@driftengine/ui2d 3.61.0
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.
- package/LICENSE +202 -0
- package/NOTICE +9 -0
- package/README.md +228 -0
- package/dist/camera2d.d.ts +47 -0
- package/dist/camera2d.js +46 -0
- package/dist/index.d.ts +30 -0
- package/dist/index.js +21 -0
- package/dist/shaders/generated/sprite.wgsl.d.ts +54 -0
- package/dist/shaders/generated/sprite.wgsl.js +60 -0
- package/dist/shaders/sprite.d.ts +3 -0
- package/dist/shaders/sprite.js +98 -0
- package/dist/spriteBatch.d.ts +78 -0
- package/dist/spriteBatch.js +93 -0
- package/dist/spriteGl.d.ts +26 -0
- package/dist/spriteGl.js +207 -0
- package/dist/spriteGpu.d.ts +31 -0
- package/dist/spriteGpu.js +201 -0
- package/dist/spritePass.d.ts +54 -0
- package/dist/spritePass.js +142 -0
- package/dist/spriteSheet.d.ts +64 -0
- package/dist/spriteSheet.js +84 -0
- package/dist/spriteTexture.d.ts +36 -0
- package/dist/spriteTexture.js +5 -0
- package/dist/tilemap.d.ts +47 -0
- package/dist/tilemap.js +70 -0
- package/dist/uiDraw.d.ts +28 -0
- package/dist/uiDraw.js +41 -0
- package/dist/uiFocus.d.ts +36 -0
- package/dist/uiFocus.js +78 -0
- package/dist/uiInput.d.ts +51 -0
- package/dist/uiInput.js +85 -0
- package/dist/uiLayout.d.ts +23 -0
- package/dist/uiLayout.js +144 -0
- package/dist/uiNode.d.ts +105 -0
- package/dist/uiNode.js +79 -0
- package/package.json +57 -0
- package/src/camera2d.ts +88 -0
- package/src/index.ts +55 -0
- package/src/shaders/generated/sprite.wgsl.ts +63 -0
- package/src/shaders/sprite.ts +102 -0
- package/src/spriteBatch.ts +169 -0
- package/src/spriteGl.ts +270 -0
- package/src/spriteGpu.ts +271 -0
- package/src/spritePass.ts +231 -0
- package/src/spriteSheet.ts +147 -0
- package/src/spriteTexture.ts +42 -0
- package/src/tilemap.ts +114 -0
- package/src/uiDraw.ts +63 -0
- package/src/uiFocus.ts +80 -0
- package/src/uiInput.ts +115 -0
- package/src/uiLayout.ts +157 -0
- package/src/uiNode.ts +186 -0
package/LICENSE
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Copyright 2026 Drift Technologies
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package/NOTICE
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DriftEngine
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Copyright 2026 Drift Technologies
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This product includes software developed at Drift Technologies
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(https://github.com/drftrun/driftengine).
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Licensed under the Apache License, Version 2.0. Section 4(d) of that licence
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requires this NOTICE to be reproduced in any derivative work you distribute,
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in the source, the documentation, or a display generated by the work.
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package/README.md
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# @driftengine/ui2d
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The 2D layer: quads with a texture on them, batched, in the order you drew them.
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**Cost: 8.4 KB gzipped on top of core.** Measured by `scripts/size-gate.test.mjs`, which fails if it
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drifts more than 3% — the number is derived from the same floors that gate asserts, so a README
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quoting a stale one is a red suite rather than a thing somebody notices.
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## What it is
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```ts
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import { createAffine2D, createSpritePass, drawSprite, screenToNdc } from '@driftengine/ui2d';
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const sprites = createSpritePass({ capacity: 4096 });
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sprites.setTexture(0, await createImageBitmap(sheetImage));
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const handle = renderer.registerPass(sprites);
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const affine = createAffine2D();
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function frame(): void {
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sprites.reset();
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sprites.setTransform(screenToNdc(canvas.clientWidth, canvas.clientHeight, affine));
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drawSprite(sprites.batch, 0, { x: 24, y: 24, w: 64, h: 64 }, null, null);
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renderer.beginFrame(clear);
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renderer.bindMeshPass(camera, env);
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renderer.drawMesh(ground, model);
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renderer.drawPass(handle); // wherever in the frame you want the 2D layer
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renderer.endFrame();
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}
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```
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**It draws through `registerPass`, not through a verb on the renderer.** That is what lets it be a
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package at all: the renderer's verb surface is fixed and nothing outside `render/` can add to it, so
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this owns its own program on both backends and the caller decides where in the frame it lands.
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`pass.ts` in core names this package as one of the three that mechanism exists for.
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## Two coordinate systems, and they count y opposite ways
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`screenToNdc(width, height, out)` is **CSS pixels from the top-left** — the convention `InsetRect`
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and `fillPanel` already use, and the one a caller laying out an overlay already has.
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`worldToNdc(camera, width, height, out)` is a **2D world seen through a camera**, and there y counts
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**up**. A caller placing a platform above a floor should not have to subtract, and a 2D world is a
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world. The two are different enough that sharing one convention would make every caller wrong half
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the time, so they are named separately and each says which it is.
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A `Camera2D` is where it is, how far in (`zoom`, in pixels per world unit) and which way up
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(`rotation`, radians, anticlockwise). Turning the camera turns the world the other way.
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## Order is the layering
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There is no depth here, on purpose: a sprite writes no depth and tests none, so **the order sprites
|
|
54
|
+
were submitted in is the order they are drawn**. That is the same decision the rest of the engine
|
|
55
|
+
takes about pass ordering — `ROADMAP.md` records gate 1.2 withdrawing dependency ordering because
|
|
56
|
+
the API is immediate-mode and the caller's draw order is already the semantic one.
|
|
57
|
+
|
|
58
|
+
## One batch, many textures, runs between them
|
|
59
|
+
|
|
60
|
+
`drawSprite` names a texture slot. Consecutive sprites on the same slot are one **run** and one
|
|
61
|
+
draw; a slot change starts a new run, and going back to the first slot starts a third rather than
|
|
62
|
+
regrouping — regrouping would reorder the picture.
|
|
63
|
+
|
|
64
|
+
This is the shape `AGENTS.md` asks for: _the number to hold down is material changes, not draws_. A
|
|
65
|
+
tilemap over one sheet is one run however many thousand tiles it is.
|
|
66
|
+
|
|
67
|
+
A batch has a fixed capacity and does not grow. Past it, `drawSprite` counts into `batch.dropped`
|
|
68
|
+
rather than allocating under a frame — a caller drawing more than it planned for wants counting,
|
|
69
|
+
not absorbing.
|
|
70
|
+
|
|
71
|
+
## Sheets
|
|
72
|
+
|
|
73
|
+
A sheet is the rectangles of one texture that each hold a picture. `gridSheet` cuts it into equal
|
|
74
|
+
cells, row-major; `namedSheet` takes whatever rectangles a packer put where. Both answer a frame by
|
|
75
|
+
index, and `frameOf` turns a name into one.
|
|
76
|
+
|
|
77
|
+
```ts
|
|
78
|
+
const sheet = gridSheet(0, 256, 128, 32, 32); // slot 0, 8 x 4 cells
|
|
79
|
+
const frame = createSpriteFrame(); // reused; reading one allocates nothing
|
|
80
|
+
drawSprite(batch, sheet.texture, place, sheetFrame(sheet, frameOf(sheet, '5'), frame), null);
|
|
81
|
+
```
|
|
82
|
+
|
|
83
|
+
**A cell that would run off the edge is not emitted.** A sheet 70 texels wide cut into sixteens has
|
|
84
|
+
four whole cells and six texels of margin, and a fifth cell reading into that margin is a frame with
|
|
85
|
+
a stripe of nothing down one side — which reads as a rendering bug rather than as a badly measured
|
|
86
|
+
atlas.
|
|
87
|
+
|
|
88
|
+
**A frame index the sheet does not have reads as the whole texture rather than throwing**, because
|
|
89
|
+
this is called per sprite per frame and nothing may throw in the frame loop. What a caller then sees
|
|
90
|
+
is the entire atlas drawn where one picture should be, which is unmistakable.
|
|
91
|
+
|
|
92
|
+
## Tilemaps
|
|
93
|
+
|
|
94
|
+
```ts
|
|
95
|
+
const map = createTilemap(1000, 1000, 32, 32);
|
|
96
|
+
setTile(map, 4, 7, frameOf(sheet, 'grass'));
|
|
97
|
+
const drawn = drawTilemap(batch, map, sheet, { x: camX, y: camY, w: 1280, h: 720 }, null);
|
|
98
|
+
```
|
|
99
|
+
|
|
100
|
+
**The cost is the view rather than the map.** The visible span is arithmetic on four numbers, so a
|
|
101
|
+
million-cell map costs the few hundred cells on screen — measured at 25 drawn from a 1,000 by 1,000
|
|
102
|
+
map. A walk over every cell testing each against the view draws exactly the same picture and is
|
|
103
|
+
unusable at the size a tilemap exists for.
|
|
104
|
+
|
|
105
|
+
**Which way the rows run is the affine's business, not the map's.** A cell's corner is
|
|
106
|
+
`y + row * tileHeight`, so in screen space — where y counts down — row 0 is the top row, and in a 2D
|
|
107
|
+
world it is the bottom. That is the same rule `SpritePlacement` states about its own corner, and one
|
|
108
|
+
rule rather than a flag is what keeps the two agreeing.
|
|
109
|
+
|
|
110
|
+
## Textures
|
|
111
|
+
|
|
112
|
+
`setTexture(slot, source, options)` takes an `ImageBitmap`, an `HTMLCanvasElement` or an
|
|
113
|
+
`OffscreenCanvas` — narrower than `TexImageSource` because that is the union both backends take
|
|
114
|
+
without a conversion. An `<img>` reaches it through one `createImageBitmap`, which is also where the
|
|
115
|
+
decode's own orientation and premultiply options live.
|
|
116
|
+
|
|
117
|
+
`colorSpace` defaults to `srgb`, which is right for anything painted to be looked at; the sampler
|
|
118
|
+
decodes and the pass's own output transform re-encodes, so the blend happens in linear light.
|
|
119
|
+
`filter` defaults to `nearest`, because a sheet is usually pixel art and linear filtering is the
|
|
120
|
+
thing that makes pixel art look wrong.
|
|
121
|
+
|
|
122
|
+
**Neither backend flips the image.** `surfaceTexture.ts` in core carries the whole argument and the
|
|
123
|
+
bug it came from: WebGL2 ignores `UNPACK_FLIP_Y_WEBGL` for an `ImageBitmap` and honours it for a
|
|
124
|
+
canvas, so a pipeline checked with one source type is half checked. `scripts/sprite-check.mjs`
|
|
125
|
+
checks both.
|
|
126
|
+
|
|
127
|
+
## The retained interface tree
|
|
128
|
+
|
|
129
|
+
```ts
|
|
130
|
+
const root = createUiNode({ direction: 'column', width: 'grow', height: 'grow', justify: 'end' });
|
|
131
|
+
const bar = addUiChild(root, createUiNode({ direction: 'row', padding: 10, gap: 10, name: 'bar' }));
|
|
132
|
+
addUiChild(bar, createUiNode({ width: 60, height: 40, interactive: true, name: 'start' }));
|
|
133
|
+
|
|
134
|
+
layoutUiTree(root, 0, 0, canvas.clientWidth, canvas.clientHeight);
|
|
135
|
+
routeUiPointer(input, root, pointerX, pointerY, pointerDown);
|
|
136
|
+
drawUiTree(sprites.batch, root, sprites.white, null);
|
|
137
|
+
```
|
|
138
|
+
|
|
139
|
+
**`layoutUiTree` is two passes and no third**: measure what every node comes to on its own,
|
|
140
|
+
bottom-up, then place what got a size, top-down. A `fit` that depended on the space it was given
|
|
141
|
+
would need a rule for when to stop, which is where a layout engine stops being explicable.
|
|
142
|
+
|
|
143
|
+
Three size cases — a number, `fit`, `grow` — rather than percentages or flex weights. A percentage
|
|
144
|
+
of a parent that is itself `fit` is a cycle. A `grow` child measures as `fit`, which is what lets a
|
|
145
|
+
menu sized to its contents hold a row that fills it.
|
|
146
|
+
|
|
147
|
+
**It allocates nothing.** Every number lands in a `UiRect` the node already owns, which is why a
|
|
148
|
+
node is an object with mutable fields rather than a description that gets resolved into one: an
|
|
149
|
+
interface tree is tens of nodes built once and mutated, not thousands rebuilt per frame.
|
|
150
|
+
|
|
151
|
+
The box you give it is what is _available_ — the root resolves its own size against it, so the same
|
|
152
|
+
call lays out a full-screen HUD and a tooltip.
|
|
153
|
+
|
|
154
|
+
## Hit testing, focus and routing
|
|
155
|
+
|
|
156
|
+
`uiHitTest` searches **last-drawn first**, so it agrees with the picture. **A node that is not
|
|
157
|
+
`interactive` does not block what is behind it**: a backdrop that swallowed clicks makes every
|
|
158
|
+
button under a plate dead, which no screenshot shows. A modal that wants to swallow them says so by
|
|
159
|
+
being interactive.
|
|
160
|
+
|
|
161
|
+
`routeUiPointer` activates on **a press and a release on the same node**, so somebody who pressed
|
|
162
|
+
the wrong button can slide off it and let go. It sets `hovered` and `pressed` on the nodes
|
|
163
|
+
themselves, so a caller paints a button from its own state.
|
|
164
|
+
|
|
165
|
+
`routeUiKey` handles three keys — Tab both ways, Enter and space — and reports everything else
|
|
166
|
+
unhandled, so a caller can have it. Focus order is tree order rather than a declared index, and a
|
|
167
|
+
node hidden since it was focused does not take the keyboard with it.
|
|
168
|
+
|
|
169
|
+
**Text is the caller's.** This package draws quads; core already draws two kinds of text. Pass a
|
|
170
|
+
`UiContentSink` to `drawUiTree` and it hands you every node with text at its resolved rect, in the
|
|
171
|
+
order it was drawn.
|
|
172
|
+
|
|
173
|
+
## From DriftScript
|
|
174
|
+
|
|
175
|
+
**`drift/ui` is bound**: eighteen capabilities over the tree, addressed by the names its nodes were
|
|
176
|
+
built with. A host builds the tree and hands the root to a script through `uses`, the way a
|
|
177
|
+
`Terrain` arrives.
|
|
178
|
+
|
|
179
|
+
```
|
|
180
|
+
import { layout, hovered, show } from "drift/ui"
|
|
181
|
+
|
|
182
|
+
fn menu(tree: UiTree) {
|
|
183
|
+
ui.layout(tree, 0, 0, 1280, 720)
|
|
184
|
+
ui.show(tree, "start", ui.hovered(tree, "start"))
|
|
185
|
+
}
|
|
186
|
+
```
|
|
187
|
+
|
|
188
|
+
Reading a laid-out box is `scene.read` and inside the fixed step; `hovered` and `pressed` are
|
|
189
|
+
`input.read` and outside it, so a `@deterministic` system cannot ask where the pointer is.
|
|
190
|
+
|
|
191
|
+
**`drift/2d` is bound too**, and it is why DriftScript has import aliases. A module's namespace was
|
|
192
|
+
the last segment of its path, so a call would have been `2d.sprite(...)` — a number followed by an
|
|
193
|
+
identifier the lexer refuses — and the binding was written, wired, found uncallable and withdrawn
|
|
194
|
+
rather than shipped. DriftScript 1.11.0 answered it at the import, so the namespace is written out:
|
|
195
|
+
|
|
196
|
+
```
|
|
197
|
+
import { sprite, tilemap } from "drift/2d" as sprites
|
|
198
|
+
|
|
199
|
+
fn hud(batch: SpriteBatch) {
|
|
200
|
+
sprites.sprite(batch, 0, 10, 10, 32, 32)
|
|
201
|
+
}
|
|
202
|
+
```
|
|
203
|
+
|
|
204
|
+
Twelve capabilities over a batch, a sheet and a tilemap. A draw is `scene.write` and outside the
|
|
205
|
+
fixed step; reading a sheet or a cell is `scene.read` and inside it, so a `@deterministic` system may
|
|
206
|
+
ask what is in a cell and may not draw it. `dropped` is exposed for the same reason it exists: a
|
|
207
|
+
batch that overflows drops draws, and a script with no way to read the count finds out by noticing
|
|
208
|
+
something missing from a corner of the screen.
|
|
209
|
+
|
|
210
|
+
## What it is checked by
|
|
211
|
+
|
|
212
|
+
`scripts/sprite-check.mjs`, on a real GPU, on both backends. Every sheet in it is two texels by two
|
|
213
|
+
with four different colours, so a sprite's four quadrants say which corner is which — an assertion a
|
|
214
|
+
mirror fails and a bounding box cannot, since a mirror preserves every count and every box. The
|
|
215
|
+
control is submission order: the same two sprites are drawn both ways round and the overlap changes
|
|
216
|
+
colour.
|
|
217
|
+
|
|
218
|
+
It found a real defect on its first run. A contributed pass inherits whatever cull state the last
|
|
219
|
+
scene draw left on, and a screen-space quad's winding is not the scene's — so WebGL2 drew **nothing
|
|
220
|
+
at all** while WebGPU, whose pipeline states its own cull mode, was pixel-perfect. No error on
|
|
221
|
+
either side.
|
|
222
|
+
|
|
223
|
+
`scripts/ui-check.mjs` does the same for the tree, and it asserts the one thing a unit test cannot:
|
|
224
|
+
the page publishes **the boxes the layout computed** and **the bounding boxes of the colours they
|
|
225
|
+
were drawn in**, and the two must agree. A bar sized by its own contents lands at 530, 660, 220 by
|
|
226
|
+
60 on both backends, to **0.0 px**, with the frame byte-identical in all three pointer states. The
|
|
227
|
+
control is the pointer: the middle button paints itself from its own `hovered` and `pressed` flags,
|
|
228
|
+
so routing is a colour in the frame rather than the router's own return value read back.
|
|
@@ -0,0 +1,47 @@
|
|
|
1
|
+
/** The affine that takes a point in a 2D world, or a CSS pixel, to normalised device coordinates. */
|
|
2
|
+
/**
|
|
3
|
+
* Six numbers, laid out the way a 2D graphics API has laid them out for thirty years:
|
|
4
|
+
*
|
|
5
|
+
* ```
|
|
6
|
+
* ndc.x = m[0] * x + m[2] * y + m[4]
|
|
7
|
+
* ndc.y = m[1] * x + m[3] * y + m[5]
|
|
8
|
+
* ```
|
|
9
|
+
*
|
|
10
|
+
* A `Float32Array` rather than six fields because it is uploaded as two `vec4`s and read by the
|
|
11
|
+
* vertex stage every frame; an object would be repacked on the way.
|
|
12
|
+
*/
|
|
13
|
+
export type Affine2D = Float32Array;
|
|
14
|
+
export declare function createAffine2D(): Affine2D;
|
|
15
|
+
/** A 2D camera: where it is, how far in, and which way up. */
|
|
16
|
+
export interface Camera2D {
|
|
17
|
+
/** World units. The point that lands on the middle of the viewport. */
|
|
18
|
+
readonly x: number;
|
|
19
|
+
readonly y: number;
|
|
20
|
+
/**
|
|
21
|
+
* Pixels per world unit, and it is the same on both axes on purpose.
|
|
22
|
+
*
|
|
23
|
+
* A separate x and y zoom is a non-uniform scale, which turns a circle into an ellipse and a
|
|
24
|
+
* square tile into a rectangle — the caller who wants that has asked for a stretched picture and
|
|
25
|
+
* can say so in the sprite's own size, where it is visible.
|
|
26
|
+
*/
|
|
27
|
+
readonly zoom: number;
|
|
28
|
+
/** Radians, anticlockwise. The world turns the other way; see `worldToNdc`. */
|
|
29
|
+
readonly rotation?: number;
|
|
30
|
+
}
|
|
31
|
+
/**
|
|
32
|
+
* The affine for a 2D world seen through a camera.
|
|
33
|
+
*
|
|
34
|
+
* **y counts upward**, which is the opposite of `screenToNdc` below and is deliberate: a 2D world is
|
|
35
|
+
* a world, and a caller placing a platform above a floor should not have to subtract. A screen-space
|
|
36
|
+
* overlay is the other convention because that is the one every layout system already uses, and the
|
|
37
|
+
* two are different enough that sharing one would make each caller wrong half the time.
|
|
38
|
+
*
|
|
39
|
+
* Rotation turns the *camera*, so the world turns the other way: at `rotation = +π/2` the camera has
|
|
40
|
+
* tilted its head anticlockwise and what was to its right is now above it.
|
|
41
|
+
*/
|
|
42
|
+
export declare function worldToNdc(camera: Camera2D, viewportWidth: number, viewportHeight: number, out: Affine2D): Affine2D;
|
|
43
|
+
/**
|
|
44
|
+
* The affine for CSS pixels with a top-left origin — the convention `InsetRect` and `fillPanel`
|
|
45
|
+
* already use, and the one a caller laying out an overlay already has.
|
|
46
|
+
*/
|
|
47
|
+
export declare function screenToNdc(viewportWidth: number, viewportHeight: number, out: Affine2D): Affine2D;
|
package/dist/camera2d.js
ADDED
|
@@ -0,0 +1,46 @@
|
|
|
1
|
+
/** The affine that takes a point in a 2D world, or a CSS pixel, to normalised device coordinates. */
|
|
2
|
+
export function createAffine2D() {
|
|
3
|
+
return new Float32Array(6);
|
|
4
|
+
}
|
|
5
|
+
/**
|
|
6
|
+
* The affine for a 2D world seen through a camera.
|
|
7
|
+
*
|
|
8
|
+
* **y counts upward**, which is the opposite of `screenToNdc` below and is deliberate: a 2D world is
|
|
9
|
+
* a world, and a caller placing a platform above a floor should not have to subtract. A screen-space
|
|
10
|
+
* overlay is the other convention because that is the one every layout system already uses, and the
|
|
11
|
+
* two are different enough that sharing one would make each caller wrong half the time.
|
|
12
|
+
*
|
|
13
|
+
* Rotation turns the *camera*, so the world turns the other way: at `rotation = +π/2` the camera has
|
|
14
|
+
* tilted its head anticlockwise and what was to its right is now above it.
|
|
15
|
+
*/
|
|
16
|
+
export function worldToNdc(camera, viewportWidth, viewportHeight, out) {
|
|
17
|
+
const rotation = camera.rotation ?? 0;
|
|
18
|
+
const cos = Math.cos(rotation);
|
|
19
|
+
const sin = Math.sin(rotation);
|
|
20
|
+
const perPixelX = 2 / viewportWidth;
|
|
21
|
+
const perPixelY = 2 / viewportHeight;
|
|
22
|
+
const a = camera.zoom * cos * perPixelX;
|
|
23
|
+
const c = camera.zoom * sin * perPixelX;
|
|
24
|
+
const b = -camera.zoom * sin * perPixelY;
|
|
25
|
+
const d = camera.zoom * cos * perPixelY;
|
|
26
|
+
out[0] = a;
|
|
27
|
+
out[1] = b;
|
|
28
|
+
out[2] = c;
|
|
29
|
+
out[3] = d;
|
|
30
|
+
out[4] = -(a * camera.x + c * camera.y);
|
|
31
|
+
out[5] = -(b * camera.x + d * camera.y);
|
|
32
|
+
return out;
|
|
33
|
+
}
|
|
34
|
+
/**
|
|
35
|
+
* The affine for CSS pixels with a top-left origin — the convention `InsetRect` and `fillPanel`
|
|
36
|
+
* already use, and the one a caller laying out an overlay already has.
|
|
37
|
+
*/
|
|
38
|
+
export function screenToNdc(viewportWidth, viewportHeight, out) {
|
|
39
|
+
out[0] = 2 / viewportWidth;
|
|
40
|
+
out[1] = 0;
|
|
41
|
+
out[2] = 0;
|
|
42
|
+
out[3] = -2 / viewportHeight;
|
|
43
|
+
out[4] = -1;
|
|
44
|
+
out[5] = 1;
|
|
45
|
+
return out;
|
|
46
|
+
}
|
package/dist/index.d.ts
ADDED
|
@@ -0,0 +1,30 @@
|
|
|
1
|
+
/*! DriftEngine | Copyright 2026 Drift Technologies | Apache-2.0 | https://github.com/drftrun/driftengine */
|
|
2
|
+
/**
|
|
3
|
+
* `@driftengine/ui2d` — the 2D layer.
|
|
4
|
+
*
|
|
5
|
+
* A quad is the whole of 2D, so this package is one batch and one pass over it: sprites, the
|
|
6
|
+
* sheets they are cut from, the tilemaps that place thousands of them, and the interface tree that
|
|
7
|
+
* lays a screen out. It draws through `registerPass` rather than through a verb on the renderer,
|
|
8
|
+
* which is what lets it be a package at all — see `pass.ts` in core, which names this package as
|
|
9
|
+
* one of the three that mechanism exists for.
|
|
10
|
+
*/
|
|
11
|
+
export { createAffine2D, screenToNdc, worldToNdc } from './camera2d.ts';
|
|
12
|
+
export type { Affine2D, Camera2D } from './camera2d.ts';
|
|
13
|
+
export { SPRITE_FLOATS, createSpriteBatch, drawSprite, resetSpriteBatch, spriteRun, } from './spriteBatch.ts';
|
|
14
|
+
export type { SpriteBatch, SpritePlacement, SpriteRun, UvRect } from './spriteBatch.ts';
|
|
15
|
+
export { DEFAULT_SPRITE_CAPACITY, DEFAULT_SPRITE_SLOTS, createSpritePass } from './spritePass.ts';
|
|
16
|
+
export type { SpritePass, SpritePassOptions } from './spritePass.ts';
|
|
17
|
+
export { DEFAULT_SPRITE_TEXTURE_OPTIONS } from './spriteTexture.ts';
|
|
18
|
+
export type { SpriteImage, SpriteTextureOptions } from './spriteTexture.ts';
|
|
19
|
+
export { createSpriteFrame, frameOf, gridSheet, namedSheet, sheetFrame, sheetFrameHeight, sheetFrameWidth, } from './spriteSheet.ts';
|
|
20
|
+
export type { SheetEntry, SpriteFrame, SpriteSheet } from './spriteSheet.ts';
|
|
21
|
+
export { TILE_EMPTY, createTilemap, drawTilemap, setTile, tileAt } from './tilemap.ts';
|
|
22
|
+
export type { Tilemap, ViewRect } from './tilemap.ts';
|
|
23
|
+
export { addUiChild, createUiNode, removeUiChild, uiNodeNamed, uiRectHolds } from './uiNode.ts';
|
|
24
|
+
export type { UiAlign, UiJustify, UiNode, UiNodeOptions, UiRect, UiSize } from './uiNode.ts';
|
|
25
|
+
export { layoutUiTree } from './uiLayout.ts';
|
|
26
|
+
export { drawUiTree } from './uiDraw.ts';
|
|
27
|
+
export type { UiContentSink } from './uiDraw.ts';
|
|
28
|
+
export { uiFocusNext, uiFocusOrder, uiFocusPrevious, uiHitTest } from './uiFocus.ts';
|
|
29
|
+
export { createUiInput, resetUiInput, routeUiKey, routeUiPointer, setUiFocus } from './uiInput.ts';
|
|
30
|
+
export type { UiInput } from './uiInput.ts';
|
package/dist/index.js
ADDED
|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
/*! DriftEngine | Copyright 2026 Drift Technologies | Apache-2.0 | https://github.com/drftrun/driftengine */
|
|
2
|
+
/**
|
|
3
|
+
* `@driftengine/ui2d` — the 2D layer.
|
|
4
|
+
*
|
|
5
|
+
* A quad is the whole of 2D, so this package is one batch and one pass over it: sprites, the
|
|
6
|
+
* sheets they are cut from, the tilemaps that place thousands of them, and the interface tree that
|
|
7
|
+
* lays a screen out. It draws through `registerPass` rather than through a verb on the renderer,
|
|
8
|
+
* which is what lets it be a package at all — see `pass.ts` in core, which names this package as
|
|
9
|
+
* one of the three that mechanism exists for.
|
|
10
|
+
*/
|
|
11
|
+
export { createAffine2D, screenToNdc, worldToNdc } from './camera2d.js';
|
|
12
|
+
export { SPRITE_FLOATS, createSpriteBatch, drawSprite, resetSpriteBatch, spriteRun, } from './spriteBatch.js';
|
|
13
|
+
export { DEFAULT_SPRITE_CAPACITY, DEFAULT_SPRITE_SLOTS, createSpritePass } from './spritePass.js';
|
|
14
|
+
export { DEFAULT_SPRITE_TEXTURE_OPTIONS } from './spriteTexture.js';
|
|
15
|
+
export { createSpriteFrame, frameOf, gridSheet, namedSheet, sheetFrame, sheetFrameHeight, sheetFrameWidth, } from './spriteSheet.js';
|
|
16
|
+
export { TILE_EMPTY, createTilemap, drawTilemap, setTile, tileAt } from './tilemap.js';
|
|
17
|
+
export { addUiChild, createUiNode, removeUiChild, uiNodeNamed, uiRectHolds } from './uiNode.js';
|
|
18
|
+
export { layoutUiTree } from './uiLayout.js';
|
|
19
|
+
export { drawUiTree } from './uiDraw.js';
|
|
20
|
+
export { uiFocusNext, uiFocusOrder, uiFocusPrevious, uiHitTest } from './uiFocus.js';
|
|
21
|
+
export { createUiInput, resetUiInput, routeUiKey, routeUiPointer, setUiFocus } from './uiInput.js';
|
|
@@ -0,0 +1,54 @@
|
|
|
1
|
+
export declare const SPRITE_FRAG_WGSL = "struct Uniforms {\n uOutputTransform: i32,\n uOutputExposure: f32,\n}\n\n@group(0) @binding(1) \nvar<uniform> unnamed: Uniforms;\n@group(0) @binding(32) \nvar uSpriteTexture_t: texture_2d<f32>;\n@group(0) @binding(33) \nvar uSpriteTexture_s: sampler;\nvar<private> vUv_1: vec2<f32>;\nvar<private> vTint_1: vec4<f32>;\nvar<private> fragColor: vec4<f32>;\n\nfn linearToSrgb_u0028_vf3_u003b(c: ptr<function, vec3<f32>>) -> vec3<f32> {\n var low: vec3<f32>;\n var high: vec3<f32>;\n\n let _e55 = (*c);\n low = (_e55 * 12.92f);\n let _e57 = (*c);\n high = ((pow(max(_e57, vec3<f32>(0f, 0f, 0f)), vec3<f32>(0.41666666f, 0.41666666f, 0.41666666f)) * 1.055f) - vec3(0.055f));\n let _e63 = high;\n let _e64 = low;\n let _e65 = (*c);\n return mix(_e63, _e64, step(_e65, vec3<f32>(0.0031308f, 0.0031308f, 0.0031308f)));\n}\n\nfn rrtAndOdtFit_u0028_vf3_u003b(v: ptr<function, vec3<f32>>) -> vec3<f32> {\n var a: vec3<f32>;\n var b: vec3<f32>;\n\n let _e55 = (*v);\n let _e56 = (*v);\n a = ((_e55 * (_e56 + vec3(0.0245786f))) - vec3(0.000090537f));\n let _e62 = (*v);\n let _e63 = (*v);\n b = ((_e62 * ((_e63 * 0.983729f) + vec3(0.432951f))) + vec3(0.238081f));\n let _e70 = a;\n let _e71 = b;\n return (_e70 / _e71);\n}\n\nfn acesFilmic_u0028_vf3_u003b(x: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param: vec3<f32>;\n\n let _e55 = unnamed.uOutputExposure;\n let _e56 = (*x);\n (*x) = (_e56 * _e55);\n let _e58 = (*x);\n param = (mat3x3<f32>(vec3<f32>(0.59719f, 0.076f, 0.0284f), vec3<f32>(0.35458f, 0.90834f, 0.13383f), vec3<f32>(0.04823f, 0.01566f, 0.83777f)) * _e58);\n let _e60 = rrtAndOdtFit_u0028_vf3_u003b((¶m));\n return clamp((mat3x3<f32>(vec3<f32>(1.60475f, -0.10208f, -0.00327f), vec3<f32>(-0.53108f, 1.10813f, -0.07276f), vec3<f32>(-0.07367f, -0.00605f, 1.07602f)) * _e60), vec3(0f), vec3(1f));\n}\n\nfn applyOutputTransform_u0028_vf3_u003b(c_1: ptr<function, vec3<f32>>) -> vec3<f32> {\n var param_1: vec3<f32>;\n var param_2: vec3<f32>;\n\n let _e56 = unnamed.uOutputTransform;\n if (_e56 == 0i) {\n let _e58 = (*c_1);\n return _e58;\n }\n let _e60 = unnamed.uOutputTransform;\n if (_e60 == 2i) {\n let _e62 = (*c_1);\n param_1 = _e62;\n let _e63 = acesFilmic_u0028_vf3_u003b((¶m_1));\n (*c_1) = _e63;\n }\n let _e64 = (*c_1);\n param_2 = _e64;\n let _e65 = linearToSrgb_u0028_vf3_u003b((¶m_2));\n return _e65;\n}\n\nfn main_1() {\n var texel: vec4<f32>;\n var colour: vec4<f32>;\n var param_3: vec3<f32>;\n\n let _e55 = vUv_1;\n let _e56 = textureSample(uSpriteTexture_t, uSpriteTexture_s, _e55);\n texel = _e56;\n let _e57 = texel;\n let _e58 = vTint_1;\n colour = (_e57 * _e58);\n let _e61 = colour[3u];\n if (_e61 < 0.00392157f) {\n discard;\n }\n let _e63 = colour;\n param_3 = _e63.xyz;\n let _e65 = applyOutputTransform_u0028_vf3_u003b((¶m_3));\n let _e66 = colour;\n colour = vec4<f32>(_e65.x, _e65.y, _e65.z, _e66.w);\n let _e72 = colour;\n let _e75 = colour[3u];\n let _e76 = (_e72.xyz * _e75);\n let _e78 = colour[3u];\n fragColor = vec4<f32>(_e76.x, _e76.y, _e76.z, _e78);\n return;\n}\n\n@fragment \nfn main(@location(0) vUv: vec2<f32>, @location(1) vTint: vec4<f32>) -> @location(0) vec4<f32> {\n vUv_1 = vUv;\n vTint_1 = vTint;\n main_1();\n let _e5 = fragColor;\n return _e5;\n}\n";
|
|
2
|
+
export declare const SPRITE_VERT_WGSL = "struct Uniforms {\n uToNdc0_: vec4<f32>,\n uToNdc1_: vec4<f32>,\n uClipCorrection: mat4x4<f32>,\n}\n\nstruct gl_PerVertex {\n @builtin(position) gl_Position: vec4<f32>,\n gl_PointSize: f32,\n}\n\nstruct VertexOutput {\n @location(0) member: vec2<f32>,\n @location(1) member_1: vec4<f32>,\n @builtin(position) gl_Position: vec4<f32>,\n}\n\nvar<private> gl_VertexIndex_1: i32;\nvar<private> aOrigin_1: vec2<f32>;\nvar<private> aEdges_1: vec4<f32>;\n@group(0) @binding(0) \nvar<uniform> unnamed: Uniforms;\nvar<private> vUv: vec2<f32>;\nvar<private> aUv_1: vec4<f32>;\nvar<private> vTint: vec4<f32>;\nvar<private> aTint_1: vec4<f32>;\nvar<private> unnamed_1: gl_PerVertex = gl_PerVertex(vec4<f32>(0f, 0f, 0f, 1f), 1f);\n\nfn main_1() {\n var corner: vec2<f32>;\n var indexable: array<vec2<f32>, 6>;\n var p: vec2<f32>;\n var ndc: vec2<f32>;\n\n let _e28 = gl_VertexIndex_1;\n indexable = array<vec2<f32>, 6>(vec2<f32>(0f, 0f), vec2<f32>(1f, 0f), vec2<f32>(0f, 1f), vec2<f32>(0f, 1f), vec2<f32>(1f, 0f), vec2<f32>(1f, 1f));\n let _e30 = indexable[_e28];\n corner = _e30;\n let _e31 = aOrigin_1;\n let _e32 = aEdges_1;\n let _e35 = corner[0u];\n let _e38 = aEdges_1;\n let _e41 = corner[1u];\n p = ((_e31 + (_e32.xy * _e35)) + (_e38.zw * _e41));\n let _e46 = unnamed.uToNdc0_[0u];\n let _e48 = p[0u];\n let _e52 = unnamed.uToNdc0_[2u];\n let _e54 = p[1u];\n let _e59 = unnamed.uToNdc1_[0u];\n let _e63 = unnamed.uToNdc0_[1u];\n let _e65 = p[0u];\n let _e69 = unnamed.uToNdc0_[3u];\n let _e71 = p[1u];\n let _e76 = unnamed.uToNdc1_[1u];\n ndc = vec2<f32>((((_e46 * _e48) + (_e52 * _e54)) + _e59), (((_e63 * _e65) + (_e69 * _e71)) + _e76));\n let _e79 = aUv_1;\n let _e81 = aUv_1;\n let _e83 = corner;\n vUv = mix(_e79.xy, _e81.zw, _e83);\n let _e85 = aTint_1;\n vTint = _e85;\n let _e87 = unnamed.uClipCorrection;\n let _e88 = ndc;\n unnamed_1.gl_Position = (_e87 * vec4<f32>(_e88.x, _e88.y, 0f, 1f));\n return;\n}\n\n@vertex \nfn main(@builtin(vertex_index) gl_VertexIndex: u32, @location(3) aOrigin: vec2<f32>, @location(0) aEdges: vec4<f32>, @location(1) aUv: vec4<f32>, @location(2) aTint: vec4<f32>) -> VertexOutput {\n gl_VertexIndex_1 = i32(gl_VertexIndex);\n aOrigin_1 = aOrigin;\n aEdges_1 = aEdges;\n aUv_1 = aUv;\n aTint_1 = aTint;\n main_1();\n let _e16 = unnamed_1.gl_Position.y;\n unnamed_1.gl_Position.y = -(_e16);\n let _e18 = vUv;\n let _e19 = vTint;\n let _e20 = unnamed_1.gl_Position;\n return VertexOutput(_e18, _e19, _e20);\n}\n";
|
|
3
|
+
/**
|
|
4
|
+
* What the transform assigned, so the renderer binds the same numbers.
|
|
5
|
+
*
|
|
6
|
+
* A permuted shader has one entry per variant, keyed as `FLAT_FRAG_WGSL` is.
|
|
7
|
+
*/
|
|
8
|
+
export declare const SPRITE_BINDINGS: {
|
|
9
|
+
readonly SPRITE_FRAG: {
|
|
10
|
+
readonly uniforms: 1;
|
|
11
|
+
readonly uniformSize: 16;
|
|
12
|
+
readonly fields: {
|
|
13
|
+
readonly uOutputTransform: {
|
|
14
|
+
readonly offset: 0;
|
|
15
|
+
readonly size: 4;
|
|
16
|
+
readonly type: "int";
|
|
17
|
+
};
|
|
18
|
+
readonly uOutputExposure: {
|
|
19
|
+
readonly offset: 4;
|
|
20
|
+
readonly size: 4;
|
|
21
|
+
readonly type: "float";
|
|
22
|
+
};
|
|
23
|
+
};
|
|
24
|
+
readonly textures: {
|
|
25
|
+
readonly uSpriteTexture: {
|
|
26
|
+
readonly texture: 32;
|
|
27
|
+
readonly sampler: 33;
|
|
28
|
+
readonly type: "sampler2D";
|
|
29
|
+
};
|
|
30
|
+
};
|
|
31
|
+
};
|
|
32
|
+
readonly SPRITE_VERT: {
|
|
33
|
+
readonly uniforms: 0;
|
|
34
|
+
readonly uniformSize: 96;
|
|
35
|
+
readonly fields: {
|
|
36
|
+
readonly uToNdc0: {
|
|
37
|
+
readonly offset: 0;
|
|
38
|
+
readonly size: 16;
|
|
39
|
+
readonly type: "vec4";
|
|
40
|
+
};
|
|
41
|
+
readonly uToNdc1: {
|
|
42
|
+
readonly offset: 16;
|
|
43
|
+
readonly size: 16;
|
|
44
|
+
readonly type: "vec4";
|
|
45
|
+
};
|
|
46
|
+
readonly uClipCorrection: {
|
|
47
|
+
readonly offset: 32;
|
|
48
|
+
readonly size: 64;
|
|
49
|
+
readonly type: "mat4";
|
|
50
|
+
};
|
|
51
|
+
};
|
|
52
|
+
readonly textures: {};
|
|
53
|
+
};
|
|
54
|
+
};
|