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72 lines
2.5 KiB
JavaScript
72 lines
2.5 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var FillPathWebGL = require('../FillPathWebGL');
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var StrokePathWebGL = require('../StrokePathWebGL');
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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.Curve#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.Curve} src - The Game Object being rendered in this call.
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* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
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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 CurveWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
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{
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var pipeline = this.pipeline;
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var camMatrix = pipeline._tempMatrix1;
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var shapeMatrix = pipeline._tempMatrix2;
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var calcMatrix = pipeline._tempMatrix3;
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renderer.setPipeline(pipeline);
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shapeMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
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camMatrix.copyFrom(camera.matrix);
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if (parentMatrix)
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{
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// Multiply the camera by the parent matrix
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camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
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// Undo the camera scroll
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shapeMatrix.e = src.x;
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shapeMatrix.f = src.y;
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}
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else
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{
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shapeMatrix.e -= camera.scrollX * src.scrollFactorX;
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shapeMatrix.f -= camera.scrollY * src.scrollFactorY;
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}
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camMatrix.multiply(shapeMatrix, calcMatrix);
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var dx = src._displayOriginX + src._curveBounds.x;
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var dy = src._displayOriginY + src._curveBounds.y;
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var alpha = camera.alpha * src.alpha;
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if (src.isFilled)
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{
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FillPathWebGL(pipeline, calcMatrix, src, alpha, dx, dy);
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}
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if (src.isStroked)
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{
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StrokePathWebGL(pipeline, src, alpha, dx, dy);
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}
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};
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module.exports = CurveWebGLRenderer;
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