phaser/src/gameobjects/container/ContainerWebGLRenderer.js
2018-04-05 13:52:11 +01:00

54 lines
2.2 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GameObject = require('../GameObject');
/**
* Renders this Game Object with the WebGL Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.Container#renderWebGL
* @since 3.4.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Container} container - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var ContainerWebGLRenderer = function (renderer, container, interpolationPercentage, camera, parentMatrix)
{
if (GameObject.RENDER_MASK !== container.renderFlags || (container.cameraFilter > 0 && (container.cameraFilter & camera._id)))
{
return;
}
var children = container.list;
var transformMatrix = container.localTransform;
if (parentMatrix === undefined)
{
transformMatrix.applyITRS(container.x, container.y, container.rotation, container.scaleX, container.scaleY);
}
else
{
transformMatrix.loadIdentity();
transformMatrix.multiply(parentMatrix);
transformMatrix.translate(container.x, container.y);
transformMatrix.rotate(container.rotation);
transformMatrix.scale(container.scaleX, container.scaleY);
}
for (var index = 0; index < children.length; ++index)
{
children[index].renderWebGL(renderer, children[index], interpolationPercentage, camera, transformMatrix);
}
};
module.exports = ContainerWebGLRenderer;