mirror of
https://github.com/photonstorm/phaser
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108 lines
3.3 KiB
JavaScript
108 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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var GetCalcMatrix = require('../GetCalcMatrix');
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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.Rope#renderWebGL
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* @since 3.23.0
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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.Rope} 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 RopeWebGLRenderer = function (renderer, src, camera, parentMatrix)
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{
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camera.addToRenderList(src);
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var pipeline = renderer.pipelines.set(src.pipeline, src);
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var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;
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var vertices = src.vertices;
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var uvs = src.uv;
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var colors = src.colors;
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var alphas = src.alphas;
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var alpha = src.alpha;
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var getTint = Utils.getTintAppendFloatAlpha;
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var roundPixels = camera.roundPixels;
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var meshVerticesLength = vertices.length;
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var vertexCount = Math.floor(meshVerticesLength * 0.5);
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// Because it's a triangle strip and we don't want lots of degenerate triangles joining things up
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pipeline.flush();
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renderer.pipelines.preBatch(src);
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var textureUnit = pipeline.setGameObject(src);
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var vertexViewF32 = pipeline.vertexViewF32;
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var vertexViewU32 = pipeline.vertexViewU32;
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var vertexOffset = (pipeline.vertexCount * pipeline.currentShader.vertexComponentCount) - 1;
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var colorIndex = 0;
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var tintEffect = src.tintFill;
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if (src.dirty)
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{
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src.updateVertices();
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}
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var debugCallback = src.debugCallback;
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var debugVerts = [];
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for (var i = 0; i < meshVerticesLength; i += 2)
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{
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var x = vertices[i + 0];
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var y = vertices[i + 1];
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var tx = x * calcMatrix.a + y * calcMatrix.c + calcMatrix.e;
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var ty = x * calcMatrix.b + y * calcMatrix.d + calcMatrix.f;
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if (roundPixels)
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{
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tx = Math.round(tx);
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ty = Math.round(ty);
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}
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vertexViewF32[++vertexOffset] = tx;
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vertexViewF32[++vertexOffset] = ty;
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vertexViewF32[++vertexOffset] = uvs[i + 0];
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vertexViewF32[++vertexOffset] = uvs[i + 1];
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vertexViewF32[++vertexOffset] = textureUnit;
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vertexViewF32[++vertexOffset] = tintEffect;
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vertexViewU32[++vertexOffset] = getTint(colors[colorIndex], camera.alpha * (alphas[colorIndex] * alpha));
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colorIndex++;
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if (debugCallback)
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{
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debugVerts[i + 0] = tx;
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debugVerts[i + 1] = ty;
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}
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}
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if (debugCallback)
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{
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debugCallback.call(src, src, meshVerticesLength, debugVerts);
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}
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pipeline.vertexCount += vertexCount;
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renderer.pipelines.postBatch(src);
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};
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module.exports = RopeWebGLRenderer;
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