import { Matrix } from '@pixi/math'; import type { ExtensionMetadata } from '@pixi/extensions'; import type { Rectangle } from '@pixi/math'; import type { Renderer } from '../Renderer'; import type { ISystem } from '../system/ISystem'; /** * System plugin to the renderer to manage the projection matrix. * * The `projectionMatrix` is a global uniform provided to all shaders. It is used to transform points in world space to * normalized device coordinates. * @memberof PIXI */ export declare class ProjectionSystem implements ISystem { /** @ignore */ static extension: ExtensionMetadata; /** * The destination frame used to calculate the current projection matrix. * * The destination frame is the rectangle in the render-target into which contents are rendered. If rendering * to the screen, the origin is on the top-left. If rendering to a framebuffer, the origin is on the * bottom-left. This "flipping" phenomenon is because of WebGL convention for (shader) texture coordinates, where * the bottom-left corner is (0,0). It allows display-objects to map their (0,0) position in local-space (top-left) * to (0,0) in texture space (bottom-left). In other words, a sprite's top-left corner actually renders the * texture's bottom-left corner. You will also notice this when using a tool like SpectorJS to view your textures * at runtime. * * The destination frame's dimensions (width,height) should be equal to the source frame. This is because, * otherwise, the contents will be scaled to fill the destination frame. Similarly, the destination frame's (x,y) * coordinates are (0,0) unless you know what you're doing. * @readonly */ destinationFrame: Rectangle; /** * The source frame used to calculate the current projection matrix. * * The source frame is the rectangle in world space containing the contents to be rendered. * @readonly */ sourceFrame: Rectangle; /** * Default destination frame * * This is not used internally. It is not advised to use this feature specifically unless you know what * you're doing. The `update` method will default to this frame if you do not pass the destination frame. * @readonly */ defaultFrame: Rectangle; /** * Projection matrix * * This matrix can be used to transform points from world space to normalized device coordinates, and is calculated * from the sourceFrame → destinationFrame mapping provided. * * The renderer's `globalUniforms` keeps a reference to this, and so it is available for all shaders to use as a * uniform. * @readonly */ projectionMatrix: Matrix; /** * A transform to be appended to the projection matrix. * * This can be used to transform points in world-space one last time before they are outputted by the shader. You can * use to rotate the whole scene, for example. Remember to clear it once you've rendered everything. * @member {PIXI.Matrix} */ transform: Matrix; private renderer; /** @param renderer - The renderer this System works for. */ constructor(renderer: Renderer); /** * Updates the projection-matrix based on the sourceFrame → destinationFrame mapping provided. * * NOTE: It is expected you call `renderer.framebuffer.setViewport(destinationFrame)` after this. This is because * the framebuffer viewport converts shader vertex output in normalized device coordinates to window coordinates. * * NOTE-2: {@link PIXI.RenderTextureSystem#bind} updates the projection-matrix when you bind a render-texture. * It is expected * that you dirty the current bindings when calling this manually. * @param destinationFrame - The rectangle in the render-target to render the contents into. If rendering to the canvas, * the origin is on the top-left; if rendering to a render-texture, the origin is on the bottom-left. * @param sourceFrame - The rectangle in world space that contains the contents being rendered. * @param resolution - The resolution of the render-target, which is the ratio of * world-space (or CSS) pixels to physical pixels. * @param root - Whether the render-target is the screen. This is required because rendering to textures * is y-flipped (i.e. upside down relative to the screen). */ update(destinationFrame: Rectangle, sourceFrame: Rectangle, resolution: number, root: boolean): void; /** * Calculates the `projectionMatrix` to map points inside `sourceFrame` to inside `destinationFrame`. * @param _destinationFrame - The destination frame in the render-target. * @param sourceFrame - The source frame in world space. * @param _resolution - The render-target's resolution, i.e. ratio of CSS to physical pixels. * @param root - Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection * is y-flipped. */ calculateProjection(_destinationFrame: Rectangle, sourceFrame: Rectangle, _resolution: number, root: boolean): void; /** * Sets the transform of the active render target to the given matrix. * @param _matrix - The transformation matrix */ setTransform(_matrix: Matrix): void; destroy(): void; }