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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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.PointLight#renderWebGL
* @since 3.50.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.PointLight} 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 PointLightWebGLRenderer = function (renderer, src, drawingContext, parentMatrix)
{
var camera = drawingContext.camera;
camera.addToRenderList(src);
var calcMatrix = GetCalcMatrix(src, camera, parentMatrix, !drawingContext.useCanvas).calc;
var width = src.width;
var height = src.height;
var x = -src._radius;
var y = -src._radius;
var xw = x + width;
var yh = y + height;
var lightX = calcMatrix.getX(0, 0);
var lightY = calcMatrix.getY(0, 0);
var txTL = calcMatrix.getX(x, y);
var tyTL = calcMatrix.getY(x, y);
var txBL = calcMatrix.getX(x, yh);
var tyBL = calcMatrix.getY(x, yh);
var txBR = calcMatrix.getX(xw, yh);
var tyBR = calcMatrix.getY(xw, yh);
var txTR = calcMatrix.getX(xw, y);
var tyTR = calcMatrix.getY(xw, y);
(src.customRenderNodes.BatchHandler || src.defaultRenderNodes.BatchHandler).batch(
drawingContext,
src,
txTL, tyTL,
txBL, tyBL,
txTR, tyTR,
txBR, tyBR,
lightX, lightY
);
};
module.exports = PointLightWebGLRenderer;