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- /*!
- * @pixi/sprite-tiling - v6.5.10
- * Compiled Thu, 06 Jul 2023 15:25:11 UTC
- *
- * @pixi/sprite-tiling is licensed under the MIT License.
- * http://www.opensource.org/licenses/mit-license
- */
- 'use strict';
- Object.defineProperty(exports, '__esModule', { value: true });
- var core = require('@pixi/core');
- var math = require('@pixi/math');
- var sprite = require('@pixi/sprite');
- var constants = require('@pixi/constants');
- var utils = require('@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 __());
- }
- var tempPoint = new math.Point();
- /**
- * A tiling sprite is a fast way of rendering a tiling image.
- * @memberof PIXI
- */
- var TilingSprite = /** @class */ (function (_super) {
- __extends(TilingSprite, _super);
- /**
- * @param texture - The texture of the tiling sprite.
- * @param width - The width of the tiling sprite.
- * @param height - The height of the tiling sprite.
- */
- function TilingSprite(texture, width, height) {
- if (width === void 0) { width = 100; }
- if (height === void 0) { height = 100; }
- var _this = _super.call(this, texture) || this;
- _this.tileTransform = new math.Transform();
- // The width of the tiling sprite
- _this._width = width;
- // The height of the tiling sprite
- _this._height = height;
- _this.uvMatrix = _this.texture.uvMatrix || new core.TextureMatrix(texture);
- /**
- * Plugin that is responsible for rendering this element.
- * Allows to customize the rendering process without overriding '_render' method.
- * @default 'tilingSprite'
- */
- _this.pluginName = 'tilingSprite';
- _this.uvRespectAnchor = false;
- return _this;
- }
- Object.defineProperty(TilingSprite.prototype, "clampMargin", {
- /**
- * Changes frame clamping in corresponding textureTransform, shortcut
- * Change to -0.5 to add a pixel to the edge, recommended for transparent trimmed textures in atlas
- * @default 0.5
- * @member {number}
- */
- get: function () {
- return this.uvMatrix.clampMargin;
- },
- set: function (value) {
- this.uvMatrix.clampMargin = value;
- this.uvMatrix.update(true);
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(TilingSprite.prototype, "tileScale", {
- /** The scaling of the image that is being tiled. */
- get: function () {
- return this.tileTransform.scale;
- },
- set: function (value) {
- this.tileTransform.scale.copyFrom(value);
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(TilingSprite.prototype, "tilePosition", {
- /** The offset of the image that is being tiled. */
- get: function () {
- return this.tileTransform.position;
- },
- set: function (value) {
- this.tileTransform.position.copyFrom(value);
- },
- enumerable: false,
- configurable: true
- });
- /**
- * @protected
- */
- TilingSprite.prototype._onTextureUpdate = function () {
- if (this.uvMatrix) {
- this.uvMatrix.texture = this._texture;
- }
- this._cachedTint = 0xFFFFFF;
- };
- /**
- * Renders the object using the WebGL renderer
- * @param renderer - The renderer
- */
- TilingSprite.prototype._render = function (renderer) {
- // tweak our texture temporarily..
- var texture = this._texture;
- if (!texture || !texture.valid) {
- return;
- }
- this.tileTransform.updateLocalTransform();
- this.uvMatrix.update();
- renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);
- renderer.plugins[this.pluginName].render(this);
- };
- /** Updates the bounds of the tiling sprite. */
- TilingSprite.prototype._calculateBounds = function () {
- var minX = this._width * -this._anchor._x;
- var minY = this._height * -this._anchor._y;
- var maxX = this._width * (1 - this._anchor._x);
- var maxY = this._height * (1 - this._anchor._y);
- this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);
- };
- /**
- * Gets the local bounds of the sprite object.
- * @param rect - Optional output rectangle.
- * @returns The bounds.
- */
- TilingSprite.prototype.getLocalBounds = function (rect) {
- // we can do a fast local bounds if the sprite has no children!
- if (this.children.length === 0) {
- this._bounds.minX = this._width * -this._anchor._x;
- this._bounds.minY = this._height * -this._anchor._y;
- this._bounds.maxX = this._width * (1 - this._anchor._x);
- this._bounds.maxY = this._height * (1 - this._anchor._y);
- if (!rect) {
- if (!this._localBoundsRect) {
- this._localBoundsRect = new math.Rectangle();
- }
- rect = this._localBoundsRect;
- }
- return this._bounds.getRectangle(rect);
- }
- return _super.prototype.getLocalBounds.call(this, rect);
- };
- /**
- * Checks if a point is inside this tiling sprite.
- * @param point - The point to check.
- * @returns Whether or not the sprite contains the point.
- */
- TilingSprite.prototype.containsPoint = function (point) {
- this.worldTransform.applyInverse(point, tempPoint);
- var width = this._width;
- var height = this._height;
- var x1 = -width * this.anchor._x;
- if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {
- var y1 = -height * this.anchor._y;
- if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {
- return true;
- }
- }
- return false;
- };
- /**
- * Destroys this sprite and optionally its texture and children
- * @param {object|boolean} [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] - Should it destroy the current texture of the sprite as well
- * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well
- */
- TilingSprite.prototype.destroy = function (options) {
- _super.prototype.destroy.call(this, options);
- this.tileTransform = null;
- this.uvMatrix = null;
- };
- /**
- * Helper function that creates a new tiling sprite based on the source you provide.
- * The source can be - frame id, image url, video url, canvas element, video element, base texture
- * @static
- * @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from
- * @param {object} options - See {@link PIXI.BaseTexture}'s constructor for options.
- * @param {number} options.width - required width of the tiling sprite
- * @param {number} options.height - required height of the tiling sprite
- * @returns {PIXI.TilingSprite} The newly created texture
- */
- TilingSprite.from = function (source, options) {
- var texture = (source instanceof core.Texture)
- ? source
- : core.Texture.from(source, options);
- return new TilingSprite(texture, options.width, options.height);
- };
- Object.defineProperty(TilingSprite.prototype, "width", {
- /** The width of the sprite, setting this will actually modify the scale to achieve the value set. */
- get: function () {
- return this._width;
- },
- set: function (value) {
- this._width = value;
- },
- enumerable: false,
- configurable: true
- });
- Object.defineProperty(TilingSprite.prototype, "height", {
- /** The height of the TilingSprite, setting this will actually modify the scale to achieve the value set. */
- get: function () {
- return this._height;
- },
- set: function (value) {
- this._height = value;
- },
- enumerable: false,
- configurable: true
- });
- return TilingSprite;
- }(sprite.Sprite));
- var fragmentSimpleSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-Simple-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\n\nvoid main(void)\n{\n vec4 texSample = texture2D(uSampler, vTextureCoord);\n gl_FragColor = texSample * uColor;\n}\n";
- var gl1VertexSrc = "#version 100\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\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 = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n";
- var gl1FragmentSrc = "#version 100\n#ifdef GL_EXT_shader_texture_lod\n #extension GL_EXT_shader_texture_lod : enable\n#endif\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nvarying vec2 vTextureCoord;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n #ifdef GL_EXT_shader_texture_lod\n vec4 texSample = unclamped == coord\n ? texture2D(uSampler, coord) \n : texture2DLodEXT(uSampler, coord, 0);\n #else\n vec4 texSample = texture2D(uSampler, coord);\n #endif\n\n gl_FragColor = texSample * uColor;\n}\n";
- var gl2VertexSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-300\n\nprecision lowp float;\n\nin vec2 aVertexPosition;\nin vec2 aTextureCoord;\n\nuniform mat3 projectionMatrix;\nuniform mat3 translationMatrix;\nuniform mat3 uTransform;\n\nout 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 = (uTransform * vec3(aTextureCoord, 1.0)).xy;\n}\n";
- var gl2FragmentSrc = "#version 300 es\n#define SHADER_NAME Tiling-Sprite-100\n\nprecision lowp float;\n\nin vec2 vTextureCoord;\n\nout vec4 fragmentColor;\n\nuniform sampler2D uSampler;\nuniform vec4 uColor;\nuniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;\n\nvoid main(void)\n{\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\n vec2 unclamped = coord;\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\n\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\n\n fragmentColor = texSample * uColor;\n}\n";
- var tempMat = new math.Matrix();
- /**
- * WebGL renderer plugin for tiling sprites
- * @class
- * @memberof PIXI
- * @extends PIXI.ObjectRenderer
- */
- var TilingSpriteRenderer = /** @class */ (function (_super) {
- __extends(TilingSpriteRenderer, _super);
- /**
- * constructor for renderer
- * @param {PIXI.Renderer} renderer - The renderer this tiling awesomeness works for.
- */
- function TilingSpriteRenderer(renderer) {
- var _this = _super.call(this, renderer) || this;
- // WebGL version is not available during initialization!
- renderer.runners.contextChange.add(_this);
- _this.quad = new core.QuadUv();
- /**
- * The WebGL state in which this renderer will work.
- * @member {PIXI.State}
- * @readonly
- */
- _this.state = core.State.for2d();
- return _this;
- }
- /** Creates shaders when context is initialized. */
- TilingSpriteRenderer.prototype.contextChange = function () {
- var renderer = this.renderer;
- var uniforms = { globals: renderer.globalUniforms };
- this.simpleShader = core.Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms);
- this.shader = renderer.context.webGLVersion > 1
- ? core.Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms)
- : core.Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms);
- };
- /**
- * @param {PIXI.TilingSprite} ts - tilingSprite to be rendered
- */
- TilingSpriteRenderer.prototype.render = function (ts) {
- var renderer = this.renderer;
- var quad = this.quad;
- var vertices = quad.vertices;
- vertices[0] = vertices[6] = (ts._width) * -ts.anchor.x;
- vertices[1] = vertices[3] = ts._height * -ts.anchor.y;
- vertices[2] = vertices[4] = (ts._width) * (1.0 - ts.anchor.x);
- vertices[5] = vertices[7] = ts._height * (1.0 - ts.anchor.y);
- var anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0;
- var anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0;
- vertices = quad.uvs;
- vertices[0] = vertices[6] = -anchorX;
- vertices[1] = vertices[3] = -anchorY;
- vertices[2] = vertices[4] = 1.0 - anchorX;
- vertices[5] = vertices[7] = 1.0 - anchorY;
- quad.invalidate();
- var tex = ts._texture;
- var baseTex = tex.baseTexture;
- var premultiplied = baseTex.alphaMode > 0;
- var lt = ts.tileTransform.localTransform;
- var uv = ts.uvMatrix;
- var isSimple = baseTex.isPowerOfTwo
- && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;
- // auto, force repeat wrapMode for big tiling textures
- if (isSimple) {
- if (!baseTex._glTextures[renderer.CONTEXT_UID]) {
- if (baseTex.wrapMode === constants.WRAP_MODES.CLAMP) {
- baseTex.wrapMode = constants.WRAP_MODES.REPEAT;
- }
- }
- else {
- isSimple = baseTex.wrapMode !== constants.WRAP_MODES.CLAMP;
- }
- }
- var shader = isSimple ? this.simpleShader : this.shader;
- var w = tex.width;
- var h = tex.height;
- var W = ts._width;
- var H = ts._height;
- tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H);
- // that part is the same as above:
- // tempMat.identity();
- // tempMat.scale(tex.width, tex.height);
- // tempMat.prepend(lt);
- // tempMat.scale(1.0 / ts._width, 1.0 / ts._height);
- tempMat.invert();
- if (isSimple) {
- tempMat.prepend(uv.mapCoord);
- }
- else {
- shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);
- shader.uniforms.uClampFrame = uv.uClampFrame;
- shader.uniforms.uClampOffset = uv.uClampOffset;
- }
- shader.uniforms.uTransform = tempMat.toArray(true);
- shader.uniforms.uColor = utils.premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied);
- shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);
- shader.uniforms.uSampler = tex;
- renderer.shader.bind(shader);
- renderer.geometry.bind(quad);
- this.state.blendMode = utils.correctBlendMode(ts.blendMode, premultiplied);
- renderer.state.set(this.state);
- renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);
- };
- /** @ignore */
- TilingSpriteRenderer.extension = {
- name: 'tilingSprite',
- type: core.ExtensionType.RendererPlugin,
- };
- return TilingSpriteRenderer;
- }(core.ObjectRenderer));
- exports.TilingSprite = TilingSprite;
- exports.TilingSpriteRenderer = TilingSpriteRenderer;
- //# sourceMappingURL=sprite-tiling.js.map
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