Source: \core\sprites\canvas\CanvasSpriteRenderer.js
import CanvasRenderer from '../../renderers/canvas/CanvasRenderer';
import { SCALE_MODES } from '../../const';
import { Matrix, GroupD8 } from '../../math';
import CanvasTinter from './CanvasTinter';
const canvasRenderWorldTransform = new Matrix();
/**
* @author Mat Groves
*
* Big thanks to the very clever Matt DesLauriers https://github.com/mattdesl/
* for creating the original pixi version!
* Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now
* share 4 bytes on the vertex buffer
*
* Heavily inspired by LibGDX's CanvasSpriteRenderer:
* https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/CanvasSpriteRenderer.java
*/
/**
* Renderer dedicated to drawing and batching sprites.
*
* @class
* @private
* @memberof PIXI
*/
export default class CanvasSpriteRenderer
{
/**
* @param {PIXI.WebGLRenderer} renderer -The renderer sprite this batch works for.
*/
constructor(renderer)
{
this.renderer = renderer;
}
/**
* Renders the sprite object.
*
* @param {PIXI.Sprite} sprite - the sprite to render when using this spritebatch
*/
render(sprite)
{
const texture = sprite._texture;
const renderer = this.renderer;
const width = texture._frame.width;
const height = texture._frame.height;
let wt = sprite.transform.worldTransform;
let dx = 0;
let dy = 0;
if (texture.orig.width <= 0 || texture.orig.height <= 0 || !texture.baseTexture.source)
{
return;
}
renderer.setBlendMode(sprite.blendMode);
// Ignore null sources
if (texture.valid)
{
renderer.context.globalAlpha = sprite.worldAlpha;
// If smoothingEnabled is supported and we need to change the smoothing property for sprite texture
const smoothingEnabled = texture.baseTexture.scaleMode === SCALE_MODES.LINEAR;
if (renderer.smoothProperty && renderer.context[renderer.smoothProperty] !== smoothingEnabled)
{
renderer.context[renderer.smoothProperty] = smoothingEnabled;
}
if (texture.trim)
{
dx = (texture.trim.width / 2) + texture.trim.x - (sprite.anchor.x * texture.orig.width);
dy = (texture.trim.height / 2) + texture.trim.y - (sprite.anchor.y * texture.orig.height);
}
else
{
dx = (0.5 - sprite.anchor.x) * texture.orig.width;
dy = (0.5 - sprite.anchor.y) * texture.orig.height;
}
if (texture.rotate)
{
wt.copy(canvasRenderWorldTransform);
wt = canvasRenderWorldTransform;
GroupD8.matrixAppendRotationInv(wt, texture.rotate, dx, dy);
// the anchor has already been applied above, so lets set it to zero
dx = 0;
dy = 0;
}
dx -= width / 2;
dy -= height / 2;
// Allow for pixel rounding
if (renderer.roundPixels)
{
renderer.context.setTransform(
wt.a,
wt.b,
wt.c,
wt.d,
(wt.tx * renderer.resolution) | 0,
(wt.ty * renderer.resolution) | 0
);
dx = dx | 0;
dy = dy | 0;
}
else
{
renderer.context.setTransform(
wt.a,
wt.b,
wt.c,
wt.d,
wt.tx * renderer.resolution,
wt.ty * renderer.resolution
);
}
const resolution = texture.baseTexture.resolution;
if (sprite.tint !== 0xFFFFFF)
{
if (sprite.cachedTint !== sprite.tint)
{
sprite.cachedTint = sprite.tint;
// TODO clean up caching - how to clean up the caches?
sprite.tintedTexture = CanvasTinter.getTintedTexture(sprite, sprite.tint);
}
renderer.context.drawImage(
sprite.tintedTexture,
0,
0,
width * resolution,
height * resolution,
dx * renderer.resolution,
dy * renderer.resolution,
width * renderer.resolution,
height * renderer.resolution
);
}
else
{
renderer.context.drawImage(
texture.baseTexture.source,
texture._frame.x * resolution,
texture._frame.y * resolution,
width * resolution,
height * resolution,
dx * renderer.resolution,
dy * renderer.resolution,
width * renderer.resolution,
height * renderer.resolution
);
}
}
}
/**
* destroy the sprite object.
*
*/
destroy()
{
this.renderer = null;
}
}
CanvasRenderer.registerPlugin('sprite', CanvasSpriteRenderer);