mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 12:03:36 +00:00
117 lines
3.3 KiB
JavaScript
117 lines
3.3 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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/**
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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.Layer#renderWebGL
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* @since 3.50.0
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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.Layer} layer - 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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*/
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var LayerWebGLRenderer = function (renderer, layer, camera)
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{
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var children = layer.list;
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var childCount = children.length;
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if (childCount === 0)
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{
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return;
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}
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layer.depthSort();
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renderer.pipelines.preBatch(layer);
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var layerHasBlendMode = (layer.blendMode !== -1);
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if (!layerHasBlendMode)
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{
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// If Layer is SKIP_TEST then set blend mode to be Normal
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renderer.setBlendMode(0);
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}
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var alpha = layer.alpha;
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for (var i = 0; i < childCount; i++)
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{
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var child = children[i];
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if (!child.willRender(camera))
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{
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continue;
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}
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var childAlphaTopLeft;
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var childAlphaTopRight;
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var childAlphaBottomLeft;
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var childAlphaBottomRight;
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if (child.alphaTopLeft !== undefined)
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{
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childAlphaTopLeft = child.alphaTopLeft;
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childAlphaTopRight = child.alphaTopRight;
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childAlphaBottomLeft = child.alphaBottomLeft;
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childAlphaBottomRight = child.alphaBottomRight;
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}
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else
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{
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var childAlpha = child.alpha;
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childAlphaTopLeft = childAlpha;
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childAlphaTopRight = childAlpha;
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childAlphaBottomLeft = childAlpha;
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childAlphaBottomRight = childAlpha;
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}
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if (!layerHasBlendMode && child.blendMode !== renderer.currentBlendMode)
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{
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// If Layer doesn't have its own blend mode, then a child can have one
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renderer.setBlendMode(child.blendMode);
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}
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var mask = child.mask;
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if (mask)
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{
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mask.preRenderWebGL(renderer, child, camera);
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}
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var type = child.type;
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if (type !== renderer.currentType)
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{
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renderer.newType = true;
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renderer.currentType = type;
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}
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renderer.nextTypeMatch = (i < childCount - 1) ? (children[i + 1].type === renderer.currentType) : false;
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child.setAlpha(childAlphaTopLeft * alpha, childAlphaTopRight * alpha, childAlphaBottomLeft * alpha, childAlphaBottomRight * alpha);
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// Render
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child.renderWebGL(renderer, child, camera);
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// Restore original values
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child.setAlpha(childAlphaTopLeft, childAlphaTopRight, childAlphaBottomLeft, childAlphaBottomRight);
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if (mask)
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{
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mask.postRenderWebGL(renderer, camera);
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}
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renderer.newType = false;
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}
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renderer.pipelines.postBatch(layer);
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};
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module.exports = LayerWebGLRenderer;
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