@codexo/exojs 0.8.4 → 0.10.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (470) hide show
  1. package/CHANGELOG.md +99 -0
  2. package/README.md +34 -13
  3. package/dist/esm/animation/Tween.d.ts +20 -3
  4. package/dist/esm/animation/Tween.js +16 -8
  5. package/dist/esm/animation/Tween.js.map +1 -1
  6. package/dist/esm/animation/TweenManager.d.ts +16 -1
  7. package/dist/esm/animation/TweenManager.js +27 -2
  8. package/dist/esm/animation/TweenManager.js.map +1 -1
  9. package/dist/esm/audio/AudioAnalyser.d.ts +2 -0
  10. package/dist/esm/audio/AudioAnalyser.js +24 -9
  11. package/dist/esm/audio/AudioAnalyser.js.map +1 -1
  12. package/dist/esm/audio/AudioBus.d.ts +1 -0
  13. package/dist/esm/audio/AudioBus.js +8 -4
  14. package/dist/esm/audio/AudioBus.js.map +1 -1
  15. package/dist/esm/audio/AudioListener.d.ts +1 -0
  16. package/dist/esm/audio/AudioListener.js +7 -5
  17. package/dist/esm/audio/AudioListener.js.map +1 -1
  18. package/dist/esm/audio/AudioManager.d.ts +8 -2
  19. package/dist/esm/audio/AudioManager.js +14 -1
  20. package/dist/esm/audio/AudioManager.js.map +1 -1
  21. package/dist/esm/audio/BeatDetector.d.ts +2 -0
  22. package/dist/esm/audio/BeatDetector.js +27 -661
  23. package/dist/esm/audio/BeatDetector.js.map +1 -1
  24. package/dist/esm/audio/Music.d.ts +1 -0
  25. package/dist/esm/audio/Music.js +7 -3
  26. package/dist/esm/audio/Music.js.map +1 -1
  27. package/dist/esm/audio/OscillatorSound.d.ts +1 -0
  28. package/dist/esm/audio/OscillatorSound.js +7 -3
  29. package/dist/esm/audio/OscillatorSound.js.map +1 -1
  30. package/dist/esm/audio/Sound.d.ts +1 -0
  31. package/dist/esm/audio/Sound.js +7 -3
  32. package/dist/esm/audio/Sound.js.map +1 -1
  33. package/dist/esm/audio/audio-context.d.ts +2 -2
  34. package/dist/esm/audio/audio-context.js +4 -4
  35. package/dist/esm/audio/audio-context.js.map +1 -1
  36. package/dist/esm/audio/filters/ChorusFilter.d.ts +1 -0
  37. package/dist/esm/audio/filters/ChorusFilter.js +7 -3
  38. package/dist/esm/audio/filters/ChorusFilter.js.map +1 -1
  39. package/dist/esm/audio/filters/CompressorFilter.d.ts +1 -0
  40. package/dist/esm/audio/filters/CompressorFilter.js +7 -3
  41. package/dist/esm/audio/filters/CompressorFilter.js.map +1 -1
  42. package/dist/esm/audio/filters/DelayFilter.d.ts +1 -0
  43. package/dist/esm/audio/filters/DelayFilter.js +7 -3
  44. package/dist/esm/audio/filters/DelayFilter.js.map +1 -1
  45. package/dist/esm/audio/filters/EqualizerFilter.d.ts +1 -0
  46. package/dist/esm/audio/filters/EqualizerFilter.js +7 -3
  47. package/dist/esm/audio/filters/EqualizerFilter.js.map +1 -1
  48. package/dist/esm/audio/filters/GranularFilter.js +1 -86
  49. package/dist/esm/audio/filters/GranularFilter.js.map +1 -1
  50. package/dist/esm/audio/filters/HighpassFilter.d.ts +1 -0
  51. package/dist/esm/audio/filters/HighpassFilter.js +7 -3
  52. package/dist/esm/audio/filters/HighpassFilter.js.map +1 -1
  53. package/dist/esm/audio/filters/LowpassFilter.d.ts +1 -0
  54. package/dist/esm/audio/filters/LowpassFilter.js +7 -3
  55. package/dist/esm/audio/filters/LowpassFilter.js.map +1 -1
  56. package/dist/esm/audio/filters/PitchShiftFilter.js +1 -71
  57. package/dist/esm/audio/filters/PitchShiftFilter.js.map +1 -1
  58. package/dist/esm/audio/filters/ReverbFilter.d.ts +1 -0
  59. package/dist/esm/audio/filters/ReverbFilter.js +7 -3
  60. package/dist/esm/audio/filters/ReverbFilter.js.map +1 -1
  61. package/dist/esm/audio/filters/VocoderFilter.js +1 -89
  62. package/dist/esm/audio/filters/VocoderFilter.js.map +1 -1
  63. package/dist/esm/audio/filters/WorkletFilter.d.ts +2 -0
  64. package/dist/esm/audio/filters/WorkletFilter.js +10 -5
  65. package/dist/esm/audio/filters/WorkletFilter.js.map +1 -1
  66. package/dist/esm/audio/index.d.ts +15 -10
  67. package/dist/esm/audio/worklet/registerWorklet.d.ts +1 -1
  68. package/dist/esm/audio/worklet/registerWorklet.js +2 -2
  69. package/dist/esm/audio/worklet/registerWorklet.js.map +1 -1
  70. package/dist/esm/audio/worklets/beat-detector.worklet.d.ts +1 -0
  71. package/dist/esm/audio/worklets/beat-detector.worklet.js +647 -0
  72. package/dist/esm/audio/worklets/beat-detector.worklet.js.map +1 -0
  73. package/dist/esm/audio/worklets/granular.worklet.d.ts +1 -0
  74. package/dist/esm/audio/worklets/granular.worklet.js +89 -0
  75. package/dist/esm/audio/worklets/granular.worklet.js.map +1 -0
  76. package/dist/esm/audio/worklets/pitch-shift.worklet.d.ts +1 -0
  77. package/dist/esm/audio/worklets/pitch-shift.worklet.js +74 -0
  78. package/dist/esm/audio/worklets/pitch-shift.worklet.js.map +1 -0
  79. package/dist/esm/audio/worklets/vocoder.worklet.d.ts +1 -0
  80. package/dist/esm/audio/worklets/vocoder.worklet.js +92 -0
  81. package/dist/esm/audio/worklets/vocoder.worklet.js.map +1 -0
  82. package/dist/esm/core/Application.d.ts +86 -29
  83. package/dist/esm/core/Application.js +157 -47
  84. package/dist/esm/core/Application.js.map +1 -1
  85. package/dist/esm/core/Color.d.ts +0 -8
  86. package/dist/esm/core/Color.js +0 -24
  87. package/dist/esm/core/Color.js.map +1 -1
  88. package/dist/esm/core/Perf.d.ts +23 -0
  89. package/dist/esm/core/Perf.js +49 -0
  90. package/dist/esm/core/Perf.js.map +1 -0
  91. package/dist/esm/core/Scene.d.ts +40 -80
  92. package/dist/esm/core/Scene.js +63 -43
  93. package/dist/esm/core/Scene.js.map +1 -1
  94. package/dist/esm/core/SceneManager.d.ts +11 -25
  95. package/dist/esm/core/SceneManager.js +37 -100
  96. package/dist/esm/core/SceneManager.js.map +1 -1
  97. package/dist/esm/core/SceneNode.d.ts +28 -17
  98. package/dist/esm/core/SceneNode.js +66 -42
  99. package/dist/esm/core/SceneNode.js.map +1 -1
  100. package/dist/esm/core/Signal.d.ts +24 -28
  101. package/dist/esm/core/Signal.js +64 -50
  102. package/dist/esm/core/Signal.js.map +1 -1
  103. package/dist/esm/core/Timer.d.ts +1 -0
  104. package/dist/esm/core/Timer.js +3 -0
  105. package/dist/esm/core/Timer.js.map +1 -1
  106. package/dist/esm/core/capabilities.d.ts +2 -0
  107. package/dist/esm/core/capabilities.js +15 -0
  108. package/dist/esm/core/capabilities.js.map +1 -1
  109. package/dist/esm/core/index.d.ts +1 -0
  110. package/dist/esm/core/types.d.ts +1 -1
  111. package/dist/esm/core/utils.d.ts +12 -0
  112. package/dist/esm/core/utils.js +18 -1
  113. package/dist/esm/core/utils.js.map +1 -1
  114. package/dist/esm/debug/BoundingBoxesLayer.js +1 -1
  115. package/dist/esm/debug/BoundingBoxesLayer.js.map +1 -1
  116. package/dist/esm/debug/HitTestLayer.js +1 -1
  117. package/dist/esm/debug/HitTestLayer.js.map +1 -1
  118. package/dist/esm/debug/PerformanceLayer.js +1 -2
  119. package/dist/esm/debug/PerformanceLayer.js.map +1 -1
  120. package/dist/esm/debug/PointerStackLayer.js +1 -2
  121. package/dist/esm/debug/PointerStackLayer.js.map +1 -1
  122. package/dist/esm/debug/RenderPassInspectorLayer.js +1 -2
  123. package/dist/esm/debug/RenderPassInspectorLayer.js.map +1 -1
  124. package/dist/esm/index.js +37 -10
  125. package/dist/esm/index.js.map +1 -1
  126. package/dist/esm/input/InputManager.d.ts +1 -0
  127. package/dist/esm/input/InputManager.js +30 -3
  128. package/dist/esm/input/InputManager.js.map +1 -1
  129. package/dist/esm/input/InteractionManager.d.ts +5 -2
  130. package/dist/esm/input/InteractionManager.js +29 -18
  131. package/dist/esm/input/InteractionManager.js.map +1 -1
  132. package/dist/esm/input/Pointer.js +3 -2
  133. package/dist/esm/input/Pointer.js.map +1 -1
  134. package/dist/esm/input/internal/interactionManagerRegistry.d.ts +9 -0
  135. package/dist/esm/input/internal/interactionManagerRegistry.js +10 -0
  136. package/dist/esm/input/internal/interactionManagerRegistry.js.map +1 -0
  137. package/dist/esm/math/AbstractVector.d.ts +1 -7
  138. package/dist/esm/math/AbstractVector.js +6 -20
  139. package/dist/esm/math/AbstractVector.js.map +1 -1
  140. package/dist/esm/math/Circle.js +0 -2
  141. package/dist/esm/math/Circle.js.map +1 -1
  142. package/dist/esm/math/Collision.d.ts +9 -3
  143. package/dist/esm/math/Ellipse.d.ts +2 -5
  144. package/dist/esm/math/Ellipse.js +10 -7
  145. package/dist/esm/math/Ellipse.js.map +1 -1
  146. package/dist/esm/math/ObservableVector.d.ts +1 -1
  147. package/dist/esm/math/ObservableVector.js +3 -3
  148. package/dist/esm/math/ObservableVector.js.map +1 -1
  149. package/dist/esm/math/Polygon.d.ts +0 -2
  150. package/dist/esm/math/Polygon.js +1 -9
  151. package/dist/esm/math/Polygon.js.map +1 -1
  152. package/dist/esm/math/Rectangle.js +0 -2
  153. package/dist/esm/math/Rectangle.js.map +1 -1
  154. package/dist/esm/math/collision-detection.d.ts +19 -4
  155. package/dist/esm/math/collision-detection.js +61 -4
  156. package/dist/esm/math/collision-detection.js.map +1 -1
  157. package/dist/esm/math/swept-collision.d.ts +16 -12
  158. package/dist/esm/math/swept-collision.js +109 -19
  159. package/dist/esm/math/swept-collision.js.map +1 -1
  160. package/dist/esm/particles/ParticleSystem.d.ts +8 -5
  161. package/dist/esm/particles/ParticleSystem.js +10 -6
  162. package/dist/esm/particles/ParticleSystem.js.map +1 -1
  163. package/dist/esm/particles/distributions/{Gradient.d.ts → ColorGradient.d.ts} +5 -5
  164. package/dist/esm/particles/distributions/{Gradient.js → ColorGradient.js} +5 -5
  165. package/dist/esm/particles/distributions/ColorGradient.js.map +1 -0
  166. package/dist/esm/particles/distributions/Distribution.d.ts +2 -2
  167. package/dist/esm/particles/distributions/index.d.ts +2 -2
  168. package/dist/esm/particles/gpu/ParticleGpuState.js +1 -1
  169. package/dist/esm/particles/index.d.ts +1 -0
  170. package/dist/esm/particles/modules/ColorOverLifetime.d.ts +3 -3
  171. package/dist/esm/particles/modules/ColorOverLifetime.js.map +1 -1
  172. package/dist/esm/particles/modules/ColorOverSpeed.d.ts +3 -3
  173. package/dist/esm/particles/modules/ColorOverSpeed.js.map +1 -1
  174. package/dist/esm/particles/modules/UpdateModule.d.ts +2 -2
  175. package/dist/esm/particles/modules/UpdateModule.js +1 -1
  176. package/dist/esm/particles/modules/WgslContribution.d.ts +2 -2
  177. package/dist/esm/rendering/CallbackRenderPass.d.ts +1 -0
  178. package/dist/esm/rendering/CallbackRenderPass.js +1 -0
  179. package/dist/esm/rendering/CallbackRenderPass.js.map +1 -1
  180. package/dist/esm/rendering/Camera.d.ts +33 -0
  181. package/dist/esm/rendering/Camera.js +38 -0
  182. package/dist/esm/rendering/Camera.js.map +1 -0
  183. package/dist/esm/rendering/Container.d.ts +7 -25
  184. package/dist/esm/rendering/Container.js +25 -87
  185. package/dist/esm/rendering/Container.js.map +1 -1
  186. package/dist/esm/rendering/Drawable.d.ts +8 -10
  187. package/dist/esm/rendering/Drawable.js +12 -20
  188. package/dist/esm/rendering/Drawable.js.map +1 -1
  189. package/dist/esm/rendering/RenderBackend.d.ts +19 -0
  190. package/dist/esm/rendering/RenderNode.d.ts +82 -11
  191. package/dist/esm/rendering/RenderNode.js +133 -163
  192. package/dist/esm/rendering/RenderNode.js.map +1 -1
  193. package/dist/esm/rendering/RenderPass.d.ts +1 -0
  194. package/dist/esm/rendering/RenderStats.d.ts +9 -0
  195. package/dist/esm/rendering/RenderStats.js +2 -0
  196. package/dist/esm/rendering/RenderStats.js.map +1 -1
  197. package/dist/esm/rendering/RenderTarget.d.ts +13 -0
  198. package/dist/esm/rendering/RenderTarget.js +13 -0
  199. package/dist/esm/rendering/RenderTarget.js.map +1 -1
  200. package/dist/esm/rendering/RenderTargetPass.js +17 -0
  201. package/dist/esm/rendering/RenderTargetPass.js.map +1 -1
  202. package/dist/esm/rendering/RendererRegistry.d.ts +1 -0
  203. package/dist/esm/rendering/RendererRegistry.js +1 -0
  204. package/dist/esm/rendering/RendererRegistry.js.map +1 -1
  205. package/dist/esm/rendering/RenderingContext.d.ts +87 -0
  206. package/dist/esm/rendering/RenderingContext.js +157 -0
  207. package/dist/esm/rendering/RenderingContext.js.map +1 -0
  208. package/dist/esm/rendering/TransformBuffer.d.ts +38 -0
  209. package/dist/esm/rendering/TransformBuffer.js +116 -0
  210. package/dist/esm/rendering/TransformBuffer.js.map +1 -0
  211. package/dist/esm/rendering/View.d.ts +23 -0
  212. package/dist/esm/rendering/View.js +42 -0
  213. package/dist/esm/rendering/View.js.map +1 -1
  214. package/dist/esm/rendering/filters/WebGpuShaderFilter.js +5 -12
  215. package/dist/esm/rendering/filters/WebGpuShaderFilter.js.map +1 -1
  216. package/dist/esm/rendering/geometry/Geometry.d.ts +40 -0
  217. package/dist/esm/rendering/geometry/Geometry.js +228 -0
  218. package/dist/esm/rendering/geometry/Geometry.js.map +1 -0
  219. package/dist/esm/rendering/geometry/GeometryAttribute.d.ts +32 -0
  220. package/dist/esm/rendering/geometry/QuadGeometry.d.ts +5 -0
  221. package/dist/esm/rendering/gradient/Gradient.d.ts +34 -0
  222. package/dist/esm/rendering/gradient/Gradient.js +114 -0
  223. package/dist/esm/rendering/gradient/Gradient.js.map +1 -0
  224. package/dist/esm/rendering/gradient/LinearGradient.d.ts +10 -0
  225. package/dist/esm/rendering/gradient/LinearGradient.js +26 -0
  226. package/dist/esm/rendering/gradient/LinearGradient.js.map +1 -0
  227. package/dist/esm/rendering/gradient/RadialGradient.d.ts +10 -0
  228. package/dist/esm/rendering/gradient/RadialGradient.js +25 -0
  229. package/dist/esm/rendering/gradient/RadialGradient.js.map +1 -0
  230. package/dist/esm/rendering/index.d.ts +103 -59
  231. package/dist/esm/rendering/material/Material.d.ts +114 -0
  232. package/dist/esm/rendering/material/Material.js +111 -0
  233. package/dist/esm/rendering/material/Material.js.map +1 -0
  234. package/dist/esm/rendering/material/MaterialKey.d.ts +18 -0
  235. package/dist/esm/rendering/material/MaterialKey.js +82 -0
  236. package/dist/esm/rendering/material/MaterialKey.js.map +1 -0
  237. package/dist/esm/rendering/material/MeshMaterial.d.ts +16 -0
  238. package/dist/esm/rendering/material/MeshMaterial.js +21 -0
  239. package/dist/esm/rendering/material/MeshMaterial.js.map +1 -0
  240. package/dist/esm/rendering/{mesh/MeshShader.d.ts → material/ShaderSource.d.ts} +30 -62
  241. package/dist/esm/rendering/{mesh/MeshShader.js → material/ShaderSource.js} +36 -62
  242. package/dist/esm/rendering/material/ShaderSource.js.map +1 -0
  243. package/dist/esm/rendering/material/SpriteMaterial.d.ts +15 -0
  244. package/dist/esm/rendering/material/SpriteMaterial.js +20 -0
  245. package/dist/esm/rendering/material/SpriteMaterial.js.map +1 -0
  246. package/dist/esm/rendering/mesh/Mesh.d.ts +29 -12
  247. package/dist/esm/rendering/mesh/Mesh.js +123 -4
  248. package/dist/esm/rendering/mesh/Mesh.js.map +1 -1
  249. package/dist/esm/rendering/pass/RenderPassCoordinator.d.ts +63 -0
  250. package/dist/esm/rendering/pass/RenderPassDescriptor.d.ts +48 -0
  251. package/dist/esm/rendering/pass/RenderPassDescriptor.js +16 -0
  252. package/dist/esm/rendering/pass/RenderPassDescriptor.js.map +1 -0
  253. package/dist/esm/rendering/plan/RenderCommand.d.ts +67 -0
  254. package/dist/esm/rendering/plan/RenderCommand.js +94 -0
  255. package/dist/esm/rendering/plan/RenderCommand.js.map +1 -0
  256. package/dist/esm/rendering/plan/RenderEffectExecutor.d.ts +10 -0
  257. package/dist/esm/rendering/plan/RenderEffectExecutor.js +159 -0
  258. package/dist/esm/rendering/plan/RenderEffectExecutor.js.map +1 -0
  259. package/dist/esm/rendering/plan/RenderPlan.d.ts +23 -0
  260. package/dist/esm/rendering/plan/RenderPlan.js +12 -0
  261. package/dist/esm/rendering/plan/RenderPlan.js.map +1 -0
  262. package/dist/esm/rendering/plan/RenderPlanBuilder.d.ts +31 -0
  263. package/dist/esm/rendering/plan/RenderPlanBuilder.js +242 -0
  264. package/dist/esm/rendering/plan/RenderPlanBuilder.js.map +1 -0
  265. package/dist/esm/rendering/plan/RenderPlanOptimizer.d.ts +10 -0
  266. package/dist/esm/rendering/plan/RenderPlanOptimizer.js +180 -0
  267. package/dist/esm/rendering/plan/RenderPlanOptimizer.js.map +1 -0
  268. package/dist/esm/rendering/plan/RenderPlanPlayer.d.ts +9 -0
  269. package/dist/esm/rendering/plan/RenderPlanPlayer.js +56 -0
  270. package/dist/esm/rendering/plan/RenderPlanPlayer.js.map +1 -0
  271. package/dist/esm/rendering/plan/RenderScope.d.ts +70 -0
  272. package/dist/esm/rendering/plan/RenderScope.js +16 -0
  273. package/dist/esm/rendering/plan/RenderScope.js.map +1 -0
  274. package/dist/esm/rendering/plan/playRenderTree.d.ts +4 -0
  275. package/dist/esm/rendering/plan/playRenderTree.js +19 -0
  276. package/dist/esm/rendering/plan/playRenderTree.js.map +1 -0
  277. package/dist/esm/rendering/shader/Shader.d.ts +1 -0
  278. package/dist/esm/rendering/shader/Shader.js +1 -0
  279. package/dist/esm/rendering/shader/Shader.js.map +1 -1
  280. package/dist/esm/rendering/shader/ShaderUniform.d.ts +1 -0
  281. package/dist/esm/rendering/shader/ShaderUniform.js +1 -0
  282. package/dist/esm/rendering/shader/ShaderUniform.js.map +1 -1
  283. package/dist/esm/rendering/sprite/Sprite.d.ts +25 -3
  284. package/dist/esm/rendering/sprite/Sprite.js +48 -15
  285. package/dist/esm/rendering/sprite/Sprite.js.map +1 -1
  286. package/dist/esm/rendering/sprite/spriteMaterialSources.d.ts +36 -0
  287. package/dist/esm/rendering/sprite/spriteMaterialSources.js +128 -0
  288. package/dist/esm/rendering/sprite/spriteMaterialSources.js.map +1 -0
  289. package/dist/esm/rendering/text/AbstractText.d.ts +36 -0
  290. package/dist/esm/rendering/text/AbstractText.js +49 -0
  291. package/dist/esm/rendering/text/AbstractText.js.map +1 -0
  292. package/dist/esm/rendering/text/BitmapText.d.ts +97 -0
  293. package/dist/esm/rendering/text/BitmapText.js +220 -0
  294. package/dist/esm/rendering/text/BitmapText.js.map +1 -0
  295. package/dist/esm/rendering/text/BmFont.d.ts +50 -0
  296. package/dist/esm/rendering/text/BmFont.js +24 -0
  297. package/dist/esm/rendering/text/BmFont.js.map +1 -0
  298. package/dist/esm/rendering/text/GlyphAtlas.d.ts +104 -0
  299. package/dist/esm/rendering/text/GlyphAtlas.js +347 -0
  300. package/dist/esm/rendering/text/GlyphAtlas.js.map +1 -0
  301. package/dist/esm/rendering/text/GlyphAtlasPool.d.ts +40 -0
  302. package/dist/esm/rendering/text/GlyphAtlasPool.js +67 -0
  303. package/dist/esm/rendering/text/GlyphAtlasPool.js.map +1 -0
  304. package/dist/esm/rendering/text/GlyphSdf.d.ts +92 -0
  305. package/dist/esm/rendering/text/GlyphSdf.js +220 -0
  306. package/dist/esm/rendering/text/GlyphSdf.js.map +1 -0
  307. package/dist/esm/rendering/text/HTMLText.d.ts +107 -0
  308. package/dist/esm/rendering/text/HTMLText.js +284 -0
  309. package/dist/esm/rendering/text/HTMLText.js.map +1 -0
  310. package/dist/esm/rendering/text/LayoutOptions.d.ts +30 -0
  311. package/dist/esm/rendering/text/Text.d.ts +89 -20
  312. package/dist/esm/rendering/text/Text.js +176 -101
  313. package/dist/esm/rendering/text/Text.js.map +1 -1
  314. package/dist/esm/rendering/text/TextLayout.d.ts +20 -8
  315. package/dist/esm/rendering/text/TextLayout.js +234 -25
  316. package/dist/esm/rendering/text/TextLayout.js.map +1 -1
  317. package/dist/esm/rendering/text/TextStyle.d.ts +154 -87
  318. package/dist/esm/rendering/text/TextStyle.js +257 -203
  319. package/dist/esm/rendering/text/TextStyle.js.map +1 -1
  320. package/dist/esm/rendering/text/types.d.ts +73 -13
  321. package/dist/esm/rendering/texture/DataTexture.d.ts +5 -0
  322. package/dist/esm/rendering/texture/DataTexture.js +7 -0
  323. package/dist/esm/rendering/texture/DataTexture.js.map +1 -1
  324. package/dist/esm/rendering/texture/Texture.d.ts +1 -0
  325. package/dist/esm/rendering/texture/Texture.js +1 -0
  326. package/dist/esm/rendering/texture/Texture.js.map +1 -1
  327. package/dist/esm/rendering/types.d.ts +3 -1
  328. package/dist/esm/rendering/types.js +2 -0
  329. package/dist/esm/rendering/types.js.map +1 -1
  330. package/dist/esm/rendering/video/Video.d.ts +5 -8
  331. package/dist/esm/rendering/video/Video.js +12 -13
  332. package/dist/esm/rendering/video/Video.js.map +1 -1
  333. package/dist/esm/rendering/webgl2/WebGl2Backend.d.ts +40 -0
  334. package/dist/esm/rendering/webgl2/WebGl2Backend.js +344 -27
  335. package/dist/esm/rendering/webgl2/WebGl2Backend.js.map +1 -1
  336. package/dist/esm/rendering/webgl2/WebGl2MeshRenderer.d.ts +22 -2
  337. package/dist/esm/rendering/webgl2/WebGl2MeshRenderer.js +404 -112
  338. package/dist/esm/rendering/webgl2/WebGl2MeshRenderer.js.map +1 -1
  339. package/dist/esm/rendering/webgl2/WebGl2PassCoordinator.d.ts +57 -0
  340. package/dist/esm/rendering/webgl2/WebGl2PassCoordinator.js +79 -0
  341. package/dist/esm/rendering/webgl2/WebGl2PassCoordinator.js.map +1 -0
  342. package/dist/esm/rendering/webgl2/WebGl2SpriteRenderer.d.ts +12 -0
  343. package/dist/esm/rendering/webgl2/WebGl2SpriteRenderer.js +214 -58
  344. package/dist/esm/rendering/webgl2/WebGl2SpriteRenderer.js.map +1 -1
  345. package/dist/esm/rendering/webgl2/WebGl2StencilClipper.d.ts +34 -0
  346. package/dist/esm/rendering/webgl2/WebGl2StencilClipper.js +169 -0
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  348. package/dist/esm/rendering/webgl2/WebGl2TextRenderer.d.ts +56 -0
  349. package/dist/esm/rendering/webgl2/WebGl2TextRenderer.js +486 -0
  350. package/dist/esm/rendering/webgl2/WebGl2TextRenderer.js.map +1 -0
  351. package/dist/esm/rendering/webgl2/glsl/mesh.frag.js +1 -1
  352. package/dist/esm/rendering/webgl2/glsl/mesh.vert.js +1 -1
  353. package/dist/esm/rendering/webgl2/glsl/stencil-clip.frag.js +4 -0
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  357. package/dist/esm/rendering/webgl2/glsl/text-color.frag.js +4 -0
  358. package/dist/esm/rendering/webgl2/glsl/text-color.frag.js.map +1 -0
  359. package/dist/esm/rendering/webgl2/glsl/text-msdf.frag.js +4 -0
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  363. package/dist/esm/rendering/webgl2/glsl/text.vert.js +4 -0
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  372. package/dist/esm/rendering/webgpu/WebGpuMeshRenderer.d.ts +26 -2
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  377. package/dist/esm/rendering/webgpu/WebGpuPassCoordinator.d.ts +141 -0
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  380. package/dist/esm/rendering/webgpu/WebGpuSpriteRenderer.d.ts +16 -0
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  445. package/dist/esm/resources/factories/XmlFactory.d.ts +24 -0
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  448. package/dist/esm/resources/index.d.ts +9 -1
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  455. package/dist/esm/input/interaction-hooks.d.ts +0 -34
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  460. package/dist/esm/rendering/text/DynamicGlyphAtlas.d.ts +0 -33
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  469. package/dist/esm/vendor/webgl-debug.js +0 -1160
  470. package/dist/esm/vendor/webgl-debug.js.map +0 -1
@@ -0,0 +1,486 @@
1
+ import '../../core/Color.js';
2
+ import { BufferTypes, BufferUsage, RenderingPrimitives } from '../types.js';
3
+ import '../../core/SceneNode.js';
4
+ import '../../core/Time.js';
5
+ import '../../math/Size.js';
6
+ import '../../math/Rectangle.js';
7
+ import '../plan/RenderCommand.js';
8
+ import '../plan/RenderScope.js';
9
+ import '../texture/RenderTexture.js';
10
+ import '../texture/Texture.js';
11
+ import '../pass/RenderPassDescriptor.js';
12
+ import '../View.js';
13
+ import { Text } from '../text/Text.js';
14
+ import { Shader } from '../shader/Shader.js';
15
+ import { AbstractWebGl2Renderer } from './AbstractWebGl2Renderer.js';
16
+ import textVertSource from './glsl/text.vert.js';
17
+ import textColorFragSource from './glsl/text-color.frag.js';
18
+ import textMsdfFragSource from './glsl/text-msdf.frag.js';
19
+ import textSdfFragSource from './glsl/text-sdf.frag.js';
20
+ import { WebGl2RenderBuffer } from './WebGl2RenderBuffer.js';
21
+ import { createWebGl2ShaderProgram } from './WebGl2ShaderProgram.js';
22
+ import { WebGl2VertexArrayObject } from './WebGl2VertexArrayObject.js';
23
+
24
+ // ── Node data texture layout ─────────────────────────────────────────────────
25
+ //
26
+ // RGBA32F texture: width = nodeTexels, height = number of nodes this flush.
27
+ //
28
+ // Row index = nodeIndex (one row per node rendered this frame).
29
+ //
30
+ // Texel 0 : (a, c, 0, tx) — mat3 column-major: col0 + translate.x
31
+ // Texel 1 : (b, d, 0, ty) — mat3 column-major: col1 + translate.y
32
+ // Texel 2 : (r, g, b, a ) — fillColor (linear 0-1)
33
+ // Texel 3 : (r, g, b, a ) — outlineColor
34
+ // Texel 4 : (outlineMin, shadowAlpha, softness, gradientEnabled)
35
+ // outlineMin = 0.5 → disabled; < 0.5 → enabled with that threshold
36
+ // Texel 5 : (r, g, b, a ) — shadowColor
37
+ // Texel 6 : (shadowOffX_px, shadowOffY_px, gradientVertical, 0)
38
+ // Texel 7 : (r, g, b, a ) — gradientTop
39
+ // Texel 8 : (r, g, b, a ) — gradientBottom
40
+ // Texel 9 : (minX, minY, w, h) — text block bounds (local space, for gradient UV)
41
+ //
42
+ // The shaders divide shadowOffset by u_pageSize (a per-batch uniform = atlas texture width)
43
+ // to convert px → UV space.
44
+ const nodeTexels = 10;
45
+ const nodeFloats = nodeTexels * 4; // 40 floats per node
46
+ // Per-vertex layout (20 bytes — same stride as WebGl2MeshRenderer):
47
+ // a_position : vec2 f32 (offset 0, 8 bytes)
48
+ // a_texcoord : vec2 f32 (offset 8, 8 bytes)
49
+ // a_nodeIndex: float f32 (offset 16, 4 bytes) ← was a_color u8x4 in mesh.vert
50
+ const vertexStrideBytes = 20;
51
+ const vertexStrideWords = vertexStrideBytes / 4; // 5 floats per vertex
52
+ const initialVertexCapacity = 256;
53
+ const initialIndexCapacity = 384;
54
+ const initialNodeCapacity = 32;
55
+ /**
56
+ * WebGL2 renderer for {@link Text} and {@link BitmapText} nodes.
57
+ *
58
+ * Uses three specialised fragment shaders:
59
+ * - `text-sdf` — R8 SDF atlas (Text, standard text)
60
+ * - `text-msdf` — RGB MSDF atlas (BitmapText)
61
+ * - `text-color` — RGBA atlas (emoji / colour fonts)
62
+ *
63
+ * All per-node data (world transform + style) is packed into a single
64
+ * `RGBA32F` data texture uploaded once per {@link flush}. Nodes sharing the
65
+ * same shader type and atlas page are drawn in a single `drawElements` call.
66
+ */
67
+ class WebGl2TextRenderer extends AbstractWebGl2Renderer {
68
+ _sdfShader = new Shader(textVertSource, textSdfFragSource);
69
+ _msdfShader = new Shader(textVertSource, textMsdfFragSource);
70
+ _colorShader = new Shader(textVertSource, textColorFragSource);
71
+ _textureUnitScratch = new Int32Array([0]);
72
+ _nodeDataUnitScratch = new Int32Array([1]);
73
+ _floatScratch = new Float32Array(1);
74
+ _vertexCapacity = initialVertexCapacity;
75
+ _indexCapacity = initialIndexCapacity;
76
+ _vertexData = new ArrayBuffer(initialVertexCapacity * vertexStrideBytes);
77
+ _float32View = new Float32Array(this._vertexData);
78
+ _indexData = new Uint16Array(initialIndexCapacity);
79
+ _nodeDataArray = new Float32Array(initialNodeCapacity * nodeFloats);
80
+ _nodeCapacity = initialNodeCapacity;
81
+ _nodeCount = 0;
82
+ _pendingQuads = [];
83
+ _nodeIndexMap = new Map();
84
+ _textureKeyMap = new Map();
85
+ _textureKeyCounter = 0;
86
+ _connection = null;
87
+ // ── Public API ──────────────────────────────────────────────────────────────
88
+ render(node) {
89
+ if (!this._connection)
90
+ throw new Error('WebGl2TextRenderer is not connected to a backend.');
91
+ if (node instanceof Text) {
92
+ this._collectText(node);
93
+ }
94
+ else {
95
+ this._collectBitmapText(node);
96
+ }
97
+ }
98
+ flush() {
99
+ const c = this._connection;
100
+ if (!c || this._pendingQuads.length === 0) {
101
+ this._resetFrameState();
102
+ return;
103
+ }
104
+ this._uploadNodeData(c);
105
+ this._drawBatches(c);
106
+ this._resetFrameState();
107
+ }
108
+ destroy() {
109
+ this.disconnect();
110
+ this._sdfShader.destroy();
111
+ this._msdfShader.destroy();
112
+ this._colorShader.destroy();
113
+ }
114
+ // ── Connection lifecycle ────────────────────────────────────────────────────
115
+ onConnect(backend) {
116
+ const gl = backend.context;
117
+ const buffers = new Map();
118
+ this._sdfShader.connect(createWebGl2ShaderProgram(gl));
119
+ this._msdfShader.connect(createWebGl2ShaderProgram(gl));
120
+ this._colorShader.connect(createWebGl2ShaderProgram(gl));
121
+ this._sdfShader.sync();
122
+ this._msdfShader.sync();
123
+ this._colorShader.sync();
124
+ const indexBuffer = new WebGl2RenderBuffer(BufferTypes.ElementArrayBuffer, this._indexData, BufferUsage.DynamicDraw).connect(this._createBufferRuntime(gl, buffers));
125
+ const vertexBuffer = new WebGl2RenderBuffer(BufferTypes.ArrayBuffer, this._vertexData, BufferUsage.DynamicDraw).connect(this._createBufferRuntime(gl, buffers));
126
+ const vaoHandle = gl.createVertexArray();
127
+ if (vaoHandle === null)
128
+ throw new Error('WebGl2TextRenderer: could not create VAO.');
129
+ const vao = new WebGl2VertexArrayObject()
130
+ .addIndex(indexBuffer)
131
+ .addAttribute(vertexBuffer, this._sdfShader.getAttribute('a_position'), gl.FLOAT, false, vertexStrideBytes, 0)
132
+ .addAttribute(vertexBuffer, this._sdfShader.getAttribute('a_texcoord'), gl.FLOAT, false, vertexStrideBytes, 8)
133
+ .addAttribute(vertexBuffer, this._sdfShader.getAttribute('a_nodeIndex'), gl.FLOAT, false, vertexStrideBytes, 16)
134
+ .connect(this._createVaoRuntime(gl, vaoHandle));
135
+ const nodeDataTexture = this._createNodeDataTexture(gl, initialNodeCapacity);
136
+ this._connection = { gl, buffers, vertexBuffer, indexBuffer, vao, nodeDataTexture, nodeDataCapacity: initialNodeCapacity };
137
+ }
138
+ onDisconnect() {
139
+ const c = this._connection;
140
+ if (!c)
141
+ return;
142
+ this._sdfShader.disconnect();
143
+ this._msdfShader.disconnect();
144
+ this._colorShader.disconnect();
145
+ c.indexBuffer.destroy();
146
+ c.vertexBuffer.destroy();
147
+ c.vao.destroy();
148
+ c.gl.deleteTexture(c.nodeDataTexture);
149
+ this._connection = null;
150
+ }
151
+ // ── Collection (called during scene traversal) ───────────────────────────
152
+ _collectText(node) {
153
+ node.syncDirty();
154
+ const { pageQuads, atlas } = node;
155
+ if (pageQuads.length === 0 || atlas === null)
156
+ return;
157
+ const nodeIndex = this._assignNodeIndex(node);
158
+ const shaderType = node.colorGlyphs ? 'color' : 'sdf';
159
+ const pages = atlas.pages;
160
+ for (const batch of pageQuads) {
161
+ const page = pages[batch.pageIndex];
162
+ if (page === undefined)
163
+ continue;
164
+ this._pendingQuads.push({ quads: batch, nodeIndex, shaderType, atlasTexture: page.texture });
165
+ }
166
+ }
167
+ _collectBitmapText(node) {
168
+ const { pageQuads, textures, msdf } = node;
169
+ if (pageQuads.length === 0)
170
+ return;
171
+ const nodeIndex = this._assignNodeIndex(node);
172
+ const shaderType = msdf ? 'msdf' : 'color';
173
+ for (const batch of pageQuads) {
174
+ const tex = textures[batch.pageIndex];
175
+ if (tex === undefined)
176
+ continue;
177
+ this._pendingQuads.push({ quads: batch, nodeIndex, shaderType, atlasTexture: tex });
178
+ }
179
+ }
180
+ _assignNodeIndex(node) {
181
+ const existing = this._nodeIndexMap.get(node);
182
+ if (existing !== undefined)
183
+ return existing;
184
+ const idx = this._nodeCount++;
185
+ this._nodeIndexMap.set(node, idx);
186
+ this._ensureNodeCapacity(idx + 1);
187
+ this._packNodeData(idx, node);
188
+ return idx;
189
+ }
190
+ // ── Node data packing ────────────────────────────────────────────────────
191
+ _packNodeData(ni, node) {
192
+ const arr = this._nodeDataArray;
193
+ const base = ni * nodeFloats;
194
+ const style = node.style;
195
+ // Transform (texels 0-1)
196
+ const m = node.getGlobalTransform().toArray(false); // col-major: [a,c,0, b,d,0, tx,ty,1]
197
+ arr[base + 0] = m[0]; // a
198
+ arr[base + 1] = m[1]; // c
199
+ arr[base + 2] = m[2]; // 0
200
+ arr[base + 3] = m[6]; // tx
201
+ arr[base + 4] = m[3]; // b
202
+ arr[base + 5] = m[4]; // d
203
+ arr[base + 6] = m[5]; // 0
204
+ arr[base + 7] = m[7]; // ty
205
+ // Fill color (texel 2)
206
+ const fc = style.fillColor;
207
+ arr[base + 8] = fc.r / 255;
208
+ arr[base + 9] = fc.g / 255;
209
+ arr[base + 10] = fc.b / 255;
210
+ arr[base + 11] = fc.a;
211
+ // Outline color (texel 3)
212
+ const oc = style.outlineColor;
213
+ arr[base + 12] = oc.r / 255;
214
+ arr[base + 13] = oc.g / 255;
215
+ arr[base + 14] = oc.b / 255;
216
+ arr[base + 15] = oc.a;
217
+ // Params (texel 4): outlineMin, shadowAlpha, softness, gradientEnabled
218
+ // outlineMin = 0.5 → disabled; 0.5 - outlineWidth when enabled
219
+ const outlineMin = style.outlineWidth > 0 ? Math.max(0, 0.5 - style.outlineWidth) : 0.5;
220
+ arr[base + 16] = outlineMin;
221
+ arr[base + 17] = style.shadowAlpha;
222
+ arr[base + 18] = Math.max(0.03, style.shadowBlur * 0.1);
223
+ arr[base + 19] = style.gradientColors !== null ? 1 : 0;
224
+ // Shadow color (texel 5)
225
+ const sc = style.shadowColor;
226
+ arr[base + 20] = sc.r / 255;
227
+ arr[base + 21] = sc.g / 255;
228
+ arr[base + 22] = sc.b / 255;
229
+ arr[base + 23] = sc.a;
230
+ // Shadow offset + gradient axis (texel 6)
231
+ // Store raw pixel offsets; shaders divide by u_pageSize to get UV offset.
232
+ arr[base + 24] = style.shadowOffsetX;
233
+ arr[base + 25] = style.shadowOffsetY;
234
+ arr[base + 26] = style.gradientAxis === 'vertical' ? 1 : 0;
235
+ arr[base + 27] = 0;
236
+ // Gradient top (texel 7)
237
+ const gc = style.gradientColors;
238
+ if (gc !== null) {
239
+ arr[base + 28] = gc[0].r / 255;
240
+ arr[base + 29] = gc[0].g / 255;
241
+ arr[base + 30] = gc[0].b / 255;
242
+ arr[base + 31] = gc[0].a;
243
+ // Gradient bottom (texel 8)
244
+ arr[base + 32] = gc[1].r / 255;
245
+ arr[base + 33] = gc[1].g / 255;
246
+ arr[base + 34] = gc[1].b / 255;
247
+ arr[base + 35] = gc[1].a;
248
+ }
249
+ else {
250
+ arr[base + 28] = arr[base + 29] = arr[base + 30] = arr[base + 31] = 0;
251
+ arr[base + 32] = arr[base + 33] = arr[base + 34] = arr[base + 35] = 0;
252
+ }
253
+ // Text block bounds (texel 9): (minX, minY, width, height)
254
+ // Vertex shader uses these to compute normalized gradient UV.
255
+ const bounds = node.textBounds;
256
+ arr[base + 36] = 0;
257
+ arr[base + 37] = 0;
258
+ arr[base + 38] = bounds.width;
259
+ arr[base + 39] = bounds.height;
260
+ }
261
+ // ── Flush ────────────────────────────────────────────────────────────────
262
+ _uploadNodeData(c) {
263
+ const gl = c.gl;
264
+ const nodeCount = this._nodeCount;
265
+ if (nodeCount > c.nodeDataCapacity) {
266
+ // Reallocate to next power of two at least as large as nodeCount
267
+ let cap = c.nodeDataCapacity;
268
+ while (cap < nodeCount)
269
+ cap *= 2;
270
+ gl.deleteTexture(c.nodeDataTexture);
271
+ c.nodeDataTexture = this._createNodeDataTexture(gl, cap);
272
+ c.nodeDataCapacity = cap;
273
+ }
274
+ gl.activeTexture(gl.TEXTURE1);
275
+ gl.bindTexture(gl.TEXTURE_2D, c.nodeDataTexture);
276
+ gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, // x, y offset
277
+ nodeTexels, nodeCount, gl.RGBA, gl.FLOAT, this._nodeDataArray.subarray(0, nodeCount * nodeFloats));
278
+ }
279
+ _drawBatches(c) {
280
+ const backend = this.getBackend();
281
+ const view = backend.view;
282
+ // Assign stable sort keys to atlas textures encountered this flush
283
+ for (const pq of this._pendingQuads) {
284
+ if (!this._textureKeyMap.has(pq.atlasTexture)) {
285
+ this._textureKeyMap.set(pq.atlasTexture, this._textureKeyCounter++);
286
+ }
287
+ }
288
+ // Sort by (shaderType, atlasTexture) so equal-key quads are contiguous
289
+ this._pendingQuads.sort((a, b) => {
290
+ const sc = a.shaderType.localeCompare(b.shaderType);
291
+ if (sc !== 0)
292
+ return sc;
293
+ return (this._textureKeyMap.get(a.atlasTexture) ?? 0) - (this._textureKeyMap.get(b.atlasTexture) ?? 0);
294
+ });
295
+ // Iterate contiguous groups and draw each as one call
296
+ const quads = this._pendingQuads;
297
+ let i = 0;
298
+ while (i < quads.length) {
299
+ const first = quads[i];
300
+ const firstTextureKey = this._textureKeyMap.get(first.atlasTexture);
301
+ let j = i + 1;
302
+ while (j < quads.length) {
303
+ const pq = quads[j];
304
+ if (pq.shaderType !== first.shaderType || this._textureKeyMap.get(pq.atlasTexture) !== firstTextureKey)
305
+ break;
306
+ j++;
307
+ }
308
+ const shader = this._shaderFor(first.shaderType);
309
+ // Build vertex + index data for quads[i..j)
310
+ let totalVerts = 0;
311
+ let totalIndices = 0;
312
+ for (let k = i; k < j; k++) {
313
+ totalVerts += quads[k].quads.quadCount * 4;
314
+ totalIndices += quads[k].quads.indices.length;
315
+ }
316
+ this._ensureVertexCapacity(totalVerts);
317
+ this._ensureIndexCapacity(totalIndices);
318
+ let vOffset = 0; // next vertex slot in _float32View
319
+ let iOffset = 0; // next index slot in _indexData
320
+ let baseV = 0; // vertex base for current quad group (for index rewriting)
321
+ for (let k = i; k < j; k++) {
322
+ const { quads: batch, nodeIndex } = quads[k];
323
+ const qVerts = batch.quadCount * 4;
324
+ const { vertices, uvs, indices } = batch;
325
+ for (let v = 0; v < qVerts; v++) {
326
+ const w = (vOffset + v) * vertexStrideWords;
327
+ const vp = v * 2;
328
+ this._float32View[w + 0] = vertices[vp];
329
+ this._float32View[w + 1] = vertices[vp + 1];
330
+ this._float32View[w + 2] = uvs[vp];
331
+ this._float32View[w + 3] = uvs[vp + 1];
332
+ this._float32View[w + 4] = nodeIndex;
333
+ }
334
+ for (let x = 0; x < indices.length; x++) {
335
+ this._indexData[iOffset + x] = indices[x] + baseV;
336
+ }
337
+ vOffset += qVerts;
338
+ iOffset += indices.length;
339
+ baseV += qVerts;
340
+ }
341
+ c.vertexBuffer.upload(this._float32View.subarray(0, totalVerts * vertexStrideWords));
342
+ c.indexBuffer.upload(this._indexData.subarray(0, totalIndices));
343
+ shader.sync();
344
+ backend.bindVertexArrayObject(c.vao);
345
+ backend.bindTexture(first.atlasTexture, 0);
346
+ if (shader.uniforms.has('u_projection')) {
347
+ shader.getUniform('u_projection').setValue(view.getTransform().toArray(false));
348
+ }
349
+ if (shader.uniforms.has('u_texture')) {
350
+ shader.getUniform('u_texture').setValue(this._textureUnitScratch);
351
+ }
352
+ if (shader.uniforms.has('u_nodeData')) {
353
+ shader.getUniform('u_nodeData').setValue(this._nodeDataUnitScratch);
354
+ }
355
+ if (shader.uniforms.has('u_pageSize')) {
356
+ this._floatScratch[0] = first.atlasTexture.width;
357
+ shader.getUniform('u_pageSize').setValue(this._floatScratch);
358
+ }
359
+ c.vao.draw(totalIndices, 0, RenderingPrimitives.Triangles);
360
+ backend.stats.batches++;
361
+ backend.stats.drawCalls++;
362
+ i = j;
363
+ }
364
+ }
365
+ _shaderFor(type) {
366
+ if (type === 'sdf')
367
+ return this._sdfShader;
368
+ if (type === 'msdf')
369
+ return this._msdfShader;
370
+ return this._colorShader;
371
+ }
372
+ _resetFrameState() {
373
+ this._pendingQuads.length = 0;
374
+ this._nodeIndexMap.clear();
375
+ this._textureKeyMap.clear();
376
+ this._textureKeyCounter = 0;
377
+ this._nodeCount = 0;
378
+ }
379
+ // ── Capacity helpers ─────────────────────────────────────────────────────
380
+ _ensureVertexCapacity(vertexCount) {
381
+ if (vertexCount <= this._vertexCapacity)
382
+ return;
383
+ while (this._vertexCapacity < vertexCount)
384
+ this._vertexCapacity *= 2;
385
+ this._vertexData = new ArrayBuffer(this._vertexCapacity * vertexStrideBytes);
386
+ this._float32View = new Float32Array(this._vertexData);
387
+ }
388
+ _ensureIndexCapacity(indexCount) {
389
+ if (indexCount <= this._indexCapacity)
390
+ return;
391
+ while (this._indexCapacity < indexCount)
392
+ this._indexCapacity *= 2;
393
+ this._indexData = new Uint16Array(this._indexCapacity);
394
+ }
395
+ _ensureNodeCapacity(nodeCount) {
396
+ if (nodeCount <= this._nodeCapacity)
397
+ return;
398
+ while (this._nodeCapacity < nodeCount)
399
+ this._nodeCapacity *= 2;
400
+ const next = new Float32Array(this._nodeCapacity * nodeFloats);
401
+ next.set(this._nodeDataArray);
402
+ this._nodeDataArray = next;
403
+ }
404
+ // ── WebGL helpers ─────────────────────────────────────────────────────────
405
+ _createNodeDataTexture(gl, capacity) {
406
+ const tex = gl.createTexture();
407
+ if (tex === null)
408
+ throw new Error('WebGl2TextRenderer: could not create node data texture.');
409
+ gl.bindTexture(gl.TEXTURE_2D, tex);
410
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
411
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
412
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
413
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
414
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA32F, nodeTexels, capacity, 0, gl.RGBA, gl.FLOAT, null);
415
+ gl.bindTexture(gl.TEXTURE_2D, null);
416
+ return tex;
417
+ }
418
+ _createBufferRuntime(gl, buffers) {
419
+ const handle = gl.createBuffer();
420
+ if (handle === null)
421
+ throw new Error('WebGl2TextRenderer: could not create buffer.');
422
+ return {
423
+ bind: (buf) => {
424
+ gl.bindBuffer(buf.type, handle);
425
+ },
426
+ upload: (buf, offset) => {
427
+ const state = buffers.get(buf);
428
+ const data = buf.data;
429
+ gl.bindBuffer(buf.type, handle);
430
+ if (state && state.dataByteLength >= data.byteLength) {
431
+ gl.bufferSubData(buf.type, offset, data);
432
+ state.dataByteLength = data.byteLength;
433
+ }
434
+ else {
435
+ gl.bufferData(buf.type, data, buf.usage);
436
+ buffers.set(buf, { handle, dataByteLength: data.byteLength });
437
+ }
438
+ },
439
+ destroy: (buf) => {
440
+ gl.deleteBuffer(handle);
441
+ buffers.delete(buf);
442
+ buf.disconnect();
443
+ },
444
+ };
445
+ }
446
+ _createVaoRuntime(gl, vaoHandle) {
447
+ let appliedVersion = -1;
448
+ return {
449
+ bind: (vao) => {
450
+ gl.bindVertexArray(vaoHandle);
451
+ if (appliedVersion !== vao.version) {
452
+ let lastBuffer = null;
453
+ for (const attribute of vao.attributes) {
454
+ if (lastBuffer !== attribute.buffer) {
455
+ attribute.buffer.bind();
456
+ lastBuffer = attribute.buffer;
457
+ }
458
+ gl.vertexAttribPointer(attribute.location, attribute.size, attribute.type, attribute.normalized, attribute.stride, attribute.start);
459
+ gl.enableVertexAttribArray(attribute.location);
460
+ }
461
+ if (vao.indexBuffer)
462
+ vao.indexBuffer.bind();
463
+ appliedVersion = vao.version;
464
+ }
465
+ },
466
+ unbind: () => {
467
+ gl.bindVertexArray(null);
468
+ },
469
+ draw: (vao, size, start, type) => {
470
+ if (vao.indexBuffer) {
471
+ gl.drawElements(type, size, gl.UNSIGNED_SHORT, start);
472
+ }
473
+ else {
474
+ gl.drawArrays(type, start, size);
475
+ }
476
+ },
477
+ destroy: (vao) => {
478
+ gl.deleteVertexArray(vaoHandle);
479
+ vao.disconnect();
480
+ },
481
+ };
482
+ }
483
+ }
484
+
485
+ export { WebGl2TextRenderer };
486
+ //# sourceMappingURL=WebGl2TextRenderer.js.map
@@ -0,0 +1 @@
1
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@@ -1,4 +1,4 @@
1
- var fragmentSource = "#version 300 es\nprecision lowp float;\n\nuniform sampler2D u_texture;\nuniform vec4 u_tint;\n\nin vec2 v_texcoord;\nin vec4 v_color;\n\nlayout(location = 0) out vec4 fragColor;\n\nvoid main(void) {\n vec4 base = texture(u_texture, v_texcoord) * v_color * u_tint;\n fragColor = vec4(base.rgb * base.a, base.a);\n}\n";
1
+ var fragmentSource = "#version 300 es\nprecision lowp float;\n\nuniform sampler2D u_texture;\n\nin vec2 v_texcoord;\nin vec4 v_color;\nin vec4 v_tint;\n\nlayout(location = 0) out vec4 fragColor;\n\nvoid main(void) {\n vec4 base = texture(u_texture, v_texcoord) * v_color * v_tint;\n fragColor = vec4(base.rgb * base.a, base.a);\n}\n";
2
2
 
3
3
  export { fragmentSource as default };
4
4
  //# sourceMappingURL=mesh.frag.js.map
@@ -1,4 +1,4 @@
1
- var vertexSource = "#version 300 es\nprecision lowp float;\n\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texcoord;\nlayout(location = 2) in vec4 a_color;\n\nuniform mat3 u_projection;\nuniform mat3 u_translation;\n\nout vec2 v_texcoord;\nout vec4 v_color;\n\nvoid main(void) {\n gl_Position = vec4((u_projection * u_translation * vec3(a_position, 1.0)).xy, 0.0, 1.0);\n v_texcoord = a_texcoord;\n v_color = a_color;\n}\n";
1
+ var vertexSource = "#version 300 es\nprecision lowp float;\n\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texcoord;\nlayout(location = 2) in vec4 a_color;\nlayout(location = 6) in uint a_nodeIndex;\n\nuniform mat3 u_projection;\nuniform sampler2D u_transforms;\n\nout vec2 v_texcoord;\nout vec4 v_color;\nout vec4 v_tint;\n\nvoid main(void) {\n int row = int(a_nodeIndex);\n vec4 m0 = texelFetch(u_transforms, ivec2(0, row), 0); // a,b,c,d\n vec4 m1 = texelFetch(u_transforms, ivec2(1, row), 0); // tx,ty,0,0\n mat3 transform = mat3(\n m0.x, m0.z, 0.0,\n m0.y, m0.w, 0.0,\n m1.x, m1.y, 1.0\n );\n\n gl_Position = vec4((u_projection * transform * vec3(a_position, 1.0)).xy, 0.0, 1.0);\n v_texcoord = a_texcoord;\n v_color = a_color;\n v_tint = texelFetch(u_transforms, ivec2(2, row), 0);\n}\n";
2
2
 
3
3
  export { vertexSource as default };
4
4
  //# sourceMappingURL=mesh.vert.js.map
@@ -0,0 +1,4 @@
1
+ var fragmentSource = "#version 300 es\nprecision lowp float;\n\nlayout(location = 0) out vec4 fragColor;\n\n// Color writes are masked off while the stencil silhouette is drawn, so this\n// output is discarded; it exists only to make the program link.\nvoid main(void) {\n fragColor = vec4(0.0);\n}\n";
2
+
3
+ export { fragmentSource as default };
4
+ //# sourceMappingURL=stencil-clip.frag.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"stencil-clip.frag.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;"}
@@ -0,0 +1,4 @@
1
+ var vertexSource = "#version 300 es\nprecision highp float;\n\nlayout(location = 0) in vec2 a_position;\n\nuniform mat3 u_matrix;\n\nvoid main(void) {\n gl_Position = vec4((u_matrix * vec3(a_position, 1.0)).xy, 0.0, 1.0);\n}\n";
2
+
3
+ export { vertexSource as default };
4
+ //# sourceMappingURL=stencil-clip.vert.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"stencil-clip.vert.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;"}
@@ -0,0 +1,4 @@
1
+ var textColorFragSource = "#version 300 es\nprecision mediump float;\n\nuniform sampler2D u_texture; // RGBA colour-font / emoji atlas\nuniform sampler2D u_nodeData; // RGBA32F per-node data\n\nflat in int v_nodeIndex;\n in vec2 v_texcoord;\n\nlayout(location = 0) out vec4 fragColor;\n\nvoid main(void) {\n // texel 2: fillColor (tint multiplier; (1,1,1,1) = no tint)\n vec4 tint = texelFetch(u_nodeData, ivec2(2, v_nodeIndex), 0);\n vec4 sample = texture(u_texture, v_texcoord);\n fragColor = sample * tint;\n}\n";
2
+
3
+ export { textColorFragSource as default };
4
+ //# sourceMappingURL=text-color.frag.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"text-color.frag.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;"}
@@ -0,0 +1,4 @@
1
+ var textMsdfFragSource = "#version 300 es\nprecision mediump float;\n\nuniform sampler2D u_texture; // RGB MSDF atlas\nuniform sampler2D u_nodeData; // RGBA32F per-node data (see WebGl2TextRenderer)\nuniform float u_pageSize; // atlas page size in px (for shadow UV conversion)\n\nflat in int v_nodeIndex;\n in vec2 v_texcoord;\n in vec2 v_gradUV;\n\nlayout(location = 0) out vec4 fragColor;\n\nfloat median(float r, float g, float b) {\n return max(min(r, g), min(max(r, g), b));\n}\n\nvoid main(void) {\n int ni = v_nodeIndex;\n\n // Same node data layout as text-sdf.frag\n vec4 tFill = texelFetch(u_nodeData, ivec2(2, ni), 0);\n vec4 tOutline = texelFetch(u_nodeData, ivec2(3, ni), 0);\n vec4 tParams = texelFetch(u_nodeData, ivec2(4, ni), 0); // (outlineMin, shadowAlpha, softness, gradientEnabled)\n vec4 tShadow = texelFetch(u_nodeData, ivec2(5, ni), 0);\n vec4 tShadow2 = texelFetch(u_nodeData, ivec2(6, ni), 0); // (shadowOffX_px, shadowOffY_px, gradientVertical, 0)\n vec4 tGradTop = texelFetch(u_nodeData, ivec2(7, ni), 0);\n vec4 tGradBot = texelFetch(u_nodeData, ivec2(8, ni), 0);\n\n float outlineMin = tParams.x;\n float shadowAlpha = tParams.y;\n float soft = max(tParams.z, 0.001);\n float gradEnabled = tParams.w;\n vec2 shadowOffset = tShadow2.xy / u_pageSize;\n float gradVertical = tShadow2.z;\n\n vec3 msd = texture(u_texture, v_texcoord).rgb;\n float sd = median(msd.r, msd.g, msd.b);\n float fill = smoothstep(0.5 - soft, 0.5 + soft, sd);\n\n float outline = outlineMin < 0.5\n ? smoothstep(outlineMin - soft, outlineMin + soft, sd) * (1.0 - fill)\n : 0.0;\n\n vec3 shadowMsd = texture(u_texture, v_texcoord - shadowOffset).rgb;\n float shadowSd = median(shadowMsd.r, shadowMsd.g, shadowMsd.b);\n float shadow = smoothstep(0.5 - soft, 0.5 + soft, shadowSd)\n * shadowAlpha * (1.0 - fill) * (1.0 - outline);\n\n vec4 fillColor;\n if (gradEnabled > 0.5) {\n float t = gradVertical > 0.5 ? v_gradUV.y : v_gradUV.x;\n fillColor = mix(tGradBot, tGradTop, t);\n } else {\n fillColor = tFill;\n }\n\n fragColor = fillColor * fill\n + tOutline * outline\n + tShadow * shadow;\n}\n";
2
+
3
+ export { textMsdfFragSource as default };
4
+ //# sourceMappingURL=text-msdf.frag.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"text-msdf.frag.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;"}
@@ -0,0 +1,4 @@
1
+ var textSdfFragSource = "#version 300 es\nprecision mediump float;\n\nuniform sampler2D u_texture; // R8 SDF atlas\nuniform sampler2D u_nodeData; // RGBA32F per-node data (see WebGl2TextRenderer)\nuniform float u_pageSize; // atlas page size in px (for shadow UV conversion)\n\nflat in int v_nodeIndex;\n in vec2 v_texcoord;\n in vec2 v_gradUV;\n\nlayout(location = 0) out vec4 fragColor;\n\nvoid main(void) {\n int ni = v_nodeIndex;\n\n // texel 2: fillColor\n // texel 3: outlineColor\n // texel 4: (outlineMin, shadowAlpha, softness, gradientEnabled)\n // outlineMin = 0.5 → disabled; outlineMin < 0.5 → enabled\n // texel 5: shadowColor\n // texel 6: (shadowOffsetX_px, shadowOffsetY_px, gradientVertical, unused)\n // texel 7: gradientTop\n // texel 8: gradientBottom\n vec4 tFill = texelFetch(u_nodeData, ivec2(2, ni), 0);\n vec4 tOutline = texelFetch(u_nodeData, ivec2(3, ni), 0);\n vec4 tParams = texelFetch(u_nodeData, ivec2(4, ni), 0);\n vec4 tShadow = texelFetch(u_nodeData, ivec2(5, ni), 0);\n vec4 tShadow2 = texelFetch(u_nodeData, ivec2(6, ni), 0);\n vec4 tGradTop = texelFetch(u_nodeData, ivec2(7, ni), 0);\n vec4 tGradBot = texelFetch(u_nodeData, ivec2(8, ni), 0);\n\n float outlineMin = tParams.x;\n float shadowAlpha = tParams.y;\n float soft = max(tParams.z, 0.001);\n float gradEnabled = tParams.w;\n vec2 shadowOffset = tShadow2.xy / u_pageSize;\n float gradVertical = tShadow2.z;\n\n float sd = texture(u_texture, v_texcoord).r;\n float fill = smoothstep(0.5 - soft, 0.5 + soft, sd);\n\n float outline = outlineMin < 0.5\n ? smoothstep(outlineMin - soft, outlineMin + soft, sd) * (1.0 - fill)\n : 0.0;\n\n float shadowSd = texture(u_texture, v_texcoord - shadowOffset).r;\n float shadow = smoothstep(0.5 - soft, 0.5 + soft, shadowSd)\n * shadowAlpha * (1.0 - fill) * (1.0 - outline);\n\n vec4 fillColor;\n if (gradEnabled > 0.5) {\n float t = gradVertical > 0.5 ? v_gradUV.y : v_gradUV.x;\n fillColor = mix(tGradBot, tGradTop, t);\n } else {\n fillColor = tFill;\n }\n\n fragColor = fillColor * fill\n + tOutline * outline\n + tShadow * shadow;\n}\n";
2
+
3
+ export { textSdfFragSource as default };
4
+ //# sourceMappingURL=text-sdf.frag.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"text-sdf.frag.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;"}
@@ -0,0 +1,4 @@
1
+ var textVertSource = "#version 300 es\nprecision highp float;\n\nlayout(location = 0) in vec2 a_position;\nlayout(location = 1) in vec2 a_texcoord;\nlayout(location = 2) in float a_nodeIndex;\n\nuniform mat3 u_projection;\nuniform sampler2D u_nodeData;\n\nflat out int v_nodeIndex;\n out vec2 v_texcoord;\n out vec2 v_gradUV;\n\nvoid main(void) {\n int ni = int(a_nodeIndex);\n\n // texel 0: (a, c, 0, tx) texel 1: (b, d, 0, ty)\n vec4 t0 = texelFetch(u_nodeData, ivec2(0, ni), 0);\n vec4 t1 = texelFetch(u_nodeData, ivec2(1, ni), 0);\n\n // Reconstruct column-major mat3 from stored components\n mat3 xf = mat3(\n t0.x, t0.y, 0.0, // col 0: (a, c, 0)\n t1.x, t1.y, 0.0, // col 1: (b, d, 0)\n t0.w, t1.w, 1.0 // col 2: (tx, ty, 1)\n );\n\n gl_Position = vec4((u_projection * xf * vec3(a_position, 1.0)).xy, 0.0, 1.0);\n v_texcoord = a_texcoord;\n v_nodeIndex = ni;\n\n // texel 9: (minX, minY, width, height) — text block bounds in local space.\n // Normalise a_position into [0,1] so fragment shaders can interpolate\n // gradients across the whole block rather than individual atlas UVs.\n vec4 tBounds = texelFetch(u_nodeData, ivec2(9, ni), 0);\n vec2 bSize = tBounds.zw;\n v_gradUV = (bSize.x > 0.0 && bSize.y > 0.0)\n ? clamp((a_position - tBounds.xy) / bSize, 0.0, 1.0)\n : vec2(0.0);\n}\n";
2
+
3
+ export { textVertSource as default };
4
+ //# sourceMappingURL=text.vert.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"text.vert.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;"}