mirror of
https://github.com/photonstorm/phaser
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35 lines
1.3 KiB
JavaScript
35 lines
1.3 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 GameObject = require('../GameObject');
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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.TileSprite#renderWebGL
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* @since 3.0.0
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* @private
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*
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* @param {Phaser.Renderer.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
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* @param {Phaser.GameObjects.TileSprite} 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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*/
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var TileSpriteWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
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{
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if (GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter > 0 && (src.cameraFilter & camera._id)))
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{
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return;
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}
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src.updateTileTexture();
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this.pipeline.batchTileSprite(this, camera);
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};
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module.exports = TileSpriteWebGLRenderer;
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