Skip to content

Commit d2da10c

Browse files
committed
Added jsdoc comments to TextureTintPipeline
1 parent f64b4b9 commit d2da10c

2 files changed

Lines changed: 68 additions & 52 deletions

File tree

src/renderer/webgl/pipelines/FlatTintPipeline.js

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -38,7 +38,7 @@ var pathArray = [];
3838
/**
3939
* @classdesc
4040
* The FlatTintPipeline is used for rendering flat colored shapes.
41-
* Mostyle used by the Graphics game object.
41+
* Mostly used by the Graphics game object.
4242
* The config properties are:
4343
* - game: Current game instance.
4444
* - renderer: Current WebGL renderer.

src/renderer/webgl/pipelines/TextureTintPipeline.js

Lines changed: 67 additions & 51 deletions
Original file line numberDiff line numberDiff line change
@@ -14,7 +14,17 @@ var WebGLPipeline = require('../WebGLPipeline');
1414

1515
/**
1616
* @classdesc
17-
* [pending] - especially explain the config properties please
17+
* TextureTintPipeline implements the rendering infrastructure
18+
* for displaying textured objects
19+
* The config properties are:
20+
* - game: Current game instance.
21+
* - renderer: Current WebGL renderer.
22+
* - topology: This indicates how the primitives are rendered. The default value is GL_TRIANGLES.
23+
* Here is the full list of rendering primitives (https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Constants).
24+
* - vertShader: Source for vertex shader as a string.
25+
* - fragShader: Source for fragment shader as a string.
26+
* - vertexCapacity: The amount of vertices that shall be allocated
27+
* - vertexSize: The size of a single vertex in bytes.
1828
*
1929
* @class TextureTintPipeline
2030
* @extends Phaser.Renderer.WebGL.WebGLPipeline
@@ -76,7 +86,7 @@ var TextureTintPipeline = new Class({
7686
});
7787

7888
/**
79-
* [pending]
89+
* Float32 view of the array buffer containing the pipeline's vertices.
8090
*
8191
* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#vertexViewF32
8292
* @type {Float32Array}
@@ -85,7 +95,7 @@ var TextureTintPipeline = new Class({
8595
this.vertexViewF32 = new Float32Array(this.vertexData);
8696

8797
/**
88-
* [pending]
98+
* Uint32 view of the array buffer containing the pipeline's vertices.
8999
*
90100
* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#vertexViewU32
91101
* @type {Uint32Array}
@@ -94,7 +104,7 @@ var TextureTintPipeline = new Class({
94104
this.vertexViewU32 = new Uint32Array(this.vertexData);
95105

96106
/**
97-
* [pending]
107+
* Size of the batch.
98108
*
99109
* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#maxQuads
100110
* @type {integer}
@@ -104,7 +114,7 @@ var TextureTintPipeline = new Class({
104114
this.maxQuads = 2000;
105115

106116
/**
107-
* [pending]
117+
* Collection of batch information
108118
*
109119
* @name Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batches
110120
* @type {array}
@@ -116,13 +126,14 @@ var TextureTintPipeline = new Class({
116126
},
117127

118128
/**
119-
* [pending]
129+
* Assigns a texture to the current batch. If a texture is already set it creates
130+
* a new batch object.
120131
*
121132
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#setTexture2D
122133
* @since 3.1.0
123134
*
124-
* @param {WebGLTexture} texture - [pending]
125-
* @param {integer} textureUnit - [pending]
135+
* @param {WebGLTexture} texture - WebGLTexture that will be assigned to the current batch.
136+
* @param {integer} textureUnit - Texture unit to which the texture needs to be bound.
126137
*
127138
* @return {Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline} [description]
128139
*/
@@ -167,7 +178,10 @@ var TextureTintPipeline = new Class({
167178
},
168179

169180
/**
170-
* [pending]
181+
* Creates a new batch object and pushes it to a batch array.
182+
* The batch object contains information relevant to the current
183+
* vertex batch like the offset in the vertex buffer, vertex count and
184+
* the textures used by that batch.
171185
*
172186
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#pushBatch
173187
* @since 3.1.0
@@ -184,7 +198,7 @@ var TextureTintPipeline = new Class({
184198
},
185199

186200
/**
187-
* [pending]
201+
* Binds, uploads resources and processes all batches generating draw calls.
188202
*
189203
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#flush
190204
* @since 3.1.0
@@ -284,7 +298,8 @@ var TextureTintPipeline = new Class({
284298
},
285299

286300
/**
287-
* [pending]
301+
* Called every time the pipeline needs to be used.
302+
* It binds all necessary resources.
288303
*
289304
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#onBind
290305
* @since 3.0.0
@@ -325,7 +340,8 @@ var TextureTintPipeline = new Class({
325340
},
326341

327342
/**
328-
* [pending]
343+
* Renders immediately a static tilemap. This function won't use
344+
* the batching functionality of the pipieline.
329345
*
330346
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#drawStaticTilemapLayer
331347
* @since 3.0.0
@@ -361,7 +377,7 @@ var TextureTintPipeline = new Class({
361377
},
362378

363379
/**
364-
* [pending]
380+
* Renders contents of a ParticleEmitterManager. It'll batch all particles if possible.
365381
*
366382
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#drawEmitterManager
367383
* @since 3.0.0
@@ -577,7 +593,7 @@ var TextureTintPipeline = new Class({
577593
},
578594

579595
/**
580-
* [pending]
596+
* Batches blitter game object
581597
*
582598
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#drawBlitter
583599
* @since 3.0.0
@@ -737,7 +753,7 @@ var TextureTintPipeline = new Class({
737753
},
738754

739755
/**
740-
* [pending]
756+
* Batches Sprite game object
741757
*
742758
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchSprite
743759
* @since 3.0.0
@@ -910,7 +926,7 @@ var TextureTintPipeline = new Class({
910926
},
911927

912928
/**
913-
* [pending]
929+
* Batches Mesh game object
914930
*
915931
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchMesh
916932
* @since 3.0.0
@@ -1041,7 +1057,7 @@ var TextureTintPipeline = new Class({
10411057
},
10421058

10431059
/**
1044-
* [pending]
1060+
* Batches BitmapText game object
10451061
*
10461062
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchBitmapText
10471063
* @since 3.0.0
@@ -1318,7 +1334,7 @@ var TextureTintPipeline = new Class({
13181334
},
13191335

13201336
/**
1321-
* [pending]
1337+
* Batches DynamicBitmapText game object
13221338
*
13231339
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchDynamicBitmapText
13241340
* @since 3.0.0
@@ -1668,7 +1684,7 @@ var TextureTintPipeline = new Class({
16681684
},
16691685

16701686
/**
1671-
* [pending]
1687+
* Batches Text game object
16721688
*
16731689
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchText
16741690
* @since 3.0.0
@@ -1704,7 +1720,7 @@ var TextureTintPipeline = new Class({
17041720
},
17051721

17061722
/**
1707-
* [pending]
1723+
* Batches DynamicTilemapLayer game object
17081724
*
17091725
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchDynamicTilemapLayer
17101726
* @since 3.0.0
@@ -1762,7 +1778,7 @@ var TextureTintPipeline = new Class({
17621778
},
17631779

17641780
/**
1765-
* [pending]
1781+
* Batches TileSprite game object
17661782
*
17671783
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchTileSprite
17681784
* @since 3.0.0
@@ -1799,40 +1815,40 @@ var TextureTintPipeline = new Class({
17991815
},
18001816

18011817
/**
1802-
* [pending]
1818+
* Generic function for batching a textured quad
18031819
*
18041820
* @method Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline#batchTexture
18051821
* @since 3.0.0
18061822
*
1807-
* @param {Phaser.GameObjects.GameObject} gameObject - [pending]
1808-
* @param {WebGLTexture} texture - [pending]
1809-
* @param {integer} textureWidth - [pending]
1810-
* @param {integer} textureHeight - [pending]
1811-
* @param {float} srcX - [pending]
1812-
* @param {float} srcY - [pending]
1813-
* @param {float} srcWidth - [pending]
1814-
* @param {float} srcHeight - [pending]
1815-
* @param {float} scaleX - [pending]
1816-
* @param {float} scaleY - [pending]
1817-
* @param {float} rotation - [pending]
1818-
* @param {boolean} flipX - [pending]
1819-
* @param {boolean} flipY - [pending]
1820-
* @param {float} scrollFactorX - [pending]
1821-
* @param {float} scrollFactorY - [pending]
1822-
* @param {float} displayOriginX - [pending]
1823-
* @param {float} displayOriginY - [pending]
1824-
* @param {float} frameX - [pending]
1825-
* @param {float} frameY - [pending]
1826-
* @param {float} frameWidth - [pending]
1827-
* @param {float} frameHeight - [pending]
1828-
* @param {integer} tintTL - [pending]
1829-
* @param {integer} tintTR - [pending]
1830-
* @param {integer} tintBL - [pending]
1831-
* @param {integer} tintBR - [pending]
1832-
* @param {float} uOffset - [pending]
1833-
* @param {float} vOffset - [pending]
1834-
* @param {Phaser.Cameras.Scene2D.Camera} camera - [pending]
1835-
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - [pending]
1823+
* @param {Phaser.GameObjects.GameObject} gameObject - Source GameObject
1824+
* @param {WebGLTexture} texture - Raw WebGLTexture associated with the quad
1825+
* @param {integer} textureWidth - Real texture width
1826+
* @param {integer} textureHeight - Real texture height
1827+
* @param {float} srcX - X coordinate of the quad
1828+
* @param {float} srcY - Y coordinate of the quad
1829+
* @param {float} srcWidth - Width of the quad
1830+
* @param {float} srcHeight - Height of the quad
1831+
* @param {float} scaleX - X component of scale
1832+
* @param {float} scaleY - Y component of scale
1833+
* @param {float} rotation - Rotation of the quad
1834+
* @param {boolean} flipX - Indicates if the quad is horizontally flipped
1835+
* @param {boolean} flipY - Indicates if the quad is vertically flipped
1836+
* @param {float} scrollFactorX - By which factor is the quad affected by the camera horizontal scroll
1837+
* @param {float} scrollFactorY - By which factor is the quad effected by the camera vertical scroll
1838+
* @param {float} displayOriginX - Horizontal origin in pixels
1839+
* @param {float} displayOriginY - Vertical origin in pixels
1840+
* @param {float} frameX - X coordinate of the texture frame
1841+
* @param {float} frameY - Y coordinate of the texture frame
1842+
* @param {float} frameWidth - Width of the texture frame
1843+
* @param {float} frameHeight - Height of the texture frame
1844+
* @param {integer} tintTL - Tint for top left
1845+
* @param {integer} tintTR - Tint for top right
1846+
* @param {integer} tintBL - Tint for bottom left
1847+
* @param {integer} tintBR - Tint for bottom right
1848+
* @param {float} uOffset - Horizontal offset on texture coordinate
1849+
* @param {float} vOffset - Vertical offset on texture coordinate
1850+
* @param {Phaser.Cameras.Scene2D.Camera} camera - Current used camera
1851+
* @param {Phaser.GameObjects.Components.TransformMatrix} parentTransformMatrix - Parent container
18361852
*/
18371853
batchTexture: function (
18381854
gameObject,

0 commit comments

Comments
 (0)