2020-09-18 15:16:52 +00:00
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/**
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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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var CONST = require('../../const.js');
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/**
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* Renders this Game Object with the WebGL Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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* This method should not be called directly. It is a utility function of the Render module.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#renderWebGL
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* @since 3.0.0
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* @private
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*
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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.
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* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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*/
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var DynamicTilemapLayerWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
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{
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src.cull(camera);
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var renderTiles = src.culledTiles;
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var tileCount = renderTiles.length;
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var alpha = camera.alpha * src.alpha;
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if (tileCount === 0 || alpha <= 0)
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{
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return;
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}
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var gidMap = src.gidMap;
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var pipeline = src.pipeline;
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var getTint = Utils.getTintAppendFloatAlphaAndSwap;
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var scrollFactorX = src.scrollFactorX;
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var scrollFactorY = src.scrollFactorY;
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var x = src.x;
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var y = src.y;
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var sx = src.scaleX;
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var sy = src.scaleY;
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var tilesets = src.tileset;
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renderer.setPipeline(pipeline);
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// Loop through each tileset in this layer, drawing just the tiles that are in that set each time
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// Doing it this way around allows us to batch tiles using the same tileset
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for (var c = 0; c < tilesets.length; c++)
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{
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var currentSet = tilesets[c];
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var texture = currentSet.glTexture;
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var textureUnit = pipeline.setTexture2D(texture, src);
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for (var i = 0; i < tileCount; i++)
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{
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var tile = renderTiles[i];
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var tileset = gidMap[tile.index];
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if (tileset !== currentSet)
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{
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// Skip tiles that aren't in this set
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continue;
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}
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var tileTexCoords = tileset.getTileTextureCoordinates(tile.index);
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if (tileTexCoords === null)
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{
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continue;
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}
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var frameWidth = 0;
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var frameHeight = 0;
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if (src.layer.orientation === CONST.ISOMETRIC || src.layer.orientation === CONST.STAGGERED || src.layer.orientation === CONST.HEXAGONAL)
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{
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// we use the tileset width and height because in isometric maps the tileset's height is often different from the tilemap's.
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frameWidth = tileset.tileWidth;
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frameHeight = tileset.tileHeight;
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}
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else
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{
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frameWidth = tile.width;
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frameHeight = tile.height;
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}
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var frameX = tileTexCoords.x;
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var frameY = tileTexCoords.y;
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var tw = frameWidth * 0.5;
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var th = frameHeight * 0.5;
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var tint = getTint(tile.tint, alpha * tile.alpha);
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pipeline.batchTexture(
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src,
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texture,
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texture.width, texture.height,
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x + ((tw + tile.pixelX) * sx), y + ((th + tile.pixelY) * sy),
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frameWidth, frameHeight,
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sx, sy,
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tile.rotation,
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tile.flipX, tile.flipY,
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scrollFactorX, scrollFactorY,
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tw, th,
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frameX, frameY, frameWidth, frameHeight,
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tint, tint, tint, tint, false,
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0, 0,
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camera,
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null,
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true,
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textureUnit
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);
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}
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}
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};
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module.exports = DynamicTilemapLayerWebGLRenderer;
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