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- /*!
- * @pixi/mesh - v6.5.10
- * Compiled Thu, 06 Jul 2023 15:25:11 UTC
- *
- * @pixi/mesh is licensed under the MIT License.
- * http://www.opensource.org/licenses/mit-license
- */
- import { State, Program, TextureMatrix, Shader, Buffer, Geometry } from '@pixi/core';
- import { Point, Polygon, Matrix } from '@pixi/math';
- import { DRAW_MODES, TYPES } from '@pixi/constants';
- import { Container } from '@pixi/display';
- import { settings } from '@pixi/settings';
- import { premultiplyTintToRgba } from '@pixi/utils';
- /*! *****************************************************************************
- Copyright (c) Microsoft Corporation.
- Permission to use, copy, modify, and/or distribute this software for any
- purpose with or without fee is hereby granted.
- THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
- REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
- AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
- INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
- LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
- OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
- PERFORMANCE OF THIS SOFTWARE.
- ***************************************************************************** */
- /* global Reflect, Promise */
- var extendStatics = function(d, b) {
- extendStatics = Object.setPrototypeOf ||
- ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
- function (d, b) { for (var p in b) { if (b.hasOwnProperty(p)) { d[p] = b[p]; } } };
- return extendStatics(d, b);
- };
- function __extends(d, b) {
- extendStatics(d, b);
- function __() { this.constructor = d; }
- d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
- }
- /**
- * Class controls cache for UV mapping from Texture normal space to BaseTexture normal space.
- * @memberof PIXI
- */
- var MeshBatchUvs = /** @class */ (function () {
- /**
- * @param uvBuffer - Buffer with normalized uv's
- * @param uvMatrix - Material UV matrix
- */
- function MeshBatchUvs(uvBuffer, uvMatrix) {
- this.uvBuffer = uvBuffer;
- this.uvMatrix = uvMatrix;
- this.data = null;
- this._bufferUpdateId = -1;
- this._textureUpdateId = -1;
- this._updateID = 0;
- }
- /**
- * Updates
- * @param forceUpdate - force the update
- */
- MeshBatchUvs.prototype.update = function (forceUpdate) {
- if (!forceUpdate
- && this._bufferUpdateId === this.uvBuffer._updateID
- && this._textureUpdateId === this.uvMatrix._updateID) {
- return;
- }
- this._bufferUpdateId = this.uvBuffer._updateID;
- this._textureUpdateId = this.uvMatrix._updateID;
- var data = this.uvBuffer.data;
- if (!this.data || this.data.length !== data.length) {
- this.data = new Float32Array(data.length);
- }
- this.uvMatrix.multiplyUvs(data, this.data);
- this._updateID++;
- };
- return MeshBatchUvs;
- }());
- var tempPoint = new Point();
- var tempPolygon = new Polygon();
- /**
- * Base mesh class.
- *
- * This class empowers you to have maximum flexibility to render any kind of WebGL visuals you can think of.
- * This class assumes a certain level of WebGL knowledge.
- * If you know a bit this should abstract enough away to make your life easier!
- *
- * Pretty much ALL WebGL can be broken down into the following:
- * - Geometry - The structure and data for the mesh. This can include anything from positions, uvs, normals, colors etc..
- * - Shader - This is the shader that PixiJS will render the geometry with (attributes in the shader must match the geometry)
- * - State - This is the state of WebGL required to render the mesh.
- *
- * Through a combination of the above elements you can render anything you want, 2D or 3D!
- * @memberof PIXI
- */
- var Mesh = /** @class */ (function (_super) {
- __extends(Mesh, _super);
- /**
- * @param geometry - The geometry the mesh will use.
- * @param {PIXI.MeshMaterial} shader - The shader the mesh will use.
- * @param state - The state that the WebGL context is required to be in to render the mesh
- * if no state is provided, uses {@link PIXI.State.for2d} to create a 2D state for PixiJS.
- * @param drawMode - The drawMode, can be any of the {@link PIXI.DRAW_MODES} constants.
- */
- function Mesh(geometry, shader, state, drawMode) {
- if (drawMode === void 0) { drawMode = DRAW_MODES.TRIANGLES; }
- var _this = _super.call(this) || this;
- _this.geometry = geometry;
- _this.shader = shader;
- _this.state = state || State.for2d();
- _this.drawMode = drawMode;
- _this.start = 0;
- _this.size = 0;
- _this.uvs = null;
- _this.indices = null;
- _this.vertexData = new Float32Array(1);
- _this.vertexDirty = -1;
- _this._transformID = -1;
- _this._roundPixels = settings.ROUND_PIXELS;
- _this.batchUvs = null;
- return _this;
- }
- Object.defineProperty(Mesh.prototype, "geometry", {
- /**
- * Includes vertex positions, face indices, normals, colors, UVs, and
- * custom attributes within buffers, reducing the cost of passing all
- * this data to the GPU. Can be shared between multiple Mesh objects.
- */
- get: function () {
- return this._geometry;
- },
- set: function (value) {
- if (this._geometry === value) {
- return;
- }
- if (this._geometry) {
- this._geometry.refCount--;
- if (this._geometry.refCount === 0) {
- this._geometry.dispose();
- }
- }
- this._geometry = value;
- if (this._geometry) {
- this._geometry.refCount++;
- }
- this.vertexDirty = -1;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Mesh.prototype, "uvBuffer", {
- /**
- * To change mesh uv's, change its uvBuffer data and increment its _updateID.
- * @readonly
- */
- get: function () {
- return this.geometry.buffers[1];
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Mesh.prototype, "verticesBuffer", {
- /**
- * To change mesh vertices, change its uvBuffer data and increment its _updateID.
- * Incrementing _updateID is optional because most of Mesh objects do it anyway.
- * @readonly
- */
- get: function () {
- return this.geometry.buffers[0];
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Mesh.prototype, "material", {
- get: function () {
- return this.shader;
- },
- /** Alias for {@link PIXI.Mesh#shader}. */
- set: function (value) {
- this.shader = value;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Mesh.prototype, "blendMode", {
- get: function () {
- return this.state.blendMode;
- },
- /**
- * The blend mode to be applied to the Mesh. Apply a value of
- * `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.
- * @default PIXI.BLEND_MODES.NORMAL;
- */
- set: function (value) {
- this.state.blendMode = value;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Mesh.prototype, "roundPixels", {
- get: function () {
- return this._roundPixels;
- },
- /**
- * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
- * Advantages can include sharper image quality (like text) and faster rendering on canvas.
- * The main disadvantage is movement of objects may appear less smooth.
- * To set the global default, change {@link PIXI.settings.ROUND_PIXELS}
- * @default false
- */
- set: function (value) {
- if (this._roundPixels !== value) {
- this._transformID = -1;
- }
- this._roundPixels = value;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Mesh.prototype, "tint", {
- /**
- * The multiply tint applied to the Mesh. This is a hex value. A value of
- * `0xFFFFFF` will remove any tint effect.
- *
- * Null for non-MeshMaterial shaders
- * @default 0xFFFFFF
- */
- get: function () {
- return 'tint' in this.shader ? this.shader.tint : null;
- },
- set: function (value) {
- this.shader.tint = value;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(Mesh.prototype, "texture", {
- /** The texture that the Mesh uses. Null for non-MeshMaterial shaders */
- get: function () {
- return 'texture' in this.shader ? this.shader.texture : null;
- },
- set: function (value) {
- this.shader.texture = value;
- },
- enumerable: false,
- configurable: true
- });
- /**
- * Standard renderer draw.
- * @param renderer - Instance to renderer.
- */
- Mesh.prototype._render = function (renderer) {
- // set properties for batching..
- // TODO could use a different way to grab verts?
- var vertices = this.geometry.buffers[0].data;
- var shader = this.shader;
- // TODO benchmark check for attribute size..
- if (shader.batchable
- && this.drawMode === DRAW_MODES.TRIANGLES
- && vertices.length < Mesh.BATCHABLE_SIZE * 2) {
- this._renderToBatch(renderer);
- }
- else {
- this._renderDefault(renderer);
- }
- };
- /**
- * Standard non-batching way of rendering.
- * @param renderer - Instance to renderer.
- */
- Mesh.prototype._renderDefault = function (renderer) {
- var shader = this.shader;
- shader.alpha = this.worldAlpha;
- if (shader.update) {
- shader.update();
- }
- renderer.batch.flush();
- // bind and sync uniforms..
- shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);
- renderer.shader.bind(shader);
- // set state..
- renderer.state.set(this.state);
- // bind the geometry...
- renderer.geometry.bind(this.geometry, shader);
- // then render it
- renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);
- };
- /**
- * Rendering by using the Batch system.
- * @param renderer - Instance to renderer.
- */
- Mesh.prototype._renderToBatch = function (renderer) {
- var geometry = this.geometry;
- var shader = this.shader;
- if (shader.uvMatrix) {
- shader.uvMatrix.update();
- this.calculateUvs();
- }
- // set properties for batching..
- this.calculateVertices();
- this.indices = geometry.indexBuffer.data;
- this._tintRGB = shader._tintRGB;
- this._texture = shader.texture;
- var pluginName = this.material.pluginName;
- renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);
- renderer.plugins[pluginName].render(this);
- };
- /** Updates vertexData field based on transform and vertices. */
- Mesh.prototype.calculateVertices = function () {
- var geometry = this.geometry;
- var verticesBuffer = geometry.buffers[0];
- var vertices = verticesBuffer.data;
- var vertexDirtyId = verticesBuffer._updateID;
- if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) {
- return;
- }
- this._transformID = this.transform._worldID;
- if (this.vertexData.length !== vertices.length) {
- this.vertexData = new Float32Array(vertices.length);
- }
- var wt = this.transform.worldTransform;
- var a = wt.a;
- var b = wt.b;
- var c = wt.c;
- var d = wt.d;
- var tx = wt.tx;
- var ty = wt.ty;
- var vertexData = this.vertexData;
- for (var i = 0; i < vertexData.length / 2; i++) {
- var x = vertices[(i * 2)];
- var y = vertices[(i * 2) + 1];
- vertexData[(i * 2)] = (a * x) + (c * y) + tx;
- vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;
- }
- if (this._roundPixels) {
- var resolution = settings.RESOLUTION;
- for (var i = 0; i < vertexData.length; ++i) {
- vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);
- }
- }
- this.vertexDirty = vertexDirtyId;
- };
- /** Updates uv field based on from geometry uv's or batchUvs. */
- Mesh.prototype.calculateUvs = function () {
- var geomUvs = this.geometry.buffers[1];
- var shader = this.shader;
- if (!shader.uvMatrix.isSimple) {
- if (!this.batchUvs) {
- this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix);
- }
- this.batchUvs.update();
- this.uvs = this.batchUvs.data;
- }
- else {
- this.uvs = geomUvs.data;
- }
- };
- /**
- * Updates the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
- * there must be a aVertexPosition attribute present in the geometry for bounds to be calculated correctly.
- */
- Mesh.prototype._calculateBounds = function () {
- this.calculateVertices();
- this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);
- };
- /**
- * Tests if a point is inside this mesh. Works only for PIXI.DRAW_MODES.TRIANGLES.
- * @param point - The point to test.
- * @returns - The result of the test.
- */
- Mesh.prototype.containsPoint = function (point) {
- if (!this.getBounds().contains(point.x, point.y)) {
- return false;
- }
- this.worldTransform.applyInverse(point, tempPoint);
- var vertices = this.geometry.getBuffer('aVertexPosition').data;
- var points = tempPolygon.points;
- var indices = this.geometry.getIndex().data;
- var len = indices.length;
- var step = this.drawMode === 4 ? 3 : 1;
- for (var i = 0; i + 2 < len; i += step) {
- var ind0 = indices[i] * 2;
- var ind1 = indices[i + 1] * 2;
- var ind2 = indices[i + 2] * 2;
- points[0] = vertices[ind0];
- points[1] = vertices[ind0 + 1];
- points[2] = vertices[ind1];
- points[3] = vertices[ind1 + 1];
- points[4] = vertices[ind2];
- points[5] = vertices[ind2 + 1];
- if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {
- return true;
- }
- }
- return false;
- };
- Mesh.prototype.destroy = function (options) {
- _super.prototype.destroy.call(this, options);
- if (this._cachedTexture) {
- this._cachedTexture.destroy();
- this._cachedTexture = null;
- }
- this.geometry = null;
- this.shader = null;
- this.state = null;
- this.uvs = null;
- this.indices = null;
- this.vertexData = null;
- };
- /** The maximum number of vertices to consider batchable. Generally, the complexity of the geometry. */
- Mesh.BATCHABLE_SIZE = 100;
- return Mesh;
- }(Container));
- var fragment = "varying vec2 vTextureCoord;\nuniform vec4 uColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\n}\n";
- var vertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTextureMatrix;\n\nvarying vec2 vTextureCoord;\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\n}\n";
- /**
- * Slightly opinionated default shader for PixiJS 2D objects.
- * @memberof PIXI
- */
- var MeshMaterial = /** @class */ (function (_super) {
- __extends(MeshMaterial, _super);
- /**
- * @param uSampler - Texture that material uses to render.
- * @param options - Additional options
- * @param {number} [options.alpha=1] - Default alpha.
- * @param {number} [options.tint=0xFFFFFF] - Default tint.
- * @param {string} [options.pluginName='batch'] - Renderer plugin for batching.
- * @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.
- * @param {object} [options.uniforms] - Custom uniforms.
- */
- function MeshMaterial(uSampler, options) {
- var _this = this;
- var uniforms = {
- uSampler: uSampler,
- alpha: 1,
- uTextureMatrix: Matrix.IDENTITY,
- uColor: new Float32Array([1, 1, 1, 1]),
- };
- // Set defaults
- options = Object.assign({
- tint: 0xFFFFFF,
- alpha: 1,
- pluginName: 'batch',
- }, options);
- if (options.uniforms) {
- Object.assign(uniforms, options.uniforms);
- }
- _this = _super.call(this, options.program || Program.from(vertex, fragment), uniforms) || this;
- _this._colorDirty = false;
- _this.uvMatrix = new TextureMatrix(uSampler);
- _this.batchable = options.program === undefined;
- _this.pluginName = options.pluginName;
- _this.tint = options.tint;
- _this.alpha = options.alpha;
- return _this;
- }
- Object.defineProperty(MeshMaterial.prototype, "texture", {
- /** Reference to the texture being rendered. */
- get: function () {
- return this.uniforms.uSampler;
- },
- set: function (value) {
- if (this.uniforms.uSampler !== value) {
- if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) {
- this._colorDirty = true;
- }
- this.uniforms.uSampler = value;
- this.uvMatrix.texture = value;
- }
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(MeshMaterial.prototype, "alpha", {
- get: function () {
- return this._alpha;
- },
- /**
- * This gets automatically set by the object using this.
- * @default 1
- */
- set: function (value) {
- if (value === this._alpha)
- { return; }
- this._alpha = value;
- this._colorDirty = true;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(MeshMaterial.prototype, "tint", {
- get: function () {
- return this._tint;
- },
- /**
- * Multiply tint for the material.
- * @default 0xFFFFFF
- */
- set: function (value) {
- if (value === this._tint)
- { return; }
- this._tint = value;
- this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);
- this._colorDirty = true;
- },
- enumerable: false,
- configurable: true
- });
- /** Gets called automatically by the Mesh. Intended to be overridden for custom {@link MeshMaterial} objects. */
- MeshMaterial.prototype.update = function () {
- if (this._colorDirty) {
- this._colorDirty = false;
- var baseTexture = this.texture.baseTexture;
- premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode);
- }
- if (this.uvMatrix.update()) {
- this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;
- }
- };
- return MeshMaterial;
- }(Shader));
- /**
- * Standard 2D geometry used in PixiJS.
- *
- * Geometry can be defined without passing in a style or data if required.
- *
- * ```js
- * const geometry = new PIXI.Geometry();
- *
- * geometry.addAttribute('positions', [0, 0, 100, 0, 100, 100, 0, 100], 2);
- * geometry.addAttribute('uvs', [0,0,1,0,1,1,0,1], 2);
- * geometry.addIndex([0,1,2,1,3,2]);
- *
- * ```
- * @memberof PIXI
- */
- var MeshGeometry = /** @class */ (function (_super) {
- __extends(MeshGeometry, _super);
- /**
- * @param {Float32Array|number[]} [vertices] - Positional data on geometry.
- * @param {Float32Array|number[]} [uvs] - Texture UVs.
- * @param {Uint16Array|number[]} [index] - IndexBuffer
- */
- function MeshGeometry(vertices, uvs, index) {
- var _this = _super.call(this) || this;
- var verticesBuffer = new Buffer(vertices);
- var uvsBuffer = new Buffer(uvs, true);
- var indexBuffer = new Buffer(index, true, true);
- _this.addAttribute('aVertexPosition', verticesBuffer, 2, false, TYPES.FLOAT)
- .addAttribute('aTextureCoord', uvsBuffer, 2, false, TYPES.FLOAT)
- .addIndex(indexBuffer);
- _this._updateId = -1;
- return _this;
- }
- Object.defineProperty(MeshGeometry.prototype, "vertexDirtyId", {
- /**
- * If the vertex position is updated.
- * @readonly
- * @private
- */
- get: function () {
- return this.buffers[0]._updateID;
- },
- enumerable: false,
- configurable: true
- });
- return MeshGeometry;
- }(Geometry));
- export { Mesh, MeshBatchUvs, MeshGeometry, MeshMaterial };
- //# sourceMappingURL=mesh.mjs.map
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