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.
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JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2025 Phaser Studio Inc.
* @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.Tilemaps.TilemapLayer#renderWebGL
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.Tilemaps.TilemapLayer} src - The Game Object being rendered in this call.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
*/
var TilemapLayerWebGLRenderer = function (renderer, src, camera)
{
var renderTiles = src.cull(camera);
var tileCount = renderTiles.length;
var alpha = camera.alpha * src.alpha;
if (tileCount === 0 || alpha <= 0)
{
return;
}
var gidMap = src.gidMap;
var pipeline = renderer.pipelines.set(src.pipeline, src);
var getTint = Utils.getTintAppendFloatAlpha;
var scrollFactorX = src.scrollFactorX;
var scrollFactorY = src.scrollFactorY;
var x = src.x;
var y = src.y;
var sx = src.scaleX;
var sy = src.scaleY;
renderer.pipelines.preBatch(src);
for (var i = 0; i < tileCount; i++)
{
var tile = renderTiles[i];
var tileset = gidMap[tile.index];
if (!tileset)
{
continue;
}
var tileTexCoords = tileset.getTileTextureCoordinates(tile.index);
var tileWidth = tileset.tileWidth;
var tileHeight = tileset.tileHeight;
if (!tileTexCoords || tileWidth === 0 || tileHeight === 0)
{
continue;
}
var halfWidth = tileWidth * 0.5;
var halfHeight = tileHeight * 0.5;
var texture = tileset.glTexture;
var textureUnit = pipeline.setTexture2D(texture, src);
var frameWidth = tileWidth;
var frameHeight = tileHeight;
var frameX = tileTexCoords.x;
var frameY = tileTexCoords.y;
var tOffsetX = tileset.tileOffset.x;
var tOffsetY = tileset.tileOffset.y;
var tint = getTint(tile.tint, alpha * tile.alpha);
pipeline.batchTexture(
src,
texture,
texture.width, texture.height,
x + tile.pixelX * sx + (halfWidth * sx - tOffsetX),
y + tile.pixelY * sy + (halfHeight * sy - tOffsetY),
tileWidth, tileHeight,
sx, sy,
tile.rotation,
tile.flipX, tile.flipY,
scrollFactorX, scrollFactorY,
halfWidth, halfHeight,
frameX, frameY, frameWidth, frameHeight,
tint, tint, tint, tint, tile.tintFill,
0, 0,
camera,
null,
true,
textureUnit,
true
);
}
renderer.pipelines.postBatch(src);
};
module.exports = TilemapLayerWebGLRenderer;