phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 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.Mesh#renderWebGL
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Mesh} 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 MeshWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
var pipeline = this.pipeline;
renderer.setPipeline(pipeline, src);
var camMatrix = pipeline._tempMatrix1;
var spriteMatrix = pipeline._tempMatrix2;
var calcMatrix = pipeline._tempMatrix3;
spriteMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
camMatrix.copyFrom(camera.matrix);
if (parentMatrix)
{
// Multiply the camera by the parent matrix
camMatrix.multiplyWithOffset(parentMatrix, -camera.scrollX * src.scrollFactorX, -camera.scrollY * src.scrollFactorY);
// Undo the camera scroll
spriteMatrix.e = src.x;
spriteMatrix.f = src.y;
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(spriteMatrix, calcMatrix);
}
else
{
spriteMatrix.e -= camera.scrollX * src.scrollFactorX;
spriteMatrix.f -= camera.scrollY * src.scrollFactorY;
// Multiply by the Sprite matrix, store result in calcMatrix
camMatrix.multiply(spriteMatrix, calcMatrix);
}
var frame = src.frame;
var texture = frame.glTexture;
var vertices = src.vertices;
var uvs = src.uv;
var colors = src.colors;
var alphas = src.alphas;
var meshVerticesLength = vertices.length;
var vertexCount = Math.floor(meshVerticesLength * 0.5);
if (pipeline.vertexCount + vertexCount > pipeline.vertexCapacity)
{
pipeline.flush();
}
pipeline.setTexture2D(texture, 0);
var vertexViewF32 = pipeline.vertexViewF32;
var vertexViewU32 = pipeline.vertexViewU32;
var vertexOffset = (pipeline.vertexCount * pipeline.vertexComponentCount) - 1;
var colorIndex = 0;
var tintEffect = src.tintFill;
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 (camera.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] = tintEffect;
vertexViewU32[++vertexOffset] = Utils.getTintAppendFloatAlpha(colors[colorIndex], camera.alpha * alphas[colorIndex]);
colorIndex++;
}
pipeline.vertexCount += vertexCount;
};
module.exports = MeshWebGLRenderer;