/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GetCalcMatrix = require('../../GetCalcMatrix'); 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.Line#renderWebGL * @since 3.13.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.Line} 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 LineWebGLRenderer = function (renderer, src, camera, parentMatrix) { var pipeline = renderer.pipelines.set(src.pipeline); var result = GetCalcMatrix(src, camera, parentMatrix); pipeline.calcMatrix.copyFrom(result.calc); var dx = src._displayOriginX; var dy = src._displayOriginY; var alpha = camera.alpha * src.alpha; renderer.pipelines.preBatch(src); if (src.isStroked) { var strokeTint = pipeline.strokeTint; var color = Utils.getTintAppendFloatAlpha(src.strokeColor, src.strokeAlpha * alpha); strokeTint.TL = color; strokeTint.TR = color; strokeTint.BL = color; strokeTint.BR = color; var startWidth = src._startWidth; var endWidth = src._endWidth; pipeline.batchLine( src.geom.x1 - dx, src.geom.y1 - dy, src.geom.x2 - dx, src.geom.y2 - dy, startWidth, endWidth, 1, 0, false, result.sprite, result.camera ); } renderer.pipelines.postBatch(src); }; module.exports = LineWebGLRenderer;