phaser/src/gameobjects/shape/FillPathWebGL.js
2019-01-15 16:20:22 +00:00

58 lines
1.9 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Utils = require('../../renderer/webgl/Utils');
/**
* Renders a filled path for the given Shape.
*
* @method Phaser.GameObjects.Shape#FillPathWebGL
* @since 3.13.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLPipeline} pipeline - The WebGL Pipeline used to render this Shape.
* @param {Phaser.GameObjects.Components.TransformMatrix} calcMatrix - The transform matrix used to get the position values.
* @param {Phaser.GameObjects.Shape} src - The Game Object shape being rendered in this call.
* @param {number} alpha - The base alpha value.
* @param {number} dx - The source displayOriginX.
* @param {number} dy - The source displayOriginY.
*/
var FillPathWebGL = function (pipeline, calcMatrix, src, alpha, dx, dy)
{
var fillTintColor = Utils.getTintAppendFloatAlphaAndSwap(src.fillColor, src.fillAlpha * alpha);
var path = src.pathData;
var pathIndexes = src.pathIndexes;
for (var i = 0; i < pathIndexes.length; i += 3)
{
var p0 = pathIndexes[i] * 2;
var p1 = pathIndexes[i + 1] * 2;
var p2 = pathIndexes[i + 2] * 2;
var x0 = path[p0 + 0] - dx;
var y0 = path[p0 + 1] - dy;
var x1 = path[p1 + 0] - dx;
var y1 = path[p1 + 1] - dy;
var x2 = path[p2 + 0] - dx;
var y2 = path[p2 + 1] - dy;
var tx0 = calcMatrix.getX(x0, y0);
var ty0 = calcMatrix.getY(x0, y0);
var tx1 = calcMatrix.getX(x1, y1);
var ty1 = calcMatrix.getY(x1, y1);
var tx2 = calcMatrix.getX(x2, y2);
var ty2 = calcMatrix.getY(x2, y2);
pipeline.setTexture2D();
pipeline.batchTri(tx0, ty0, tx1, ty1, tx2, ty2, 0, 0, 1, 1, fillTintColor, fillTintColor, fillTintColor, pipeline.tintEffect);
}
};
module.exports = FillPathWebGL;