phaser/src/gameobjects/tilesprite/TileSpriteWebGLRenderer.js
2021-10-16 15:22:30 +01:00

69 lines
2.4 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|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 {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, camera, parentMatrix)
{
src.updateCanvas();
var width = src.width;
var height = src.height;
if (width === 0 || height === 0)
{
return;
}
camera.addToRenderList(src);
var getTint = Utils.getTintAppendFloatAlpha;
var pipeline = renderer.pipelines.set(src.pipeline, src);
var textureUnit = pipeline.setTexture2D(src.fillPattern, src);
pipeline.batchTexture(
src,
src.fillPattern,
src.displayFrame.width * src.tileScaleX, src.displayFrame.height * src.tileScaleY,
src.x, src.y,
width, height,
src.scaleX, src.scaleY,
src.rotation,
src.flipX, src.flipY,
src.scrollFactorX, src.scrollFactorY,
src.originX * width, src.originY * height,
0, 0, width, height,
getTint(src.tintTopLeft, camera.alpha * src._alphaTL),
getTint(src.tintTopRight, camera.alpha * src._alphaTR),
getTint(src.tintBottomLeft, camera.alpha * src._alphaBL),
getTint(src.tintBottomRight, camera.alpha * src._alphaBR),
src.tintFill,
(src.tilePositionX % src.displayFrame.width) / src.displayFrame.width,
(src.tilePositionY % src.displayFrame.height) / src.displayFrame.height,
camera,
parentMatrix,
false,
textureUnit
);
};
module.exports = TileSpriteWebGLRenderer;