/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|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.GameObjects.RenderTexture#renderWebGL * @since 3.2.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active Canvas renderer. * @param {Phaser.GameObjects.RenderTexture} 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 RenderTextureWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix) { var frame = src.frame; var width = frame.width; var height = frame.height; var getTint = Utils.getTintAppendFloatAlpha; this.pipeline.batchTexture( src, frame.glTexture, width, height, src.x, src.y, width, height, src.scaleX, src.scaleY, src.rotation, src.flipX, !src.flipY, src.scrollFactorX, src.scrollFactorY, src.displayOriginX, src.displayOriginY, 0, 0, width, 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._isTinted && src.tintFill), 0, 0, camera, parentMatrix ); // Force clear the current texture so that items next in the batch (like Graphics) don't try and use it renderer.setBlankTexture(true); }; module.exports = RenderTextureWebGLRenderer;