/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * 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 SpineContainerWebGLRenderer#renderWebGL * @since 3.50.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {SpineContainer} container - 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 SpineContainerWebGLRenderer = function (renderer, container, camera, parentMatrix) { var plugin = container.plugin; var sceneRenderer = plugin.sceneRenderer; var children = container.list; if (children.length === 0) { if (sceneRenderer.batcher.isDrawing && renderer.finalType) { sceneRenderer.end(); renderer.pipelines.rebind(); } return; } camera.addToRenderList(container); var transformMatrix = container.localTransform; if (parentMatrix) { transformMatrix.loadIdentity(); transformMatrix.multiply(parentMatrix); transformMatrix.translate(container.x, container.y); transformMatrix.rotate(container.rotation); transformMatrix.scale(container.scaleX, container.scaleY); } else { transformMatrix.applyITRS(container.x, container.y, container.rotation, container.scaleX, container.scaleY); } if (renderer.newType) { // flush + clear if this is a new type renderer.pipelines.clear(); sceneRenderer.begin(); } var rendererNextType = renderer.nextTypeMatch; // Force these to avoid batch flushing during SpineGameObject.renderWebGL renderer.nextTypeMatch = true; renderer.newType = false; for (var i = 0; i < children.length; i++) { var child = children[i]; if (child.willRender(camera, container)) { var mask = child.mask; if (mask) { sceneRenderer.end(); renderer.pipelines.rebind(); mask.preRenderWebGL(renderer, child, camera); renderer.pipelines.clear(); sceneRenderer.begin(); } child.renderWebGL(renderer, child, camera, transformMatrix, container); if (mask) { sceneRenderer.end(); renderer.pipelines.rebind(); mask.postRenderWebGL(renderer, camera); renderer.pipelines.clear(); sceneRenderer.begin(); } } } renderer.nextTypeMatch = rendererNextType; if (!rendererNextType) { // The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch sceneRenderer.end(); // And rebind the previous pipeline renderer.pipelines.rebind(); } }; module.exports = SpineContainerWebGLRenderer;