'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