'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();
var tempArray = new Float32Array(4);
/**
* WebGL renderer plugin for tiling sprites
*
* @class
* @memberof PIXI
* @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.append(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);
var color = tempArray;
core.utils.hex2rgb(ts.tint, color);
color[3] = ts.worldAlpha;
shader.uniforms.uColor = color;
shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);
shader.uniforms.uSampler = renderer.bindTexture(tex);
renderer.setBlendMode(ts.blendMode);
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