renderTriangleMesh method
void
renderTriangleMesh(
- RenderState renderState,
- Int16List ixList,
- Float32List vxList,
- int color,
Implementation
void renderTriangleMesh(RenderState renderState, Int16List ixList,
Float32List vxList, int color) {
final matrix = renderState.globalMatrix;
final alpha = renderState.globalAlpha;
final ixListCount = ixList.length;
final vxListCount = vxList.length >> 1;
// 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 * 6 >= vxData.length) flush();
final ixIndex = renderBufferIndex.position;
var vxIndex = renderBufferVertex.position;
final vxOffset = renderBufferVertex.count;
// copy index list
for (var i = 0; i < ixListCount; i++) {
ixData[ixIndex + i] = vxOffset + 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;
const colorScale = 1 / 255.0;
final colorA = colorScale * colorGetA(color) * alpha;
final colorR = colorScale * colorGetR(color) * colorA;
final colorG = colorScale * colorGetG(color) * colorA;
final colorB = colorScale * colorGetB(color) * colorA;
for (var i = 0, o = 0; i < vxListCount; i++, o += 2) {
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] = colorR;
vxData[vxIndex + 3] = colorG;
vxData[vxIndex + 4] = colorB;
vxData[vxIndex + 5] = colorA;
vxIndex += 6;
}
renderBufferVertex.position += vxListCount * 6;
renderBufferVertex.count += vxListCount;
}