phaser/src/gameobjects/tilesprite/TileSpriteWebGLRenderer.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');
var Utils = require('../../renderer/webgl/Utils');
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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.TileSprite#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.TileSprite} 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 TileSpriteWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
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{
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if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera.id)))
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{
return;
}
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src.updateTileTexture();
var getTint = Utils.getTintAppendFloatAlpha;
this.pipeline.batchTexture(
src,
src.tileTexture,
src.frame.width * src.tileScaleX, src.frame.height * src.tileScaleY,
src.x, src.y,
src.width, src.height,
src.scaleX, src.scaleY,
src.rotation,
src.flipX, src.flipY,
src.scrollFactorX, src.scrollFactorY,
src.originX * src.width, src.originY * src.height,
0, 0, src.width, src.height,
getTint(src._tintTL, camera.alpha * src._alphaTL),
getTint(src._tintTR, camera.alpha * src._alphaTR),
getTint(src._tintBL, camera.alpha * src._alphaBL),
getTint(src._tintBR, camera.alpha * src._alphaBR),
(src.tilePositionX % src.frame.width) / src.frame.width,
(src.tilePositionY % src.frame.height) / src.frame.height,
camera,
parentMatrix
);
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};
module.exports = TileSpriteWebGLRenderer;