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node_modules/pixi.js/lib/scene/sprite-tiling/shader/TilingSpriteShader.mjs
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84
node_modules/pixi.js/lib/scene/sprite-tiling/shader/TilingSpriteShader.mjs
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import { Matrix } from '../../../maths/matrix/Matrix.mjs';
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import { compileHighShaderGpuProgram, compileHighShaderGlProgram } from '../../../rendering/high-shader/compileHighShaderToProgram.mjs';
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import { localUniformBit, localUniformBitGl } from '../../../rendering/high-shader/shader-bits/localUniformBit.mjs';
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import { roundPixelsBit, roundPixelsBitGl } from '../../../rendering/high-shader/shader-bits/roundPixelsBit.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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import { Texture } from '../../../rendering/renderers/shared/texture/Texture.mjs';
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import { tilingBit, tilingBitGl } from './tilingBit.mjs';
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"use strict";
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let gpuProgram;
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let glProgram;
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class TilingSpriteShader extends Shader {
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constructor() {
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gpuProgram ?? (gpuProgram = compileHighShaderGpuProgram({
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name: "tiling-sprite-shader",
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bits: [
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localUniformBit,
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tilingBit,
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roundPixelsBit
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]
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}));
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glProgram ?? (glProgram = compileHighShaderGlProgram({
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name: "tiling-sprite-shader",
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bits: [
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localUniformBitGl,
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tilingBitGl,
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roundPixelsBitGl
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]
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}));
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const tilingUniforms = new UniformGroup({
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uMapCoord: { value: new Matrix(), type: "mat3x3<f32>" },
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uClampFrame: { value: new Float32Array([0, 0, 1, 1]), type: "vec4<f32>" },
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uClampOffset: { value: new Float32Array([0, 0]), type: "vec2<f32>" },
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uTextureTransform: { value: new Matrix(), type: "mat3x3<f32>" },
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uSizeAnchor: { value: new Float32Array([100, 100, 0.5, 0.5]), type: "vec4<f32>" }
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});
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super({
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glProgram,
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gpuProgram,
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resources: {
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localUniforms: new UniformGroup({
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uTransformMatrix: { value: new Matrix(), type: "mat3x3<f32>" },
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uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
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uRound: { value: 0, type: "f32" }
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}),
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tilingUniforms,
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uTexture: Texture.EMPTY.source,
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uSampler: Texture.EMPTY.source.style
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}
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});
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}
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updateUniforms(width, height, matrix, anchorX, anchorY, texture) {
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const tilingUniforms = this.resources.tilingUniforms;
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const textureWidth = texture.width;
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const textureHeight = texture.height;
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const textureMatrix = texture.textureMatrix;
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const uTextureTransform = tilingUniforms.uniforms.uTextureTransform;
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uTextureTransform.set(
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matrix.a * textureWidth / width,
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matrix.b * textureWidth / height,
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matrix.c * textureHeight / width,
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matrix.d * textureHeight / height,
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matrix.tx / width,
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matrix.ty / height
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);
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uTextureTransform.invert();
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tilingUniforms.uniforms.uMapCoord = textureMatrix.mapCoord;
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tilingUniforms.uniforms.uClampFrame = textureMatrix.uClampFrame;
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tilingUniforms.uniforms.uClampOffset = textureMatrix.uClampOffset;
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tilingUniforms.uniforms.uTextureTransform = uTextureTransform;
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tilingUniforms.uniforms.uSizeAnchor[0] = width;
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tilingUniforms.uniforms.uSizeAnchor[1] = height;
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tilingUniforms.uniforms.uSizeAnchor[2] = anchorX;
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tilingUniforms.uniforms.uSizeAnchor[3] = anchorY;
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if (texture) {
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this.resources.uTexture = texture.source;
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this.resources.uSampler = texture.source.style;
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}
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}
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}
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export { TilingSpriteShader };
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//# sourceMappingURL=TilingSpriteShader.mjs.map
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