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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 2013-2026 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GetCalcMatrix = require('../GetCalcMatrix'); var Utils = require('../../renderer/webgl/Utils'); var fixedRenderOptions = { multiTexturing: true }; /** * 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.NineSlice#renderWebGL * @since 3.0.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.NineSlice} 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 */ var NineSliceWebGLRenderer = function (renderer, src, drawingContext, parentMatrix) { var verts = src.vertices; var totalVerts = verts.length; if (totalVerts === 0) { return; } var camera = drawingContext.camera; camera.addToRenderList(src); var alpha = src.alpha; var batchHandler = src.customRenderNodes.BatchHandler || src.defaultRenderNodes.BatchHandler; var calcMatrix = GetCalcMatrix(src, camera, parentMatrix, !drawingContext.useCanvas).calc; var color = Utils.getTintAppendFloatAlpha(src.tint, alpha); var glTexture = src.frame.source.glTexture; var tintEffect = src.tintMode; var quad, vtl, vbr; for (var i = 0; i < totalVerts; i += 6) { // Of the 6 vertices, we only need these 2 to define a quad. // They are the top-left and bottom-right. vtl = verts[i + 1]; vbr = verts[i + 2]; quad = calcMatrix.setQuad( vtl.vx, vtl.vy, vbr.vx, vbr.vy ); batchHandler.batch( drawingContext, glTexture, // Transformed quad in order TL, BL, TR, BR: quad[0], quad[1], quad[2], quad[3], quad[6], quad[7], quad[4], quad[5], // Texture coordinates in X, Y, Width, Height: vtl.u, vtl.v, vbr.u - vtl.u, vbr.v - vtl.v, tintEffect, // Tint colors in order TL, BL, TR, BR: color, color, color, color, // Render options: fixedRenderOptions ); } }; module.exports = NineSliceWebGLRenderer;