/** * @author Richard Davey * @copyright 2013-2023 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GetCalcMatrix = require('../GetCalcMatrix'); /** * 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.PointLight#renderWebGL * @since 3.50.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.PointLight} 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 PointLightWebGLRenderer = function (renderer, src, camera, parentMatrix) { camera.addToRenderList(src); var pipeline = renderer.pipelines.set(src.pipeline); var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc; var width = src.width; var height = src.height; var x = -src._radius; var y = -src._radius; var xw = x + width; var yh = y + height; var lightX = calcMatrix.getX(0, 0); var lightY = calcMatrix.getY(0, 0); var tx0 = calcMatrix.getX(x, y); var ty0 = calcMatrix.getY(x, y); var tx1 = calcMatrix.getX(x, yh); var ty1 = calcMatrix.getY(x, yh); var tx2 = calcMatrix.getX(xw, yh); var ty2 = calcMatrix.getY(xw, yh); var tx3 = calcMatrix.getX(xw, y); var ty3 = calcMatrix.getY(xw, y); renderer.pipelines.preBatch(src); pipeline.batchPointLight(src, camera, tx0, ty0, tx1, ty1, tx2, ty2, tx3, ty3, lightX, lightY); renderer.pipelines.postBatch(src); }; module.exports = PointLightWebGLRenderer;