53 lines
1.6 KiB
JavaScript
53 lines
1.6 KiB
JavaScript
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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/**
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* Renders this Game Object with the WebGL Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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* This method should not be called directly. It is a utility function of the Render module.
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*
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* @method Phaser.GameObjects.Layer3D#renderWebGL
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* @since 3.50.0
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* @private
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*
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
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* @param {Phaser.GameObjects.Layer3D} src - The Game Object being rendered in this call.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
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var Layer3DWebGLRenderer = function (renderer, src)
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{
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var models = src.models;
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var totalModels = models.length;
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if (totalModels === 0)
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{
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return;
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}
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renderer.pipelines.clear();
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src.camera.update();
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var pipeline = renderer.pipelines.set(src.pipeline, src);
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for (var m = 0; m < totalModels; m++)
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{
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var model = models[m];
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if (model.visible && model.vertexCount > 0)
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{
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pipeline.drawModel(src, model);
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}
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}
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src.resetDirtyFlags();
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renderer.pipelines.rebind();
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};
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module.exports = Layer3DWebGLRenderer;
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