shadow-function
Version:
ioing lib - shadow Function, worker Function
252 lines (215 loc) • 10.1 kB
JavaScript
/****************************************************************************
Copyright (c) 2013-2014 Chukong Technologies Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
(function () {
cc.Sprite.CanvasRenderCmd = function (renderable) {
this._rootCtor(renderable);
this._needDraw = true;
this._textureCoord = {
renderX: 0, //the x of texture coordinate for render, when texture tinted, its value doesn't equal x.
renderY: 0, //the y of texture coordinate for render, when texture tinted, its value doesn't equal y.
x: 0, //the x of texture coordinate for node.
y: 0, //the y of texture coordinate for node.
width: 0,
height: 0,
validRect: false
};
this._blendFuncStr = "source-over";
this._colorized = false;
this._canUseDirtyRegion = true;
this._textureToRender = null;
};
var proto = cc.Sprite.CanvasRenderCmd.prototype = Object.create(cc.Node.CanvasRenderCmd.prototype);
proto.constructor = cc.Sprite.CanvasRenderCmd;
proto._spriteCmdCtor = cc.Sprite.CanvasRenderCmd;
proto.setDirtyRecursively = function (value) {
};
proto._setTexture = function (texture) {
var node = this._node;
if (node._texture !== texture) {
node._textureLoaded = texture ? texture._textureLoaded : false;
node._texture = texture;
var texSize = texture._contentSize;
var rect = cc.rect(0, 0, texSize.width, texSize.height);
node.setTextureRect(rect);
this._updateColor();
}
};
proto._setColorDirty = function () {
this.setDirtyFlag(cc.Node._dirtyFlags.colorDirty | cc.Node._dirtyFlags.opacityDirty);
};
proto.isFrameDisplayed = function (frame) { //TODO there maybe has a bug
var node = this._node;
if (frame.getTexture() !== node._texture)
return false;
return cc.rectEqualToRect(frame.getRect(), node._rect);
};
proto.updateBlendFunc = function (blendFunc) {
this._blendFuncStr = cc.Node.CanvasRenderCmd._getCompositeOperationByBlendFunc(blendFunc);
};
proto._setBatchNodeForAddChild = function (child) {
return true;
};
proto._handleTextureForRotatedTexture = function (texture, rect, rotated, counterclockwise) {
if (rotated && texture.isLoaded()) {
var tempElement = texture.getHtmlElementObj();
tempElement = cc.Sprite.CanvasRenderCmd._cutRotateImageToCanvas(tempElement, rect, counterclockwise);
var tempTexture = new cc.Texture2D();
tempTexture.initWithElement(tempElement);
tempTexture.handleLoadedTexture();
texture = tempTexture;
rect.x = rect.y = 0;
this._node._rect = cc.rect(0, 0, rect.width, rect.height);
}
return texture;
};
proto._checkTextureBoundary = function (texture, rect, rotated) {
if (texture && texture.url) {
var _x = rect.x + rect.width, _y = rect.y + rect.height;
if (_x > texture.width)
cc.error(cc._LogInfos.RectWidth, texture.url);
if (_y > texture.height)
cc.error(cc._LogInfos.RectHeight, texture.url);
}
};
proto.rendering = function (ctx, scaleX, scaleY) {
var node = this._node;
var locTextureCoord = this._textureCoord, alpha = (this._displayedOpacity / 255);
var texture = this._textureToRender || node._texture;
if ((texture && (locTextureCoord.width === 0 || locTextureCoord.height === 0 || !texture._textureLoaded)) || alpha === 0)
return;
var wrapper = ctx || cc._renderContext, context = wrapper.getContext();
var locX = node._offsetPosition.x, locHeight = node._rect.height, locWidth = node._rect.width,
locY = -node._offsetPosition.y - locHeight, image;
wrapper.setTransform(this._worldTransform, scaleX, scaleY);
wrapper.setCompositeOperation(this._blendFuncStr);
wrapper.setGlobalAlpha(alpha);
if (node._flippedX || node._flippedY)
wrapper.save();
if (node._flippedX) {
locX = -locX - locWidth;
context.scale(-1, 1);
}
if (node._flippedY) {
locY = node._offsetPosition.y;
context.scale(1, -1);
}
var sx, sy, sw, sh, x, y, w, h;
if (this._colorized) {
sx = 0;
sy = 0;
} else {
sx = locTextureCoord.renderX;
sy = locTextureCoord.renderY;
}
sw = locTextureCoord.width;
sh = locTextureCoord.height;
x = locX;
y = locY;
w = locWidth;
h = locHeight;
if (texture && texture._htmlElementObj) {
image = texture._htmlElementObj;
if (texture._pattern !== "") {
wrapper.setFillStyle(context.createPattern(image, texture._pattern));
context.fillRect(x, y, w, h);
} else {
context.drawImage(image,
sx, sy, sw, sh,
x, y, w, h);
}
} else {
var contentSize = node._contentSize;
if (locTextureCoord.validRect) {
var curColor = this._displayedColor;
wrapper.setFillStyle("rgba(" + curColor.r + "," + curColor.g + "," + curColor.b + ",1)");
context.fillRect(x, y, contentSize.width * scaleX, contentSize.height * scaleY);
}
}
if (node._flippedX || node._flippedY)
wrapper.restore();
cc.g_NumberOfDraws++;
};
proto._updateColor = function () {
var node = this._node;
var texture = node._texture, rect = this._textureCoord;
var dColor = this._displayedColor;
if (texture) {
if (dColor.r !== 255 || dColor.g !== 255 || dColor.b !== 255) {
this._textureToRender = texture._generateColorTexture(dColor.r, dColor.g, dColor.b, rect);
this._colorized = true;
} else if (texture) {
this._textureToRender = texture;
this._colorized = false;
}
}
};
proto._textureLoadedCallback = function (sender) {
var node = this;
if (node._textureLoaded)
return;
node._textureLoaded = true;
var locRect = node._rect, locRenderCmd = this._renderCmd;
if (!locRect) {
locRect = cc.rect(0, 0, sender.width, sender.height);
} else if (cc._rectEqualToZero(locRect)) {
locRect.width = sender.width;
locRect.height = sender.height;
}
node.texture = sender;
node.setTextureRect(locRect, node._rectRotated);
//set the texture's color after the it loaded
var locColor = locRenderCmd._displayedColor;
if (locColor.r !== 255 || locColor.g !== 255 || locColor.b !== 255)
locRenderCmd._updateColor();
// by default use "Self Render".
// if the sprite is added to a batchnode, then it will automatically switch to "batchnode Render"
node.setBatchNode(node._batchNode);
node.dispatchEvent("load");
};
proto._setTextureCoords = function (rect, needConvert) {
if (needConvert === undefined)
needConvert = true;
var locTextureRect = this._textureCoord,
scaleFactor = needConvert ? cc.contentScaleFactor() : 1;
locTextureRect.renderX = locTextureRect.x = 0 | (rect.x * scaleFactor);
locTextureRect.renderY = locTextureRect.y = 0 | (rect.y * scaleFactor);
locTextureRect.width = 0 | (rect.width * scaleFactor);
locTextureRect.height = 0 | (rect.height * scaleFactor);
locTextureRect.validRect = !(locTextureRect.width === 0 || locTextureRect.height === 0 || locTextureRect.x < 0 || locTextureRect.y < 0);
};
cc.Sprite.CanvasRenderCmd._cutRotateImageToCanvas = function (texture, rect, counterclockwise) {
if (!texture)
return null;
if (!rect)
return texture;
counterclockwise = counterclockwise == null ? true : counterclockwise; // texture package is counterclockwise, spine is clockwise
var nCanvas = document.createElement("canvas");
nCanvas.width = rect.width;
nCanvas.height = rect.height;
var ctx = nCanvas.getContext("2d");
ctx.translate(nCanvas.width / 2, nCanvas.height / 2);
if (counterclockwise)
ctx.rotate(-1.5707963267948966);
else
ctx.rotate(1.5707963267948966);
ctx.drawImage(texture, rect.x, rect.y, rect.height, rect.width, -rect.height / 2, -rect.width / 2, rect.height, rect.width);
return nCanvas;
};
})();