phaser/src/gameobjects/tilesprite/TileSpriteWebGLRenderer.js

54 lines
2.2 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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.TileSprite#renderWebGL
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.TileSprite} src - 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 TileSpriteWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
src.updateCanvas();
var getTint = Utils.getTintAppendFloatAlpha;
this.pipeline.batchTexture(
src,
src.fillPattern,
src.displayFrame.width * src.tileScaleX, src.displayFrame.height * src.tileScaleY,
src.x, src.y,
src.width, src.height,
src.scaleX, src.scaleY,
src.rotation,
src.flipX, src.flipY,
src.scrollFactorX, src.scrollFactorY,
src.originX * src.width, src.originY * src.height,
0, 0, src.width, src.height,
getTint(src._tintTL, camera.alpha * src._alphaTL),
getTint(src._tintTR, camera.alpha * src._alphaTR),
getTint(src._tintBL, camera.alpha * src._alphaBL),
getTint(src._tintBR, camera.alpha * src._alphaBR),
(src._isTinted && src.tintFill),
(src.tilePositionX % src.displayFrame.width) / src.displayFrame.width,
(src.tilePositionY % src.displayFrame.height) / src.displayFrame.height,
camera,
parentMatrix
);
};
module.exports = TileSpriteWebGLRenderer;