mirror of
https://github.com/photonstorm/phaser
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61 lines
2 KiB
JavaScript
61 lines
2 KiB
JavaScript
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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 GetCalcMatrix = require('../GetCalcMatrix');
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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.GameObjects.PointLight#renderWebGL
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* @since 3.50.0
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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.GameObjects.PointLight} src - The Game Object being rendered in this call.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @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 PointLightWebGLRenderer = function (renderer, src, camera, parentMatrix)
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{
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var pipeline = renderer.pipelines.set(src.pipeline);
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var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;
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var width = src.width;
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var height = src.height;
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var x = -src._radius;
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var y = -src._radius;
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var xw = x + width;
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var yh = y + height;
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var lightX = calcMatrix.getX(0, 0);
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var lightY = calcMatrix.getY(0, 0);
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var tx0 = calcMatrix.getX(x, y);
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var ty0 = calcMatrix.getY(x, y);
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var tx1 = calcMatrix.getX(x, yh);
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var ty1 = calcMatrix.getY(x, yh);
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var tx2 = calcMatrix.getX(xw, yh);
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var ty2 = calcMatrix.getY(xw, yh);
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var tx3 = calcMatrix.getX(xw, y);
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var ty3 = calcMatrix.getY(xw, y);
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renderer.pipelines.preBatch(src);
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pipeline.batchPointLight(src, camera, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, lightX, lightY);
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renderer.pipelines.postBatch(src);
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};
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module.exports = PointLightWebGLRenderer;
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