phaser
Version:
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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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');
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;