phaser/src/gameobjects/particles/ParticleManagerWebGLRenderer.js
Richard Davey 0a035353fa lint fix
2018-08-03 01:04:25 +01:00

144 lines
4.5 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|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.Particles.EmitterManager#renderWebGL
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Particles.ParticleEmitterManager} emitterManager - 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 ParticleManagerWebGLRenderer = function (renderer, emitterManager, interpolationPercentage, camera, parentMatrix)
{
var emitters = emitterManager.emitters.list;
var emittersLength = emitters.length;
if (emittersLength === 0)
{
return;
}
var pipeline = this.pipeline;
var camMatrix = pipeline._tempMatrix1.copyFrom(camera.matrix);
var calcMatrix = pipeline._tempMatrix2;
var particleMatrix = pipeline._tempMatrix3;
var managerMatrix = pipeline._tempMatrix4.applyITRS(emitterManager.x, emitterManager.y, emitterManager.rotation, emitterManager.scaleX, emitterManager.scaleY);
camMatrix.multiply(managerMatrix);
renderer.setPipeline(pipeline);
var roundPixels = camera.roundPixels;
var texture = emitterManager.defaultFrame.glTexture;
var getTint = Utils.getTintAppendFloatAlphaAndSwap;
pipeline.setTexture2D(texture, 0);
for (var e = 0; e < emittersLength; e++)
{
var emitter = emitters[e];
var particles = emitter.alive;
var particleCount = particles.length;
if (!emitter.visible || particleCount === 0)
{
continue;
}
var scrollX = camera.scrollX * emitter.scrollFactorX;
var scrollY = camera.scrollY * emitter.scrollFactorY;
if (parentMatrix)
{
// Multiply the camera by the parent matrix
camMatrix.multiplyWithOffset(parentMatrix, -scrollX, -scrollY);
scrollX = 0;
scrollY = 0;
}
if (renderer.setBlendMode(emitter.blendMode))
{
// Rebind the texture if we've flushed
pipeline.setTexture2D(texture, 0);
}
var tintEffect = 0;
for (var i = 0; i < particleCount; i++)
{
var particle = particles[i];
var alpha = particle.alpha * camera.alpha;
if (alpha <= 0)
{
continue;
}
var frame = particle.frame;
var x = -(frame.halfWidth);
var y = -(frame.halfHeight);
var xw = x + frame.width;
var yh = y + frame.height;
particleMatrix.applyITRS(0, 0, particle.rotation, particle.scaleX, particle.scaleY);
particleMatrix.e = particle.x - scrollX;
particleMatrix.f = particle.y - scrollY;
camMatrix.multiply(particleMatrix, calcMatrix);
var tx0 = calcMatrix.getX(x, y);
var ty0 = calcMatrix.getY(x, y);
var tx1 = calcMatrix.getX(x, yh);
var ty1 = calcMatrix.getY(x, yh);
var tx2 = calcMatrix.getX(xw, yh);
var ty2 = calcMatrix.getY(xw, yh);
var tx3 = calcMatrix.getX(xw, y);
var ty3 = calcMatrix.getY(xw, y);
if (roundPixels)
{
tx0 |= 0;
ty0 |= 0;
tx1 |= 0;
ty1 |= 0;
tx2 |= 0;
ty2 |= 0;
tx3 |= 0;
ty3 |= 0;
}
var tint = getTint(particle.tint, alpha);
if (pipeline.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, frame.u0, frame.v0, frame.u1, frame.v1, tint, tint, tint, tint, tintEffect))
{
pipeline.setTexture2D(texture, 0);
}
}
}
};
module.exports = ParticleManagerWebGLRenderer;