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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 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var GameObject = require('../GameObject'); var Utils = require('../../renderer/webgl/Utils'); /** * Renders this Game Object with the Canvas 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} renderTexture - 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 RenderTextureWebGLRenderer = function (renderer, renderTexture, interpolationPercentage, camera, parentMatrix) { if (GameObject.RENDER_MASK !== renderTexture.renderFlags || (renderTexture.cameraFilter > 0 && (renderTexture.cameraFilter & camera._id))) { return; } this.pipeline.batchTexture( renderTexture, renderTexture.texture, renderTexture.texture.width, renderTexture.texture.height, renderTexture.x, renderTexture.y, renderTexture.width, renderTexture.height, renderTexture.scaleX, renderTexture.scaleY, renderTexture.rotation, renderTexture.flipX, !renderTexture.flipY, renderTexture.scrollFactorX, renderTexture.scrollFactorY, renderTexture.displayOriginX, renderTexture.displayOriginY, 0, 0, renderTexture.texture.width, renderTexture.texture.height, Utils.getTintAppendFloatAlpha(renderTexture.tintTopLeft, renderTexture.alphaTopLeft), Utils.getTintAppendFloatAlpha(renderTexture.tintTopRight, renderTexture.alphaTopRight), Utils.getTintAppendFloatAlpha(renderTexture.tintBottomLeft, renderTexture.alphaBottomLeft), Utils.getTintAppendFloatAlpha(renderTexture.tintBottomRight, renderTexture.alphaBottomRight), 0, 0, camera, parentMatrix ); }; module.exports = RenderTextureWebGLRenderer;