mirror of
https://github.com/photonstorm/phaser
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120 lines
3.4 KiB
JavaScript
120 lines
3.4 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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/**
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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 SpineContainerWebGLRenderer#renderWebGL
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* @since 3.50.0
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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 {SpineContainer} container - 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 SpineContainerWebGLRenderer = function (renderer, container, camera, parentMatrix)
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{
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var plugin = container.plugin;
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var sceneRenderer = plugin.sceneRenderer;
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var children = container.list;
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if (children.length === 0)
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{
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if (sceneRenderer.batcher.isDrawing && renderer.finalType)
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{
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sceneRenderer.end();
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renderer.pipelines.rebind();
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}
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return;
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}
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camera.addToRenderList(container);
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var transformMatrix = container.localTransform;
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if (parentMatrix)
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{
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transformMatrix.loadIdentity();
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transformMatrix.multiply(parentMatrix);
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transformMatrix.translate(container.x, container.y);
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transformMatrix.rotate(container.rotation);
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transformMatrix.scale(container.scaleX, container.scaleY);
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}
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else
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{
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transformMatrix.applyITRS(container.x, container.y, container.rotation, container.scaleX, container.scaleY);
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}
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if (renderer.newType)
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{
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// flush + clear if this is a new type
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renderer.pipelines.clear();
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sceneRenderer.begin();
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}
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var rendererNextType = renderer.nextTypeMatch;
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// Force these to avoid batch flushing during SpineGameObject.renderWebGL
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renderer.nextTypeMatch = true;
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renderer.newType = false;
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for (var i = 0; i < children.length; i++)
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{
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var child = children[i];
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if (child.willRender(camera, container))
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{
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var mask = child.mask;
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if (mask)
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{
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sceneRenderer.end();
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renderer.pipelines.rebind();
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mask.preRenderWebGL(renderer, child, camera);
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renderer.pipelines.clear();
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sceneRenderer.begin();
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}
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child.renderWebGL(renderer, child, camera, transformMatrix, container);
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if (mask)
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{
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sceneRenderer.end();
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renderer.pipelines.rebind();
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mask.postRenderWebGL(renderer, camera);
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renderer.pipelines.clear();
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sceneRenderer.begin();
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}
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}
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}
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renderer.nextTypeMatch = rendererNextType;
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if (!rendererNextType)
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{
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// The next object in the display list is not a Spine Game Object or Spine Container, so we end the batch
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sceneRenderer.end();
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// And rebind the previous pipeline
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renderer.pipelines.rebind();
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}
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};
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module.exports = SpineContainerWebGLRenderer;
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