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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'); /** * 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.IsoTriangle#renderWebGL * @since 3.13.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.IsoTriangle} 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 IsoTriangleWebGLRenderer = function (renderer, src, drawingContext, parentMatrix) { if (!src.isFilled) { return; } var camera = drawingContext.camera; camera.addToRenderList(src); var fillTriNode = src.customRenderNodes.FillTri || src.defaultRenderNodes.FillTri; var submitterNode = src.customRenderNodes.Submitter || src.defaultRenderNodes.Submitter; var calcMatrix = GetCalcMatrix(src, camera, parentMatrix, !drawingContext.useCanvas).calc; var size = src.width; var height = src.height; var sizeA = size / 2; var sizeB = size / src.projection; var reversed = src.isReversed; var alpha = src.alpha; var lighting = src.lighting; var tint; var x0; var y0; var x1; var y1; var x2; var y2; // Top Face if (src.showTop && reversed) { tint = Utils.getTintAppendFloatAlpha(src.fillTop, alpha); x0 = -sizeA; y0 = -height; x1 = 0; y1 = -sizeB - height; x2 = sizeA; y2 = -height; var x3 = 0; var y3 = sizeB - height; fillTriNode.run(drawingContext, calcMatrix, submitterNode, x0, y0, x1, y1, x2, y2, tint, tint, tint, lighting); fillTriNode.run(drawingContext, calcMatrix, submitterNode, x2, y2, x3, y3, x0, y0, tint, tint, tint, lighting); } // Left Face if (src.showLeft) { tint = Utils.getTintAppendFloatAlpha(src.fillLeft, alpha); if (reversed) { x0 = -sizeA; y0 = -height; x1 = 0; y1 = sizeB; x2 = 0; y2 = sizeB - height; } else { x0 = -sizeA; y0 = 0; x1 = 0; y1 = sizeB; x2 = 0; y2 = sizeB - height; } fillTriNode.run(drawingContext, calcMatrix, submitterNode, x0, y0, x1, y1, x2, y2, tint, tint, tint, lighting); } // Right Face if (src.showRight) { tint = Utils.getTintAppendFloatAlpha(src.fillRight, alpha); if (reversed) { x0 = sizeA; y0 = -height; x1 = 0; y1 = sizeB; x2 = 0; y2 = sizeB - height; } else { x0 = sizeA; y0 = 0; x1 = 0; y1 = sizeB; x2 = 0; y2 = sizeB - height; } fillTriNode.run(drawingContext, calcMatrix, submitterNode, x0, y0, x1, y1, x2, y2, tint, tint, tint, lighting); } }; module.exports = IsoTriangleWebGLRenderer;