phaser/3.0.0/merge/gameobjects/image/ImageCanvasRenderer.js
2016-11-22 03:11:33 +00:00

162 lines
5.1 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @author Mat Groves (@Doormat23)
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
Phaser.Renderer.Canvas.GameObjects.Image = {
TYPES: [
Phaser.GameObject.Image.prototype
],
render: function (renderer, src)
{
var frame = src.frame;
var source = frame.source;
// Skip rendering?
if (src.skipRender || !src.visible || src.worldAlpha <= 0 || !frame.cutWidth || !frame.cutHeight)
{
return;
}
// Blend Mode
if (renderer.currentBlendMode !== src.blendMode)
{
renderer.currentBlendMode = src.blendMode;
renderer.context.globalCompositeOperation = renderer.blendModes[renderer.currentBlendMode];
}
// Alpha
if (renderer.currentAlpha !== src.worldAlpha)
{
renderer.currentAlpha = src.worldAlpha;
renderer.context.globalAlpha = src.worldAlpha;
}
// Smoothing (should this be a Game Object, or Frame / Texture level property?)
if (renderer.currentScaleMode !== source.scaleMode)
{
renderer.currentScaleMode = source.scaleMode;
renderer.context[renderer.smoothProperty] = (source.scaleMode === Phaser.scaleModes.LINEAR);
}
var wt = src.transform.world;
var resolution = source.resolution / renderer.game.resolution;
var dx = frame.x - (src.anchorX * frame.width);
var dy = frame.y - (src.anchorY * frame.height);
var tx = (wt.tx * renderer.game.resolution) + renderer.game.camera._shake.x;
var ty = (wt.ty * renderer.game.resolution) + renderer.game.camera._shake.y;
// Round Pixels
if (renderer.roundPixels)
{
tx |= 0;
ty |= 0;
dx |= 0;
dy |= 0;
}
var cw = frame.cutWidth;
var ch = frame.cutHeight;
var cwr = cw / resolution;
var chr = ch / resolution;
renderer.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
// Color Component
if (src.color._hasBackground)
{
// context save?
renderer.context.fillStyle = src.color._rgba;
renderer.context.fillRect(dx, dy, cwr, chr);
}
// renderer.context.drawImage(source.image, frame.cutX, frame.cutY, cw, ch, dx, dy, cw / resolution, ch / resolution);
// Test drawing over the top
// renderer.currentBlendMode = src.blendMode;
// TESTS Works fine :)
if (src.texture.key === 'bunny')
{
renderer.context.drawImage(source.image, frame.cutX, frame.cutY, cw, ch, dx, dy, cw / resolution, ch / resolution);
renderer.context.save();
// renderer.context.globalCompositeOperation = 'source-in';
renderer.context.globalCompositeOperation = 'xor';
renderer.context.beginPath();
renderer.context.fillStyle = 'rgba(255,0,255,0.5)';
renderer.context.fillRect(dx, dy, cwr, chr);
renderer.context.closePath();
// renderer.context.drawImage(source.image, frame.cutX, frame.cutY, cw, ch, dx, dy, cw / resolution, ch / resolution);
renderer.context.restore();
renderer.context.globalCompositeOperation = 'source-over';
}
else
{
renderer.context.drawImage(source.image, frame.cutX, frame.cutY, cw, ch, dx, dy, cw / resolution, ch / resolution);
}
/*
// Move this to either the Renderer, or the Texture Manager, but not here (as it's repeated all over the place)
if (src.texture.rotated)
{
var a = wt.a;
var b = wt.b;
var c = wt.c;
var d = wt.d;
var e = cw;
// Offset before rotating
tx = wt.c * ch + tx;
ty = wt.d * ch + ty;
// Rotate matrix by 90 degrees
// We use precalculated values for sine and cosine of rad(90)
wt.a = a * 6.123233995736766e-17 + -c;
wt.b = b * 6.123233995736766e-17 + -d;
wt.c = a + c * 6.123233995736766e-17;
wt.d = b + d * 6.123233995736766e-17;
// Update cropping dimensions.
cw = ch;
ch = e;
}
*/
/*
if (src.tint !== 0xFFFFFF)
{
if (src.texture.requiresReTint || src.cachedTint !== src.tint)
{
src.tintedTexture = PIXI.CanvasTinter.getTintedTexture(src, src.tint);
src.cachedTint = src.tint;
src.texture.requiresReTint = false;
}
renderer.context.drawImage(src.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
}
else
{
var cx = src.texture.crop.x;
var cy = src.texture.crop.y;
renderer.context.drawImage(src.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);
}
*/
}
};