import { AbstractMultiResource } from './AbstractMultiResource';
import { TARGETS } from '@pixi/constants';
/**
* A resource that contains a number of sources.
*
* @class
* @extends PIXI.resources.Resource
* @memberof PIXI.resources
* @param {number|Array<*>} source - Number of items in array or the collection
* of image URLs to use. Can also be resources, image elements, canvas, etc.
* @param {object} [options] - Options to apply to {@link PIXI.resources.autoDetectResource}
* @param {number} [options.width] - Width of the resource
* @param {number} [options.height] - Height of the resource
*/
export class ArrayResource extends AbstractMultiResource {
constructor(source, options) {
const { width, height } = options || {};
let urls;
let length;
if (Array.isArray(source)) {
urls = source;
length = source.length;
}
else {
length = source;
}
super(length, { width, height });
if (urls) {
this.initFromArray(urls, options);
}
}
/**
* Set a baseTexture by ID,
* ArrayResource just takes resource from it, nothing more
*
* @param {PIXI.BaseTexture} baseTexture
* @param {number} index - Zero-based index of resource to set
* @return {PIXI.resources.ArrayResource} Instance for chaining
*/
addBaseTextureAt(baseTexture, index) {
if (baseTexture.resource) {
this.addResourceAt(baseTexture.resource, index);
}
else {
throw new Error('ArrayResource does not support RenderTexture');
}
return this;
}
/**
* Add binding
* @member {PIXI.BaseTexture}
* @override
*/
bind(baseTexture) {
super.bind(baseTexture);
baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;
}
/**
* Upload the resources to the GPU.
* @param {PIXI.Renderer} renderer
* @param {PIXI.BaseTexture} texture
* @param {PIXI.GLTexture} glTexture
* @returns {boolean} whether texture was uploaded
*/
upload(renderer, texture, glTexture) {
const { length, itemDirtyIds, items } = this;
const { gl } = renderer;
if (glTexture.dirtyId < 0) {
gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, texture.format, this._width, this._height, length, 0, texture.format, texture.type, null);
}
for (let i = 0; i < length; i++) {
const item = items[i];
if (itemDirtyIds[i] < item.dirtyId) {
itemDirtyIds[i] = item.dirtyId;
if (item.valid) {
gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, // xoffset
0, // yoffset
i, // zoffset
item.resource.width, item.resource.height, 1, texture.format, texture.type, item.resource.source);
}
}
}
return true;
}
}