phaser/src/gameobjects/text/static/TextWebGLRenderer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GameObject = require('../../GameObject');
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/**
* Renders this Game Object with the WebGL Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.Text#renderWebGL
* @since 3.0.0
* @private
*
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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.Text} src - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
var TextWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
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if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera.id)) || src.text === '')
{
return;
}
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if (src.dirty)
{
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src.canvasTexture = renderer.canvasToTexture(src.canvas, src.canvasTexture);
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src.dirty = false;
}
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this.pipeline.batchText(this, camera, parentMatrix);
};
module.exports = TextWebGLRenderer;