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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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/** * @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;