phaser/src/gameobjects/nineslice/NineSliceWebGLRenderer.js
2023-01-02 17:36:27 +00:00

95 lines
2.9 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var GetCalcMatrix = require('../GetCalcMatrix');
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.Mesh#renderWebGL
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Mesh} 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 NineSliceWebGLRenderer = function (renderer, src, camera, parentMatrix)
{
var verts = src.vertices;
var totalVerts = verts.length;
if (totalVerts === 0)
{
return;
}
camera.addToRenderList(src);
var pipeline = renderer.pipelines.set(src.pipeline, src);
var calcMatrix = GetCalcMatrix(src, camera, parentMatrix, false).calc;
var textureUnit = pipeline.setGameObject(src);
var F32 = pipeline.vertexViewF32;
var U32 = pipeline.vertexViewU32;
var vertexOffset = (pipeline.vertexCount * pipeline.currentShader.vertexComponentCount) - 1;
var roundPixels = camera.roundPixels;
var tintEffect = src.tintFill;
var alpha = camera.alpha * src.alpha;
var color = Utils.getTintAppendFloatAlpha(src.tint, alpha);
renderer.pipelines.preBatch(src);
var available = pipeline.vertexAvailable();
var flushCount = -1;
if (available < totalVerts)
{
flushCount = available;
}
for (var i = 0; i < totalVerts; i++)
{
var vert = verts[i];
if (i === flushCount)
{
pipeline.flush();
if (!pipeline.currentBatch)
{
textureUnit = pipeline.setGameObject(src);
}
vertexOffset = 0;
}
F32[++vertexOffset] = calcMatrix.getXRound(vert.vx, vert.vy, roundPixels);
F32[++vertexOffset] = calcMatrix.getYRound(vert.vx, vert.vy, roundPixels);
F32[++vertexOffset] = vert.u;
F32[++vertexOffset] = vert.v;
F32[++vertexOffset] = textureUnit;
F32[++vertexOffset] = tintEffect;
U32[++vertexOffset] = color;
pipeline.vertexCount++;
pipeline.currentBatch.count = (pipeline.vertexCount - pipeline.currentBatch.start);
}
renderer.pipelines.postBatch(src);
};
module.exports = NineSliceWebGLRenderer;