phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
154 lines (118 loc) • 4.89 kB
JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2025 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var RectangleToRectangle = require('../../geom/intersects/RectangleToRectangle');
var TransformMatrix = require('../components/TransformMatrix');
var Utils = require('../../renderer/webgl/Utils');
var tempMatrix1 = new TransformMatrix();
var tempMatrix2 = new TransformMatrix();
var tempMatrix3 = new TransformMatrix();
var tempMatrix4 = new TransformMatrix();
/**
* 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.Particles.Emitter#renderWebGL
* @since 3.60.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Particles.ParticleEmitter} emitter - 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 ParticleEmitterWebGLRenderer = function (renderer, emitter, camera, parentMatrix)
{
var pipeline = renderer.pipelines.set(emitter.pipeline);
var camMatrix = tempMatrix1;
var calcMatrix = tempMatrix2;
var particleMatrix = tempMatrix3;
var managerMatrix = tempMatrix4;
if (parentMatrix)
{
managerMatrix.loadIdentity();
managerMatrix.multiply(parentMatrix);
managerMatrix.translate(emitter.x, emitter.y);
managerMatrix.rotate(emitter.rotation);
managerMatrix.scale(emitter.scaleX, emitter.scaleY);
}
else
{
managerMatrix.applyITRS(emitter.x, emitter.y, emitter.rotation, emitter.scaleX, emitter.scaleY);
}
var getTint = Utils.getTintAppendFloatAlpha;
var camerAlpha = camera.alpha;
var emitterAlpha = emitter.alpha;
renderer.pipelines.preBatch(emitter);
var particles = emitter.alive;
var particleCount = particles.length;
var viewBounds = emitter.viewBounds;
if (particleCount === 0 || (viewBounds && !RectangleToRectangle(viewBounds, camera.worldView)))
{
return;
}
if (emitter.sortCallback)
{
emitter.depthSort();
}
camera.addToRenderList(emitter);
camMatrix.copyFrom(camera.matrix);
camMatrix.multiplyWithOffset(managerMatrix, -camera.scrollX * emitter.scrollFactorX, -camera.scrollY * emitter.scrollFactorY);
renderer.setBlendMode(emitter.blendMode);
if (emitter.mask)
{
emitter.mask.preRenderWebGL(renderer, emitter, camera);
renderer.pipelines.set(emitter.pipeline);
}
var tintEffect = emitter.tintFill;
var textureUnit;
var glTexture;
for (var i = 0; i < particleCount; i++)
{
var particle = particles[i];
var alpha = particle.alpha * emitterAlpha * camerAlpha;
if (alpha <= 0 || particle.scaleX === 0 || particle.scaleY === 0)
{
continue;
}
particleMatrix.applyITRS(particle.x, particle.y, particle.rotation, particle.scaleX, particle.scaleY);
// Undo the camera scroll
particleMatrix.e = particle.x;
particleMatrix.f = particle.y;
// Multiply by the particle matrix, store result in calcMatrix
camMatrix.multiply(particleMatrix, calcMatrix);
var frame = particle.frame;
if (frame.glTexture !== glTexture)
{
glTexture = frame.glTexture;
textureUnit = pipeline.setGameObject(emitter, frame);
}
var x = -frame.halfWidth;
var y = -frame.halfHeight;
var quad = calcMatrix.setQuad(x, y, x + frame.width, y + frame.height);
var tint = getTint(particle.tint, alpha);
if (pipeline.shouldFlush(6))
{
pipeline.flush();
textureUnit = pipeline.setGameObject(emitter, frame);
}
pipeline.batchQuad(
emitter,
quad[0], quad[1], quad[2], quad[3], quad[4], quad[5], quad[6], quad[7],
frame.u0, frame.v0, frame.u1, frame.v1,
tint, tint, tint, tint,
tintEffect,
glTexture,
textureUnit
);
}
if (emitter.mask)
{
emitter.mask.postRenderWebGL(renderer, camera);
}
renderer.pipelines.postBatch(emitter);
};
module.exports = ParticleEmitterWebGLRenderer;