/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GetCalcMatrix = require('../GetCalcMatrix'); 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.Rope#renderWebGL * @since 3.23.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.Rope} src - 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 RopeWebGLRenderer = function (renderer, src, camera, parentMatrix) { camera.addToRenderList(src); var pipeline = renderer.pipelines.set(src.pipeline, src); var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc; var vertices = src.vertices; var uvs = src.uv; var colors = src.colors; var alphas = src.alphas; var alpha = src.alpha; var getTint = Utils.getTintAppendFloatAlpha; var roundPixels = camera.roundPixels; var meshVerticesLength = vertices.length; var vertexCount = Math.floor(meshVerticesLength * 0.5); // Because it's a triangle strip and we don't want lots of degenerate triangles joining things up pipeline.flush(); renderer.pipelines.preBatch(src); var textureUnit = pipeline.setGameObject(src); var vertexViewF32 = pipeline.vertexViewF32; var vertexViewU32 = pipeline.vertexViewU32; var vertexOffset = (pipeline.vertexCount * pipeline.currentShader.vertexComponentCount) - 1; var colorIndex = 0; var tintEffect = src.tintFill; if (src.dirty) { src.updateVertices(); } var debugCallback = src.debugCallback; var debugVerts = []; for (var i = 0; i < meshVerticesLength; i += 2) { var x = vertices[i + 0]; var y = vertices[i + 1]; var tx = x * calcMatrix.a + y * calcMatrix.c + calcMatrix.e; var ty = x * calcMatrix.b + y * calcMatrix.d + calcMatrix.f; if (roundPixels) { tx = Math.round(tx); ty = Math.round(ty); } vertexViewF32[++vertexOffset] = tx; vertexViewF32[++vertexOffset] = ty; vertexViewF32[++vertexOffset] = uvs[i + 0]; vertexViewF32[++vertexOffset] = uvs[i + 1]; vertexViewF32[++vertexOffset] = textureUnit; vertexViewF32[++vertexOffset] = tintEffect; vertexViewU32[++vertexOffset] = getTint(colors[colorIndex], camera.alpha * (alphas[colorIndex] * alpha)); colorIndex++; if (debugCallback) { debugVerts[i + 0] = tx; debugVerts[i + 1] = ty; } } if (debugCallback) { debugCallback.call(src, src, meshVerticesLength, debugVerts); } pipeline.vertexCount += vertexCount; renderer.pipelines.postBatch(src); }; module.exports = RopeWebGLRenderer;