2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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2018-02-07 17:10:01 +00:00
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var GameObject = require('../../gameobjects/GameObject');
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2017-09-12 23:58:25 +00:00
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2018-02-07 23:40:59 +00:00
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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.Tilemaps.DynamicTilemapLayer#renderWebGL
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* @since 3.0.0
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* @private
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*
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2018-03-28 14:04:09 +00:00
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
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2018-02-07 23:40:59 +00:00
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* @param {Phaser.Tilemaps.DynamicTilemapLayer} src - The Game Object being rendered in this call.
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* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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*/
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var DynamicTilemapLayerWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
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2017-06-09 04:00:12 +00:00
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{
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2018-06-23 11:26:39 +00:00
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if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera.id)))
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2017-06-09 04:00:12 +00:00
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{
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return;
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}
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2018-02-07 23:40:59 +00:00
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src.cull(camera);
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2018-02-16 18:07:49 +00:00
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this.pipeline.batchDynamicTilemapLayer(src, camera);
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2017-06-09 04:00:12 +00:00
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};
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2017-11-09 18:18:23 +00:00
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module.exports = DynamicTilemapLayerWebGLRenderer;
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