phaser/src/tilemaps/dynamiclayer/DynamicTilemapLayerWebGLRenderer.js

100 lines
2.8 KiB
JavaScript
Raw Normal View History

2018-02-12 16:01:20 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
2020-01-15 12:07:09 +00:00
* @copyright 2020 Photon Storm Ltd.
2019-05-10 15:15:04 +00:00
* @license {@link https://opensource.org/licenses/MIT|MIT License}
2018-02-12 16:01:20 +00:00
*/
2018-07-02 12:32:56 +00:00
var Utils = require('../../renderer/webgl/Utils');
2018-02-07 23:40:59 +00:00
/**
* 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.Tilemaps.DynamicTilemapLayer#renderWebGL
* @since 3.0.0
* @private
*
2018-03-28 14:04:09 +00:00
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
2018-02-07 23:40:59 +00:00
* @param {Phaser.Tilemaps.DynamicTilemapLayer} src - The Game Object being rendered in this call.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
*/
var DynamicTilemapLayerWebGLRenderer = function (renderer, src, camera)
2017-06-09 04:00:12 +00:00
{
2018-08-03 17:56:52 +00:00
src.cull(camera);
var renderTiles = src.culledTiles;
var tileCount = renderTiles.length;
2018-07-12 14:31:00 +00:00
var alpha = camera.alpha * src.alpha;
2018-08-03 17:56:52 +00:00
if (tileCount === 0 || alpha <= 0)
{
return;
}
2018-02-07 23:40:59 +00:00
var gidMap = src.gidMap;
var pipeline = renderer.pipelines.set(src.pipeline);
2018-07-02 12:32:56 +00:00
var getTint = Utils.getTintAppendFloatAlpha;
2018-07-02 12:32:56 +00:00
var scrollFactorX = src.scrollFactorX;
var scrollFactorY = src.scrollFactorY;
var x = src.x;
var y = src.y;
var sx = src.scaleX;
var sy = src.scaleY;
for (var i = 0; i < tileCount; i++)
{
var tile = renderTiles[i];
var tileset = gidMap[tile.index];
var texture = tileset.glTexture;
var textureUnit = pipeline.setTexture2D(texture, src);
2018-07-02 12:32:56 +00:00
var tileTexCoords = tileset.getTileTextureCoordinates(tile.index);
if (tileTexCoords === null)
2018-07-02 12:32:56 +00:00
{
continue;
2018-07-02 12:32:56 +00:00
}
var frameWidth = tileset.tileWidth;
var frameHeight = tileset.tileHeight;
var frameX = tileTexCoords.x;
var frameY = tileTexCoords.y;
var tw = tileset.tileWidth * 0.5;
var th = tileset.tileHeight * 0.5;
var tint = getTint(tile.tint, alpha * tile.alpha);
pipeline.batchTexture(
src,
texture,
texture.width, texture.height,
x + ((tw + tile.pixelX) * sx), y + ((th + tile.pixelY) * sy),
tile.width, tile.height,
sx, sy,
tile.rotation,
tile.flipX, tile.flipY,
scrollFactorX, scrollFactorY,
tw, th,
frameX, frameY, frameWidth, frameHeight,
tint, tint, tint, tint, false,
0, 0,
camera,
null,
true,
textureUnit
);
2018-07-02 12:32:56 +00:00
}
2017-06-09 04:00:12 +00:00
};
module.exports = DynamicTilemapLayerWebGLRenderer;