Files
nothoughts/node_modules/pixi.js/lib/scene/sprite-tiling/shader/TilingSpriteShader.mjs
2025-08-04 18:57:35 +02:00

85 lines
3.3 KiB
JavaScript

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<f32>" },
uClampFrame: { value: new Float32Array([0, 0, 1, 1]), type: "vec4<f32>" },
uClampOffset: { value: new Float32Array([0, 0]), type: "vec2<f32>" },
uTextureTransform: { value: new Matrix(), type: "mat3x3<f32>" },
uSizeAnchor: { value: new Float32Array([100, 100, 0.5, 0.5]), type: "vec4<f32>" }
});
super({
glProgram,
gpuProgram,
resources: {
localUniforms: new UniformGroup({
uTransformMatrix: { value: new Matrix(), type: "mat3x3<f32>" },
uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
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