mirror of
https://github.com/photonstorm/phaser
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112 lines
3.4 KiB
JavaScript
112 lines
3.4 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 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 TransformMatrix = require('../components/TransformMatrix');
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var Utils = require('../../renderer/webgl/Utils');
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var tempMatrix = new TransformMatrix();
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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.Blitter#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.Blitter} src - The Game Object being rendered in this call.
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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 BlitterWebGLRenderer = function (renderer, src, camera, parentMatrix)
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{
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var list = src.getRenderList();
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var alpha = camera.alpha * src.alpha;
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if (list.length === 0 || alpha === 0)
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{
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// Nothing to see, so abort early
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return;
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}
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camera.addToRenderList(src);
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var pipeline = renderer.pipelines.set(this.pipeline, src);
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var cameraScrollX = camera.scrollX * src.scrollFactorX;
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var cameraScrollY = camera.scrollY * src.scrollFactorY;
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var calcMatrix = tempMatrix.copyFrom(camera.matrix);
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if (parentMatrix)
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{
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calcMatrix.multiplyWithOffset(parentMatrix, -cameraScrollX, -cameraScrollY);
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cameraScrollX = 0;
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cameraScrollY = 0;
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}
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var blitterX = src.x - cameraScrollX;
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var blitterY = src.y - cameraScrollY;
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var prevTextureSourceIndex = -1;
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var tintEffect = false;
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var roundPixels = camera.roundPixels;
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renderer.pipelines.preBatch(src);
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for (var i = 0; i < list.length; i++)
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{
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var bob = list[i];
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var frame = bob.frame;
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var bobAlpha = bob.alpha * alpha;
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if (bobAlpha === 0)
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{
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continue;
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}
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var width = frame.width;
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var height = frame.height;
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var x = blitterX + bob.x + frame.x;
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var y = blitterY + bob.y + frame.y;
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if (bob.flipX)
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{
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width *= -1;
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x += frame.width;
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}
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if (bob.flipY)
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{
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height *= -1;
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y += frame.height;
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}
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var quad = calcMatrix.setQuad(x, y, x + width, y + height, roundPixels);
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var tint = Utils.getTintAppendFloatAlpha(bob.tint, bobAlpha);
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// Bind texture only if the Texture Source is different from before
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if (frame.sourceIndex !== prevTextureSourceIndex)
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{
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var textureUnit = pipeline.setGameObject(src, frame);
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prevTextureSourceIndex = frame.sourceIndex;
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}
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if (pipeline.batchQuad(src, quad[0], quad[1], quad[2], quad[3], quad[4], quad[5], quad[6], quad[7], frame.u0, frame.v0, frame.u1, frame.v1, tint, tint, tint, tint, tintEffect, frame.glTexture, textureUnit))
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{
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prevTextureSourceIndex = -1;
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}
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}
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renderer.pipelines.postBatch(src);
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};
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module.exports = BlitterWebGLRenderer;
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