mirror of
https://github.com/photonstorm/phaser
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57 lines
2.2 KiB
JavaScript
57 lines
2.2 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 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.RenderTexture#renderWebGL
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* @since 3.2.0
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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 Canvas renderer.
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* @param {Phaser.GameObjects.RenderTexture} 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 RenderTextureWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
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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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this.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, height,
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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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);
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// Force clear the current texture so that items next in the batch (like Graphics) don't try and use it
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renderer.setBlankTexture(true);
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};
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module.exports = RenderTextureWebGLRenderer;
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