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460 lines
23 KiB
JavaScript
460 lines
23 KiB
JavaScript
var __extends =
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(this && this.__extends) ||
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function (d, b) {
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for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
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function __() {
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this.constructor = d;
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}
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d.prototype = b === null ? Object.create(b) : ((__.prototype = b.prototype), new __());
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};
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var PIXI;
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(function (PIXI) {
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var extras;
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(function (extras) {
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var shaderLib = [
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{
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vertUniforms: "",
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vertCode: "vTextureCoord = aTextureCoord;",
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fragUniforms: "uniform vec4 uTextureClamp;",
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fragCode: "vec2 textureCoord = clamp(vTextureCoord, uTextureClamp.xy, uTextureClamp.zw);",
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},
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{
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vertUniforms: "uniform mat3 uTransform;",
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vertCode: "vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;",
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fragUniforms: "",
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fragCode: "vec2 textureCoord = vTextureCoord;",
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},
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{
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vertUniforms: "uniform mat3 uTransform;",
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vertCode: "vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;",
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fragUniforms: "uniform mat3 uMapCoord;\nuniform vec4 uClampFrame;\nuniform vec2 uClampOffset;",
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fragCode:
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"vec2 textureCoord = mod(vTextureCoord - uClampOffset, vec2(1.0, 1.0)) + uClampOffset;" +
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"\ntextureCoord = (uMapCoord * vec3(textureCoord, 1.0)).xy;" +
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"\ntextureCoord = clamp(textureCoord, uClampFrame.xy, uClampFrame.zw);",
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},
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];
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var PictureShader = (function (_super) {
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__extends(PictureShader, _super);
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function PictureShader(gl, vert, frag, tilingMode) {
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var lib = shaderLib[tilingMode];
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_super.call(
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this,
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gl,
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vert.replace(/%SPRITE_UNIFORMS%/gi, lib.vertUniforms).replace(/%SPRITE_CODE%/gi, lib.vertCode),
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frag.replace(/%SPRITE_UNIFORMS%/gi, lib.fragUniforms).replace(/%SPRITE_CODE%/gi, lib.fragCode)
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);
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this.bind();
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this.tilingMode = tilingMode;
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this.tempQuad = new PIXI.Quad(gl);
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this.tempQuad.initVao(this);
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this.uniforms.uColor = new Float32Array([1, 1, 1, 1]);
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this.uniforms.uSampler = [0, 1];
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}
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PictureShader.blendVert =
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"\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";
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return PictureShader;
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})(PIXI.Shader);
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extras.PictureShader = PictureShader;
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})((extras = PIXI.extras || (PIXI.extras = {})));
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})(PIXI || (PIXI = {}));
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var PIXI;
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(function (PIXI) {
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var extras;
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(function (extras) {
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var overlayFrag =
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"\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";
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var HardLightShader = (function (_super) {
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__extends(HardLightShader, _super);
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function HardLightShader(gl, tilingMode) {
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_super.call(this, gl, extras.PictureShader.blendVert, overlayFrag, tilingMode);
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}
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return HardLightShader;
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})(extras.PictureShader);
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extras.HardLightShader = HardLightShader;
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})((extras = PIXI.extras || (PIXI.extras = {})));
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})(PIXI || (PIXI = {}));
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var PIXI;
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(function (PIXI) {
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var extras;
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(function (extras) {
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function mapFilterBlendModesToPixi(gl, array) {
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if (array === void 0) {
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array = [];
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}
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array[PIXI.BLEND_MODES.OVERLAY] = [
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new extras.OverlayShader(gl, 0),
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new extras.OverlayShader(gl, 1),
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new extras.OverlayShader(gl, 2),
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];
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array[PIXI.BLEND_MODES.HARD_LIGHT] = [
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new extras.HardLightShader(gl, 0),
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new extras.HardLightShader(gl, 1),
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new extras.HardLightShader(gl, 2),
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];
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return array;
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}
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extras.mapFilterBlendModesToPixi = mapFilterBlendModesToPixi;
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})((extras = PIXI.extras || (PIXI.extras = {})));
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})(PIXI || (PIXI = {}));
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var PIXI;
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(function (PIXI) {
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var extras;
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(function (extras) {
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var normalFrag =
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"\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";
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var normalVert =
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"\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";
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var NormalShader = (function (_super) {
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__extends(NormalShader, _super);
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function NormalShader(gl, tilingMode) {
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_super.call(this, gl, normalVert, normalFrag, tilingMode);
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}
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return NormalShader;
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})(extras.PictureShader);
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extras.NormalShader = NormalShader;
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})((extras = PIXI.extras || (PIXI.extras = {})));
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})(PIXI || (PIXI = {}));
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var PIXI;
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(function (PIXI) {
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var extras;
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(function (extras) {
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var overlayFrag =
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"\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";
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var OverlayShader = (function (_super) {
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__extends(OverlayShader, _super);
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function OverlayShader(gl, tilingMode) {
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_super.call(this, gl, extras.PictureShader.blendVert, overlayFrag, tilingMode);
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}
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return OverlayShader;
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})(extras.PictureShader);
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extras.OverlayShader = OverlayShader;
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})((extras = PIXI.extras || (PIXI.extras = {})));
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})(PIXI || (PIXI = {}));
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var PIXI;
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(function (PIXI) {
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var extras;
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(function (extras) {
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function nextPow2(v) {
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v += v === 0 ? 1 : 0;
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--v;
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v |= v >>> 1;
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v |= v >>> 2;
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v |= v >>> 4;
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v |= v >>> 8;
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v |= v >>> 16;
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return v + 1;
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}
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var PictureRenderer = (function (_super) {
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__extends(PictureRenderer, _super);
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function PictureRenderer(renderer) {
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_super.call(this, renderer);
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}
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PictureRenderer.prototype.onContextChange = function () {
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var gl = this.renderer.gl;
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this.drawModes = extras.mapFilterBlendModesToPixi(gl);
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this.normalShader = [
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new extras.NormalShader(gl, 0),
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new extras.NormalShader(gl, 1),
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new extras.NormalShader(gl, 2),
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];
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this._tempClamp = new Float32Array(4);
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this._tempColor = new Float32Array(4);
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this._tempRect = new PIXI.Rectangle();
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this._tempRect2 = new PIXI.Rectangle();
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this._tempRect3 = new PIXI.Rectangle();
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this._tempMatrix = new PIXI.Matrix();
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this._tempMatrix2 = new PIXI.Matrix();
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this._bigBuf = new Uint8Array(1 << 20);
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this._renderTexture = new PIXI.BaseRenderTexture(1024, 1024);
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};
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PictureRenderer.prototype.start = function () {};
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PictureRenderer.prototype.flush = function () {};
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PictureRenderer.prototype._getRenderTexture = function (minWidth, minHeight) {
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if (this._renderTexture.width < minWidth || this._renderTexture.height < minHeight) {
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minHeight = nextPow2(minWidth);
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minHeight = nextPow2(minHeight);
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this._renderTexture.resize(minWidth, minHeight);
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}
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return this._renderTexture;
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};
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PictureRenderer.prototype._getBuf = function (size) {
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var buf = this._bigBuf;
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if (buf.length < size) {
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size = nextPow2(size);
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buf = new Uint8Array(size);
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this._bigBuf = buf;
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}
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return buf;
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};
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PictureRenderer.prototype.render = function (sprite) {
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if (!sprite.texture.valid) {
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return;
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}
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var tilingMode = 0;
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if (sprite.tileTransform) {
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tilingMode = this._isSimpleSprite(sprite) ? 1 : 2;
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}
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var blendShader = this.drawModes[sprite.blendMode];
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if (blendShader) {
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this._renderBlend(sprite, blendShader[tilingMode]);
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} else {
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this._renderNormal(sprite, this.normalShader[tilingMode]);
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}
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};
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PictureRenderer.prototype._renderNormal = function (sprite, shader) {
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var renderer = this.renderer;
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renderer.bindShader(shader);
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renderer.state.setBlendMode(sprite.blendMode);
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this._renderInner(sprite, shader);
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};
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PictureRenderer.prototype._renderBlend = function (sprite, shader) {
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var renderer = this.renderer;
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var spriteBounds = sprite.getBounds();
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var renderTarget = renderer._activeRenderTarget;
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var matrix = renderTarget.projectionMatrix;
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var flipX = matrix.a < 0;
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var flipY = matrix.d < 0;
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var resolution = renderTarget.resolution;
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var screen = this._tempRect;
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var fr = renderTarget.sourceFrame || renderTarget.destinationFrame;
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screen.x = 0;
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screen.y = 0;
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screen.width = fr.width;
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screen.height = fr.height;
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var bounds = this._tempRect2;
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var fbw = fr.width * resolution,
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fbh = fr.height * resolution;
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bounds.x = (spriteBounds.x + matrix.tx / matrix.a) * resolution + fbw / 2;
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bounds.y = (spriteBounds.y + matrix.ty / matrix.d) * resolution + fbh / 2;
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bounds.width = spriteBounds.width * resolution;
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bounds.height = spriteBounds.height * resolution;
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if (flipX) {
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bounds.y = fbw - bounds.width - bounds.x;
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}
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if (flipY) {
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bounds.y = fbh - bounds.height - bounds.y;
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}
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var screenBounds = this._tempRect3;
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var x_1 = Math.floor(Math.max(screen.x, bounds.x));
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var x_2 = Math.ceil(Math.min(screen.x + screen.width, bounds.x + bounds.width));
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var y_1 = Math.floor(Math.max(screen.y, bounds.y));
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var y_2 = Math.ceil(Math.min(screen.y + screen.height, bounds.y + bounds.height));
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var pixelsWidth = x_2 - x_1;
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var pixelsHeight = y_2 - y_1;
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if (pixelsWidth <= 0 || pixelsHeight <= 0) {
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return;
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}
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var rt = this._getRenderTexture(pixelsWidth, pixelsHeight);
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renderer.bindTexture(rt, 1, true);
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var gl = renderer.gl;
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if (renderer.renderingToScreen && renderTarget.root) {
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var buf = this._getBuf(pixelsWidth * pixelsHeight * 4);
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gl.readPixels(x_1, y_1, pixelsWidth, pixelsHeight, gl.RGBA, gl.UNSIGNED_BYTE, this._bigBuf);
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gl.texSubImage2D(
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gl.TEXTURE_2D,
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0,
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0,
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0,
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pixelsWidth,
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pixelsHeight,
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gl.RGBA,
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gl.UNSIGNED_BYTE,
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this._bigBuf
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);
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} else {
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gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, x_1, y_1, pixelsWidth, pixelsHeight);
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}
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renderer.bindShader(shader);
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renderer.state.setBlendMode(PIXI.BLEND_MODES.NORMAL);
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if (shader.uniforms.mapMatrix) {
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var mapMatrix = this._tempMatrix;
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mapMatrix.a = bounds.width / rt.width / spriteBounds.width;
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if (flipX) {
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mapMatrix.a = -mapMatrix.a;
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mapMatrix.tx =
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(bounds.x - x_1) / rt.width - (spriteBounds.x + spriteBounds.width) * mapMatrix.a;
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} else {
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mapMatrix.tx = (bounds.x - x_1) / rt.width - spriteBounds.x * mapMatrix.a;
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}
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mapMatrix.d = bounds.height / rt.height / spriteBounds.height;
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if (flipY) {
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mapMatrix.d = -mapMatrix.d;
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mapMatrix.ty =
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(bounds.y - y_1) / rt.height - (spriteBounds.y + spriteBounds.height) * mapMatrix.d;
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} else {
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mapMatrix.ty = (bounds.y - y_1) / rt.height - spriteBounds.y * mapMatrix.d;
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}
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shader.uniforms.mapMatrix = mapMatrix.toArray(true);
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}
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this._renderInner(sprite, shader);
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};
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PictureRenderer.prototype._renderInner = function (sprite, shader) {
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var renderer = this.renderer;
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if (shader.tilingMode > 0) {
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this._renderWithShader(sprite, shader.tilingMode === 1, shader);
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} else {
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this._renderSprite(sprite, shader);
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}
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};
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PictureRenderer.prototype._renderWithShader = function (ts, isSimple, shader) {
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var quad = shader.tempQuad;
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var renderer = this.renderer;
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renderer.bindVao(quad.vao);
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var vertices = quad.vertices;
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var _width = ts._width;
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var _height = ts._height;
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var _anchorX = ts._anchor._x;
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var _anchorY = ts._anchor._y;
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var w0 = _width * (1 - _anchorX);
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var w1 = _width * -_anchorX;
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var h0 = _height * (1 - _anchorY);
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var h1 = _height * -_anchorY;
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var wt = ts.transform.worldTransform;
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var a = wt.a;
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var b = wt.b;
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var c = wt.c;
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var d = wt.d;
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var tx = wt.tx;
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var ty = wt.ty;
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vertices[0] = a * w1 + c * h1 + tx;
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vertices[1] = d * h1 + b * w1 + ty;
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vertices[2] = a * w0 + c * h1 + tx;
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vertices[3] = d * h1 + b * w0 + ty;
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vertices[4] = a * w0 + c * h0 + tx;
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vertices[5] = d * h0 + b * w0 + ty;
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vertices[6] = a * w1 + c * h0 + tx;
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vertices[7] = d * h0 + b * w1 + ty;
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vertices = quad.uvs;
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vertices[0] = vertices[6] = -ts.anchor.x;
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vertices[1] = vertices[3] = -ts.anchor.y;
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vertices[2] = vertices[4] = 1.0 - ts.anchor.x;
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vertices[5] = vertices[7] = 1.0 - ts.anchor.y;
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quad.upload();
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var tex = ts._texture;
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var lt = ts.tileTransform.localTransform;
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var uv = ts.uvTransform;
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var mapCoord = uv.mapCoord;
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var uClampFrame = uv.uClampFrame;
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var uClampOffset = uv.uClampOffset;
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var w = tex.width;
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var h = tex.height;
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var W = _width;
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var H = _height;
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var tempMat = this._tempMatrix2;
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tempMat.set((lt.a * w) / W, (lt.b * w) / H, (lt.c * h) / W, (lt.d * h) / H, lt.tx / W, lt.ty / H);
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tempMat.invert();
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if (isSimple) {
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tempMat.append(mapCoord);
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} else {
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shader.uniforms.uMapCoord = mapCoord.toArray(true);
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shader.uniforms.uClampFrame = uClampFrame;
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shader.uniforms.uClampOffset = uClampOffset;
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}
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shader.uniforms.uTransform = tempMat.toArray(true);
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var color = this._tempColor;
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var alpha = ts.worldAlpha;
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PIXI.utils.hex2rgb(ts.tint, color);
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color[0] *= alpha;
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color[1] *= alpha;
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color[2] *= alpha;
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color[3] = alpha;
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shader.uniforms.uColor = color;
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renderer.bindTexture(tex, 0, true);
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quad.vao.draw(this.renderer.gl.TRIANGLES, 6, 0);
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};
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PictureRenderer.prototype._renderSprite = function (sprite, shader) {
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var renderer = this.renderer;
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var quad = shader.tempQuad;
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renderer.bindVao(quad.vao);
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var uvs = sprite.texture._uvs;
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var vertices = quad.vertices;
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var vd = sprite.vertexData;
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for (var i = 0; i < 8; i++) {
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quad.vertices[i] = vd[i];
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}
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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
|