Added jsdoc comments to TextureTintPipeline

This commit is contained in:
Felipe Alfonso 2018-04-25 13:06:19 -03:00
parent f64b4b9b20
commit d2da10c1a9
2 changed files with 68 additions and 52 deletions

View file

@ -38,7 +38,7 @@ var pathArray = [];
/**
* @classdesc
* The FlatTintPipeline is used for rendering flat colored shapes.
* Mostyle used by the Graphics game object.
* Mostly used by the Graphics game object.
* The config properties are:
* - game: Current game instance.
* - renderer: Current WebGL renderer.

View file

@ -14,7 +14,17 @@ var WebGLPipeline = require('../WebGLPipeline');
/**
* @classdesc
* [pending] - especially explain the config properties please
* TextureTintPipeline implements the rendering infrastructure
* for displaying textured objects
* The config properties are:
* - game: Current game instance.
* - renderer: Current WebGL renderer.
* - topology: This indicates how the primitives are rendered. The default value is GL_TRIANGLES.
* Here is the full list of rendering primitives (https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants).
* - vertShader: Source for vertex shader as a string.
* - fragShader: Source for fragment shader as a string.
* - vertexCapacity: The amount of vertices that shall be allocated
* - vertexSize: The size of a single vertex in bytes.
*
* @class TextureTintPipeline
* @extends Phaser.Renderer.WebGL.WebGLPipeline
@ -76,7 +86,7 @@ var TextureTintPipeline = new Class({
});
/**
* [pending]
* Float32 view of the array buffer containing the pipeline's vertices.
*
* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#vertexViewF32
* @type {Float32Array}
@ -85,7 +95,7 @@ var TextureTintPipeline = new Class({
this.vertexViewF32 = new Float32Array(this.vertexData);
/**
* [pending]
* Uint32 view of the array buffer containing the pipeline's vertices.
*
* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#vertexViewU32
* @type {Uint32Array}
@ -94,7 +104,7 @@ var TextureTintPipeline = new Class({
this.vertexViewU32 = new Uint32Array(this.vertexData);
/**
* [pending]
* Size of the batch.
*
* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#maxQuads
* @type {integer}
@ -104,7 +114,7 @@ var TextureTintPipeline = new Class({
this.maxQuads = 2000;
/**
* [pending]
* Collection of batch information
*
* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batches
* @type {array}
@ -116,13 +126,14 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Assigns a texture to the current batch. If a texture is already set it creates
* a new batch object.
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#setTexture2D
* @since 3.1.0
*
* @param {WebGLTexture} texture - [pending]
* @param {integer} textureUnit - [pending]
* @param {WebGLTexture} texture - WebGLTexture that will be assigned to the current batch.
* @param {integer} textureUnit - Texture unit to which the texture needs to be bound.
*
* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} [description]
*/
@ -167,7 +178,10 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Creates a new batch object and pushes it to a batch array.
* The batch object contains information relevant to the current
* vertex batch like the offset in the vertex buffer, vertex count and
* the textures used by that batch.
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#pushBatch
* @since 3.1.0
@ -184,7 +198,7 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Binds, uploads resources and processes all batches generating draw calls.
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#flush
* @since 3.1.0
@ -284,7 +298,8 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Called every time the pipeline needs to be used.
* It binds all necessary resources.
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#onBind
* @since 3.0.0
@ -325,7 +340,8 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Renders immediately a static tilemap. This function won't use
* the batching functionality of the pipieline.
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#drawStaticTilemapLayer
* @since 3.0.0
@ -361,7 +377,7 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Renders contents of a ParticleEmitterManager. It'll batch all particles if possible.
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#drawEmitterManager
* @since 3.0.0
@ -577,7 +593,7 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Batches blitter game object
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#drawBlitter
* @since 3.0.0
@ -737,7 +753,7 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Batches Sprite game object
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchSprite
* @since 3.0.0
@ -910,7 +926,7 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Batches Mesh game object
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchMesh
* @since 3.0.0
@ -1041,7 +1057,7 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Batches BitmapText game object
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchBitmapText
* @since 3.0.0
@ -1318,7 +1334,7 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Batches DynamicBitmapText game object
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchDynamicBitmapText
* @since 3.0.0
@ -1668,7 +1684,7 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Batches Text game object
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchText
* @since 3.0.0
@ -1704,7 +1720,7 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Batches DynamicTilemapLayer game object
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchDynamicTilemapLayer
* @since 3.0.0
@ -1762,7 +1778,7 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Batches TileSprite game object
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchTileSprite
* @since 3.0.0
@ -1799,40 +1815,40 @@ var TextureTintPipeline = new Class({
},
/**
* [pending]
* Generic function for batching a textured quad
*
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchTexture
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - [pending]
* @param {WebGLTexture} texture - [pending]
* @param {integer} textureWidth - [pending]
* @param {integer} textureHeight - [pending]
* @param {float} srcX - [pending]
* @param {float} srcY - [pending]
* @param {float} srcWidth - [pending]
* @param {float} srcHeight - [pending]
* @param {float} scaleX - [pending]
* @param {float} scaleY - [pending]
* @param {float} rotation - [pending]
* @param {boolean} flipX - [pending]
* @param {boolean} flipY - [pending]
* @param {float} scrollFactorX - [pending]
* @param {float} scrollFactorY - [pending]
* @param {float} displayOriginX - [pending]
* @param {float} displayOriginY - [pending]
* @param {float} frameX - [pending]
* @param {float} frameY - [pending]
* @param {float} frameWidth - [pending]
* @param {float} frameHeight - [pending]
* @param {integer} tintTL - [pending]
* @param {integer} tintTR - [pending]
* @param {integer} tintBL - [pending]
* @param {integer} tintBR - [pending]
* @param {float} uOffset - [pending]
* @param {float} vOffset - [pending]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [pending]
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - [pending]
* @param {Phaser.GameObjects.GameObject} gameObject - Source GameObject
* @param {WebGLTexture} texture - Raw WebGLTexture associated with the quad
* @param {integer} textureWidth - Real texture width
* @param {integer} textureHeight - Real texture height
* @param {float} srcX - X coordinate of the quad
* @param {float} srcY - Y coordinate of the quad
* @param {float} srcWidth - Width of the quad
* @param {float} srcHeight - Height of the quad
* @param {float} scaleX - X component of scale
* @param {float} scaleY - Y component of scale
* @param {float} rotation - Rotation of the quad
* @param {boolean} flipX - Indicates if the quad is horizontally flipped
* @param {boolean} flipY - Indicates if the quad is vertically flipped
* @param {float} scrollFactorX - By which factor is the quad affected by the camera horizontal scroll
* @param {float} scrollFactorY - By which factor is the quad effected by the camera vertical scroll
* @param {float} displayOriginX - Horizontal origin in pixels
* @param {float} displayOriginY - Vertical origin in pixels
* @param {float} frameX - X coordinate of the texture frame
* @param {float} frameY - Y coordinate of the texture frame
* @param {float} frameWidth - Width of the texture frame
* @param {float} frameHeight - Height of the texture frame
* @param {integer} tintTL - Tint for top left
* @param {integer} tintTR - Tint for top right
* @param {integer} tintBL - Tint for bottom left
* @param {integer} tintBR - Tint for bottom right
* @param {float} uOffset - Horizontal offset on texture coordinate
* @param {float} vOffset - Vertical offset on texture coordinate
* @param {Phaser.Cameras.Scene2D.Camera} camera - Current used camera
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - Parent container
*/
batchTexture: function (
gameObject,