The renderer this System works for.
Calculates the projectionMatrix
to map points inside sourceFrame
to inside destinationFrame
.
The source frame in world space.
Whether rendering into the screen. Otherwise, if rendering to a framebuffer, the projection is y-flipped.
Generic destroy methods to be overridden by the subclass
Sets the transform of the active render target to the given matrix
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 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.
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.
The rectangle in world space that contains the contents being rendered.
The resolution of the render-target, which is the ratio of world-space (or CSS) pixels to physical pixels.
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).
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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.PIXI