@pixi/core
Version:
Core PixiJS
84 lines (83 loc) • 2.46 kB
JavaScript
import { TARGETS } from "@pixi/constants";
import { AbstractMultiResource } from "./AbstractMultiResource.mjs";
class ArrayResource extends AbstractMultiResource {
/**
* @param source - Number of items in array or the collection
* of image URLs to use. Can also be resources, image elements, canvas, etc.
* @param options - Options to apply to {@link PIXI.autoDetectResource}
* @param {number} [options.width] - Width of the resource
* @param {number} [options.height] - Height of the resource
*/
constructor(source, options) {
const { width, height } = options || {};
let urls, length;
Array.isArray(source) ? (urls = source, length = source.length) : length = source, super(length, { width, height }), urls && this.initFromArray(urls, options);
}
/**
* Set a baseTexture by ID,
* ArrayResource just takes resource from it, nothing more
* @param baseTexture
* @param index - Zero-based index of resource to set
* @returns - Instance for chaining
*/
addBaseTextureAt(baseTexture, index) {
if (baseTexture.resource)
this.addResourceAt(baseTexture.resource, index);
else
throw new Error("ArrayResource does not support RenderTexture");
return this;
}
/**
* Add binding
* @param baseTexture
*/
bind(baseTexture) {
super.bind(baseTexture), baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;
}
/**
* Upload the resources to the GPU.
* @param renderer
* @param texture
* @param glTexture
* @returns - whether texture was uploaded
*/
upload(renderer, texture, glTexture) {
const { length, itemDirtyIds, items } = this, { gl } = renderer;
glTexture.dirtyId < 0 && gl.texImage3D(
gl.TEXTURE_2D_ARRAY,
0,
glTexture.internalFormat,
this._width,
this._height,
length,
0,
texture.format,
glTexture.type,
null
);
for (let i = 0; i < length; i++) {
const item = items[i];
itemDirtyIds[i] < item.dirtyId && (itemDirtyIds[i] = item.dirtyId, item.valid && gl.texSubImage3D(
gl.TEXTURE_2D_ARRAY,
0,
0,
// xoffset
0,
// yoffset
i,
// zoffset
item.resource.width,
item.resource.height,
1,
texture.format,
glTexture.type,
item.resource.source
));
}
return !0;
}
}
export {
ArrayResource
};
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