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143
node_modules/pixi.js/lib/rendering/renderers/gl/GlBackBufferSystem.mjs
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143
node_modules/pixi.js/lib/rendering/renderers/gl/GlBackBufferSystem.mjs
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import { ExtensionType } from '../../../extensions/Extensions.mjs';
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import { warn } from '../../../utils/logging/warn.mjs';
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import { Geometry } from '../shared/geometry/Geometry.mjs';
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import { Shader } from '../shared/shader/Shader.mjs';
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import { State } from '../shared/state/State.mjs';
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import { TextureSource } from '../shared/texture/sources/TextureSource.mjs';
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import { Texture } from '../shared/texture/Texture.mjs';
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import { GlProgram } from './shader/GlProgram.mjs';
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"use strict";
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const bigTriangleGeometry = new Geometry({
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attributes: {
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aPosition: [
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-1,
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-1,
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// Bottom left corner
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3,
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-1,
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// Bottom right corner, extending beyond right edge
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-1,
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3
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// Top left corner, extending beyond top edge
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]
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}
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});
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const _GlBackBufferSystem = class _GlBackBufferSystem {
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constructor(renderer) {
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/** if true, the back buffer is used */
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this.useBackBuffer = false;
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this._useBackBufferThisRender = false;
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this._renderer = renderer;
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}
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init(options = {}) {
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const { useBackBuffer, antialias } = { ..._GlBackBufferSystem.defaultOptions, ...options };
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this.useBackBuffer = useBackBuffer;
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this._antialias = antialias;
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if (!this._renderer.context.supports.msaa) {
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warn("antialiasing, is not supported on when using the back buffer");
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this._antialias = false;
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}
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this._state = State.for2d();
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const bigTriangleProgram = new GlProgram({
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vertex: `
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attribute vec2 aPosition;
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out vec2 vUv;
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void main() {
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gl_Position = vec4(aPosition, 0.0, 1.0);
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vUv = (aPosition + 1.0) / 2.0;
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// flip dem UVs
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vUv.y = 1.0 - vUv.y;
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}`,
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fragment: `
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in vec2 vUv;
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out vec4 finalColor;
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uniform sampler2D uTexture;
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void main() {
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finalColor = texture(uTexture, vUv);
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}`,
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name: "big-triangle"
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});
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this._bigTriangleShader = new Shader({
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glProgram: bigTriangleProgram,
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resources: {
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uTexture: Texture.WHITE.source
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}
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});
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}
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/**
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* This is called before the RenderTargetSystem is started. This is where
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* we replace the target with the back buffer if required.
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* @param options - The options for this render.
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*/
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renderStart(options) {
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const renderTarget = this._renderer.renderTarget.getRenderTarget(options.target);
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this._useBackBufferThisRender = this.useBackBuffer && !!renderTarget.isRoot;
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if (this._useBackBufferThisRender) {
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const renderTarget2 = this._renderer.renderTarget.getRenderTarget(options.target);
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this._targetTexture = renderTarget2.colorTexture;
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options.target = this._getBackBufferTexture(renderTarget2.colorTexture);
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}
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}
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renderEnd() {
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this._presentBackBuffer();
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}
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_presentBackBuffer() {
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const renderer = this._renderer;
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renderer.renderTarget.finishRenderPass();
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if (!this._useBackBufferThisRender)
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return;
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renderer.renderTarget.bind(this._targetTexture, false);
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this._bigTriangleShader.resources.uTexture = this._backBufferTexture.source;
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renderer.encoder.draw({
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geometry: bigTriangleGeometry,
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shader: this._bigTriangleShader,
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state: this._state
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});
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}
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_getBackBufferTexture(targetSourceTexture) {
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this._backBufferTexture = this._backBufferTexture || new Texture({
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source: new TextureSource({
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width: targetSourceTexture.width,
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height: targetSourceTexture.height,
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resolution: targetSourceTexture._resolution,
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antialias: this._antialias
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})
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});
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this._backBufferTexture.source.resize(
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targetSourceTexture.width,
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targetSourceTexture.height,
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targetSourceTexture._resolution
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);
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return this._backBufferTexture;
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}
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/** destroys the back buffer */
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destroy() {
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if (this._backBufferTexture) {
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this._backBufferTexture.destroy();
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this._backBufferTexture = null;
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}
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}
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};
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/** @ignore */
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_GlBackBufferSystem.extension = {
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type: [
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ExtensionType.WebGLSystem
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],
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name: "backBuffer",
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priority: 1
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};
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/** default options for the back buffer system */
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_GlBackBufferSystem.defaultOptions = {
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/** if true will use the back buffer where required */
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useBackBuffer: false
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};
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let GlBackBufferSystem = _GlBackBufferSystem;
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export { GlBackBufferSystem };
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//# sourceMappingURL=GlBackBufferSystem.mjs.map
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