mirror of
https://github.com/photonstorm/phaser
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155 lines
4.9 KiB
JavaScript
155 lines
4.9 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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var Utils = require('../../renderer/webgl/Utils');
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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.Particles.EmitterManager#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.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
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* @param {Phaser.GameObjects.Particles.ParticleEmitterManager} emitterManager - 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 ParticleManagerWebGLRenderer = function (renderer, emitterManager, interpolationPercentage, camera, parentMatrix)
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{
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var emitters = emitterManager.emitters.list;
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var emittersLength = emitters.length;
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if (emittersLength === 0)
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{
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return;
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}
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var pipeline = this.pipeline;
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var camMatrix = pipeline._tempMatrix1.copyFrom(camera.matrix);
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var calcMatrix = pipeline._tempMatrix2;
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var particleMatrix = pipeline._tempMatrix3;
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var managerMatrix = pipeline._tempMatrix4.applyITRS(emitterManager.x, emitterManager.y, emitterManager.rotation, emitterManager.scaleX, emitterManager.scaleY);
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camMatrix.multiply(managerMatrix);
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renderer.setPipeline(pipeline);
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var roundPixels = camera.roundPixels;
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var texture = emitterManager.defaultFrame.glTexture;
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var getTint = Utils.getTintAppendFloatAlphaAndSwap;
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var textureUnit = pipeline.setGameObject(emitterManager, emitterManager.defaultFrame);
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for (var e = 0; e < emittersLength; e++)
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{
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var emitter = emitters[e];
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var particles = emitter.alive;
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var particleCount = particles.length;
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if (!emitter.visible || particleCount === 0)
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{
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continue;
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}
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var scrollX = camera.scrollX * emitter.scrollFactorX;
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var scrollY = camera.scrollY * emitter.scrollFactorY;
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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, -scrollX, -scrollY);
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scrollX = 0;
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scrollY = 0;
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}
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if (renderer.setBlendMode(emitter.blendMode))
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{
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// Rebind the texture if we've flushed
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// pipeline.setTexture2D(texture, 0);
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}
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if (emitter.mask)
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{
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emitter.mask.preRenderWebGL(renderer, emitter, camera);
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// pipeline.setTexture2D(texture, 0);
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}
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var tintEffect = 0;
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for (var i = 0; i < particleCount; i++)
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{
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var particle = particles[i];
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var alpha = particle.alpha * camera.alpha;
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if (alpha <= 0)
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{
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continue;
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}
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var frame = particle.frame;
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var x = -(frame.halfWidth);
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var y = -(frame.halfHeight);
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var xw = x + frame.width;
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var yh = y + frame.height;
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particleMatrix.applyITRS(0, 0, particle.rotation, particle.scaleX, particle.scaleY);
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particleMatrix.e = particle.x - scrollX;
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particleMatrix.f = particle.y - scrollY;
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camMatrix.multiply(particleMatrix, calcMatrix);
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var tx0 = calcMatrix.getX(x, y);
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var ty0 = calcMatrix.getY(x, y);
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var tx1 = calcMatrix.getX(x, yh);
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var ty1 = calcMatrix.getY(x, yh);
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var tx2 = calcMatrix.getX(xw, yh);
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var ty2 = calcMatrix.getY(xw, yh);
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var tx3 = calcMatrix.getX(xw, y);
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var ty3 = calcMatrix.getY(xw, y);
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if (roundPixels)
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{
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tx0 = Math.round(tx0);
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ty0 = Math.round(ty0);
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tx1 = Math.round(tx1);
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ty1 = Math.round(ty1);
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tx2 = Math.round(tx2);
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ty2 = Math.round(ty2);
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tx3 = Math.round(tx3);
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ty3 = Math.round(ty3);
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}
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var tint = getTint(particle.tint, alpha);
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pipeline.batchQuad(tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, frame.u0, frame.v0, frame.u1, frame.v1, tint, tint, tint, tint, tintEffect, texture, textureUnit);
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}
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if (emitter.mask)
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{
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emitter.mask.postRenderWebGL(renderer, camera);
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// pipeline.setTexture2D(texture, 0);
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}
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}
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};
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module.exports = ParticleManagerWebGLRenderer;
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