phaser/src/gameobjects/shape/line/LineWebGLRenderer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var Utils = require('../../../renderer/webgl/Utils');
/**
* 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.Line#renderWebGL
* @since 3.13.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Line} 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
*/
var LineWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
var pipeline = this.pipeline;
var camMatrix = pipeline._tempMatrix1;
var shapeMatrix = pipeline._tempMatrix2;
renderer.setPipeline(pipeline);
shapeMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
camMatrix.copyFrom(camera.matrix);
if (parentMatrix)
{
// Multiply the camera by the parent matrix
camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
// Undo the camera scroll
shapeMatrix.e = src.x;
shapeMatrix.f = src.y;
}
else
{
shapeMatrix.e -= camera.scrollX * src.scrollFactorX;
shapeMatrix.f -= camera.scrollY * src.scrollFactorY;
}
var dx = src._displayOriginX;
var dy = src._displayOriginY;
var alpha = camera.alpha * src.alpha;
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if (src.isStroked)
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{
var strokeTint = pipeline.strokeTint;
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var color = Utils.getTintAppendFloatAlphaAndSwap(src.strokeColor, src.strokeAlpha * alpha);
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strokeTint.TL = color;
strokeTint.TR = color;
strokeTint.BL = color;
strokeTint.BR = color;
var startWidth = src._startWidth;
var endWidth = src._endWidth;
pipeline.setTexture2D();
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pipeline.batchLine(
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src.geom.x1 - dx,
src.geom.y1 - dy,
src.geom.x2 - dx,
src.geom.y2 - dy,
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startWidth,
endWidth,
1,
0,
false,
shapeMatrix,
camMatrix
);
}
};
module.exports = LineWebGLRenderer;