@debuffjp/core 0.13.2 → 0.13.3
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.
- package/package.json +2 -2
- package/dist/render/backend.d.ts +0 -48
- package/dist/render/backend.d.ts.map +0 -1
- package/dist/render/backend.js +0 -2
- package/dist/render/backend.js.map +0 -1
- package/dist/render/bitmap-font.d.ts +0 -55
- package/dist/render/bitmap-font.d.ts.map +0 -1
- package/dist/render/bitmap-font.js +0 -103
- package/dist/render/bitmap-font.js.map +0 -1
- package/dist/render/canvas2d.d.ts +0 -30
- package/dist/render/canvas2d.d.ts.map +0 -1
- package/dist/render/canvas2d.js +0 -128
- package/dist/render/canvas2d.js.map +0 -1
- package/dist/render/color.d.ts +0 -7
- package/dist/render/color.d.ts.map +0 -1
- package/dist/render/color.js +0 -49
- package/dist/render/color.js.map +0 -1
- package/dist/render/draw.d.ts +0 -125
- package/dist/render/draw.d.ts.map +0 -1
- package/dist/render/draw.js +0 -426
- package/dist/render/draw.js.map +0 -1
- package/dist/render/webgl2.d.ts +0 -46
- package/dist/render/webgl2.d.ts.map +0 -1
- package/dist/render/webgl2.js +0 -312
- package/dist/render/webgl2.js.map +0 -1
package/dist/render/webgl2.js
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/** Texture units sampled per batch. 8 is guaranteed on every WebGL2 implementation's fragment stage (min 16). */
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const UNITS = 8;
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const VERT = `#version 300 es
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layout(location=0) in vec2 a_corner;
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layout(location=1) in vec3 a_m0; // a, c, e
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layout(location=2) in vec3 a_m1; // b, d, f
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layout(location=3) in vec4 a_uv; // u0, v0, u1, v1 (normalised)
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8
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layout(location=4) in vec2 a_extra; // flash, texture unit
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layout(location=5) in vec4 a_color; // normalised RGBA
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uniform vec2 u_view;
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out vec2 v_uv;
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out vec4 v_color;
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out float v_flash;
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flat out int v_unit;
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void main() {
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vec2 p = vec2(dot(a_m0, vec3(a_corner, 1.0)), dot(a_m1, vec3(a_corner, 1.0)));
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vec2 clip = p / u_view * 2.0 - 1.0;
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gl_Position = vec4(clip.x, -clip.y, 0.0, 1.0);
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v_uv = mix(a_uv.xy, a_uv.zw, a_corner);
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v_color = vec4(a_color.rgb * a_color.a, a_color.a);
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v_flash = a_extra.x;
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v_unit = int(a_extra.y);
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}`;
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const FRAG = `#version 300 es
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precision mediump float;
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in vec2 v_uv;
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in vec4 v_color;
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in float v_flash;
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flat in int v_unit;
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uniform sampler2D u_tex[${UNITS}];
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out vec4 outColor;
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vec4 sampleUnit(int unit, vec2 uv) {
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${Array.from({ length: UNITS }, (_, i) => `if (unit == ${i}) return texture(u_tex[${i}], uv);`).join("\n ")}
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return vec4(1.0);
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}
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void main() {
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vec4 t = sampleUnit(v_unit, v_uv) * v_color;
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// Flash: push colour toward white while keeping alpha (premultiplied).
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outColor = vec4(mix(t.rgb, vec3(t.a), v_flash), t.a);
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}`;
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/** Floats per instance before the 4-byte colour. */
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const FLOATS = 12;
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const STRIDE = FLOATS * 4 + 4;
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/** Instanced, multi-texture WebGL2 sprite batcher behind the `draw` API. */
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export class WebGL2Backend {
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kind = "webgl2";
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raw;
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gl;
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capacity = 16_384;
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data = new ArrayBuffer(this.capacity * STRIDE);
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f32 = new Float32Array(this.data);
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u32 = new Uint32Array(this.data);
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// GPU objects are recreated after a context loss, so they are not readonly.
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instanceBuffer;
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viewLoc = null;
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textures = new Map();
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white;
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/** True between webglcontextlost and webglcontextrestored: drawing is skipped. */
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lost = false;
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onLost = (e) => {
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// preventDefault tells the browser we will handle restoration.
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e.preventDefault();
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this.lost = true;
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};
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onRestored = () => {
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// Every GPU object died with the context. Sources are still in memory, so textures re-upload lazily.
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this.textures.clear();
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this.lastSrc = null;
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this.last = undefined;
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this.count = 0;
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this.unitCount = 0;
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this.setup();
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this.lost = false;
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};
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units = new Array(UNITS).fill(null);
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unitCount = 0;
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lastSrc = null;
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last;
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count = 0;
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blend = "normal";
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submitted = 0;
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/** Draw calls this frame, counting the batch still pending (read before `end()` flushes it). */
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get drawCalls() {
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return this.submitted + (this.count > 0 ? 1 : 0);
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}
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constructor(gl) {
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this.gl = gl;
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this.raw = { kind: "webgl2", gl };
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this.setup();
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gl.canvas.addEventListener("webglcontextlost", this.onLost);
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gl.canvas.addEventListener("webglcontextrestored", this.onRestored);
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}
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/** True while the GPU context is lost (e.g. a mobile tab was backgrounded or the driver reset). */
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get contextLost() {
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return this.lost;
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}
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/** Create program, buffers and the white texture. Runs at start and after a context restore. */
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setup() {
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const gl = this.gl;
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const program = link(gl, VERT, FRAG);
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gl.useProgram(program);
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this.viewLoc = gl.getUniformLocation(program, "u_view");
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gl.uniform1iv(gl.getUniformLocation(program, "u_tex"), Array.from({ length: UNITS }, (_, i) => i));
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gl.bindVertexArray(gl.createVertexArray());
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const quad = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, quad);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
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const instances = gl.createBuffer();
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if (!instances)
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throw new Error("WebGL2: could not create instance buffer");
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this.instanceBuffer = instances;
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gl.bindBuffer(gl.ARRAY_BUFFER, instances);
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gl.bufferData(gl.ARRAY_BUFFER, this.data.byteLength, gl.DYNAMIC_DRAW);
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const attr = (loc, size, type, normalise, offset) => {
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gl.enableVertexAttribArray(loc);
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gl.vertexAttribPointer(loc, size, type, normalise, STRIDE, offset);
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gl.vertexAttribDivisor(loc, 1);
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};
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attr(1, 3, gl.FLOAT, false, 0);
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attr(2, 3, gl.FLOAT, false, 12);
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attr(3, 4, gl.FLOAT, false, 24);
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attr(4, 2, gl.FLOAT, false, 40);
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attr(5, 4, gl.UNSIGNED_BYTE, true, 48);
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gl.enable(gl.BLEND);
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this.applyBlend();
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const pixel = new Uint8Array([255, 255, 255, 255]);
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const whiteTex = gl.createTexture();
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if (!whiteTex)
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throw new Error("WebGL2: could not create texture");
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gl.bindTexture(gl.TEXTURE_2D, whiteTex);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, pixel);
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this.white = { tex: whiteTex, iw: 1, ih: 1, smooth: false };
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this.filter(false);
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}
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begin(clear, width, height) {
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if (this.lost)
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return;
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const gl = this.gl;
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gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
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gl.uniform2f(this.viewLoc, width, height);
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gl.clearColor((clear >>> 24) / 255, ((clear >>> 16) & 0xff) / 255, ((clear >>> 8) & 0xff) / 255, (clear & 0xff) / 255);
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gl.clear(gl.COLOR_BUFFER_BIT);
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this.submitted = 0;
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}
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quad(m, src, sx, sy, sw, sh, color, flash, smooth) {
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if (this.lost)
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return;
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// Fast path: consecutive draws from the same source skip the texture lookup.
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const t = src === null ? this.white : src === this.lastSrc && this.last?.smooth === smooth ? this.last : this.texture(src, smooth);
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this.lastSrc = src;
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this.last = t;
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let unit = this.units.indexOf(t.tex);
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if (unit < 0 || unit >= this.unitCount) {
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if (this.unitCount === UNITS)
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this.flush();
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unit = this.unitCount++;
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this.units[unit] = t.tex;
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}
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if (this.count === this.capacity) {
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this.flush();
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unit = 0;
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this.units[0] = t.tex;
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this.unitCount = 1;
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}
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const f = this.count * (STRIDE / 4);
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const { f32 } = this;
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f32[f] = m[0];
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f32[f + 1] = m[2];
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f32[f + 2] = m[4];
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f32[f + 3] = m[1];
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f32[f + 4] = m[3];
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f32[f + 5] = m[5];
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f32[f + 6] = sx * t.iw;
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f32[f + 7] = sy * t.ih;
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f32[f + 8] = (sx + sw) * t.iw;
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f32[f + 9] = (sy + sh) * t.ih;
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f32[f + 10] = flash;
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f32[f + 11] = unit;
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// Bytes in memory must read R, G, B, A; Uint32 is little-endian.
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this.u32[f + 12] =
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color === 0xffffffff
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? color
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: ((color & 0xff) << 24) | (((color >>> 8) & 0xff) << 16) | (((color >>> 16) & 0xff) << 8) | (color >>> 24);
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this.count++;
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}
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setBlend(mode) {
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if (mode === this.blend || this.lost)
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return;
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this.flush();
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this.blend = mode;
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this.applyBlend();
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}
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setClip(rect) {
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if (this.lost)
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return;
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this.flush();
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const gl = this.gl;
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if (!rect) {
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gl.disable(gl.SCISSOR_TEST);
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return;
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}
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gl.enable(gl.SCISSOR_TEST);
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// WebGL's scissor origin is bottom-left.
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gl.scissor(rect.x, gl.drawingBufferHeight - rect.y - rect.h, rect.w, rect.h);
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}
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end() {
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this.flush();
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this.gl.disable(this.gl.SCISSOR_TEST);
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}
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resize() {
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// The viewport is set from drawingBufferWidth/Height at the start of each frame.
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}
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invalidate(src) {
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const cached = this.textures.get(src);
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if (!cached)
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return;
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this.flush();
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this.gl.deleteTexture(cached.tex);
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this.textures.delete(src);
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if (this.lastSrc === src)
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this.lastSrc = null;
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}
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dispose() {
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this.gl.canvas.removeEventListener("webglcontextlost", this.onLost);
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this.gl.canvas.removeEventListener("webglcontextrestored", this.onRestored);
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if (!this.lost)
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for (const { tex } of this.textures.values())
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this.gl.deleteTexture(tex);
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this.textures.clear();
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}
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flush() {
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if (this.lost) {
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this.count = 0;
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this.unitCount = 0;
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return;
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}
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if (this.count === 0) {
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this.unitCount = 0;
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return;
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}
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const gl = this.gl;
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for (let i = 0; i < this.unitCount; i++) {
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gl.activeTexture(gl.TEXTURE0 + i);
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gl.bindTexture(gl.TEXTURE_2D, this.units[i] ?? null);
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}
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gl.bindBuffer(gl.ARRAY_BUFFER, this.instanceBuffer);
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, this.f32, 0, this.count * (STRIDE / 4));
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gl.drawArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, this.count);
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this.submitted++;
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this.count = 0;
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this.unitCount = 0;
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}
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texture(src, smooth) {
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const hit = this.textures.get(src);
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if (hit && hit.smooth === smooth)
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return hit;
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if (hit)
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this.invalidate(src);
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const gl = this.gl;
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const tex = gl.createTexture();
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if (!tex)
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throw new Error("WebGL2: could not create texture");
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, tex);
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, src);
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this.filter(smooth);
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const w = "naturalWidth" in src ? src.naturalWidth : src.width;
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const h = "naturalHeight" in src ? src.naturalHeight : src.height;
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const cached = { tex, iw: 1 / w, ih: 1 / h, smooth };
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this.textures.set(src, cached);
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// Unit 0 is now bound to this texture; the next flush rebinds whatever the batch needs.
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275
|
-
return cached;
|
|
276
|
-
}
|
|
277
|
-
filter(smooth) {
|
|
278
|
-
const gl = this.gl;
|
|
279
|
-
const f = smooth ? gl.LINEAR : gl.NEAREST;
|
|
280
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, f);
|
|
281
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, f);
|
|
282
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
|
283
|
-
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
|
284
|
-
}
|
|
285
|
-
applyBlend() {
|
|
286
|
-
const gl = this.gl;
|
|
287
|
-
if (this.blend === "add")
|
|
288
|
-
gl.blendFunc(gl.ONE, gl.ONE);
|
|
289
|
-
else
|
|
290
|
-
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
|
|
291
|
-
}
|
|
292
|
-
}
|
|
293
|
-
function link(gl, vs, fs) {
|
|
294
|
-
const compile = (type, source) => {
|
|
295
|
-
const shader = gl.createShader(type);
|
|
296
|
-
if (!shader)
|
|
297
|
-
throw new Error("WebGL2: could not create shader");
|
|
298
|
-
gl.shaderSource(shader, source);
|
|
299
|
-
gl.compileShader(shader);
|
|
300
|
-
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
|
|
301
|
-
throw new Error(`WebGL2 shader: ${gl.getShaderInfoLog(shader)}`);
|
|
302
|
-
return shader;
|
|
303
|
-
};
|
|
304
|
-
const program = gl.createProgram();
|
|
305
|
-
gl.attachShader(program, compile(gl.VERTEX_SHADER, vs));
|
|
306
|
-
gl.attachShader(program, compile(gl.FRAGMENT_SHADER, fs));
|
|
307
|
-
gl.linkProgram(program);
|
|
308
|
-
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
|
|
309
|
-
throw new Error(`WebGL2 program: ${gl.getProgramInfoLog(program)}`);
|
|
310
|
-
return program;
|
|
311
|
-
}
|
|
312
|
-
//# sourceMappingURL=webgl2.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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