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shadow-function

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ioing lib - shadow Function, worker Function

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/**************************************************************************** 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. ****************************************************************************/ /** * ParticleSystem's canvas render command */ (function () { cc.ParticleSystem.CanvasRenderCmd = function (renderable) { this._rootCtor(renderable); this._needDraw = true; this._drawMode = cc.ParticleSystem.TEXTURE_MODE; this._shapeType = cc.ParticleSystem.BALL_SHAPE; this._pointRect = cc.rect(0, 0, 0, 0); this._tintCache = null; }; var proto = cc.ParticleSystem.CanvasRenderCmd.prototype = Object.create(cc.Node.CanvasRenderCmd.prototype); proto.constructor = cc.ParticleSystem.CanvasRenderCmd; proto.getDrawMode = function () { return this._drawMode; }; proto.setDrawMode = function (drawMode) { this._drawMode = drawMode; }; proto.getShapeType = function () { return this._shapeType; }; proto.setShapeType = function (shapeType) { this._shapeType = shapeType; }; proto.setBatchNode = function (batchNode) { if (this._batchNode !== batchNode) { this._node._batchNode = batchNode; } }; proto.updateQuadWithParticle = function (particle, newPosition) { //do nothing }; proto.updateParticlePosition = function (particle, position) { cc.pIn(particle.drawPos, position); }; proto.rendering = function (ctx, scaleX, scaleY) { //TODO: need refactor rendering for performance var wrapper = ctx || cc._renderContext, context = wrapper.getContext(), node = this._node, pointRect = this._pointRect; wrapper.setTransform(this._worldTransform, scaleX, scaleY); wrapper.save(); if (node.isBlendAdditive()) context.globalCompositeOperation = 'lighter'; else context.globalCompositeOperation = 'source-over'; var i, particle, lpx, alpha; var particleCount = this._node.particleCount, particles = this._node._particles; if (node.drawMode !== cc.ParticleSystem.SHAPE_MODE && node._texture) { // Delay drawing until the texture is fully loaded by the browser if (!node._texture._textureLoaded) { wrapper.restore(); return; } var element = node._texture.getHtmlElementObj(); if (!element.width || !element.height) { wrapper.restore(); return; } var drawElement = element; for (i = 0; i < particleCount; i++) { particle = particles[i]; lpx = (0 | (particle.size * 0.5)); alpha = particle.color.a / 255; if (alpha === 0) continue; context.globalAlpha = alpha; context.save(); context.translate((0 | particle.drawPos.x), -(0 | particle.drawPos.y)); var size = Math.floor(particle.size / 4) * 4; var w = pointRect.width; var h = pointRect.height; context.scale(Math.max((1 / w) * size, 0.000001), Math.max((1 / h) * size, 0.000001)); if (particle.rotation) context.rotate(cc.degreesToRadians(particle.rotation)); drawElement = particle.isChangeColor ? this._changeTextureColor(node._texture, particle.color, this._pointRect) : element; context.drawImage(drawElement, -(0 | (w / 2)), -(0 | (h / 2))); context.restore(); } } else { var drawTool = cc._drawingUtil; for (i = 0; i < particleCount; i++) { particle = particles[i]; lpx = (0 | (particle.size * 0.5)); alpha = particle.color.a / 255; if (alpha === 0) continue; context.globalAlpha = alpha; context.save(); context.translate(0 | particle.drawPos.x, -(0 | particle.drawPos.y)); if (node.shapeType === cc.ParticleSystem.STAR_SHAPE) { if (particle.rotation) context.rotate(cc.degreesToRadians(particle.rotation)); drawTool.drawStar(wrapper, lpx, particle.color); } else drawTool.drawColorBall(wrapper, lpx, particle.color); context.restore(); } } wrapper.restore(); cc.g_NumberOfDraws++; }; proto._changeTextureColor = function (texture, color, rect) { if (!this._tintCache) { this._tintCache = document.createElement("canvas"); } var tintCache = this._tintCache; var textureContentSize = texture.getContentSize(); tintCache.width = textureContentSize.width; tintCache.height = textureContentSize.height; return texture._generateColorTexture(color.r, color.g, color.b, rect, tintCache); }; proto.initTexCoordsWithRect = function (pointRect) { this._pointRect = pointRect; }; proto.setTotalParticles = function (tp) { //cc.assert(tp <= this._allocatedParticles, "Particle: resizing particle array only supported for quads"); this._node._totalParticles = (tp < 200) ? tp : 200; }; proto.addParticle = function () { var node = this._node, particles = node._particles, particle; if (node.particleCount < particles.length) { particle = particles[node.particleCount]; } else { particle = new cc.Particle(); particles.push(particle); } return particle; }; proto._setupVBO = function () { }; proto._allocMemory = function () { return true; }; proto.postStep = function () { }; proto._setBlendAdditive = function () { var locBlendFunc = this._node._blendFunc; locBlendFunc.src = cc.BLEND_SRC; locBlendFunc.dst = cc.BLEND_DST; }; proto._initWithTotalParticles = function (totalParticles) { }; proto._updateDeltaColor = function (selParticle, dt) { if (!this._node._dontTint) { var deltaColor = selParticle.deltaColor; selParticle.color.r += deltaColor.r * dt; selParticle.color.g += deltaColor.g * dt; selParticle.color.b += deltaColor.b * dt; selParticle.color.a += deltaColor.a * dt; selParticle.isChangeColor = deltaColor.r !== 0 || deltaColor.g !== 0 || deltaColor.b !== 0; } }; })();