Initial
This commit is contained in:
21
resources/app/node_modules/@pixi/mesh/LICENSE
generated
vendored
Normal file
21
resources/app/node_modules/@pixi/mesh/LICENSE
generated
vendored
Normal file
@@ -0,0 +1,21 @@
|
||||
The MIT License
|
||||
|
||||
Copyright (c) 2013-2023 Mathew Groves, Chad Engler
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
178
resources/app/node_modules/@pixi/mesh/lib/Mesh.js
generated
vendored
Normal file
178
resources/app/node_modules/@pixi/mesh/lib/Mesh.js
generated
vendored
Normal file
@@ -0,0 +1,178 @@
|
||||
"use strict";
|
||||
var core = require("@pixi/core"), display = require("@pixi/display"), MeshBatchUvs = require("./MeshBatchUvs.js");
|
||||
const tempPoint = new core.Point(), tempPolygon = new core.Polygon(), _Mesh = class _Mesh2 extends display.Container {
|
||||
/**
|
||||
* @param geometry - The geometry the mesh will use.
|
||||
* @param {PIXI.MeshMaterial} shader - The shader the mesh will use.
|
||||
* @param state - The state that the WebGL context is required to be in to render the mesh
|
||||
* if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.
|
||||
* @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants.
|
||||
*/
|
||||
constructor(geometry, shader, state, drawMode = core.DRAW_MODES.TRIANGLES) {
|
||||
super(), this.geometry = geometry, this.shader = shader, this.state = state || core.State.for2d(), this.drawMode = drawMode, this.start = 0, this.size = 0, this.uvs = null, this.indices = null, this.vertexData = new Float32Array(1), this.vertexDirty = -1, this._transformID = -1, this._roundPixels = core.settings.ROUND_PIXELS, this.batchUvs = null;
|
||||
}
|
||||
/**
|
||||
* Includes vertex positions, face indices, normals, colors, UVs, and
|
||||
* custom attributes within buffers, reducing the cost of passing all
|
||||
* this data to the GPU. Can be shared between multiple Mesh objects.
|
||||
*/
|
||||
get geometry() {
|
||||
return this._geometry;
|
||||
}
|
||||
set geometry(value) {
|
||||
this._geometry !== value && (this._geometry && (this._geometry.refCount--, this._geometry.refCount === 0 && this._geometry.dispose()), this._geometry = value, this._geometry && this._geometry.refCount++, this.vertexDirty = -1);
|
||||
}
|
||||
/**
|
||||
* To change mesh uv's, change its uvBuffer data and increment its _updateID.
|
||||
* @readonly
|
||||
*/
|
||||
get uvBuffer() {
|
||||
return this.geometry.buffers[1];
|
||||
}
|
||||
/**
|
||||
* To change mesh vertices, change its uvBuffer data and increment its _updateID.
|
||||
* Incrementing _updateID is optional because most of Mesh objects do it anyway.
|
||||
* @readonly
|
||||
*/
|
||||
get verticesBuffer() {
|
||||
return this.geometry.buffers[0];
|
||||
}
|
||||
/** Alias for {@link PIXI.Mesh#shader}. */
|
||||
set material(value) {
|
||||
this.shader = value;
|
||||
}
|
||||
get material() {
|
||||
return this.shader;
|
||||
}
|
||||
/**
|
||||
* The blend mode to be applied to the Mesh. Apply a value of
|
||||
* `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.
|
||||
* @default PIXI.BLEND_MODES.NORMAL;
|
||||
*/
|
||||
set blendMode(value) {
|
||||
this.state.blendMode = value;
|
||||
}
|
||||
get blendMode() {
|
||||
return this.state.blendMode;
|
||||
}
|
||||
/**
|
||||
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
|
||||
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
|
||||
* The main disadvantage is movement of objects may appear less smooth.
|
||||
* To set the global default, change {@link PIXI.settings.ROUND_PIXELS}
|
||||
* @default false
|
||||
*/
|
||||
set roundPixels(value) {
|
||||
this._roundPixels !== value && (this._transformID = -1), this._roundPixels = value;
|
||||
}
|
||||
get roundPixels() {
|
||||
return this._roundPixels;
|
||||
}
|
||||
/**
|
||||
* The multiply tint applied to the Mesh. This is a hex value. A value of
|
||||
* `0xFFFFFF` will remove any tint effect.
|
||||
*
|
||||
* Null for non-MeshMaterial shaders
|
||||
* @default 0xFFFFFF
|
||||
*/
|
||||
get tint() {
|
||||
return "tint" in this.shader ? this.shader.tint : null;
|
||||
}
|
||||
set tint(value) {
|
||||
this.shader.tint = value;
|
||||
}
|
||||
/**
|
||||
* The tint color as a RGB integer
|
||||
* @ignore
|
||||
*/
|
||||
get tintValue() {
|
||||
return this.shader.tintValue;
|
||||
}
|
||||
/** The texture that the Mesh uses. Null for non-MeshMaterial shaders */
|
||||
get texture() {
|
||||
return "texture" in this.shader ? this.shader.texture : null;
|
||||
}
|
||||
set texture(value) {
|
||||
this.shader.texture = value;
|
||||
}
|
||||
/**
|
||||
* Standard renderer draw.
|
||||
* @param renderer - Instance to renderer.
|
||||
*/
|
||||
_render(renderer) {
|
||||
const vertices = this.geometry.buffers[0].data;
|
||||
this.shader.batchable && this.drawMode === core.DRAW_MODES.TRIANGLES && vertices.length < _Mesh2.BATCHABLE_SIZE * 2 ? this._renderToBatch(renderer) : this._renderDefault(renderer);
|
||||
}
|
||||
/**
|
||||
* Standard non-batching way of rendering.
|
||||
* @param renderer - Instance to renderer.
|
||||
*/
|
||||
_renderDefault(renderer) {
|
||||
const shader = this.shader;
|
||||
shader.alpha = this.worldAlpha, shader.update && shader.update(), renderer.batch.flush(), shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(!0), renderer.shader.bind(shader), renderer.state.set(this.state), renderer.geometry.bind(this.geometry, shader), renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);
|
||||
}
|
||||
/**
|
||||
* Rendering by using the Batch system.
|
||||
* @param renderer - Instance to renderer.
|
||||
*/
|
||||
_renderToBatch(renderer) {
|
||||
const geometry = this.geometry, shader = this.shader;
|
||||
shader.uvMatrix && (shader.uvMatrix.update(), this.calculateUvs()), this.calculateVertices(), this.indices = geometry.indexBuffer.data, this._tintRGB = shader._tintRGB, this._texture = shader.texture;
|
||||
const pluginName = this.material.pluginName;
|
||||
renderer.batch.setObjectRenderer(renderer.plugins[pluginName]), renderer.plugins[pluginName].render(this);
|
||||
}
|
||||
/** Updates vertexData field based on transform and vertices. */
|
||||
calculateVertices() {
|
||||
const verticesBuffer = this.geometry.buffers[0], vertices = verticesBuffer.data, vertexDirtyId = verticesBuffer._updateID;
|
||||
if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID)
|
||||
return;
|
||||
this._transformID = this.transform._worldID, this.vertexData.length !== vertices.length && (this.vertexData = new Float32Array(vertices.length));
|
||||
const wt = this.transform.worldTransform, a = wt.a, b = wt.b, c = wt.c, d = wt.d, tx = wt.tx, ty = wt.ty, vertexData = this.vertexData;
|
||||
for (let i = 0; i < vertexData.length / 2; i++) {
|
||||
const x = vertices[i * 2], y = vertices[i * 2 + 1];
|
||||
vertexData[i * 2] = a * x + c * y + tx, vertexData[i * 2 + 1] = b * x + d * y + ty;
|
||||
}
|
||||
if (this._roundPixels) {
|
||||
const resolution = core.settings.RESOLUTION;
|
||||
for (let i = 0; i < vertexData.length; ++i)
|
||||
vertexData[i] = Math.round(vertexData[i] * resolution) / resolution;
|
||||
}
|
||||
this.vertexDirty = vertexDirtyId;
|
||||
}
|
||||
/** Updates uv field based on from geometry uv's or batchUvs. */
|
||||
calculateUvs() {
|
||||
const geomUvs = this.geometry.buffers[1], shader = this.shader;
|
||||
shader.uvMatrix.isSimple ? this.uvs = geomUvs.data : (this.batchUvs || (this.batchUvs = new MeshBatchUvs.MeshBatchUvs(geomUvs, shader.uvMatrix)), this.batchUvs.update(), this.uvs = this.batchUvs.data);
|
||||
}
|
||||
/**
|
||||
* Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
|
||||
* there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.
|
||||
*/
|
||||
_calculateBounds() {
|
||||
this.calculateVertices(), this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);
|
||||
}
|
||||
/**
|
||||
* Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.
|
||||
* @param point - The point to test.
|
||||
* @returns - The result of the test.
|
||||
*/
|
||||
containsPoint(point) {
|
||||
if (!this.getBounds().contains(point.x, point.y))
|
||||
return !1;
|
||||
this.worldTransform.applyInverse(point, tempPoint);
|
||||
const vertices = this.geometry.getBuffer("aVertexPosition").data, points = tempPolygon.points, indices = this.geometry.getIndex().data, len = indices.length, step = this.drawMode === 4 ? 3 : 1;
|
||||
for (let i = 0; i + 2 < len; i += step) {
|
||||
const ind0 = indices[i] * 2, ind1 = indices[i + 1] * 2, ind2 = indices[i + 2] * 2;
|
||||
if (points[0] = vertices[ind0], points[1] = vertices[ind0 + 1], points[2] = vertices[ind1], points[3] = vertices[ind1 + 1], points[4] = vertices[ind2], points[5] = vertices[ind2 + 1], tempPolygon.contains(tempPoint.x, tempPoint.y))
|
||||
return !0;
|
||||
}
|
||||
return !1;
|
||||
}
|
||||
destroy(options) {
|
||||
super.destroy(options), this._cachedTexture && (this._cachedTexture.destroy(), this._cachedTexture = null), this.geometry = null, this.shader = null, this.state = null, this.uvs = null, this.indices = null, this.vertexData = null;
|
||||
}
|
||||
};
|
||||
_Mesh.BATCHABLE_SIZE = 100;
|
||||
let Mesh = _Mesh;
|
||||
exports.Mesh = Mesh;
|
||||
//# sourceMappingURL=Mesh.js.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/Mesh.js.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/Mesh.js.map
generated
vendored
Normal file
File diff suppressed because one or more lines are too long
181
resources/app/node_modules/@pixi/mesh/lib/Mesh.mjs
generated
vendored
Normal file
181
resources/app/node_modules/@pixi/mesh/lib/Mesh.mjs
generated
vendored
Normal file
@@ -0,0 +1,181 @@
|
||||
import { Point, Polygon, State, settings, DRAW_MODES } from "@pixi/core";
|
||||
import { Container } from "@pixi/display";
|
||||
import { MeshBatchUvs } from "./MeshBatchUvs.mjs";
|
||||
const tempPoint = new Point(), tempPolygon = new Polygon(), _Mesh = class _Mesh2 extends Container {
|
||||
/**
|
||||
* @param geometry - The geometry the mesh will use.
|
||||
* @param {PIXI.MeshMaterial} shader - The shader the mesh will use.
|
||||
* @param state - The state that the WebGL context is required to be in to render the mesh
|
||||
* if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.
|
||||
* @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants.
|
||||
*/
|
||||
constructor(geometry, shader, state, drawMode = DRAW_MODES.TRIANGLES) {
|
||||
super(), this.geometry = geometry, this.shader = shader, this.state = state || State.for2d(), this.drawMode = drawMode, this.start = 0, this.size = 0, this.uvs = null, this.indices = null, this.vertexData = new Float32Array(1), this.vertexDirty = -1, this._transformID = -1, this._roundPixels = settings.ROUND_PIXELS, this.batchUvs = null;
|
||||
}
|
||||
/**
|
||||
* Includes vertex positions, face indices, normals, colors, UVs, and
|
||||
* custom attributes within buffers, reducing the cost of passing all
|
||||
* this data to the GPU. Can be shared between multiple Mesh objects.
|
||||
*/
|
||||
get geometry() {
|
||||
return this._geometry;
|
||||
}
|
||||
set geometry(value) {
|
||||
this._geometry !== value && (this._geometry && (this._geometry.refCount--, this._geometry.refCount === 0 && this._geometry.dispose()), this._geometry = value, this._geometry && this._geometry.refCount++, this.vertexDirty = -1);
|
||||
}
|
||||
/**
|
||||
* To change mesh uv's, change its uvBuffer data and increment its _updateID.
|
||||
* @readonly
|
||||
*/
|
||||
get uvBuffer() {
|
||||
return this.geometry.buffers[1];
|
||||
}
|
||||
/**
|
||||
* To change mesh vertices, change its uvBuffer data and increment its _updateID.
|
||||
* Incrementing _updateID is optional because most of Mesh objects do it anyway.
|
||||
* @readonly
|
||||
*/
|
||||
get verticesBuffer() {
|
||||
return this.geometry.buffers[0];
|
||||
}
|
||||
/** Alias for {@link PIXI.Mesh#shader}. */
|
||||
set material(value) {
|
||||
this.shader = value;
|
||||
}
|
||||
get material() {
|
||||
return this.shader;
|
||||
}
|
||||
/**
|
||||
* The blend mode to be applied to the Mesh. Apply a value of
|
||||
* `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.
|
||||
* @default PIXI.BLEND_MODES.NORMAL;
|
||||
*/
|
||||
set blendMode(value) {
|
||||
this.state.blendMode = value;
|
||||
}
|
||||
get blendMode() {
|
||||
return this.state.blendMode;
|
||||
}
|
||||
/**
|
||||
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
|
||||
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
|
||||
* The main disadvantage is movement of objects may appear less smooth.
|
||||
* To set the global default, change {@link PIXI.settings.ROUND_PIXELS}
|
||||
* @default false
|
||||
*/
|
||||
set roundPixels(value) {
|
||||
this._roundPixels !== value && (this._transformID = -1), this._roundPixels = value;
|
||||
}
|
||||
get roundPixels() {
|
||||
return this._roundPixels;
|
||||
}
|
||||
/**
|
||||
* The multiply tint applied to the Mesh. This is a hex value. A value of
|
||||
* `0xFFFFFF` will remove any tint effect.
|
||||
*
|
||||
* Null for non-MeshMaterial shaders
|
||||
* @default 0xFFFFFF
|
||||
*/
|
||||
get tint() {
|
||||
return "tint" in this.shader ? this.shader.tint : null;
|
||||
}
|
||||
set tint(value) {
|
||||
this.shader.tint = value;
|
||||
}
|
||||
/**
|
||||
* The tint color as a RGB integer
|
||||
* @ignore
|
||||
*/
|
||||
get tintValue() {
|
||||
return this.shader.tintValue;
|
||||
}
|
||||
/** The texture that the Mesh uses. Null for non-MeshMaterial shaders */
|
||||
get texture() {
|
||||
return "texture" in this.shader ? this.shader.texture : null;
|
||||
}
|
||||
set texture(value) {
|
||||
this.shader.texture = value;
|
||||
}
|
||||
/**
|
||||
* Standard renderer draw.
|
||||
* @param renderer - Instance to renderer.
|
||||
*/
|
||||
_render(renderer) {
|
||||
const vertices = this.geometry.buffers[0].data;
|
||||
this.shader.batchable && this.drawMode === DRAW_MODES.TRIANGLES && vertices.length < _Mesh2.BATCHABLE_SIZE * 2 ? this._renderToBatch(renderer) : this._renderDefault(renderer);
|
||||
}
|
||||
/**
|
||||
* Standard non-batching way of rendering.
|
||||
* @param renderer - Instance to renderer.
|
||||
*/
|
||||
_renderDefault(renderer) {
|
||||
const shader = this.shader;
|
||||
shader.alpha = this.worldAlpha, shader.update && shader.update(), renderer.batch.flush(), shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(!0), renderer.shader.bind(shader), renderer.state.set(this.state), renderer.geometry.bind(this.geometry, shader), renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);
|
||||
}
|
||||
/**
|
||||
* Rendering by using the Batch system.
|
||||
* @param renderer - Instance to renderer.
|
||||
*/
|
||||
_renderToBatch(renderer) {
|
||||
const geometry = this.geometry, shader = this.shader;
|
||||
shader.uvMatrix && (shader.uvMatrix.update(), this.calculateUvs()), this.calculateVertices(), this.indices = geometry.indexBuffer.data, this._tintRGB = shader._tintRGB, this._texture = shader.texture;
|
||||
const pluginName = this.material.pluginName;
|
||||
renderer.batch.setObjectRenderer(renderer.plugins[pluginName]), renderer.plugins[pluginName].render(this);
|
||||
}
|
||||
/** Updates vertexData field based on transform and vertices. */
|
||||
calculateVertices() {
|
||||
const verticesBuffer = this.geometry.buffers[0], vertices = verticesBuffer.data, vertexDirtyId = verticesBuffer._updateID;
|
||||
if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID)
|
||||
return;
|
||||
this._transformID = this.transform._worldID, this.vertexData.length !== vertices.length && (this.vertexData = new Float32Array(vertices.length));
|
||||
const wt = this.transform.worldTransform, a = wt.a, b = wt.b, c = wt.c, d = wt.d, tx = wt.tx, ty = wt.ty, vertexData = this.vertexData;
|
||||
for (let i = 0; i < vertexData.length / 2; i++) {
|
||||
const x = vertices[i * 2], y = vertices[i * 2 + 1];
|
||||
vertexData[i * 2] = a * x + c * y + tx, vertexData[i * 2 + 1] = b * x + d * y + ty;
|
||||
}
|
||||
if (this._roundPixels) {
|
||||
const resolution = settings.RESOLUTION;
|
||||
for (let i = 0; i < vertexData.length; ++i)
|
||||
vertexData[i] = Math.round(vertexData[i] * resolution) / resolution;
|
||||
}
|
||||
this.vertexDirty = vertexDirtyId;
|
||||
}
|
||||
/** Updates uv field based on from geometry uv's or batchUvs. */
|
||||
calculateUvs() {
|
||||
const geomUvs = this.geometry.buffers[1], shader = this.shader;
|
||||
shader.uvMatrix.isSimple ? this.uvs = geomUvs.data : (this.batchUvs || (this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix)), this.batchUvs.update(), this.uvs = this.batchUvs.data);
|
||||
}
|
||||
/**
|
||||
* Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
|
||||
* there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.
|
||||
*/
|
||||
_calculateBounds() {
|
||||
this.calculateVertices(), this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);
|
||||
}
|
||||
/**
|
||||
* Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.
|
||||
* @param point - The point to test.
|
||||
* @returns - The result of the test.
|
||||
*/
|
||||
containsPoint(point) {
|
||||
if (!this.getBounds().contains(point.x, point.y))
|
||||
return !1;
|
||||
this.worldTransform.applyInverse(point, tempPoint);
|
||||
const vertices = this.geometry.getBuffer("aVertexPosition").data, points = tempPolygon.points, indices = this.geometry.getIndex().data, len = indices.length, step = this.drawMode === 4 ? 3 : 1;
|
||||
for (let i = 0; i + 2 < len; i += step) {
|
||||
const ind0 = indices[i] * 2, ind1 = indices[i + 1] * 2, ind2 = indices[i + 2] * 2;
|
||||
if (points[0] = vertices[ind0], points[1] = vertices[ind0 + 1], points[2] = vertices[ind1], points[3] = vertices[ind1 + 1], points[4] = vertices[ind2], points[5] = vertices[ind2 + 1], tempPolygon.contains(tempPoint.x, tempPoint.y))
|
||||
return !0;
|
||||
}
|
||||
return !1;
|
||||
}
|
||||
destroy(options) {
|
||||
super.destroy(options), this._cachedTexture && (this._cachedTexture.destroy(), this._cachedTexture = null), this.geometry = null, this.shader = null, this.state = null, this.uvs = null, this.indices = null, this.vertexData = null;
|
||||
}
|
||||
};
|
||||
_Mesh.BATCHABLE_SIZE = 100;
|
||||
let Mesh = _Mesh;
|
||||
export {
|
||||
Mesh
|
||||
};
|
||||
//# sourceMappingURL=Mesh.mjs.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/Mesh.mjs.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/Mesh.mjs.map
generated
vendored
Normal file
File diff suppressed because one or more lines are too long
23
resources/app/node_modules/@pixi/mesh/lib/MeshBatchUvs.js
generated
vendored
Normal file
23
resources/app/node_modules/@pixi/mesh/lib/MeshBatchUvs.js
generated
vendored
Normal file
@@ -0,0 +1,23 @@
|
||||
"use strict";
|
||||
class MeshBatchUvs {
|
||||
/**
|
||||
* @param uvBuffer - Buffer with normalized uv's
|
||||
* @param uvMatrix - Material UV matrix
|
||||
*/
|
||||
constructor(uvBuffer, uvMatrix) {
|
||||
this.uvBuffer = uvBuffer, this.uvMatrix = uvMatrix, this.data = null, this._bufferUpdateId = -1, this._textureUpdateId = -1, this._updateID = 0;
|
||||
}
|
||||
/**
|
||||
* Updates
|
||||
* @param forceUpdate - force the update
|
||||
*/
|
||||
update(forceUpdate) {
|
||||
if (!forceUpdate && this._bufferUpdateId === this.uvBuffer._updateID && this._textureUpdateId === this.uvMatrix._updateID)
|
||||
return;
|
||||
this._bufferUpdateId = this.uvBuffer._updateID, this._textureUpdateId = this.uvMatrix._updateID;
|
||||
const data = this.uvBuffer.data;
|
||||
(!this.data || this.data.length !== data.length) && (this.data = new Float32Array(data.length)), this.uvMatrix.multiplyUvs(data, this.data), this._updateID++;
|
||||
}
|
||||
}
|
||||
exports.MeshBatchUvs = MeshBatchUvs;
|
||||
//# sourceMappingURL=MeshBatchUvs.js.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/MeshBatchUvs.js.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/MeshBatchUvs.js.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"MeshBatchUvs.js","sources":["../src/MeshBatchUvs.ts"],"sourcesContent":["import type { Buffer, TextureMatrix } from '@pixi/core';\n\n/**\n * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.\n * @memberof PIXI\n */\nexport class MeshBatchUvs\n{\n /** UV Buffer data. */\n public readonly data: Float32Array;\n\n /** Buffer with normalized UV's. */\n public uvBuffer: Buffer;\n\n /** Material UV matrix. */\n public uvMatrix: TextureMatrix;\n\n private _bufferUpdateId: number;\n private _textureUpdateId: number;\n\n // Internal-only properties\n _updateID: number;\n\n /**\n * @param uvBuffer - Buffer with normalized uv's\n * @param uvMatrix - Material UV matrix\n */\n constructor(uvBuffer: Buffer, uvMatrix: TextureMatrix)\n {\n this.uvBuffer = uvBuffer;\n this.uvMatrix = uvMatrix;\n this.data = null;\n\n this._bufferUpdateId = -1;\n this._textureUpdateId = -1;\n this._updateID = 0;\n }\n\n /**\n * Updates\n * @param forceUpdate - force the update\n */\n public update(forceUpdate?: boolean): void\n {\n if (!forceUpdate\n && this._bufferUpdateId === this.uvBuffer._updateID\n && this._textureUpdateId === this.uvMatrix._updateID\n )\n {\n return;\n }\n\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n\n const data = this.uvBuffer.data as Float32Array;\n\n if (!this.data || this.data.length !== data.length)\n {\n (this.data as any) = new Float32Array(data.length);\n }\n\n this.uvMatrix.multiplyUvs(data, this.data);\n\n this._updateID++;\n }\n}\n"],"names":[],"mappings":";AAMO,MAAM,aACb;AAAA;AAAA;AAAA;AAAA;AAAA,EAoBI,YAAY,UAAkB,UAC9B;AACI,SAAK,WAAW,UAChB,KAAK,WAAW,UAChB,KAAK,OAAO,MAEZ,KAAK,kBAAkB,IACvB,KAAK,mBAAmB,IACxB,KAAK,YAAY;AAAA,EACrB;AAAA;AAAA;AAAA;AAAA;AAAA,EAMO,OAAO,aACd;AACQ,QAAA,CAAC,eACE,KAAK,oBAAoB,KAAK,SAAS,aACvC,KAAK,qBAAqB,KAAK,SAAS;AAG3C;AAGJ,SAAK,kBAAkB,KAAK,SAAS,WACrC,KAAK,mBAAmB,KAAK,SAAS;AAEhC,UAAA,OAAO,KAAK,SAAS;AAEvB,KAAA,CAAC,KAAK,QAAQ,KAAK,KAAK,WAAW,KAAK,YAEvC,KAAK,OAAe,IAAI,aAAa,KAAK,MAAM,IAGrD,KAAK,SAAS,YAAY,MAAM,KAAK,IAAI,GAEzC,KAAK;AAAA,EACT;AACJ;;"}
|
||||
24
resources/app/node_modules/@pixi/mesh/lib/MeshBatchUvs.mjs
generated
vendored
Normal file
24
resources/app/node_modules/@pixi/mesh/lib/MeshBatchUvs.mjs
generated
vendored
Normal file
@@ -0,0 +1,24 @@
|
||||
class MeshBatchUvs {
|
||||
/**
|
||||
* @param uvBuffer - Buffer with normalized uv's
|
||||
* @param uvMatrix - Material UV matrix
|
||||
*/
|
||||
constructor(uvBuffer, uvMatrix) {
|
||||
this.uvBuffer = uvBuffer, this.uvMatrix = uvMatrix, this.data = null, this._bufferUpdateId = -1, this._textureUpdateId = -1, this._updateID = 0;
|
||||
}
|
||||
/**
|
||||
* Updates
|
||||
* @param forceUpdate - force the update
|
||||
*/
|
||||
update(forceUpdate) {
|
||||
if (!forceUpdate && this._bufferUpdateId === this.uvBuffer._updateID && this._textureUpdateId === this.uvMatrix._updateID)
|
||||
return;
|
||||
this._bufferUpdateId = this.uvBuffer._updateID, this._textureUpdateId = this.uvMatrix._updateID;
|
||||
const data = this.uvBuffer.data;
|
||||
(!this.data || this.data.length !== data.length) && (this.data = new Float32Array(data.length)), this.uvMatrix.multiplyUvs(data, this.data), this._updateID++;
|
||||
}
|
||||
}
|
||||
export {
|
||||
MeshBatchUvs
|
||||
};
|
||||
//# sourceMappingURL=MeshBatchUvs.mjs.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/MeshBatchUvs.mjs.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/MeshBatchUvs.mjs.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"MeshBatchUvs.mjs","sources":["../src/MeshBatchUvs.ts"],"sourcesContent":["import type { Buffer, TextureMatrix } from '@pixi/core';\n\n/**\n * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.\n * @memberof PIXI\n */\nexport class MeshBatchUvs\n{\n /** UV Buffer data. */\n public readonly data: Float32Array;\n\n /** Buffer with normalized UV's. */\n public uvBuffer: Buffer;\n\n /** Material UV matrix. */\n public uvMatrix: TextureMatrix;\n\n private _bufferUpdateId: number;\n private _textureUpdateId: number;\n\n // Internal-only properties\n _updateID: number;\n\n /**\n * @param uvBuffer - Buffer with normalized uv's\n * @param uvMatrix - Material UV matrix\n */\n constructor(uvBuffer: Buffer, uvMatrix: TextureMatrix)\n {\n this.uvBuffer = uvBuffer;\n this.uvMatrix = uvMatrix;\n this.data = null;\n\n this._bufferUpdateId = -1;\n this._textureUpdateId = -1;\n this._updateID = 0;\n }\n\n /**\n * Updates\n * @param forceUpdate - force the update\n */\n public update(forceUpdate?: boolean): void\n {\n if (!forceUpdate\n && this._bufferUpdateId === this.uvBuffer._updateID\n && this._textureUpdateId === this.uvMatrix._updateID\n )\n {\n return;\n }\n\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n\n const data = this.uvBuffer.data as Float32Array;\n\n if (!this.data || this.data.length !== data.length)\n {\n (this.data as any) = new Float32Array(data.length);\n }\n\n this.uvMatrix.multiplyUvs(data, this.data);\n\n this._updateID++;\n }\n}\n"],"names":[],"mappings":"AAMO,MAAM,aACb;AAAA;AAAA;AAAA;AAAA;AAAA,EAoBI,YAAY,UAAkB,UAC9B;AACI,SAAK,WAAW,UAChB,KAAK,WAAW,UAChB,KAAK,OAAO,MAEZ,KAAK,kBAAkB,IACvB,KAAK,mBAAmB,IACxB,KAAK,YAAY;AAAA,EACrB;AAAA;AAAA;AAAA;AAAA;AAAA,EAMO,OAAO,aACd;AACQ,QAAA,CAAC,eACE,KAAK,oBAAoB,KAAK,SAAS,aACvC,KAAK,qBAAqB,KAAK,SAAS;AAG3C;AAGJ,SAAK,kBAAkB,KAAK,SAAS,WACrC,KAAK,mBAAmB,KAAK,SAAS;AAEhC,UAAA,OAAO,KAAK,SAAS;AAEvB,KAAA,CAAC,KAAK,QAAQ,KAAK,KAAK,WAAW,KAAK,YAEvC,KAAK,OAAe,IAAI,aAAa,KAAK,MAAM,IAGrD,KAAK,SAAS,YAAY,MAAM,KAAK,IAAI,GAEzC,KAAK;AAAA,EACT;AACJ;"}
|
||||
24
resources/app/node_modules/@pixi/mesh/lib/MeshGeometry.js
generated
vendored
Normal file
24
resources/app/node_modules/@pixi/mesh/lib/MeshGeometry.js
generated
vendored
Normal file
@@ -0,0 +1,24 @@
|
||||
"use strict";
|
||||
var core = require("@pixi/core");
|
||||
class MeshGeometry extends core.Geometry {
|
||||
/**
|
||||
* @param {Float32Array|number[]} [vertices] - Positional data on geometry.
|
||||
* @param {Float32Array|number[]} [uvs] - Texture UVs.
|
||||
* @param {Uint16Array|number[]} [index] - IndexBuffer
|
||||
*/
|
||||
constructor(vertices, uvs, index) {
|
||||
super();
|
||||
const verticesBuffer = new core.Buffer(vertices), uvsBuffer = new core.Buffer(uvs, !0), indexBuffer = new core.Buffer(index, !0, !0);
|
||||
this.addAttribute("aVertexPosition", verticesBuffer, 2, !1, core.TYPES.FLOAT).addAttribute("aTextureCoord", uvsBuffer, 2, !1, core.TYPES.FLOAT).addIndex(indexBuffer), this._updateId = -1;
|
||||
}
|
||||
/**
|
||||
* If the vertex position is updated.
|
||||
* @readonly
|
||||
* @private
|
||||
*/
|
||||
get vertexDirtyId() {
|
||||
return this.buffers[0]._updateID;
|
||||
}
|
||||
}
|
||||
exports.MeshGeometry = MeshGeometry;
|
||||
//# sourceMappingURL=MeshGeometry.js.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/MeshGeometry.js.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/MeshGeometry.js.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"MeshGeometry.js","sources":["../src/MeshGeometry.ts"],"sourcesContent":["import { Buffer, Geometry, TYPES } from '@pixi/core';\n\nimport type { IArrayBuffer } from '@pixi/core';\n\n/**\n * Standard 2D geometry used in PixiJS.\n *\n * Geometry can be defined without passing in a style or data if required.\n * @example\n * import { Geometry } from 'pixi.js';\n *\n * const geometry = new Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0, 0, 1, 0, 1, 1, 0, 1], 2);\n * geometry.addIndex([0, 1, 2, 1, 3, 2]);\n * @memberof PIXI\n */\nexport class MeshGeometry extends Geometry\n{\n // Internal-only properties\n /**\n * Dirty flag to limit update calls on Mesh. For example,\n * limiting updates on a single Mesh instance with a shared Geometry\n * within the render loop.\n * @private\n * @default -1\n */\n _updateId: number;\n\n /**\n * @param {Float32Array|number[]} [vertices] - Positional data on geometry.\n * @param {Float32Array|number[]} [uvs] - Texture UVs.\n * @param {Uint16Array|number[]} [index] - IndexBuffer\n */\n constructor(vertices?: IArrayBuffer, uvs?: IArrayBuffer, index?: IArrayBuffer)\n {\n super();\n\n const verticesBuffer = new Buffer(vertices);\n const uvsBuffer = new Buffer(uvs, true);\n const indexBuffer = new Buffer(index, true, true);\n\n this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)\n .addIndex(indexBuffer);\n\n this._updateId = -1;\n }\n\n /**\n * If the vertex position is updated.\n * @readonly\n * @private\n */\n get vertexDirtyId(): number\n {\n return this.buffers[0]._updateID;\n }\n}\n"],"names":["Geometry","Buffer","TYPES"],"mappings":";;AAkBO,MAAM,qBAAqBA,KAAAA,SAClC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAgBI,YAAY,UAAyB,KAAoB,OACzD;AACU;AAEN,UAAM,iBAAiB,IAAIC,YAAO,QAAQ,GACpC,YAAY,IAAIA,KAAAA,OAAO,KAAK,EAAI,GAChC,cAAc,IAAIA,KAAO,OAAA,OAAO,IAAM,EAAI;AAE3C,SAAA,aAAa,mBAAmB,gBAAgB,GAAG,IAAOC,WAAM,KAAK,EACrE,aAAa,iBAAiB,WAAW,GAAG,IAAOA,WAAM,KAAK,EAC9D,SAAS,WAAW,GAEzB,KAAK,YAAY;AAAA,EACrB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOA,IAAI,gBACJ;AACW,WAAA,KAAK,QAAQ,CAAC,EAAE;AAAA,EAC3B;AACJ;;"}
|
||||
25
resources/app/node_modules/@pixi/mesh/lib/MeshGeometry.mjs
generated
vendored
Normal file
25
resources/app/node_modules/@pixi/mesh/lib/MeshGeometry.mjs
generated
vendored
Normal file
@@ -0,0 +1,25 @@
|
||||
import { Geometry, Buffer, TYPES } from "@pixi/core";
|
||||
class MeshGeometry extends Geometry {
|
||||
/**
|
||||
* @param {Float32Array|number[]} [vertices] - Positional data on geometry.
|
||||
* @param {Float32Array|number[]} [uvs] - Texture UVs.
|
||||
* @param {Uint16Array|number[]} [index] - IndexBuffer
|
||||
*/
|
||||
constructor(vertices, uvs, index) {
|
||||
super();
|
||||
const verticesBuffer = new Buffer(vertices), uvsBuffer = new Buffer(uvs, !0), indexBuffer = new Buffer(index, !0, !0);
|
||||
this.addAttribute("aVertexPosition", verticesBuffer, 2, !1, TYPES.FLOAT).addAttribute("aTextureCoord", uvsBuffer, 2, !1, TYPES.FLOAT).addIndex(indexBuffer), this._updateId = -1;
|
||||
}
|
||||
/**
|
||||
* If the vertex position is updated.
|
||||
* @readonly
|
||||
* @private
|
||||
*/
|
||||
get vertexDirtyId() {
|
||||
return this.buffers[0]._updateID;
|
||||
}
|
||||
}
|
||||
export {
|
||||
MeshGeometry
|
||||
};
|
||||
//# sourceMappingURL=MeshGeometry.mjs.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/MeshGeometry.mjs.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/MeshGeometry.mjs.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"MeshGeometry.mjs","sources":["../src/MeshGeometry.ts"],"sourcesContent":["import { Buffer, Geometry, TYPES } from '@pixi/core';\n\nimport type { IArrayBuffer } from '@pixi/core';\n\n/**\n * Standard 2D geometry used in PixiJS.\n *\n * Geometry can be defined without passing in a style or data if required.\n * @example\n * import { Geometry } from 'pixi.js';\n *\n * const geometry = new Geometry();\n *\n * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);\n * geometry.addAttribute('uvs', [0, 0, 1, 0, 1, 1, 0, 1], 2);\n * geometry.addIndex([0, 1, 2, 1, 3, 2]);\n * @memberof PIXI\n */\nexport class MeshGeometry extends Geometry\n{\n // Internal-only properties\n /**\n * Dirty flag to limit update calls on Mesh. For example,\n * limiting updates on a single Mesh instance with a shared Geometry\n * within the render loop.\n * @private\n * @default -1\n */\n _updateId: number;\n\n /**\n * @param {Float32Array|number[]} [vertices] - Positional data on geometry.\n * @param {Float32Array|number[]} [uvs] - Texture UVs.\n * @param {Uint16Array|number[]} [index] - IndexBuffer\n */\n constructor(vertices?: IArrayBuffer, uvs?: IArrayBuffer, index?: IArrayBuffer)\n {\n super();\n\n const verticesBuffer = new Buffer(vertices);\n const uvsBuffer = new Buffer(uvs, true);\n const indexBuffer = new Buffer(index, true, true);\n\n this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)\n .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)\n .addIndex(indexBuffer);\n\n this._updateId = -1;\n }\n\n /**\n * If the vertex position is updated.\n * @readonly\n * @private\n */\n get vertexDirtyId(): number\n {\n return this.buffers[0]._updateID;\n }\n}\n"],"names":[],"mappings":";AAkBO,MAAM,qBAAqB,SAClC;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAgBI,YAAY,UAAyB,KAAoB,OACzD;AACU;AAEN,UAAM,iBAAiB,IAAI,OAAO,QAAQ,GACpC,YAAY,IAAI,OAAO,KAAK,EAAI,GAChC,cAAc,IAAI,OAAO,OAAO,IAAM,EAAI;AAE3C,SAAA,aAAa,mBAAmB,gBAAgB,GAAG,IAAO,MAAM,KAAK,EACrE,aAAa,iBAAiB,WAAW,GAAG,IAAO,MAAM,KAAK,EAC9D,SAAS,WAAW,GAEzB,KAAK,YAAY;AAAA,EACrB;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAOA,IAAI,gBACJ;AACW,WAAA,KAAK,QAAQ,CAAC,EAAE;AAAA,EAC3B;AACJ;"}
|
||||
71
resources/app/node_modules/@pixi/mesh/lib/MeshMaterial.js
generated
vendored
Normal file
71
resources/app/node_modules/@pixi/mesh/lib/MeshMaterial.js
generated
vendored
Normal file
@@ -0,0 +1,71 @@
|
||||
"use strict";
|
||||
var core = require("@pixi/core"), mesh$1 = require("./shader/mesh.frag.js"), mesh = require("./shader/mesh.vert.js");
|
||||
class MeshMaterial extends core.Shader {
|
||||
/**
|
||||
* @param uSampler - Texture that material uses to render.
|
||||
* @param options - Additional options
|
||||
* @param {number} [options.alpha=1] - Default alpha.
|
||||
* @param {PIXI.ColorSource} [options.tint=0xFFFFFF] - Default tint.
|
||||
* @param {string} [options.pluginName='batch'] - Renderer plugin for batching.
|
||||
* @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.
|
||||
* @param {object} [options.uniforms] - Custom uniforms.
|
||||
*/
|
||||
constructor(uSampler, options) {
|
||||
const uniforms = {
|
||||
uSampler,
|
||||
alpha: 1,
|
||||
uTextureMatrix: core.Matrix.IDENTITY,
|
||||
uColor: new Float32Array([1, 1, 1, 1])
|
||||
};
|
||||
options = Object.assign({
|
||||
tint: 16777215,
|
||||
alpha: 1,
|
||||
pluginName: "batch"
|
||||
}, options), options.uniforms && Object.assign(uniforms, options.uniforms), super(options.program || core.Program.from(mesh.default, mesh$1.default), uniforms), this._colorDirty = !1, this.uvMatrix = new core.TextureMatrix(uSampler), this.batchable = options.program === void 0, this.pluginName = options.pluginName, this._tintColor = new core.Color(options.tint), this._tintRGB = this._tintColor.toLittleEndianNumber(), this._colorDirty = !0, this.alpha = options.alpha;
|
||||
}
|
||||
/** Reference to the texture being rendered. */
|
||||
get texture() {
|
||||
return this.uniforms.uSampler;
|
||||
}
|
||||
set texture(value) {
|
||||
this.uniforms.uSampler !== value && (!this.uniforms.uSampler.baseTexture.alphaMode != !value.baseTexture.alphaMode && (this._colorDirty = !0), this.uniforms.uSampler = value, this.uvMatrix.texture = value);
|
||||
}
|
||||
/**
|
||||
* This gets automatically set by the object using this.
|
||||
* @default 1
|
||||
*/
|
||||
set alpha(value) {
|
||||
value !== this._alpha && (this._alpha = value, this._colorDirty = !0);
|
||||
}
|
||||
get alpha() {
|
||||
return this._alpha;
|
||||
}
|
||||
/**
|
||||
* Multiply tint for the material.
|
||||
* @default 0xFFFFFF
|
||||
*/
|
||||
set tint(value) {
|
||||
value !== this.tint && (this._tintColor.setValue(value), this._tintRGB = this._tintColor.toLittleEndianNumber(), this._colorDirty = !0);
|
||||
}
|
||||
get tint() {
|
||||
return this._tintColor.value;
|
||||
}
|
||||
/**
|
||||
* Get the internal number from tint color
|
||||
* @ignore
|
||||
*/
|
||||
get tintValue() {
|
||||
return this._tintColor.toNumber();
|
||||
}
|
||||
/** Gets called automatically by the Mesh. Intended to be overridden for custom {@link PIXI.MeshMaterial} objects. */
|
||||
update() {
|
||||
if (this._colorDirty) {
|
||||
this._colorDirty = !1;
|
||||
const applyToChannels = this.texture.baseTexture.alphaMode;
|
||||
core.Color.shared.setValue(this._tintColor).premultiply(this._alpha, applyToChannels).toArray(this.uniforms.uColor);
|
||||
}
|
||||
this.uvMatrix.update() && (this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord);
|
||||
}
|
||||
}
|
||||
exports.MeshMaterial = MeshMaterial;
|
||||
//# sourceMappingURL=MeshMaterial.js.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/MeshMaterial.js.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/MeshMaterial.js.map
generated
vendored
Normal file
File diff suppressed because one or more lines are too long
74
resources/app/node_modules/@pixi/mesh/lib/MeshMaterial.mjs
generated
vendored
Normal file
74
resources/app/node_modules/@pixi/mesh/lib/MeshMaterial.mjs
generated
vendored
Normal file
@@ -0,0 +1,74 @@
|
||||
import { Shader, Matrix, Program, TextureMatrix, Color } from "@pixi/core";
|
||||
import fragment from "./shader/mesh.frag.mjs";
|
||||
import vertex from "./shader/mesh.vert.mjs";
|
||||
class MeshMaterial extends Shader {
|
||||
/**
|
||||
* @param uSampler - Texture that material uses to render.
|
||||
* @param options - Additional options
|
||||
* @param {number} [options.alpha=1] - Default alpha.
|
||||
* @param {PIXI.ColorSource} [options.tint=0xFFFFFF] - Default tint.
|
||||
* @param {string} [options.pluginName='batch'] - Renderer plugin for batching.
|
||||
* @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.
|
||||
* @param {object} [options.uniforms] - Custom uniforms.
|
||||
*/
|
||||
constructor(uSampler, options) {
|
||||
const uniforms = {
|
||||
uSampler,
|
||||
alpha: 1,
|
||||
uTextureMatrix: Matrix.IDENTITY,
|
||||
uColor: new Float32Array([1, 1, 1, 1])
|
||||
};
|
||||
options = Object.assign({
|
||||
tint: 16777215,
|
||||
alpha: 1,
|
||||
pluginName: "batch"
|
||||
}, options), options.uniforms && Object.assign(uniforms, options.uniforms), super(options.program || Program.from(vertex, fragment), uniforms), this._colorDirty = !1, this.uvMatrix = new TextureMatrix(uSampler), this.batchable = options.program === void 0, this.pluginName = options.pluginName, this._tintColor = new Color(options.tint), this._tintRGB = this._tintColor.toLittleEndianNumber(), this._colorDirty = !0, this.alpha = options.alpha;
|
||||
}
|
||||
/** Reference to the texture being rendered. */
|
||||
get texture() {
|
||||
return this.uniforms.uSampler;
|
||||
}
|
||||
set texture(value) {
|
||||
this.uniforms.uSampler !== value && (!this.uniforms.uSampler.baseTexture.alphaMode != !value.baseTexture.alphaMode && (this._colorDirty = !0), this.uniforms.uSampler = value, this.uvMatrix.texture = value);
|
||||
}
|
||||
/**
|
||||
* This gets automatically set by the object using this.
|
||||
* @default 1
|
||||
*/
|
||||
set alpha(value) {
|
||||
value !== this._alpha && (this._alpha = value, this._colorDirty = !0);
|
||||
}
|
||||
get alpha() {
|
||||
return this._alpha;
|
||||
}
|
||||
/**
|
||||
* Multiply tint for the material.
|
||||
* @default 0xFFFFFF
|
||||
*/
|
||||
set tint(value) {
|
||||
value !== this.tint && (this._tintColor.setValue(value), this._tintRGB = this._tintColor.toLittleEndianNumber(), this._colorDirty = !0);
|
||||
}
|
||||
get tint() {
|
||||
return this._tintColor.value;
|
||||
}
|
||||
/**
|
||||
* Get the internal number from tint color
|
||||
* @ignore
|
||||
*/
|
||||
get tintValue() {
|
||||
return this._tintColor.toNumber();
|
||||
}
|
||||
/** Gets called automatically by the Mesh. Intended to be overridden for custom {@link PIXI.MeshMaterial} objects. */
|
||||
update() {
|
||||
if (this._colorDirty) {
|
||||
this._colorDirty = !1;
|
||||
const applyToChannels = this.texture.baseTexture.alphaMode;
|
||||
Color.shared.setValue(this._tintColor).premultiply(this._alpha, applyToChannels).toArray(this.uniforms.uColor);
|
||||
}
|
||||
this.uvMatrix.update() && (this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord);
|
||||
}
|
||||
}
|
||||
export {
|
||||
MeshMaterial
|
||||
};
|
||||
//# sourceMappingURL=MeshMaterial.mjs.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/MeshMaterial.mjs.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/MeshMaterial.mjs.map
generated
vendored
Normal file
File diff suppressed because one or more lines are too long
7
resources/app/node_modules/@pixi/mesh/lib/index.js
generated
vendored
Normal file
7
resources/app/node_modules/@pixi/mesh/lib/index.js
generated
vendored
Normal file
@@ -0,0 +1,7 @@
|
||||
"use strict";
|
||||
var Mesh = require("./Mesh.js"), MeshBatchUvs = require("./MeshBatchUvs.js"), MeshGeometry = require("./MeshGeometry.js"), MeshMaterial = require("./MeshMaterial.js");
|
||||
exports.Mesh = Mesh.Mesh;
|
||||
exports.MeshBatchUvs = MeshBatchUvs.MeshBatchUvs;
|
||||
exports.MeshGeometry = MeshGeometry.MeshGeometry;
|
||||
exports.MeshMaterial = MeshMaterial.MeshMaterial;
|
||||
//# sourceMappingURL=index.js.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/index.js.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/index.js.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;"}
|
||||
11
resources/app/node_modules/@pixi/mesh/lib/index.mjs
generated
vendored
Normal file
11
resources/app/node_modules/@pixi/mesh/lib/index.mjs
generated
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
import { Mesh } from "./Mesh.mjs";
|
||||
import { MeshBatchUvs } from "./MeshBatchUvs.mjs";
|
||||
import { MeshGeometry } from "./MeshGeometry.mjs";
|
||||
import { MeshMaterial } from "./MeshMaterial.mjs";
|
||||
export {
|
||||
Mesh,
|
||||
MeshBatchUvs,
|
||||
MeshGeometry,
|
||||
MeshMaterial
|
||||
};
|
||||
//# sourceMappingURL=index.mjs.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/index.mjs.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/index.mjs.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"index.mjs","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;"}
|
||||
14
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.frag.js
generated
vendored
Normal file
14
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.frag.js
generated
vendored
Normal file
@@ -0,0 +1,14 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: !0 });
|
||||
var fragment = `varying vec2 vTextureCoord;
|
||||
uniform vec4 uColor;
|
||||
|
||||
uniform sampler2D uSampler;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;
|
||||
}
|
||||
`;
|
||||
exports.default = fragment;
|
||||
//# sourceMappingURL=mesh.frag.js.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.frag.js.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.frag.js.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"mesh.frag.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;"}
|
||||
14
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.frag.mjs
generated
vendored
Normal file
14
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.frag.mjs
generated
vendored
Normal file
@@ -0,0 +1,14 @@
|
||||
var fragment = `varying vec2 vTextureCoord;
|
||||
uniform vec4 uColor;
|
||||
|
||||
uniform sampler2D uSampler;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;
|
||||
}
|
||||
`;
|
||||
export {
|
||||
fragment as default
|
||||
};
|
||||
//# sourceMappingURL=mesh.frag.mjs.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.frag.mjs.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.frag.mjs.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"mesh.frag.mjs","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;"}
|
||||
20
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.vert.js
generated
vendored
Normal file
20
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.vert.js
generated
vendored
Normal file
@@ -0,0 +1,20 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: !0 });
|
||||
var vertex = `attribute vec2 aVertexPosition;
|
||||
attribute vec2 aTextureCoord;
|
||||
|
||||
uniform mat3 projectionMatrix;
|
||||
uniform mat3 translationMatrix;
|
||||
uniform mat3 uTextureMatrix;
|
||||
|
||||
varying vec2 vTextureCoord;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
|
||||
|
||||
vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;
|
||||
}
|
||||
`;
|
||||
exports.default = vertex;
|
||||
//# sourceMappingURL=mesh.vert.js.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.vert.js.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.vert.js.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"mesh.vert.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;"}
|
||||
20
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.vert.mjs
generated
vendored
Normal file
20
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.vert.mjs
generated
vendored
Normal file
@@ -0,0 +1,20 @@
|
||||
var vertex = `attribute vec2 aVertexPosition;
|
||||
attribute vec2 aTextureCoord;
|
||||
|
||||
uniform mat3 projectionMatrix;
|
||||
uniform mat3 translationMatrix;
|
||||
uniform mat3 uTextureMatrix;
|
||||
|
||||
varying vec2 vTextureCoord;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
|
||||
|
||||
vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;
|
||||
}
|
||||
`;
|
||||
export {
|
||||
vertex as default
|
||||
};
|
||||
//# sourceMappingURL=mesh.vert.mjs.map
|
||||
1
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.vert.mjs.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/mesh/lib/shader/mesh.vert.mjs.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"mesh.vert.mjs","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;"}
|
||||
38
resources/app/node_modules/@pixi/mesh/package.json
generated
vendored
Normal file
38
resources/app/node_modules/@pixi/mesh/package.json
generated
vendored
Normal file
@@ -0,0 +1,38 @@
|
||||
{
|
||||
"name": "@pixi/mesh",
|
||||
"version": "7.4.2",
|
||||
"main": "lib/index.js",
|
||||
"module": "lib/index.mjs",
|
||||
"types": "lib/index.d.ts",
|
||||
"exports": {
|
||||
".": {
|
||||
"import": {
|
||||
"types": "./lib/index.d.ts",
|
||||
"default": "./lib/index.mjs"
|
||||
},
|
||||
"require": {
|
||||
"types": "./lib/index.d.ts",
|
||||
"default": "./lib/index.js"
|
||||
}
|
||||
}
|
||||
},
|
||||
"description": "Core Mesh functionality",
|
||||
"author": "Mat Groves",
|
||||
"homepage": "http://pixijs.com/",
|
||||
"license": "MIT",
|
||||
"repository": {
|
||||
"type": "git",
|
||||
"url": "https://github.com/pixijs/pixijs.git"
|
||||
},
|
||||
"publishConfig": {
|
||||
"access": "public"
|
||||
},
|
||||
"files": [
|
||||
"lib",
|
||||
"*.d.ts"
|
||||
],
|
||||
"peerDependencies": {
|
||||
"@pixi/core": "7.4.2",
|
||||
"@pixi/display": "7.4.2"
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user