mirror of
https://github.com/photonstorm/phaser
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115 lines
3.1 KiB
JavaScript
115 lines
3.1 KiB
JavaScript
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var GetCalcMatrix = require('../GetCalcMatrix');
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/**
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* Renders this Game Object with the WebGL Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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* This method should not be called directly. It is a utility function of the Render module.
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*
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* @method Phaser.GameObjects.Mesh#renderWebGL
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* @since 3.0.0
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* @private
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*
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
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* @param {Phaser.GameObjects.Mesh} src - The Game Object being rendered in this call.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
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var NineSliceWebGLRenderer = function (renderer, src, camera, parentMatrix)
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{
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var faces = src.faces;
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var totalFaces = faces.length;
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if (totalFaces === 0)
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{
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return;
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}
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camera.addToRenderList(src);
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var pipeline = renderer.pipelines.set(src.pipeline, src);
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var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;
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var textureUnit = pipeline.setGameObject(src);
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var F32 = pipeline.vertexViewF32;
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var U32 = pipeline.vertexViewU32;
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var vertexOffset = (pipeline.vertexCount * pipeline.currentShader.vertexComponentCount) - 1;
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var tintEffect = src.tintFill;
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var debugFaces = [];
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var debugCallback = src.debugCallback;
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var a = calcMatrix.a;
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var b = calcMatrix.b;
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var c = calcMatrix.c;
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var d = calcMatrix.d;
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var e = calcMatrix.e;
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var f = calcMatrix.f;
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var z = src.viewPosition.z;
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var hideCCW = src.hideCCW;
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var roundPixels = camera.roundPixels;
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var alpha = camera.alpha * src.alpha;
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var totalFacesRendered = 0;
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renderer.pipelines.preBatch(src);
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for (var i = 0; i < totalFaces; i++)
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{
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var face = faces[i];
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// If face has alpha <= 0, or hideCCW + clockwise, or isn't in camera view, then don't draw it
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if (!face.isInView(camera, hideCCW, z, alpha, a, b, c, d, e, f, roundPixels))
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{
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continue;
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}
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if (pipeline.shouldFlush(3))
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{
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pipeline.flush();
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if (!pipeline.currentBatch)
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{
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textureUnit = pipeline.setGameObject(src);
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}
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vertexOffset = 0;
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}
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vertexOffset = face.load(F32, U32, vertexOffset, textureUnit, tintEffect);
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totalFacesRendered++;
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pipeline.vertexCount += 3;
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pipeline.currentBatch.count = (pipeline.vertexCount - pipeline.currentBatch.start);
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if (debugCallback)
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{
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debugFaces.push(face);
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}
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}
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src.totalFrame += totalFacesRendered;
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if (debugCallback)
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{
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debugCallback.call(src, src, debugFaces);
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}
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renderer.pipelines.postBatch(src);
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};
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module.exports = NineSliceWebGLRenderer;
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