/** * @author Richard Davey * @copyright 2022 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var FillPathWebGL = require('../FillPathWebGL'); var GetCalcMatrix = require('../../GetCalcMatrix'); var StrokePathWebGL = require('../StrokePathWebGL'); /** * 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) { camera.addToRenderList(src); var pipeline = renderer.pipelines.set(src.pipeline); var result = GetCalcMatrix(src, camera, parentMatrix); var calcMatrix = 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.isFilled) { FillPathWebGL(pipeline, calcMatrix, src, alpha, dx, dy); } if (src.isStroked) { StrokePathWebGL(pipeline, src, alpha, dx, dy); } renderer.pipelines.postBatch(src); }; module.exports = PolygonWebGLRenderer;