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