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pixi.js / lib / mesh / webgl / MeshRenderer.js
@Matt Karl Matt Karl on 12 Apr 2017 5 KB 4.5.0
'use strict';

exports.__esModule = true;

var _core = require('../../core');

var core = _interopRequireWildcard(_core);

var _pixiGlCore = require('pixi-gl-core');

var _pixiGlCore2 = _interopRequireDefault(_pixiGlCore);

var _Mesh = require('../Mesh');

var _Mesh2 = _interopRequireDefault(_Mesh);

var _path = require('path');

function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }

function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }

function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }

function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }

function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }

var matrixIdentity = core.Matrix.IDENTITY;

/**
 * WebGL renderer plugin for tiling sprites
 *
 * @class
 * @memberof PIXI
 * @extends PIXI.ObjectRenderer
 */

var MeshRenderer = function (_core$ObjectRenderer) {
    _inherits(MeshRenderer, _core$ObjectRenderer);

    /**
     * constructor for renderer
     *
     * @param {WebGLRenderer} renderer The renderer this tiling awesomeness works for.
     */
    function MeshRenderer(renderer) {
        _classCallCheck(this, MeshRenderer);

        var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer));

        _this.shader = null;
        return _this;
    }

    /**
     * Sets up the renderer context and necessary buffers.
     *
     * @private
     */


    MeshRenderer.prototype.onContextChange = function onContextChange() {
        var gl = this.renderer.gl;

        this.shader = new core.Shader(gl, 'attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n    gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n    vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n', 'varying vec2 vTextureCoord;\nuniform float alpha;\nuniform vec3 tint;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n    gl_FragColor = texture2D(uSampler, vTextureCoord) * vec4(tint * alpha, alpha);\n}\n');
    };

    /**
     * renders mesh
     *
     * @param {PIXI.mesh.Mesh} mesh mesh instance
     */


    MeshRenderer.prototype.render = function render(mesh) {
        var renderer = this.renderer;
        var gl = renderer.gl;
        var texture = mesh._texture;

        if (!texture.valid) {
            return;
        }

        var glData = mesh._glDatas[renderer.CONTEXT_UID];

        if (!glData) {
            renderer.bindVao(null);

            glData = {
                shader: this.shader,
                vertexBuffer: _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, mesh.vertices, gl.STREAM_DRAW),
                uvBuffer: _pixiGlCore2.default.GLBuffer.createVertexBuffer(gl, mesh.uvs, gl.STREAM_DRAW),
                indexBuffer: _pixiGlCore2.default.GLBuffer.createIndexBuffer(gl, mesh.indices, gl.STATIC_DRAW),
                // build the vao object that will render..
                vao: null,
                dirty: mesh.dirty,
                indexDirty: mesh.indexDirty
            };

            // build the vao object that will render..
            glData.vao = new _pixiGlCore2.default.VertexArrayObject(gl).addIndex(glData.indexBuffer).addAttribute(glData.vertexBuffer, glData.shader.attributes.aVertexPosition, gl.FLOAT, false, 2 * 4, 0).addAttribute(glData.uvBuffer, glData.shader.attributes.aTextureCoord, gl.FLOAT, false, 2 * 4, 0);

            mesh._glDatas[renderer.CONTEXT_UID] = glData;
        }

        renderer.bindVao(glData.vao);

        if (mesh.dirty !== glData.dirty) {
            glData.dirty = mesh.dirty;
            glData.uvBuffer.upload(mesh.uvs);
        }

        if (mesh.indexDirty !== glData.indexDirty) {
            glData.indexDirty = mesh.indexDirty;
            glData.indexBuffer.upload(mesh.indices);
        }

        glData.vertexBuffer.upload(mesh.vertices);

        renderer.bindShader(glData.shader);

        glData.shader.uniforms.uSampler = renderer.bindTexture(texture);

        renderer.state.setBlendMode(mesh.blendMode);

        if (glData.shader.uniforms.uTransform) {
            if (mesh.uploadUvTransform) {
                glData.shader.uniforms.uTransform = mesh._uvTransform.mapCoord.toArray(true);
            } else {
                glData.shader.uniforms.uTransform = matrixIdentity.toArray(true);
            }
        }
        glData.shader.uniforms.translationMatrix = mesh.worldTransform.toArray(true);
        glData.shader.uniforms.alpha = mesh.worldAlpha;
        glData.shader.uniforms.tint = mesh.tintRgb;

        var drawMode = mesh.drawMode === _Mesh2.default.DRAW_MODES.TRIANGLE_MESH ? gl.TRIANGLE_STRIP : gl.TRIANGLES;

        glData.vao.draw(drawMode, mesh.indices.length, 0);
    };

    return MeshRenderer;
}(core.ObjectRenderer);

exports.default = MeshRenderer;


core.WebGLRenderer.registerPlugin('mesh', MeshRenderer);
//# sourceMappingURL=MeshRenderer.js.map