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.
51 lines (42 loc) • 1.72 kB
JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* 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.Shader#renderWebGL
* @since 3.17.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Shader} 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 ShaderWebGLRenderer = function (renderer, src, drawingContext, parentMatrix)
{
var camera = drawingContext.camera;
camera.addToRenderList(src);
if (src.renderToTexture)
{
drawingContext = src.drawingContext;
if (drawingContext.width !== src.width || drawingContext.height !== src.height)
{
var width = src.width;
var height = src.height;
drawingContext.resize(width, height);
drawingContext.camera.setSize(width, height);
}
drawingContext.use();
}
src.renderNode.run(drawingContext, src, parentMatrix);
if (src.renderToTexture)
{
drawingContext.release();
}
};
module.exports = ShaderWebGLRenderer;