import { System } from '../System';
import { Matrix } from '@pixi/math';
/**
* System plugin to the renderer to manage the projection matrix.
*
* @class
* @extends PIXI.System
* @memberof PIXI.systems
*/
export class ProjectionSystem extends System
{
/**
* @param {PIXI.Renderer} renderer - The renderer this System works for.
*/
constructor(renderer)
{
super(renderer);
/**
* Destination frame
* @member {PIXI.Rectangle}
* @readonly
*/
this.destinationFrame = null;
/**
* Source frame
* @member {PIXI.Rectangle}
* @readonly
*/
this.sourceFrame = null;
/**
* Default destination frame
* @member {PIXI.Rectangle}
* @readonly
*/
this.defaultFrame = null;
/**
* Project matrix
* @member {PIXI.Matrix}
* @readonly
*/
this.projectionMatrix = new Matrix();
/**
* A transform that will be appended to the projection matrix
* if null, nothing will be applied
* @member {PIXI.Matrix}
*/
this.transform = null;
}
/**
* Updates the projection matrix based on a projection frame (which is a rectangle)
*
* @param {PIXI.Rectangle} destinationFrame - The destination frame.
* @param {PIXI.Rectangle} sourceFrame - The source frame.
* @param {Number} resolution - Resolution
* @param {boolean} root - If is root
*/
update(destinationFrame, sourceFrame, resolution, root)
{
this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;
this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;
this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);
if (this.transform)
{
this.projectionMatrix.append(this.transform);
}
const renderer = this.renderer;
renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;
renderer.globalUniforms.update();
// this will work for now
// but would be sweet to stick and even on the global uniforms..
if (renderer.shader.shader)
{
renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);
}
}
/**
* Updates the projection matrix based on a projection frame (which is a rectangle)
*
* @param {PIXI.Rectangle} destinationFrame - The destination frame.
* @param {PIXI.Rectangle} sourceFrame - The source frame.
* @param {Number} resolution - Resolution
* @param {boolean} root - If is root
*/
calculateProjection(destinationFrame, sourceFrame, resolution, root)
{
const pm = this.projectionMatrix;
// I don't think we will need this line..
// pm.identity();
if (!root)
{
pm.a = (1 / destinationFrame.width * 2) * resolution;
pm.d = (1 / destinationFrame.height * 2) * resolution;
pm.tx = -1 - (sourceFrame.x * pm.a);
pm.ty = -1 - (sourceFrame.y * pm.d);
}
else
{
pm.a = (1 / destinationFrame.width * 2) * resolution;
pm.d = (-1 / destinationFrame.height * 2) * resolution;
pm.tx = -1 - (sourceFrame.x * pm.a);
pm.ty = 1 - (sourceFrame.y * pm.d);
}
}
/**
* Sets the transform of the active render target to the given matrix
*
* @param {PIXI.Matrix} matrix - The transformation matrix
*/
setTransform()
{
// this._activeRenderTarget.transform = matrix;
}
}