phaser/src/tilemaps/dynamiclayer/DynamicTilemapLayerWebGLRenderer.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.Tilemaps.DynamicTilemapLayer#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.Tilemaps.DynamicTilemapLayer} 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.
*/
var DynamicTilemapLayerWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
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{
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src.cull(camera);
var renderTiles = src.culledTiles;
var tileCount = renderTiles.length;
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var alpha = camera.alpha * src.alpha;
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if (tileCount === 0 || alpha <= 0)
{
return;
}
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var gidMap = src.gidMap;
var pipeline = src.pipeline;
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var getTint = Utils.getTintAppendFloatAlphaAndSwap;
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var scrollFactorX = src.scrollFactorX;
var scrollFactorY = src.scrollFactorY;
var x = src.x;
var y = src.y;
var sx = src.scaleX;
var sy = src.scaleY;
var tilesets = src.tileset;
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// Loop through each tileset in this layer, drawing just the tiles that are in that set each time
// Doing it this way around allows us to batch tiles using the same tileset
for (var c = 0; c < tilesets.length; c++)
{
var currentSet = tilesets[c];
var texture = currentSet.glTexture;
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for (var i = 0; i < tileCount; i++)
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{
var tile = renderTiles[i];
var tileset = gidMap[tile.index];
if (tileset !== currentSet)
{
// Skip tiles that aren't in this set
continue;
}
var tileTexCoords = tileset.getTileTextureCoordinates(tile.index);
if (tileTexCoords === null)
{
continue;
}
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if (src.layer.orientation === "isometric") {
// here we use the tileset width and height to fix problems with isometric map types
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;
} else {
var frameWidth = tile.width;
var frameHeight = tile.height;
var frameX = tileTexCoords.x;
var frameY = tileTexCoords.y;
var tw = tile.width * 0.5;
var th = tile.height * 0.5;
}
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var tint = getTint(tile.tint, alpha * tile.alpha);
pipeline.batchTexture(
src,
texture,
texture.width, texture.height,
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x + ((tw + tile.pixelX) * sx), y + ((th + tile.pixelY) * sy),
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frameWidth, frameHeight,
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
);
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}
}
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};
module.exports = DynamicTilemapLayerWebGLRenderer;