Initial
This commit is contained in:
113
resources/app/node_modules/@pixi/particle-container/lib/ParticleBuffer.js
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113
resources/app/node_modules/@pixi/particle-container/lib/ParticleBuffer.js
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"use strict";
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var core = require("@pixi/core");
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class ParticleBuffer {
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/**
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* @param {object} properties - The properties to upload.
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* @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.
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* @param {number} size - The size of the batch.
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*/
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constructor(properties, dynamicPropertyFlags, size) {
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this.geometry = new core.Geometry(), this.indexBuffer = null, this.size = size, this.dynamicProperties = [], this.staticProperties = [];
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for (let i = 0; i < properties.length; ++i) {
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let property = properties[i];
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property = {
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attributeName: property.attributeName,
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size: property.size,
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uploadFunction: property.uploadFunction,
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type: property.type || core.TYPES.FLOAT,
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offset: property.offset
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}, dynamicPropertyFlags[i] ? this.dynamicProperties.push(property) : this.staticProperties.push(property);
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}
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this.staticStride = 0, this.staticBuffer = null, this.staticData = null, this.staticDataUint32 = null, this.dynamicStride = 0, this.dynamicBuffer = null, this.dynamicData = null, this.dynamicDataUint32 = null, this._updateID = 0, this.initBuffers();
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}
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/** Sets up the renderer context and necessary buffers. */
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initBuffers() {
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const geometry = this.geometry;
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let dynamicOffset = 0;
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this.indexBuffer = new core.Buffer(core.utils.createIndicesForQuads(this.size), !0, !0), geometry.addIndex(this.indexBuffer), this.dynamicStride = 0;
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for (let i = 0; i < this.dynamicProperties.length; ++i) {
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const property = this.dynamicProperties[i];
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property.offset = dynamicOffset, dynamicOffset += property.size, this.dynamicStride += property.size;
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}
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const dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);
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this.dynamicData = new Float32Array(dynBuffer), this.dynamicDataUint32 = new Uint32Array(dynBuffer), this.dynamicBuffer = new core.Buffer(this.dynamicData, !1, !1);
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let staticOffset = 0;
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this.staticStride = 0;
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for (let i = 0; i < this.staticProperties.length; ++i) {
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const property = this.staticProperties[i];
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property.offset = staticOffset, staticOffset += property.size, this.staticStride += property.size;
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}
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const statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);
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this.staticData = new Float32Array(statBuffer), this.staticDataUint32 = new Uint32Array(statBuffer), this.staticBuffer = new core.Buffer(this.staticData, !0, !1);
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for (let i = 0; i < this.dynamicProperties.length; ++i) {
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const property = this.dynamicProperties[i];
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geometry.addAttribute(
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property.attributeName,
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this.dynamicBuffer,
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0,
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property.type === core.TYPES.UNSIGNED_BYTE,
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property.type,
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this.dynamicStride * 4,
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property.offset * 4
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);
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}
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for (let i = 0; i < this.staticProperties.length; ++i) {
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const property = this.staticProperties[i];
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geometry.addAttribute(
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property.attributeName,
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this.staticBuffer,
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0,
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property.type === core.TYPES.UNSIGNED_BYTE,
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property.type,
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this.staticStride * 4,
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property.offset * 4
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);
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}
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}
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/**
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* Uploads the dynamic properties.
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* @param children - The children to upload.
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* @param startIndex - The index to start at.
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* @param amount - The number to upload.
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*/
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uploadDynamic(children, startIndex, amount) {
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for (let i = 0; i < this.dynamicProperties.length; i++) {
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const property = this.dynamicProperties[i];
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property.uploadFunction(
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children,
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startIndex,
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amount,
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property.type === core.TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData,
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this.dynamicStride,
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property.offset
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);
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}
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this.dynamicBuffer._updateID++;
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}
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/**
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* Uploads the static properties.
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* @param children - The children to upload.
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* @param startIndex - The index to start at.
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* @param amount - The number to upload.
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*/
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uploadStatic(children, startIndex, amount) {
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for (let i = 0; i < this.staticProperties.length; i++) {
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const property = this.staticProperties[i];
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property.uploadFunction(
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children,
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startIndex,
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amount,
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property.type === core.TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData,
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this.staticStride,
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property.offset
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);
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}
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this.staticBuffer._updateID++;
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}
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/** Destroys the ParticleBuffer. */
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destroy() {
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this.indexBuffer = null, this.dynamicProperties = null, this.dynamicBuffer = null, this.dynamicData = null, this.dynamicDataUint32 = null, this.staticProperties = null, this.staticBuffer = null, this.staticData = null, this.staticDataUint32 = null, this.geometry.destroy();
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}
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}
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exports.ParticleBuffer = ParticleBuffer;
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//# sourceMappingURL=ParticleBuffer.js.map
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1
resources/app/node_modules/@pixi/particle-container/lib/ParticleBuffer.js.map
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1
resources/app/node_modules/@pixi/particle-container/lib/ParticleBuffer.js.map
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114
resources/app/node_modules/@pixi/particle-container/lib/ParticleBuffer.mjs
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resources/app/node_modules/@pixi/particle-container/lib/ParticleBuffer.mjs
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import { Geometry, TYPES, Buffer, utils } from "@pixi/core";
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class ParticleBuffer {
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/**
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* @param {object} properties - The properties to upload.
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* @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.
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* @param {number} size - The size of the batch.
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*/
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constructor(properties, dynamicPropertyFlags, size) {
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this.geometry = new Geometry(), this.indexBuffer = null, this.size = size, this.dynamicProperties = [], this.staticProperties = [];
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for (let i = 0; i < properties.length; ++i) {
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let property = properties[i];
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property = {
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attributeName: property.attributeName,
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size: property.size,
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uploadFunction: property.uploadFunction,
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type: property.type || TYPES.FLOAT,
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offset: property.offset
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}, dynamicPropertyFlags[i] ? this.dynamicProperties.push(property) : this.staticProperties.push(property);
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}
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this.staticStride = 0, this.staticBuffer = null, this.staticData = null, this.staticDataUint32 = null, this.dynamicStride = 0, this.dynamicBuffer = null, this.dynamicData = null, this.dynamicDataUint32 = null, this._updateID = 0, this.initBuffers();
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}
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/** Sets up the renderer context and necessary buffers. */
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initBuffers() {
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const geometry = this.geometry;
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let dynamicOffset = 0;
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this.indexBuffer = new Buffer(utils.createIndicesForQuads(this.size), !0, !0), geometry.addIndex(this.indexBuffer), this.dynamicStride = 0;
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for (let i = 0; i < this.dynamicProperties.length; ++i) {
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const property = this.dynamicProperties[i];
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property.offset = dynamicOffset, dynamicOffset += property.size, this.dynamicStride += property.size;
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}
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const dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);
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this.dynamicData = new Float32Array(dynBuffer), this.dynamicDataUint32 = new Uint32Array(dynBuffer), this.dynamicBuffer = new Buffer(this.dynamicData, !1, !1);
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let staticOffset = 0;
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this.staticStride = 0;
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for (let i = 0; i < this.staticProperties.length; ++i) {
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const property = this.staticProperties[i];
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property.offset = staticOffset, staticOffset += property.size, this.staticStride += property.size;
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}
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const statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);
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this.staticData = new Float32Array(statBuffer), this.staticDataUint32 = new Uint32Array(statBuffer), this.staticBuffer = new Buffer(this.staticData, !0, !1);
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for (let i = 0; i < this.dynamicProperties.length; ++i) {
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const property = this.dynamicProperties[i];
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geometry.addAttribute(
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property.attributeName,
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this.dynamicBuffer,
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0,
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property.type === TYPES.UNSIGNED_BYTE,
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property.type,
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this.dynamicStride * 4,
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property.offset * 4
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);
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}
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for (let i = 0; i < this.staticProperties.length; ++i) {
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const property = this.staticProperties[i];
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geometry.addAttribute(
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property.attributeName,
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this.staticBuffer,
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0,
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property.type === TYPES.UNSIGNED_BYTE,
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property.type,
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this.staticStride * 4,
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property.offset * 4
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);
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}
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}
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/**
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* Uploads the dynamic properties.
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* @param children - The children to upload.
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* @param startIndex - The index to start at.
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* @param amount - The number to upload.
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*/
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uploadDynamic(children, startIndex, amount) {
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for (let i = 0; i < this.dynamicProperties.length; i++) {
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const property = this.dynamicProperties[i];
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property.uploadFunction(
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children,
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startIndex,
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amount,
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property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData,
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this.dynamicStride,
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property.offset
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);
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}
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this.dynamicBuffer._updateID++;
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}
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/**
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* Uploads the static properties.
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* @param children - The children to upload.
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* @param startIndex - The index to start at.
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* @param amount - The number to upload.
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*/
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uploadStatic(children, startIndex, amount) {
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for (let i = 0; i < this.staticProperties.length; i++) {
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const property = this.staticProperties[i];
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property.uploadFunction(
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children,
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startIndex,
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amount,
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property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData,
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this.staticStride,
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property.offset
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);
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}
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this.staticBuffer._updateID++;
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}
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/** Destroys the ParticleBuffer. */
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destroy() {
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this.indexBuffer = null, this.dynamicProperties = null, this.dynamicBuffer = null, this.dynamicData = null, this.dynamicDataUint32 = null, this.staticProperties = null, this.staticBuffer = null, this.staticData = null, this.staticDataUint32 = null, this.geometry.destroy();
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}
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}
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export {
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ParticleBuffer
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};
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//# sourceMappingURL=ParticleBuffer.mjs.map
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1
resources/app/node_modules/@pixi/particle-container/lib/ParticleBuffer.mjs.map
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1
resources/app/node_modules/@pixi/particle-container/lib/ParticleBuffer.mjs.map
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85
resources/app/node_modules/@pixi/particle-container/lib/ParticleContainer.js
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resources/app/node_modules/@pixi/particle-container/lib/ParticleContainer.js
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"use strict";
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var core = require("@pixi/core"), display = require("@pixi/display");
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class ParticleContainer extends display.Container {
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/**
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* @param maxSize - The maximum number of particles that can be rendered by the container.
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* Affects size of allocated buffers.
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* @param properties - The properties of children that should be uploaded to the gpu and applied.
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* @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.
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* if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.
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* @param {boolean} [properties.position=true] - When true, position be uploaded and applied.
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* @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.
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* @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.
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* @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied.
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* @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead.
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* @param {boolean} [autoResize=false] - If true, container allocates more batches in case
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* there are more than `maxSize` particles.
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*/
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constructor(maxSize = 1500, properties, batchSize = 16384, autoResize = !1) {
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super();
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const maxBatchSize = 16384;
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batchSize > maxBatchSize && (batchSize = maxBatchSize), this._properties = [!1, !0, !1, !1, !1], this._maxSize = maxSize, this._batchSize = batchSize, this._buffers = null, this._bufferUpdateIDs = [], this._updateID = 0, this.interactiveChildren = !1, this.blendMode = core.BLEND_MODES.NORMAL, this.autoResize = autoResize, this.roundPixels = !0, this.baseTexture = null, this.setProperties(properties), this._tintColor = new core.Color(0), this.tintRgb = new Float32Array(3), this.tint = 16777215;
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}
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/**
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* Sets the private properties array to dynamic / static based on the passed properties object
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* @param properties - The properties to be uploaded
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*/
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setProperties(properties) {
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properties && (this._properties[0] = "vertices" in properties || "scale" in properties ? !!properties.vertices || !!properties.scale : this._properties[0], this._properties[1] = "position" in properties ? !!properties.position : this._properties[1], this._properties[2] = "rotation" in properties ? !!properties.rotation : this._properties[2], this._properties[3] = "uvs" in properties ? !!properties.uvs : this._properties[3], this._properties[4] = "tint" in properties || "alpha" in properties ? !!properties.tint || !!properties.alpha : this._properties[4]);
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}
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updateTransform() {
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this.displayObjectUpdateTransform();
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}
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/**
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* The tint applied to the container. This is a hex value.
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* A value of 0xFFFFFF will remove any tint effect.
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* IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
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* @default 0xFFFFFF
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*/
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get tint() {
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return this._tintColor.value;
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}
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set tint(value) {
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this._tintColor.setValue(value), this._tintColor.toRgbArray(this.tintRgb);
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}
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/**
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* Renders the container using the WebGL renderer.
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* @param renderer - The WebGL renderer.
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*/
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render(renderer) {
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!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable || (this.baseTexture || (this.baseTexture = this.children[0]._texture.baseTexture, this.baseTexture.valid || this.baseTexture.once("update", () => this.onChildrenChange(0))), renderer.batch.setObjectRenderer(renderer.plugins.particle), renderer.plugins.particle.render(this));
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}
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/**
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* Set the flag that static data should be updated to true
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* @param smallestChildIndex - The smallest child index.
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*/
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onChildrenChange(smallestChildIndex) {
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const bufferIndex = Math.floor(smallestChildIndex / this._batchSize);
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for (; this._bufferUpdateIDs.length < bufferIndex; )
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this._bufferUpdateIDs.push(0);
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this._bufferUpdateIDs[bufferIndex] = ++this._updateID;
|
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}
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dispose() {
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if (this._buffers) {
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for (let i = 0; i < this._buffers.length; ++i)
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this._buffers[i].destroy();
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||||
this._buffers = null;
|
||||
}
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||||
}
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||||
/**
|
||||
* Destroys the container
|
||||
* @param options - Options parameter. A boolean will act as if all options
|
||||
* have been set to that value
|
||||
* @param {boolean} [options.children=false] - if set to true, all the children will have their
|
||||
* destroy method called as well. 'options' will be passed on to those calls.
|
||||
* @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true
|
||||
* Should it destroy the texture of the child sprite
|
||||
* @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true
|
||||
* Should it destroy the base texture of the child sprite
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||||
*/
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||||
destroy(options) {
|
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super.destroy(options), this.dispose(), this._properties = null, this._buffers = null, this._bufferUpdateIDs = null;
|
||||
}
|
||||
}
|
||||
exports.ParticleContainer = ParticleContainer;
|
||||
//# sourceMappingURL=ParticleContainer.js.map
|
||||
1
resources/app/node_modules/@pixi/particle-container/lib/ParticleContainer.js.map
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resources/app/node_modules/@pixi/particle-container/lib/ParticleContainer.js.map
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resources/app/node_modules/@pixi/particle-container/lib/ParticleContainer.mjs
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resources/app/node_modules/@pixi/particle-container/lib/ParticleContainer.mjs
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import { BLEND_MODES, Color } from "@pixi/core";
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import { Container } from "@pixi/display";
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||||
class ParticleContainer extends Container {
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/**
|
||||
* @param maxSize - The maximum number of particles that can be rendered by the container.
|
||||
* Affects size of allocated buffers.
|
||||
* @param properties - The properties of children that should be uploaded to the gpu and applied.
|
||||
* @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.
|
||||
* if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.
|
||||
* @param {boolean} [properties.position=true] - When true, position be uploaded and applied.
|
||||
* @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.
|
||||
* @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.
|
||||
* @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied.
|
||||
* @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead.
|
||||
* @param {boolean} [autoResize=false] - If true, container allocates more batches in case
|
||||
* there are more than `maxSize` particles.
|
||||
*/
|
||||
constructor(maxSize = 1500, properties, batchSize = 16384, autoResize = !1) {
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||||
super();
|
||||
const maxBatchSize = 16384;
|
||||
batchSize > maxBatchSize && (batchSize = maxBatchSize), this._properties = [!1, !0, !1, !1, !1], this._maxSize = maxSize, this._batchSize = batchSize, this._buffers = null, this._bufferUpdateIDs = [], this._updateID = 0, this.interactiveChildren = !1, this.blendMode = BLEND_MODES.NORMAL, this.autoResize = autoResize, this.roundPixels = !0, this.baseTexture = null, this.setProperties(properties), this._tintColor = new Color(0), this.tintRgb = new Float32Array(3), this.tint = 16777215;
|
||||
}
|
||||
/**
|
||||
* Sets the private properties array to dynamic / static based on the passed properties object
|
||||
* @param properties - The properties to be uploaded
|
||||
*/
|
||||
setProperties(properties) {
|
||||
properties && (this._properties[0] = "vertices" in properties || "scale" in properties ? !!properties.vertices || !!properties.scale : this._properties[0], this._properties[1] = "position" in properties ? !!properties.position : this._properties[1], this._properties[2] = "rotation" in properties ? !!properties.rotation : this._properties[2], this._properties[3] = "uvs" in properties ? !!properties.uvs : this._properties[3], this._properties[4] = "tint" in properties || "alpha" in properties ? !!properties.tint || !!properties.alpha : this._properties[4]);
|
||||
}
|
||||
updateTransform() {
|
||||
this.displayObjectUpdateTransform();
|
||||
}
|
||||
/**
|
||||
* The tint applied to the container. This is a hex value.
|
||||
* A value of 0xFFFFFF will remove any tint effect.
|
||||
* IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
|
||||
* @default 0xFFFFFF
|
||||
*/
|
||||
get tint() {
|
||||
return this._tintColor.value;
|
||||
}
|
||||
set tint(value) {
|
||||
this._tintColor.setValue(value), this._tintColor.toRgbArray(this.tintRgb);
|
||||
}
|
||||
/**
|
||||
* Renders the container using the WebGL renderer.
|
||||
* @param renderer - The WebGL renderer.
|
||||
*/
|
||||
render(renderer) {
|
||||
!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable || (this.baseTexture || (this.baseTexture = this.children[0]._texture.baseTexture, this.baseTexture.valid || this.baseTexture.once("update", () => this.onChildrenChange(0))), renderer.batch.setObjectRenderer(renderer.plugins.particle), renderer.plugins.particle.render(this));
|
||||
}
|
||||
/**
|
||||
* Set the flag that static data should be updated to true
|
||||
* @param smallestChildIndex - The smallest child index.
|
||||
*/
|
||||
onChildrenChange(smallestChildIndex) {
|
||||
const bufferIndex = Math.floor(smallestChildIndex / this._batchSize);
|
||||
for (; this._bufferUpdateIDs.length < bufferIndex; )
|
||||
this._bufferUpdateIDs.push(0);
|
||||
this._bufferUpdateIDs[bufferIndex] = ++this._updateID;
|
||||
}
|
||||
dispose() {
|
||||
if (this._buffers) {
|
||||
for (let i = 0; i < this._buffers.length; ++i)
|
||||
this._buffers[i].destroy();
|
||||
this._buffers = null;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Destroys the container
|
||||
* @param options - Options parameter. A boolean will act as if all options
|
||||
* have been set to that value
|
||||
* @param {boolean} [options.children=false] - if set to true, all the children will have their
|
||||
* destroy method called as well. 'options' will be passed on to those calls.
|
||||
* @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true
|
||||
* Should it destroy the texture of the child sprite
|
||||
* @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true
|
||||
* Should it destroy the base texture of the child sprite
|
||||
*/
|
||||
destroy(options) {
|
||||
super.destroy(options), this.dispose(), this._properties = null, this._buffers = null, this._bufferUpdateIDs = null;
|
||||
}
|
||||
}
|
||||
export {
|
||||
ParticleContainer
|
||||
};
|
||||
//# sourceMappingURL=ParticleContainer.mjs.map
|
||||
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resources/app/node_modules/@pixi/particle-container/lib/ParticleContainer.mjs.map
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resources/app/node_modules/@pixi/particle-container/lib/ParticleContainer.mjs.map
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resources/app/node_modules/@pixi/particle-container/lib/ParticleRenderer.js
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resources/app/node_modules/@pixi/particle-container/lib/ParticleRenderer.js
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|
||||
"use strict";
|
||||
var core = require("@pixi/core"), ParticleBuffer = require("./ParticleBuffer.js"), particles$1 = require("./particles.frag.js"), particles = require("./particles.vert.js");
|
||||
class ParticleRenderer extends core.ObjectRenderer {
|
||||
/**
|
||||
* @param renderer - The renderer this sprite batch works for.
|
||||
*/
|
||||
constructor(renderer) {
|
||||
super(renderer), this.shader = null, this.properties = null, this.tempMatrix = new core.Matrix(), this.properties = [
|
||||
// verticesData
|
||||
{
|
||||
attributeName: "aVertexPosition",
|
||||
size: 2,
|
||||
uploadFunction: this.uploadVertices,
|
||||
offset: 0
|
||||
},
|
||||
// positionData
|
||||
{
|
||||
attributeName: "aPositionCoord",
|
||||
size: 2,
|
||||
uploadFunction: this.uploadPosition,
|
||||
offset: 0
|
||||
},
|
||||
// rotationData
|
||||
{
|
||||
attributeName: "aRotation",
|
||||
size: 1,
|
||||
uploadFunction: this.uploadRotation,
|
||||
offset: 0
|
||||
},
|
||||
// uvsData
|
||||
{
|
||||
attributeName: "aTextureCoord",
|
||||
size: 2,
|
||||
uploadFunction: this.uploadUvs,
|
||||
offset: 0
|
||||
},
|
||||
// tintData
|
||||
{
|
||||
attributeName: "aColor",
|
||||
size: 1,
|
||||
type: core.TYPES.UNSIGNED_BYTE,
|
||||
uploadFunction: this.uploadTint,
|
||||
offset: 0
|
||||
}
|
||||
], this.shader = core.Shader.from(particles.default, particles$1.default, {}), this.state = core.State.for2d();
|
||||
}
|
||||
/**
|
||||
* Renders the particle container object.
|
||||
* @param container - The container to render using this ParticleRenderer.
|
||||
*/
|
||||
render(container) {
|
||||
const children = container.children, maxSize = container._maxSize, batchSize = container._batchSize, renderer = this.renderer;
|
||||
let totalChildren = children.length;
|
||||
if (totalChildren === 0)
|
||||
return;
|
||||
totalChildren > maxSize && !container.autoResize && (totalChildren = maxSize);
|
||||
let buffers = container._buffers;
|
||||
buffers || (buffers = container._buffers = this.generateBuffers(container));
|
||||
const baseTexture = children[0]._texture.baseTexture, premultiplied = baseTexture.alphaMode > 0;
|
||||
this.state.blendMode = core.utils.correctBlendMode(container.blendMode, premultiplied), renderer.state.set(this.state);
|
||||
const gl = renderer.gl, m = container.worldTransform.copyTo(this.tempMatrix);
|
||||
m.prepend(renderer.globalUniforms.uniforms.projectionMatrix), this.shader.uniforms.translationMatrix = m.toArray(!0), this.shader.uniforms.uColor = core.Color.shared.setValue(container.tintRgb).premultiply(container.worldAlpha, premultiplied).toArray(this.shader.uniforms.uColor), this.shader.uniforms.uSampler = baseTexture, this.renderer.shader.bind(this.shader);
|
||||
let updateStatic = !1;
|
||||
for (let i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) {
|
||||
let amount = totalChildren - i;
|
||||
amount > batchSize && (amount = batchSize), j >= buffers.length && buffers.push(this._generateOneMoreBuffer(container));
|
||||
const buffer = buffers[j];
|
||||
buffer.uploadDynamic(children, i, amount);
|
||||
const bid = container._bufferUpdateIDs[j] || 0;
|
||||
updateStatic = updateStatic || buffer._updateID < bid, updateStatic && (buffer._updateID = container._updateID, buffer.uploadStatic(children, i, amount)), renderer.geometry.bind(buffer.geometry), gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Creates one particle buffer for each child in the container we want to render and updates internal properties.
|
||||
* @param container - The container to render using this ParticleRenderer
|
||||
* @returns - The buffers
|
||||
*/
|
||||
generateBuffers(container) {
|
||||
const buffers = [], size = container._maxSize, batchSize = container._batchSize, dynamicPropertyFlags = container._properties;
|
||||
for (let i = 0; i < size; i += batchSize)
|
||||
buffers.push(new ParticleBuffer.ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));
|
||||
return buffers;
|
||||
}
|
||||
/**
|
||||
* Creates one more particle buffer, because container has autoResize feature.
|
||||
* @param container - The container to render using this ParticleRenderer
|
||||
* @returns - The generated buffer
|
||||
*/
|
||||
_generateOneMoreBuffer(container) {
|
||||
const batchSize = container._batchSize, dynamicPropertyFlags = container._properties;
|
||||
return new ParticleBuffer.ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);
|
||||
}
|
||||
/**
|
||||
* Uploads the vertices.
|
||||
* @param children - the array of sprites to render
|
||||
* @param startIndex - the index to start from in the children array
|
||||
* @param amount - the amount of children that will have their vertices uploaded
|
||||
* @param array - The vertices to upload.
|
||||
* @param stride - Stride to use for iteration.
|
||||
* @param offset - Offset to start at.
|
||||
*/
|
||||
uploadVertices(children, startIndex, amount, array, stride, offset) {
|
||||
let w0 = 0, w1 = 0, h0 = 0, h1 = 0;
|
||||
for (let i = 0; i < amount; ++i) {
|
||||
const sprite = children[startIndex + i], texture = sprite._texture, sx = sprite.scale.x, sy = sprite.scale.y, trim = texture.trim, orig = texture.orig;
|
||||
trim ? (w1 = trim.x - sprite.anchor.x * orig.width, w0 = w1 + trim.width, h1 = trim.y - sprite.anchor.y * orig.height, h0 = h1 + trim.height) : (w0 = orig.width * (1 - sprite.anchor.x), w1 = orig.width * -sprite.anchor.x, h0 = orig.height * (1 - sprite.anchor.y), h1 = orig.height * -sprite.anchor.y), array[offset] = w1 * sx, array[offset + 1] = h1 * sy, array[offset + stride] = w0 * sx, array[offset + stride + 1] = h1 * sy, array[offset + stride * 2] = w0 * sx, array[offset + stride * 2 + 1] = h0 * sy, array[offset + stride * 3] = w1 * sx, array[offset + stride * 3 + 1] = h0 * sy, offset += stride * 4;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Uploads the position.
|
||||
* @param children - the array of sprites to render
|
||||
* @param startIndex - the index to start from in the children array
|
||||
* @param amount - the amount of children that will have their positions uploaded
|
||||
* @param array - The vertices to upload.
|
||||
* @param stride - Stride to use for iteration.
|
||||
* @param offset - Offset to start at.
|
||||
*/
|
||||
uploadPosition(children, startIndex, amount, array, stride, offset) {
|
||||
for (let i = 0; i < amount; i++) {
|
||||
const spritePosition = children[startIndex + i].position;
|
||||
array[offset] = spritePosition.x, array[offset + 1] = spritePosition.y, array[offset + stride] = spritePosition.x, array[offset + stride + 1] = spritePosition.y, array[offset + stride * 2] = spritePosition.x, array[offset + stride * 2 + 1] = spritePosition.y, array[offset + stride * 3] = spritePosition.x, array[offset + stride * 3 + 1] = spritePosition.y, offset += stride * 4;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Uploads the rotation.
|
||||
* @param children - the array of sprites to render
|
||||
* @param startIndex - the index to start from in the children array
|
||||
* @param amount - the amount of children that will have their rotation uploaded
|
||||
* @param array - The vertices to upload.
|
||||
* @param stride - Stride to use for iteration.
|
||||
* @param offset - Offset to start at.
|
||||
*/
|
||||
uploadRotation(children, startIndex, amount, array, stride, offset) {
|
||||
for (let i = 0; i < amount; i++) {
|
||||
const spriteRotation = children[startIndex + i].rotation;
|
||||
array[offset] = spriteRotation, array[offset + stride] = spriteRotation, array[offset + stride * 2] = spriteRotation, array[offset + stride * 3] = spriteRotation, offset += stride * 4;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Uploads the UVs.
|
||||
* @param children - the array of sprites to render
|
||||
* @param startIndex - the index to start from in the children array
|
||||
* @param amount - the amount of children that will have their rotation uploaded
|
||||
* @param array - The vertices to upload.
|
||||
* @param stride - Stride to use for iteration.
|
||||
* @param offset - Offset to start at.
|
||||
*/
|
||||
uploadUvs(children, startIndex, amount, array, stride, offset) {
|
||||
for (let i = 0; i < amount; ++i) {
|
||||
const textureUvs = children[startIndex + i]._texture._uvs;
|
||||
textureUvs ? (array[offset] = textureUvs.x0, array[offset + 1] = textureUvs.y0, array[offset + stride] = textureUvs.x1, array[offset + stride + 1] = textureUvs.y1, array[offset + stride * 2] = textureUvs.x2, array[offset + stride * 2 + 1] = textureUvs.y2, array[offset + stride * 3] = textureUvs.x3, array[offset + stride * 3 + 1] = textureUvs.y3, offset += stride * 4) : (array[offset] = 0, array[offset + 1] = 0, array[offset + stride] = 0, array[offset + stride + 1] = 0, array[offset + stride * 2] = 0, array[offset + stride * 2 + 1] = 0, array[offset + stride * 3] = 0, array[offset + stride * 3 + 1] = 0, offset += stride * 4);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Uploads the tint.
|
||||
* @param children - the array of sprites to render
|
||||
* @param startIndex - the index to start from in the children array
|
||||
* @param amount - the amount of children that will have their rotation uploaded
|
||||
* @param array - The vertices to upload.
|
||||
* @param stride - Stride to use for iteration.
|
||||
* @param offset - Offset to start at.
|
||||
*/
|
||||
uploadTint(children, startIndex, amount, array, stride, offset) {
|
||||
for (let i = 0; i < amount; ++i) {
|
||||
const sprite = children[startIndex + i], result = core.Color.shared.setValue(sprite._tintRGB).toPremultiplied(sprite.alpha, sprite.texture.baseTexture.alphaMode > 0);
|
||||
array[offset] = result, array[offset + stride] = result, array[offset + stride * 2] = result, array[offset + stride * 3] = result, offset += stride * 4;
|
||||
}
|
||||
}
|
||||
/** Destroys the ParticleRenderer. */
|
||||
destroy() {
|
||||
super.destroy(), this.shader && (this.shader.destroy(), this.shader = null), this.tempMatrix = null;
|
||||
}
|
||||
}
|
||||
ParticleRenderer.extension = {
|
||||
name: "particle",
|
||||
type: core.ExtensionType.RendererPlugin
|
||||
};
|
||||
core.extensions.add(ParticleRenderer);
|
||||
exports.ParticleRenderer = ParticleRenderer;
|
||||
//# sourceMappingURL=ParticleRenderer.js.map
|
||||
1
resources/app/node_modules/@pixi/particle-container/lib/ParticleRenderer.js.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/particle-container/lib/ParticleRenderer.js.map
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vendored
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184
resources/app/node_modules/@pixi/particle-container/lib/ParticleRenderer.mjs
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vendored
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184
resources/app/node_modules/@pixi/particle-container/lib/ParticleRenderer.mjs
generated
vendored
Normal file
@@ -0,0 +1,184 @@
|
||||
import { ObjectRenderer, Matrix, TYPES, Shader, State, utils, Color, ExtensionType, extensions } from "@pixi/core";
|
||||
import { ParticleBuffer } from "./ParticleBuffer.mjs";
|
||||
import fragment from "./particles.frag.mjs";
|
||||
import vertex from "./particles.vert.mjs";
|
||||
class ParticleRenderer extends ObjectRenderer {
|
||||
/**
|
||||
* @param renderer - The renderer this sprite batch works for.
|
||||
*/
|
||||
constructor(renderer) {
|
||||
super(renderer), this.shader = null, this.properties = null, this.tempMatrix = new Matrix(), this.properties = [
|
||||
// verticesData
|
||||
{
|
||||
attributeName: "aVertexPosition",
|
||||
size: 2,
|
||||
uploadFunction: this.uploadVertices,
|
||||
offset: 0
|
||||
},
|
||||
// positionData
|
||||
{
|
||||
attributeName: "aPositionCoord",
|
||||
size: 2,
|
||||
uploadFunction: this.uploadPosition,
|
||||
offset: 0
|
||||
},
|
||||
// rotationData
|
||||
{
|
||||
attributeName: "aRotation",
|
||||
size: 1,
|
||||
uploadFunction: this.uploadRotation,
|
||||
offset: 0
|
||||
},
|
||||
// uvsData
|
||||
{
|
||||
attributeName: "aTextureCoord",
|
||||
size: 2,
|
||||
uploadFunction: this.uploadUvs,
|
||||
offset: 0
|
||||
},
|
||||
// tintData
|
||||
{
|
||||
attributeName: "aColor",
|
||||
size: 1,
|
||||
type: TYPES.UNSIGNED_BYTE,
|
||||
uploadFunction: this.uploadTint,
|
||||
offset: 0
|
||||
}
|
||||
], this.shader = Shader.from(vertex, fragment, {}), this.state = State.for2d();
|
||||
}
|
||||
/**
|
||||
* Renders the particle container object.
|
||||
* @param container - The container to render using this ParticleRenderer.
|
||||
*/
|
||||
render(container) {
|
||||
const children = container.children, maxSize = container._maxSize, batchSize = container._batchSize, renderer = this.renderer;
|
||||
let totalChildren = children.length;
|
||||
if (totalChildren === 0)
|
||||
return;
|
||||
totalChildren > maxSize && !container.autoResize && (totalChildren = maxSize);
|
||||
let buffers = container._buffers;
|
||||
buffers || (buffers = container._buffers = this.generateBuffers(container));
|
||||
const baseTexture = children[0]._texture.baseTexture, premultiplied = baseTexture.alphaMode > 0;
|
||||
this.state.blendMode = utils.correctBlendMode(container.blendMode, premultiplied), renderer.state.set(this.state);
|
||||
const gl = renderer.gl, m = container.worldTransform.copyTo(this.tempMatrix);
|
||||
m.prepend(renderer.globalUniforms.uniforms.projectionMatrix), this.shader.uniforms.translationMatrix = m.toArray(!0), this.shader.uniforms.uColor = Color.shared.setValue(container.tintRgb).premultiply(container.worldAlpha, premultiplied).toArray(this.shader.uniforms.uColor), this.shader.uniforms.uSampler = baseTexture, this.renderer.shader.bind(this.shader);
|
||||
let updateStatic = !1;
|
||||
for (let i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) {
|
||||
let amount = totalChildren - i;
|
||||
amount > batchSize && (amount = batchSize), j >= buffers.length && buffers.push(this._generateOneMoreBuffer(container));
|
||||
const buffer = buffers[j];
|
||||
buffer.uploadDynamic(children, i, amount);
|
||||
const bid = container._bufferUpdateIDs[j] || 0;
|
||||
updateStatic = updateStatic || buffer._updateID < bid, updateStatic && (buffer._updateID = container._updateID, buffer.uploadStatic(children, i, amount)), renderer.geometry.bind(buffer.geometry), gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Creates one particle buffer for each child in the container we want to render and updates internal properties.
|
||||
* @param container - The container to render using this ParticleRenderer
|
||||
* @returns - The buffers
|
||||
*/
|
||||
generateBuffers(container) {
|
||||
const buffers = [], size = container._maxSize, batchSize = container._batchSize, dynamicPropertyFlags = container._properties;
|
||||
for (let i = 0; i < size; i += batchSize)
|
||||
buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));
|
||||
return buffers;
|
||||
}
|
||||
/**
|
||||
* Creates one more particle buffer, because container has autoResize feature.
|
||||
* @param container - The container to render using this ParticleRenderer
|
||||
* @returns - The generated buffer
|
||||
*/
|
||||
_generateOneMoreBuffer(container) {
|
||||
const batchSize = container._batchSize, dynamicPropertyFlags = container._properties;
|
||||
return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);
|
||||
}
|
||||
/**
|
||||
* Uploads the vertices.
|
||||
* @param children - the array of sprites to render
|
||||
* @param startIndex - the index to start from in the children array
|
||||
* @param amount - the amount of children that will have their vertices uploaded
|
||||
* @param array - The vertices to upload.
|
||||
* @param stride - Stride to use for iteration.
|
||||
* @param offset - Offset to start at.
|
||||
*/
|
||||
uploadVertices(children, startIndex, amount, array, stride, offset) {
|
||||
let w0 = 0, w1 = 0, h0 = 0, h1 = 0;
|
||||
for (let i = 0; i < amount; ++i) {
|
||||
const sprite = children[startIndex + i], texture = sprite._texture, sx = sprite.scale.x, sy = sprite.scale.y, trim = texture.trim, orig = texture.orig;
|
||||
trim ? (w1 = trim.x - sprite.anchor.x * orig.width, w0 = w1 + trim.width, h1 = trim.y - sprite.anchor.y * orig.height, h0 = h1 + trim.height) : (w0 = orig.width * (1 - sprite.anchor.x), w1 = orig.width * -sprite.anchor.x, h0 = orig.height * (1 - sprite.anchor.y), h1 = orig.height * -sprite.anchor.y), array[offset] = w1 * sx, array[offset + 1] = h1 * sy, array[offset + stride] = w0 * sx, array[offset + stride + 1] = h1 * sy, array[offset + stride * 2] = w0 * sx, array[offset + stride * 2 + 1] = h0 * sy, array[offset + stride * 3] = w1 * sx, array[offset + stride * 3 + 1] = h0 * sy, offset += stride * 4;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Uploads the position.
|
||||
* @param children - the array of sprites to render
|
||||
* @param startIndex - the index to start from in the children array
|
||||
* @param amount - the amount of children that will have their positions uploaded
|
||||
* @param array - The vertices to upload.
|
||||
* @param stride - Stride to use for iteration.
|
||||
* @param offset - Offset to start at.
|
||||
*/
|
||||
uploadPosition(children, startIndex, amount, array, stride, offset) {
|
||||
for (let i = 0; i < amount; i++) {
|
||||
const spritePosition = children[startIndex + i].position;
|
||||
array[offset] = spritePosition.x, array[offset + 1] = spritePosition.y, array[offset + stride] = spritePosition.x, array[offset + stride + 1] = spritePosition.y, array[offset + stride * 2] = spritePosition.x, array[offset + stride * 2 + 1] = spritePosition.y, array[offset + stride * 3] = spritePosition.x, array[offset + stride * 3 + 1] = spritePosition.y, offset += stride * 4;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Uploads the rotation.
|
||||
* @param children - the array of sprites to render
|
||||
* @param startIndex - the index to start from in the children array
|
||||
* @param amount - the amount of children that will have their rotation uploaded
|
||||
* @param array - The vertices to upload.
|
||||
* @param stride - Stride to use for iteration.
|
||||
* @param offset - Offset to start at.
|
||||
*/
|
||||
uploadRotation(children, startIndex, amount, array, stride, offset) {
|
||||
for (let i = 0; i < amount; i++) {
|
||||
const spriteRotation = children[startIndex + i].rotation;
|
||||
array[offset] = spriteRotation, array[offset + stride] = spriteRotation, array[offset + stride * 2] = spriteRotation, array[offset + stride * 3] = spriteRotation, offset += stride * 4;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Uploads the UVs.
|
||||
* @param children - the array of sprites to render
|
||||
* @param startIndex - the index to start from in the children array
|
||||
* @param amount - the amount of children that will have their rotation uploaded
|
||||
* @param array - The vertices to upload.
|
||||
* @param stride - Stride to use for iteration.
|
||||
* @param offset - Offset to start at.
|
||||
*/
|
||||
uploadUvs(children, startIndex, amount, array, stride, offset) {
|
||||
for (let i = 0; i < amount; ++i) {
|
||||
const textureUvs = children[startIndex + i]._texture._uvs;
|
||||
textureUvs ? (array[offset] = textureUvs.x0, array[offset + 1] = textureUvs.y0, array[offset + stride] = textureUvs.x1, array[offset + stride + 1] = textureUvs.y1, array[offset + stride * 2] = textureUvs.x2, array[offset + stride * 2 + 1] = textureUvs.y2, array[offset + stride * 3] = textureUvs.x3, array[offset + stride * 3 + 1] = textureUvs.y3, offset += stride * 4) : (array[offset] = 0, array[offset + 1] = 0, array[offset + stride] = 0, array[offset + stride + 1] = 0, array[offset + stride * 2] = 0, array[offset + stride * 2 + 1] = 0, array[offset + stride * 3] = 0, array[offset + stride * 3 + 1] = 0, offset += stride * 4);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Uploads the tint.
|
||||
* @param children - the array of sprites to render
|
||||
* @param startIndex - the index to start from in the children array
|
||||
* @param amount - the amount of children that will have their rotation uploaded
|
||||
* @param array - The vertices to upload.
|
||||
* @param stride - Stride to use for iteration.
|
||||
* @param offset - Offset to start at.
|
||||
*/
|
||||
uploadTint(children, startIndex, amount, array, stride, offset) {
|
||||
for (let i = 0; i < amount; ++i) {
|
||||
const sprite = children[startIndex + i], result = Color.shared.setValue(sprite._tintRGB).toPremultiplied(sprite.alpha, sprite.texture.baseTexture.alphaMode > 0);
|
||||
array[offset] = result, array[offset + stride] = result, array[offset + stride * 2] = result, array[offset + stride * 3] = result, offset += stride * 4;
|
||||
}
|
||||
}
|
||||
/** Destroys the ParticleRenderer. */
|
||||
destroy() {
|
||||
super.destroy(), this.shader && (this.shader.destroy(), this.shader = null), this.tempMatrix = null;
|
||||
}
|
||||
}
|
||||
ParticleRenderer.extension = {
|
||||
name: "particle",
|
||||
type: ExtensionType.RendererPlugin
|
||||
};
|
||||
extensions.add(ParticleRenderer);
|
||||
export {
|
||||
ParticleRenderer
|
||||
};
|
||||
//# sourceMappingURL=ParticleRenderer.mjs.map
|
||||
1
resources/app/node_modules/@pixi/particle-container/lib/ParticleRenderer.mjs.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/particle-container/lib/ParticleRenderer.mjs.map
generated
vendored
Normal file
File diff suppressed because one or more lines are too long
5
resources/app/node_modules/@pixi/particle-container/lib/index.js
generated
vendored
Normal file
5
resources/app/node_modules/@pixi/particle-container/lib/index.js
generated
vendored
Normal file
@@ -0,0 +1,5 @@
|
||||
"use strict";
|
||||
var ParticleContainer = require("./ParticleContainer.js"), ParticleRenderer = require("./ParticleRenderer.js");
|
||||
exports.ParticleContainer = ParticleContainer.ParticleContainer;
|
||||
exports.ParticleRenderer = ParticleRenderer.ParticleRenderer;
|
||||
//# sourceMappingURL=index.js.map
|
||||
1
resources/app/node_modules/@pixi/particle-container/lib/index.js.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/particle-container/lib/index.js.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"index.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;"}
|
||||
7
resources/app/node_modules/@pixi/particle-container/lib/index.mjs
generated
vendored
Normal file
7
resources/app/node_modules/@pixi/particle-container/lib/index.mjs
generated
vendored
Normal file
@@ -0,0 +1,7 @@
|
||||
import { ParticleContainer } from "./ParticleContainer.mjs";
|
||||
import { ParticleRenderer } from "./ParticleRenderer.mjs";
|
||||
export {
|
||||
ParticleContainer,
|
||||
ParticleRenderer
|
||||
};
|
||||
//# sourceMappingURL=index.mjs.map
|
||||
1
resources/app/node_modules/@pixi/particle-container/lib/index.mjs.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/particle-container/lib/index.mjs.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"index.mjs","sources":[],"sourcesContent":[],"names":[],"mappings":";;"}
|
||||
13
resources/app/node_modules/@pixi/particle-container/lib/particles.frag.js
generated
vendored
Normal file
13
resources/app/node_modules/@pixi/particle-container/lib/particles.frag.js
generated
vendored
Normal file
@@ -0,0 +1,13 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: !0 });
|
||||
var fragment = `varying vec2 vTextureCoord;
|
||||
varying vec4 vColor;
|
||||
|
||||
uniform sampler2D uSampler;
|
||||
|
||||
void main(void){
|
||||
vec4 color = texture2D(uSampler, vTextureCoord) * vColor;
|
||||
gl_FragColor = color;
|
||||
}`;
|
||||
exports.default = fragment;
|
||||
//# sourceMappingURL=particles.frag.js.map
|
||||
1
resources/app/node_modules/@pixi/particle-container/lib/particles.frag.js.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/particle-container/lib/particles.frag.js.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"particles.frag.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;"}
|
||||
13
resources/app/node_modules/@pixi/particle-container/lib/particles.frag.mjs
generated
vendored
Normal file
13
resources/app/node_modules/@pixi/particle-container/lib/particles.frag.mjs
generated
vendored
Normal file
@@ -0,0 +1,13 @@
|
||||
var fragment = `varying vec2 vTextureCoord;
|
||||
varying vec4 vColor;
|
||||
|
||||
uniform sampler2D uSampler;
|
||||
|
||||
void main(void){
|
||||
vec4 color = texture2D(uSampler, vTextureCoord) * vColor;
|
||||
gl_FragColor = color;
|
||||
}`;
|
||||
export {
|
||||
fragment as default
|
||||
};
|
||||
//# sourceMappingURL=particles.frag.mjs.map
|
||||
1
resources/app/node_modules/@pixi/particle-container/lib/particles.frag.mjs.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/particle-container/lib/particles.frag.mjs.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"particles.frag.mjs","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;"}
|
||||
30
resources/app/node_modules/@pixi/particle-container/lib/particles.vert.js
generated
vendored
Normal file
30
resources/app/node_modules/@pixi/particle-container/lib/particles.vert.js
generated
vendored
Normal file
@@ -0,0 +1,30 @@
|
||||
"use strict";
|
||||
Object.defineProperty(exports, "__esModule", { value: !0 });
|
||||
var vertex = `attribute vec2 aVertexPosition;
|
||||
attribute vec2 aTextureCoord;
|
||||
attribute vec4 aColor;
|
||||
|
||||
attribute vec2 aPositionCoord;
|
||||
attribute float aRotation;
|
||||
|
||||
uniform mat3 translationMatrix;
|
||||
uniform vec4 uColor;
|
||||
|
||||
varying vec2 vTextureCoord;
|
||||
varying vec4 vColor;
|
||||
|
||||
void main(void){
|
||||
float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);
|
||||
float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);
|
||||
|
||||
vec2 v = vec2(x, y);
|
||||
v = v + aPositionCoord;
|
||||
|
||||
gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);
|
||||
|
||||
vTextureCoord = aTextureCoord;
|
||||
vColor = aColor * uColor;
|
||||
}
|
||||
`;
|
||||
exports.default = vertex;
|
||||
//# sourceMappingURL=particles.vert.js.map
|
||||
1
resources/app/node_modules/@pixi/particle-container/lib/particles.vert.js.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/particle-container/lib/particles.vert.js.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"particles.vert.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
|
||||
30
resources/app/node_modules/@pixi/particle-container/lib/particles.vert.mjs
generated
vendored
Normal file
30
resources/app/node_modules/@pixi/particle-container/lib/particles.vert.mjs
generated
vendored
Normal file
@@ -0,0 +1,30 @@
|
||||
var vertex = `attribute vec2 aVertexPosition;
|
||||
attribute vec2 aTextureCoord;
|
||||
attribute vec4 aColor;
|
||||
|
||||
attribute vec2 aPositionCoord;
|
||||
attribute float aRotation;
|
||||
|
||||
uniform mat3 translationMatrix;
|
||||
uniform vec4 uColor;
|
||||
|
||||
varying vec2 vTextureCoord;
|
||||
varying vec4 vColor;
|
||||
|
||||
void main(void){
|
||||
float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);
|
||||
float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);
|
||||
|
||||
vec2 v = vec2(x, y);
|
||||
v = v + aPositionCoord;
|
||||
|
||||
gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);
|
||||
|
||||
vTextureCoord = aTextureCoord;
|
||||
vColor = aColor * uColor;
|
||||
}
|
||||
`;
|
||||
export {
|
||||
vertex as default
|
||||
};
|
||||
//# sourceMappingURL=particles.vert.mjs.map
|
||||
1
resources/app/node_modules/@pixi/particle-container/lib/particles.vert.mjs.map
generated
vendored
Normal file
1
resources/app/node_modules/@pixi/particle-container/lib/particles.vert.mjs.map
generated
vendored
Normal file
@@ -0,0 +1 @@
|
||||
{"version":3,"file":"particles.vert.mjs","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;"}
|
||||
Reference in New Issue
Block a user