/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Utils = require('../../renderer/webgl/Utils'); /** * 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.Tilemaps.DynamicTilemapLayer#renderWebGL * @since 3.0.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.Tilemaps.DynamicTilemapLayer} 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. */ var DynamicTilemapLayerWebGLRenderer = function (renderer, src, interpolationPercentage, camera) { src.cull(camera); var renderTiles = src.culledTiles; var tileCount = renderTiles.length; var alpha = camera.alpha * src.alpha; if (tileCount === 0 || alpha <= 0) { return; } var gidMap = src.gidMap; var pipeline = src.pipeline; var getTint = Utils.getTintAppendFloatAlphaAndSwap; var scrollFactorX = src.scrollFactorX; var scrollFactorY = src.scrollFactorY; var x = src.x; var y = src.y; var sx = src.scaleX; var sy = src.scaleY; var tilesets = src.tileset; // Loop through each tileset in this layer, drawing just the tiles that are in that set each time // Doing it this way around allows us to batch tiles using the same tileset for (var c = 0; c < tilesets.length; c++) { var currentSet = tilesets[c]; var texture = currentSet.glTexture; for (var i = 0; i < tileCount; i++) { var tile = renderTiles[i]; var tileset = gidMap[tile.index]; if (tileset !== currentSet) { // Skip tiles that aren't in this set continue; } var tileTexCoords = tileset.getTileTextureCoordinates(tile.index); if (tileTexCoords === null) { continue; } var frameWidth = 0; var frameHeight = 0; if (src.layer.orientation === 'isometric' || src.layer.orientation === 'staggered') { // we use the tileset width and height because in isometric maps the tileset's height is often different from the tilemap's. frameWidth = tileset.tileWidth; frameHeight = tileset.tileHeight; } else { frameWidth = tile.width; frameHeight = tile.height; } var frameX = tileTexCoords.x; var frameY = tileTexCoords.y; var tw = frameWidth * 0.5; var th = frameHeight * 0.5; var tint = getTint(tile.tint, alpha * tile.alpha); pipeline.batchTexture( src, texture, texture.width, texture.height, x + ((tw + tile.pixelX) * sx), y + ((th + tile.pixelY) * sy), frameWidth, frameHeight, sx, sy, tile.rotation, tile.flipX, tile.flipY, scrollFactorX, scrollFactorY, tw, th, frameX, frameY, frameWidth, frameHeight, tint, tint, tint, tint, false, 0, 0, camera, null, true ); } } }; module.exports = DynamicTilemapLayerWebGLRenderer;