/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var FillPathWebGL = require('../FillPathWebGL'); var StrokePathWebGL = require('../StrokePathWebGL'); /** * 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.Curve#renderWebGL * @since 3.13.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.Curve} 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 CurveWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { var pipeline = this.pipeline; var camMatrix = pipeline._tempMatrix1; var shapeMatrix = pipeline._tempMatrix2; var calcMatrix = pipeline._tempMatrix3; renderer.setPipeline(pipeline); shapeMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY); camMatrix.copyFrom(camera.matrix); if (parentMatrix) { // Multiply the camera by the parent matrix camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY); // Undo the camera scroll shapeMatrix.e = src.x; shapeMatrix.f = src.y; } else { shapeMatrix.e -= camera.scrollX * src.scrollFactorX; shapeMatrix.f -= camera.scrollY * src.scrollFactorY; } camMatrix.multiply(shapeMatrix, calcMatrix); var dx = src._displayOriginX + src._curveBounds.x; var dy = src._displayOriginY + src._curveBounds.y; var alpha = camera.alpha * src.alpha; if (src.isFilled) { FillPathWebGL(pipeline, calcMatrix, src, alpha, dx, dy); } if (src.isStroked) { StrokePathWebGL(pipeline, src, alpha, dx, dy); } }; module.exports = CurveWebGLRenderer;