phaser/src/gameobjects/graphics/GraphicsWebGLRenderer.js

359 lines
12 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Commands = require('./Commands');
var Utils = require('../../renderer/webgl/Utils');
// TODO: Remove the use of this
var Point = function (x, y, width)
{
this.x = x;
this.y = y;
this.width = width;
};
// TODO: Remove the use of this
var Path = function (x, y, width)
{
this.points = [];
this.pointsLength = 1;
this.points[0] = new Point(x, y, width);
};
var matrixStack = [];
/**
* Renders this Game Object with the WebGL Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.Graphics#renderWebGL
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Graphics} src - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var GraphicsWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
if (src.commandBuffer.length === 0)
{
return;
}
var pipeline = renderer.currentPipeline;
var camMatrix = src._tempMatrix1;
var graphicsMatrix = src._tempMatrix2;
var currentMatrix = src._tempMatrix3;
renderer.setPipeline(pipeline);
currentMatrix.loadIdentity();
graphicsMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
camMatrix.copyFrom(camera.matrix);
if (parentMatrix)
{
// Multiply the camera by the parent matrix
camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
// Undo the camera scroll
graphicsMatrix.e = src.x;
graphicsMatrix.f = src.y;
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(graphicsMatrix);
}
else
{
graphicsMatrix.e -= camera.scrollX * src.scrollFactorX;
graphicsMatrix.f -= camera.scrollY * src.scrollFactorY;
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(graphicsMatrix);
}
var commands = src.commandBuffer;
var alpha = camera.alpha * src.alpha;
var lineWidth = 1;
var fillTint = pipeline.fillTint;
var strokeTint = pipeline.strokeTint;
var tx = 0;
var ty = 0;
var ta = 0;
var iterStep = 0.01;
var PI2 = Math.PI * 2;
var cmd;
var path = [];
var pathIndex = 0;
var pathOpen = false;
var lastPath = null;
var getTint = Utils.getTintAppendFloatAlphaAndSwap;
var currentTexture = renderer.blankTexture.glTexture;
for (var cmdIndex = 0; cmdIndex < commands.length; cmdIndex++)
{
cmd = commands[cmdIndex];
switch (cmd)
{
case Commands.BEGIN_PATH:
path.length = 0;
lastPath = null;
pathOpen = true;
break;
case Commands.CLOSE_PATH:
pathOpen = false;
if (lastPath && lastPath.points.length)
{
lastPath.points.push(lastPath.points[0]);
}
break;
case Commands.FILL_PATH:
for (pathIndex = 0; pathIndex < path.length; pathIndex++)
{
pipeline.setTexture2D(currentTexture);
pipeline.batchFillPath(
path[pathIndex].points,
currentMatrix,
camMatrix
);
}
break;
case Commands.STROKE_PATH:
for (pathIndex = 0; pathIndex < path.length; pathIndex++)
{
pipeline.setTexture2D(currentTexture);
pipeline.batchStrokePath(
path[pathIndex].points,
lineWidth,
pathOpen,
currentMatrix,
camMatrix
);
}
break;
case Commands.LINE_STYLE:
lineWidth = commands[++cmdIndex];
var strokeColor = commands[++cmdIndex];
var strokeAlpha = commands[++cmdIndex] * alpha;
var strokeTintColor = getTint(strokeColor, strokeAlpha);
strokeTint.TL = strokeTintColor;
strokeTint.TR = strokeTintColor;
strokeTint.BL = strokeTintColor;
strokeTint.BR = strokeTintColor;
break;
case Commands.FILL_STYLE:
var fillColor = commands[++cmdIndex];
var fillAlpha = commands[++cmdIndex] * alpha;
var fillTintColor = getTint(fillColor, fillAlpha);
fillTint.TL = fillTintColor;
fillTint.TR = fillTintColor;
fillTint.BL = fillTintColor;
fillTint.BR = fillTintColor;
break;
case Commands.GRADIENT_FILL_STYLE:
var gradientFillAlpha = commands[++cmdIndex] * alpha;
fillTint.TL = getTint(commands[++cmdIndex], gradientFillAlpha);
fillTint.TR = getTint(commands[++cmdIndex], gradientFillAlpha);
fillTint.BL = getTint(commands[++cmdIndex], gradientFillAlpha);
fillTint.BR = getTint(commands[++cmdIndex], gradientFillAlpha);
break;
case Commands.GRADIENT_LINE_STYLE:
lineWidth = commands[++cmdIndex];
var gradientLineAlpha = commands[++cmdIndex] * alpha;
strokeTint.TL = getTint(commands[++cmdIndex], gradientLineAlpha);
strokeTint.TR = getTint(commands[++cmdIndex], gradientLineAlpha);
strokeTint.BL = getTint(commands[++cmdIndex], gradientLineAlpha);
strokeTint.BR = getTint(commands[++cmdIndex], gradientLineAlpha);
break;
case Commands.ARC:
var iteration = 0;
var x = commands[++cmdIndex];
var y = commands[++cmdIndex];
var radius = commands[++cmdIndex];
var startAngle = commands[++cmdIndex];
var endAngle = commands[++cmdIndex];
var anticlockwise = commands[++cmdIndex];
var overshoot = commands[++cmdIndex];
endAngle -= startAngle;
if (anticlockwise)
{
if (endAngle < -PI2)
{
endAngle = -PI2;
}
else if (endAngle > 0)
{
endAngle = -PI2 + endAngle % PI2;
}
}
else if (endAngle > PI2)
{
endAngle = PI2;
}
else if (endAngle < 0)
{
endAngle = PI2 + endAngle % PI2;
}
if (lastPath === null)
{
lastPath = new Path(x + Math.cos(startAngle) * radius, y + Math.sin(startAngle) * radius, lineWidth);
path.push(lastPath);
iteration += iterStep;
}
while (iteration < 1 + overshoot)
{
ta = endAngle * iteration + startAngle;
tx = x + Math.cos(ta) * radius;
ty = y + Math.sin(ta) * radius;
lastPath.points.push(new Point(tx, ty, lineWidth));
iteration += iterStep;
}
ta = endAngle + startAngle;
tx = x + Math.cos(ta) * radius;
ty = y + Math.sin(ta) * radius;
lastPath.points.push(new Point(tx, ty, lineWidth));
break;
case Commands.FILL_RECT:
pipeline.setTexture2D(currentTexture);
pipeline.batchFillRect(
commands[++cmdIndex],
commands[++cmdIndex],
commands[++cmdIndex],
commands[++cmdIndex],
currentMatrix,
camMatrix
);
break;
case Commands.FILL_TRIANGLE:
pipeline.setTexture2D(currentTexture);
pipeline.batchFillTriangle(
commands[++cmdIndex],
commands[++cmdIndex],
commands[++cmdIndex],
commands[++cmdIndex],
commands[++cmdIndex],
commands[++cmdIndex],
currentMatrix,
camMatrix
);
break;
case Commands.STROKE_TRIANGLE:
pipeline.setTexture2D(currentTexture);
pipeline.batchStrokeTriangle(
commands[++cmdIndex],
commands[++cmdIndex],
commands[++cmdIndex],
commands[++cmdIndex],
commands[++cmdIndex],
commands[++cmdIndex],
lineWidth,
currentMatrix,
camMatrix
);
break;
case Commands.LINE_TO:
if (lastPath !== null)
{
lastPath.points.push(new Point(commands[++cmdIndex], commands[++cmdIndex], lineWidth));
}
else
{
lastPath = new Path(commands[++cmdIndex], commands[++cmdIndex], lineWidth);
path.push(lastPath);
}
break;
case Commands.MOVE_TO:
lastPath = new Path(commands[++cmdIndex], commands[++cmdIndex], lineWidth);
path.push(lastPath);
break;
case Commands.SAVE:
matrixStack.push(currentMatrix.copyToArray());
break;
case Commands.RESTORE:
currentMatrix.copyFromArray(matrixStack.pop());
break;
case Commands.TRANSLATE:
x = commands[++cmdIndex];
y = commands[++cmdIndex];
currentMatrix.translate(x, y);
break;
case Commands.SCALE:
x = commands[++cmdIndex];
y = commands[++cmdIndex];
currentMatrix.scale(x, y);
break;
case Commands.ROTATE:
currentMatrix.rotate(commands[++cmdIndex]);
break;
case Commands.SET_TEXTURE:
var frame = commands[++cmdIndex];
var mode = commands[++cmdIndex];
pipeline.currentFrame = frame;
pipeline.setTexture2D(frame.glTexture, 0);
pipeline.tintEffect = mode;
currentTexture = frame.glTexture;
break;
case Commands.CLEAR_TEXTURE:
pipeline.currentFrame = renderer.blankTexture;
pipeline.tintEffect = 2;
currentTexture = renderer.blankTexture.glTexture;
break;
}
}
};
module.exports = GraphicsWebGLRenderer;