phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
172 lines (127 loc) • 5.17 kB
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.IsoTriangle#renderWebGL
* @since 3.13.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.IsoTriangle} 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 IsoTriangleWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
var pipeline = this.pipeline;
var camMatrix = pipeline._tempMatrix1;
var shapeMatrix = pipeline._tempMatrix2;
var calcMatrix = pipeline._tempMatrix3;
renderer.setPipeline(pipeline);
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);
var size = src.width;
var height = src.height;
var sizeA = size / 2;
var sizeB = size / src.projection;
var reversed = src.isReversed;
var alpha = camera.alpha * src.alpha;
if (!src.isFilled)
{
return;
}
var tint;
var x0;
var y0;
var x1;
var y1;
var x2;
var y2;
// Top Face
if (src.showTop && reversed)
{
tint = Utils.getTintAppendFloatAlphaAndSwap(src.fillTop, alpha);
x0 = calcMatrix.getX(-sizeA, -height);
y0 = calcMatrix.getY(-sizeA, -height);
x1 = calcMatrix.getX(0, -sizeB - height);
y1 = calcMatrix.getY(0, -sizeB - height);
x2 = calcMatrix.getX(sizeA, -height);
y2 = calcMatrix.getY(sizeA, -height);
var x3 = calcMatrix.getX(0, sizeB - height);
var y3 = calcMatrix.getY(0, sizeB - height);
pipeline.setTexture2D();
pipeline.batchQuad(x0, y0, x1, y1, x2, y2, x3, y3, 0, 0, 1, 1, tint, tint, tint, tint, 2);
}
// Left Face
if (src.showLeft)
{
tint = Utils.getTintAppendFloatAlphaAndSwap(src.fillLeft, alpha);
if (reversed)
{
x0 = calcMatrix.getX(-sizeA, -height);
y0 = calcMatrix.getY(-sizeA, -height);
x1 = calcMatrix.getX(0, sizeB);
y1 = calcMatrix.getY(0, sizeB);
x2 = calcMatrix.getX(0, sizeB - height);
y2 = calcMatrix.getY(0, sizeB - height);
}
else
{
x0 = calcMatrix.getX(-sizeA, 0);
y0 = calcMatrix.getY(-sizeA, 0);
x1 = calcMatrix.getX(0, sizeB);
y1 = calcMatrix.getY(0, sizeB);
x2 = calcMatrix.getX(0, sizeB - height);
y2 = calcMatrix.getY(0, sizeB - height);
}
pipeline.batchTri(x0, y0, x1, y1, x2, y2, 0, 0, 1, 1, tint, tint, tint, 2);
}
// Right Face
if (src.showRight)
{
tint = Utils.getTintAppendFloatAlphaAndSwap(src.fillRight, alpha);
if (reversed)
{
x0 = calcMatrix.getX(sizeA, -height);
y0 = calcMatrix.getY(sizeA, -height);
x1 = calcMatrix.getX(0, sizeB);
y1 = calcMatrix.getY(0, sizeB);
x2 = calcMatrix.getX(0, sizeB - height);
y2 = calcMatrix.getY(0, sizeB - height);
}
else
{
x0 = calcMatrix.getX(sizeA, 0);
y0 = calcMatrix.getY(sizeA, 0);
x1 = calcMatrix.getX(0, sizeB);
y1 = calcMatrix.getY(0, sizeB);
x2 = calcMatrix.getX(0, sizeB - height);
y2 = calcMatrix.getY(0, sizeB - height);
}
pipeline.setTexture2D();
pipeline.batchTri(x0, y0, x1, y1, x2, y2, 0, 0, 1, 1, tint, tint, tint, 2);
}
};
module.exports = IsoTriangleWebGLRenderer;