/** * @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.GameObjects.Line#renderWebGL * @since 3.13.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.Line} 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 LineWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { var pipeline = renderer.pipelines.set(this.pipeline); var camMatrix = pipeline._tempMatrix1; var shapeMatrix = pipeline._tempMatrix2; 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; } var dx = src._displayOriginX; var dy = src._displayOriginY; var alpha = camera.alpha * src.alpha; if (src.isStroked) { var strokeTint = pipeline.strokeTint; var color = Utils.getTintAppendFloatAlphaAndSwap(src.strokeColor, src.strokeAlpha * alpha); strokeTint.TL = color; strokeTint.TR = color; strokeTint.BL = color; strokeTint.BR = color; var startWidth = src._startWidth; var endWidth = src._endWidth; pipeline.setTexture2D(); pipeline.batchLine( src.geom.x1 - dx, src.geom.y1 - dy, src.geom.x2 - dx, src.geom.y2 - dy, startWidth, endWidth, 1, 0, false, shapeMatrix, camMatrix ); } }; module.exports = LineWebGLRenderer;