/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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 pipeline = this.pipeline; var getTint = Utils.getTintAppendFloatAlpha; var tileset = src.tileset; var texture = tileset.glTexture; var scrollFactorX = src.scrollFactorX; var scrollFactorY = src.scrollFactorY; var x = src.x; var y = src.y; var sx = src.scaleX; var sy = src.scaleY; for (var i = 0; i < tileCount; i++) { var tile = renderTiles[i]; var tileTexCoords = tileset.getTileTextureCoordinates(tile.index); if (tileTexCoords === null) { continue; } var frameWidth = tile.width; var frameHeight = tile.height; var frameX = tileTexCoords.x; var frameY = tileTexCoords.y; var tw = tile.width * 0.5; var th = tile.height * 0.5; var tint = getTint(tile.tint, alpha * tile.alpha); pipeline.batchTexture( src, texture, texture.width, texture.height, tw + x + tile.pixelX * sx, th + y + tile.pixelY * sy, tile.width * sx, tile.height * sy, 1, 1, tile.rotation, tile.flipX, tile.flipY, scrollFactorX, scrollFactorY, tw, th, frameX, frameY, frameWidth, frameHeight, tint, tint, tint, tint, false, 0, 0, camera, null ); } }; module.exports = DynamicTilemapLayerWebGLRenderer;