@number10/jsx-phaser 5.0.0

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Files changed (689) hide show
  1. package/LICENSE +667 -0
  2. package/README.md +44 -0
  3. package/dist/_virtual/_commonjsHelpers.cjs +7 -0
  4. package/dist/_virtual/_commonjsHelpers.cjs.map +1 -0
  5. package/dist/_virtual/_commonjsHelpers.js +7 -0
  6. package/dist/_virtual/_commonjsHelpers.js.map +1 -0
  7. package/dist/_virtual/index.cjs +7 -0
  8. package/dist/_virtual/index.cjs.map +1 -0
  9. package/dist/_virtual/index.js +8 -0
  10. package/dist/_virtual/index.js.map +1 -0
  11. package/dist/animation/index.d.ts +7 -0
  12. package/dist/animation/index.d.ts.map +1 -0
  13. package/dist/camera/index.d.ts +5 -0
  14. package/dist/camera/index.d.ts.map +1 -0
  15. package/dist/camera/use-camera-fx.cjs +49 -0
  16. package/dist/camera/use-camera-fx.cjs.map +1 -0
  17. package/dist/camera/use-camera-fx.d.ts +25 -0
  18. package/dist/camera/use-camera-fx.d.ts.map +1 -0
  19. package/dist/camera/use-camera-fx.js +49 -0
  20. package/dist/camera/use-camera-fx.js.map +1 -0
  21. package/dist/clip/index.cjs +8 -0
  22. package/dist/clip/index.cjs.map +1 -0
  23. package/dist/clip/index.d.ts +3 -0
  24. package/dist/clip/index.d.ts.map +1 -0
  25. package/dist/clip/index.js +9 -0
  26. package/dist/clip/index.js.map +1 -0
  27. package/dist/clip/stencil-clip-depth.cjs +24 -0
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  29. package/dist/clip/stencil-clip-depth.d.ts +10 -0
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  33. package/dist/clip/stencil-clip-extension.cjs +113 -0
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  39. package/dist/clip/stencil-clip-fbo-bridge.cjs +46 -0
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  41. package/dist/clip/stencil-clip-fbo-bridge.d.ts +7 -0
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  45. package/dist/clip/stencil-clip-renderer.cjs +300 -0
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  47. package/dist/clip/stencil-clip-renderer.d.ts +7 -0
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  49. package/dist/clip/stencil-clip-renderer.js +300 -0
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  51. package/dist/clip/stencil-clip-state.cjs +84 -0
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  53. package/dist/clip/stencil-clip-state.d.ts +28 -0
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  55. package/dist/clip/stencil-clip-state.js +84 -0
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  57. package/dist/clip/stencil-clip-types.d.ts +67 -0
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  59. package/dist/clip/stencil-clip.cjs +138 -0
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  61. package/dist/clip/stencil-clip.d.ts +53 -0
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  63. package/dist/clip/stencil-clip.js +122 -0
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  65. package/dist/colors/use-color-mode.cjs +28 -0
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  67. package/dist/colors/use-color-mode.d.ts +22 -0
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  73. package/dist/colors/use-colors.d.ts +36 -0
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  75. package/dist/colors/use-colors.js +45 -0
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  77. package/dist/components/DebugPanel.cjs +88 -0
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  79. package/dist/components/DebugPanel.d.ts +45 -0
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  81. package/dist/components/DebugPanel.js +71 -0
  82. package/dist/components/DebugPanel.js.map +1 -0
  83. package/dist/components/appliers/applyBackground.cjs +89 -0
  84. package/dist/components/appliers/applyBackground.cjs.map +1 -0
  85. package/dist/components/appliers/applyBackground.d.ts +18 -0
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  89. package/dist/components/appliers/applyGestures.cjs +85 -0
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  91. package/dist/components/appliers/applyGestures.d.ts +12 -0
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  101. package/dist/components/appliers/applyGraphicsLayout.cjs +18 -0
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  107. package/dist/components/appliers/applyImage.cjs +92 -0
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  109. package/dist/components/appliers/applyImage.d.ts +47 -0
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  113. package/dist/components/appliers/applyImageLayout.cjs +18 -0
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  117. package/dist/components/appliers/applyImageLayout.js +18 -0
  118. package/dist/components/appliers/applyImageLayout.js.map +1 -0
  119. package/dist/components/appliers/applyLayout.cjs +108 -0
  120. package/dist/components/appliers/applyLayout.cjs.map +1 -0
  121. package/dist/components/appliers/applyLayout.d.ts +19 -0
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  123. package/dist/components/appliers/applyLayout.js +91 -0
  124. package/dist/components/appliers/applyLayout.js.map +1 -0
  125. package/dist/components/appliers/applyNineSlice.cjs +37 -0
  126. package/dist/components/appliers/applyNineSlice.cjs.map +1 -0
  127. package/dist/components/appliers/applyNineSlice.d.ts +14 -0
  128. package/dist/components/appliers/applyNineSlice.d.ts.map +1 -0
  129. package/dist/components/appliers/applyNineSlice.js +37 -0
  130. package/dist/components/appliers/applyNineSlice.js.map +1 -0
  131. package/dist/components/appliers/applyNineSliceLayout.cjs +18 -0
  132. package/dist/components/appliers/applyNineSliceLayout.cjs.map +1 -0
  133. package/dist/components/appliers/applyNineSliceLayout.d.ts +18 -0
  134. package/dist/components/appliers/applyNineSliceLayout.d.ts.map +1 -0
  135. package/dist/components/appliers/applyNineSliceLayout.js +18 -0
  136. package/dist/components/appliers/applyNineSliceLayout.js.map +1 -0
  137. package/dist/components/appliers/applyParticles.cjs +46 -0
  138. package/dist/components/appliers/applyParticles.cjs.map +1 -0
  139. package/dist/components/appliers/applyParticles.d.ts +7 -0
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  143. package/dist/components/appliers/applyParticlesLayout.cjs +7 -0
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  145. package/dist/components/appliers/applyParticlesLayout.d.ts +11 -0
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  147. package/dist/components/appliers/applyParticlesLayout.js +7 -0
  148. package/dist/components/appliers/applyParticlesLayout.js.map +1 -0
  149. package/dist/components/appliers/applyPhaser.cjs +40 -0
  150. package/dist/components/appliers/applyPhaser.cjs.map +1 -0
  151. package/dist/components/appliers/applyPhaser.d.ts +24 -0
  152. package/dist/components/appliers/applyPhaser.d.ts.map +1 -0
  153. package/dist/components/appliers/applyPhaser.js +40 -0
  154. package/dist/components/appliers/applyPhaser.js.map +1 -0
  155. package/dist/components/appliers/applySprite.cjs +124 -0
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  157. package/dist/components/appliers/applySprite.d.ts +13 -0
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  161. package/dist/components/appliers/applySpriteLayout.cjs +7 -0
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  167. package/dist/components/appliers/applyText.cjs +142 -0
  168. package/dist/components/appliers/applyText.cjs.map +1 -0
  169. package/dist/components/appliers/applyText.d.ts +32 -0
  170. package/dist/components/appliers/applyText.d.ts.map +1 -0
  171. package/dist/components/appliers/applyText.js +142 -0
  172. package/dist/components/appliers/applyText.js.map +1 -0
  173. package/dist/components/appliers/applyTextLayout.cjs +16 -0
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  179. package/dist/components/appliers/applyTooltip.cjs +247 -0
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  181. package/dist/components/appliers/applyTooltip.d.ts +16 -0
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  682. package/dist/vector/PhaserVectorDrawContext.cjs.map +1 -0
  683. package/dist/vector/PhaserVectorDrawContext.d.ts +27 -0
  684. package/dist/vector/PhaserVectorDrawContext.d.ts.map +1 -0
  685. package/dist/vector/PhaserVectorDrawContext.js +97 -0
  686. package/dist/vector/PhaserVectorDrawContext.js.map +1 -0
  687. package/dist/vector/index.d.ts +2 -0
  688. package/dist/vector/index.d.ts.map +1 -0
  689. package/package.json +96 -0
@@ -0,0 +1 @@
1
+ {"version":3,"file":"stencil-clip-extension.js","sources":["../../src/clip/stencil-clip-extension.ts"],"sourcesContent":["/* eslint-disable @typescript-eslint/no-namespace */\nimport * as Phaser from 'phaser'\nimport {\n applyStencilClip,\n clearStencilClip,\n getStencilClipHandle,\n type StencilClipHandle,\n type StencilClipSource,\n type StencilClipUpdate,\n} from './stencil-clip'\n\ntype AnyFn = (...args: unknown[]) => unknown\n\ninterface ExtensionHandle {\n restore(): void\n}\n\nfunction addMethod<T extends object, K extends PropertyKey>(\n proto: T,\n methodName: K,\n fn: unknown\n): ExtensionHandle {\n const hadOwn = Object.prototype.hasOwnProperty.call(proto, methodName)\n const previous = (proto as Record<PropertyKey, unknown>)[methodName]\n\n if (!hadOwn) {\n ;(proto as Record<PropertyKey, unknown>)[methodName] = fn\n }\n\n return {\n restore: () => {\n if (!hadOwn) {\n delete (proto as Record<PropertyKey, unknown>)[methodName]\n } else {\n ;(proto as Record<PropertyKey, unknown>)[methodName] = previous\n }\n },\n }\n}\n\nfunction wrapMethod<T extends object, K extends keyof T & string>(\n proto: T,\n methodName: K,\n wrapper: (original: AnyFn, self: unknown, ...args: unknown[]) => unknown\n): ExtensionHandle {\n const original = proto[methodName] as unknown as AnyFn\n\n if (typeof original !== 'function') {\n return { restore() {} }\n }\n\n const wrapped: AnyFn = function (this: unknown, ...args: unknown[]) {\n return wrapper(original, this, ...args)\n }\n\n ;(proto as Record<string, unknown>)[methodName] = wrapped\n\n return {\n restore: () => {\n ;(proto as Record<string, unknown>)[methodName] = original\n },\n }\n}\n\nlet installed = false\nlet restoreHandles: ExtensionHandle[] = []\n\nfunction canCreateStencilClipSource(source: StencilClipUpdate): source is StencilClipSource {\n if (source.kind === 'bitmap') {\n return source.texture !== undefined\n }\n\n return source.width !== undefined && source.height !== undefined\n}\n\n/** Installs stencil clip helpers on Phaser.GameObjects.Container.prototype. */\nexport function installStencilClipExtension(): void {\n if (installed) return\n installed = true\n\n const proto = Phaser.GameObjects.Container.prototype as Phaser.GameObjects.Container &\n Record<string, unknown>\n\n restoreHandles.push(\n addMethod(\n proto,\n 'setStencilClip',\n function (this: Phaser.GameObjects.Container, source: StencilClipSource) {\n applyStencilClip(this, source)\n return this\n }\n )\n )\n\n restoreHandles.push(\n addMethod(\n proto,\n 'updateStencilClip',\n function (this: Phaser.GameObjects.Container, source: StencilClipUpdate) {\n const handle = getStencilClipHandle(this)\n if (handle) handle.update(source)\n else if (canCreateStencilClipSource(source)) applyStencilClip(this, source)\n return this\n }\n )\n )\n\n restoreHandles.push(\n addMethod(proto, 'clearStencilClip', function (this: Phaser.GameObjects.Container) {\n clearStencilClip(this)\n return this\n })\n )\n\n restoreHandles.push(\n addMethod(proto, 'getStencilClipHandle', function (this: Phaser.GameObjects.Container) {\n return getStencilClipHandle(this)\n })\n )\n\n restoreHandles.push(\n wrapMethod(proto, 'destroy', (original, self, ...args) => {\n clearStencilClip(self as Phaser.GameObjects.Container)\n return original.apply(self, args)\n })\n )\n}\n\n/** Restores Phaser prototypes to their previous state. Intended for tests/HMR. */\nexport function uninstallStencilClipExtension(): void {\n for (const handle of [...restoreHandles].reverse()) handle.restore()\n restoreHandles = []\n installed = false\n}\n\ndeclare global {\n namespace Phaser {\n namespace GameObjects {\n interface Container {\n setStencilClip(source: StencilClipSource): this\n updateStencilClip(source: StencilClipUpdate): this\n clearStencilClip(): this\n getStencilClipHandle(): StencilClipHandle | undefined\n }\n }\n }\n}\n"],"names":[],"mappings":";;AAiBA,SAAS,UACP,OACA,YACA,IACiB;AACjB,QAAM,SAAS,OAAO,UAAU,eAAe,KAAK,OAAO,UAAU;AACrE,QAAM,WAAY,MAAuC,UAAU;AAEnE,MAAI,CAAC,QAAQ;AACT,UAAuC,UAAU,IAAI;AAAA,EACzD;AAEA,SAAO;AAAA,IACL,SAAS,MAAM;AACb,UAAI,CAAC,QAAQ;AACX,eAAQ,MAAuC,UAAU;AAAA,MAC3D,OAAO;AACH,cAAuC,UAAU,IAAI;AAAA,MACzD;AAAA,IACF;AAAA,EAAA;AAEJ;AAEA,SAAS,WACP,OACA,YACA,SACiB;AACjB,QAAM,WAAW,MAAM,UAAU;AAEjC,MAAI,OAAO,aAAa,YAAY;AAClC,WAAO,EAAE,UAAU;AAAA,IAAC,EAAA;AAAA,EACtB;AAEA,QAAM,UAAiB,YAA4B,MAAiB;AAClE,WAAO,QAAQ,UAAU,MAAM,GAAG,IAAI;AAAA,EACxC;AAEE,QAAkC,UAAU,IAAI;AAElD,SAAO;AAAA,IACL,SAAS,MAAM;AACX,YAAkC,UAAU,IAAI;AAAA,IACpD;AAAA,EAAA;AAEJ;AAEA,IAAI,YAAY;AAChB,IAAI,iBAAoC,CAAA;AAExC,SAAS,2BAA2B,QAAwD;AAC1F,MAAI,OAAO,SAAS,UAAU;AAC5B,WAAO,OAAO,YAAY;AAAA,EAC5B;AAEA,SAAO,OAAO,UAAU,UAAa,OAAO,WAAW;AACzD;AAGO,SAAS,8BAAoC;AAClD,MAAI,UAAW;AACf,cAAY;AAEZ,QAAM,QAAQ,OAAO,YAAY,UAAU;AAG3C,iBAAe;AAAA,IACb;AAAA,MACE;AAAA,MACA;AAAA,MACA,SAA8C,QAA2B;AACvE,yBAAiB,MAAM,MAAM;AAC7B,eAAO;AAAA,MACT;AAAA,IAAA;AAAA,EACF;AAGF,iBAAe;AAAA,IACb;AAAA,MACE;AAAA,MACA;AAAA,MACA,SAA8C,QAA2B;AACvE,cAAM,SAAS,qBAAqB,IAAI;AACxC,YAAI,OAAQ,QAAO,OAAO,MAAM;AAAA,iBACvB,2BAA2B,MAAM,EAAG,kBAAiB,MAAM,MAAM;AAC1E,eAAO;AAAA,MACT;AAAA,IAAA;AAAA,EACF;AAGF,iBAAe;AAAA,IACb,UAAU,OAAO,oBAAoB,WAA8C;AACjF,uBAAiB,IAAI;AACrB,aAAO;AAAA,IACT,CAAC;AAAA,EAAA;AAGH,iBAAe;AAAA,IACb,UAAU,OAAO,wBAAwB,WAA8C;AACrF,aAAO,qBAAqB,IAAI;AAAA,IAClC,CAAC;AAAA,EAAA;AAGH,iBAAe;AAAA,IACb,WAAW,OAAO,WAAW,CAAC,UAAU,SAAS,SAAS;AACxD,uBAAiB,IAAoC;AACrD,aAAO,SAAS,MAAM,MAAM,IAAI;AAAA,IAClC,CAAC;AAAA,EAAA;AAEL;AAGO,SAAS,gCAAsC;AACpD,aAAW,UAAU,CAAC,GAAG,cAAc,EAAE,QAAA,UAAkB,QAAA;AAC3D,mBAAiB,CAAA;AACjB,cAAY;AACd;"}
@@ -0,0 +1,46 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ const _fboPatchByGl = /* @__PURE__ */ new WeakMap();
4
+ function resetFboPatchState(gl) {
5
+ const fbo = _fboPatchByGl.get(gl);
6
+ if (fbo) {
7
+ fbo.current = null;
8
+ fbo.saved = null;
9
+ }
10
+ }
11
+ function ensureFboPatch(gl) {
12
+ if (_fboPatchByGl.has(gl)) return;
13
+ const state = { current: null, saved: null };
14
+ _fboPatchByGl.set(gl, state);
15
+ const origBind = gl.bindFramebuffer.bind(gl);
16
+ gl.bindFramebuffer = (target, fb) => {
17
+ const wasMain = state.current === null;
18
+ const willBeMain = fb === null;
19
+ const enteringOffscreen = wasMain && !willBeMain;
20
+ const leavingOffscreen = !wasMain && willBeMain;
21
+ if (enteringOffscreen && gl.getParameter(gl.STENCIL_TEST)) {
22
+ state.saved = {
23
+ func: gl.getParameter(gl.STENCIL_FUNC),
24
+ ref: gl.getParameter(gl.STENCIL_REF),
25
+ valueMask: gl.getParameter(gl.STENCIL_VALUE_MASK),
26
+ fail: gl.getParameter(gl.STENCIL_FAIL),
27
+ zfail: gl.getParameter(gl.STENCIL_PASS_DEPTH_FAIL),
28
+ zpass: gl.getParameter(gl.STENCIL_PASS_DEPTH_PASS),
29
+ writeMask: gl.getParameter(gl.STENCIL_WRITEMASK)
30
+ };
31
+ gl.disable(gl.STENCIL_TEST);
32
+ }
33
+ origBind(target, fb);
34
+ state.current = fb;
35
+ if (leavingOffscreen && state.saved) {
36
+ gl.enable(gl.STENCIL_TEST);
37
+ gl.stencilFunc(state.saved.func, state.saved.ref, state.saved.valueMask);
38
+ gl.stencilOp(state.saved.fail, state.saved.zfail, state.saved.zpass);
39
+ gl.stencilMask(state.saved.writeMask);
40
+ state.saved = null;
41
+ }
42
+ };
43
+ }
44
+ exports.ensureFboPatch = ensureFboPatch;
45
+ exports.resetFboPatchState = resetFboPatchState;
46
+ //# sourceMappingURL=stencil-clip-fbo-bridge.cjs.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"stencil-clip-fbo-bridge.cjs","sources":["../../src/clip/stencil-clip-fbo-bridge.ts"],"sourcesContent":["/**\n * Saved stencil state captured just before entering an off-screen FBO.\n * All fields are raw GL enum values / integers from gl.getParameter.\n */\ninterface SavedStencil {\n func: number\n ref: number\n valueMask: number\n fail: number\n zfail: number\n zpass: number\n writeMask: number\n}\n\ninterface FboPatchState {\n /** Last framebuffer bound through the patched bindFramebuffer call. */\n current: WebGLFramebuffer | null\n /** Stencil state saved when transitioning from main framebuffer to an FBO. */\n saved: SavedStencil | null\n}\n\nconst _fboPatchByGl = new WeakMap<WebGLRenderingContext, FboPatchState>()\n\nexport function resetFboPatchState(gl: WebGLRenderingContext): void {\n const fbo = _fboPatchByGl.get(gl)\n if (fbo) {\n fbo.current = null\n fbo.saved = null\n }\n}\n\n/**\n * Patches gl.bindFramebuffer once per GL context so that the stencil test is\n * disabled while Phaser renders PostFX / RenderTextures into off-screen FBOs.\n */\nexport function ensureFboPatch(gl: WebGLRenderingContext): void {\n if (_fboPatchByGl.has(gl)) return\n\n const state: FboPatchState = { current: null, saved: null }\n _fboPatchByGl.set(gl, state)\n\n const origBind = gl.bindFramebuffer.bind(gl)\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n ;(gl as any).bindFramebuffer = (target: number, fb: WebGLFramebuffer | null) => {\n const wasMain = state.current === null\n const willBeMain = fb === null\n const enteringOffscreen = wasMain && !willBeMain\n const leavingOffscreen = !wasMain && willBeMain\n\n if (enteringOffscreen && (gl.getParameter(gl.STENCIL_TEST) as boolean)) {\n state.saved = {\n func: gl.getParameter(gl.STENCIL_FUNC) as number,\n ref: gl.getParameter(gl.STENCIL_REF) as number,\n valueMask: gl.getParameter(gl.STENCIL_VALUE_MASK) as number,\n fail: gl.getParameter(gl.STENCIL_FAIL) as number,\n zfail: gl.getParameter(gl.STENCIL_PASS_DEPTH_FAIL) as number,\n zpass: gl.getParameter(gl.STENCIL_PASS_DEPTH_PASS) as number,\n writeMask: gl.getParameter(gl.STENCIL_WRITEMASK) as number,\n }\n gl.disable(gl.STENCIL_TEST)\n }\n\n origBind(target, fb)\n state.current = fb\n\n if (leavingOffscreen && state.saved) {\n gl.enable(gl.STENCIL_TEST)\n gl.stencilFunc(state.saved.func, state.saved.ref, state.saved.valueMask)\n gl.stencilOp(state.saved.fail, state.saved.zfail, state.saved.zpass)\n gl.stencilMask(state.saved.writeMask)\n state.saved = null\n }\n }\n}\n"],"names":[],"mappings":";;AAqBA,MAAM,oCAAoB,QAAA;AAEnB,SAAS,mBAAmB,IAAiC;AAClE,QAAM,MAAM,cAAc,IAAI,EAAE;AAChC,MAAI,KAAK;AACP,QAAI,UAAU;AACd,QAAI,QAAQ;AAAA,EACd;AACF;AAMO,SAAS,eAAe,IAAiC;AAC9D,MAAI,cAAc,IAAI,EAAE,EAAG;AAE3B,QAAM,QAAuB,EAAE,SAAS,MAAM,OAAO,KAAA;AACrD,gBAAc,IAAI,IAAI,KAAK;AAE3B,QAAM,WAAW,GAAG,gBAAgB,KAAK,EAAE;AAEzC,KAAW,kBAAkB,CAAC,QAAgB,OAAgC;AAC9E,UAAM,UAAU,MAAM,YAAY;AAClC,UAAM,aAAa,OAAO;AAC1B,UAAM,oBAAoB,WAAW,CAAC;AACtC,UAAM,mBAAmB,CAAC,WAAW;AAErC,QAAI,qBAAsB,GAAG,aAAa,GAAG,YAAY,GAAe;AACtE,YAAM,QAAQ;AAAA,QACZ,MAAM,GAAG,aAAa,GAAG,YAAY;AAAA,QACrC,KAAK,GAAG,aAAa,GAAG,WAAW;AAAA,QACnC,WAAW,GAAG,aAAa,GAAG,kBAAkB;AAAA,QAChD,MAAM,GAAG,aAAa,GAAG,YAAY;AAAA,QACrC,OAAO,GAAG,aAAa,GAAG,uBAAuB;AAAA,QACjD,OAAO,GAAG,aAAa,GAAG,uBAAuB;AAAA,QACjD,WAAW,GAAG,aAAa,GAAG,iBAAiB;AAAA,MAAA;AAEjD,SAAG,QAAQ,GAAG,YAAY;AAAA,IAC5B;AAEA,aAAS,QAAQ,EAAE;AACnB,UAAM,UAAU;AAEhB,QAAI,oBAAoB,MAAM,OAAO;AACnC,SAAG,OAAO,GAAG,YAAY;AACzB,SAAG,YAAY,MAAM,MAAM,MAAM,MAAM,MAAM,KAAK,MAAM,MAAM,SAAS;AACvE,SAAG,UAAU,MAAM,MAAM,MAAM,MAAM,MAAM,OAAO,MAAM,MAAM,KAAK;AACnE,SAAG,YAAY,MAAM,MAAM,SAAS;AACpC,YAAM,QAAQ;AAAA,IAChB;AAAA,EACF;AACF;;;"}
@@ -0,0 +1,7 @@
1
+ export declare function resetFboPatchState(gl: WebGLRenderingContext): void;
2
+ /**
3
+ * Patches gl.bindFramebuffer once per GL context so that the stencil test is
4
+ * disabled while Phaser renders PostFX / RenderTextures into off-screen FBOs.
5
+ */
6
+ export declare function ensureFboPatch(gl: WebGLRenderingContext): void;
7
+ //# sourceMappingURL=stencil-clip-fbo-bridge.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"stencil-clip-fbo-bridge.d.ts","sourceRoot":"","sources":["../../src/clip/stencil-clip-fbo-bridge.ts"],"names":[],"mappings":"AAuBA,wBAAgB,kBAAkB,CAAC,EAAE,EAAE,qBAAqB,GAAG,IAAI,CAMlE;AAED;;;GAGG;AACH,wBAAgB,cAAc,CAAC,EAAE,EAAE,qBAAqB,GAAG,IAAI,CAsC9D"}
@@ -0,0 +1,46 @@
1
+ const _fboPatchByGl = /* @__PURE__ */ new WeakMap();
2
+ function resetFboPatchState(gl) {
3
+ const fbo = _fboPatchByGl.get(gl);
4
+ if (fbo) {
5
+ fbo.current = null;
6
+ fbo.saved = null;
7
+ }
8
+ }
9
+ function ensureFboPatch(gl) {
10
+ if (_fboPatchByGl.has(gl)) return;
11
+ const state = { current: null, saved: null };
12
+ _fboPatchByGl.set(gl, state);
13
+ const origBind = gl.bindFramebuffer.bind(gl);
14
+ gl.bindFramebuffer = (target, fb) => {
15
+ const wasMain = state.current === null;
16
+ const willBeMain = fb === null;
17
+ const enteringOffscreen = wasMain && !willBeMain;
18
+ const leavingOffscreen = !wasMain && willBeMain;
19
+ if (enteringOffscreen && gl.getParameter(gl.STENCIL_TEST)) {
20
+ state.saved = {
21
+ func: gl.getParameter(gl.STENCIL_FUNC),
22
+ ref: gl.getParameter(gl.STENCIL_REF),
23
+ valueMask: gl.getParameter(gl.STENCIL_VALUE_MASK),
24
+ fail: gl.getParameter(gl.STENCIL_FAIL),
25
+ zfail: gl.getParameter(gl.STENCIL_PASS_DEPTH_FAIL),
26
+ zpass: gl.getParameter(gl.STENCIL_PASS_DEPTH_PASS),
27
+ writeMask: gl.getParameter(gl.STENCIL_WRITEMASK)
28
+ };
29
+ gl.disable(gl.STENCIL_TEST);
30
+ }
31
+ origBind(target, fb);
32
+ state.current = fb;
33
+ if (leavingOffscreen && state.saved) {
34
+ gl.enable(gl.STENCIL_TEST);
35
+ gl.stencilFunc(state.saved.func, state.saved.ref, state.saved.valueMask);
36
+ gl.stencilOp(state.saved.fail, state.saved.zfail, state.saved.zpass);
37
+ gl.stencilMask(state.saved.writeMask);
38
+ state.saved = null;
39
+ }
40
+ };
41
+ }
42
+ export {
43
+ ensureFboPatch,
44
+ resetFboPatchState
45
+ };
46
+ //# sourceMappingURL=stencil-clip-fbo-bridge.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"stencil-clip-fbo-bridge.js","sources":["../../src/clip/stencil-clip-fbo-bridge.ts"],"sourcesContent":["/**\n * Saved stencil state captured just before entering an off-screen FBO.\n * All fields are raw GL enum values / integers from gl.getParameter.\n */\ninterface SavedStencil {\n func: number\n ref: number\n valueMask: number\n fail: number\n zfail: number\n zpass: number\n writeMask: number\n}\n\ninterface FboPatchState {\n /** Last framebuffer bound through the patched bindFramebuffer call. */\n current: WebGLFramebuffer | null\n /** Stencil state saved when transitioning from main framebuffer to an FBO. */\n saved: SavedStencil | null\n}\n\nconst _fboPatchByGl = new WeakMap<WebGLRenderingContext, FboPatchState>()\n\nexport function resetFboPatchState(gl: WebGLRenderingContext): void {\n const fbo = _fboPatchByGl.get(gl)\n if (fbo) {\n fbo.current = null\n fbo.saved = null\n }\n}\n\n/**\n * Patches gl.bindFramebuffer once per GL context so that the stencil test is\n * disabled while Phaser renders PostFX / RenderTextures into off-screen FBOs.\n */\nexport function ensureFboPatch(gl: WebGLRenderingContext): void {\n if (_fboPatchByGl.has(gl)) return\n\n const state: FboPatchState = { current: null, saved: null }\n _fboPatchByGl.set(gl, state)\n\n const origBind = gl.bindFramebuffer.bind(gl)\n // eslint-disable-next-line @typescript-eslint/no-explicit-any\n ;(gl as any).bindFramebuffer = (target: number, fb: WebGLFramebuffer | null) => {\n const wasMain = state.current === null\n const willBeMain = fb === null\n const enteringOffscreen = wasMain && !willBeMain\n const leavingOffscreen = !wasMain && willBeMain\n\n if (enteringOffscreen && (gl.getParameter(gl.STENCIL_TEST) as boolean)) {\n state.saved = {\n func: gl.getParameter(gl.STENCIL_FUNC) as number,\n ref: gl.getParameter(gl.STENCIL_REF) as number,\n valueMask: gl.getParameter(gl.STENCIL_VALUE_MASK) as number,\n fail: gl.getParameter(gl.STENCIL_FAIL) as number,\n zfail: gl.getParameter(gl.STENCIL_PASS_DEPTH_FAIL) as number,\n zpass: gl.getParameter(gl.STENCIL_PASS_DEPTH_PASS) as number,\n writeMask: gl.getParameter(gl.STENCIL_WRITEMASK) as number,\n }\n gl.disable(gl.STENCIL_TEST)\n }\n\n origBind(target, fb)\n state.current = fb\n\n if (leavingOffscreen && state.saved) {\n gl.enable(gl.STENCIL_TEST)\n gl.stencilFunc(state.saved.func, state.saved.ref, state.saved.valueMask)\n gl.stencilOp(state.saved.fail, state.saved.zfail, state.saved.zpass)\n gl.stencilMask(state.saved.writeMask)\n state.saved = null\n }\n }\n}\n"],"names":[],"mappings":"AAqBA,MAAM,oCAAoB,QAAA;AAEnB,SAAS,mBAAmB,IAAiC;AAClE,QAAM,MAAM,cAAc,IAAI,EAAE;AAChC,MAAI,KAAK;AACP,QAAI,UAAU;AACd,QAAI,QAAQ;AAAA,EACd;AACF;AAMO,SAAS,eAAe,IAAiC;AAC9D,MAAI,cAAc,IAAI,EAAE,EAAG;AAE3B,QAAM,QAAuB,EAAE,SAAS,MAAM,OAAO,KAAA;AACrD,gBAAc,IAAI,IAAI,KAAK;AAE3B,QAAM,WAAW,GAAG,gBAAgB,KAAK,EAAE;AAEzC,KAAW,kBAAkB,CAAC,QAAgB,OAAgC;AAC9E,UAAM,UAAU,MAAM,YAAY;AAClC,UAAM,aAAa,OAAO;AAC1B,UAAM,oBAAoB,WAAW,CAAC;AACtC,UAAM,mBAAmB,CAAC,WAAW;AAErC,QAAI,qBAAsB,GAAG,aAAa,GAAG,YAAY,GAAe;AACtE,YAAM,QAAQ;AAAA,QACZ,MAAM,GAAG,aAAa,GAAG,YAAY;AAAA,QACrC,KAAK,GAAG,aAAa,GAAG,WAAW;AAAA,QACnC,WAAW,GAAG,aAAa,GAAG,kBAAkB;AAAA,QAChD,MAAM,GAAG,aAAa,GAAG,YAAY;AAAA,QACrC,OAAO,GAAG,aAAa,GAAG,uBAAuB;AAAA,QACjD,OAAO,GAAG,aAAa,GAAG,uBAAuB;AAAA,QACjD,WAAW,GAAG,aAAa,GAAG,iBAAiB;AAAA,MAAA;AAEjD,SAAG,QAAQ,GAAG,YAAY;AAAA,IAC5B;AAEA,aAAS,QAAQ,EAAE;AACnB,UAAM,UAAU;AAEhB,QAAI,oBAAoB,MAAM,OAAO;AACnC,SAAG,OAAO,GAAG,YAAY;AACzB,SAAG,YAAY,MAAM,MAAM,MAAM,MAAM,MAAM,KAAK,MAAM,MAAM,SAAS;AACvE,SAAG,UAAU,MAAM,MAAM,MAAM,MAAM,MAAM,OAAO,MAAM,MAAM,KAAK;AACnE,SAAG,YAAY,MAAM,MAAM,SAAS;AACpC,YAAM,QAAQ;AAAA,IAChB;AAAA,EACF;AACF;"}
@@ -0,0 +1,300 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
3
+ function savePhaserGLState(renderer) {
4
+ const glWrapper = renderer.glWrapper;
5
+ return {
6
+ activeTexture: glWrapper.state?.bindings?.activeTexture,
7
+ arrayBuffer: glWrapper.state?.bindings?.arrayBuffer ?? null,
8
+ program: glWrapper.state?.bindings?.program ?? null,
9
+ vao: glWrapper.state?.vao ?? null
10
+ };
11
+ }
12
+ function restorePhaserGLState(renderer, saved, fallbackActiveTexture) {
13
+ const glWrapper = renderer.glWrapper;
14
+ if (glWrapper.update) {
15
+ glWrapper.update(
16
+ {
17
+ bindings: {
18
+ activeTexture: saved.activeTexture ?? fallbackActiveTexture,
19
+ arrayBuffer: saved.arrayBuffer,
20
+ program: saved.program
21
+ },
22
+ vao: saved.vao
23
+ },
24
+ true
25
+ );
26
+ return;
27
+ }
28
+ glWrapper.updateBindingsActiveTexture?.(
29
+ {
30
+ bindings: {
31
+ activeTexture: saved.activeTexture ?? fallbackActiveTexture
32
+ }
33
+ },
34
+ true
35
+ );
36
+ }
37
+ const ROUND_RECT_VERT_SRC = `
38
+ attribute vec2 a_ndc;
39
+ attribute vec2 a_loc;
40
+ varying vec2 v_loc;
41
+ void main(){gl_Position=vec4(a_ndc,0.,1.);v_loc=a_loc;}
42
+ `;
43
+ const ROUND_RECT_FRAG_SRC = `
44
+ precision mediump float;
45
+ varying vec2 v_loc;
46
+ uniform vec2 u_halfSize;
47
+ uniform vec4 u_radii;
48
+ float sdRoundedBox(vec2 p,vec2 b,vec4 r){
49
+ r.xy=p.x>0.?r.yz:r.xw;
50
+ r.x =p.y>0.?r.y :r.x;
51
+ vec2 q=abs(p)-b+r.x;
52
+ return length(max(q,0.))+min(max(q.x,q.y),0.)-r.x;
53
+ }
54
+ void main(){
55
+ if(sdRoundedBox(v_loc,u_halfSize,u_radii)>0.)discard;
56
+ gl_FragColor=vec4(0.);
57
+ }
58
+ `;
59
+ const BITMAP_VERT_SRC = `
60
+ attribute vec2 a_ndc;
61
+ attribute vec2 a_uv;
62
+ varying vec2 v_uv;
63
+ void main(){gl_Position=vec4(a_ndc,0.,1.);v_uv=a_uv;}
64
+ `;
65
+ const BITMAP_FRAG_SRC = `
66
+ precision mediump float;
67
+ varying vec2 v_uv;
68
+ uniform sampler2D u_texture;
69
+ uniform float u_alphaThreshold;
70
+ uniform float u_invertAlpha;
71
+ void main(){
72
+ float a=texture2D(u_texture,v_uv).a;
73
+ bool keep=u_invertAlpha>0.5 ? a<u_alphaThreshold : a>=u_alphaThreshold;
74
+ if(!keep)discard;
75
+ gl_FragColor=vec4(0.);
76
+ }
77
+ `;
78
+ const _roundRectProgByGl = /* @__PURE__ */ new WeakMap();
79
+ const _bitmapProgByGl = /* @__PURE__ */ new WeakMap();
80
+ function createProgram(gl, vertSrc, fragSrc) {
81
+ const vs = gl.createShader(gl.VERTEX_SHADER);
82
+ gl.shaderSource(vs, vertSrc);
83
+ gl.compileShader(vs);
84
+ const fs = gl.createShader(gl.FRAGMENT_SHADER);
85
+ gl.shaderSource(fs, fragSrc);
86
+ gl.compileShader(fs);
87
+ const prog = gl.createProgram();
88
+ gl.attachShader(prog, vs);
89
+ gl.attachShader(prog, fs);
90
+ gl.linkProgram(prog);
91
+ return prog;
92
+ }
93
+ function getRoundRectProg(gl) {
94
+ let prog = _roundRectProgByGl.get(gl);
95
+ if (prog) return prog;
96
+ prog = createProgram(gl, ROUND_RECT_VERT_SRC, ROUND_RECT_FRAG_SRC);
97
+ _roundRectProgByGl.set(gl, prog);
98
+ return prog;
99
+ }
100
+ function getBitmapProg(gl) {
101
+ let prog = _bitmapProgByGl.get(gl);
102
+ if (prog) return prog;
103
+ prog = createProgram(gl, BITMAP_VERT_SRC, BITMAP_FRAG_SRC);
104
+ _bitmapProgByGl.set(gl, prog);
105
+ return prog;
106
+ }
107
+ const _roundRectLocsByProg = /* @__PURE__ */ new WeakMap();
108
+ const _bitmapLocsByProg = /* @__PURE__ */ new WeakMap();
109
+ function getRoundRectShaderLocs(gl, prog) {
110
+ let l = _roundRectLocsByProg.get(prog);
111
+ if (!l) {
112
+ l = {
113
+ ndc: gl.getAttribLocation(prog, "a_ndc"),
114
+ loc: gl.getAttribLocation(prog, "a_loc"),
115
+ halfSize: gl.getUniformLocation(prog, "u_halfSize"),
116
+ radii: gl.getUniformLocation(prog, "u_radii")
117
+ };
118
+ _roundRectLocsByProg.set(prog, l);
119
+ }
120
+ return l;
121
+ }
122
+ function getBitmapShaderLocs(gl, prog) {
123
+ let l = _bitmapLocsByProg.get(prog);
124
+ if (!l) {
125
+ l = {
126
+ ndc: gl.getAttribLocation(prog, "a_ndc"),
127
+ uv: gl.getAttribLocation(prog, "a_uv"),
128
+ texture: gl.getUniformLocation(prog, "u_texture"),
129
+ alphaThreshold: gl.getUniformLocation(prog, "u_alphaThreshold"),
130
+ invertAlpha: gl.getUniformLocation(prog, "u_invertAlpha")
131
+ };
132
+ _bitmapLocsByProg.set(prog, l);
133
+ }
134
+ return l;
135
+ }
136
+ const STRIDE = 16;
137
+ function drawRoundRectMaskShape(gl, scene, matrix, cameraMatrix, offsetX, offsetY, w, h, logW, logH, radii, vertBuf, verts) {
138
+ const { a, b, c, d, tx, ty } = matrix;
139
+ const hw = w / 2;
140
+ const hh = h / 2;
141
+ const cx = offsetX + hw;
142
+ const cy = offsetY + hh;
143
+ const corners = [
144
+ [cx - hw, cy - hh],
145
+ [cx + hw, cy - hh],
146
+ [cx + hw, cy + hh],
147
+ [cx - hw, cy + hh]
148
+ ];
149
+ for (let i = 0; i < 4; i++) {
150
+ const corner = corners[i];
151
+ const lx = corner[0];
152
+ const ly = corner[1];
153
+ const wx = a * lx + c * ly + tx;
154
+ const wy = b * lx + d * ly + ty;
155
+ const sx = cameraMatrix ? cameraMatrix.getX(wx, wy) : wx;
156
+ const sy = cameraMatrix ? cameraMatrix.getY(wx, wy) : wy;
157
+ verts[i * 4 + 0] = sx / logW * 2 - 1;
158
+ verts[i * 4 + 1] = 1 - sy / logH * 2;
159
+ verts[i * 4 + 2] = lx - cx;
160
+ verts[i * 4 + 3] = ly - cy;
161
+ }
162
+ const prevProg = gl.getParameter(gl.CURRENT_PROGRAM);
163
+ const prevBuf = gl.getParameter(gl.ARRAY_BUFFER_BINDING);
164
+ const prevVAO = gl.getParameter(34229);
165
+ const prevActiveTextureUnit = gl.getParameter(gl.ACTIVE_TEXTURE) - gl.TEXTURE0;
166
+ const renderer = scene.renderer;
167
+ const savedPhaserState = savePhaserGLState(renderer);
168
+ gl.bindVertexArray(null);
169
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
170
+ gl.bufferSubData(gl.ARRAY_BUFFER, 0, verts);
171
+ const prog = getRoundRectProg(gl);
172
+ gl.useProgram(prog);
173
+ const locs = getRoundRectShaderLocs(gl, prog);
174
+ gl.enableVertexAttribArray(locs.ndc);
175
+ gl.vertexAttribPointer(locs.ndc, 2, gl.FLOAT, false, STRIDE, 0);
176
+ gl.enableVertexAttribArray(locs.loc);
177
+ gl.vertexAttribPointer(locs.loc, 2, gl.FLOAT, false, STRIDE, 8);
178
+ gl.uniform2f(locs.halfSize, hw, hh);
179
+ gl.uniform4f(locs.radii, radii[0], radii[1], radii[2], radii[3]);
180
+ gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
181
+ gl.disableVertexAttribArray(locs.ndc);
182
+ gl.disableVertexAttribArray(locs.loc);
183
+ gl.bindBuffer(gl.ARRAY_BUFFER, prevBuf);
184
+ gl.useProgram(prevProg);
185
+ gl.bindVertexArray(prevVAO);
186
+ restorePhaserGLState(renderer, savedPhaserState, prevActiveTextureUnit);
187
+ }
188
+ function isTextureFrame(value) {
189
+ return typeof value === "object" && value !== null && "glTexture" in value && "u0" in value;
190
+ }
191
+ function resolveBitmapFrame(scene, source) {
192
+ const frame = isTextureFrame(source.texture) ? source.texture : typeof source.texture === "string" ? scene.textures.getFrame(source.texture, source.frame) : source.texture.get(source.frame);
193
+ if (!frame?.glTexture?.webGLTexture) return null;
194
+ return {
195
+ glTexture: frame.glTexture,
196
+ width: source.width ?? frame.cutWidth ?? frame.realWidth,
197
+ height: source.height ?? frame.cutHeight ?? frame.realHeight,
198
+ u0: frame.u0,
199
+ v0: frame.v0,
200
+ u1: frame.u1,
201
+ v1: frame.v1
202
+ };
203
+ }
204
+ function drawBitmapMaskShape(gl, scene, matrix, cameraMatrix, source, frameInfo, logW, logH, vertBuf, verts) {
205
+ const { a, b, c, d, tx, ty } = matrix;
206
+ const x0 = source.offsetX;
207
+ const y0 = source.offsetY;
208
+ const x1 = x0 + frameInfo.width;
209
+ const y1 = y0 + frameInfo.height;
210
+ const corners = [
211
+ [x0, y0, frameInfo.u0, frameInfo.v0],
212
+ [x1, y0, frameInfo.u1, frameInfo.v0],
213
+ [x1, y1, frameInfo.u1, frameInfo.v1],
214
+ [x0, y1, frameInfo.u0, frameInfo.v1]
215
+ ];
216
+ for (let i = 0; i < 4; i++) {
217
+ const corner = corners[i];
218
+ const lx = corner[0];
219
+ const ly = corner[1];
220
+ const wx = a * lx + c * ly + tx;
221
+ const wy = b * lx + d * ly + ty;
222
+ const sx = cameraMatrix ? cameraMatrix.getX(wx, wy) : wx;
223
+ const sy = cameraMatrix ? cameraMatrix.getY(wx, wy) : wy;
224
+ verts[i * 4 + 0] = sx / logW * 2 - 1;
225
+ verts[i * 4 + 1] = 1 - sy / logH * 2;
226
+ verts[i * 4 + 2] = corner[2];
227
+ verts[i * 4 + 3] = corner[3];
228
+ }
229
+ const prevProg = gl.getParameter(gl.CURRENT_PROGRAM);
230
+ const prevBuf = gl.getParameter(gl.ARRAY_BUFFER_BINDING);
231
+ const prevVAO = gl.getParameter(34229);
232
+ const prevActiveTextureUnit = gl.getParameter(gl.ACTIVE_TEXTURE) - gl.TEXTURE0;
233
+ const renderer = scene.renderer;
234
+ const savedPhaserState = savePhaserGLState(renderer);
235
+ gl.bindVertexArray(null);
236
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf);
237
+ gl.bufferSubData(gl.ARRAY_BUFFER, 0, verts);
238
+ const prog = getBitmapProg(gl);
239
+ gl.useProgram(prog);
240
+ const locs = getBitmapShaderLocs(gl, prog);
241
+ gl.enableVertexAttribArray(locs.ndc);
242
+ gl.vertexAttribPointer(locs.ndc, 2, gl.FLOAT, false, STRIDE, 0);
243
+ gl.enableVertexAttribArray(locs.uv);
244
+ gl.vertexAttribPointer(locs.uv, 2, gl.FLOAT, false, STRIDE, 8);
245
+ const textureUnits = renderer.glTextureUnits;
246
+ const prevTexture = textureUnits.units[0] ?? null;
247
+ textureUnits.bind(frameInfo.glTexture, 0);
248
+ gl.uniform1i(locs.texture, 0);
249
+ gl.uniform1f(locs.alphaThreshold, source.alphaThreshold);
250
+ gl.uniform1f(locs.invertAlpha, source.invertAlpha ? 1 : 0);
251
+ gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
252
+ gl.disableVertexAttribArray(locs.ndc);
253
+ gl.disableVertexAttribArray(locs.uv);
254
+ textureUnits.bind(prevTexture, 0);
255
+ renderer.glWrapper.updateBindingsActiveTexture({
256
+ bindings: {
257
+ activeTexture: prevActiveTextureUnit
258
+ }
259
+ });
260
+ gl.bindBuffer(gl.ARRAY_BUFFER, prevBuf);
261
+ gl.useProgram(prevProg);
262
+ gl.bindVertexArray(prevVAO);
263
+ restorePhaserGLState(renderer, savedPhaserState, prevActiveTextureUnit);
264
+ }
265
+ function drawMaskShape(gl, scene, matrix, cameraMatrix, source, logW, logH, vertBuf, verts) {
266
+ if (source.kind === "bitmap") {
267
+ const frameInfo = resolveBitmapFrame(scene, source);
268
+ if (!frameInfo) return;
269
+ drawBitmapMaskShape(
270
+ gl,
271
+ scene,
272
+ matrix,
273
+ cameraMatrix,
274
+ source,
275
+ frameInfo,
276
+ logW,
277
+ logH,
278
+ vertBuf,
279
+ verts
280
+ );
281
+ return;
282
+ }
283
+ drawRoundRectMaskShape(
284
+ gl,
285
+ scene,
286
+ matrix,
287
+ cameraMatrix,
288
+ source.offsetX,
289
+ source.offsetY,
290
+ source.width,
291
+ source.height,
292
+ logW,
293
+ logH,
294
+ source.radii,
295
+ vertBuf,
296
+ verts
297
+ );
298
+ }
299
+ exports.drawMaskShape = drawMaskShape;
300
+ //# sourceMappingURL=stencil-clip-renderer.cjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"stencil-clip-renderer.cjs","sources":["../../src/clip/stencil-clip-renderer.ts"],"sourcesContent":["import type * as Phaser from 'phaser'\nimport type { BitmapMaskState, MaskState } from './stencil-clip-state'\nimport type { StencilBitmapTexture } from './stencil-clip-types'\n\nexport type GLPolyfilled = WebGLRenderingContext & {\n bindVertexArray(vao: WebGLVertexArrayObject | null): void\n}\n\ntype GLWrapperLike = {\n state?: {\n bindings?: {\n activeTexture?: number\n arrayBuffer?: unknown\n program?: unknown\n }\n vao?: unknown\n }\n update?(state: unknown, force?: boolean, vaoLast?: boolean): void\n updateBindingsActiveTexture?(state: unknown, force?: boolean): void\n}\n\ntype SavedPhaserGLState = {\n activeTexture: number | undefined\n arrayBuffer: unknown\n program: unknown\n vao: unknown\n}\n\nfunction savePhaserGLState(renderer: Phaser.Renderer.WebGL.WebGLRenderer): SavedPhaserGLState {\n const glWrapper = renderer.glWrapper as unknown as GLWrapperLike\n\n // Phaser 4 caches GL bindings; raw gl.* restoration is not enough.\n return {\n activeTexture: glWrapper.state?.bindings?.activeTexture,\n arrayBuffer: glWrapper.state?.bindings?.arrayBuffer ?? null,\n program: glWrapper.state?.bindings?.program ?? null,\n vao: glWrapper.state?.vao ?? null,\n }\n}\n\nfunction restorePhaserGLState(\n renderer: Phaser.Renderer.WebGL.WebGLRenderer,\n saved: SavedPhaserGLState,\n fallbackActiveTexture: number\n): void {\n const glWrapper = renderer.glWrapper as unknown as GLWrapperLike\n\n if (glWrapper.update) {\n // Keep Phaser's cached state aligned after this custom stencil shader pass.\n glWrapper.update(\n {\n bindings: {\n activeTexture: saved.activeTexture ?? fallbackActiveTexture,\n arrayBuffer: saved.arrayBuffer,\n program: saved.program,\n },\n vao: saved.vao,\n },\n true\n )\n return\n }\n\n glWrapper.updateBindingsActiveTexture?.(\n {\n bindings: {\n activeTexture: saved.activeTexture ?? fallbackActiveTexture,\n },\n },\n true\n )\n}\n\nconst ROUND_RECT_VERT_SRC = `\nattribute vec2 a_ndc;\nattribute vec2 a_loc;\nvarying vec2 v_loc;\nvoid main(){gl_Position=vec4(a_ndc,0.,1.);v_loc=a_loc;}\n`\n\nconst ROUND_RECT_FRAG_SRC = `\nprecision mediump float;\nvarying vec2 v_loc;\nuniform vec2 u_halfSize;\nuniform vec4 u_radii;\nfloat sdRoundedBox(vec2 p,vec2 b,vec4 r){\n r.xy=p.x>0.?r.yz:r.xw;\n r.x =p.y>0.?r.y :r.x;\n vec2 q=abs(p)-b+r.x;\n return length(max(q,0.))+min(max(q.x,q.y),0.)-r.x;\n}\nvoid main(){\n if(sdRoundedBox(v_loc,u_halfSize,u_radii)>0.)discard;\n gl_FragColor=vec4(0.);\n}\n`\n\nconst BITMAP_VERT_SRC = `\nattribute vec2 a_ndc;\nattribute vec2 a_uv;\nvarying vec2 v_uv;\nvoid main(){gl_Position=vec4(a_ndc,0.,1.);v_uv=a_uv;}\n`\n\nconst BITMAP_FRAG_SRC = `\nprecision mediump float;\nvarying vec2 v_uv;\nuniform sampler2D u_texture;\nuniform float u_alphaThreshold;\nuniform float u_invertAlpha;\nvoid main(){\n float a=texture2D(u_texture,v_uv).a;\n bool keep=u_invertAlpha>0.5 ? a<u_alphaThreshold : a>=u_alphaThreshold;\n if(!keep)discard;\n gl_FragColor=vec4(0.);\n}\n`\n\nconst _roundRectProgByGl = new WeakMap<WebGLRenderingContext, WebGLProgram>()\nconst _bitmapProgByGl = new WeakMap<WebGLRenderingContext, WebGLProgram>()\n\nfunction createProgram(gl: WebGLRenderingContext, vertSrc: string, fragSrc: string): WebGLProgram {\n const vs = gl.createShader(gl.VERTEX_SHADER) as WebGLShader\n gl.shaderSource(vs, vertSrc)\n gl.compileShader(vs)\n\n const fs = gl.createShader(gl.FRAGMENT_SHADER) as WebGLShader\n gl.shaderSource(fs, fragSrc)\n gl.compileShader(fs)\n\n const prog = gl.createProgram() as WebGLProgram\n gl.attachShader(prog, vs)\n gl.attachShader(prog, fs)\n gl.linkProgram(prog)\n\n return prog\n}\n\nfunction getRoundRectProg(gl: WebGLRenderingContext): WebGLProgram {\n let prog = _roundRectProgByGl.get(gl)\n if (prog) return prog\n\n prog = createProgram(gl, ROUND_RECT_VERT_SRC, ROUND_RECT_FRAG_SRC)\n _roundRectProgByGl.set(gl, prog)\n return prog\n}\n\nfunction getBitmapProg(gl: WebGLRenderingContext): WebGLProgram {\n let prog = _bitmapProgByGl.get(gl)\n if (prog) return prog\n\n prog = createProgram(gl, BITMAP_VERT_SRC, BITMAP_FRAG_SRC)\n _bitmapProgByGl.set(gl, prog)\n return prog\n}\n\ninterface RoundRectShaderLocs {\n ndc: number\n loc: number\n halfSize: WebGLUniformLocation | null\n radii: WebGLUniformLocation | null\n}\n\ninterface BitmapShaderLocs {\n ndc: number\n uv: number\n texture: WebGLUniformLocation | null\n alphaThreshold: WebGLUniformLocation | null\n invertAlpha: WebGLUniformLocation | null\n}\n\nconst _roundRectLocsByProg = new WeakMap<WebGLProgram, RoundRectShaderLocs>()\nconst _bitmapLocsByProg = new WeakMap<WebGLProgram, BitmapShaderLocs>()\n\nfunction getRoundRectShaderLocs(\n gl: WebGLRenderingContext,\n prog: WebGLProgram\n): RoundRectShaderLocs {\n let l = _roundRectLocsByProg.get(prog)\n if (!l) {\n l = {\n ndc: gl.getAttribLocation(prog, 'a_ndc'),\n loc: gl.getAttribLocation(prog, 'a_loc'),\n halfSize: gl.getUniformLocation(prog, 'u_halfSize'),\n radii: gl.getUniformLocation(prog, 'u_radii'),\n }\n _roundRectLocsByProg.set(prog, l)\n }\n return l\n}\n\nfunction getBitmapShaderLocs(gl: WebGLRenderingContext, prog: WebGLProgram): BitmapShaderLocs {\n let l = _bitmapLocsByProg.get(prog)\n if (!l) {\n l = {\n ndc: gl.getAttribLocation(prog, 'a_ndc'),\n uv: gl.getAttribLocation(prog, 'a_uv'),\n texture: gl.getUniformLocation(prog, 'u_texture'),\n alphaThreshold: gl.getUniformLocation(prog, 'u_alphaThreshold'),\n invertAlpha: gl.getUniformLocation(prog, 'u_invertAlpha'),\n }\n _bitmapLocsByProg.set(prog, l)\n }\n return l\n}\n\nconst STRIDE = 16\n\nfunction drawRoundRectMaskShape(\n gl: GLPolyfilled,\n scene: Phaser.Scene,\n matrix: Phaser.GameObjects.Components.TransformMatrix,\n cameraMatrix: Phaser.GameObjects.Components.TransformMatrix | undefined,\n offsetX: number,\n offsetY: number,\n w: number,\n h: number,\n logW: number,\n logH: number,\n radii: [number, number, number, number],\n vertBuf: WebGLBuffer,\n verts: Float32Array\n): void {\n const { a, b, c, d, tx, ty } = matrix\n const hw = w / 2\n const hh = h / 2\n const cx = offsetX + hw\n const cy = offsetY + hh\n\n const corners = [\n [cx - hw, cy - hh],\n [cx + hw, cy - hh],\n [cx + hw, cy + hh],\n [cx - hw, cy + hh],\n ] as const\n\n for (let i = 0; i < 4; i++) {\n const corner = corners[i] as [number, number]\n const lx = corner[0]\n const ly = corner[1]\n const wx = a * lx + c * ly + tx\n const wy = b * lx + d * ly + ty\n const sx = cameraMatrix ? cameraMatrix.getX(wx, wy) : wx\n const sy = cameraMatrix ? cameraMatrix.getY(wx, wy) : wy\n verts[i * 4 + 0] = (sx / logW) * 2 - 1\n verts[i * 4 + 1] = 1 - (sy / logH) * 2\n verts[i * 4 + 2] = lx - cx\n verts[i * 4 + 3] = ly - cy\n }\n\n const prevProg = gl.getParameter(gl.CURRENT_PROGRAM) as WebGLProgram | null\n const prevBuf = gl.getParameter(gl.ARRAY_BUFFER_BINDING) as WebGLBuffer | null\n const prevVAO = gl.getParameter(0x85b5) as WebGLVertexArrayObject | null\n const prevActiveTextureUnit = (gl.getParameter(gl.ACTIVE_TEXTURE) as number) - gl.TEXTURE0\n const renderer = scene.renderer as Phaser.Renderer.WebGL.WebGLRenderer\n const savedPhaserState = savePhaserGLState(renderer)\n\n gl.bindVertexArray(null)\n gl.bindBuffer(gl.ARRAY_BUFFER, vertBuf)\n gl.bufferSubData(gl.ARRAY_BUFFER, 0, verts)\n\n const prog = getRoundRectProg(gl)\n gl.useProgram(prog)\n\n const locs = getRoundRectShaderLocs(gl, prog)\n gl.enableVertexAttribArray(locs.ndc)\n gl.vertexAttribPointer(locs.ndc, 2, gl.FLOAT, false, STRIDE, 0)\n gl.enableVertexAttribArray(locs.loc)\n gl.vertexAttribPointer(locs.loc, 2, gl.FLOAT, false, STRIDE, 8)\n\n gl.uniform2f(locs.halfSize, hw, hh)\n gl.uniform4f(locs.radii, radii[0], radii[1], radii[2], radii[3])\n\n gl.drawArrays(gl.TRIANGLE_FAN, 0, 4)\n\n gl.disableVertexAttribArray(locs.ndc)\n gl.disableVertexAttribArray(locs.loc)\n\n gl.bindBuffer(gl.ARRAY_BUFFER, prevBuf)\n gl.useProgram(prevProg)\n gl.bindVertexArray(prevVAO)\n restorePhaserGLState(renderer, savedPhaserState, prevActiveTextureUnit)\n}\n\ntype BitmapFrameInfo = {\n glTexture: Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper\n width: number\n height: number\n u0: number\n v0: number\n u1: number\n v1: number\n}\n\nfunction isTextureFrame(value: StencilBitmapTexture): value is Phaser.Textures.Frame {\n return typeof value === 'object' && value !== null && 'glTexture' in value && 'u0' in value\n}\n\nfunction resolveBitmapFrame(scene: Phaser.Scene, source: BitmapMaskState): BitmapFrameInfo | null {\n const frame = isTextureFrame(source.texture)\n ? source.texture\n : typeof source.texture === 'string'\n ? scene.textures.getFrame(source.texture, source.frame)\n : source.texture.get(source.frame)\n\n if (!frame?.glTexture?.webGLTexture) return null\n\n return {\n glTexture: frame.glTexture,\n width: source.width ?? frame.cutWidth ?? frame.realWidth,\n height: source.height ?? frame.cutHeight ?? frame.realHeight,\n u0: frame.u0,\n v0: frame.v0,\n u1: frame.u1,\n v1: frame.v1,\n }\n}\n\nfunction drawBitmapMaskShape(\n gl: GLPolyfilled,\n scene: Phaser.Scene,\n matrix: Phaser.GameObjects.Components.TransformMatrix,\n cameraMatrix: Phaser.GameObjects.Components.TransformMatrix | undefined,\n source: BitmapMaskState,\n frameInfo: BitmapFrameInfo,\n logW: number,\n logH: number,\n vertBuf: WebGLBuffer,\n verts: Float32Array\n): void {\n const { a, b, c, d, tx, ty } = matrix\n const x0 = source.offsetX\n const y0 = source.offsetY\n const x1 = x0 + frameInfo.width\n const y1 = y0 + frameInfo.height\n\n const corners = [\n [x0, y0, frameInfo.u0, frameInfo.v0],\n [x1, y0, frameInfo.u1, frameInfo.v0],\n [x1, y1, frameInfo.u1, frameInfo.v1],\n [x0, y1, frameInfo.u0, frameInfo.v1],\n ] as const\n\n for (let i = 0; i < 4; i++) {\n const corner = corners[i] as (typeof corners)[number]\n const lx = corner[0]\n const ly = corner[1]\n const wx = a * lx + c * ly + tx\n const wy = b * lx + d * ly + ty\n const sx = 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@@ -0,0 +1,7 @@
1
+ import { MaskState } from './stencil-clip-state';
2
+ import type * as Phaser from 'phaser';
3
+ export type GLPolyfilled = WebGLRenderingContext & {
4
+ bindVertexArray(vao: WebGLVertexArrayObject | null): void;
5
+ };
6
+ export declare function drawMaskShape(gl: GLPolyfilled, scene: Phaser.Scene, matrix: Phaser.GameObjects.Components.TransformMatrix, cameraMatrix: Phaser.GameObjects.Components.TransformMatrix | undefined, source: MaskState, logW: number, logH: number, vertBuf: WebGLBuffer, verts: Float32Array): void;
7
+ //# sourceMappingURL=stencil-clip-renderer.d.ts.map
@@ -0,0 +1 @@
1
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