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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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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Utils = require('../../renderer/webgl/Utils'); /** * Renders a filled path for the given Shape. * * @method Phaser.GameObjects.Shape#FillPathWebGL * @since 3.13.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLPipeline} pipeline - The WebGL Pipeline used to render this Shape. * @param {Phaser.GameObjects.Components.TransformMatrix} calcMatrix - The transform matrix used to get the position values. * @param {Phaser.GameObjects.Shape} src - The Game Object shape being rendered in this call. * @param {number} alpha - The base alpha value. * @param {number} dx - The source displayOriginX. * @param {number} dy - The source displayOriginY. */ var FillPathWebGL = function (pipeline, calcMatrix, src, alpha, dx, dy) { var fillTintColor = Utils.getTintAppendFloatAlpha(src.fillColor, src.fillAlpha * alpha); var path = src.pathData; var pathIndexes = src.pathIndexes; for (var i = 0; i < pathIndexes.length; i += 3) { var p0 = pathIndexes[i] * 2; var p1 = pathIndexes[i + 1] * 2; var p2 = pathIndexes[i + 2] * 2; var x0 = path[p0 + 0] - dx; var y0 = path[p0 + 1] - dy; var x1 = path[p1 + 0] - dx; var y1 = path[p1 + 1] - dy; var x2 = path[p2 + 0] - dx; var y2 = path[p2 + 1] - dy; var tx0 = calcMatrix.getX(x0, y0); var ty0 = calcMatrix.getY(x0, y0); var tx1 = calcMatrix.getX(x1, y1); var ty1 = calcMatrix.getY(x1, y1); var tx2 = calcMatrix.getX(x2, y2); var ty2 = calcMatrix.getY(x2, y2); pipeline.batchTri(src, tx0, ty0, tx1, ty1, tx2, ty2, 0, 0, 1, 1, fillTintColor, fillTintColor, fillTintColor, 2); } }; module.exports = FillPathWebGL;