phaser/src/renderer/webgl/gameobjects/Graphics.js

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/**
* Note that 'this' in all functions here refer to the owning object.
* For example the Group, Stage, Sprite, etc. because the render function
* here is mapped to the prototype for the game object.
*/
Phaser.Renderer.WebGL.GameObjects.Graphics = {
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TYPES: [
Phaser.Graphics.prototype
],
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render: function (renderer, src)
{
if (src.visible === false || src.alpha === 0 || src.isMask === true)
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{
return;
}
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if (src._cacheAsBitmap)
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{
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if (src.dirty || src.cachedSpriteDirty)
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{
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src._generateCachedSprite();
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// we will also need to update the texture on the gpu too!
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src.updateCachedSpriteTexture();
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src.cachedSpriteDirty = false;
src.dirty = false;
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}
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src._cachedSprite.worldAlpha = src.worldAlpha;
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// PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession);
return;
}
else
{
renderer.spriteBatch.stop();
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renderer.setBlendMode(src.blendMode);
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if (src._mask)
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{
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renderer.pushMask(src._mask);
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}
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if (src._filters)
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{
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renderer.filterManager.pushFilter(src._filterBlock);
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}
// check blend mode
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if (src.blendMode !== renderer.spriteBatch.currentBlendMode)
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{
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renderer.spriteBatch.currentBlendMode = src.blendMode;
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var blendModeWebGL = renderer.blendModes[renderer.spriteBatch.currentBlendMode];
renderer.spriteBatch.gl.blendFunc(blendModeWebGL[0], blendModeWebGL[1]);
}
// check if the webgl graphic needs to be updated
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if (src.webGLDirty)
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{
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src.dirty = true;
src.webGLDirty = false;
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}
// Merge with this class
// PIXI.WebGLGraphics.renderGraphics(this, renderSession);
// only render if it has children!
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if (src.children.length)
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{
renderer.spriteBatch.start();
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for (var i = 0; i < src.children.length; i++)
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{
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var child = src.children[i];
child.render(renderer, child);
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}
renderer.spriteBatch.stop();
}
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if (src._filters)
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{
renderer.filterManager.popFilter();
}
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if (src._mask)
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{
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renderer.popMask(src.mask);
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}
renderer.drawCount++;
renderer.spriteBatch.start();
}
}
};