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node_modules/pixi.js/lib/scene/graphics/gl/GlGraphicsAdaptor.mjs
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77
node_modules/pixi.js/lib/scene/graphics/gl/GlGraphicsAdaptor.mjs
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import { ExtensionType } from '../../../extensions/Extensions.mjs';
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import { Matrix } from '../../../maths/matrix/Matrix.mjs';
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import { getMaxTexturesPerBatch } from '../../../rendering/batcher/gl/utils/maxRecommendedTextures.mjs';
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import { compileHighShaderGlProgram } from '../../../rendering/high-shader/compileHighShaderToProgram.mjs';
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import { colorBitGl } from '../../../rendering/high-shader/shader-bits/colorBit.mjs';
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import { generateTextureBatchBitGl } from '../../../rendering/high-shader/shader-bits/generateTextureBatchBit.mjs';
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import { localUniformBitGl } from '../../../rendering/high-shader/shader-bits/localUniformBit.mjs';
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import { roundPixelsBitGl } from '../../../rendering/high-shader/shader-bits/roundPixelsBit.mjs';
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import { getBatchSamplersUniformGroup } from '../../../rendering/renderers/gl/shader/getBatchSamplersUniformGroup.mjs';
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import { Shader } from '../../../rendering/renderers/shared/shader/Shader.mjs';
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import { UniformGroup } from '../../../rendering/renderers/shared/shader/UniformGroup.mjs';
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"use strict";
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class GlGraphicsAdaptor {
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init() {
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const uniforms = new UniformGroup({
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uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
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uTransformMatrix: { value: new Matrix(), type: "mat3x3<f32>" },
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uRound: { value: 0, type: "f32" }
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});
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const maxTextures = getMaxTexturesPerBatch();
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const glProgram = compileHighShaderGlProgram({
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name: "graphics",
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bits: [
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colorBitGl,
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generateTextureBatchBitGl(maxTextures),
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localUniformBitGl,
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roundPixelsBitGl
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]
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});
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this.shader = new Shader({
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glProgram,
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resources: {
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localUniforms: uniforms,
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batchSamplers: getBatchSamplersUniformGroup(maxTextures)
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}
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});
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}
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execute(graphicsPipe, renderable) {
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const context = renderable.context;
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const shader = context.customShader || this.shader;
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const renderer = graphicsPipe.renderer;
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const contextSystem = renderer.graphicsContext;
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const {
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batcher,
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instructions
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} = contextSystem.getContextRenderData(context);
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shader.groups[0] = renderer.globalUniforms.bindGroup;
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renderer.state.set(graphicsPipe.state);
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renderer.shader.bind(shader);
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renderer.geometry.bind(batcher.geometry, shader.glProgram);
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const batches = instructions.instructions;
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for (let i = 0; i < instructions.instructionSize; i++) {
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const batch = batches[i];
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if (batch.size) {
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for (let j = 0; j < batch.textures.count; j++) {
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renderer.texture.bind(batch.textures.textures[j], j);
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}
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renderer.geometry.draw("triangle-list", batch.size, batch.start);
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}
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}
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}
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destroy() {
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this.shader.destroy(true);
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this.shader = null;
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}
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}
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/** @ignore */
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GlGraphicsAdaptor.extension = {
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type: [
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ExtensionType.WebGLPipesAdaptor
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],
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name: "graphics"
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};
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export { GlGraphicsAdaptor };
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//# sourceMappingURL=GlGraphicsAdaptor.mjs.map
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