Should our Container also be displayed on screen, in addition to being drawn to the cached RenderTexture?
Does the Container need to be rendered? Set to false after the Container is rendered.
Graphics in which token radial and vision occlusion shapes are drawn.
Protected
_renderA map of render textures, linked to their render function and an optional RGBA clear color.
Static
textureSet the alpha mode of the cached container render texture.
The set of currently occluded canvas objects.
The primary render texture bound to this cached container.
A PIXI.Sprite or SpriteMesh which is bound to this CachedContainer. The RenderTexture from this Container is associated with the Sprite which is automatically rendered.
Is vision occlusion active?
Internal
Draw occlusion shapes to the occlusion mask. Fade occlusion draws to the red channel with varying intensity from [0, 1] based on elevation. Radial occlusion draws to the green channel with varying intensity from [0, 1] based on elevation. Vision occlusion draws to the blue channel with varying intensity from [0, 1] based on elevation.
Internal
Update the current occlusion status of all Tile objects.
Clear the occlusion mask.
Create a render texture, provide a render method and an optional clear color.
Optional
options: { clearColor?: number[]; renderFunction?: Function } = {}Optional parameters.
Optional
clearColor?: number[]An optional clear color to clear the RT before rendering into it.
Optional
renderFunction?: FunctionRender function that will be called to render into the RT.
A reference to the created render texture.
Map an elevation to a value in the range [0, 1] with 8-bit precision. The radial and vision shapes are drawn with these values into the render texture.
The elevation in distance units
The value for this elevation in the range [0, 1] with 8-bit precision
Remove a previously created render texture.
The render texture to remove.
Optional
destroy: boolean = trueShould the render texture be destroyed?
Update the set of occludable Tokens, redraw the occlusion mask, and update the occluded state of all occludable objects.
Protected
_identifyProtected
Determine the set of objects which should be currently occluded by a Token.
The set of currently controlled Token objects
The PCO objects which should be currently occluded
Protected
#bindProtected
Bind a render texture to this renderer. Must be called after bindPrimaryBuffer and before bindInitialBuffer.
The active canvas renderer.
The texture to bind.
Optional
clearColor: number[]A custom clear color.
Protected
#renderProtected
Custom rendering for secondary render textures
The active canvas renderer.
Static
resizeResize a render texture passed as a parameter with the renderer.
The active canvas renderer.
The render texture to resize.
The occlusion mask which contains radial occlusion and vision occlusion from tokens. Red channel: Fade occlusion. Green channel: Radial occlusion. Blue channel: Vision occlusion.