/** * @author Richard Davey * @copyright 2022 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.Mesh#renderWebGL * @since 3.0.0 * @private * * @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer. * @param {Phaser.GameObjects.Mesh} 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 NineSliceWebGLRenderer = function (renderer, src, camera, parentMatrix) { var verts = src.vertices; var totalVerts = verts.length; if (totalVerts === 0) { return; } camera.addToRenderList(src); var pipeline = renderer.pipelines.set(src.pipeline, src); var calcMatrix = GetCalcMatrix(src, camera, parentMatrix).calc; var textureUnit = pipeline.setGameObject(src); var F32 = pipeline.vertexViewF32; var U32 = pipeline.vertexViewU32; var vertexOffset = (pipeline.vertexCount * pipeline.currentShader.vertexComponentCount) - 1; var tintEffect = src.tintFill; var a = calcMatrix.a; var b = calcMatrix.b; var c = calcMatrix.c; var d = calcMatrix.d; var e = calcMatrix.e; var f = calcMatrix.f; var roundPixels = camera.roundPixels; var alpha = camera.alpha * src.alpha; renderer.pipelines.preBatch(src); for (var i = 0; i < totalVerts; i++) { var vert = verts[i].update(a, b, c, d, e, f, roundPixels, alpha); if (vert.alpha === 0) { continue; } if (pipeline.shouldFlush(1)) { pipeline.flush(); if (!pipeline.currentBatch) { textureUnit = pipeline.setGameObject(src); } vertexOffset = 0; } vertexOffset = vert.load(F32, U32, vertexOffset, textureUnit, tintEffect); pipeline.vertexCount++; pipeline.currentBatch.count = (pipeline.vertexCount - pipeline.currentBatch.start); } renderer.pipelines.postBatch(src); }; module.exports = NineSliceWebGLRenderer;