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.
38 lines (31 loc) • 1.8 kB
JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var GetCalcMatrix = require('../GetCalcMatrix');
/**
* 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.Extern#renderWebGL
* @since 3.16.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Extern} src - The Game Object being rendered in this call.
* @param {Phaser.Renderer.WebGL.DrawingContext} drawingContext - The current drawing context.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
* @param {number} renderStep - The render step index.
* @param {Phaser.GameObjects.GameObject[]} displayList - The display list which is currently being rendered.
* @param {number} displayListIndex - The index of the Game Object within the display list.
*/
var ExternWebGLRenderer = function (renderer, src, drawingContext, parentMatrix, renderStep, displayList, displayListIndex)
{
renderer.renderNodes.getNode('YieldContext').run(drawingContext);
var calcMatrix = GetCalcMatrix(src, drawingContext.camera, parentMatrix, !drawingContext.useCanvas).calc;
src.render.call(src, renderer, drawingContext, calcMatrix, displayList, displayListIndex);
renderer.renderNodes.getNode('RebindContext').run(drawingContext);
};
module.exports = ExternWebGLRenderer;