phaser/src/gameobjects/layer/LayerWebGLRenderer.js

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2020-11-26 16:21:21 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
2023-01-02 17:36:27 +00:00
* @copyright 2013-2023 Photon Storm Ltd.
2020-11-26 16:21:21 +00:00
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* 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.Layer#renderWebGL
* @since 3.50.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Layer} layer - The Game Object being rendered in this call.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
*/
var LayerWebGLRenderer = function (renderer, layer, camera)
{
var children = layer.list;
var childCount = children.length;
if (childCount === 0)
{
return;
}
layer.depthSort();
renderer.pipelines.preBatch(layer);
var layerHasBlendMode = (layer.blendMode !== -1);
if (!layerHasBlendMode)
{
// If Layer is SKIP_TEST then set blend mode to be Normal
renderer.setBlendMode(0);
}
var alpha = layer.alpha;
for (var i = 0; i < childCount; i++)
{
var child = children[i];
if (!child.willRender(camera))
{
continue;
}
var childAlphaTopLeft;
var childAlphaTopRight;
var childAlphaBottomLeft;
var childAlphaBottomRight;
if (child.alphaTopLeft !== undefined)
{
childAlphaTopLeft = child.alphaTopLeft;
childAlphaTopRight = child.alphaTopRight;
childAlphaBottomLeft = child.alphaBottomLeft;
childAlphaBottomRight = child.alphaBottomRight;
}
else
{
var childAlpha = child.alpha;
childAlphaTopLeft = childAlpha;
childAlphaTopRight = childAlpha;
childAlphaBottomLeft = childAlpha;
childAlphaBottomRight = childAlpha;
}
if (!layerHasBlendMode && child.blendMode !== renderer.currentBlendMode)
{
// If Layer doesn't have its own blend mode, then a child can have one
renderer.setBlendMode(child.blendMode);
}
var mask = child.mask;
if (mask)
{
mask.preRenderWebGL(renderer, child, camera);
}
var type = child.type;
if (type !== renderer.currentType)
{
renderer.newType = true;
renderer.currentType = type;
}
renderer.nextTypeMatch = (i < childCount - 1) ? (children[i + 1].type === renderer.currentType) : false;
child.setAlpha(childAlphaTopLeft * alpha, childAlphaTopRight * alpha, childAlphaBottomLeft * alpha, childAlphaBottomRight * alpha);
// Render
child.renderWebGL(renderer, child, camera);
// Restore original values
child.setAlpha(childAlphaTopLeft, childAlphaTopRight, childAlphaBottomLeft, childAlphaBottomRight);
if (mask)
{
mask.postRenderWebGL(renderer, camera);
}
renderer.newType = false;
}
renderer.pipelines.postBatch(layer);
};
module.exports = LayerWebGLRenderer;