phaser/src/tilemaps/dynamiclayer/DynamicTilemapLayerWebGLRenderer.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.Tilemaps.DynamicTilemapLayer#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.Tilemaps.DynamicTilemapLayer} src - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
*/
var DynamicTilemapLayerWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
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{
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var alpha = camera.alpha * src.alpha;
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src.cull(camera);
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var pipeline = this.pipeline;
var getTint = Utils.getTintAppendFloatAlpha;
var renderTiles = src.culledTiles;
var length = renderTiles.length;
var tileset = src.tileset;
var texture = tileset.glTexture;
var scrollFactorX = src.scrollFactorX;
var scrollFactorY = src.scrollFactorY;
var x = src.x;
var y = src.y;
var sx = src.scaleX;
var sy = src.scaleY;
for (var index = 0; index < length; index++)
{
var tile = renderTiles[index];
var tileTexCoords = tileset.getTileTextureCoordinates(tile.index);
if (tileTexCoords === null)
{
continue;
}
var frameWidth = tile.width;
var frameHeight = tile.height;
var frameX = tileTexCoords.x;
var frameY = tileTexCoords.y;
var tw = tile.width * 0.5;
var th = tile.height * 0.5;
var tint = getTint(tile.tint, alpha * tile.alpha);
pipeline.batchTexture(
src,
texture,
texture.width, texture.height,
tw + x + tile.pixelX * sx, th + y + tile.pixelY * sy,
tile.width * sx, tile.height * sy,
1, 1,
tile.rotation,
tile.flipX, tile.flipY,
scrollFactorX, scrollFactorY,
tw, th,
frameX, frameY, frameWidth, frameHeight,
tint, tint, tint, tint, false,
0, 0,
camera,
null
);
}
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};
module.exports = DynamicTilemapLayerWebGLRenderer;