/** * @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.Blitter#renderWebGL * @since 3.0.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.Blitter} 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 BlitterWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera._id))) { return; } var pipeline = this.pipeline; renderer.setPipeline(pipeline); var cameraScrollX = camera.scrollX * src.scrollFactorX; var cameraScrollY = camera.scrollY * src.scrollFactorY; var matrix = pipeline._tempCameraMatrix; matrix.copyFrom(camera.matrix); if (parentMatrix) { matrix.multiplyWithOffset(parentMatrix, -cameraScrollX, -cameraScrollY); cameraScrollX = 0; cameraScrollY = 0; } var list = src.getRenderList(); var blitterX = src.x - cameraScrollX; var blitterY = src.y - cameraScrollY; var prevTextureSourceIndex = -1; var tintEffect = false; var alpha = camera.alpha * src.alpha; var getTint = Utils.getTintAppendFloatAlpha; var roundPixels = camera.roundPixels; for (var index = 0; index < list.length; index++) { var bob = list[index]; var frame = bob.frame; var bobAlpha = bob.alpha * alpha; if (bobAlpha === 0) { continue; } var width = frame.width; var height = frame.height; var x = blitterX + bob.x + frame.x; var y = blitterY + bob.y + frame.y; if (bob.flipX) { width *= -1; x += frame.width; } if (bob.flipY) { height *= -1; y += frame.height; } var xw = x + width; var yh = y + height; var tx0 = x * matrix.a + y * matrix.c + matrix.e; var ty0 = x * matrix.b + y * matrix.d + matrix.f; var tx1 = xw * matrix.a + yh * matrix.c + matrix.e; var ty1 = xw * matrix.b + yh * matrix.d + matrix.f; var tint = getTint(0xffffff, bobAlpha); var uvs = frame.uvs; // Bind texture only if the Texture Source is different from before if (frame.sourceIndex !== prevTextureSourceIndex) { pipeline.setTexture2D(frame.glTexture, 0); prevTextureSourceIndex = frame.sourceIndex; } if (roundPixels) { tx0 |= 0; ty0 |= 0; tx1 |= 0; ty1 |= 0; } // TL x/y, BL x/y, BR x/y, TR x/y if (pipeline.batchVertices(tx0, ty0, tx0, ty1, tx1, ty1, tx1, ty0, uvs, tint, tint, tint, tint, tintEffect)) { prevTextureSourceIndex = -1; } } }; module.exports = BlitterWebGLRenderer;