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.
120 lines (97 loc) • 3.37 kB
JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var TransformMatrix = require('../components/TransformMatrix');
var Utils = require('../../renderer/webgl/Utils');
var tempMatrix = new TransformMatrix();
var tempTransformer = {
quad: new Float32Array(8)
};
var tempTexturer = {};
var tempTinter = {};
/**
* 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.Blitter#renderWebGL
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Blitter} src - The Game Object being rendered in this call.
* @param {Phaser.Renderer.WebGL.DrawingContext} drawingContext - The current drawing context.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var BlitterWebGLRenderer = function (renderer, src, drawingContext, parentMatrix)
{
var list = src.getRenderList();
var camera = drawingContext.camera;
var alpha = src.alpha;
if (list.length === 0 || alpha === 0)
{
// Nothing to see, so abort early
return;
}
camera.addToRenderList(src);
var calcMatrix = tempMatrix.copyWithScrollFactorFrom(
camera.getViewMatrix(!drawingContext.useCanvas),
camera.scrollX, camera.scrollY,
src.scrollFactorX, src.scrollFactorY
);
if (parentMatrix)
{
calcMatrix.multiply(parentMatrix);
}
var blitterX = src.x;
var blitterY = src.y;
var customRenderNodes = src.customRenderNodes;
var defaultRenderNodes = src.defaultRenderNodes;
for (var i = 0; i < list.length; i++)
{
var bob = list[i];
var frame = bob.frame;
var bobAlpha = bob.alpha * alpha;
if (bobAlpha === 0)
{
continue;
}
var width = frame.width;
var height = frame.height;
var x = blitterX + bob.x + frame.x;
var y = blitterY + bob.y + frame.y;
if (bob.flipX)
{
width *= -1;
x += frame.width;
}
if (bob.flipY)
{
height *= -1;
y += frame.height;
}
calcMatrix.setQuad(x, y, x + width, y + height, tempTransformer.quad);
tempTexturer.frame = frame;
tempTexturer.uvSource = frame;
var tint = Utils.getTintAppendFloatAlpha(bob.tint, bobAlpha);
tempTinter.tintTopLeft = tint;
tempTinter.tintBottomLeft = tint;
tempTinter.tintTopRight = tint;
tempTinter.tintBottomRight = tint;
(customRenderNodes.Submitter || defaultRenderNodes.Submitter).run(
drawingContext,
src,
parentMatrix,
0,
tempTexturer,
tempTransformer,
tempTinter,
// Optional normal map parameters.
undefined,
0
);
}
};
module.exports = BlitterWebGLRenderer;