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Copy pathRenderTextureWebGLRenderer.js
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48 lines (44 loc) · 1.98 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}
*/
var GameObject = require('../GameObject');
/**
* Renders this Game Object with the Canvas 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.RenderTexture#renderWebgl
* @since 3.2.0
* @private
*
* @param {Phaser.Renderer.WebGLRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.RenderTexture} renderTexture - 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 RenderTextureWebGLRenderer = function (renderer, renderTexture, interpolationPercentage, camera)
{
if (GameObject.RENDER_MASK !== renderTexture.renderFlags || (renderTexture.cameraFilter > 0 && (renderTexture.cameraFilter & camera._id)))
{
return;
}
this.pipeline.batchTexture(
renderTexture,
renderTexture.texture,
renderTexture.texture.width, renderTexture.texture.height,
renderTexture.x, renderTexture.y,
renderTexture.width, renderTexture.height,
renderTexture.scaleX, renderTexture.scaleY,
renderTexture.rotation,
renderTexture.flipX, renderTexture.flipY,
renderTexture.scrollFactorX, renderTexture.scrollFactorY,
renderTexture.displayOriginX, renderTexture.displayOriginY,
0, 0, renderTexture.texture.width, renderTexture.texture.height,
0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff,
0, 0,
camera
);
};
module.exports = RenderTextureWebGLRenderer;