import { Matrix, ObjectRenderer, QuadUv, State, Shader, WRAP_MODES, Color, utils, ExtensionType, extensions } from "@pixi/core"; import gl2FragmentSrc from "./sprite-tiling.frag.mjs"; import gl2VertexSrc from "./sprite-tiling.vert.mjs"; import gl1FragmentSrc from "./sprite-tiling-fallback.frag.mjs"; import gl1VertexSrc from "./sprite-tiling-fallback.vert.mjs"; import fragmentSimpleSrc from "./sprite-tiling-simple.frag.mjs"; const tempMat = new Matrix(); class TilingSpriteRenderer extends ObjectRenderer { /** * constructor for renderer * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for. */ constructor(renderer) { super(renderer), renderer.runners.contextChange.add(this), this.quad = new QuadUv(), this.state = State.for2d(); } /** Creates shaders when context is initialized. */ contextChange() { const renderer = this.renderer, uniforms = { globals: renderer.globalUniforms }; this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms), this.shader = renderer.context.webGLVersion > 1 ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms) : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms); } /** * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered */ render(ts) { const renderer = this.renderer, quad = this.quad; let vertices = quad.vertices; vertices[0] = vertices[6] = ts._width * -ts.anchor.x, vertices[1] = vertices[3] = ts._height * -ts.anchor.y, vertices[2] = vertices[4] = ts._width * (1 - ts.anchor.x), vertices[5] = vertices[7] = ts._height * (1 - ts.anchor.y); const anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0, anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0; vertices = quad.uvs, vertices[0] = vertices[6] = -anchorX, vertices[1] = vertices[3] = -anchorY, vertices[2] = vertices[4] = 1 - anchorX, vertices[5] = vertices[7] = 1 - anchorY, quad.invalidate(); const tex = ts._texture, baseTex = tex.baseTexture, premultiplied = baseTex.alphaMode > 0, lt = ts.tileTransform.localTransform, uv = ts.uvMatrix; let isSimple = baseTex.isPowerOfTwo && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; isSimple && (baseTex._glTextures[renderer.CONTEXT_UID] ? isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP : baseTex.wrapMode === WRAP_MODES.CLAMP && (baseTex.wrapMode = WRAP_MODES.REPEAT)); const shader = isSimple ? this.simpleShader : this.shader, w = tex.width, h = tex.height, W = ts._width, H = ts._height; tempMat.set( lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H ), tempMat.invert(), isSimple ? tempMat.prepend(uv.mapCoord) : (shader.uniforms.uMapCoord = uv.mapCoord.toArray(!0), shader.uniforms.uClampFrame = uv.uClampFrame, shader.uniforms.uClampOffset = uv.uClampOffset), shader.uniforms.uTransform = tempMat.toArray(!0), shader.uniforms.uColor = Color.shared.setValue(ts.tint).premultiply(ts.worldAlpha, premultiplied).toArray(shader.uniforms.uColor), shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(!0), shader.uniforms.uSampler = tex, renderer.shader.bind(shader), renderer.geometry.bind(quad), this.state.blendMode = utils.correctBlendMode(ts.blendMode, premultiplied), renderer.state.set(this.state), renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0); } } TilingSpriteRenderer.extension = { name: "tilingSprite", type: ExtensionType.RendererPlugin }; extensions.add(TilingSpriteRenderer); export { TilingSpriteRenderer }; //# sourceMappingURL=TilingSpriteRenderer.mjs.map