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pixi.js

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import { ExtensionType } from '../../../extensions/Extensions.mjs'; import { Matrix } from '../../../maths/matrix/Matrix.mjs'; import { compileHighShaderGlProgram } from '../../../rendering/high-shader/compileHighShaderToProgram.mjs'; import { colorBitGl } from '../../../rendering/high-shader/shader-bits/colorBit.mjs'; import { generateTextureBatchBitGl } from '../../../rendering/high-shader/shader-bits/generateTextureBatchBit.mjs'; import { localUniformBitGl } from '../../../rendering/high-shader/shader-bits/localUniformBit.mjs'; import { roundPixelsBitGl } from '../../../rendering/high-shader/shader-bits/roundPixelsBit.mjs'; import { getBatchSamplersUniformGroup } from '../../../rendering/renderers/gl/shader/getBatchSamplersUniformGroup.mjs'; import { Shader } from '../../../rendering/renderers/shared/shader/Shader.mjs'; import { UniformGroup } from '../../../rendering/renderers/shared/shader/UniformGroup.mjs'; "use strict"; class GlGraphicsAdaptor { contextChange(renderer) { const uniforms = new UniformGroup({ uColor: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" }, uTransformMatrix: { value: new Matrix(), type: "mat3x3<f32>" }, uRound: { value: 0, type: "f32" } }); const maxTextures = renderer.limits.maxBatchableTextures; const glProgram = compileHighShaderGlProgram({ name: "graphics", bits: [ colorBitGl, generateTextureBatchBitGl(maxTextures), localUniformBitGl, roundPixelsBitGl ] }); this.shader = new Shader({ glProgram, resources: { localUniforms: uniforms, batchSamplers: 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: [ ExtensionType.WebGLPipesAdaptor ], name: "graphics" }; export { GlGraphicsAdaptor }; //# sourceMappingURL=GlGraphicsAdaptor.mjs.map