Tidying up function

This commit is contained in:
Richard Davey 2018-07-11 12:35:09 +01:00
parent e2efa469ae
commit b7edbe755f

View file

@ -8,40 +8,46 @@ var GameObject = require('../GameObject');
var Utils = require('../../renderer/webgl/Utils');
/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* 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.RenderTexture#renderWebgl
* @method Phaser.GameObjects.RenderTexture#renderWebGL
* @since 3.2.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.RenderTexture} renderTexture - The Game Object being rendered in this call.
* @param {Phaser.GameObjects.RenderTexture} 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.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var RenderTextureWebGLRenderer = function (renderer, renderTexture, interpolationPercentage, camera, parentMatrix)
var RenderTextureWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
if (GameObject.RENDER_MASK !== renderTexture.renderFlags || (renderTexture.cameraFilter > 0 && (renderTexture.cameraFilter & camera._id)))
if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera._id)))
{
return;
}
var getTint = Utils.getTintAppendFloatAlpha;
this.pipeline.batchTexture(
renderTexture,
renderTexture.texture,
renderTexture.texture.width, renderTexture.texture.height,
renderTexture.x, renderTexture.y,
renderTexture.width, renderTexture.height,
renderTexture.scaleX, renderTexture.scaleY,
renderTexture.rotation,
renderTexture.flipX, !renderTexture.flipY,
renderTexture.scrollFactorX, renderTexture.scrollFactorY,
renderTexture.displayOriginX, renderTexture.displayOriginY,
0, 0, renderTexture.texture.width, renderTexture.texture.height,
Utils.getTintAppendFloatAlpha(renderTexture.tintTopLeft, renderTexture.alphaTopLeft), Utils.getTintAppendFloatAlpha(renderTexture.tintTopRight, renderTexture.alphaTopRight), Utils.getTintAppendFloatAlpha(renderTexture.tintBottomLeft, renderTexture.alphaBottomLeft), Utils.getTintAppendFloatAlpha(renderTexture.tintBottomRight, renderTexture.alphaBottomRight),
src,
src.texture,
src.texture.width, src.texture.height,
src.x, src.y,
src.width, src.height,
src.scaleX, src.scaleY,
src.rotation,
src.flipX, !src.flipY,
src.scrollFactorX, src.scrollFactorY,
src.displayOriginX, src.displayOriginY,
0, 0, src.texture.width, src.texture.height,
getTint(src._tintTL, camera.alpha * src._alphaTL),
getTint(src._tintTR, camera.alpha * src._alphaTR),
getTint(src._tintBL, camera.alpha * src._alphaBL),
getTint(src._tintBR, camera.alpha * src._alphaBR),
(src._isTinted && src.tintFill),
0, 0,
camera,
parentMatrix