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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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/** * @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;