@codexo/exojs 0.4.0

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Files changed (468) hide show
  1. package/CHANGELOG.md +163 -0
  2. package/README.md +141 -0
  3. package/dist/esm/audio/AbstractMedia.d.ts +45 -0
  4. package/dist/esm/audio/AbstractMedia.js +103 -0
  5. package/dist/esm/audio/AbstractMedia.js.map +1 -0
  6. package/dist/esm/audio/AudioAnalyser.d.ts +30 -0
  7. package/dist/esm/audio/AudioAnalyser.js +92 -0
  8. package/dist/esm/audio/AudioAnalyser.js.map +1 -0
  9. package/dist/esm/audio/Media.d.ts +25 -0
  10. package/dist/esm/audio/Music.d.ts +20 -0
  11. package/dist/esm/audio/Music.js +119 -0
  12. package/dist/esm/audio/Music.js.map +1 -0
  13. package/dist/esm/audio/Sound.d.ts +56 -0
  14. package/dist/esm/audio/Sound.js +394 -0
  15. package/dist/esm/audio/Sound.js.map +1 -0
  16. package/dist/esm/audio/audio-context.d.ts +11 -0
  17. package/dist/esm/audio/audio-context.js +115 -0
  18. package/dist/esm/audio/audio-context.js.map +1 -0
  19. package/dist/esm/audio/index.d.ts +6 -0
  20. package/dist/esm/core/Application.d.ts +76 -0
  21. package/dist/esm/core/Application.js +206 -0
  22. package/dist/esm/core/Application.js.map +1 -0
  23. package/dist/esm/core/Bounds.d.ts +19 -0
  24. package/dist/esm/core/Bounds.js +59 -0
  25. package/dist/esm/core/Bounds.js.map +1 -0
  26. package/dist/esm/core/Clock.d.ts +18 -0
  27. package/dist/esm/core/Clock.js +68 -0
  28. package/dist/esm/core/Clock.js.map +1 -0
  29. package/dist/esm/core/Color.d.ts +176 -0
  30. package/dist/esm/core/Color.js +265 -0
  31. package/dist/esm/core/Color.js.map +1 -0
  32. package/dist/esm/core/Quadtree.d.ts +20 -0
  33. package/dist/esm/core/Quadtree.js +86 -0
  34. package/dist/esm/core/Quadtree.js.map +1 -0
  35. package/dist/esm/core/Scene.d.ts +83 -0
  36. package/dist/esm/core/Scene.js +81 -0
  37. package/dist/esm/core/Scene.js.map +1 -0
  38. package/dist/esm/core/SceneManager.d.ts +66 -0
  39. package/dist/esm/core/SceneManager.js +396 -0
  40. package/dist/esm/core/SceneManager.js.map +1 -0
  41. package/dist/esm/core/SceneNode.d.ts +58 -0
  42. package/dist/esm/core/SceneNode.js +174 -0
  43. package/dist/esm/core/SceneNode.js.map +1 -0
  44. package/dist/esm/core/Signal.d.ts +18 -0
  45. package/dist/esm/core/Signal.js +63 -0
  46. package/dist/esm/core/Signal.js.map +1 -0
  47. package/dist/esm/core/Time.d.ts +38 -0
  48. package/dist/esm/core/Time.js +107 -0
  49. package/dist/esm/core/Time.js.map +1 -0
  50. package/dist/esm/core/Timer.d.ts +12 -0
  51. package/dist/esm/core/Timer.js +34 -0
  52. package/dist/esm/core/Timer.js.map +1 -0
  53. package/dist/esm/core/index.d.ts +13 -0
  54. package/dist/esm/core/types.d.ts +29 -0
  55. package/dist/esm/core/utils.d.ts +22 -0
  56. package/dist/esm/core/utils.js +136 -0
  57. package/dist/esm/core/utils.js.map +1 -0
  58. package/dist/esm/index.d.ts +8 -0
  59. package/dist/esm/index.js +135 -0
  60. package/dist/esm/index.js.map +1 -0
  61. package/dist/esm/input/ArcadeStickGamepadMapping.d.ts +5 -0
  62. package/dist/esm/input/ArcadeStickGamepadMapping.js +29 -0
  63. package/dist/esm/input/ArcadeStickGamepadMapping.js.map +1 -0
  64. package/dist/esm/input/GameCubeGamepadMapping.d.ts +5 -0
  65. package/dist/esm/input/GameCubeGamepadMapping.js +9 -0
  66. package/dist/esm/input/GameCubeGamepadMapping.js.map +1 -0
  67. package/dist/esm/input/Gamepad.d.ts +45 -0
  68. package/dist/esm/input/Gamepad.js +154 -0
  69. package/dist/esm/input/Gamepad.js.map +1 -0
  70. package/dist/esm/input/GamepadChannels.d.ts +39 -0
  71. package/dist/esm/input/GamepadChannels.js +45 -0
  72. package/dist/esm/input/GamepadChannels.js.map +1 -0
  73. package/dist/esm/input/GamepadControl.d.ts +15 -0
  74. package/dist/esm/input/GamepadControl.js +29 -0
  75. package/dist/esm/input/GamepadControl.js.map +1 -0
  76. package/dist/esm/input/GamepadDefinitions.d.ts +31 -0
  77. package/dist/esm/input/GamepadDefinitions.js +175 -0
  78. package/dist/esm/input/GamepadDefinitions.js.map +1 -0
  79. package/dist/esm/input/GamepadMapping.d.ts +23 -0
  80. package/dist/esm/input/GamepadMapping.js +32 -0
  81. package/dist/esm/input/GamepadMapping.js.map +1 -0
  82. package/dist/esm/input/GamepadPromptLayouts.d.ts +9 -0
  83. package/dist/esm/input/GamepadPromptLayouts.js +140 -0
  84. package/dist/esm/input/GamepadPromptLayouts.js.map +1 -0
  85. package/dist/esm/input/GenericDualAnalogGamepadMapping.d.ts +5 -0
  86. package/dist/esm/input/GenericDualAnalogGamepadMapping.js +53 -0
  87. package/dist/esm/input/GenericDualAnalogGamepadMapping.js.map +1 -0
  88. package/dist/esm/input/Input.d.ts +28 -0
  89. package/dist/esm/input/Input.js +68 -0
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  91. package/dist/esm/input/InputManager.d.ts +76 -0
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  94. package/dist/esm/input/JoyConLeftGamepadMapping.d.ts +5 -0
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  97. package/dist/esm/input/JoyConRightGamepadMapping.d.ts +5 -0
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  100. package/dist/esm/input/PlayStationGamepadMapping.d.ts +5 -0
  101. package/dist/esm/input/PlayStationGamepadMapping.js +9 -0
  102. package/dist/esm/input/PlayStationGamepadMapping.js.map +1 -0
  103. package/dist/esm/input/Pointer.d.ts +52 -0
  104. package/dist/esm/input/Pointer.js +127 -0
  105. package/dist/esm/input/Pointer.js.map +1 -0
  106. package/dist/esm/input/SteamControllerGamepadMapping.d.ts +5 -0
  107. package/dist/esm/input/SteamControllerGamepadMapping.js +9 -0
  108. package/dist/esm/input/SteamControllerGamepadMapping.js.map +1 -0
  109. package/dist/esm/input/SwitchProGamepadMapping.d.ts +5 -0
  110. package/dist/esm/input/SwitchProGamepadMapping.js +9 -0
  111. package/dist/esm/input/SwitchProGamepadMapping.js.map +1 -0
  112. package/dist/esm/input/XboxGamepadMapping.d.ts +5 -0
  113. package/dist/esm/input/XboxGamepadMapping.js +9 -0
  114. package/dist/esm/input/XboxGamepadMapping.js.map +1 -0
  115. package/dist/esm/input/index.d.ts +19 -0
  116. package/dist/esm/input/types.d.ts +111 -0
  117. package/dist/esm/input/types.js +117 -0
  118. package/dist/esm/input/types.js.map +1 -0
  119. package/dist/esm/math/AbstractVector.d.ts +33 -0
  120. package/dist/esm/math/AbstractVector.js +106 -0
  121. package/dist/esm/math/AbstractVector.js.map +1 -0
  122. package/dist/esm/math/Circle.d.ts +41 -0
  123. package/dist/esm/math/Circle.js +137 -0
  124. package/dist/esm/math/Circle.js.map +1 -0
  125. package/dist/esm/math/CircleLike.d.ts +5 -0
  126. package/dist/esm/math/Collision.d.ts +28 -0
  127. package/dist/esm/math/Collision.js +13 -0
  128. package/dist/esm/math/Collision.js.map +1 -0
  129. package/dist/esm/math/Ellipse.d.ts +37 -0
  130. package/dist/esm/math/Ellipse.js +112 -0
  131. package/dist/esm/math/Ellipse.js.map +1 -0
  132. package/dist/esm/math/EllipseLike.d.ts +6 -0
  133. package/dist/esm/math/Flags.d.ts +12 -0
  134. package/dist/esm/math/Flags.js +41 -0
  135. package/dist/esm/math/Flags.js.map +1 -0
  136. package/dist/esm/math/Interval.d.ts +16 -0
  137. package/dist/esm/math/Interval.js +45 -0
  138. package/dist/esm/math/Interval.js.map +1 -0
  139. package/dist/esm/math/Line.d.ts +36 -0
  140. package/dist/esm/math/Line.js +114 -0
  141. package/dist/esm/math/Line.js.map +1 -0
  142. package/dist/esm/math/LineLike.d.ts +6 -0
  143. package/dist/esm/math/Matrix.d.ts +32 -0
  144. package/dist/esm/math/Matrix.js +134 -0
  145. package/dist/esm/math/Matrix.js.map +1 -0
  146. package/dist/esm/math/ObservableSize.d.ts +16 -0
  147. package/dist/esm/math/ObservableSize.js +56 -0
  148. package/dist/esm/math/ObservableSize.js.map +1 -0
  149. package/dist/esm/math/ObservableVector.d.ts +21 -0
  150. package/dist/esm/math/ObservableVector.js +74 -0
  151. package/dist/esm/math/ObservableVector.js.map +1 -0
  152. package/dist/esm/math/PointLike.d.ts +4 -0
  153. package/dist/esm/math/PolarVector.d.ts +8 -0
  154. package/dist/esm/math/PolarVector.js +19 -0
  155. package/dist/esm/math/PolarVector.js.map +1 -0
  156. package/dist/esm/math/Polygon.d.ts +38 -0
  157. package/dist/esm/math/Polygon.js +163 -0
  158. package/dist/esm/math/Polygon.js.map +1 -0
  159. package/dist/esm/math/PolygonLike.d.ts +6 -0
  160. package/dist/esm/math/Random.d.ts +15 -0
  161. package/dist/esm/math/Random.js +72 -0
  162. package/dist/esm/math/Random.js.map +1 -0
  163. package/dist/esm/math/Rectangle.d.ts +48 -0
  164. package/dist/esm/math/Rectangle.js +208 -0
  165. package/dist/esm/math/Rectangle.js.map +1 -0
  166. package/dist/esm/math/RectangleLike.d.ts +6 -0
  167. package/dist/esm/math/Segment.d.ts +25 -0
  168. package/dist/esm/math/Segment.js +79 -0
  169. package/dist/esm/math/Segment.js.map +1 -0
  170. package/dist/esm/math/ShapeLike.d.ts +4 -0
  171. package/dist/esm/math/Size.d.ts +24 -0
  172. package/dist/esm/math/Size.js +71 -0
  173. package/dist/esm/math/Size.js.map +1 -0
  174. package/dist/esm/math/Transformable.d.ts +47 -0
  175. package/dist/esm/math/Transformable.js +140 -0
  176. package/dist/esm/math/Transformable.js.map +1 -0
  177. package/dist/esm/math/Vector.d.ts +28 -0
  178. package/dist/esm/math/Vector.js +80 -0
  179. package/dist/esm/math/Vector.js.map +1 -0
  180. package/dist/esm/math/collision-detection.d.ts +41 -0
  181. package/dist/esm/math/collision-detection.js +394 -0
  182. package/dist/esm/math/collision-detection.js.map +1 -0
  183. package/dist/esm/math/collision-primitives.d.ts +39 -0
  184. package/dist/esm/math/collision-primitives.js +164 -0
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  186. package/dist/esm/math/geometry.d.ts +8 -0
  187. package/dist/esm/math/geometry.js +195 -0
  188. package/dist/esm/math/geometry.js.map +1 -0
  189. package/dist/esm/math/index.d.ts +27 -0
  190. package/dist/esm/math/utils.d.ts +21 -0
  191. package/dist/esm/math/utils.js +60 -0
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  193. package/dist/esm/particles/Particle.d.ts +40 -0
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  195. package/dist/esm/particles/Particle.js.map +1 -0
  196. package/dist/esm/particles/ParticleProperties.d.ts +14 -0
  197. package/dist/esm/particles/ParticleSystem.d.ts +43 -0
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  199. package/dist/esm/particles/ParticleSystem.js.map +1 -0
  200. package/dist/esm/particles/affectors/ColorAffector.d.ts +17 -0
  201. package/dist/esm/particles/affectors/ColorAffector.js +42 -0
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  207. package/dist/esm/particles/affectors/ScaleAffector.d.ts +13 -0
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  210. package/dist/esm/particles/affectors/TorqueAffector.d.ts +12 -0
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  213. package/dist/esm/particles/emitters/ParticleEmitter.d.ts +6 -0
  214. package/dist/esm/particles/emitters/ParticleOptions.d.ts +46 -0
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  217. package/dist/esm/particles/emitters/UniversalEmitter.d.ts +17 -0
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  220. package/dist/esm/particles/index.d.ts +11 -0
  221. package/dist/esm/physics/RapierPhysicsWorld.d.ts +136 -0
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@@ -0,0 +1,39 @@
1
+ import { AbstractWebGpuRenderer } from '@/rendering/webgpu/AbstractWebGpuRenderer';
2
+ import type { DrawableShape } from '@/rendering/primitives/DrawableShape';
3
+ import type { WebGpuRendererRuntime } from '@/rendering/webgpu/WebGpuRendererRuntime';
4
+ export declare class WebGpuPrimitiveRenderer extends AbstractWebGpuRenderer<DrawableShape> {
5
+ private readonly _combinedTransform;
6
+ private readonly _drawCalls;
7
+ private _drawCallCount;
8
+ private readonly _pipelines;
9
+ private _renderManager;
10
+ private _device;
11
+ private _shaderModule;
12
+ private _pipelineLayout;
13
+ private _vertexBuffer;
14
+ private _indexBuffer;
15
+ private _vertexBufferCapacity;
16
+ private _indexBufferCapacity;
17
+ private _vertexData;
18
+ private _float32View;
19
+ private _uint32View;
20
+ private _packedIndexData;
21
+ private _generatedIndexData;
22
+ private _sequentialIndexData;
23
+ render(shape: DrawableShape): void;
24
+ flush(): void;
25
+ destroy(): void;
26
+ protected onConnect(runtime: WebGpuRendererRuntime): void;
27
+ protected onDisconnect(): void;
28
+ private _writeShapeVertices;
29
+ private _ensureVertexCapacity;
30
+ private _ensureIndexCapacity;
31
+ private _getPipeline;
32
+ private _getTopology;
33
+ private _resolveDrawCall;
34
+ private _resolveLineLoopDrawCall;
35
+ private _resolveTriangleFanDrawCall;
36
+ private _getSequentialIndices;
37
+ private _ensureGeneratedIndexCapacity;
38
+ private _destroyBuffers;
39
+ }
@@ -0,0 +1,489 @@
1
+ import { Matrix } from '../../math/Matrix.js';
2
+ import { AbstractWebGpuRenderer } from './AbstractWebGpuRenderer.js';
3
+ import { RenderingPrimitives } from '../types.js';
4
+ import { getWebGpuBlendState } from './WebGpuBlendState.js';
5
+
6
+ /// <reference types="@webgpu/types" />
7
+ const primitiveShaderSource = `
8
+ struct VertexInput {
9
+ @location(0) position: vec4<f32>,
10
+ @location(1) color: vec4<f32>,
11
+ };
12
+
13
+ struct VertexOutput {
14
+ @builtin(position) position: vec4<f32>,
15
+ @location(0) color: vec4<f32>,
16
+ };
17
+
18
+ @vertex
19
+ fn vertexMain(input: VertexInput) -> VertexOutput {
20
+ var output: VertexOutput;
21
+
22
+ output.position = input.position;
23
+ output.color = vec4<f32>(input.color.rgb * input.color.a, input.color.a);
24
+
25
+ return output;
26
+ }
27
+
28
+ @fragment
29
+ fn fragmentMain(input: VertexOutput) -> @location(0) vec4<f32> {
30
+ return input.color;
31
+ }
32
+ `;
33
+ // 4 floats (pre-transformed clip-space position) + 1 u32 (color) = 20 bytes.
34
+ // The CPU applies (view * shape.globalTransform) to each vertex before writing
35
+ // it into the vertex buffer, so the shader outputs the position as-is. This
36
+ // matches the sprite renderer's approach and eliminates the need for a per-
37
+ // drawcall uniform binding.
38
+ const vertexStrideBytes = 20;
39
+ const wordsPerVertex = vertexStrideBytes / Uint32Array.BYTES_PER_ELEMENT;
40
+ class WebGpuPrimitiveRenderer extends AbstractWebGpuRenderer {
41
+ _combinedTransform = new Matrix();
42
+ _drawCalls = [];
43
+ _drawCallCount = 0;
44
+ _pipelines = new Map();
45
+ _renderManager = null;
46
+ _device = null;
47
+ _shaderModule = null;
48
+ _pipelineLayout = null;
49
+ _vertexBuffer = null;
50
+ _indexBuffer = null;
51
+ _vertexBufferCapacity = 0;
52
+ _indexBufferCapacity = 0;
53
+ _vertexData = new ArrayBuffer(0);
54
+ _float32View = new Float32Array(this._vertexData);
55
+ _uint32View = new Uint32Array(this._vertexData);
56
+ _packedIndexData = new Uint16Array(0);
57
+ _generatedIndexData = new Uint16Array(0);
58
+ _sequentialIndexData = new Uint16Array(0);
59
+ render(shape) {
60
+ const runtime = this._renderManager;
61
+ if (runtime === null) {
62
+ throw new Error('Renderer not connected');
63
+ }
64
+ if (shape.drawMode !== RenderingPrimitives.Points
65
+ && shape.drawMode !== RenderingPrimitives.Lines
66
+ && shape.drawMode !== RenderingPrimitives.LineLoop
67
+ && shape.drawMode !== RenderingPrimitives.LineStrip
68
+ && shape.drawMode !== RenderingPrimitives.Triangles
69
+ && shape.drawMode !== RenderingPrimitives.TriangleFan
70
+ && shape.drawMode !== RenderingPrimitives.TriangleStrip) {
71
+ throw new Error(`WebGPU primitive renderer does not support draw mode "${shape.drawMode}" yet.`);
72
+ }
73
+ runtime.setBlendMode(shape.blendMode);
74
+ if (shape.geometry.vertices.length === 0) {
75
+ return;
76
+ }
77
+ const drawCallIndex = this._drawCallCount++;
78
+ const drawCall = this._drawCalls[drawCallIndex];
79
+ if (drawCall) {
80
+ drawCall.shape = shape;
81
+ drawCall.blendMode = shape.blendMode;
82
+ }
83
+ else {
84
+ this._drawCalls.push({
85
+ shape,
86
+ blendMode: shape.blendMode,
87
+ });
88
+ }
89
+ }
90
+ flush() {
91
+ const runtime = this._renderManager;
92
+ const device = this._device;
93
+ if (!runtime || !device) {
94
+ return;
95
+ }
96
+ if (this._drawCallCount === 0 && !runtime.clearRequested) {
97
+ return;
98
+ }
99
+ const scissor = runtime.getScissorRect();
100
+ const maskClipsAll = scissor !== null && (scissor.width <= 0 || scissor.height <= 0);
101
+ // Phase 1: resolve drawcalls and record each one's offsets into the
102
+ // shared packed buffers. Transform gets baked into the vertex data
103
+ // during phase 2 so no per-drawcall uniform binding is needed.
104
+ const plan = [];
105
+ const resolvedDrawCalls = [];
106
+ let totalVertices = 0;
107
+ let totalIndices = 0;
108
+ if (this._drawCallCount > 0 && !maskClipsAll) {
109
+ for (let drawCallIndex = 0; drawCallIndex < this._drawCallCount; drawCallIndex++) {
110
+ const drawCall = this._drawCalls[drawCallIndex];
111
+ const shape = drawCall.shape;
112
+ const resolved = this._resolveDrawCall(shape);
113
+ resolvedDrawCalls.push(resolved);
114
+ if (resolved === null) {
115
+ continue;
116
+ }
117
+ const pipeline = this._getPipeline({
118
+ topology: resolved.topology,
119
+ usesStripIndex: resolved.usesStripIndex,
120
+ blendMode: drawCall.blendMode,
121
+ format: runtime.renderTargetFormat,
122
+ });
123
+ plan.push({
124
+ pipeline,
125
+ vertexByteOffset: totalVertices * vertexStrideBytes,
126
+ vertexCount: resolved.vertexCount,
127
+ indexByteOffset: totalIndices * Uint16Array.BYTES_PER_ELEMENT,
128
+ indexCount: resolved.indexCount,
129
+ });
130
+ totalVertices += resolved.vertexCount;
131
+ totalIndices += resolved.indexCount;
132
+ }
133
+ }
134
+ // If nothing will actually render, still honor a pending clear with
135
+ // a single empty pass so createColorAttachment consumes the clear
136
+ // state exactly once.
137
+ if (plan.length === 0) {
138
+ if (runtime.clearRequested) {
139
+ const encoder = device.createCommandEncoder();
140
+ const pass = encoder.beginRenderPass({
141
+ colorAttachments: [runtime.createColorAttachment()],
142
+ });
143
+ runtime.stats.renderPasses++;
144
+ pass.end();
145
+ runtime.submit(encoder.finish());
146
+ }
147
+ this._drawCallCount = 0;
148
+ return;
149
+ }
150
+ // Phase 2: size GPU buffers for the whole-frame totals, then pack
151
+ // every drawcall's CPU-side data. _writeShapeVertices applies
152
+ // (view * shape.globalTransform) per-vertex so the shader simply
153
+ // outputs input.position unchanged.
154
+ this._ensureVertexCapacity(totalVertices);
155
+ if (totalIndices > 0) {
156
+ this._ensureIndexCapacity(totalIndices);
157
+ if (this._packedIndexData.length < totalIndices) {
158
+ this._packedIndexData = new Uint16Array(Math.max(totalIndices, this._packedIndexData.length === 0 ? 1 : this._packedIndexData.length * 2));
159
+ }
160
+ }
161
+ {
162
+ let vOffset = 0;
163
+ let iOffset = 0;
164
+ for (let i = 0; i < this._drawCallCount; i++) {
165
+ const resolved = resolvedDrawCalls[i];
166
+ if (resolved === null) {
167
+ continue;
168
+ }
169
+ const drawCall = this._drawCalls[i];
170
+ const shape = drawCall.shape;
171
+ this._writeShapeVertices(runtime, shape, vOffset);
172
+ if (resolved.indices !== null && resolved.indexCount > 0) {
173
+ this._packedIndexData.set(resolved.indices.subarray(0, resolved.indexCount), iOffset);
174
+ iOffset += resolved.indexCount;
175
+ }
176
+ vOffset += resolved.vertexCount;
177
+ }
178
+ }
179
+ // Phase 3: single writeBuffer per GPU buffer covers the whole frame.
180
+ device.queue.writeBuffer(this._vertexBuffer, 0, this._vertexData, 0, totalVertices * vertexStrideBytes);
181
+ if (totalIndices > 0) {
182
+ device.queue.writeBuffer(this._indexBuffer, 0, this._packedIndexData.buffer, this._packedIndexData.byteOffset, totalIndices * Uint16Array.BYTES_PER_ELEMENT);
183
+ }
184
+ // Phase 4: single render pass. Per-draw state is just pipeline and
185
+ // vertex/index subrange offsets — the transform has already been
186
+ // baked into the vertex data.
187
+ const encoder = device.createCommandEncoder();
188
+ const pass = encoder.beginRenderPass({
189
+ colorAttachments: [runtime.createColorAttachment()],
190
+ });
191
+ runtime.stats.renderPasses++;
192
+ if (scissor !== null) {
193
+ pass.setScissorRect(scissor.x, scissor.y, scissor.width, scissor.height);
194
+ }
195
+ for (const planned of plan) {
196
+ pass.setPipeline(planned.pipeline);
197
+ pass.setVertexBuffer(0, this._vertexBuffer, planned.vertexByteOffset);
198
+ if (planned.indexCount > 0) {
199
+ pass.setIndexBuffer(this._indexBuffer, 'uint16', planned.indexByteOffset);
200
+ pass.drawIndexed(planned.indexCount);
201
+ }
202
+ else {
203
+ pass.draw(planned.vertexCount);
204
+ }
205
+ runtime.stats.batches++;
206
+ runtime.stats.drawCalls++;
207
+ }
208
+ pass.end();
209
+ runtime.submit(encoder.finish());
210
+ this._drawCallCount = 0;
211
+ }
212
+ destroy() {
213
+ this.disconnect();
214
+ this._combinedTransform.destroy();
215
+ }
216
+ onConnect(runtime) {
217
+ this._renderManager = runtime;
218
+ this._device = this._renderManager.device;
219
+ this._shaderModule = this._device.createShaderModule({ code: primitiveShaderSource });
220
+ // Transform is applied per-vertex on the CPU, so no uniform binding
221
+ // is needed — the shader outputs input.position directly.
222
+ this._pipelineLayout = this._device.createPipelineLayout({
223
+ bindGroupLayouts: [],
224
+ });
225
+ }
226
+ onDisconnect() {
227
+ this.flush();
228
+ this._destroyBuffers();
229
+ this._pipelines.clear();
230
+ this._pipelineLayout = null;
231
+ this._shaderModule = null;
232
+ this._device = null;
233
+ this._renderManager = null;
234
+ this._drawCallCount = 0;
235
+ }
236
+ _writeShapeVertices(runtime, shape, vertexStart) {
237
+ // Matrix.combine is `other * this` (see Matrix.rotate and
238
+ // SceneNode.getGlobalTransform, both of which chain via
239
+ // local.combine(parent.global) to yield parent.global * local).
240
+ //
241
+ // We need view * global applied to a local vertex, so start with
242
+ // global and combine with view — that gives
243
+ // _combinedTransform = view * global.
244
+ const matrix = this._combinedTransform
245
+ .copy(shape.getGlobalTransform())
246
+ .combine(runtime.view.getTransform());
247
+ // Match the original uniform-based WGSL layout exactly.
248
+ //
249
+ // The shader packs the Matrix's 9 fields into a 4x4 mat (column-major
250
+ // in WGSL):
251
+ // col 0 = [a, c, 0, 0]
252
+ // col 1 = [b, d, 0, 0]
253
+ // col 2 = [0, 0, 1, 0]
254
+ // col 3 = [x, y, 0, z]
255
+ //
256
+ // Multiplied by vec4(px, py, 0, 1):
257
+ // out = col0*px + col1*py + col2*0 + col3*1
258
+ // out.x = a*px + b*py + x
259
+ // out.y = c*px + d*py + y
260
+ // out.z = 0
261
+ // out.w = z
262
+ //
263
+ // The Matrix class represents the affine matrix in the order
264
+ // [a b x]
265
+ // [c d y]
266
+ // [e f z]
267
+ // so a/b/c/d are rotation+scale (note: b on the TOP row, c on the
268
+ // LEFT column, not the other way around) and x/y/z the translation /
269
+ // w component. Matrix.toArray(false) confirms this layout.
270
+ const a = matrix.a;
271
+ const b = matrix.b;
272
+ const c = matrix.c;
273
+ const d = matrix.d;
274
+ const tx = matrix.x;
275
+ const ty = matrix.y;
276
+ const tw = matrix.z;
277
+ const color = shape.color.toRgba();
278
+ const vertices = shape.geometry.vertices;
279
+ const vertexCount = vertices.length / 2;
280
+ for (let i = 0; i < vertexCount; i++) {
281
+ const sourceIndex = i * 2;
282
+ const targetIndex = (vertexStart + i) * wordsPerVertex;
283
+ const px = vertices[sourceIndex];
284
+ const py = vertices[sourceIndex + 1];
285
+ this._float32View[targetIndex + 0] = a * px + b * py + tx;
286
+ this._float32View[targetIndex + 1] = c * px + d * py + ty;
287
+ this._float32View[targetIndex + 2] = 0;
288
+ this._float32View[targetIndex + 3] = tw;
289
+ this._uint32View[targetIndex + 4] = color;
290
+ }
291
+ }
292
+ _ensureVertexCapacity(vertexCount) {
293
+ const requiredBytes = vertexCount * vertexStrideBytes;
294
+ if (requiredBytes > this._vertexData.byteLength) {
295
+ const byteLength = Math.max(requiredBytes, this._vertexData.byteLength === 0 ? vertexStrideBytes : this._vertexData.byteLength * 2);
296
+ this._vertexData = new ArrayBuffer(byteLength);
297
+ this._float32View = new Float32Array(this._vertexData);
298
+ this._uint32View = new Uint32Array(this._vertexData);
299
+ }
300
+ if (requiredBytes > this._vertexBufferCapacity) {
301
+ this._vertexBuffer?.destroy();
302
+ this._vertexBufferCapacity = Math.max(requiredBytes, this._vertexBufferCapacity === 0 ? vertexStrideBytes : this._vertexBufferCapacity * 2);
303
+ this._vertexBuffer = this._device.createBuffer({
304
+ size: this._vertexBufferCapacity,
305
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
306
+ });
307
+ }
308
+ }
309
+ _ensureIndexCapacity(indexCount) {
310
+ const requiredBytes = indexCount * Uint16Array.BYTES_PER_ELEMENT;
311
+ if (requiredBytes > this._indexBufferCapacity) {
312
+ this._indexBuffer?.destroy();
313
+ this._indexBufferCapacity = Math.max(requiredBytes, this._indexBufferCapacity === 0 ? Uint16Array.BYTES_PER_ELEMENT : this._indexBufferCapacity * 2);
314
+ this._indexBuffer = this._device.createBuffer({
315
+ size: this._indexBufferCapacity,
316
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
317
+ });
318
+ }
319
+ }
320
+ _getPipeline(key) {
321
+ const pipelineKey = `${key.topology}:${key.usesStripIndex ? 1 : 0}:${key.blendMode}:${key.format}`;
322
+ const existingPipeline = this._pipelines.get(pipelineKey);
323
+ if (existingPipeline) {
324
+ return existingPipeline;
325
+ }
326
+ const pipeline = this._device.createRenderPipeline({
327
+ layout: this._pipelineLayout,
328
+ vertex: {
329
+ module: this._shaderModule,
330
+ entryPoint: 'vertexMain',
331
+ buffers: [{
332
+ arrayStride: vertexStrideBytes,
333
+ attributes: [{
334
+ shaderLocation: 0,
335
+ offset: 0,
336
+ format: 'float32x4',
337
+ }, {
338
+ shaderLocation: 1,
339
+ offset: 16,
340
+ format: 'unorm8x4',
341
+ }],
342
+ }],
343
+ },
344
+ fragment: {
345
+ module: this._shaderModule,
346
+ entryPoint: 'fragmentMain',
347
+ targets: [{
348
+ format: key.format,
349
+ blend: getWebGpuBlendState(key.blendMode),
350
+ writeMask: GPUColorWrite.ALL,
351
+ }],
352
+ },
353
+ primitive: {
354
+ topology: key.topology,
355
+ stripIndexFormat: key.usesStripIndex ? 'uint16' : undefined,
356
+ },
357
+ });
358
+ this._pipelines.set(pipelineKey, pipeline);
359
+ return pipeline;
360
+ }
361
+ _getTopology(drawMode) {
362
+ switch (drawMode) {
363
+ case RenderingPrimitives.Points:
364
+ return 'point-list';
365
+ case RenderingPrimitives.Lines:
366
+ return 'line-list';
367
+ case RenderingPrimitives.LineLoop:
368
+ case RenderingPrimitives.LineStrip:
369
+ return 'line-strip';
370
+ case RenderingPrimitives.Triangles:
371
+ case RenderingPrimitives.TriangleFan:
372
+ return 'triangle-list';
373
+ case RenderingPrimitives.TriangleStrip:
374
+ return 'triangle-strip';
375
+ default:
376
+ throw new Error(`WebGPU primitive renderer does not support draw mode "${drawMode}" yet.`);
377
+ }
378
+ }
379
+ _resolveDrawCall(shape) {
380
+ const vertices = shape.geometry.vertices;
381
+ const vertexCount = vertices.length / 2;
382
+ if (vertexCount === 0) {
383
+ return null;
384
+ }
385
+ switch (shape.drawMode) {
386
+ case RenderingPrimitives.LineLoop:
387
+ return this._resolveLineLoopDrawCall(shape.geometry.indices, vertexCount);
388
+ case RenderingPrimitives.TriangleFan:
389
+ return this._resolveTriangleFanDrawCall(shape.geometry.indices, vertexCount);
390
+ default: {
391
+ const indices = shape.geometry.indices;
392
+ const topology = this._getTopology(shape.drawMode);
393
+ const indexCount = indices.length;
394
+ const usesStripIndex = indexCount > 0 && (shape.drawMode === RenderingPrimitives.LineStrip
395
+ || shape.drawMode === RenderingPrimitives.TriangleStrip);
396
+ if (indexCount > 0) {
397
+ return {
398
+ topology,
399
+ usesStripIndex,
400
+ vertexCount,
401
+ indices,
402
+ indexCount,
403
+ };
404
+ }
405
+ return {
406
+ topology,
407
+ usesStripIndex,
408
+ vertexCount,
409
+ indices: null,
410
+ indexCount: 0,
411
+ };
412
+ }
413
+ }
414
+ }
415
+ _resolveLineLoopDrawCall(indices, vertexCount) {
416
+ const sourceIndices = indices.length > 0 ? indices : this._getSequentialIndices(vertexCount);
417
+ const sourceCount = sourceIndices.length;
418
+ if (sourceCount < 2) {
419
+ return null;
420
+ }
421
+ const loopIndexCount = sourceCount + 1;
422
+ const generatedIndices = this._ensureGeneratedIndexCapacity(loopIndexCount);
423
+ generatedIndices.set(sourceIndices.subarray(0, sourceCount), 0);
424
+ generatedIndices[sourceCount] = sourceIndices[0];
425
+ return {
426
+ topology: 'line-strip',
427
+ usesStripIndex: true,
428
+ vertexCount,
429
+ indices: generatedIndices,
430
+ indexCount: loopIndexCount,
431
+ };
432
+ }
433
+ _resolveTriangleFanDrawCall(indices, vertexCount) {
434
+ const sourceIndices = indices.length > 0 ? indices : this._getSequentialIndices(vertexCount);
435
+ const sourceCount = sourceIndices.length;
436
+ if (sourceCount < 3) {
437
+ return null;
438
+ }
439
+ const indexCount = (sourceCount - 2) * 3;
440
+ const generatedIndices = this._ensureGeneratedIndexCapacity(indexCount);
441
+ let targetIndex = 0;
442
+ for (let index = 1; index < sourceCount - 1; index++) {
443
+ generatedIndices[targetIndex++] = sourceIndices[0];
444
+ generatedIndices[targetIndex++] = sourceIndices[index];
445
+ generatedIndices[targetIndex++] = sourceIndices[index + 1];
446
+ }
447
+ return {
448
+ topology: 'triangle-list',
449
+ usesStripIndex: false,
450
+ vertexCount,
451
+ indices: generatedIndices,
452
+ indexCount,
453
+ };
454
+ }
455
+ _getSequentialIndices(vertexCount) {
456
+ if (vertexCount > this._sequentialIndexData.length) {
457
+ let nextLength = Math.max(1, this._sequentialIndexData.length);
458
+ while (nextLength < vertexCount) {
459
+ nextLength *= 2;
460
+ }
461
+ this._sequentialIndexData = new Uint16Array(nextLength);
462
+ }
463
+ for (let index = 0; index < vertexCount; index++) {
464
+ this._sequentialIndexData[index] = index;
465
+ }
466
+ return this._sequentialIndexData.subarray(0, vertexCount);
467
+ }
468
+ _ensureGeneratedIndexCapacity(indexCount) {
469
+ if (indexCount > this._generatedIndexData.length) {
470
+ let nextLength = Math.max(1, this._generatedIndexData.length);
471
+ while (nextLength < indexCount) {
472
+ nextLength *= 2;
473
+ }
474
+ this._generatedIndexData = new Uint16Array(nextLength);
475
+ }
476
+ return this._generatedIndexData.subarray(0, indexCount);
477
+ }
478
+ _destroyBuffers() {
479
+ this._vertexBuffer?.destroy();
480
+ this._indexBuffer?.destroy();
481
+ this._vertexBuffer = null;
482
+ this._indexBuffer = null;
483
+ this._vertexBufferCapacity = 0;
484
+ this._indexBufferCapacity = 0;
485
+ }
486
+ }
487
+
488
+ export { WebGpuPrimitiveRenderer };
489
+ //# sourceMappingURL=WebGpuPrimitiveRenderer.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,111 @@
1
+ import { Color } from '@/core/Color';
2
+ import type { Application } from '@/core/Application';
3
+ import { BlendModes } from '@/rendering/types';
4
+ import { RenderBackendType } from '../RenderBackendType';
5
+ import { RendererRegistry } from '../RendererRegistry';
6
+ import type { Drawable } from '../Drawable';
7
+ import type { RenderPass } from '../RenderPass';
8
+ import type { Shader } from '../shader/Shader';
9
+ import type { Texture } from '../texture/Texture';
10
+ import type { WebGl2VertexArrayObject } from '../webgl2/WebGl2VertexArrayObject';
11
+ import type { View } from '../View';
12
+ import type { WebGpuRendererRuntime } from './WebGpuRendererRuntime';
13
+ import { RenderTarget } from '../RenderTarget';
14
+ import { RenderTexture } from '../texture/RenderTexture';
15
+ import type { Rectangle } from '@/math/Rectangle';
16
+ import type { RenderStats } from '../RenderStats';
17
+ interface PixelMaskState {
18
+ x: number;
19
+ y: number;
20
+ width: number;
21
+ height: number;
22
+ }
23
+ export declare class WebGpuRenderManager implements WebGpuRendererRuntime {
24
+ readonly backendType = RenderBackendType.WebGpu;
25
+ readonly rendererRegistry: RendererRegistry<WebGpuRendererRuntime>;
26
+ private readonly _canvas;
27
+ private readonly _rootRenderTarget;
28
+ private readonly _clearColor;
29
+ private readonly _textureStates;
30
+ private readonly _textureDestroyHandlers;
31
+ private readonly _renderTargetDestroyHandlers;
32
+ private readonly _temporaryRenderTextures;
33
+ private readonly _maskStack;
34
+ private readonly _maskPixelStack;
35
+ private readonly _maskPointA;
36
+ private readonly _maskPointB;
37
+ private _mipmapShaderModule;
38
+ private _mipmapBindGroupLayout;
39
+ private _mipmapPipelineLayout;
40
+ private _mipmapPipeline;
41
+ private _mipmapSampler;
42
+ private _context;
43
+ private _device;
44
+ private _format;
45
+ private _initializePromise;
46
+ private _renderTarget;
47
+ private _renderer;
48
+ private _blendMode;
49
+ private _texture;
50
+ private _clearRequested;
51
+ private _hasPresentedFrame;
52
+ private readonly _stats;
53
+ constructor(app: Application);
54
+ get view(): View;
55
+ get renderTarget(): RenderTarget;
56
+ get device(): GPUDevice;
57
+ get context(): GPUCanvasContext;
58
+ get format(): GPUTextureFormat;
59
+ get renderTargetFormat(): GPUTextureFormat;
60
+ get clearRequested(): boolean;
61
+ get stats(): RenderStats;
62
+ initialize(): Promise<this>;
63
+ resetStats(): this;
64
+ draw(drawable: Drawable): this;
65
+ execute(pass: RenderPass): this;
66
+ setShader(shader: Shader | null): this;
67
+ setTexture(texture: Texture | RenderTexture | null, _unit?: number): this;
68
+ setBlendMode(blendMode: BlendModes | null): this;
69
+ setVao(vao: WebGl2VertexArrayObject | null): this;
70
+ setRenderTarget(target: RenderTarget | null): this;
71
+ pushMask(maskBounds: Rectangle): this;
72
+ popMask(): this;
73
+ getScissorRect(): PixelMaskState | null;
74
+ acquireRenderTexture(width: number, height: number): RenderTexture;
75
+ releaseRenderTexture(texture: RenderTexture): this;
76
+ setView(view: View | null): this;
77
+ clear(color?: Color): this;
78
+ resize(width: number, height: number): this;
79
+ flush(): this;
80
+ destroy(): void;
81
+ createColorAttachment(): GPURenderPassColorAttachment;
82
+ submit(commandBuffer: GPUCommandBuffer): void;
83
+ getTextureBinding(texture: Texture | RenderTexture): {
84
+ readonly view: GPUTextureView;
85
+ readonly sampler: GPUSampler;
86
+ };
87
+ shouldPremultiplyTextureSample(texture: Texture | RenderTexture): boolean;
88
+ private _setActiveRenderer;
89
+ private _flushActiveRenderer;
90
+ private _initialize;
91
+ private _getGpuNavigator;
92
+ private _createInitializationError;
93
+ private _destroyManagedTextures;
94
+ private _destroyTemporaryRenderTextures;
95
+ private _getTextureState;
96
+ private _syncTexture;
97
+ private _evictTexture;
98
+ private _subscribeRenderTarget;
99
+ private _unsubscribeRenderTarget;
100
+ private _toMaskPixels;
101
+ private _intersectMasks;
102
+ private _createSampler;
103
+ private _getTextureUsage;
104
+ private _getAddressMode;
105
+ private _getFilterMode;
106
+ private _getMipmapFilterMode;
107
+ private _getMipLevelCount;
108
+ private _generateMipmaps;
109
+ private _getMipmapResources;
110
+ }
111
+ export {};