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
JavaScript
/**
* @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;