mirror of
https://github.com/photonstorm/phaser
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64 lines
2.3 KiB
JavaScript
64 lines
2.3 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.Text#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.Text} 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 TextWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
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{
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if ((src.width === 0) || (src.height === 0))
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{
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return;
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}
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var frame = src.frame;
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var width = frame.width;
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var height = frame.height;
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var getTint = Utils.getTintAppendFloatAlpha;
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var pipeline = this.pipeline;
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var textureUnit = pipeline.setTexture2D(frame.glTexture, src);
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pipeline.batchTexture(
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src,
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frame.glTexture,
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width, height,
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src.x, src.y,
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width / src.style.resolution, height / src.style.resolution,
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src.scaleX, src.scaleY,
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src.rotation,
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src.flipX, src.flipY,
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src.scrollFactorX, src.scrollFactorY,
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src.displayOriginX, src.displayOriginY,
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0, 0, width, height,
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getTint(src._tintTL, camera.alpha * src._alphaTL),
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getTint(src._tintTR, camera.alpha * src._alphaTR),
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getTint(src._tintBL, camera.alpha * src._alphaBL),
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getTint(src._tintBR, camera.alpha * src._alphaBR),
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(src._isTinted && src.tintFill),
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0, 0,
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camera,
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parentMatrix,
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false,
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textureUnit
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);
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};
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module.exports = TextWebGLRenderer;
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