renderTextureMesh method

void renderTextureMesh(
  1. RenderState renderState,
  2. Int16List ixList,
  3. Float32List vxList
)

Implementation

void renderTextureMesh(
    RenderState renderState, Int16List ixList, Float32List vxList) {
  final alpha = renderState.globalAlpha;
  final matrix = renderState.globalMatrix;
  final ixListCount = ixList.length;
  final vxListCount = vxList.length >> 2;

  // check buffer sizes and flush if necessary

  final ixData = renderBufferIndex.data;
  final ixPosition = renderBufferIndex.position;
  if (ixPosition + ixListCount >= ixData.length) flush();

  final vxData = renderBufferVertex.data;
  final vxPosition = renderBufferVertex.position;
  if (vxPosition + vxListCount * 5 >= vxData.length) flush();

  final ixIndex = renderBufferIndex.position;
  var vxIndex = renderBufferVertex.position;
  final vxCount = renderBufferVertex.count;

  // copy index list

  for (var i = 0; i < ixListCount; i++) {
    ixData[ixIndex + i] = vxCount + ixList[i];
  }

  renderBufferIndex.position += ixListCount;
  renderBufferIndex.count += ixListCount;

  // copy vertex list

  final ma = matrix.a;
  final mb = matrix.b;
  final mc = matrix.c;
  final md = matrix.d;
  final mx = matrix.tx;
  final my = matrix.ty;

  for (var i = 0, o = 0; i < vxListCount; i++, o += 4) {
    final x = vxList[o + 0];
    final y = vxList[o + 1];
    vxData[vxIndex + 0] = mx + ma * x + mc * y;
    vxData[vxIndex + 1] = my + mb * x + md * y;
    vxData[vxIndex + 2] = vxList[o + 2];
    vxData[vxIndex + 3] = vxList[o + 3];
    vxData[vxIndex + 4] = alpha;
    vxIndex += 5;
  }

  renderBufferVertex.position += vxListCount * 5;
  renderBufferVertex.count += vxListCount;
}