phaser/src/gameobjects/shape/polygon/PolygonWebGLRenderer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var FillPathWebGL = require('../FillPathWebGL');
var GetCalcMatrix = require('../../GetCalcMatrix');
var StrokePathWebGL = require('../StrokePathWebGL');
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/**
* 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.Polygon#renderWebGL
* @since 3.13.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Polygon} src - The Game Object being rendered in this call.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var PolygonWebGLRenderer = function (renderer, src, camera, parentMatrix)
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{
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camera.addToRenderList(src);
var pipeline = renderer.pipelines.set(src.pipeline);
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var result = GetCalcMatrix(src, camera, parentMatrix);
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var calcMatrix = pipeline.calcMatrix.copyFrom(result.calc);
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var dx = src._displayOriginX;
var dy = src._displayOriginY;
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var alpha = camera.alpha * src.alpha;
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renderer.pipelines.preBatch(src);
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if (src.isFilled)
{
FillPathWebGL(pipeline, calcMatrix, src, alpha, dx, dy);
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}
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if (src.isStroked)
{
StrokePathWebGL(pipeline, src, alpha, dx, dy);
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}
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renderer.pipelines.postBatch(src);
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};
module.exports = PolygonWebGLRenderer;