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1 | 1 |
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2 | | -var SpriteWebGLRenderer = function (renderer, src, interpolationPercentage) |
| 2 | +var SpriteWebGLRenderer = function (renderer, src, interpolationPercentage, camera) |
3 | 3 | { |
4 | | - var frame = src.frame; |
5 | | - var alpha = src.color.worldAlpha * 255 << 24; |
6 | | - |
7 | | - // Skip rendering? |
8 | | - |
9 | | - if (src.skipRender || !src.visible || alpha === 0 || !frame.cutWidth || !frame.cutHeight) |
10 | | - { |
11 | | - return; |
12 | | - } |
13 | | - |
14 | | - var transform = src.transform; |
| 4 | + //-------------------- |
| 5 | + // Inlined quad push |
| 6 | + //-------------------- |
15 | 7 |
|
16 | | - renderer.setBlendMode(src.color._blendMode); |
17 | | - |
18 | | - renderer.spriteBatch.add( |
19 | | - frame, |
20 | | - transform._anchorX, transform._anchorY, |
21 | | - transform.world.tx, transform.world.ty, |
22 | | - transform._worldScaleX, transform._worldScaleY, |
23 | | - transform._worldRotation, |
24 | | - src.color._glTint |
25 | | - ); |
26 | | - |
27 | | - // Render children |
28 | | - for (var i = 0; i < src.children.list.length; i++) |
29 | | - { |
30 | | - var child = src.children.list[i]; |
| 8 | + var frame = src.frame; |
| 9 | + var alpha = 16777216; |
| 10 | + var transform2D = src.transform; |
| 11 | + var spriteBatch = renderer.spriteBatch; |
| 12 | + var anchorX = src.anchorX; |
| 13 | + var anchorY = src.anchorY; |
| 14 | + var vertexColor = src.color._glTint; |
| 15 | + var vertexDataBuffer = spriteBatch.vertexDataBuffer; |
| 16 | + var vertexBufferF32 = vertexDataBuffer.floatView; |
| 17 | + var vertexBufferU32 = vertexDataBuffer.uintView; |
| 18 | + var vertexOffset = 0; |
| 19 | + var uvs = frame.uvs; |
| 20 | + var width = frame.width; |
| 21 | + var height = frame.height; |
| 22 | + var translateX = transform2D.x - camera.scrollX; |
| 23 | + var translateY = transform2D.y - camera.scrollY; |
| 24 | + var scaleX = transform2D.scaleX; |
| 25 | + var scaleY = transform2D.scaleY; |
| 26 | + var rotation = transform2D.angle; |
| 27 | + var cameraMatrix = camera.matrix.matrix; |
| 28 | + var a = cameraMatrix[0]; |
| 29 | + var b = cameraMatrix[1]; |
| 30 | + var c = cameraMatrix[2]; |
| 31 | + var d = cameraMatrix[3]; |
| 32 | + var e = cameraMatrix[4]; |
| 33 | + var f = cameraMatrix[5]; |
| 34 | + var x = width * -anchorX + frame.x; |
| 35 | + var y = height * -anchorY + frame.y; |
| 36 | + var xw = x + width; |
| 37 | + var yh = y + height; |
| 38 | + var tx = x * a + y * c + e; |
| 39 | + var ty = x * b + y * d + f; |
| 40 | + var txw = xw * a + yh * c + e; |
| 41 | + var tyh = xw * b + yh * d + f; |
31 | 42 |
|
32 | | - child.renderWebGL(renderer, child, interpolationPercentage); |
33 | | - } |
| 43 | + renderer.setBatch(spriteBatch, frame.texture.source[frame.sourceIndex].glTexture); |
| 44 | + vertexOffset = vertexDataBuffer.allocate(40); |
| 45 | + spriteBatch.elementCount += 6; |
| 46 | + |
| 47 | + vertexBufferF32[vertexOffset++] = tx; |
| 48 | + vertexBufferF32[vertexOffset++] = ty; |
| 49 | + vertexBufferF32[vertexOffset++] = uvs.x0; |
| 50 | + vertexBufferF32[vertexOffset++] = uvs.y0; |
| 51 | + vertexBufferF32[vertexOffset++] = translateX; |
| 52 | + vertexBufferF32[vertexOffset++] = translateY; |
| 53 | + vertexBufferF32[vertexOffset++] = scaleX; |
| 54 | + vertexBufferF32[vertexOffset++] = scaleY; |
| 55 | + vertexBufferF32[vertexOffset++] = rotation; |
| 56 | + vertexBufferU32[vertexOffset++] = vertexColor.topLeft; |
| 57 | + vertexBufferF32[vertexOffset++] = tx; |
| 58 | + vertexBufferF32[vertexOffset++] = tyh; |
| 59 | + vertexBufferF32[vertexOffset++] = uvs.x1; |
| 60 | + vertexBufferF32[vertexOffset++] = uvs.y1; |
| 61 | + vertexBufferF32[vertexOffset++] = translateX; |
| 62 | + vertexBufferF32[vertexOffset++] = translateY; |
| 63 | + vertexBufferF32[vertexOffset++] = scaleX; |
| 64 | + vertexBufferF32[vertexOffset++] = scaleY; |
| 65 | + vertexBufferF32[vertexOffset++] = rotation; |
| 66 | + vertexBufferU32[vertexOffset++] = vertexColor.bottomLeft; |
| 67 | + vertexBufferF32[vertexOffset++] = txw; |
| 68 | + vertexBufferF32[vertexOffset++] = tyh; |
| 69 | + vertexBufferF32[vertexOffset++] = uvs.x2; |
| 70 | + vertexBufferF32[vertexOffset++] = uvs.y2; |
| 71 | + vertexBufferF32[vertexOffset++] = translateX; |
| 72 | + vertexBufferF32[vertexOffset++] = translateY; |
| 73 | + vertexBufferF32[vertexOffset++] = scaleX; |
| 74 | + vertexBufferF32[vertexOffset++] = scaleY; |
| 75 | + vertexBufferF32[vertexOffset++] = rotation; |
| 76 | + vertexBufferU32[vertexOffset++] = vertexColor.bottomRight; |
| 77 | + vertexBufferF32[vertexOffset++] = txw; |
| 78 | + vertexBufferF32[vertexOffset++] = ty; |
| 79 | + vertexBufferF32[vertexOffset++] = uvs.x3; |
| 80 | + vertexBufferF32[vertexOffset++] = uvs.y3; |
| 81 | + vertexBufferF32[vertexOffset++] = translateX; |
| 82 | + vertexBufferF32[vertexOffset++] = translateY; |
| 83 | + vertexBufferF32[vertexOffset++] = scaleX; |
| 84 | + vertexBufferF32[vertexOffset++] = scaleY; |
| 85 | + vertexBufferF32[vertexOffset++] = rotation; |
| 86 | + vertexBufferU32[vertexOffset++] = vertexColor.topRight; |
34 | 87 | }; |
35 | 88 |
|
36 | 89 | module.exports = SpriteWebGLRenderer; |
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