phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @author Felipe Alfonso <@bitnenfer>
* @copyright 2013-2025 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* 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.Container#renderWebGL
* @since 3.4.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Container} container - 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 ContainerWebGLRenderer = function (renderer, container, camera, parentMatrix)
{
camera.addToRenderList(container);
var children = container.list;
var childCount = children.length;
if (childCount === 0)
{
return;
}
var transformMatrix = container.localTransform;
if (parentMatrix)
{
transformMatrix.loadIdentity();
transformMatrix.multiply(parentMatrix);
transformMatrix.translate(container.x, container.y);
transformMatrix.rotate(container.rotation);
transformMatrix.scale(container.scaleX, container.scaleY);
}
else
{
transformMatrix.applyITRS(container.x, container.y, container.rotation, container.scaleX, container.scaleY);
}
renderer.pipelines.preBatch(container);
var containerHasBlendMode = (container.blendMode !== -1);
if (!containerHasBlendMode)
{
// If Container is SKIP_TEST then set blend mode to be Normal
renderer.setBlendMode(0);
}
var alpha = container.alpha;
var scrollFactorX = container.scrollFactorX;
var scrollFactorY = container.scrollFactorY;
for (var i = 0; i < childCount; i++)
{
var child = children[i];
if (!child.willRender(camera))
{
continue;
}
var childAlphaTopLeft;
var childAlphaTopRight;
var childAlphaBottomLeft;
var childAlphaBottomRight;
if (child.alphaTopLeft !== undefined)
{
childAlphaTopLeft = child.alphaTopLeft;
childAlphaTopRight = child.alphaTopRight;
childAlphaBottomLeft = child.alphaBottomLeft;
childAlphaBottomRight = child.alphaBottomRight;
}
else
{
var childAlpha = child.alpha;
childAlphaTopLeft = childAlpha;
childAlphaTopRight = childAlpha;
childAlphaBottomLeft = childAlpha;
childAlphaBottomRight = childAlpha;
}
var childScrollFactorX = child.scrollFactorX;
var childScrollFactorY = child.scrollFactorY;
if (!containerHasBlendMode && child.blendMode !== renderer.currentBlendMode)
{
// If Container doesn't have its own blend mode, then a child can have one
renderer.setBlendMode(child.blendMode);
}
var mask = child.mask;
if (mask)
{
mask.preRenderWebGL(renderer, child, camera);
}
var type = child.type;
if (type !== renderer.currentType)
{
renderer.newType = true;
renderer.currentType = type;
}
renderer.nextTypeMatch = (i < childCount - 1) ? (children[i + 1].type === renderer.currentType) : false;
// Set parent values
child.setScrollFactor(childScrollFactorX * scrollFactorX, childScrollFactorY * scrollFactorY);
child.setAlpha(childAlphaTopLeft * alpha, childAlphaTopRight * alpha, childAlphaBottomLeft * alpha, childAlphaBottomRight * alpha);
// Render
child.renderWebGL(renderer, child, camera, transformMatrix, container);
// Restore original values
child.setAlpha(childAlphaTopLeft, childAlphaTopRight, childAlphaBottomLeft, childAlphaBottomRight);
child.setScrollFactor(childScrollFactorX, childScrollFactorY);
if (mask)
{
mask.postRenderWebGL(renderer, camera);
}
renderer.newType = false;
}
renderer.pipelines.postBatch(container);
};
module.exports = ContainerWebGLRenderer;