phaser
Version:
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 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.RenderTexture#renderWebGL
* @since 3.2.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.RenderTexture} 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 RenderTextureWebGLRenderer = function (renderer, src, camera, parentMatrix)
{
var cameraAlpha = camera.alpha;
var renderTarget = src.renderTarget;
var width = renderTarget.width;
var height = renderTarget.height;
var getTint = Utils.getTintAppendFloatAlpha;
var pipeline = renderer.pipelines.set(src.pipeline);
var textureUnit = pipeline.setTexture2D(renderTarget.texture);
renderer.pipelines.preBatch(src);
pipeline.batchTexture(
src,
renderTarget.texture,
width, height,
src.x, src.y,
width, height,
src.scaleX, src.scaleY,
src.rotation,
src.flipX, !src.flipY,
src.scrollFactorX, src.scrollFactorY,
src.displayOriginX, src.displayOriginY,
0, 0, width, height,
getTint(src.tintTopLeft, cameraAlpha * src._alphaTL),
getTint(src.tintTopRight, cameraAlpha * src._alphaTR),
getTint(src.tintBottomLeft, cameraAlpha * src._alphaBL),
getTint(src.tintBottomRight, cameraAlpha * src._alphaBR),
src.tintFill,
0, 0,
camera,
parentMatrix,
true,
textureUnit
);
renderer.resetTextures();
renderer.pipelines.postBatch(src);
};
module.exports = RenderTextureWebGLRenderer;