UNPKG

phaser

Version:

A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

64 lines (54 loc) 2.43 kB
/** * @author Benjamin D. Richards <benjamindrichards@gmail.com> * @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.Image#renderWebGL * @since 4.2.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.Mesh2D} 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 Mesh2DWebGLRenderer = function (renderer, src, drawingContext, parentMatrix) { drawingContext.camera.addToRenderList(src); var customRenderNodes = src.customRenderNodes; var defaultRenderNodes = src.defaultRenderNodes; var transformerNode = customRenderNodes.Transformer || defaultRenderNodes.Transformer; var submitterNode = customRenderNodes.Submitter || defaultRenderNodes.Submitter; if (src.renderAsTriangles) { // Render each triangle individually, rather than combining triangles // into quads. Suitable for dynamic topology which cannot be optimized. var triangleNode = customRenderNodes.BatchHandlerTriangles || defaultRenderNodes.BatchHandlerTriangles; // Resolve render options (lighting, smooth pixel art, etc.) using the // submitter, then hand the raw vertex and index arrays to the triangle // batch handler. submitterNode.setRenderOptions(src); triangleNode.batchTriangles( drawingContext, src, parentMatrix, transformerNode, src.vertices, src.indices, submitterNode._renderOptions ); return; } submitterNode.run( drawingContext, src, parentMatrix, transformerNode ); }; module.exports = Mesh2DWebGLRenderer;