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Copy pathRectangleWebGLRenderer.js
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63 lines (52 loc) · 2.07 KB
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var GetCalcMatrix = require('../../GetCalcMatrix');
var StrokePathWebGL = require('../StrokePathWebGL');
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.GameObjects.Rectangle#renderWebGL
* @since 3.13.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Rectangle} 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 RectangleWebGLRenderer = function (renderer, src, camera, parentMatrix)
{
var pipeline = renderer.pipelines.set(this.pipeline);
var result = GetCalcMatrix(src, camera, parentMatrix);
pipeline._tempMatrix3.copyFrom(result.calc);
var dx = src._displayOriginX;
var dy = src._displayOriginY;
var alpha = camera.alpha * src.alpha;
if (src.isFilled)
{
var fillTint = pipeline.fillTint;
var fillTintColor = Utils.getTintAppendFloatAlpha(src.fillColor, src.fillAlpha * alpha);
fillTint.TL = fillTintColor;
fillTint.TR = fillTintColor;
fillTint.BL = fillTintColor;
fillTint.BR = fillTintColor;
pipeline.setTexture2D();
pipeline.batchFillRect(
-dx,
-dy,
src.width,
src.height
);
}
if (src.isStroked)
{
StrokePathWebGL(pipeline, src, alpha, dx, dy);
}
};
module.exports = RectangleWebGLRenderer;