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il/resources/public/js/cljs-runtime/module$node_modules$pixi_DOT_js$lib$scene$mesh$gl$GlMeshAdaptor.js
2026-07-01 22:38:29 -06:00

38 lines
2.5 KiB
JavaScript

shadow$provide.module$node_modules$pixi_DOT_js$lib$scene$mesh$gl$GlMeshAdaptor = function(global, require, module, exports) {
global = require("module$node_modules$pixi_DOT_js$lib$extensions$Extensions");
var Matrix = require("module$node_modules$pixi_DOT_js$lib$maths$matrix$Matrix"), compileHighShaderToProgram = require("module$node_modules$pixi_DOT_js$lib$rendering$high_shader$compileHighShaderToProgram"), localUniformBit = require("module$node_modules$pixi_DOT_js$lib$rendering$high_shader$shader_bits$localUniformBit"), roundPixelsBit = require("module$node_modules$pixi_DOT_js$lib$rendering$high_shader$shader_bits$roundPixelsBit"), textureBit = require("module$node_modules$pixi_DOT_js$lib$rendering$high_shader$shader_bits$textureBit"),
Shader = require("module$node_modules$pixi_DOT_js$lib$rendering$renderers$shared$shader$Shader"), Texture = require("module$node_modules$pixi_DOT_js$lib$rendering$renderers$shared$texture$Texture"), warn = require("module$node_modules$pixi_DOT_js$lib$utils$logging$warn");
"use strict";
class GlMeshAdaptor {
init() {
const glProgram = compileHighShaderToProgram.compileHighShaderGlProgram({name:"mesh", bits:[localUniformBit.localUniformBitGl, textureBit.textureBitGl, roundPixelsBit.roundPixelsBitGl]});
this._shader = new Shader.Shader({glProgram, resources:{uTexture:Texture.Texture.EMPTY.source, textureUniforms:{uTextureMatrix:{type:"mat3x3\x3cf32\x3e", value:new Matrix.Matrix()}}}});
}
execute(meshPipe, mesh) {
const renderer = meshPipe.renderer;
let shader = mesh._shader;
if (!shader) {
shader = this._shader;
const texture = mesh.texture, source = texture.source;
shader.resources.uTexture = source;
shader.resources.uSampler = source.style;
shader.resources.textureUniforms.uniforms.uTextureMatrix = texture.textureMatrix.mapCoord;
} else if (!shader.glProgram) {
warn.warn("Mesh shader has no glProgram", mesh.shader);
return;
}
shader.groups[100] = renderer.globalUniforms.bindGroup;
shader.groups[101] = meshPipe.localUniformsBindGroup;
renderer.encoder.draw({geometry:mesh._geometry, shader, state:mesh.state});
}
destroy() {
this._shader.destroy(!0);
this._shader = null;
}
}
GlMeshAdaptor.extension = {type:[global.ExtensionType.WebGLPipesAdaptor], name:"mesh"};
exports.GlMeshAdaptor = GlMeshAdaptor;
};
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