75 lines
2.9 KiB
JavaScript
75 lines
2.9 KiB
JavaScript
import { Shader, Matrix, Program, TextureMatrix, Color } from "@pixi/core";
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import fragment from "./shader/mesh.frag.mjs";
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import vertex from "./shader/mesh.vert.mjs";
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class MeshMaterial extends Shader {
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/**
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* @param uSampler - Texture that material uses to render.
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* @param options - Additional options
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* @param {number} [options.alpha=1] - Default alpha.
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* @param {PIXI.ColorSource} [options.tint=0xFFFFFF] - Default tint.
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* @param {string} [options.pluginName='batch'] - Renderer plugin for batching.
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* @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.
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* @param {object} [options.uniforms] - Custom uniforms.
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*/
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constructor(uSampler, options) {
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const uniforms = {
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uSampler,
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alpha: 1,
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uTextureMatrix: Matrix.IDENTITY,
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uColor: new Float32Array([1, 1, 1, 1])
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};
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options = Object.assign({
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tint: 16777215,
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alpha: 1,
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pluginName: "batch"
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}, 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;
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}
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/** Reference to the texture being rendered. */
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get texture() {
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return this.uniforms.uSampler;
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}
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set texture(value) {
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this.uniforms.uSampler !== value && (!this.uniforms.uSampler.baseTexture.alphaMode != !value.baseTexture.alphaMode && (this._colorDirty = !0), this.uniforms.uSampler = value, this.uvMatrix.texture = value);
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}
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/**
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* This gets automatically set by the object using this.
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* @default 1
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*/
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set alpha(value) {
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value !== this._alpha && (this._alpha = value, this._colorDirty = !0);
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}
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get alpha() {
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return this._alpha;
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}
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/**
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* Multiply tint for the material.
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* @default 0xFFFFFF
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*/
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set tint(value) {
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value !== this.tint && (this._tintColor.setValue(value), this._tintRGB = this._tintColor.toLittleEndianNumber(), this._colorDirty = !0);
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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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/**
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* Get the internal number from tint color
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* @ignore
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*/
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get tintValue() {
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return this._tintColor.toNumber();
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}
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/** Gets called automatically by the Mesh. Intended to be overridden for custom {@link PIXI.MeshMaterial} objects. */
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update() {
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if (this._colorDirty) {
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this._colorDirty = !1;
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const applyToChannels = this.texture.baseTexture.alphaMode;
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Color.shared.setValue(this._tintColor).premultiply(this._alpha, applyToChannels).toArray(this.uniforms.uColor);
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}
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this.uvMatrix.update() && (this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord);
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}
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}
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export {
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MeshMaterial
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};
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//# sourceMappingURL=MeshMaterial.mjs.map
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