var __extends = (this && this.__extends) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : ((__.prototype = b.prototype), new __()); }; var PIXI; (function (PIXI) { var extras; (function (extras) { var shaderLib = [ { vertUniforms: "", vertCode: "vTextureCoord = aTextureCoord;", fragUniforms: "uniform vec4 uTextureClamp;", fragCode: "vec2 textureCoord = clamp(vTextureCoord, uTextureClamp.xy, uTextureClamp.zw);", }, { vertUniforms: "uniform mat3 uTransform;", vertCode: "vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;", fragUniforms: "", fragCode: "vec2 textureCoord = vTextureCoord;", }, { vertUniforms: "uniform mat3 uTransform;", vertCode: "vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;", fragUniforms: "uniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;", fragCode: "vec2 textureCoord = mod(vTextureCoord - uClampOffset, vec2(1.0, 1.0)) + uClampOffset;" + "\ntextureCoord = (uMapCoord * vec3(textureCoord, 1.0)).xy;" + "\ntextureCoord = clamp(textureCoord, uClampFrame.xy, uClampFrame.zw);", }, ]; var PictureShader = (function (_super) { __extends(PictureShader, _super); function PictureShader(gl, vert, frag, tilingMode) { var lib = shaderLib[tilingMode]; _super.call( this, gl, vert.replace(/%SPRITE_UNIFORMS%/gi, lib.vertUniforms).replace(/%SPRITE_CODE%/gi, lib.vertCode), frag.replace(/%SPRITE_UNIFORMS%/gi, lib.fragUniforms).replace(/%SPRITE_CODE%/gi, lib.fragCode) ); this.bind(); this.tilingMode = tilingMode; this.tempQuad = new PIXI.Quad(gl); this.tempQuad.initVao(this); this.uniforms.uColor = new Float32Array([1, 1, 1, 1]); this.uniforms.uSampler = [0, 1]; } PictureShader.blendVert = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nuniform mat3 projectionMatrix;\nuniform mat3 mapMatrix;\n\nvarying vec2 vTextureCoord;\nvarying vec2 vMapCoord;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n %SPRITE_CODE%\n vMapCoord = (mapMatrix * vec3(aVertexPosition, 1.0)).xy;\n}\n"; return PictureShader; })(PIXI.Shader); extras.PictureShader = PictureShader; })((extras = PIXI.extras || (PIXI.extras = {}))); })(PIXI || (PIXI = {})); var PIXI; (function (PIXI) { var extras; (function (extras) { var overlayFrag = "\nvarying vec2 vTextureCoord;\nvarying vec2 vMapCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler[2];\nuniform vec4 uColor;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n %SPRITE_CODE%\n vec4 source = texture2D(uSampler[0], textureCoord) * uColor;\n vec4 target = texture2D(uSampler[1], vMapCoord);\n\n //reverse hardlight\n if (source.a == 0.0) {\n gl_FragColor = vec4(0, 0, 0, 0);\n return;\n }\n //yeah, premultiplied\n vec3 Cb = source.rgb/source.a, Cs;\n if (target.a > 0.0) {\n Cs = target.rgb / target.a;\n }\n vec3 multiply = Cb * Cs * 2.0;\n vec3 Cs2 = Cs * 2.0 - 1.0;\n vec3 screen = Cb + Cs2 - Cb * Cs2;\n vec3 B;\n if (Cb.r <= 0.5) {\n B.r = multiply.r;\n } else {\n B.r = screen.r;\n }\n if (Cb.g <= 0.5) {\n B.g = multiply.g;\n } else {\n B.g = screen.g;\n }\n if (Cb.b <= 0.5) {\n B.b = multiply.b;\n } else {\n B.b = screen.b;\n }\n vec4 res;\n res.xyz = (1.0 - source.a) * Cs + source.a * B;\n res.a = source.a + target.a * (1.0-source.a);\n gl_FragColor = vec4(res.xyz * res.a, res.a);\n}\n"; var HardLightShader = (function (_super) { __extends(HardLightShader, _super); function HardLightShader(gl, tilingMode) { _super.call(this, gl, extras.PictureShader.blendVert, overlayFrag, tilingMode); } return HardLightShader; })(extras.PictureShader); extras.HardLightShader = HardLightShader; })((extras = PIXI.extras || (PIXI.extras = {}))); })(PIXI || (PIXI = {})); var PIXI; (function (PIXI) { var extras; (function (extras) { function mapFilterBlendModesToPixi(gl, array) { if (array === void 0) { array = []; } array[PIXI.BLEND_MODES.OVERLAY] = [ new extras.OverlayShader(gl, 0), new extras.OverlayShader(gl, 1), new extras.OverlayShader(gl, 2), ]; array[PIXI.BLEND_MODES.HARD_LIGHT] = [ new extras.HardLightShader(gl, 0), new extras.HardLightShader(gl, 1), new extras.HardLightShader(gl, 2), ]; return array; } extras.mapFilterBlendModesToPixi = mapFilterBlendModesToPixi; })((extras = PIXI.extras || (PIXI.extras = {}))); })(PIXI || (PIXI = {})); var PIXI; (function (PIXI) { var extras; (function (extras) { var normalFrag = "\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler[2];\nuniform vec4 uColor;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n %SPRITE_CODE%\n\n vec4 sample = texture2D(uSampler[0], textureCoord);\n gl_FragColor = sample * uColor;\n}\n"; var normalVert = "\nattribute vec2 aVertexPosition;\nattribute vec2 aTextureCoord;\nattribute vec4 aColor;\n\nuniform mat3 projectionMatrix;\n\nvarying vec2 vTextureCoord;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\n %SPRITE_CODE%\n}\n"; var NormalShader = (function (_super) { __extends(NormalShader, _super); function NormalShader(gl, tilingMode) { _super.call(this, gl, normalVert, normalFrag, tilingMode); } return NormalShader; })(extras.PictureShader); extras.NormalShader = NormalShader; })((extras = PIXI.extras || (PIXI.extras = {}))); })(PIXI || (PIXI = {})); var PIXI; (function (PIXI) { var extras; (function (extras) { var overlayFrag = "\nvarying vec2 vTextureCoord;\nvarying vec2 vMapCoord;\nvarying vec4 vColor;\n\nuniform sampler2D uSampler[2];\nuniform vec4 uColor;\n%SPRITE_UNIFORMS%\n\nvoid main(void)\n{\n %SPRITE_CODE%\n vec4 source = texture2D(uSampler[0], textureCoord) * uColor;\n vec4 target = texture2D(uSampler[1], vMapCoord);\n\n //reverse hardlight\n if (source.a == 0.0) {\n gl_FragColor = vec4(0, 0, 0, 0);\n return;\n }\n //yeah, premultiplied\n vec3 Cb = source.rgb/source.a, Cs;\n if (target.a > 0.0) {\n Cs = target.rgb / target.a;\n }\n vec3 multiply = Cb * Cs * 2.0;\n vec3 Cb2 = Cb * 2.0 - 1.0;\n vec3 screen = Cb2 + Cs - Cb2 * Cs;\n vec3 B;\n if (Cs.r <= 0.5) {\n B.r = multiply.r;\n } else {\n B.r = screen.r;\n }\n if (Cs.g <= 0.5) {\n B.g = multiply.g;\n } else {\n B.g = screen.g;\n }\n if (Cs.b <= 0.5) {\n B.b = multiply.b;\n } else {\n B.b = screen.b;\n }\n vec4 res;\n res.xyz = (1.0 - source.a) * Cs + source.a * B;\n res.a = source.a + target.a * (1.0-source.a);\n gl_FragColor = vec4(res.xyz * res.a, res.a);\n}\n"; var OverlayShader = (function (_super) { __extends(OverlayShader, _super); function OverlayShader(gl, tilingMode) { _super.call(this, gl, extras.PictureShader.blendVert, overlayFrag, tilingMode); } return OverlayShader; })(extras.PictureShader); extras.OverlayShader = OverlayShader; })((extras = PIXI.extras || (PIXI.extras = {}))); })(PIXI || (PIXI = {})); var PIXI; (function (PIXI) { var extras; (function (extras) { function nextPow2(v) { v += v === 0 ? 1 : 0; --v; v |= v >>> 1; v |= v >>> 2; v |= v >>> 4; v |= v >>> 8; v |= v >>> 16; return v + 1; } var PictureRenderer = (function (_super) { __extends(PictureRenderer, _super); function PictureRenderer(renderer) { _super.call(this, renderer); } PictureRenderer.prototype.onContextChange = function () { var gl = this.renderer.gl; this.drawModes = extras.mapFilterBlendModesToPixi(gl); this.normalShader = [ new extras.NormalShader(gl, 0), new extras.NormalShader(gl, 1), new extras.NormalShader(gl, 2), ]; this._tempClamp = new Float32Array(4); this._tempColor = new Float32Array(4); this._tempRect = new PIXI.Rectangle(); this._tempRect2 = new PIXI.Rectangle(); this._tempRect3 = new PIXI.Rectangle(); this._tempMatrix = new PIXI.Matrix(); this._tempMatrix2 = new PIXI.Matrix(); this._bigBuf = new Uint8Array(1 << 20); this._renderTexture = new PIXI.BaseRenderTexture(1024, 1024); }; PictureRenderer.prototype.start = function () {}; PictureRenderer.prototype.flush = function () {}; PictureRenderer.prototype._getRenderTexture = function (minWidth, minHeight) { if (this._renderTexture.width < minWidth || this._renderTexture.height < minHeight) { minHeight = nextPow2(minWidth); minHeight = nextPow2(minHeight); this._renderTexture.resize(minWidth, minHeight); } return this._renderTexture; }; PictureRenderer.prototype._getBuf = function (size) { var buf = this._bigBuf; if (buf.length < size) { size = nextPow2(size); buf = new Uint8Array(size); this._bigBuf = buf; } return buf; }; PictureRenderer.prototype.render = function (sprite) { if (!sprite.texture.valid) { return; } var tilingMode = 0; if (sprite.tileTransform) { tilingMode = this._isSimpleSprite(sprite) ? 1 : 2; } var blendShader = this.drawModes[sprite.blendMode]; if (blendShader) { this._renderBlend(sprite, blendShader[tilingMode]); } else { this._renderNormal(sprite, this.normalShader[tilingMode]); } }; PictureRenderer.prototype._renderNormal = function (sprite, shader) { var renderer = this.renderer; renderer.bindShader(shader); renderer.state.setBlendMode(sprite.blendMode); this._renderInner(sprite, shader); }; PictureRenderer.prototype._renderBlend = function (sprite, shader) { var renderer = this.renderer; var spriteBounds = sprite.getBounds(); var renderTarget = renderer._activeRenderTarget; var matrix = renderTarget.projectionMatrix; var flipX = matrix.a < 0; var flipY = matrix.d < 0; var resolution = renderTarget.resolution; var screen = this._tempRect; var fr = renderTarget.sourceFrame || renderTarget.destinationFrame; screen.x = 0; screen.y = 0; screen.width = fr.width; screen.height = fr.height; var bounds = this._tempRect2; var fbw = fr.width * resolution, fbh = fr.height * resolution; bounds.x = (spriteBounds.x + matrix.tx / matrix.a) * resolution + fbw / 2; bounds.y = (spriteBounds.y + matrix.ty / matrix.d) * resolution + fbh / 2; bounds.width = spriteBounds.width * resolution; bounds.height = spriteBounds.height * resolution; if (flipX) { bounds.y = fbw - bounds.width - bounds.x; } if (flipY) { bounds.y = fbh - bounds.height - bounds.y; } var screenBounds = this._tempRect3; var x_1 = Math.floor(Math.max(screen.x, bounds.x)); var x_2 = Math.ceil(Math.min(screen.x + screen.width, bounds.x + bounds.width)); var y_1 = Math.floor(Math.max(screen.y, bounds.y)); var y_2 = Math.ceil(Math.min(screen.y + screen.height, bounds.y + bounds.height)); var pixelsWidth = x_2 - x_1; var pixelsHeight = y_2 - y_1; if (pixelsWidth <= 0 || pixelsHeight <= 0) { return; } var rt = this._getRenderTexture(pixelsWidth, pixelsHeight); renderer.bindTexture(rt, 1, true); var gl = renderer.gl; if (renderer.renderingToScreen && renderTarget.root) { var buf = this._getBuf(pixelsWidth * pixelsHeight * 4); gl.readPixels(x_1, y_1, pixelsWidth, pixelsHeight, gl.RGBA, gl.UNSIGNED_BYTE, this._bigBuf); gl.texSubImage2D( gl.TEXTURE_2D, 0, 0, 0, pixelsWidth, pixelsHeight, gl.RGBA, gl.UNSIGNED_BYTE, this._bigBuf ); } else { gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, x_1, y_1, pixelsWidth, pixelsHeight); } renderer.bindShader(shader); renderer.state.setBlendMode(PIXI.BLEND_MODES.NORMAL); if (shader.uniforms.mapMatrix) { var mapMatrix = this._tempMatrix; mapMatrix.a = bounds.width / rt.width / spriteBounds.width; if (flipX) { mapMatrix.a = -mapMatrix.a; mapMatrix.tx = (bounds.x - x_1) / rt.width - (spriteBounds.x + spriteBounds.width) * mapMatrix.a; } else { mapMatrix.tx = (bounds.x - x_1) / rt.width - spriteBounds.x * mapMatrix.a; } mapMatrix.d = bounds.height / rt.height / spriteBounds.height; if (flipY) { mapMatrix.d = -mapMatrix.d; mapMatrix.ty = (bounds.y - y_1) / rt.height - (spriteBounds.y + spriteBounds.height) * mapMatrix.d; } else { mapMatrix.ty = (bounds.y - y_1) / rt.height - spriteBounds.y * mapMatrix.d; } shader.uniforms.mapMatrix = mapMatrix.toArray(true); } this._renderInner(sprite, shader); }; PictureRenderer.prototype._renderInner = function (sprite, shader) { var renderer = this.renderer; if (shader.tilingMode > 0) { this._renderWithShader(sprite, shader.tilingMode === 1, shader); } else { this._renderSprite(sprite, shader); } }; PictureRenderer.prototype._renderWithShader = function (ts, isSimple, shader) { var quad = shader.tempQuad; var renderer = this.renderer; renderer.bindVao(quad.vao); var vertices = quad.vertices; var _width = ts._width; var _height = ts._height; var _anchorX = ts._anchor._x; var _anchorY = ts._anchor._y; var w0 = _width * (1 - _anchorX); var w1 = _width * -_anchorX; var h0 = _height * (1 - _anchorY); var h1 = _height * -_anchorY; var wt = ts.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; vertices[0] = a * w1 + c * h1 + tx; vertices[1] = d * h1 + b * w1 + ty; vertices[2] = a * w0 + c * h1 + tx; vertices[3] = d * h1 + b * w0 + ty; vertices[4] = a * w0 + c * h0 + tx; vertices[5] = d * h0 + b * w0 + ty; vertices[6] = a * w1 + c * h0 + tx; vertices[7] = d * h0 + b * w1 + ty; vertices = quad.uvs; vertices[0] = vertices[6] = -ts.anchor.x; vertices[1] = vertices[3] = -ts.anchor.y; vertices[2] = vertices[4] = 1.0 - ts.anchor.x; vertices[5] = vertices[7] = 1.0 - ts.anchor.y; quad.upload(); var tex = ts._texture; var lt = ts.tileTransform.localTransform; var uv = ts.uvTransform; var mapCoord = uv.mapCoord; var uClampFrame = uv.uClampFrame; var uClampOffset = uv.uClampOffset; var w = tex.width; var h = tex.height; var W = _width; var H = _height; var tempMat = this._tempMatrix2; tempMat.set((lt.a * w) / W, (lt.b * w) / H, (lt.c * h) / W, (lt.d * h) / H, lt.tx / W, lt.ty / H); tempMat.invert(); if (isSimple) { tempMat.append(mapCoord); } else { shader.uniforms.uMapCoord = mapCoord.toArray(true); shader.uniforms.uClampFrame = uClampFrame; shader.uniforms.uClampOffset = uClampOffset; } shader.uniforms.uTransform = tempMat.toArray(true); var color = this._tempColor; var alpha = ts.worldAlpha; PIXI.utils.hex2rgb(ts.tint, color); color[0] *= alpha; color[1] *= alpha; color[2] *= alpha; color[3] = alpha; shader.uniforms.uColor = color; renderer.bindTexture(tex, 0, true); quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); }; PictureRenderer.prototype._renderSprite = function (sprite, shader) { var renderer = this.renderer; var quad = shader.tempQuad; renderer.bindVao(quad.vao); var uvs = sprite.texture._uvs; var vertices = quad.vertices; var vd = sprite.vertexData; for (var i = 0; i < 8; i++) { quad.vertices[i] = vd[i]; } quad.uvs[0] = uvs.x0; quad.uvs[1] = uvs.y0; quad.uvs[2] = uvs.x1; quad.uvs[3] = uvs.y1; quad.uvs[4] = uvs.x2; quad.uvs[5] = uvs.y2; quad.uvs[6] = uvs.x3; quad.uvs[7] = uvs.y3; quad.upload(); var frame = sprite.texture.frame; var base = sprite.texture.baseTexture; var clamp = this._tempClamp; var eps = 0.5 / base.resolution; clamp[0] = (frame.x + eps) / base.width; clamp[1] = (frame.y + eps) / base.height; clamp[2] = (frame.x + frame.width - eps) / base.width; clamp[3] = (frame.y + frame.height - eps) / base.height; shader.uniforms.uTextureClamp = clamp; var color = this._tempColor; PIXI.utils.hex2rgb(sprite.tint, color); var alpha = sprite.worldAlpha; color[0] *= alpha; color[1] *= alpha; color[2] *= alpha; color[3] = alpha; shader.uniforms.uColor = color; renderer.bindTexture(base, 0, true); quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0); }; PictureRenderer.prototype._isSimpleSprite = function (ts) { var renderer = this.renderer; var tex = ts._texture; var baseTex = tex.baseTexture; var isSimple = baseTex.isPowerOfTwo && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height; if (isSimple) { if (!baseTex._glTextures[renderer.CONTEXT_UID]) { if (baseTex.wrapMode === PIXI.WRAP_MODES.CLAMP) { baseTex.wrapMode = PIXI.WRAP_MODES.REPEAT; } } else { isSimple = baseTex.wrapMode !== PIXI.WRAP_MODES.CLAMP; } } return isSimple; }; return PictureRenderer; })(PIXI.ObjectRenderer); extras.PictureRenderer = PictureRenderer; PIXI.WebGLRenderer.registerPlugin("picture", PictureRenderer); PIXI.CanvasRenderer.registerPlugin("picture", PIXI.CanvasSpriteRenderer); })((extras = PIXI.extras || (PIXI.extras = {}))); })(PIXI || (PIXI = {})); var PIXI; (function (PIXI) { var extras; (function (extras) { var PictureSprite = (function (_super) { __extends(PictureSprite, _super); function PictureSprite(texture) { _super.call(this, texture); this.pluginName = "picture"; } return PictureSprite; })(PIXI.Sprite); extras.PictureSprite = PictureSprite; })((extras = PIXI.extras || (PIXI.extras = {}))); })(PIXI || (PIXI = {})); var PIXI; (function (PIXI) { var extras; (function (extras) { var PictureTilingSprite = (function (_super) { __extends(PictureTilingSprite, _super); function PictureTilingSprite(texture) { _super.call(this, texture); this.pluginName = "picture"; } return PictureTilingSprite; })(extras.TilingSprite); extras.PictureTilingSprite = PictureTilingSprite; })((extras = PIXI.extras || (PIXI.extras = {}))); })(PIXI || (PIXI = {})); //# sourceMappingURL=pixi-picture.js.map