/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var TransformMatrix = require('../components/TransformMatrix'); var Utils = require('../../renderer/webgl/Utils'); var tempMatrix1 = new TransformMatrix(); var tempMatrix2 = new TransformMatrix(); var tempMatrix3 = new TransformMatrix(); var tempMatrix4 = new TransformMatrix(); /** * 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.Particles.EmitterManager#renderWebGL * @since 3.0.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL 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 ParticleManagerWebGLRenderer = function (renderer, emitterManager, camera, parentMatrix) { var emitters = emitterManager.emitters.list; var emittersLength = emitters.length; if (emittersLength === 0) { return; } var pipeline = renderer.pipelines.set(this.pipeline); var camMatrix = tempMatrix1; 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 roundPixels = camera.roundPixels; var texture = emitterManager.defaultFrame.glTexture; var getTint = Utils.getTintAppendFloatAlpha; var textureUnit = pipeline.setGameObject(emitterManager, emitterManager.defaultFrame); 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; } var followX = (emitter.follow) ? emitter.follow.x + emitter.followOffset.x : 0; var followY = (emitter.follow) ? emitter.follow.y + emitter.followOffset.y : 0; var scrollFactorX = emitter.scrollFactorX; var scrollFactorY = emitter.scrollFactorY; renderer.setBlendMode(emitter.blendMode); if (emitter.mask) { emitter.mask.preRenderWebGL(renderer, emitter, camera); // pipeline.setTexture2D(texture, 0); } var tintEffect = 0; 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, followX + -camera.scrollX * scrollFactorX, followY + -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 x = -frame.halfWidth; var y = -frame.halfHeight; var xw = x + frame.width; var yh = y + frame.height; var tx0 = calcMatrix.getXRound(x, y, roundPixels); var ty0 = calcMatrix.getYRound(x, y, roundPixels); var tx1 = calcMatrix.getXRound(x, yh, roundPixels); var ty1 = calcMatrix.getYRound(x, yh, roundPixels); var tx2 = calcMatrix.getXRound(xw, yh, roundPixels); var ty2 = calcMatrix.getYRound(xw, yh, roundPixels); var tx3 = calcMatrix.getXRound(xw, y, roundPixels); var ty3 = calcMatrix.getYRound(xw, y, roundPixels); var tint = getTint(particle.tint, alpha); pipeline.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, frame.u0, frame.v0, frame.u1, frame.v1, tint, tint, tint, tint, tintEffect, texture, textureUnit); } if (emitter.mask) { emitter.mask.postRenderWebGL(renderer, camera); // pipeline.setTexture2D(texture, 0); } } }; module.exports = ParticleManagerWebGLRenderer;