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- /*!
- * @pixi/particle-container - v6.5.10
- * Compiled Thu, 06 Jul 2023 15:25:11 UTC
- *
- * @pixi/particle-container is licensed under the MIT License.
- * http://www.opensource.org/licenses/mit-license
- */
- this.PIXI = this.PIXI || {};
- var _pixi_particle_container = (function (exports, constants, display, utils, core, math) {
- 'use strict';
- /*! *****************************************************************************
- 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 */
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- extendStatics = Object.setPrototypeOf ||
- ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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- 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 __());
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- }
- function __importDefault(mod) {
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- }
- function __classPrivateFieldGet(receiver, privateMap) {
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- if (!privateMap.has(receiver)) {
- throw new TypeError("attempted to set private field on non-instance");
- }
- privateMap.set(receiver, value);
- return value;
- }
- /**
- * The ParticleContainer class is a really fast version of the Container built solely for speed,
- * so use when you need a lot of sprites or particles.
- *
- * The tradeoff of the ParticleContainer is that most advanced functionality will not work.
- * ParticleContainer implements the basic object transform (position, scale, rotation)
- * and some advanced functionality like tint (as of v4.5.6).
- *
- * Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.
- *
- * It's extremely easy to use:
- * ```js
- * let container = new ParticleContainer();
- *
- * for (let i = 0; i < 100; ++i)
- * {
- * let sprite = PIXI.Sprite.from("myImage.png");
- * container.addChild(sprite);
- * }
- * ```
- *
- * And here you have a hundred sprites that will be rendered at the speed of light.
- * @memberof PIXI
- */
- var ParticleContainer = /** @class */ (function (_super) {
- __extends(ParticleContainer, _super);
- /**
- * @param maxSize - The maximum number of particles that can be rendered by the container.
- * Affects size of allocated buffers.
- * @param properties - The properties of children that should be uploaded to the gpu and applied.
- * @param {boolean} [properties.vertices=false] - When true, vertices be uploaded and applied.
- * if sprite's ` scale/anchor/trim/frame/orig` is dynamic, please set `true`.
- * @param {boolean} [properties.position=true] - When true, position be uploaded and applied.
- * @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.
- * @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.
- * @param {boolean} [properties.tint=false] - When true, alpha and tint be uploaded and applied.
- * @param {number} [batchSize=16384] - Number of particles per batch. If less than maxSize, it uses maxSize instead.
- * @param {boolean} [autoResize=false] - If true, container allocates more batches in case
- * there are more than `maxSize` particles.
- */
- function ParticleContainer(maxSize, properties, batchSize, autoResize) {
- if (maxSize === void 0) { maxSize = 1500; }
- if (batchSize === void 0) { batchSize = 16384; }
- if (autoResize === void 0) { autoResize = false; }
- var _this = _super.call(this) || this;
- // Making sure the batch size is valid
- // 65535 is max vertex index in the index buffer (see ParticleRenderer)
- // so max number of particles is 65536 / 4 = 16384
- var maxBatchSize = 16384;
- if (batchSize > maxBatchSize) {
- batchSize = maxBatchSize;
- }
- _this._properties = [false, true, false, false, false];
- _this._maxSize = maxSize;
- _this._batchSize = batchSize;
- _this._buffers = null;
- _this._bufferUpdateIDs = [];
- _this._updateID = 0;
- _this.interactiveChildren = false;
- _this.blendMode = constants.BLEND_MODES.NORMAL;
- _this.autoResize = autoResize;
- _this.roundPixels = true;
- _this.baseTexture = null;
- _this.setProperties(properties);
- _this._tint = 0;
- _this.tintRgb = new Float32Array(4);
- _this.tint = 0xFFFFFF;
- return _this;
- }
- /**
- * Sets the private properties array to dynamic / static based on the passed properties object
- * @param properties - The properties to be uploaded
- */
- ParticleContainer.prototype.setProperties = function (properties) {
- if (properties) {
- this._properties[0] = 'vertices' in properties || 'scale' in properties
- ? !!properties.vertices || !!properties.scale : this._properties[0];
- this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];
- this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];
- this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];
- this._properties[4] = 'tint' in properties || 'alpha' in properties
- ? !!properties.tint || !!properties.alpha : this._properties[4];
- }
- };
- ParticleContainer.prototype.updateTransform = function () {
- // TODO don't need to!
- this.displayObjectUpdateTransform();
- };
- Object.defineProperty(ParticleContainer.prototype, "tint", {
- /**
- * The tint applied to the container. This is a hex value.
- * A value of 0xFFFFFF will remove any tint effect.
- * IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
- * @default 0xFFFFFF
- */
- get: function () {
- return this._tint;
- },
- set: function (value) {
- this._tint = value;
- utils.hex2rgb(value, this.tintRgb);
- },
- enumerable: false,
- configurable: true
- });
- /**
- * Renders the container using the WebGL renderer.
- * @param renderer - The WebGL renderer.
- */
- ParticleContainer.prototype.render = function (renderer) {
- var _this = this;
- if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) {
- return;
- }
- if (!this.baseTexture) {
- this.baseTexture = this.children[0]._texture.baseTexture;
- if (!this.baseTexture.valid) {
- this.baseTexture.once('update', function () { return _this.onChildrenChange(0); });
- }
- }
- renderer.batch.setObjectRenderer(renderer.plugins.particle);
- renderer.plugins.particle.render(this);
- };
- /**
- * Set the flag that static data should be updated to true
- * @param smallestChildIndex - The smallest child index.
- */
- ParticleContainer.prototype.onChildrenChange = function (smallestChildIndex) {
- var bufferIndex = Math.floor(smallestChildIndex / this._batchSize);
- while (this._bufferUpdateIDs.length < bufferIndex) {
- this._bufferUpdateIDs.push(0);
- }
- this._bufferUpdateIDs[bufferIndex] = ++this._updateID;
- };
- ParticleContainer.prototype.dispose = function () {
- if (this._buffers) {
- for (var i = 0; i < this._buffers.length; ++i) {
- this._buffers[i].destroy();
- }
- this._buffers = null;
- }
- };
- /**
- * Destroys the container
- * @param options - Options parameter. A boolean will act as if all options
- * have been set to that value
- * @param {boolean} [options.children=false] - if set to true, all the children will have their
- * destroy method called as well. 'options' will be passed on to those calls.
- * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true
- * Should it destroy the texture of the child sprite
- * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true
- * Should it destroy the base texture of the child sprite
- */
- ParticleContainer.prototype.destroy = function (options) {
- _super.prototype.destroy.call(this, options);
- this.dispose();
- this._properties = null;
- this._buffers = null;
- this._bufferUpdateIDs = null;
- };
- return ParticleContainer;
- }(display.Container));
- /*
- * @author Mat Groves
- *
- * Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
- * for creating the original PixiJS version!
- * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that
- * they now share 4 bytes on the vertex buffer
- *
- * Heavily inspired by LibGDX's ParticleBuffer:
- * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleBuffer.java
- */
- /**
- * The particle buffer manages the static and dynamic buffers for a particle container.
- * @private
- * @memberof PIXI
- */
- var ParticleBuffer = /** @class */ (function () {
- /**
- * @param {object} properties - The properties to upload.
- * @param {boolean[]} dynamicPropertyFlags - Flags for which properties are dynamic.
- * @param {number} size - The size of the batch.
- */
- function ParticleBuffer(properties, dynamicPropertyFlags, size) {
- this.geometry = new core.Geometry();
- this.indexBuffer = null;
- this.size = size;
- this.dynamicProperties = [];
- this.staticProperties = [];
- for (var i = 0; i < properties.length; ++i) {
- var property = properties[i];
- // Make copy of properties object so that when we edit the offset it doesn't
- // change all other instances of the object literal
- property = {
- attributeName: property.attributeName,
- size: property.size,
- uploadFunction: property.uploadFunction,
- type: property.type || constants.TYPES.FLOAT,
- offset: property.offset,
- };
- if (dynamicPropertyFlags[i]) {
- this.dynamicProperties.push(property);
- }
- else {
- this.staticProperties.push(property);
- }
- }
- this.staticStride = 0;
- this.staticBuffer = null;
- this.staticData = null;
- this.staticDataUint32 = null;
- this.dynamicStride = 0;
- this.dynamicBuffer = null;
- this.dynamicData = null;
- this.dynamicDataUint32 = null;
- this._updateID = 0;
- this.initBuffers();
- }
- /** Sets up the renderer context and necessary buffers. */
- ParticleBuffer.prototype.initBuffers = function () {
- var geometry = this.geometry;
- var dynamicOffset = 0;
- this.indexBuffer = new core.Buffer(utils.createIndicesForQuads(this.size), true, true);
- geometry.addIndex(this.indexBuffer);
- this.dynamicStride = 0;
- for (var i = 0; i < this.dynamicProperties.length; ++i) {
- var property = this.dynamicProperties[i];
- property.offset = dynamicOffset;
- dynamicOffset += property.size;
- this.dynamicStride += property.size;
- }
- var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);
- this.dynamicData = new Float32Array(dynBuffer);
- this.dynamicDataUint32 = new Uint32Array(dynBuffer);
- this.dynamicBuffer = new core.Buffer(this.dynamicData, false, false);
- // static //
- var staticOffset = 0;
- this.staticStride = 0;
- for (var i = 0; i < this.staticProperties.length; ++i) {
- var property = this.staticProperties[i];
- property.offset = staticOffset;
- staticOffset += property.size;
- this.staticStride += property.size;
- }
- var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);
- this.staticData = new Float32Array(statBuffer);
- this.staticDataUint32 = new Uint32Array(statBuffer);
- this.staticBuffer = new core.Buffer(this.staticData, true, false);
- for (var i = 0; i < this.dynamicProperties.length; ++i) {
- var property = this.dynamicProperties[i];
- geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === constants.TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4);
- }
- for (var i = 0; i < this.staticProperties.length; ++i) {
- var property = this.staticProperties[i];
- geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === constants.TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4);
- }
- };
- /**
- * Uploads the dynamic properties.
- * @param children - The children to upload.
- * @param startIndex - The index to start at.
- * @param amount - The number to upload.
- */
- ParticleBuffer.prototype.uploadDynamic = function (children, startIndex, amount) {
- for (var i = 0; i < this.dynamicProperties.length; i++) {
- var property = this.dynamicProperties[i];
- property.uploadFunction(children, startIndex, amount, property.type === constants.TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset);
- }
- this.dynamicBuffer._updateID++;
- };
- /**
- * Uploads the static properties.
- * @param children - The children to upload.
- * @param startIndex - The index to start at.
- * @param amount - The number to upload.
- */
- ParticleBuffer.prototype.uploadStatic = function (children, startIndex, amount) {
- for (var i = 0; i < this.staticProperties.length; i++) {
- var property = this.staticProperties[i];
- property.uploadFunction(children, startIndex, amount, property.type === constants.TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset);
- }
- this.staticBuffer._updateID++;
- };
- /** Destroys the ParticleBuffer. */
- ParticleBuffer.prototype.destroy = function () {
- this.indexBuffer = null;
- this.dynamicProperties = null;
- this.dynamicBuffer = null;
- this.dynamicData = null;
- this.dynamicDataUint32 = null;
- this.staticProperties = null;
- this.staticBuffer = null;
- this.staticData = null;
- this.staticDataUint32 = null;
- // all buffers are destroyed inside geometry
- this.geometry.destroy();
- };
- return ParticleBuffer;
- }());
- var fragment = "varying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler;\n\nvoid main(void){\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\n gl_FragColor = color;\n}";
- var vertex = "attribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nattribute vec2 aPositionCoord;\nattribute float aRotation;\n\nuniform mat3 translationMatrix;\nuniform vec4 uColor;\n\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nvoid main(void){\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\n\n vec2 v = vec2(x, y);\n v = v + aPositionCoord;\n\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\n\n vTextureCoord = aTextureCoord;\n vColor = aColor * uColor;\n}\n";
- /*
- * @author Mat Groves
- *
- * Big thanks to the very clever Matt DesLauriers <mattdesl> https://github.com/mattdesl/
- * for creating the original PixiJS version!
- * Also a thanks to https://github.com/bchevalier for tweaking the tint and alpha so that they now
- * share 4 bytes on the vertex buffer
- *
- * Heavily inspired by LibGDX's ParticleRenderer:
- * https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/ParticleRenderer.java
- */
- /**
- * Renderer for Particles that is designer for speed over feature set.
- * @memberof PIXI
- */
- var ParticleRenderer = /** @class */ (function (_super) {
- __extends(ParticleRenderer, _super);
- /**
- * @param renderer - The renderer this sprite batch works for.
- */
- function ParticleRenderer(renderer) {
- var _this = _super.call(this, renderer) || this;
- // 65535 is max vertex index in the index buffer (see ParticleRenderer)
- // so max number of particles is 65536 / 4 = 16384
- // and max number of element in the index buffer is 16384 * 6 = 98304
- // Creating a full index buffer, overhead is 98304 * 2 = 196Ko
- // let numIndices = 98304;
- _this.shader = null;
- _this.properties = null;
- _this.tempMatrix = new math.Matrix();
- _this.properties = [
- // verticesData
- {
- attributeName: 'aVertexPosition',
- size: 2,
- uploadFunction: _this.uploadVertices,
- offset: 0,
- },
- // positionData
- {
- attributeName: 'aPositionCoord',
- size: 2,
- uploadFunction: _this.uploadPosition,
- offset: 0,
- },
- // rotationData
- {
- attributeName: 'aRotation',
- size: 1,
- uploadFunction: _this.uploadRotation,
- offset: 0,
- },
- // uvsData
- {
- attributeName: 'aTextureCoord',
- size: 2,
- uploadFunction: _this.uploadUvs,
- offset: 0,
- },
- // tintData
- {
- attributeName: 'aColor',
- size: 1,
- type: constants.TYPES.UNSIGNED_BYTE,
- uploadFunction: _this.uploadTint,
- offset: 0,
- } ];
- _this.shader = core.Shader.from(vertex, fragment, {});
- _this.state = core.State.for2d();
- return _this;
- }
- /**
- * Renders the particle container object.
- * @param container - The container to render using this ParticleRenderer.
- */
- ParticleRenderer.prototype.render = function (container) {
- var children = container.children;
- var maxSize = container._maxSize;
- var batchSize = container._batchSize;
- var renderer = this.renderer;
- var totalChildren = children.length;
- if (totalChildren === 0) {
- return;
- }
- else if (totalChildren > maxSize && !container.autoResize) {
- totalChildren = maxSize;
- }
- var buffers = container._buffers;
- if (!buffers) {
- buffers = container._buffers = this.generateBuffers(container);
- }
- var baseTexture = children[0]._texture.baseTexture;
- var premultiplied = baseTexture.alphaMode > 0;
- // if the uvs have not updated then no point rendering just yet!
- this.state.blendMode = utils.correctBlendMode(container.blendMode, premultiplied);
- renderer.state.set(this.state);
- var gl = renderer.gl;
- var m = container.worldTransform.copyTo(this.tempMatrix);
- m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);
- this.shader.uniforms.translationMatrix = m.toArray(true);
- this.shader.uniforms.uColor = utils.premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied);
- this.shader.uniforms.uSampler = baseTexture;
- this.renderer.shader.bind(this.shader);
- var updateStatic = false;
- // now lets upload and render the buffers..
- for (var i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) {
- var amount = (totalChildren - i);
- if (amount > batchSize) {
- amount = batchSize;
- }
- if (j >= buffers.length) {
- buffers.push(this._generateOneMoreBuffer(container));
- }
- var buffer = buffers[j];
- // we always upload the dynamic
- buffer.uploadDynamic(children, i, amount);
- var bid = container._bufferUpdateIDs[j] || 0;
- updateStatic = updateStatic || (buffer._updateID < bid);
- // we only upload the static content when we have to!
- if (updateStatic) {
- buffer._updateID = container._updateID;
- buffer.uploadStatic(children, i, amount);
- }
- // bind the buffer
- renderer.geometry.bind(buffer.geometry);
- gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);
- }
- };
- /**
- * Creates one particle buffer for each child in the container we want to render and updates internal properties.
- * @param container - The container to render using this ParticleRenderer
- * @returns - The buffers
- */
- ParticleRenderer.prototype.generateBuffers = function (container) {
- var buffers = [];
- var size = container._maxSize;
- var batchSize = container._batchSize;
- var dynamicPropertyFlags = container._properties;
- for (var i = 0; i < size; i += batchSize) {
- buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));
- }
- return buffers;
- };
- /**
- * Creates one more particle buffer, because container has autoResize feature.
- * @param container - The container to render using this ParticleRenderer
- * @returns - The generated buffer
- */
- ParticleRenderer.prototype._generateOneMoreBuffer = function (container) {
- var batchSize = container._batchSize;
- var dynamicPropertyFlags = container._properties;
- return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);
- };
- /**
- * Uploads the vertices.
- * @param children - the array of sprites to render
- * @param startIndex - the index to start from in the children array
- * @param amount - the amount of children that will have their vertices uploaded
- * @param array - The vertices to upload.
- * @param stride - Stride to use for iteration.
- * @param offset - Offset to start at.
- */
- ParticleRenderer.prototype.uploadVertices = function (children, startIndex, amount, array, stride, offset) {
- var w0 = 0;
- var w1 = 0;
- var h0 = 0;
- var h1 = 0;
- for (var i = 0; i < amount; ++i) {
- var sprite = children[startIndex + i];
- var texture = sprite._texture;
- var sx = sprite.scale.x;
- var sy = sprite.scale.y;
- var trim = texture.trim;
- var orig = texture.orig;
- if (trim) {
- // if the sprite is trimmed and is not a tilingsprite then we need to add the
- // extra space before transforming the sprite coords..
- w1 = trim.x - (sprite.anchor.x * orig.width);
- w0 = w1 + trim.width;
- h1 = trim.y - (sprite.anchor.y * orig.height);
- h0 = h1 + trim.height;
- }
- else {
- w0 = (orig.width) * (1 - sprite.anchor.x);
- w1 = (orig.width) * -sprite.anchor.x;
- h0 = orig.height * (1 - sprite.anchor.y);
- h1 = orig.height * -sprite.anchor.y;
- }
- array[offset] = w1 * sx;
- array[offset + 1] = h1 * sy;
- array[offset + stride] = w0 * sx;
- array[offset + stride + 1] = h1 * sy;
- array[offset + (stride * 2)] = w0 * sx;
- array[offset + (stride * 2) + 1] = h0 * sy;
- array[offset + (stride * 3)] = w1 * sx;
- array[offset + (stride * 3) + 1] = h0 * sy;
- offset += stride * 4;
- }
- };
- /**
- * Uploads the position.
- * @param children - the array of sprites to render
- * @param startIndex - the index to start from in the children array
- * @param amount - the amount of children that will have their positions uploaded
- * @param array - The vertices to upload.
- * @param stride - Stride to use for iteration.
- * @param offset - Offset to start at.
- */
- ParticleRenderer.prototype.uploadPosition = function (children, startIndex, amount, array, stride, offset) {
- for (var i = 0; i < amount; i++) {
- var spritePosition = children[startIndex + i].position;
- array[offset] = spritePosition.x;
- array[offset + 1] = spritePosition.y;
- array[offset + stride] = spritePosition.x;
- array[offset + stride + 1] = spritePosition.y;
- array[offset + (stride * 2)] = spritePosition.x;
- array[offset + (stride * 2) + 1] = spritePosition.y;
- array[offset + (stride * 3)] = spritePosition.x;
- array[offset + (stride * 3) + 1] = spritePosition.y;
- offset += stride * 4;
- }
- };
- /**
- * Uploads the rotation.
- * @param children - the array of sprites to render
- * @param startIndex - the index to start from in the children array
- * @param amount - the amount of children that will have their rotation uploaded
- * @param array - The vertices to upload.
- * @param stride - Stride to use for iteration.
- * @param offset - Offset to start at.
- */
- ParticleRenderer.prototype.uploadRotation = function (children, startIndex, amount, array, stride, offset) {
- for (var i = 0; i < amount; i++) {
- var spriteRotation = children[startIndex + i].rotation;
- array[offset] = spriteRotation;
- array[offset + stride] = spriteRotation;
- array[offset + (stride * 2)] = spriteRotation;
- array[offset + (stride * 3)] = spriteRotation;
- offset += stride * 4;
- }
- };
- /**
- * Uploads the UVs.
- * @param children - the array of sprites to render
- * @param startIndex - the index to start from in the children array
- * @param amount - the amount of children that will have their rotation uploaded
- * @param array - The vertices to upload.
- * @param stride - Stride to use for iteration.
- * @param offset - Offset to start at.
- */
- ParticleRenderer.prototype.uploadUvs = function (children, startIndex, amount, array, stride, offset) {
- for (var i = 0; i < amount; ++i) {
- var textureUvs = children[startIndex + i]._texture._uvs;
- if (textureUvs) {
- array[offset] = textureUvs.x0;
- array[offset + 1] = textureUvs.y0;
- array[offset + stride] = textureUvs.x1;
- array[offset + stride + 1] = textureUvs.y1;
- array[offset + (stride * 2)] = textureUvs.x2;
- array[offset + (stride * 2) + 1] = textureUvs.y2;
- array[offset + (stride * 3)] = textureUvs.x3;
- array[offset + (stride * 3) + 1] = textureUvs.y3;
- offset += stride * 4;
- }
- else {
- // TODO you know this can be easier!
- array[offset] = 0;
- array[offset + 1] = 0;
- array[offset + stride] = 0;
- array[offset + stride + 1] = 0;
- array[offset + (stride * 2)] = 0;
- array[offset + (stride * 2) + 1] = 0;
- array[offset + (stride * 3)] = 0;
- array[offset + (stride * 3) + 1] = 0;
- offset += stride * 4;
- }
- }
- };
- /**
- * Uploads the tint.
- * @param children - the array of sprites to render
- * @param startIndex - the index to start from in the children array
- * @param amount - the amount of children that will have their rotation uploaded
- * @param array - The vertices to upload.
- * @param stride - Stride to use for iteration.
- * @param offset - Offset to start at.
- */
- ParticleRenderer.prototype.uploadTint = function (children, startIndex, amount, array, stride, offset) {
- for (var i = 0; i < amount; ++i) {
- var sprite = children[startIndex + i];
- var premultiplied = sprite._texture.baseTexture.alphaMode > 0;
- var alpha = sprite.alpha;
- // we dont call extra function if alpha is 1.0, that's faster
- var argb = alpha < 1.0 && premultiplied
- ? utils.premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24);
- array[offset] = argb;
- array[offset + stride] = argb;
- array[offset + (stride * 2)] = argb;
- array[offset + (stride * 3)] = argb;
- offset += stride * 4;
- }
- };
- /** Destroys the ParticleRenderer. */
- ParticleRenderer.prototype.destroy = function () {
- _super.prototype.destroy.call(this);
- if (this.shader) {
- this.shader.destroy();
- this.shader = null;
- }
- this.tempMatrix = null;
- };
- /** @ignore */
- ParticleRenderer.extension = {
- name: 'particle',
- type: core.ExtensionType.RendererPlugin,
- };
- return ParticleRenderer;
- }(core.ObjectRenderer));
- exports.ParticleContainer = ParticleContainer;
- exports.ParticleRenderer = ParticleRenderer;
- Object.defineProperty(exports, '__esModule', { value: true });
- return exports;
- })({}, PIXI, PIXI, PIXI.utils, PIXI, PIXI);
- Object.assign(this.PIXI, _pixi_particle_container);
- //# sourceMappingURL=particle-container.js.map
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