phaser/wip/gameobjects/blitter/BlitterWebGLRenderer.js

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Phaser.Renderer.WebGL.GameObjects.Blitter = {
TYPES: [
Phaser.GameObject.Blitter.prototype
],
render: function (renderer, src, interpolationPercentage)
{
var blitterAlpha = src.color.worldAlpha * 255 << 24;
// Skip rendering?
if (src.skipRender || !src.visible || blitterAlpha === 0 || src.children.list.length === 0)
{
return;
}
var bg = src.color._glBg;
var tint = src.color._glTint;
var worldAlpha = src.color._worldAlpha;
// Render children
for (var i = 0; i < src.children.list.length; i++)
{
var bob = src.children.list[i];
var frame = bob.frame;
var alpha = (worldAlpha * bob.alpha) * 255 << 24;
if (!bob.visible || alpha === 0 || !frame.cutWidth || !frame.cutHeight)
{
continue;
}
var index = frame.source.glTextureIndex;
var verts = bob.transform.getVertexData(interpolationPercentage);
// tint and bg values come from the parent Blitter object, not the Bob
renderer.batch.add(frame.source, src.blendMode, verts, frame.uvs, index, alpha, tint, bg);
}
}
};