phaser/src/gameobjects/blitter/BlitterWebGLRenderer.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}
*/
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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.Blitter#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.Blitter} src - The Game Object being rendered in this call.
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* @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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*/
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var BlitterWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
var list = src.getRenderList();
if (list.length === 0)
{
return;
}
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var pipeline = this.pipeline;
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renderer.setPipeline(pipeline, src);
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var cameraScrollX = camera.scrollX * src.scrollFactorX;
var cameraScrollY = camera.scrollY * src.scrollFactorY;
var matrix = pipeline._tempMatrix1;
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matrix.copyFrom(camera.matrix);
if (parentMatrix)
{
matrix.multiplyWithOffset(parentMatrix, -cameraScrollX, -cameraScrollY);
cameraScrollX = 0;
cameraScrollY = 0;
}
var blitterX = src.x - cameraScrollX;
var blitterY = src.y - cameraScrollY;
var prevTextureSourceIndex = -1;
var tintEffect = false;
var alpha = camera.alpha * src.alpha;
var roundPixels = camera.roundPixels;
for (var index = 0; index < list.length; index++)
{
var bob = list[index];
var frame = bob.frame;
var bobAlpha = bob.alpha * alpha;
if (bobAlpha === 0)
{
continue;
}
var width = frame.width;
var height = frame.height;
var x = blitterX + bob.x + frame.x;
var y = blitterY + bob.y + frame.y;
if (bob.flipX)
{
width *= -1;
x += frame.width;
}
if (bob.flipY)
{
height *= -1;
y += frame.height;
}
var xw = x + width;
var yh = y + height;
var tx0 = x * matrix.a + y * matrix.c + matrix.e;
var ty0 = x * matrix.b + y * matrix.d + matrix.f;
var tx1 = xw * matrix.a + yh * matrix.c + matrix.e;
var ty1 = xw * matrix.b + yh * matrix.d + matrix.f;
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var tint = Utils.getTintAppendFloatAlpha(0xffffff, bobAlpha);
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// Bind texture only if the Texture Source is different from before
if (frame.sourceIndex !== prevTextureSourceIndex)
{
pipeline.setTexture2D(frame.glTexture, 0);
prevTextureSourceIndex = frame.sourceIndex;
}
if (roundPixels)
{
tx0 |= 0;
ty0 |= 0;
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tx1 |= 0;
ty1 |= 0;
}
// TL x/y, BL x/y, BR x/y, TR x/y
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if (pipeline.batchQuad(tx0, ty0, tx0, ty1, tx1, ty1, tx1, ty0, frame.u0, frame.v0, frame.u1, frame.v1, tint, tint, tint, tint, tintEffect))
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{
prevTextureSourceIndex = -1;
}
}
};
module.exports = BlitterWebGLRenderer;