phaser/src/gameobjects/bitmaptext/dynamic/DynamicBitmapTextWebGLRenderer.js
2021-01-07 12:31:31 +00:00

282 lines
8 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var GetCalcMatrix = require('../../GetCalcMatrix');
var TransformMatrix = require('../../components/TransformMatrix');
var Utils = require('../../../renderer/webgl/Utils');
var tempMatrix = new TransformMatrix();
/**
* 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.DynamicBitmapText#renderWebGL
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.DynamicBitmapText} src - The Game Object being rendered in this call.
* @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 DynamicBitmapTextWebGLRenderer = function (renderer, src, camera, parentMatrix)
{
var text = src.text;
var textLength = text.length;
if (textLength === 0)
{
return;
}
camera.addToRenderList(src);
var pipeline = renderer.pipelines.set(src.pipeline, src);
var result = GetCalcMatrix(src, camera, parentMatrix);
var spriteMatrix = result.sprite;
var calcMatrix = result.calc;
var fontMatrix = tempMatrix;
var crop = (src.cropWidth > 0 || src.cropHeight > 0);
if (crop)
{
pipeline.flush();
renderer.pushScissor(
calcMatrix.tx,
calcMatrix.ty,
src.cropWidth * calcMatrix.scaleX,
src.cropHeight * calcMatrix.scaleY
);
}
var frame = src.frame;
var texture = frame.glTexture;
var tintEffect = src.tintFill;
var tintTL = Utils.getTintAppendFloatAlpha(src.tintTopLeft, camera.alpha * src._alphaTL);
var tintTR = Utils.getTintAppendFloatAlpha(src.tintTopRight, camera.alpha * src._alphaTR);
var tintBL = Utils.getTintAppendFloatAlpha(src.tintBottomLeft, camera.alpha * src._alphaBL);
var tintBR = Utils.getTintAppendFloatAlpha(src.tintBottomRight, camera.alpha * src._alphaBR);
var textureUnit = pipeline.setGameObject(src);
var xAdvance = 0;
var yAdvance = 0;
var charCode = 0;
var lastCharCode = 0;
var letterSpacing = src.letterSpacing;
var glyph;
var glyphW = 0;
var glyphH = 0;
var lastGlyph;
var scrollX = src.scrollX;
var scrollY = src.scrollY;
var fontData = src.fontData;
var chars = fontData.chars;
var lineHeight = fontData.lineHeight;
var scale = (src.fontSize / fontData.size);
var rotation = 0;
var align = src._align;
var currentLine = 0;
var lineOffsetX = 0;
// Update the bounds - skipped internally if not dirty
var bounds = src.getTextBounds(false);
// In case the method above changed it (word wrapping)
if (src.maxWidth > 0)
{
text = bounds.wrappedText;
textLength = text.length;
}
var lineData = src._bounds.lines;
if (align === 1)
{
lineOffsetX = (lineData.longest - lineData.lengths[0]) / 2;
}
else if (align === 2)
{
lineOffsetX = (lineData.longest - lineData.lengths[0]);
}
var roundPixels = camera.roundPixels;
var displayCallback = src.displayCallback;
var callbackData = src.callbackData;
renderer.pipelines.preBatch(src);
for (var i = 0; i < textLength; i++)
{
charCode = text.charCodeAt(i);
// Carriage-return
if (charCode === 10)
{
currentLine++;
if (align === 1)
{
lineOffsetX = (lineData.longest - lineData.lengths[currentLine]) / 2;
}
else if (align === 2)
{
lineOffsetX = (lineData.longest - lineData.lengths[currentLine]);
}
xAdvance = 0;
yAdvance += lineHeight;
lastGlyph = null;
continue;
}
glyph = chars[charCode];
if (!glyph)
{
continue;
}
glyphW = glyph.width;
glyphH = glyph.height;
var x = (glyph.xOffset + xAdvance) - scrollX;
var y = (glyph.yOffset + yAdvance) - scrollY;
if (lastGlyph !== null)
{
var kerningOffset = glyph.kerning[lastCharCode];
x += (kerningOffset !== undefined) ? kerningOffset : 0;
}
xAdvance += glyph.xAdvance + letterSpacing;
lastGlyph = glyph;
lastCharCode = charCode;
// Nothing to render or a space? Then skip to the next glyph
if (glyphW === 0 || glyphH === 0 || charCode === 32)
{
continue;
}
scale = (src.fontSize / src.fontData.size);
rotation = 0;
if (displayCallback)
{
callbackData.color = 0;
callbackData.tint.topLeft = tintTL;
callbackData.tint.topRight = tintTR;
callbackData.tint.bottomLeft = tintBL;
callbackData.tint.bottomRight = tintBR;
callbackData.index = i;
callbackData.charCode = charCode;
callbackData.x = x;
callbackData.y = y;
callbackData.scale = scale;
callbackData.rotation = rotation;
callbackData.data = glyph.data;
var output = displayCallback(callbackData);
x = output.x;
y = output.y;
scale = output.scale;
rotation = output.rotation;
if (output.color)
{
tintTL = output.color;
tintTR = output.color;
tintBL = output.color;
tintBR = output.color;
}
else
{
tintTL = output.tint.topLeft;
tintTR = output.tint.topRight;
tintBL = output.tint.bottomLeft;
tintBR = output.tint.bottomRight;
}
tintTL = Utils.getTintAppendFloatAlpha(tintTL, camera.alpha * src._alphaTL);
tintTR = Utils.getTintAppendFloatAlpha(tintTR, camera.alpha * src._alphaTR);
tintBL = Utils.getTintAppendFloatAlpha(tintBL, camera.alpha * src._alphaBL);
tintBR = Utils.getTintAppendFloatAlpha(tintBR, camera.alpha * src._alphaBR);
}
x *= scale;
y *= scale;
x -= src.displayOriginX;
y -= src.displayOriginY;
x += lineOffsetX;
fontMatrix.applyITRS(x, y, rotation, scale, scale);
calcMatrix.multiply(fontMatrix, spriteMatrix);
var u0 = glyph.u0;
var v0 = glyph.v0;
var u1 = glyph.u1;
var v1 = glyph.v1;
var xw = glyphW;
var yh = glyphH;
var tx0 = spriteMatrix.e;
var ty0 = spriteMatrix.f;
var tx1 = yh * spriteMatrix.c + spriteMatrix.e;
var ty1 = yh * spriteMatrix.d + spriteMatrix.f;
var tx2 = xw * spriteMatrix.a + yh * spriteMatrix.c + spriteMatrix.e;
var ty2 = xw * spriteMatrix.b + yh * spriteMatrix.d + spriteMatrix.f;
var tx3 = xw * spriteMatrix.a + spriteMatrix.e;
var ty3 = xw * spriteMatrix.b + spriteMatrix.f;
if (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);
}
pipeline.batchQuad(src, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, textureUnit);
}
if (crop)
{
pipeline.flush();
renderer.popScissor();
}
renderer.pipelines.postBatch(src);
};
module.exports = DynamicBitmapTextWebGLRenderer;