mirror of
https://github.com/photonstorm/phaser
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49 lines
2.3 KiB
JavaScript
49 lines
2.3 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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var Utils = require('../../renderer/webgl/Utils');
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/**
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* Renders this Game Object with the Canvas 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.RenderTexture#renderWebgl
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* @since 3.2.0
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* @private
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*
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* @param {Phaser.Renderer.WebGLRenderer} renderer - A reference to the current active Canvas renderer.
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* @param {Phaser.GameObjects.RenderTexture} renderTexture - 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 RenderTextureWebGLRenderer = function (renderer, renderTexture, interpolationPercentage, camera)
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{
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if (GameObject.RENDER_MASK !== renderTexture.renderFlags || (renderTexture.cameraFilter > 0 && (renderTexture.cameraFilter & camera._id)))
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{
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return;
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}
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this.pipeline.batchTexture(
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renderTexture,
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renderTexture.texture,
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renderTexture.texture.width, renderTexture.texture.height,
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renderTexture.x, renderTexture.y,
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renderTexture.width, renderTexture.height,
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renderTexture.scaleX, renderTexture.scaleY,
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renderTexture.rotation,
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renderTexture.flipX, renderTexture.flipY,
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renderTexture.scrollFactorX, renderTexture.scrollFactorY,
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renderTexture.displayOriginX, renderTexture.displayOriginY,
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0, 0, renderTexture.texture.width, renderTexture.texture.height,
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Utils.getTintAppendFloatAlpha(renderTexture.tintTopLeft, renderTexture.alphaTopLeft), Utils.getTintAppendFloatAlpha(renderTexture.tintTopRight, renderTexture.alphaTopRight), Utils.getTintAppendFloatAlpha(renderTexture.tintBottomLeft, renderTexture.alphaBottomLeft), Utils.getTintAppendFloatAlpha(renderTexture.tintBottomRight, renderTexture.alphaBottomRight),
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0, 0,
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camera
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);
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};
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module.exports = RenderTextureWebGLRenderer;
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