mirror of
https://github.com/photonstorm/phaser
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55 lines
1.8 KiB
JavaScript
55 lines
1.8 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013-2023 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var FillPathWebGL = require('../FillPathWebGL');
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var GetCalcMatrix = require('../../GetCalcMatrix');
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var StrokePathWebGL = require('../StrokePathWebGL');
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/**
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* Renders this Game Object with the WebGL Renderer to the given Camera.
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* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
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* This method should not be called directly. It is a utility function of the Render module.
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*
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* @method Phaser.GameObjects.Polygon#renderWebGL
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* @since 3.13.0
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* @private
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*
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* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
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* @param {Phaser.GameObjects.Polygon} src - The Game Object being rendered in this call.
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* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
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* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
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*/
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var PolygonWebGLRenderer = function (renderer, src, camera, parentMatrix)
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{
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camera.addToRenderList(src);
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var pipeline = renderer.pipelines.set(src.pipeline);
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var result = GetCalcMatrix(src, camera, parentMatrix);
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var calcMatrix = pipeline.calcMatrix.copyFrom(result.calc);
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var dx = src._displayOriginX;
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var dy = src._displayOriginY;
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var alpha = camera.alpha * src.alpha;
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renderer.pipelines.preBatch(src);
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if (src.isFilled)
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{
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FillPathWebGL(pipeline, calcMatrix, src, alpha, dx, dy);
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}
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if (src.isStroked)
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{
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StrokePathWebGL(pipeline, src, alpha, dx, dy);
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}
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renderer.pipelines.postBatch(src);
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};
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module.exports = PolygonWebGLRenderer;
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