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

87 lines
3.5 KiB
JavaScript

'use strict';
var Matrix = require('../../../maths/matrix/Matrix.js');
var compileHighShaderToProgram = require('../../../rendering/high-shader/compileHighShaderToProgram.js');
var localUniformBit = require('../../../rendering/high-shader/shader-bits/localUniformBit.js');
var roundPixelsBit = require('../../../rendering/high-shader/shader-bits/roundPixelsBit.js');
var Shader = require('../../../rendering/renderers/shared/shader/Shader.js');
var UniformGroup = require('../../../rendering/renderers/shared/shader/UniformGroup.js');
var Texture = require('../../../rendering/renderers/shared/texture/Texture.js');
var tilingBit = require('./tilingBit.js');
"use strict";
let gpuProgram;
let glProgram;
class TilingSpriteShader extends Shader.Shader {
constructor() {
gpuProgram ?? (gpuProgram = compileHighShaderToProgram.compileHighShaderGpuProgram({
name: "tiling-sprite-shader",
bits: [
localUniformBit.localUniformBit,
tilingBit.tilingBit,
roundPixelsBit.roundPixelsBit
]
}));
glProgram ?? (glProgram = compileHighShaderToProgram.compileHighShaderGlProgram({
name: "tiling-sprite-shader",
bits: [
localUniformBit.localUniformBitGl,
tilingBit.tilingBitGl,
roundPixelsBit.roundPixelsBitGl
]
}));
const tilingUniforms = new UniformGroup.UniformGroup({
uMapCoord: { value: new Matrix.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.Matrix(), type: "mat3x3<f32>" },
uSizeAnchor: { value: new Float32Array([100, 100, 0.5, 0.5]), type: "vec4<f32>" }
});
super({
glProgram,
gpuProgram,
resources: {
localUniforms: new UniformGroup.UniformGroup({
uTransformMatrix: { value: new Matrix.Matrix(), type: "mat3x3<f32>" },
uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
uRound: { value: 0, type: "f32" }
}),
tilingUniforms,
uTexture: Texture.Texture.EMPTY.source,
uSampler: Texture.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;
}
}
}
exports.TilingSpriteShader = TilingSpriteShader;
//# sourceMappingURL=TilingSpriteShader.js.map