TriangleCanvasRenderer = function (renderer, src, camera, parentMatrix)
{
    camera.addToRenderList(src);

    var ctx = renderer.currentContext;

    if (SetTransform(renderer, ctx, src, camera, parentMatrix))
    {
        var dx = src._displayOriginX;
        var dy = src._displayOriginY;

        var x1 = src.geom.x1 - dx;
        var y1 = src.geom.y1 - dy;
        var x2 = src.geom.x2 - dx;
        var y2 = src.geom.y2 - dy;
        var x3 = src.geom.x3 - dx;
        var y3 = src.geom.y3 - dy;

        ctx.beginPath();

        ctx.moveTo(x1, y1);
        ctx.lineTo(x2, y2);
        ctx.lineTo(x3, y3);

        ctx.closePath();

        if (src.isFilled)
        {
            FillStyleCanvas(ctx, src);

            ctx.fill();
        }

        if (src.isStroked)
        {
            LineStyleCanvas(ctx, src);

            ctx.stroke();
        }

        //  Restore the context saved in SetTransform
        ctx.restore();
    }
}
Renders this Game Object with the Canvas 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.Triangle#renderCanvas
@since 3.13.0
@private

@param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
@param {Phaser.GameObjects.Triangle} 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