phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
75 lines (64 loc) • 2.54 kB
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 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;