pixi.js
Version:
<p align="center"> <a href="https://pixijs.com" target="_blank" rel="noopener noreferrer"> <img height="150" src="https://files.pixijs.download/branding/pixijs-logo-transparent-dark.svg?v=1" alt="PixiJS logo"> </a> </p> <br/> <p align="center">
79 lines (75 loc) • 3.05 kB
JavaScript
;
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');
;
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