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}
*/
/**
* 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.Shader#renderWebGL
* @since 3.17.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Shader} 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 ShaderWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
if (!src.shader)
{
return;
}
var pipeline = renderer.currentPipeline;
renderer.clearPipeline();
var camMatrix = src._tempMatrix1;
var shapeMatrix = src._tempMatrix2;
var calcMatrix = src._tempMatrix3;
shapeMatrix.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
shapeMatrix.e = src.x;
shapeMatrix.f = src.y;
}
else
{
shapeMatrix.e -= camera.scrollX * src.scrollFactorX;
shapeMatrix.f -= camera.scrollY * src.scrollFactorY;
}
camMatrix.multiply(shapeMatrix, calcMatrix);
// Renderer size changed?
if (renderer.width !== src._rendererWidth || renderer.height !== src._rendererHeight)
{
src.projOrtho(0, renderer.width, renderer.height, 0);
}
src.load(calcMatrix.matrix);
src.flush();
renderer.rebindPipeline(pipeline);
};
module.exports = ShaderWebGLRenderer;