/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var TransformMatrix = require('../components/TransformMatrix'); var tempMatrix1 = new TransformMatrix(); var tempMatrix2 = new TransformMatrix(); var tempMatrix3 = new TransformMatrix(); var tempMatrix4 = new TransformMatrix(); /** * Renders this Game Object with the Canvas 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.Particles.EmitterManager#renderCanvas * @since 3.0.0 * @private * * @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer. * @param {Phaser.GameObjects.Particles.ParticleEmitterManager} emitterManager - 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 ParticleManagerCanvasRenderer = function (renderer, emitterManager, camera, parentMatrix) { var emitters = emitterManager.emitters.list; var emittersLength = emitters.length; if (emittersLength === 0) { return; } var camMatrix = tempMatrix1.copyFrom(camera.matrix); var calcMatrix = tempMatrix2; var particleMatrix = tempMatrix3; var managerMatrix = tempMatrix4; if (parentMatrix) { managerMatrix.loadIdentity(); managerMatrix.multiply(parentMatrix); managerMatrix.translate(emitterManager.x, emitterManager.y); managerMatrix.rotate(emitterManager.rotation); managerMatrix.scale(emitterManager.scaleX, emitterManager.scaleY); } else { managerMatrix.applyITRS(emitterManager.x, emitterManager.y, emitterManager.rotation, emitterManager.scaleX, emitterManager.scaleY); } var ctx = renderer.currentContext; var roundPixels = camera.roundPixels; for (var e = 0; e < emittersLength; e++) { var emitter = emitters[e]; var particles = emitter.alive; var particleCount = particles.length; if (!emitter.visible || particleCount === 0) { continue; } camera.addToRenderList(emitter); var scrollFactorX = emitter.scrollFactorX; var scrollFactorY = emitter.scrollFactorY; ctx.save(); ctx.globalCompositeOperation = renderer.blendModes[emitter.blendMode]; for (var i = 0; i < particleCount; i++) { var particle = particles[i]; var alpha = particle.alpha * camera.alpha; if (alpha <= 0) { continue; } particleMatrix.applyITRS(particle.x, particle.y, particle.rotation, particle.scaleX, particle.scaleY); camMatrix.copyFrom(camera.matrix); camMatrix.multiplyWithOffset(managerMatrix, -camera.scrollX * scrollFactorX, -camera.scrollY * scrollFactorY); // Undo the camera scroll particleMatrix.e = particle.x; particleMatrix.f = particle.y; // Multiply by the particle matrix, store result in calcMatrix camMatrix.multiply(particleMatrix, calcMatrix); var frame = particle.frame; var cd = frame.canvasData; var x = -(frame.halfWidth); var y = -(frame.halfHeight); ctx.globalAlpha = alpha; ctx.save(); calcMatrix.setToContext(ctx); if (roundPixels) { x = Math.round(x); y = Math.round(y); } ctx.imageSmoothingEnabled = !(!renderer.antialias || frame.source.scaleMode); ctx.drawImage(frame.source.image, cd.x, cd.y, cd.width, cd.height, x, y, cd.width, cd.height); ctx.restore(); } ctx.restore(); } }; module.exports = ParticleManagerCanvasRenderer;