@@ -4,11 +4,9 @@ Object.assign(pc, function () {
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ALL_IN_ONE : 0 ,
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TEXT : 1 ,
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OUTLINE : 2 ,
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- OUTLINE_AA : 3 ,
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- DROP_SHADOW : 4 ,
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- DROP_SHADOW_AA : 5 ,
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- EDGE_AA : 6 ,
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- STENCIL_CLEAR : 7
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+ DROP_SHADOW : 3 ,
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+ EDGE_AA : 4 ,
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+ STENCIL_CLEAR : 5
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} ;
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var MeshInfo = function ( ) {
@@ -256,44 +254,25 @@ Object.assign(pc, function () {
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if ( multiPassNeeded ) {
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if ( this . _shadowOffset . x != 0 && this . _shadowOffset . y != 0 && this . _shadowColor . a > 0 ) {
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// with drop shadow
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- if ( true || this . _outlineColor . a < 1 || this . _shadowColor . a < 1 ) {
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- // with edge AA pass
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- passes . length = 5 ;
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- passes [ 0 ] = RenderPass . TEXT ;
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- passes [ 1 ] = RenderPass . OUTLINE ;
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- passes [ 2 ] = RenderPass . DROP_SHADOW ;
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- passes [ 3 ] = RenderPass . EDGE_AA ;
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- passes [ 4 ] = RenderPass . STENCIL_CLEAR ;
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- } else {
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- // no edge AA pass
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- passes . length = 4 ;
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- passes [ 0 ] = RenderPass . TEXT ;
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- passes [ 1 ] = RenderPass . OUTLINE_AA ;
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- passes [ 2 ] = RenderPass . DROP_SHADOW_AA ;
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- passes [ 3 ] = RenderPass . STENCIL_CLEAR ;
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- }
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+ passes . length = 5 ;
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+ passes [ 0 ] = RenderPass . TEXT ;
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+ passes [ 1 ] = RenderPass . OUTLINE ;
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+ passes [ 2 ] = RenderPass . DROP_SHADOW ;
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+ passes [ 3 ] = RenderPass . EDGE_AA ;
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+ passes [ 4 ] = RenderPass . STENCIL_CLEAR ;
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} else {
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// no drop shadow
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- if ( true || this . _outlineColor . a < 1 ) {
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- // with edge AA pass
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- passes . length = 4 ;
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- passes [ 0 ] = RenderPass . TEXT ;
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- passes [ 1 ] = RenderPass . OUTLINE ;
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- passes [ 2 ] = RenderPass . EDGE_AA ;
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- passes [ 3 ] = RenderPass . STENCIL_CLEAR ;
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- } else {
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- // no edge AA pass
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- passes . length = 3 ;
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- passes [ 0 ] = RenderPass . TEXT ;
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- passes [ 1 ] = RenderPass . OUTLINE_AA ;
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- passes [ 2 ] = RenderPass . STENCIL_CLEAR ;
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- }
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+ passes . length = 4 ;
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+ passes [ 0 ] = RenderPass . TEXT ;
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+ passes [ 1 ] = RenderPass . OUTLINE ;
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+ passes [ 2 ] = RenderPass . EDGE_AA ;
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+ passes [ 3 ] = RenderPass . STENCIL_CLEAR ;
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}
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}
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- var mesh_infos_num_needed = ( multiPassNeeded ) ? passes . length * this . _font . textures [ 0 ] . length : this . _font . textures [ 0 ] . length ;
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+ var numMeshInfosNeeded = ( multiPassNeeded ) ? passes . length * this . _font . textures [ 0 ] . length : this . _font . textures [ 0 ] . length ;
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- for ( i = 0 ; i < mesh_infos_num_needed ; i ++ ) {
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+ for ( i = 0 ; i < numMeshInfosNeeded ; i ++ ) {
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var ti = i % this . _font . textures [ 0 ] . length ;
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var p = ( i - ti ) / this . _font . textures [ 0 ] . length ;
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@@ -326,7 +305,7 @@ Object.assign(pc, function () {
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// destroy any excess mesh instances
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var removedModel = false ;
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- for ( i = mesh_infos_num_needed ; i < this . _meshInfo . length ; i ++ ) {
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+ for ( i = numMeshInfosNeeded ; i < this . _meshInfo . length ; i ++ ) {
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if ( this . _meshInfo [ i ] . meshInstance ) {
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if ( ! removedModel ) {
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// remove model from scene so that excess mesh instances are removed
@@ -338,8 +317,8 @@ Object.assign(pc, function () {
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}
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}
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- if ( mesh_infos_num_needed < this . _meshInfo . length ) {
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- this . _meshInfo . splice ( mesh_infos_num_needed , this . _meshInfo . length - mesh_infos_num_needed ) ;
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+ if ( numMeshInfosNeeded < this . _meshInfo . length ) {
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+ this . _meshInfo . splice ( numMeshInfosNeeded , this . _meshInfo . length - numMeshInfosNeeded ) ;
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this . _element . addModelToLayers ( this . _model ) ;
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}
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@@ -1299,13 +1278,11 @@ Object.assign(pc, function () {
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} ) ;
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mi . stencilBack = mi . stencilFront ;
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break ;
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- case RenderPass . OUTLINE_AA : // second pass (just border, use stencil and set stencil)
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- case RenderPass . DROP_SHADOW_AA : // third pass (just drop shadow, use stencil and set stencil)
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case RenderPass . EDGE_AA : // forth pass (just edge AA, use stencil and set stencil)
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mi . stencilFront = new pc . StencilParameters ( {
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ref : stencilParams . ref ,
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func : pc . FUNC_EQUAL ,
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- zpass : pc . STENCILOP_INCREMENT
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+ zpass : pc . STENCILOP_KEEP
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} ) ;
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mi . stencilBack = mi . stencilFront ;
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break ;
@@ -1334,8 +1311,6 @@ Object.assign(pc, function () {
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} ) ;
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mi . stencilBack = mi . stencilFront ;
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break ;
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- case RenderPass . OUTLINE_AA : // second pass (just border, use stencil and set stencil)
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- case RenderPass . DROP_SHADOW_AA : // third pass (just drop shadow, use stencil and set stencil)
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case RenderPass . EDGE_AA : // forth pass (just edge AA, use stencil and set stencil)
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mi . stencilFront = new pc . StencilParameters ( {
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ref : 42 ,
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