/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @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.Layer3D#renderWebGL * @since 3.50.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.Layer3D} 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 Layer3DWebGLRenderer = function (renderer, src) { var models = src.models; var totalModels = models.length; if (totalModels === 0) { return; } renderer.pipelines.clear(); src.camera.update(); var pipeline = renderer.pipelines.set(src.pipeline, src); for (var m = 0; m < totalModels; m++) { var model = models[m]; if (model.visible && model.vertexCount > 0) { pipeline.drawModel(src, model); } } src.resetDirtyFlags(); renderer.pipelines.rebind(); }; module.exports = Layer3DWebGLRenderer;