phaser/src/gameobjects/rope/RopeWebGLRenderer.js
2021-01-07 12:31:31 +00:00

108 lines
3.3 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var GetCalcMatrix = require('../GetCalcMatrix');
var Utils = require('../../renderer/webgl/Utils');
/**
* 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.Rope#renderWebGL
* @since 3.23.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Rope} src - The Game Object being rendered in this call.
* @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 RopeWebGLRenderer = function (renderer, src, camera, parentMatrix)
{
camera.addToRenderList(src);
var pipeline = renderer.pipelines.set(src.pipeline, src);
var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc;
var vertices = src.vertices;
var uvs = src.uv;
var colors = src.colors;
var alphas = src.alphas;
var alpha = src.alpha;
var getTint = Utils.getTintAppendFloatAlpha;
var roundPixels = camera.roundPixels;
var meshVerticesLength = vertices.length;
var vertexCount = Math.floor(meshVerticesLength * 0.5);
// Because it's a triangle strip and we don't want lots of degenerate triangles joining things up
pipeline.flush();
renderer.pipelines.preBatch(src);
var textureUnit = pipeline.setGameObject(src);
var vertexViewF32 = pipeline.vertexViewF32;
var vertexViewU32 = pipeline.vertexViewU32;
var vertexOffset = (pipeline.vertexCount * pipeline.currentShader.vertexComponentCount) - 1;
var colorIndex = 0;
var tintEffect = src.tintFill;
if (src.dirty)
{
src.updateVertices();
}
var debugCallback = src.debugCallback;
var debugVerts = [];
for (var i = 0; i < meshVerticesLength; i += 2)
{
var x = vertices[i + 0];
var y = vertices[i + 1];
var tx = x * calcMatrix.a + y * calcMatrix.c + calcMatrix.e;
var ty = x * calcMatrix.b + y * calcMatrix.d + calcMatrix.f;
if (roundPixels)
{
tx = Math.round(tx);
ty = Math.round(ty);
}
vertexViewF32[++vertexOffset] = tx;
vertexViewF32[++vertexOffset] = ty;
vertexViewF32[++vertexOffset] = uvs[i + 0];
vertexViewF32[++vertexOffset] = uvs[i + 1];
vertexViewF32[++vertexOffset] = textureUnit;
vertexViewF32[++vertexOffset] = tintEffect;
vertexViewU32[++vertexOffset] = getTint(colors[colorIndex], camera.alpha * (alphas[colorIndex] * alpha));
colorIndex++;
if (debugCallback)
{
debugVerts[i + 0] = tx;
debugVerts[i + 1] = ty;
}
}
if (debugCallback)
{
debugCallback.call(src, src, meshVerticesLength, debugVerts);
}
pipeline.vertexCount += vertexCount;
renderer.pipelines.postBatch(src);
};
module.exports = RopeWebGLRenderer;