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Copy pathStaticTilemapLayerWebGLRenderer.js
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55 lines (45 loc) · 1.89 KB
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* 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.
*
* A Static Tilemap Layer renders immediately and does not use any batching.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#renderWebGL
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.Tilemaps.StaticTilemapLayer} src - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
*/
var StaticTilemapLayerWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
{
src.upload(camera);
if (src.vertexCount > 0)
{
var gl = renderer.gl;
var pipeline = this.pipeline;
var pipelineVertexBuffer = pipeline.vertexBuffer;
var texture = src.tileset.glTexture;
if (renderer.currentPipeline && renderer.currentPipeline.vertexCount > 0)
{
renderer.flush();
}
pipeline.vertexBuffer = src.vertexBuffer;
renderer.setPipeline(pipeline);
renderer.setTexture2D(texture, 0);
gl.drawArrays(pipeline.topology, 0, src.vertexCount);
pipeline.vertexBuffer = pipelineVertexBuffer;
pipeline.viewIdentity();
pipeline.modelIdentity();
}
};
module.exports = StaticTilemapLayerWebGLRenderer;