'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; }
/**
* WebGL renderer plugin for tiling sprites
*/
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 translationMatrix;\nuniform mat3 projectionMatrix;\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 = aTextureCoord;\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;
}
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);
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;
renderer.bindVao(glData.vao);
glData.vao.draw(drawMode, mesh.indices.length, 0);
};
return MeshRenderer;
}(core.ObjectRenderer);
exports.default = MeshRenderer;
core.WebGLRenderer.registerPlugin('mesh', MeshRenderer);
//# sourceMappingURL=MeshRenderer.js.map