mirror of
https://github.com/photonstorm/phaser
synced 2024-11-21 12:13:19 +00:00
52 lines
1.6 KiB
JavaScript
52 lines
1.6 KiB
JavaScript
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2020 Photon Storm Ltd.
|
|
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* 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.Layer3D#renderWebGL
|
|
* @since 3.50.0
|
|
* @private
|
|
*
|
|
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
|
|
* @param {Phaser.GameObjects.Layer3D} 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 Layer3DWebGLRenderer = function (renderer, src)
|
|
{
|
|
var models = src.models;
|
|
var totalModels = models.length;
|
|
|
|
if (totalModels === 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
renderer.pipelines.clear();
|
|
|
|
src.camera.update();
|
|
|
|
var pipeline = renderer.pipelines.set(src.pipeline, src);
|
|
|
|
for (var m = 0; m < totalModels; m++)
|
|
{
|
|
var model = models[m];
|
|
|
|
if (model.visible && model.vertexCount > 0)
|
|
{
|
|
pipeline.drawModel(src, model);
|
|
}
|
|
}
|
|
|
|
src.resetDirtyFlags();
|
|
|
|
renderer.pipelines.rebind();
|
|
};
|
|
|
|
module.exports = Layer3DWebGLRenderer;
|