@pixi/core
Version:
Core PixiJS
61 lines (60 loc) • 3.4 kB
JavaScript
import { ExtensionType, extensions } from "@pixi/extensions";
import { Matrix } from "@pixi/math";
class ProjectionSystem {
/** @param renderer - The renderer this System works for. */
constructor(renderer) {
this.renderer = renderer, this.destinationFrame = null, this.sourceFrame = null, this.defaultFrame = null, this.projectionMatrix = new Matrix(), this.transform = null;
}
/**
* Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided.
*
* NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because
* the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates.
*
* NOTE-2: {@link PIXI.RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture.
* It is expected
* that you dirty the current bindings when calling this manually.
* @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas,
* the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left.
* @param sourceFrame - The rectangle in world space that contains the contents being rendered.
* @param resolution - The resolution of the render-target, which is the ratio of
* world-space (or CSS) pixels to physical pixels.
* @param root - Whether the render-target is the screen. This is required because rendering to textures
* is y-flipped (i.e. upside down relative to the screen).
*/
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.transform && this.projectionMatrix.append(this.transform);
const renderer = this.renderer;
renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix, renderer.globalUniforms.update(), renderer.shader.shader && renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);
}
/**
* Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`.
* @param _destinationFrame - The destination frame in the render-target.
* @param sourceFrame - The source frame in world space.
* @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels.
* @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection
* is y-flipped.
*/
calculateProjection(_destinationFrame, sourceFrame, _resolution, root) {
const pm = this.projectionMatrix, sign = root ? -1 : 1;
pm.identity(), pm.a = 1 / sourceFrame.width * 2, pm.d = sign * (1 / sourceFrame.height * 2), pm.tx = -1 - sourceFrame.x * pm.a, pm.ty = -sign - sourceFrame.y * pm.d;
}
/**
* Sets the transform of the active render target to the given matrix.
* @param _matrix - The transformation matrix
*/
setTransform(_matrix) {
}
destroy() {
this.renderer = null;
}
}
ProjectionSystem.extension = {
type: ExtensionType.RendererSystem,
name: "projection"
};
extensions.add(ProjectionSystem);
export {
ProjectionSystem
};
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