import WebGLSystem from './WebGLSystem';
import { Matrix } from '../../../math';
/**
* @class
* @extends PIXI.WebGLSystem
* @memberof PIXI
*/
export default class ProjectionSystem extends WebGLSystem
{
/**
* @param {PIXI.WebGLRenderer} renderer - The renderer this System works for.
*/
constructor(renderer)
{
super(renderer);
this.projectionMatrix = new Matrix();
}
update(destinationFrame, sourceFrame, resolution, root)
{
this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;
this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;
this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);
this.renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;
this.renderer.globalUniforms.update();
}
/**
* Updates the projection matrix based on a projection frame (which is a rectangle)
*
* @param {Rectangle} destinationFrame - The destination frame.
* @param {Rectangle} sourceFrame - The source frame.
*/
calculateProjection(destinationFrame, sourceFrame, resolution, root)
{
const pm = this.projectionMatrix;
pm.identity();
// TODO: make dest scale source
if (!root)
{
pm.a = 1 / destinationFrame.width * 2;
pm.d = 1 / destinationFrame.height * 2;
pm.tx = -1 - (sourceFrame.x * pm.a);
pm.ty = -1 - (sourceFrame.y * pm.d);
}
else
{
pm.a = 1 / destinationFrame.width * 2;
pm.d = -1 / destinationFrame.height * 2;
pm.tx = -1 - (sourceFrame.x * pm.a);
pm.ty = 1 - (sourceFrame.y * pm.d);
}
// apply the resolution..
// TODO - prob should apply this to x and y too!
pm.a *= resolution;
pm.d *= resolution;
}
/**
* Sets the transform of the active render target to the given matrix
*
* @param {PIXI.Matrix} matrix - The transformation matrix
*/
setTransform()// matrix)
{
// this._activeRenderTarget.transform = matrix;
}
}