@codexo/exojs 0.4.0 → 0.6.2

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Files changed (151) hide show
  1. package/CHANGELOG.md +499 -163
  2. package/README.md +156 -141
  3. package/dist/esm/audio/AudioAnalyser.d.ts +0 -1
  4. package/dist/esm/audio/AudioAnalyser.js +0 -2
  5. package/dist/esm/audio/AudioAnalyser.js.map +1 -1
  6. package/dist/esm/core/Application.d.ts +4 -4
  7. package/dist/esm/core/Application.js +19 -19
  8. package/dist/esm/core/Application.js.map +1 -1
  9. package/dist/esm/core/Scene.d.ts +59 -24
  10. package/dist/esm/core/Scene.js +60 -18
  11. package/dist/esm/core/Scene.js.map +1 -1
  12. package/dist/esm/core/SceneManager.js +15 -9
  13. package/dist/esm/core/SceneManager.js.map +1 -1
  14. package/dist/esm/core/SceneNode.d.ts +45 -5
  15. package/dist/esm/core/SceneNode.js +136 -7
  16. package/dist/esm/core/SceneNode.js.map +1 -1
  17. package/dist/esm/index.js +6 -4
  18. package/dist/esm/index.js.map +1 -1
  19. package/dist/esm/math/index.d.ts +0 -1
  20. package/dist/esm/rendering/CallbackRenderPass.d.ts +3 -3
  21. package/dist/esm/rendering/CallbackRenderPass.js +2 -2
  22. package/dist/esm/rendering/CallbackRenderPass.js.map +1 -1
  23. package/dist/esm/rendering/Container.d.ts +10 -11
  24. package/dist/esm/rendering/Container.js +5 -5
  25. package/dist/esm/rendering/Container.js.map +1 -1
  26. package/dist/esm/rendering/Drawable.d.ts +2 -2
  27. package/dist/esm/rendering/Drawable.js +5 -5
  28. package/dist/esm/rendering/Drawable.js.map +1 -1
  29. package/dist/esm/rendering/{SceneRenderRuntime.d.ts → RenderBackend.d.ts} +21 -3
  30. package/dist/esm/rendering/RenderNode.d.ts +41 -5
  31. package/dist/esm/rendering/RenderNode.js +89 -24
  32. package/dist/esm/rendering/RenderNode.js.map +1 -1
  33. package/dist/esm/rendering/RenderPass.d.ts +2 -2
  34. package/dist/esm/rendering/RenderTargetPass.d.ts +3 -3
  35. package/dist/esm/rendering/RenderTargetPass.js +9 -9
  36. package/dist/esm/rendering/RenderTargetPass.js.map +1 -1
  37. package/dist/esm/rendering/Renderer.d.ts +3 -3
  38. package/dist/esm/rendering/RendererRegistry.d.ts +13 -7
  39. package/dist/esm/rendering/RendererRegistry.js +18 -10
  40. package/dist/esm/rendering/RendererRegistry.js.map +1 -1
  41. package/dist/esm/rendering/filters/BlurFilter.d.ts +2 -2
  42. package/dist/esm/rendering/filters/BlurFilter.js +5 -5
  43. package/dist/esm/rendering/filters/BlurFilter.js.map +1 -1
  44. package/dist/esm/rendering/filters/ColorFilter.d.ts +2 -2
  45. package/dist/esm/rendering/filters/ColorFilter.js +3 -3
  46. package/dist/esm/rendering/filters/ColorFilter.js.map +1 -1
  47. package/dist/esm/rendering/filters/Filter.d.ts +2 -2
  48. package/dist/esm/rendering/index.d.ts +9 -6
  49. package/dist/esm/rendering/mesh/Mesh.d.ts +69 -0
  50. package/dist/esm/rendering/mesh/Mesh.js +114 -0
  51. package/dist/esm/rendering/mesh/Mesh.js.map +1 -0
  52. package/dist/esm/rendering/primitives/Graphics.d.ts +3 -3
  53. package/dist/esm/rendering/primitives/Graphics.js.map +1 -1
  54. package/dist/esm/rendering/shader/Shader.d.ts +3 -3
  55. package/dist/esm/rendering/shader/Shader.js +10 -10
  56. package/dist/esm/rendering/text/Text.d.ts +2 -2
  57. package/dist/esm/rendering/text/Text.js +2 -2
  58. package/dist/esm/rendering/text/Text.js.map +1 -1
  59. package/dist/esm/rendering/texture/Sampler.d.ts +0 -3
  60. package/dist/esm/rendering/texture/Sampler.js +5 -7
  61. package/dist/esm/rendering/texture/Sampler.js.map +1 -1
  62. package/dist/esm/rendering/types.d.ts +4 -0
  63. package/dist/esm/rendering/types.js +4 -0
  64. package/dist/esm/rendering/types.js.map +1 -1
  65. package/dist/esm/rendering/video/Video.d.ts +2 -2
  66. package/dist/esm/rendering/video/Video.js +2 -2
  67. package/dist/esm/rendering/video/Video.js.map +1 -1
  68. package/dist/esm/rendering/webgl2/AbstractWebGl2BatchedRenderer.d.ts +2 -2
  69. package/dist/esm/rendering/webgl2/AbstractWebGl2BatchedRenderer.js +35 -11
  70. package/dist/esm/rendering/webgl2/AbstractWebGl2BatchedRenderer.js.map +1 -1
  71. package/dist/esm/rendering/webgl2/AbstractWebGl2Renderer.d.ts +13 -13
  72. package/dist/esm/rendering/webgl2/AbstractWebGl2Renderer.js +20 -20
  73. package/dist/esm/rendering/webgl2/AbstractWebGl2Renderer.js.map +1 -1
  74. package/dist/esm/rendering/webgl2/{WebGl2RenderManager.d.ts → WebGl2Backend.d.ts} +15 -12
  75. package/dist/esm/rendering/webgl2/{WebGl2RenderManager.js → WebGl2Backend.js} +63 -38
  76. package/dist/esm/rendering/webgl2/WebGl2Backend.js.map +1 -0
  77. package/dist/esm/rendering/webgl2/WebGl2MaskCompositor.d.ts +31 -0
  78. package/dist/esm/rendering/webgl2/WebGl2MaskCompositor.js +186 -0
  79. package/dist/esm/rendering/webgl2/WebGl2MaskCompositor.js.map +1 -0
  80. package/dist/esm/rendering/webgl2/WebGl2MeshRenderer.d.ts +27 -0
  81. package/dist/esm/rendering/webgl2/WebGl2MeshRenderer.js +242 -0
  82. package/dist/esm/rendering/webgl2/WebGl2MeshRenderer.js.map +1 -0
  83. package/dist/esm/rendering/webgl2/WebGl2ParticleRenderer.d.ts +38 -7
  84. package/dist/esm/rendering/webgl2/WebGl2ParticleRenderer.js +281 -90
  85. package/dist/esm/rendering/webgl2/WebGl2ParticleRenderer.js.map +1 -1
  86. package/dist/esm/rendering/webgl2/WebGl2PrimitiveRenderer.d.ts +2 -2
  87. package/dist/esm/rendering/webgl2/WebGl2PrimitiveRenderer.js +15 -10
  88. package/dist/esm/rendering/webgl2/WebGl2PrimitiveRenderer.js.map +1 -1
  89. package/dist/esm/rendering/webgl2/WebGl2ShaderMappings.js +12 -0
  90. package/dist/esm/rendering/webgl2/WebGl2ShaderMappings.js.map +1 -1
  91. package/dist/esm/rendering/webgl2/WebGl2ShaderProgram.d.ts +2 -0
  92. package/dist/esm/rendering/webgl2/{WebGl2ShaderRuntime.js → WebGl2ShaderProgram.js} +58 -18
  93. package/dist/esm/rendering/webgl2/WebGl2ShaderProgram.js.map +1 -0
  94. package/dist/esm/rendering/webgl2/WebGl2SpriteRenderer.d.ts +26 -7
  95. package/dist/esm/rendering/webgl2/WebGl2SpriteRenderer.js +260 -62
  96. package/dist/esm/rendering/webgl2/WebGl2SpriteRenderer.js.map +1 -1
  97. package/dist/esm/rendering/webgl2/WebGl2VertexArrayObject.d.ts +24 -1
  98. package/dist/esm/rendering/webgl2/WebGl2VertexArrayObject.js +6 -2
  99. package/dist/esm/rendering/webgl2/WebGl2VertexArrayObject.js.map +1 -1
  100. package/dist/esm/rendering/webgl2/glsl/mask-compose.frag.js +4 -0
  101. package/dist/esm/rendering/webgl2/glsl/mask-compose.frag.js.map +1 -0
  102. package/dist/esm/rendering/webgl2/glsl/mask-compose.vert.js +4 -0
  103. package/dist/esm/rendering/webgl2/glsl/mask-compose.vert.js.map +1 -0
  104. package/dist/esm/rendering/webgl2/glsl/mesh.frag.js +4 -0
  105. package/dist/esm/rendering/webgl2/glsl/mesh.frag.js.map +1 -0
  106. package/dist/esm/rendering/webgl2/glsl/mesh.vert.js +4 -0
  107. package/dist/esm/rendering/webgl2/glsl/mesh.vert.js.map +1 -0
  108. package/dist/esm/rendering/webgl2/glsl/particle.vert.js +1 -1
  109. package/dist/esm/rendering/webgl2/glsl/sprite.frag.js +1 -1
  110. package/dist/esm/rendering/webgl2/glsl/sprite.vert.js +1 -1
  111. package/dist/esm/rendering/webgpu/AbstractWebGpuRenderer.d.ts +9 -9
  112. package/dist/esm/rendering/webgpu/AbstractWebGpuRenderer.js +18 -18
  113. package/dist/esm/rendering/webgpu/AbstractWebGpuRenderer.js.map +1 -1
  114. package/dist/esm/rendering/webgpu/{WebGpuRenderManager.d.ts → WebGpuBackend.d.ts} +17 -14
  115. package/dist/esm/rendering/webgpu/{WebGpuRenderManager.js → WebGpuBackend.js} +77 -40
  116. package/dist/esm/rendering/webgpu/WebGpuBackend.js.map +1 -0
  117. package/dist/esm/rendering/webgpu/WebGpuMaskCompositor.d.ts +37 -0
  118. package/dist/esm/rendering/webgpu/WebGpuMaskCompositor.js +279 -0
  119. package/dist/esm/rendering/webgpu/WebGpuMaskCompositor.js.map +1 -0
  120. package/dist/esm/rendering/webgpu/WebGpuMeshRenderer.d.ts +40 -0
  121. package/dist/esm/rendering/webgpu/WebGpuMeshRenderer.js +439 -0
  122. package/dist/esm/rendering/webgpu/WebGpuMeshRenderer.js.map +1 -0
  123. package/dist/esm/rendering/webgpu/WebGpuParticleRenderer.d.ts +2 -3
  124. package/dist/esm/rendering/webgpu/WebGpuParticleRenderer.js +65 -82
  125. package/dist/esm/rendering/webgpu/WebGpuParticleRenderer.js.map +1 -1
  126. package/dist/esm/rendering/webgpu/WebGpuPrimitiveRenderer.d.ts +2 -3
  127. package/dist/esm/rendering/webgpu/WebGpuPrimitiveRenderer.js +24 -25
  128. package/dist/esm/rendering/webgpu/WebGpuPrimitiveRenderer.js.map +1 -1
  129. package/dist/esm/rendering/webgpu/WebGpuSpriteRenderer.d.ts +28 -13
  130. package/dist/esm/rendering/webgpu/WebGpuSpriteRenderer.js +410 -382
  131. package/dist/esm/rendering/webgpu/WebGpuSpriteRenderer.js.map +1 -1
  132. package/dist/esm/resources/Loader.js +5 -3
  133. package/dist/esm/resources/Loader.js.map +1 -1
  134. package/dist/exo.esm.js +3574 -1696
  135. package/dist/exo.esm.js.map +1 -1
  136. package/package.json +20 -11
  137. package/dist/esm/math/Transformable.d.ts +0 -47
  138. package/dist/esm/math/Transformable.js +0 -140
  139. package/dist/esm/math/Transformable.js.map +0 -1
  140. package/dist/esm/rendering/webgl2/WebGl2RenderManager.js.map +0 -1
  141. package/dist/esm/rendering/webgl2/WebGl2RendererRuntime.d.ts +0 -15
  142. package/dist/esm/rendering/webgl2/WebGl2ShaderRuntime.d.ts +0 -2
  143. package/dist/esm/rendering/webgl2/WebGl2ShaderRuntime.js.map +0 -1
  144. package/dist/esm/rendering/webgpu/WebGpuRenderManager.js.map +0 -1
  145. package/dist/esm/rendering/webgpu/WebGpuRendererRuntime.d.ts +0 -8
  146. package/dist/exo.esm.min.js +0 -2
  147. package/dist/exo.esm.min.js.map +0 -1
  148. package/dist/exo.global.js +0 -17328
  149. package/dist/exo.global.js.map +0 -1
  150. package/dist/exo.global.min.js +0 -2
  151. package/dist/exo.global.min.js.map +0 -1
@@ -0,0 +1,242 @@
1
+ import { AbstractWebGl2Renderer } from './AbstractWebGl2Renderer.js';
2
+ import { Shader } from '../shader/Shader.js';
3
+ import { createWebGl2ShaderProgram } from './WebGl2ShaderProgram.js';
4
+ import { WebGl2RenderBuffer } from './WebGl2RenderBuffer.js';
5
+ import { WebGl2VertexArrayObject } from './WebGl2VertexArrayObject.js';
6
+ import { RenderingPrimitives, BufferTypes, BufferUsage } from '../types.js';
7
+ import { Texture } from '../texture/Texture.js';
8
+ import vertexSource from './glsl/mesh.vert.js';
9
+ import fragmentSource from './glsl/mesh.frag.js';
10
+
11
+ // Per-vertex layout (20 bytes):
12
+ // position: vec2 f32 (offset 0, 8 bytes)
13
+ // texcoord: vec2 f32 (offset 8, 8 bytes)
14
+ // color: u8x4 norm (offset 16, 4 bytes)
15
+ const vertexStrideBytes = 20;
16
+ const vertexStrideWords = vertexStrideBytes / 4;
17
+ const initialVertexCapacity = 64;
18
+ const initialIndexCapacity = 192;
19
+ const defaultVertexColor = 0xFFFFFFFF; // white, full alpha
20
+ class WebGl2MeshRenderer extends AbstractWebGl2Renderer {
21
+ _shader = new Shader(vertexSource, fragmentSource);
22
+ _tintScratch = new Float32Array(4);
23
+ _textureUnitScratch = new Int32Array([0]);
24
+ _vertexCapacity = initialVertexCapacity;
25
+ _indexCapacity = initialIndexCapacity;
26
+ _vertexData = new ArrayBuffer(initialVertexCapacity * vertexStrideBytes);
27
+ _float32View = new Float32Array(this._vertexData);
28
+ _uint32View = new Uint32Array(this._vertexData);
29
+ _indexData = new Uint16Array(initialIndexCapacity);
30
+ _connection = null;
31
+ _currentBlendMode = null;
32
+ _currentView = null;
33
+ _viewId = -1;
34
+ render(mesh) {
35
+ const connection = this._connection;
36
+ if (!connection) {
37
+ throw new Error('WebGl2MeshRenderer is not connected to a backend.');
38
+ }
39
+ const vertexCount = mesh.vertexCount;
40
+ if (vertexCount === 0) {
41
+ return;
42
+ }
43
+ const backend = this.getBackend();
44
+ const blendMode = mesh.blendMode;
45
+ if (blendMode !== this._currentBlendMode) {
46
+ this._currentBlendMode = blendMode;
47
+ backend.setBlendMode(blendMode);
48
+ }
49
+ const view = backend.view;
50
+ if (this._currentView !== view || this._viewId !== view.updateId) {
51
+ this._currentView = view;
52
+ this._viewId = view.updateId;
53
+ this._shader.getUniform('u_projection').setValue(view.getTransform().toArray(false));
54
+ }
55
+ this._shader.getUniform('u_translation').setValue(mesh.getGlobalTransform().toArray(false));
56
+ const tint = mesh.tint;
57
+ this._tintScratch[0] = tint.red;
58
+ this._tintScratch[1] = tint.green;
59
+ this._tintScratch[2] = tint.blue;
60
+ this._tintScratch[3] = tint.alpha;
61
+ this._shader.getUniform('u_tint').setValue(this._tintScratch);
62
+ // The fragment shader always samples u_texture; meshes without an
63
+ // explicit texture get the engine's 1x1 white default so the shader
64
+ // path stays branchless.
65
+ const meshTexture = mesh.texture ?? Texture.white;
66
+ this._shader.getUniform('u_texture').setValue(this._textureUnitScratch);
67
+ backend.bindTexture(meshTexture, 0);
68
+ this._ensureVertexCapacity(vertexCount);
69
+ const positions = mesh.vertices;
70
+ const uvs = mesh.uvs;
71
+ const colors = mesh.colors;
72
+ for (let i = 0; i < vertexCount; i++) {
73
+ const word = i * vertexStrideWords;
74
+ const pair = i * 2;
75
+ this._float32View[word] = positions[pair];
76
+ this._float32View[word + 1] = positions[pair + 1];
77
+ if (uvs !== null) {
78
+ this._float32View[word + 2] = uvs[pair];
79
+ this._float32View[word + 3] = uvs[pair + 1];
80
+ }
81
+ else {
82
+ this._float32View[word + 2] = 0;
83
+ this._float32View[word + 3] = 0;
84
+ }
85
+ this._uint32View[word + 4] = colors !== null ? colors[i] : defaultVertexColor;
86
+ }
87
+ const indexCount = mesh.indexCount;
88
+ this._ensureIndexCapacity(indexCount);
89
+ if (mesh.indices !== null) {
90
+ this._indexData.set(mesh.indices, 0);
91
+ }
92
+ else {
93
+ for (let i = 0; i < indexCount; i++) {
94
+ this._indexData[i] = i;
95
+ }
96
+ }
97
+ this._shader.sync();
98
+ backend.bindVertexArrayObject(connection.vao);
99
+ connection.vertexBuffer.upload(this._float32View.subarray(0, vertexCount * vertexStrideWords));
100
+ connection.indexBuffer.upload(this._indexData.subarray(0, indexCount));
101
+ connection.vao.draw(indexCount, 0, RenderingPrimitives.Triangles);
102
+ backend.stats.batches++;
103
+ backend.stats.drawCalls++;
104
+ }
105
+ flush() {
106
+ // Mesh draws are immediate per-mesh; nothing to batch.
107
+ }
108
+ destroy() {
109
+ this.disconnect();
110
+ this._shader.destroy();
111
+ this._currentBlendMode = null;
112
+ this._currentView = null;
113
+ }
114
+ onConnect(backend) {
115
+ const gl = backend.context;
116
+ const vaoHandle = gl.createVertexArray();
117
+ if (vaoHandle === null) {
118
+ throw new Error('Could not create vertex array object.');
119
+ }
120
+ this._shader.connect(createWebGl2ShaderProgram(gl));
121
+ const buffers = new Map();
122
+ const indexBuffer = new WebGl2RenderBuffer(BufferTypes.ElementArrayBuffer, this._indexData, BufferUsage.DynamicDraw)
123
+ .connect(this._createBufferRuntime(gl, buffers));
124
+ const vertexBuffer = new WebGl2RenderBuffer(BufferTypes.ArrayBuffer, this._vertexData, BufferUsage.DynamicDraw)
125
+ .connect(this._createBufferRuntime(gl, buffers));
126
+ // Force the shader's first finalize so attribute locations are
127
+ // available immediately (the async-compile path defers extraction
128
+ // to first sync(), but we need attributes here for VAO setup).
129
+ this._shader.sync();
130
+ const vao = new WebGl2VertexArrayObject()
131
+ .addIndex(indexBuffer)
132
+ .addAttribute(vertexBuffer, this._shader.getAttribute('a_position'), gl.FLOAT, false, vertexStrideBytes, 0)
133
+ .addAttribute(vertexBuffer, this._shader.getAttribute('a_texcoord'), gl.FLOAT, false, vertexStrideBytes, 8)
134
+ .addAttribute(vertexBuffer, this._shader.getAttribute('a_color'), gl.UNSIGNED_BYTE, true, vertexStrideBytes, 16)
135
+ .connect(this._createVaoRuntime(gl, vaoHandle));
136
+ this._connection = { gl, vao, vertexBuffer, indexBuffer };
137
+ }
138
+ onDisconnect() {
139
+ const connection = this._connection;
140
+ if (!connection) {
141
+ return;
142
+ }
143
+ this._shader.disconnect();
144
+ connection.indexBuffer.destroy();
145
+ connection.vertexBuffer.destroy();
146
+ connection.vao.destroy();
147
+ this._connection = null;
148
+ this._currentBlendMode = null;
149
+ this._currentView = null;
150
+ this._viewId = -1;
151
+ }
152
+ _ensureVertexCapacity(vertexCount) {
153
+ if (vertexCount <= this._vertexCapacity) {
154
+ return;
155
+ }
156
+ while (this._vertexCapacity < vertexCount) {
157
+ this._vertexCapacity *= 2;
158
+ }
159
+ this._vertexData = new ArrayBuffer(this._vertexCapacity * vertexStrideBytes);
160
+ this._float32View = new Float32Array(this._vertexData);
161
+ this._uint32View = new Uint32Array(this._vertexData);
162
+ }
163
+ _ensureIndexCapacity(indexCount) {
164
+ if (indexCount <= this._indexCapacity) {
165
+ return;
166
+ }
167
+ while (this._indexCapacity < indexCount) {
168
+ this._indexCapacity *= 2;
169
+ }
170
+ this._indexData = new Uint16Array(this._indexCapacity);
171
+ }
172
+ _createBufferRuntime(gl, buffers) {
173
+ const handle = gl.createBuffer();
174
+ if (handle === null) {
175
+ throw new Error('Could not create render buffer.');
176
+ }
177
+ return {
178
+ bind: (buffer) => {
179
+ gl.bindBuffer(buffer.type, handle);
180
+ },
181
+ upload: (buffer, offset) => {
182
+ const state = buffers.get(buffer);
183
+ const data = buffer.data;
184
+ gl.bindBuffer(buffer.type, handle);
185
+ if (state && state.dataByteLength >= data.byteLength) {
186
+ gl.bufferSubData(buffer.type, offset, data);
187
+ state.dataByteLength = data.byteLength;
188
+ }
189
+ else {
190
+ gl.bufferData(buffer.type, data, buffer.usage);
191
+ buffers.set(buffer, { handle, dataByteLength: data.byteLength });
192
+ }
193
+ },
194
+ destroy: (buffer) => {
195
+ gl.deleteBuffer(handle);
196
+ buffers.delete(buffer);
197
+ buffer.disconnect();
198
+ },
199
+ };
200
+ }
201
+ _createVaoRuntime(gl, vaoHandle) {
202
+ let appliedVersion = -1;
203
+ return {
204
+ bind: (vao) => {
205
+ gl.bindVertexArray(vaoHandle);
206
+ if (appliedVersion !== vao.version) {
207
+ let lastBuffer = null;
208
+ for (const attribute of vao.attributes) {
209
+ if (lastBuffer !== attribute.buffer) {
210
+ attribute.buffer.bind();
211
+ lastBuffer = attribute.buffer;
212
+ }
213
+ gl.vertexAttribPointer(attribute.location, attribute.size, attribute.type, attribute.normalized, attribute.stride, attribute.start);
214
+ gl.enableVertexAttribArray(attribute.location);
215
+ }
216
+ if (vao.indexBuffer) {
217
+ vao.indexBuffer.bind();
218
+ }
219
+ appliedVersion = vao.version;
220
+ }
221
+ },
222
+ unbind: () => {
223
+ gl.bindVertexArray(null);
224
+ },
225
+ draw: (vao, size, start, type) => {
226
+ if (vao.indexBuffer) {
227
+ gl.drawElements(type, size, gl.UNSIGNED_SHORT, start);
228
+ }
229
+ else {
230
+ gl.drawArrays(type, start, size);
231
+ }
232
+ },
233
+ destroy: (vao) => {
234
+ gl.deleteVertexArray(vaoHandle);
235
+ vao.disconnect();
236
+ },
237
+ };
238
+ }
239
+ }
240
+
241
+ export { WebGl2MeshRenderer };
242
+ //# sourceMappingURL=WebGl2MeshRenderer.js.map
@@ -0,0 +1 @@
1
+ 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@@ -1,11 +1,42 @@
1
- import type { WebGl2RenderBuffer } from './WebGl2RenderBuffer';
2
- import { WebGl2VertexArrayObject } from './WebGl2VertexArrayObject';
1
+ import { AbstractWebGl2Renderer } from './AbstractWebGl2Renderer';
3
2
  import type { ParticleSystem } from '@/particles/ParticleSystem';
4
- import { AbstractWebGl2BatchedRenderer } from './AbstractWebGl2BatchedRenderer';
5
- import type { View } from '../View';
6
- export declare class WebGl2ParticleRenderer extends AbstractWebGl2BatchedRenderer {
3
+ import type { WebGl2Backend } from './WebGl2Backend';
4
+ export declare class WebGl2ParticleRenderer extends AbstractWebGl2Renderer<ParticleSystem> {
5
+ private readonly _shader;
6
+ private readonly _batchSize;
7
+ private readonly _instanceData;
8
+ private readonly _instanceFloat32;
9
+ private readonly _instanceUint32;
10
+ private _instanceCount;
11
+ private _currentTexture;
12
+ private _currentBlendMode;
13
+ private _currentView;
14
+ private _currentViewId;
15
+ private _instanceBuffer;
16
+ private _indexBuffer;
17
+ private _vao;
18
+ private _connection;
7
19
  constructor(batchSize: number);
8
20
  render(system: ParticleSystem): this;
9
- protected createVao(gl: WebGL2RenderingContext, indexBuffer: WebGl2RenderBuffer, vertexBuffer: WebGl2RenderBuffer): WebGl2VertexArrayObject;
10
- protected updateView(view: View): this;
21
+ flush(): void;
22
+ protected onConnect(backend: WebGl2Backend): void;
23
+ protected onDisconnect(): void;
24
+ destroy(): void;
25
+ /**
26
+ * Convert the system's per-corner packed-u32 texCoords into the
27
+ * (uMin, vMin, uMax, vMax) bounds the new vertex shader expects.
28
+ * Already accounts for flipY (the system's `texCoords` baked it in).
29
+ *
30
+ * The four packed u32s, by corner index, are:
31
+ * [0] TL = (uMin/uMax | vMin/vMax depending on flipY)
32
+ * [1] TR
33
+ * [2] BR
34
+ * [3] BL
35
+ * We need (uMin, vMin, uMax, vMax) — the corner-extreme values.
36
+ */
37
+ private _uvBoundsScratch;
38
+ private _unpackUvBounds;
39
+ private _createConnection;
40
+ private _createBufferRuntime;
41
+ private _createVaoRuntime;
11
42
  }