phaser/src/gameobjects/text/static/TextWebGLRenderer.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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*/
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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.Text#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.Text} 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 TextWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
if ((src.width === 0) || (src.height === 0))
{
return;
}
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var frame = src.frame;
var width = frame.width;
var height = frame.height;
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var getTint = Utils.getTintAppendFloatAlpha;
this.pipeline.batchTexture(
src,
frame.glTexture,
width, height,
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src.x, src.y,
width / src.style.resolution, height / src.style.resolution,
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src.scaleX, src.scaleY,
src.rotation,
src.flipX, src.flipY,
src.scrollFactorX, src.scrollFactorY,
src.displayOriginX, src.displayOriginY,
0, 0, width, height,
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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._isTinted && src.tintFill),
0, 0,
camera,
parentMatrix
);
};
module.exports = TextWebGLRenderer;