'use strict'; exports.__esModule = true; var _core = require('../../core'); var core = _interopRequireWildcard(_core); var _const = require('../../core/const'); var _path = require('path'); 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 tempMat = new core.Matrix(); /** * WebGL renderer plugin for tiling sprites * * @class * @memberof PIXI.extras * @extends PIXI.ObjectRenderer */ var TilingSpriteRenderer = function (_core$ObjectRenderer) { _inherits(TilingSpriteRenderer, _core$ObjectRenderer); /** * constructor for renderer * * @param {WebGLRenderer} renderer The renderer this tiling awesomeness works for. */ function TilingSpriteRenderer(renderer) { _classCallCheck(this, TilingSpriteRenderer); var _this = _possibleConstructorReturn(this, _core$ObjectRenderer.call(this, renderer)); _this.shader = null; _this.simpleShader = null; _this.quad = null; return _this; } /** * Sets up the renderer context and necessary buffers. * * @private */ TilingSpriteRenderer.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;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = mod(vTextureCoord - uClampOffset, vec2(1.0, 1.0)) + uClampOffset;\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 sample = texture2D(uSampler, coord);\n vec4 color = vec4(uColor.rgb * uColor.a, uColor.a);\n\n gl_FragColor = sample * color ;\n}\n'); this.simpleShader = 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;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 sample = texture2D(uSampler, vTextureCoord);\n vec4 color = vec4(uColor.rgb * uColor.a, uColor.a);\n gl_FragColor = sample * color;\n}\n'); this.renderer.bindVao(null); this.quad = new core.Quad(gl, this.renderer.state.attribState); this.quad.initVao(this.shader); }; /** * * @param {PIXI.extras.TilingSprite} ts tilingSprite to be rendered */ TilingSpriteRenderer.prototype.render = function render(ts) { var renderer = this.renderer; var quad = this.quad; renderer.bindVao(quad.vao); var vertices = quad.vertices; vertices[0] = vertices[6] = ts._width * -ts.anchor.x; vertices[1] = vertices[3] = ts._height * -ts.anchor.y; vertices[2] = vertices[4] = ts._width * (1.0 - ts.anchor.x); vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y); if (ts.uvRespectAnchor) { vertices = quad.uvs; vertices[0] = vertices[6] = -ts.anchor.x; vertices[1] = vertices[3] = -ts.anchor.y; vertices[2] = vertices[4] = 1.0 - ts.anchor.x; vertices[5] = vertices[7] = 1.0 - ts.anchor.y; } quad.upload(); var tex = ts._texture; var baseTex = tex.baseTexture; var lt = ts.tileTransform.localTransform; var uv = ts.uvTransform; var isSimple = baseTex.isPowerOfTwo && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; // auto, force repeat wrapMode for big tiling textures if (isSimple) { if (!baseTex._glTextures[renderer.CONTEXT_UID]) { if (baseTex.wrapMode === _const.WRAP_MODES.CLAMP) { baseTex.wrapMode = _const.WRAP_MODES.REPEAT; } } else { isSimple = baseTex.wrapMode !== _const.WRAP_MODES.CLAMP; } } var shader = isSimple ? this.simpleShader : this.shader; renderer.bindShader(shader); var w = tex.width; var h = tex.height; var W = ts._width; var H = ts._height; tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H); // that part is the same as above: // tempMat.identity(); // tempMat.scale(tex.width, tex.height); // tempMat.prepend(lt); // tempMat.scale(1.0 / ts._width, 1.0 / ts._height); tempMat.invert(); if (isSimple) { tempMat.prepend(uv.mapCoord); } else { shader.uniforms.uMapCoord = uv.mapCoord.toArray(true); shader.uniforms.uClampFrame = uv.uClampFrame; shader.uniforms.uClampOffset = uv.uClampOffset; } shader.uniforms.uTransform = tempMat.toArray(true); shader.uniforms.uColor = core.utils.premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, baseTex.premultipliedAlpha); shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true); shader.uniforms.uSampler = renderer.bindTexture(tex); renderer.setBlendMode(core.utils.correctBlendMode(ts.blendMode, baseTex.premultipliedAlpha)); quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); }; return TilingSpriteRenderer; }(core.ObjectRenderer); exports.default = TilingSpriteRenderer; core.WebGLRenderer.registerPlugin('tilingSprite', TilingSpriteRenderer); //# sourceMappingURL=TilingSpriteRenderer.js.map