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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Utils = require('../../../renderer/webgl/Utils'); /** * 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.BitmapText#renderWebGL * @since 3.0.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.BitmapText} 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 BitmapTextWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { var text = src._text; var textLength = text.length; if (textLength === 0) { return; } var pipeline = this.pipeline; renderer.setPipeline(pipeline, src); var camMatrix = pipeline._tempMatrix1; var spriteMatrix = pipeline._tempMatrix2; var calcMatrix = pipeline._tempMatrix3; spriteMatrix.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 spriteMatrix.e = src.x; spriteMatrix.f = src.y; // Multiply by the Sprite matrix, store result in calcMatrix camMatrix.multiply(spriteMatrix, calcMatrix); } else { spriteMatrix.e -= camera.scrollX * src.scrollFactorX; spriteMatrix.f -= camera.scrollY * src.scrollFactorY; // Multiply by the Sprite matrix, store result in calcMatrix camMatrix.multiply(spriteMatrix, calcMatrix); } var frame = src.frame; var texture = frame.glTexture; var textureX = frame.cutX; var textureY = frame.cutY; var textureWidth = texture.width; var textureHeight = texture.height; var tintEffect = (src._isTinted && src.tintFill); var tintTL = Utils.getTintAppendFloatAlpha(src._tintTL, camera.alpha * src._alphaTL); var tintTR = Utils.getTintAppendFloatAlpha(src._tintTR, camera.alpha * src._alphaTR); var tintBL = Utils.getTintAppendFloatAlpha(src._tintBL, camera.alpha * src._alphaBL); var tintBR = Utils.getTintAppendFloatAlpha(src._tintBR, camera.alpha * src._alphaBR); pipeline.setTexture2D(texture, 0); var xAdvance = 0; var yAdvance = 0; var charCode = 0; var lastCharCode = 0; var letterSpacing = src._letterSpacing; var glyph; var glyphX = 0; var glyphY = 0; var glyphW = 0; var glyphH = 0; var lastGlyph; var fontData = src.fontData; var chars = fontData.chars; var lineHeight = fontData.lineHeight; var scale = (src._fontSize / fontData.size); var align = src._align; var currentLine = 0; var lineOffsetX = 0; // Update the bounds - skipped internally if not dirty src.getTextBounds(false); 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; 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; } glyphX = textureX + glyph.x; glyphY = textureY + glyph.y; glyphW = glyph.width; glyphH = glyph.height; var x = glyph.xOffset + xAdvance; var y = glyph.yOffset + yAdvance; 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; } x *= scale; y *= scale; x -= src.displayOriginX; y -= src.displayOriginY; x += lineOffsetX; var u0 = glyphX / textureWidth; var v0 = glyphY / textureHeight; var u1 = (glyphX + glyphW) / textureWidth; var v1 = (glyphY + glyphH) / textureHeight; var xw = x + (glyphW * scale); var yh = y + (glyphH * scale); 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 (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(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, u0, v0, u1, v1, tintTL, tintTR, tintBL, tintBR, tintEffect, texture, 0); } }; module.exports = BitmapTextWebGLRenderer;