mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-12 19:17:35 +00:00
177 lines
5.1 KiB
JavaScript
177 lines
5.1 KiB
JavaScript
/**
|
|
* @author Mat Groves http://matgroves.com/
|
|
*/
|
|
|
|
/**
|
|
* The SpriteBatch class is a really fast version of the DisplayObjectContainer
|
|
* built solely for speed, so use when you need a lot of sprites or particles.
|
|
* And it's extremely easy to use :
|
|
|
|
var container = new PIXI.SpriteBatch();
|
|
|
|
stage.addChild(container);
|
|
|
|
for(var i = 0; i < 100; i++)
|
|
{
|
|
var sprite = new PIXI.Sprite.fromImage("myImage.png");
|
|
container.addChild(sprite);
|
|
}
|
|
* And here you have a hundred sprites that will be renderer at the speed of light
|
|
*
|
|
* @class SpriteBatch
|
|
* @constructor
|
|
* @param texture {Texture}
|
|
*/
|
|
|
|
//TODO RENAME to PARTICLE CONTAINER?
|
|
PIXI.SpriteBatch = function(texture)
|
|
{
|
|
PIXI.DisplayObjectContainer.call( this);
|
|
|
|
this.textureThing = texture;
|
|
|
|
this.ready = false;
|
|
};
|
|
|
|
PIXI.SpriteBatch.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
|
|
PIXI.SpriteBatch.prototype.constructor = PIXI.SpriteBatch;
|
|
|
|
/*
|
|
* Initialises the spriteBatch
|
|
*
|
|
* @method initWebGL
|
|
* @param gl {WebGLContext} the current WebGL drawing context
|
|
*/
|
|
PIXI.SpriteBatch.prototype.initWebGL = function(gl)
|
|
{
|
|
// TODO only one needed for the whole engine really?
|
|
this.fastSpriteBatch = new PIXI.WebGLFastSpriteBatch(gl);
|
|
|
|
this.ready = true;
|
|
};
|
|
|
|
/*
|
|
* Updates the object transform for rendering
|
|
*
|
|
* @method updateTransform
|
|
* @private
|
|
*/
|
|
PIXI.SpriteBatch.prototype.updateTransform = function()
|
|
{
|
|
// TODO don't need to!
|
|
this.displayObjectUpdateTransform();
|
|
// PIXI.DisplayObjectContainer.prototype.updateTransform.call( this );
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the WebGL renderer
|
|
*
|
|
* @method _renderWebGL
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.SpriteBatch.prototype._renderWebGL = function(renderSession)
|
|
{
|
|
if(!this.visible || this.alpha <= 0 || !this.children.length)return;
|
|
|
|
if(!this.ready)this.initWebGL( renderSession.gl );
|
|
|
|
renderSession.spriteBatch.stop();
|
|
|
|
renderSession.shaderManager.setShader(renderSession.shaderManager.fastShader);
|
|
|
|
this.fastSpriteBatch.begin(this, renderSession);
|
|
this.fastSpriteBatch.render(this);
|
|
|
|
renderSession.spriteBatch.start();
|
|
|
|
};
|
|
|
|
/**
|
|
* Renders the object using the Canvas renderer
|
|
*
|
|
* @method _renderCanvas
|
|
* @param renderSession {RenderSession}
|
|
* @private
|
|
*/
|
|
PIXI.SpriteBatch.prototype._renderCanvas = function(renderSession)
|
|
{
|
|
if(!this.visible || this.alpha <= 0 || !this.children.length)return;
|
|
|
|
var context = renderSession.context;
|
|
context.globalAlpha = this.worldAlpha;
|
|
|
|
this.displayObjectUpdateTransform();
|
|
|
|
var transform = this.worldTransform;
|
|
// alow for trimming
|
|
|
|
var isRotated = true;
|
|
|
|
for (var i = 0; i < this.children.length; i++) {
|
|
|
|
var child = this.children[i];
|
|
|
|
if(!child.visible)continue;
|
|
|
|
var texture = child.texture;
|
|
var frame = texture.frame;
|
|
|
|
context.globalAlpha = this.worldAlpha * child.alpha;
|
|
|
|
if(child.rotation % (Math.PI * 2) === 0)
|
|
{
|
|
if(isRotated)
|
|
{
|
|
context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx, transform.ty);
|
|
isRotated = false;
|
|
}
|
|
|
|
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
|
|
context.drawImage(texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
((child.anchor.x) * (-frame.width * child.scale.x) + child.position.x + 0.5) | 0,
|
|
((child.anchor.y) * (-frame.height * child.scale.y) + child.position.y + 0.5) | 0,
|
|
frame.width * child.scale.x,
|
|
frame.height * child.scale.y);
|
|
}
|
|
else
|
|
{
|
|
if(!isRotated)isRotated = true;
|
|
|
|
child.displayObjectUpdateTransform();
|
|
|
|
var childTransform = child.worldTransform;
|
|
|
|
// allow for trimming
|
|
|
|
if (renderSession.roundPixels)
|
|
{
|
|
context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx | 0, childTransform.ty | 0);
|
|
}
|
|
else
|
|
{
|
|
context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx, childTransform.ty);
|
|
}
|
|
|
|
context.drawImage(texture.baseTexture.source,
|
|
frame.x,
|
|
frame.y,
|
|
frame.width,
|
|
frame.height,
|
|
((child.anchor.x) * (-frame.width) + 0.5) | 0,
|
|
((child.anchor.y) * (-frame.height) + 0.5) | 0,
|
|
frame.width,
|
|
frame.height);
|
|
|
|
|
|
}
|
|
|
|
// context.restore();
|
|
}
|
|
|
|
// context.restore();
|
|
};
|