phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
79 lines (64 loc) • 2.55 kB
JavaScript
/**
* @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 StrokePathWebGL = require('../StrokePathWebGL');
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.Triangle#renderWebGL
* @since 3.13.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Triangle} 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 TriangleWebGLRenderer = function (renderer, src, camera, parentMatrix)
{
camera.addToRenderList(src);
var pipeline = renderer.pipelines.set(src.pipeline);
var result = GetCalcMatrix(src, camera, parentMatrix);
pipeline.calcMatrix.copyFrom(result.calc);
var dx = src._displayOriginX;
var dy = src._displayOriginY;
var alpha = camera.alpha * src.alpha;
renderer.pipelines.preBatch(src);
if (src.isFilled)
{
var fillTint = pipeline.fillTint;
var fillTintColor = Utils.getTintAppendFloatAlpha(src.fillColor, src.fillAlpha * alpha);
fillTint.TL = fillTintColor;
fillTint.TR = fillTintColor;
fillTint.BL = fillTintColor;
fillTint.BR = fillTintColor;
var x1 = src.geom.x1 - dx;
var y1 = src.geom.y1 - dy;
var x2 = src.geom.x2 - dx;
var y2 = src.geom.y2 - dy;
var x3 = src.geom.x3 - dx;
var y3 = src.geom.y3 - dy;
pipeline.batchFillTriangle(
x1,
y1,
x2,
y2,
x3,
y3,
result.sprite,
result.camera
);
}
if (src.isStroked)
{
StrokePathWebGL(pipeline, src, alpha, dx, dy);
}
renderer.pipelines.postBatch(src);
};
module.exports = TriangleWebGLRenderer;