phaser/plugins/layer3d/Layer3DWebGLRenderer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* 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.Layer3D#renderWebGL
* @since 3.50.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Layer3D} src - The Game Object being rendered in this call.
* @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
*/
var Layer3DWebGLRenderer = function (renderer, src)
{
var models = src.models;
var totalModels = models.length;
if (totalModels === 0)
{
return;
}
renderer.pipelines.clear();
src.camera.update();
var pipeline = renderer.pipelines.set(src.pipeline, src);
for (var m = 0; m < totalModels; m++)
{
var model = models[m];
if (model.visible && model.vertexCount > 0)
{
pipeline.drawModel(src, model);
}
}
src.resetDirtyFlags();
renderer.pipelines.rebind();
};
module.exports = Layer3DWebGLRenderer;