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pixi.js

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'use strict'; var Extensions = require('../../../extensions/Extensions.js'); var Matrix = require('../../../maths/matrix/Matrix.js'); var compileHighShaderToProgram = require('../../../rendering/high-shader/compileHighShaderToProgram.js'); var colorBit = require('../../../rendering/high-shader/shader-bits/colorBit.js'); var generateTextureBatchBit = require('../../../rendering/high-shader/shader-bits/generateTextureBatchBit.js'); var localUniformBit = require('../../../rendering/high-shader/shader-bits/localUniformBit.js'); var roundPixelsBit = require('../../../rendering/high-shader/shader-bits/roundPixelsBit.js'); var getBatchSamplersUniformGroup = require('../../../rendering/renderers/gl/shader/getBatchSamplersUniformGroup.js'); var Shader = require('../../../rendering/renderers/shared/shader/Shader.js'); var UniformGroup = require('../../../rendering/renderers/shared/shader/UniformGroup.js'); "use strict"; class GlGraphicsAdaptor { contextChange(renderer) { const uniforms = new UniformGroup.UniformGroup({ uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" }, uTransformMatrix: { value: new Matrix.Matrix(), type: "mat3x3<f32>" }, uRound: { value: 0, type: "f32" } }); const maxTextures = renderer.limits.maxBatchableTextures; const glProgram = compileHighShaderToProgram.compileHighShaderGlProgram({ name: "graphics", bits: [ colorBit.colorBitGl, generateTextureBatchBit.generateTextureBatchBitGl(maxTextures), localUniformBit.localUniformBitGl, roundPixelsBit.roundPixelsBitGl ] }); this.shader = new Shader.Shader({ glProgram, resources: { localUniforms: uniforms, batchSamplers: getBatchSamplersUniformGroup.getBatchSamplersUniformGroup(maxTextures) } }); } execute(graphicsPipe, renderable) { const context = renderable.context; const shader = context.customShader || this.shader; const renderer = graphicsPipe.renderer; const contextSystem = renderer.graphicsContext; const { batcher, instructions } = contextSystem.getContextRenderData(context); shader.groups[0] = renderer.globalUniforms.bindGroup; renderer.state.set(graphicsPipe.state); renderer.shader.bind(shader); renderer.geometry.bind(batcher.geometry, shader.glProgram); const batches = instructions.instructions; for (let i = 0; i < instructions.instructionSize; i++) { const batch = batches[i]; if (batch.size) { for (let j = 0; j < batch.textures.count; j++) { renderer.texture.bind(batch.textures.textures[j], j); } renderer.geometry.draw(batch.topology, batch.size, batch.start); } } } destroy() { this.shader.destroy(true); this.shader = null; } } /** @ignore */ GlGraphicsAdaptor.extension = { type: [ Extensions.ExtensionType.WebGLPipesAdaptor ], name: "graphics" }; exports.GlGraphicsAdaptor = GlGraphicsAdaptor; //# sourceMappingURL=GlGraphicsAdaptor.js.map