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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 StrokePathWebGL = require('../StrokePathWebGL'); 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.Triangle#renderWebGL * @since 3.13.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.Triangle} 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 TriangleWebGLRenderer = function (renderer, src, drawingContext, parentMatrix) { var camera = drawingContext.camera; camera.addToRenderList(src); var calcMatrix = GetCalcMatrix(src, camera, parentMatrix, !drawingContext.useCanvas).calc; var dx = src._displayOriginX; var dy = src._displayOriginY; var alpha = src.alpha; var customRenderNodes = src.customRenderNodes; var defaultRenderNodes = src.defaultRenderNodes; var submitter = customRenderNodes.Submitter || defaultRenderNodes.Submitter; if (src.isFilled) { var fillTintColor = Utils.getTintAppendFloatAlpha(src.fillColor, src.fillAlpha * alpha); var x1 = src.geom.x1 - dx; var y1 = src.geom.y1 - dy; var x2 = src.geom.x2 - dx; var y2 = src.geom.y2 - dy; var x3 = src.geom.x3 - dx; var y3 = src.geom.y3 - dy; (customRenderNodes.FillTri || defaultRenderNodes.FillTri).run( drawingContext, calcMatrix, submitter, x1, y1, x2, y2, x3, y3, fillTintColor, fillTintColor, fillTintColor, src.lighting ); } if (src.isStroked) { StrokePathWebGL(drawingContext, submitter, calcMatrix, src, alpha, dx, dy); } }; module.exports = TriangleWebGLRenderer;