(texture);
|
|
}
|
|
|
|
var vertexViewF32 = this.vertexViewF32;
|
|
var vertexViewU32 = this.vertexViewU32;
|
|
|
|
var vertexOffset = (this.vertexCount * this.vertexComponentCount) - 1;
|
|
|
|
vertexViewF32[++vertexOffset] = x0;
|
|
vertexViewF32[++vertexOffset] = y0;
|
|
vertexViewF32[++vertexOffset] = u0;
|
|
vertexViewF32[++vertexOffset] = v0;
|
|
vertexViewF32[++vertexOffset] = unit;
|
|
vertexViewF32[++vertexOffset] = tintEffect;
|
|
vertexViewU32[++vertexOffset] = tintTL;
|
|
|
|
vertexViewF32[++vertexOffset] = x1;
|
|
vertexViewF32[++vertexOffset] = y1;
|
|
vertexViewF32[++vertexOffset] = u0;
|
|
vertexViewF32[++vertexOffset] = v1;
|
|
vertexViewF32[++vertexOffset] = unit;
|
|
vertexViewF32[++vertexOffset] = tintEffect;
|
|
vertexViewU32[++vertexOffset] = tintBL;
|
|
|
|
vertexViewF32[++vertexOffset] = x2;
|
|
vertexViewF32[++vertexOffset] = y2;
|
|
vertexViewF32[++vertexOffset] = u1;
|
|
vertexViewF32[++vertexOffset] = v1;
|
|
vertexViewF32[++vertexOffset] = unit;
|
|
vertexViewF32[++vertexOffset] = tintEffect;
|
|
vertexViewU32[++vertexOffset] = tintBR;
|
|
|
|
vertexViewF32[++vertexOffset] = x0;
|
|
vertexViewF32[++vertexOffset] = y0;
|
|
vertexViewF32[++vertexOffset] = u0;
|
|
vertexViewF32[++vertexOffset] = v0;
|
|
vertexViewF32[++vertexOffset] = unit;
|
|
vertexViewF32[++vertexOffset] = tintEffect;
|
|
vertexViewU32[++vertexOffset] = tintTL;
|
|
|
|
vertexViewF32[++vertexOffset] = x2;
|
|
vertexViewF32[++vertexOffset] = y2;
|
|
vertexViewF32[++vertexOffset] = u1;
|
|
vertexViewF32[++vertexOffset] = v1;
|
|
vertexViewF32[++vertexOffset] = unit;
|
|
vertexViewF32[++vertexOffset] = tintEffect;
|
|
vertexViewU32[++vertexOffset] = tintBR;
|
|
|
|
vertexViewF32[++vertexOffset] = x3;
|
|
vertexViewF32[++vertexOffset] = y3;
|
|
vertexViewF32[++vertexOffset] = u1;
|
|
vertexViewF32[++vertexOffset] = v0;
|
|
vertexViewF32[++vertexOffset] = unit;
|
|
vertexViewF32[++vertexOffset] = tintEffect;
|
|
vertexViewU32[++vertexOffset] = tintTR;
|
|
|
|
this.vertexCount += 6;
|
|
|
|
return hasFlushed;
|
|
},
|
|
|
|
/**
|
|
* Adds the vertices data into the batch and flushes if full.
|
|
*
|
|
* Assumes 3 vertices in the following arrangement:
|
|
*
|
|
* ```
|
|
* 0
|
|
* |\
|
|
* | \
|
|
* | \
|
|
* | \
|
|
* | \
|
|
* 1-----2
|
|
* ```
|
|
*
|
|
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchTri
|
|
* @since 3.12.0
|
|
*
|
|
* @param {number} x1 - The bottom-left x position.
|
|
* @param {number} y1 - The bottom-left y position.
|
|
* @param {number} x2 - The bottom-right x position.
|
|
* @param {number} y2 - The bottom-right y position.
|
|
* @param {number} x3 - The top-right x position.
|
|
* @param {number} y3 - The top-right y position.
|
|
* @param {number} u0 - UV u0 value.
|
|
* @param {number} v0 - UV v0 value.
|
|
* @param {number} u1 - UV u1 value.
|
|
* @param {number} v1 - UV v1 value.
|
|
* @param {number} tintTL - The top-left tint color value.
|
|
* @param {number} tintTR - The top-right tint color value.
|
|
* @param {number} tintBL - The bottom-left tint color value.
|
|
* @param {(number|boolean)} tintEffect - The tint effect for the shader to use.
|
|
* @param {WebGLTexture} [texture] - WebGLTexture that will be assigned to the current batch if a flush occurs.
|
|
* @param {integer} [unit=0] - Texture unit to which the texture needs to be bound.
|
|
*
|
|
* @return {boolean} `true` if this method caused the batch to flush, otherwise `false`.
|
|
*/
|
|
batchTri: function (x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintEffect, texture, unit)
|
|
{
|
|
if (unit === undefined) { unit = this.currentUnit; }
|
|
|
|
var hasFlushed = false;
|
|
|
|
if (this.vertexCount + 3 > this.vertexCapacity)
|
|
{
|
|
this.flush();
|
|
|
|
hasFlushed = true;
|
|
|
|
unit = this.setTexture2D(texture);
|
|
}
|
|
|
|
var vertexViewF32 = this.vertexViewF32;
|
|
var vertexViewU32 = this.vertexViewU32;
|
|
|
|
var vertexOffset = (this.vertexCount * this.vertexComponentCount) - 1;
|
|
|
|
vertexViewF32[++vertexOffset] = x1;
|
|
vertexViewF32[++vertexOffset] = y1;
|
|
vertexViewF32[++vertexOffset] = u0;
|
|
vertexViewF32[++vertexOffset] = v0;
|
|
vertexViewF32[++vertexOffset] = unit;
|
|
vertexViewF32[++vertexOffset] = tintEffect;
|
|
vertexViewU32[++vertexOffset] = tintTL;
|
|
|
|
vertexViewF32[++vertexOffset] = x2;
|
|
vertexViewF32[++vertexOffset] = y2;
|
|
vertexViewF32[++vertexOffset] = u0;
|
|
vertexViewF32[++vertexOffset] = v1;
|
|
vertexViewF32[++vertexOffset] = unit;
|
|
vertexViewF32[++vertexOffset] = tintEffect;
|
|
vertexViewU32[++vertexOffset] = tintTR;
|
|
|
|
vertexViewF32[++vertexOffset] = x3;
|
|
vertexViewF32[++vertexOffset] = y3;
|
|
vertexViewF32[++vertexOffset] = u1;
|
|
vertexViewF32[++vertexOffset] = v1;
|
|
vertexViewF32[++vertexOffset] = unit;
|
|
vertexViewF32[++vertexOffset] = tintEffect;
|
|
vertexViewU32[++vertexOffset] = tintBL;
|
|
|
|
this.vertexCount += 3;
|
|
|
|
return hasFlushed;
|
|
},
|
|
|
|
/**
|
|
* Generic function for batching a textured quad using argument values instead of a Game Object.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchTexture
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - Source GameObject.
|
|
* @param {WebGLTexture} texture - Raw WebGLTexture associated with the quad.
|
|
* @param {integer} textureWidth - Real texture width.
|
|
* @param {integer} textureHeight - Real texture height.
|
|
* @param {number} srcX - X coordinate of the quad.
|
|
* @param {number} srcY - Y coordinate of the quad.
|
|
* @param {number} srcWidth - Width of the quad.
|
|
* @param {number} srcHeight - Height of the quad.
|
|
* @param {number} scaleX - X component of scale.
|
|
* @param {number} scaleY - Y component of scale.
|
|
* @param {number} rotation - Rotation of the quad.
|
|
* @param {boolean} flipX - Indicates if the quad is horizontally flipped.
|
|
* @param {boolean} flipY - Indicates if the quad is vertically flipped.
|
|
* @param {number} scrollFactorX - By which factor is the quad affected by the camera horizontal scroll.
|
|
* @param {number} scrollFactorY - By which factor is the quad effected by the camera vertical scroll.
|
|
* @param {number} displayOriginX - Horizontal origin in pixels.
|
|
* @param {number} displayOriginY - Vertical origin in pixels.
|
|
* @param {number} frameX - X coordinate of the texture frame.
|
|
* @param {number} frameY - Y coordinate of the texture frame.
|
|
* @param {number} frameWidth - Width of the texture frame.
|
|
* @param {number} frameHeight - Height of the texture frame.
|
|
* @param {integer} tintTL - Tint for top left.
|
|
* @param {integer} tintTR - Tint for top right.
|
|
* @param {integer} tintBL - Tint for bottom left.
|
|
* @param {integer} tintBR - Tint for bottom right.
|
|
* @param {number} tintEffect - The tint effect.
|
|
* @param {number} uOffset - Horizontal offset on texture coordinate.
|
|
* @param {number} vOffset - Vertical offset on texture coordinate.
|
|
* @param {Phaser.Cameras.Scene2D.Camera} camera - Current used camera.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - Parent container.
|
|
* @param {boolean} [skipFlip=false] - Skip the renderTexture check.
|
|
* @param {number} [textureUnit] - Use the currently bound texture unit?
|
|
*/
|
|
batchTexture: function (
|
|
gameObject,
|
|
texture,
|
|
textureWidth, textureHeight,
|
|
srcX, srcY,
|
|
srcWidth, srcHeight,
|
|
scaleX, scaleY,
|
|
rotation,
|
|
flipX, flipY,
|
|
scrollFactorX, scrollFactorY,
|
|
displayOriginX, displayOriginY,
|
|
frameX, frameY, frameWidth, frameHeight,
|
|
tintTL, tintTR, tintBL, tintBR, tintEffect,
|
|
uOffset, vOffset,
|
|
camera,
|
|
parentTransformMatrix,
|
|
skipFlip,
|
|
textureUnit)
|
|
{
|
|
var renderer = this.renderer;
|
|
|
|
renderer.setPipeline(this, gameObject);
|
|
|
|
var camMatrix = this._tempMatrix1;
|
|
var spriteMatrix = this._tempMatrix2;
|
|
var calcMatrix = this._tempMatrix3;
|
|
|
|
var u0 = (frameX / textureWidth) + uOffset;
|
|
var v0 = (frameY / textureHeight) + vOffset;
|
|
var u1 = (frameX + frameWidth) / textureWidth + uOffset;
|
|
var v1 = (frameY + frameHeight) / textureHeight + vOffset;
|
|
|
|
var width = srcWidth;
|
|
var height = srcHeight;
|
|
|
|
var x = -displayOriginX;
|
|
var y = -displayOriginY;
|
|
|
|
if (gameObject.isCropped)
|
|
{
|
|
var crop = gameObject._crop;
|
|
|
|
width = crop.width;
|
|
height = crop.height;
|
|
|
|
srcWidth = crop.width;
|
|
srcHeight = crop.height;
|
|
|
|
frameX = crop.x;
|
|
frameY = crop.y;
|
|
|
|
var ox = frameX;
|
|
var oy = frameY;
|
|
|
|
if (flipX)
|
|
{
|
|
ox = (frameWidth - crop.x - crop.width);
|
|
}
|
|
|
|
if (flipY && !texture.isRenderTexture)
|
|
{
|
|
oy = (frameHeight - crop.y - crop.height);
|
|
}
|
|
|
|
u0 = (ox / textureWidth) + uOffset;
|
|
v0 = (oy / textureHeight) + vOffset;
|
|
u1 = (ox + crop.width) / textureWidth + uOffset;
|
|
v1 = (oy + crop.height) / textureHeight + vOffset;
|
|
|
|
x = -displayOriginX + frameX;
|
|
y = -displayOriginY + frameY;
|
|
}
|
|
|
|
// Invert the flipY if this is a RenderTexture
|
|
flipY = flipY ^ (!skipFlip && texture.isRenderTexture ? 1 : 0);
|
|
|
|
if (flipX)
|
|
{
|
|
width *= -1;
|
|
x += srcWidth;
|
|
}
|
|
|
|
if (flipY)
|
|
{
|
|
height *= -1;
|
|
y += srcHeight;
|
|
}
|
|
|
|
var xw = x + width;
|
|
var yh = y + height;
|
|
|
|
spriteMatrix.applyITRS(srcX, srcY, rotation, scaleX, scaleY);
|
|
|
|
camMatrix.copyFrom(camera.matrix);
|
|
|
|
if (parentTransformMatrix)
|
|
{
|
|
// Multiply the camera by the parent matrix
|
|
camMatrix.multiplyWithOffset(parentTransformMatrix, -camera.scrollX * scrollFactorX, -camera.scrollY * scrollFactorY);
|
|
|
|
// Undo the camera scroll
|
|
spriteMatrix.e = srcX;
|
|
spriteMatrix.f = srcY;
|
|
|
|
// Multiply by the Sprite matrix, store result in calcMatrix
|
|
camMatrix.multiply(spriteMatrix, calcMatrix);
|
|
}
|
|
else
|
|
{
|
|
spriteMatrix.e -= camera.scrollX * scrollFactorX;
|
|
spriteMatrix.f -= camera.scrollY * scrollFactorY;
|
|
|
|
// Multiply by the Sprite matrix, store result in calcMatrix
|
|
camMatrix.multiply(spriteMatrix, calcMatrix);
|
|
}
|
|
|
|
var tx0 = calcMatrix.getX(x, y);
|
|
var ty0 = calcMatrix.getY(x, y);
|
|
|
|
var tx1 = calcMatrix.getX(x, yh);
|
|
var ty1 = calcMatrix.getY(x, yh);
|
|
|
|
var tx2 = calcMatrix.getX(xw, yh);
|
|
var ty2 = calcMatrix.getY(xw, yh);
|
|
|
|
var tx3 = calcMatrix.getX(xw, y);
|
|
var ty3 = calcMatrix.getY(xw, y);
|
|
|
|
if (camera.roundPixels)
|
|
{
|
|
tx0 = Math.round(tx0);
|
|
ty0 = Math.round(ty0);
|
|
|
|
tx1 = Math.round(tx1);
|
|
ty1 = Math.round(ty1);
|
|
|
|
tx2 = Math.round(tx2);
|
|
ty2 = Math.round(ty2);
|
|
|
|
tx3 = Math.round(tx3);
|
|
ty3 = Math.round(ty3);
|
|
}
|
|
|
|
if (textureUnit === undefined)
|
|
{
|
|
textureUnit = this.renderer.setTexture2D(texture);
|
|
}
|
|
|
|
this.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit);
|
|
},
|
|
|
|
/**
|
|
* Adds a Texture Frame into the batch for rendering.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchTextureFrame
|
|
* @since 3.12.0
|
|
*
|
|
* @param {Phaser.Textures.Frame} frame - The Texture Frame to be rendered.
|
|
* @param {number} x - The horizontal position to render the texture at.
|
|
* @param {number} y - The vertical position to render the texture at.
|
|
* @param {number} tint - The tint color.
|
|
* @param {number} alpha - The alpha value.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} transformMatrix - The Transform Matrix to use for the texture.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} [parentTransformMatrix] - A parent Transform Matrix.
|
|
*/
|
|
batchTextureFrame: function (
|
|
frame,
|
|
x, y,
|
|
tint, alpha,
|
|
transformMatrix,
|
|
parentTransformMatrix
|
|
)
|
|
{
|
|
this.renderer.setPipeline(this);
|
|
|
|
var spriteMatrix = this._tempMatrix1.copyFrom(transformMatrix);
|
|
var calcMatrix = this._tempMatrix2;
|
|
|
|
var xw = x + frame.width;
|
|
var yh = y + frame.height;
|
|
|
|
if (parentTransformMatrix)
|
|
{
|
|
spriteMatrix.multiply(parentTransformMatrix, calcMatrix);
|
|
}
|
|
else
|
|
{
|
|
calcMatrix = spriteMatrix;
|
|
}
|
|
|
|
var tx0 = calcMatrix.getX(x, y);
|
|
var ty0 = calcMatrix.getY(x, y);
|
|
|
|
var tx1 = calcMatrix.getX(x, yh);
|
|
var ty1 = calcMatrix.getY(x, yh);
|
|
|
|
var tx2 = calcMatrix.getX(xw, yh);
|
|
var ty2 = calcMatrix.getY(xw, yh);
|
|
|
|
var tx3 = calcMatrix.getX(xw, y);
|
|
var ty3 = calcMatrix.getY(xw, y);
|
|
|
|
// this.setTexture2D(frame.glTexture, 0);
|
|
var unit = this.renderer.setTextureSource(frame.source);
|
|
|
|
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.
|
|
*
|
|
* The dimensions are run through `Math.floor` before the quad is generated.
|
|
*
|
|
* Rectangle has no transform values and isn't transformed into the local space.
|
|
*
|
|
* Used for directly batching untransformed rectangles, such as Camera background colors.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#drawFillRect
|
|
* @since 3.12.0
|
|
*
|
|
* @param {number} x - Horizontal top left coordinate of the rectangle.
|
|
* @param {number} y - Vertical top left coordinate of the rectangle.
|
|
* @param {number} width - Width of the rectangle.
|
|
* @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);
|
|
y = Math.floor(y);
|
|
|
|
var xw = Math.floor(x + width);
|
|
var yh = Math.floor(y + height);
|
|
|
|
var blank = this.renderer.blankTexture.glTexture;
|
|
|
|
var unit = this.renderer.setTexture2D(blank);
|
|
|
|
var tint = Utils.getTintAppendFloatAlphaAndSwap(color, alpha);
|
|
|
|
this.batchQuad(x, y, x, yh, xw, yh, xw, y, 0, 0, 1, 1, tint, tint, tint, tint, 2, blank, unit);
|
|
},
|
|
|
|
/**
|
|
* Pushes a filled rectangle into the vertex batch.
|
|
* Rectangle factors in the given transform matrices before adding to the batch.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchFillRect
|
|
* @since 3.12.0
|
|
*
|
|
* @param {number} x - Horizontal top left coordinate of the rectangle.
|
|
* @param {number} y - Vertical top left coordinate of the rectangle.
|
|
* @param {number} width - Width of the rectangle.
|
|
* @param {number} height - Height of the rectangle.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} currentMatrix - The current transform.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - The parent transform.
|
|
*/
|
|
batchFillRect: function (x, y, width, height, currentMatrix, parentMatrix)
|
|
{
|
|
this.renderer.setPipeline(this);
|
|
|
|
var calcMatrix = this._tempMatrix3;
|
|
|
|
// Multiply and store result in calcMatrix, only if the parentMatrix is set, otherwise we'll use whatever values are already in the calcMatrix
|
|
if (parentMatrix)
|
|
{
|
|
parentMatrix.multiply(currentMatrix, calcMatrix);
|
|
}
|
|
|
|
var xw = x + width;
|
|
var yh = y + height;
|
|
|
|
var x0 = calcMatrix.getX(x, y);
|
|
var y0 = calcMatrix.getY(x, y);
|
|
|
|
var x1 = calcMatrix.getX(x, yh);
|
|
var y1 = calcMatrix.getY(x, yh);
|
|
|
|
var x2 = calcMatrix.getX(xw, yh);
|
|
var y2 = calcMatrix.getY(xw, yh);
|
|
|
|
var x3 = calcMatrix.getX(xw, y);
|
|
var y3 = calcMatrix.getY(xw, y);
|
|
|
|
var frame = this.currentFrame;
|
|
|
|
var u0 = frame.u0;
|
|
var v0 = frame.v0;
|
|
var u1 = frame.u1;
|
|
var v1 = frame.v1;
|
|
|
|
var tint = this.fillTint;
|
|
|
|
this.batchQuad(x0, y0, x1, y1, x2, y2, x3, y3, u0, v0, u1, v1, tint.TL, tint.TR, tint.BL, tint.BR, this.tintEffect);
|
|
},
|
|
|
|
/**
|
|
* Pushes a filled triangle into the vertex batch.
|
|
* Triangle factors in the given transform matrices before adding to the batch.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchFillTriangle
|
|
* @since 3.12.0
|
|
*
|
|
* @param {number} x0 - Point 0 x coordinate.
|
|
* @param {number} y0 - Point 0 y coordinate.
|
|
* @param {number} x1 - Point 1 x coordinate.
|
|
* @param {number} y1 - Point 1 y coordinate.
|
|
* @param {number} x2 - Point 2 x coordinate.
|
|
* @param {number} y2 - Point 2 y coordinate.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} currentMatrix - The current transform.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - The parent transform.
|
|
*/
|
|
batchFillTriangle: function (x0, y0, x1, y1, x2, y2, currentMatrix, parentMatrix)
|
|
{
|
|
this.renderer.setPipeline(this);
|
|
|
|
var calcMatrix = this._tempMatrix3;
|
|
|
|
// Multiply and store result in calcMatrix, only if the parentMatrix is set, otherwise we'll use whatever values are already in the calcMatrix
|
|
if (parentMatrix)
|
|
{
|
|
parentMatrix.multiply(currentMatrix, calcMatrix);
|
|
}
|
|
|
|
var tx0 = calcMatrix.getX(x0, y0);
|
|
var ty0 = calcMatrix.getY(x0, y0);
|
|
|
|
var tx1 = calcMatrix.getX(x1, y1);
|
|
var ty1 = calcMatrix.getY(x1, y1);
|
|
|
|
var tx2 = calcMatrix.getX(x2, y2);
|
|
var ty2 = calcMatrix.getY(x2, y2);
|
|
|
|
var frame = this.currentFrame;
|
|
|
|
var u0 = frame.u0;
|
|
var v0 = frame.v0;
|
|
var u1 = frame.u1;
|
|
var v1 = frame.v1;
|
|
|
|
this.batchTri(tx0, ty0, tx1, ty1, tx2, ty2, u0, v0, u1, v1, this.fillTint.TL, this.fillTint.TR, this.fillTint.BL, this.tintEffect);
|
|
},
|
|
|
|
/**
|
|
* Pushes a stroked triangle into the vertex batch.
|
|
* Triangle factors in the given transform matrices before adding to the batch.
|
|
* The triangle is created from 3 lines and drawn using the `batchStrokePath` method.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchStrokeTriangle
|
|
* @since 3.12.0
|
|
*
|
|
* @param {number} x0 - Point 0 x coordinate.
|
|
* @param {number} y0 - Point 0 y coordinate.
|
|
* @param {number} x1 - Point 1 x coordinate.
|
|
* @param {number} y1 - Point 1 y coordinate.
|
|
* @param {number} x2 - Point 2 x coordinate.
|
|
* @param {number} y2 - Point 2 y coordinate.
|
|
* @param {number} lineWidth - The width of the line in pixels.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} currentMatrix - The current transform.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - The parent transform.
|
|
*/
|
|
batchStrokeTriangle: function (x0, y0, x1, y1, x2, y2, lineWidth, currentMatrix, parentMatrix)
|
|
{
|
|
var tempTriangle = this.tempTriangle;
|
|
|
|
tempTriangle[0].x = x0;
|
|
tempTriangle[0].y = y0;
|
|
tempTriangle[0].width = lineWidth;
|
|
|
|
tempTriangle[1].x = x1;
|
|
tempTriangle[1].y = y1;
|
|
tempTriangle[1].width = lineWidth;
|
|
|
|
tempTriangle[2].x = x2;
|
|
tempTriangle[2].y = y2;
|
|
tempTriangle[2].width = lineWidth;
|
|
|
|
tempTriangle[3].x = x0;
|
|
tempTriangle[3].y = y0;
|
|
tempTriangle[3].width = lineWidth;
|
|
|
|
this.batchStrokePath(tempTriangle, lineWidth, false, currentMatrix, parentMatrix);
|
|
},
|
|
|
|
/**
|
|
* Adds the given path to the vertex batch for rendering.
|
|
*
|
|
* It works by taking the array of path data and then passing it through Earcut, which
|
|
* creates a list of polygons. Each polygon is then added to the batch.
|
|
*
|
|
* The path is always automatically closed because it's filled.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchFillPath
|
|
* @since 3.12.0
|
|
*
|
|
* @param {array} path - Collection of points that represent the path.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} currentMatrix - The current transform.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - The parent transform.
|
|
*/
|
|
batchFillPath: function (path, currentMatrix, parentMatrix)
|
|
{
|
|
this.renderer.setPipeline(this);
|
|
|
|
var calcMatrix = this._tempMatrix3;
|
|
|
|
// Multiply and store result in calcMatrix, only if the parentMatrix is set, otherwise we'll use whatever values are already in the calcMatrix
|
|
if (parentMatrix)
|
|
{
|
|
parentMatrix.multiply(currentMatrix, calcMatrix);
|
|
}
|
|
|
|
var length = path.length;
|
|
var polygonCache = this.polygonCache;
|
|
var polygonIndexArray;
|
|
var point;
|
|
|
|
var tintTL = this.fillTint.TL;
|
|
var tintTR = this.fillTint.TR;
|
|
var tintBL = this.fillTint.BL;
|
|
var tintEffect = this.tintEffect;
|
|
|
|
for (var pathIndex = 0; pathIndex < length; ++pathIndex)
|
|
{
|
|
point = path[pathIndex];
|
|
polygonCache.push(point.x, point.y);
|
|
}
|
|
|
|
polygonIndexArray = Earcut(polygonCache);
|
|
length = polygonIndexArray.length;
|
|
|
|
var frame = this.currentFrame;
|
|
|
|
for (var index = 0; index < length; index += 3)
|
|
{
|
|
var p0 = polygonIndexArray[index + 0] * 2;
|
|
var p1 = polygonIndexArray[index + 1] * 2;
|
|
var p2 = polygonIndexArray[index + 2] * 2;
|
|
|
|
var x0 = polygonCache[p0 + 0];
|
|
var y0 = polygonCache[p0 + 1];
|
|
var x1 = polygonCache[p1 + 0];
|
|
var y1 = polygonCache[p1 + 1];
|
|
var x2 = polygonCache[p2 + 0];
|
|
var y2 = polygonCache[p2 + 1];
|
|
|
|
var tx0 = calcMatrix.getX(x0, y0);
|
|
var ty0 = calcMatrix.getY(x0, y0);
|
|
|
|
var tx1 = calcMatrix.getX(x1, y1);
|
|
var ty1 = calcMatrix.getY(x1, y1);
|
|
|
|
var tx2 = calcMatrix.getX(x2, y2);
|
|
var ty2 = calcMatrix.getY(x2, y2);
|
|
|
|
var u0 = frame.u0;
|
|
var v0 = frame.v0;
|
|
var u1 = frame.u1;
|
|
var v1 = frame.v1;
|
|
|
|
this.batchTri(tx0, ty0, tx1, ty1, tx2, ty2, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintEffect);
|
|
}
|
|
|
|
polygonCache.length = 0;
|
|
},
|
|
|
|
/**
|
|
* Adds the given path to the vertex batch for rendering.
|
|
*
|
|
* It works by taking the array of path data and calling `batchLine` for each section
|
|
* of the path.
|
|
*
|
|
* The path is optionally closed at the end.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchStrokePath
|
|
* @since 3.12.0
|
|
*
|
|
* @param {array} path - Collection of points that represent the path.
|
|
* @param {number} lineWidth - The width of the line segments in pixels.
|
|
* @param {boolean} pathOpen - Indicates if the path should be closed or left open.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} currentMatrix - The current transform.
|
|
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - The parent transform.
|
|
*/
|
|
batchStrokePath: function (path, lineWidth, pathOpen, currentMatrix, parentMatrix)
|
|
{
|
|
this.renderer.setPipeline(this);
|
|
|
|
// Reset the closePath booleans
|
|
this.prevQuad[4] = 0;
|
|
this.firstQuad[4] = 0;
|
|
|
|
var pathLength = path.length - 1;
|
|
|
|
for (var pathIndex = 0; pathIndex < pathLength; pathIndex++)
|
|
{
|
|
var point0 = path[pathIndex];
|
|
var point1 = path[pathIndex + 1];
|
|
|
|
this.batchLine(
|
|
point0.x,
|
|
point0.y,
|
|
point1.x,
|
|
point1.y,
|
|
point0.width / 2,
|
|
point1.width / 2,
|
|
lineWidth,
|
|
pathIndex,
|
|
!pathOpen && (pathIndex === pathLength - 1),
|
|
currentMatrix,
|
|
parentMatrix
|
|
);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Creates a line out of 4 quads and adds it to the vertex batch based on the given line values.
|
|
* Assumes a texture has already been set, prior to calling this function.
|
|
*
|
|
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchLine
|
|
* @since 3.12.0
|
|
*
|
|
* @param {number} ax - X coordinate to the start of the line
|
|
* @param {number} ay - Y coordinate to the start of the line
|
|
* @param {number} bx - X coordinate to the end of the line
|
|
* @param {number} by - Y coordinate to the end of the line
|
|
* @param {number} aLineWidth - Width of the start of the line
|
|
* @param {number} bLineWidth - Width of the end of the line
|
|
* @param {Float32Array} currentMatrix - Parent matrix, generally used by containers
|
|
*/
|
|
batchLine: function (ax, ay, bx, by, aLineWidth, bLineWidth, lineWidth, index, closePath, currentMatrix, parentMatrix)
|
|
{
|
|
this.renderer.setPipeline(this);
|
|
|
|
var calcMatrix = this._tempMatrix3;
|
|
|
|
// Multiply and store result in calcMatrix, only if the parentMatrix is set, otherwise we'll use whatever values are already in the calcMatrix
|
|
if (parentMatrix)
|
|
{
|
|
parentMatrix.multiply(currentMatrix, calcMatrix);
|
|
}
|
|
|
|
var dx = bx - ax;
|
|
var dy = by - ay;
|
|
|
|
var len = Math.sqrt(dx * dx + dy * dy);
|
|
var al0 = aLineWidth * (by - ay) / len;
|
|
var al1 = aLineWidth * (ax - bx) / len;
|
|
var bl0 = bLineWidth * (by - ay) / len;
|
|
var bl1 = bLineWidth * (ax - bx) / len;
|
|
|
|
var lx0 = bx - bl0;
|
|
var ly0 = by - bl1;
|
|
var lx1 = ax - al0;
|
|
var ly1 = ay - al1;
|
|
var lx2 = bx + bl0;
|
|
var ly2 = by + bl1;
|
|
var lx3 = ax + al0;
|
|
var ly3 = ay + al1;
|
|
|
|
// tx0 = bottom right
|
|
var brX = calcMatrix.getX(lx0, ly0);
|
|
var brY = calcMatrix.getY(lx0, ly0);
|
|
|
|
// tx1 = bottom left
|
|
var blX = calcMatrix.getX(lx1, ly1);
|
|
var blY = calcMatrix.getY(lx1, ly1);
|
|
|
|
// tx2 = top right
|
|
var trX = calcMatrix.getX(lx2, ly2);
|
|
var trY = calcMatrix.getY(lx2, ly2);
|
|
|
|
// tx3 = top left
|
|
var tlX = calcMatrix.getX(lx3, ly3);
|
|
var tlY = calcMatrix.getY(lx3, ly3);
|
|
|
|
var tint = this.strokeTint;
|
|
var tintEffect = this.tintEffect;
|
|
|
|
var tintTL = tint.TL;
|
|
var tintTR = tint.TR;
|
|
var tintBL = tint.BL;
|
|
var tintBR = tint.BR;
|
|
|
|
var frame = this.currentFrame;
|
|
|
|
var u0 = frame.u0;
|
|
var v0 = frame.v0;
|
|
var u1 = frame.u1;
|
|
var v1 = frame.v1;
|
|
|
|
// TL, BL, BR, TR
|
|
this.batchQuad(tlX, tlY, blX, blY, brX, brY, trX, trY, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect);
|
|
|
|
if (lineWidth <= 2)
|
|
{
|
|
// No point doing a linejoin if the line isn't thick enough
|
|
return;
|
|
}
|
|
|
|
var prev = this.prevQuad;
|
|
var first = this.firstQuad;
|
|
|
|
if (index > 0 && prev[4])
|
|
{
|
|
this.batchQuad(tlX, tlY, blX, blY, prev[0], prev[1], prev[2], prev[3], u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect);
|
|
}
|
|
else
|
|
{
|
|
first[0] = tlX;
|
|
first[1] = tlY;
|
|
first[2] = blX;
|
|
first[3] = blY;
|
|
first[4] = 1;
|
|
}
|
|
|
|
if (closePath && first[4])
|
|
{
|
|
// Add a join for the final path segment
|
|
this.batchQuad(brX, brY, trX, trY, first[0], first[1], first[2], first[3], u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect);
|
|
}
|
|
else
|
|
{
|
|
// Store it
|
|
|
|
prev[0] = brX;
|
|
prev[1] = brY;
|
|
prev[2] = trX;
|
|
prev[3] = trY;
|
|
prev[4] = 1;
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = TextureTintPipeline;
|