/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var GameObject = require('../GameObject'); 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.TileSprite#renderWebGL * @since 3.0.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.TileSprite} 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 TileSpriteWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera.id))) { return; } src.updateTileTexture(); var getTint = Utils.getTintAppendFloatAlpha; this.pipeline.batchTexture( src, src.tileTexture, src.frame.width * src.tileScaleX, src.frame.height * src.tileScaleY, src.x, src.y, src.width, src.height, src.scaleX, src.scaleY, src.rotation, src.flipX, src.flipY, src.scrollFactorX, src.scrollFactorY, src.originX * src.width, src.originY * src.height, 0, 0, src.width, src.height, getTint(src._tintTL, camera.alpha * src._alphaTL), getTint(src._tintTR, camera.alpha * src._alphaTR), getTint(src._tintBL, camera.alpha * src._alphaBL), getTint(src._tintBR, camera.alpha * src._alphaBR), (src.tilePositionX % src.frame.width) / src.frame.width, (src.tilePositionY % src.frame.height) / src.frame.height, (src._isTinted && src.tintFill), camera, parentMatrix ); }; module.exports = TileSpriteWebGLRenderer;