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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 GetCalcMatrix = require('../../GetCalcMatrix'); var Utils = require('../../../renderer/webgl/Utils'); /** * 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.IsoBox#renderWebGL * @since 3.13.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.IsoBox} src - 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 IsoBoxWebGLRenderer = function (renderer, src, camera, parentMatrix) { camera.addToRenderList(src); var pipeline = renderer.pipelines.set(src.pipeline); var result = GetCalcMatrix(src, camera, parentMatrix); var calcMatrix = pipeline.calcMatrix.copyFrom(result.calc); var size = src.width; var height = src.height; var sizeA = size / 2; var sizeB = size / src.projection; var alpha = camera.alpha * src.alpha; if (!src.isFilled) { return; } var tint; var x0; var y0; var x1; var y1; var x2; var y2; var x3; var y3; renderer.pipelines.preBatch(src); // Top Face if (src.showTop) { tint = Utils.getTintAppendFloatAlpha(src.fillTop, alpha); x0 = calcMatrix.getX(-sizeA, -height); y0 = calcMatrix.getY(-sizeA, -height); x1 = calcMatrix.getX(0, -sizeB - height); y1 = calcMatrix.getY(0, -sizeB - height); x2 = calcMatrix.getX(sizeA, -height); y2 = calcMatrix.getY(sizeA, -height); x3 = calcMatrix.getX(0, sizeB - height); y3 = calcMatrix.getY(0, sizeB - height); pipeline.batchQuad(src, x0, y0, x1, y1, x2, y2, x3, y3, 0, 0, 1, 1, tint, tint, tint, tint, 2); } // Left Face if (src.showLeft) { tint = Utils.getTintAppendFloatAlpha(src.fillLeft, alpha); x0 = calcMatrix.getX(-sizeA, 0); y0 = calcMatrix.getY(-sizeA, 0); x1 = calcMatrix.getX(0, sizeB); y1 = calcMatrix.getY(0, sizeB); x2 = calcMatrix.getX(0, sizeB - height); y2 = calcMatrix.getY(0, sizeB - height); x3 = calcMatrix.getX(-sizeA, -height); y3 = calcMatrix.getY(-sizeA, -height); pipeline.batchQuad(src, x0, y0, x1, y1, x2, y2, x3, y3, 0, 0, 1, 1, tint, tint, tint, tint, 2); } // Right Face if (src.showRight) { tint = Utils.getTintAppendFloatAlpha(src.fillRight, alpha); x0 = calcMatrix.getX(sizeA, 0); y0 = calcMatrix.getY(sizeA, 0); x1 = calcMatrix.getX(0, sizeB); y1 = calcMatrix.getY(0, sizeB); x2 = calcMatrix.getX(0, sizeB - height); y2 = calcMatrix.getY(0, sizeB - height); x3 = calcMatrix.getX(sizeA, -height); y3 = calcMatrix.getY(sizeA, -height); pipeline.batchQuad(src, x0, y0, x1, y1, x2, y2, x3, y3, 0, 0, 1, 1, tint, tint, tint, tint, 2); } renderer.pipelines.postBatch(src); }; module.exports = IsoBoxWebGLRenderer;