import { Program, Shader, TextureMatrix } from '@pixi/core';
import { Matrix } from '@pixi/math';
import { premultiplyTintToRgba } from '@pixi/utils';
import fragment from './shader/mesh.frag';
import vertex from './shader/mesh.vert';
/**
* Slightly opinionated default shader for PixiJS 2D objects.
* @class
* @memberof PIXI
* @extends PIXI.Shader
*/
export class MeshMaterial extends Shader {
/**
* @param {PIXI.Texture} uSampler - Texture that material uses to render.
* @param {object} [options] - Additional options
* @param {number} [options.alpha=1] - Default alpha.
* @param {number} [options.tint=0xFFFFFF] - Default tint.
* @param {string} [options.pluginName='batch'] - Renderer plugin for batching.
* @param {PIXI.Program} [options.program=0xFFFFFF] - Custom program.
* @param {object} [options.uniforms] - Custom uniforms.
*/
constructor(uSampler, options) {
const uniforms = {
uSampler,
alpha: 1,
uTextureMatrix: Matrix.IDENTITY,
uColor: new Float32Array([1, 1, 1, 1]),
};
// Set defaults
options = Object.assign({
tint: 0xFFFFFF,
alpha: 1,
pluginName: 'batch',
}, options);
if (options.uniforms) {
Object.assign(uniforms, options.uniforms);
}
super(options.program || Program.from(vertex, fragment), uniforms);
/**
* Only do update if tint or alpha changes.
* @member {boolean}
* @private
* @default false
*/
this._colorDirty = false;
/**
* TextureMatrix instance for this Mesh, used to track Texture changes
*
* @member {PIXI.TextureMatrix}
* @readonly
*/
this.uvMatrix = new TextureMatrix(uSampler);
/**
* `true` if shader can be batch with the renderer's batch system.
* @member {boolean}
* @default true
*/
this.batchable = options.program === undefined;
/**
* Renderer plugin for batching
*
* @member {string}
* @default 'batch'
*/
this.pluginName = options.pluginName;
this.tint = options.tint;
this.alpha = options.alpha;
}
/**
* Reference to the texture being rendered.
* @member {PIXI.Texture}
*/
get texture() {
return this.uniforms.uSampler;
}
set texture(value) {
if (this.uniforms.uSampler !== value) {
this.uniforms.uSampler = value;
this.uvMatrix.texture = value;
}
}
/**
* This gets automatically set by the object using this.
*
* @default 1
* @member {number}
*/
set alpha(value) {
if (value === this._alpha)
return;
this._alpha = value;
this._colorDirty = true;
}
get alpha() {
return this._alpha;
}
/**
* Multiply tint for the material.
* @member {number}
* @default 0xFFFFFF
*/
set tint(value) {
if (value === this._tint)
return;
this._tint = value;
this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);
this._colorDirty = true;
}
get tint() {
return this._tint;
}
/**
* Gets called automatically by the Mesh. Intended to be overridden for custom
* MeshMaterial objects.
*/
update() {
if (this._colorDirty) {
this._colorDirty = false;
const baseTexture = this.texture.baseTexture;
premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode);
}
if (this.uvMatrix.update()) {
this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;
}
}
}