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.
118 lines (95 loc) • 3.48 kB
JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var CSSBlendModes = require('./CSSBlendModes');
var GameObject = require('../GameObject');
var TransformMatrix = require('../components/TransformMatrix');
var tempMatrix1 = new TransformMatrix();
var tempMatrix2 = new TransformMatrix();
var tempMatrix3 = 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.DOMElement#renderWebGL
* @since 3.17.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active renderer.
* @param {Phaser.GameObjects.DOMElement} src - 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 DOMElementCSSRenderer = function (renderer, src, camera, parentMatrix)
{
if (!src.node)
{
return;
}
if (camera.camera)
{
// `camera` is really a DrawingContext object, used in WebGL rendering.
camera = camera.camera;
}
var style = src.node.style;
var settings = src.scene.sys.settings;
if (!style || !settings.visible || GameObject.RENDER_MASK !== src.renderFlags || (src.cameraFilter !== 0 && (src.cameraFilter & camera.id)) || (src.parentContainer && !src.parentContainer.willRender()))
{
style.display = 'none';
return;
}
var parent = src.parentContainer;
var alpha = camera.alpha * src.alpha;
if (parent)
{
alpha *= parent.alpha;
}
var camMatrix = tempMatrix1;
var srcMatrix = tempMatrix2;
var calcMatrix = tempMatrix3;
var dx = src.width * src.originX;
var dy = src.height * src.originY;
var tx = '0%';
var ty = '0%';
camMatrix.copyWithScrollFactorFrom(
camera.matrix,
camera.scrollX, camera.scrollY,
src.scrollFactorX, src.scrollFactorY
);
if (parentMatrix)
{
camMatrix.multiply(parentMatrix);
dx *= src.scaleX;
dy *= src.scaleY;
}
else
{
tx = (100 * src.originX) + '%';
ty = (100 * src.originY) + '%';
}
camMatrix.translate(-dx, -dy);
srcMatrix.applyITRS(
src.x, src.y,
src.rotation,
src.scaleX, src.scaleY
);
camMatrix.multiply(srcMatrix, calcMatrix);
if (!src.transformOnly)
{
style.display = 'block';
style.opacity = alpha;
style.zIndex = src._depth;
style.pointerEvents = src.pointerEvents;
style.mixBlendMode = CSSBlendModes[src._blendMode];
}
// https://developer.mozilla.org/en-US/docs/Web/CSS/transform
style.transform =
calcMatrix.getCSSMatrix() +
' skew(' + src.skewX + 'rad, ' + src.skewY + 'rad)' +
' rotate3d(' + src.rotate3d.x + ',' + src.rotate3d.y + ',' + src.rotate3d.z + ',' + src.rotate3d.w + src.rotate3dAngle + ')';
style.transformOrigin = tx + ' ' + ty;
};
module.exports = DOMElementCSSRenderer;