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@pixi/core

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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 }; //# sourceMappingURL=ProjectionSystem.mjs.map