phaser/src/gameobjects/pointlight/PointLightWebGLRenderer.js

63 lines
2 KiB
JavaScript
Raw Normal View History

/**
* @author Richard Davey <rich@photonstorm.com>
2022-02-28 14:29:51 +00:00
* @copyright 2022 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var GetCalcMatrix = require('../GetCalcMatrix');
/**
* 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.PointLight#renderWebGL
* @since 3.50.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.PointLight} 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 PointLightWebGLRenderer = function (renderer, src, camera, parentMatrix)
{
2021-01-07 12:31:31 +00:00
camera.addToRenderList(src);
var pipeline = renderer.pipelines.set(src.pipeline);
var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;
var width = src.width;
var height = src.height;
var x = -src._radius;
var y = -src._radius;
var xw = x + width;
var yh = y + height;
var lightX = calcMatrix.getX(0, 0);
var lightY = calcMatrix.getY(0, 0);
var tx0 = calcMatrix.getX(x, y);
var ty0 = calcMatrix.getY(x, y);
var tx1 = calcMatrix.getX(x, yh);
var ty1 = calcMatrix.getY(x, yh);
var tx2 = calcMatrix.getX(xw, yh);
var ty2 = calcMatrix.getY(xw, yh);
var tx3 = calcMatrix.getX(xw, y);
var ty3 = calcMatrix.getY(xw, y);
renderer.pipelines.preBatch(src);
pipeline.batchPointLight(src, camera, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, lightX, lightY);
renderer.pipelines.postBatch(src);
};
module.exports = PointLightWebGLRenderer;