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 2013-2026 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 camMatrix = new TransformMatrix();
var calcMatrix = new TransformMatrix();
var particleMatrix = new TransformMatrix();
var managerMatrix = new TransformMatrix();
var tempTexturer = {};
var tempTinter = {};
var tempTransformer = { quad: new Float32Array(8) };
/**
* 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.ParticleEmitter#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.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 ParticleEmitterWebGLRenderer = function (renderer, emitter, drawingContext, parentMatrix)
{
var camera = drawingContext.camera;
camera.addToRenderList(emitter);
camMatrix.copyWithScrollFactorFrom(
camera.getViewMatrix(!drawingContext.useCanvas),
camera.scrollX, camera.scrollY,
emitter.scrollFactorX, emitter.scrollFactorY
);
if (parentMatrix)
{
camMatrix.multiply(parentMatrix);
}
managerMatrix.applyITRS(
emitter.x, emitter.y,
emitter.rotation,
emitter.scaleX, emitter.scaleY
);
camMatrix.multiply(managerMatrix);
var getTint = Utils.getTintAppendFloatAlpha;
var emitterAlpha = emitter.alpha;
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();
}
var tintEffect = emitter.tintMode;
for (var i = 0; i < particleCount; i++)
{
var particle = particles[i];
var alpha = particle.alpha * emitterAlpha;
if (alpha <= 0 || particle.scaleX === 0 || particle.scaleY === 0)
{
continue;
}
particleMatrix.applyITRS(particle.x, particle.y, particle.rotation, particle.scaleX, particle.scaleY);
// Multiply by the particle matrix, store result in calcMatrix
camMatrix.multiply(particleMatrix, calcMatrix);
var frame = particle.frame;
var x = -frame.halfWidth;
var y = -frame.halfHeight;
calcMatrix.setQuad(x, y, x + frame.width, y + frame.height, tempTransformer.quad);
if (tempTexturer.frame !== frame)
{
tempTexturer.frame = frame;
tempTexturer.uvSource = frame;
}
var tint = getTint(particle.tint, alpha);
tempTinter.tintTopLeft = tint;
tempTinter.tintBottomLeft = tint;
tempTinter.tintTopRight = tint;
tempTinter.tintBottomRight = tint;
tempTinter.tintEffect = tintEffect;
var normalMap, normalMapRotation;
if (emitter.lighting)
{
if (particle.texture)
{
normalMap = frame.texture.dataSource[frame.sourceIndex];
}
normalMapRotation = particle.rotation;
if (emitter.parentContainer)
{
var matrix = emitter.getWorldTransformMatrix(camMatrix, calcMatrix).rotate(particle.rotation);
normalMapRotation = matrix.rotationNormalized;
}
}
var customRenderNodes = emitter.customRenderNodes;
var defaultRenderNodes = emitter.defaultRenderNodes;
(customRenderNodes.Submitter || defaultRenderNodes.Submitter).run(
drawingContext,
emitter,
parentMatrix,
0,
tempTexturer,
tempTransformer,
tempTinter,
// Optional normal map overrides
normalMap, normalMapRotation
);
}
};
module.exports = ParticleEmitterWebGLRenderer;