mirror of
https://github.com/photonstorm/phaser
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69 lines
2.2 KiB
JavaScript
69 lines
2.2 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var GetCalcMatrix = require('../../GetCalcMatrix');
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var Utils = require('../../../renderer/webgl/Utils');
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/**
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* Renders this Game Object with the WebGL Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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* This method should not be called directly. It is a utility function of the Render module.
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*
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* @method Phaser.GameObjects.Line#renderWebGL
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* @since 3.13.0
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* @private
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*
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
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* @param {Phaser.GameObjects.Line} src - The Game Object being rendered in this call.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
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var LineWebGLRenderer = function (renderer, src, camera, parentMatrix)
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{
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var pipeline = renderer.pipelines.set(src.pipeline);
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var result = GetCalcMatrix(src, camera, parentMatrix);
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pipeline.calcMatrix.copyFrom(result.calc);
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var dx = src._displayOriginX;
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var dy = src._displayOriginY;
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var alpha = camera.alpha * src.alpha;
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renderer.pipelines.preBatch(src);
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if (src.isStroked)
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{
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var strokeTint = pipeline.strokeTint;
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var color = Utils.getTintAppendFloatAlpha(src.strokeColor, src.strokeAlpha * alpha);
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strokeTint.TL = color;
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strokeTint.TR = color;
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strokeTint.BL = color;
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strokeTint.BR = color;
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var startWidth = src._startWidth;
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var endWidth = src._endWidth;
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pipeline.batchLine(
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src.geom.x1 - dx,
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src.geom.y1 - dy,
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src.geom.x2 - dx,
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src.geom.y2 - dy,
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startWidth,
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endWidth,
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1,
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0,
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false,
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result.sprite,
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result.camera
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);
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}
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renderer.pipelines.postBatch(src);
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};
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module.exports = LineWebGLRenderer;
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