@solidtv/renderer 1.0.0

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Files changed (424) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +7 -0
  3. package/README.md +137 -0
  4. package/dist/exports/canvas-shaders.d.ts +10 -0
  5. package/dist/exports/canvas-shaders.js +11 -0
  6. package/dist/exports/canvas-shaders.js.map +1 -0
  7. package/dist/exports/canvas.d.ts +26 -0
  8. package/dist/exports/canvas.js +27 -0
  9. package/dist/exports/canvas.js.map +1 -0
  10. package/dist/exports/index.d.ts +50 -0
  11. package/dist/exports/index.js +40 -0
  12. package/dist/exports/index.js.map +1 -0
  13. package/dist/exports/inspector.d.ts +4 -0
  14. package/dist/exports/inspector.js +5 -0
  15. package/dist/exports/inspector.js.map +1 -0
  16. package/dist/exports/utils.d.ts +27 -0
  17. package/dist/exports/utils.js +28 -0
  18. package/dist/exports/utils.js.map +1 -0
  19. package/dist/exports/webgl-shaders.d.ts +11 -0
  20. package/dist/exports/webgl-shaders.js +12 -0
  21. package/dist/exports/webgl-shaders.js.map +1 -0
  22. package/dist/exports/webgl.d.ts +28 -0
  23. package/dist/exports/webgl.js +29 -0
  24. package/dist/exports/webgl.js.map +1 -0
  25. package/dist/src/common/CommonTypes.d.ts +110 -0
  26. package/dist/src/common/CommonTypes.js +2 -0
  27. package/dist/src/common/CommonTypes.js.map +1 -0
  28. package/dist/src/common/EventEmitter.d.ts +12 -0
  29. package/dist/src/common/EventEmitter.js +48 -0
  30. package/dist/src/common/EventEmitter.js.map +1 -0
  31. package/dist/src/common/IAnimationController.d.ts +58 -0
  32. package/dist/src/common/IAnimationController.js +2 -0
  33. package/dist/src/common/IAnimationController.js.map +1 -0
  34. package/dist/src/common/IEventEmitter.d.ts +8 -0
  35. package/dist/src/common/IEventEmitter.js +2 -0
  36. package/dist/src/common/IEventEmitter.js.map +1 -0
  37. package/dist/src/core/Autosizer.d.ts +35 -0
  38. package/dist/src/core/Autosizer.js +178 -0
  39. package/dist/src/core/Autosizer.js.map +1 -0
  40. package/dist/src/core/CoreNode.d.ts +908 -0
  41. package/dist/src/core/CoreNode.js +1837 -0
  42. package/dist/src/core/CoreNode.js.map +1 -0
  43. package/dist/src/core/CoreShaderManager.d.ts +38 -0
  44. package/dist/src/core/CoreShaderManager.js +123 -0
  45. package/dist/src/core/CoreShaderManager.js.map +1 -0
  46. package/dist/src/core/CoreTextNode.d.ts +91 -0
  47. package/dist/src/core/CoreTextNode.js +440 -0
  48. package/dist/src/core/CoreTextNode.js.map +1 -0
  49. package/dist/src/core/CoreTextureManager.d.ts +264 -0
  50. package/dist/src/core/CoreTextureManager.js +318 -0
  51. package/dist/src/core/CoreTextureManager.js.map +1 -0
  52. package/dist/src/core/Stage.d.ts +238 -0
  53. package/dist/src/core/Stage.js +804 -0
  54. package/dist/src/core/Stage.js.map +1 -0
  55. package/dist/src/core/TextureError.d.ts +11 -0
  56. package/dist/src/core/TextureError.js +37 -0
  57. package/dist/src/core/TextureError.js.map +1 -0
  58. package/dist/src/core/TextureMemoryManager.d.ts +150 -0
  59. package/dist/src/core/TextureMemoryManager.js +239 -0
  60. package/dist/src/core/TextureMemoryManager.js.map +1 -0
  61. package/dist/src/core/animations/AnimationManager.d.ts +33 -0
  62. package/dist/src/core/animations/AnimationManager.js +137 -0
  63. package/dist/src/core/animations/AnimationManager.js.map +1 -0
  64. package/dist/src/core/animations/CoreAnimation.d.ts +12 -0
  65. package/dist/src/core/animations/CoreAnimation.js +107 -0
  66. package/dist/src/core/animations/CoreAnimation.js.map +1 -0
  67. package/dist/src/core/lib/ContextSpy.d.ts +12 -0
  68. package/dist/src/core/lib/ContextSpy.js +20 -0
  69. package/dist/src/core/lib/ContextSpy.js.map +1 -0
  70. package/dist/src/core/lib/ImageWorker.d.ts +16 -0
  71. package/dist/src/core/lib/ImageWorker.js +202 -0
  72. package/dist/src/core/lib/ImageWorker.js.map +1 -0
  73. package/dist/src/core/lib/Matrix3d.d.ts +74 -0
  74. package/dist/src/core/lib/Matrix3d.js +218 -0
  75. package/dist/src/core/lib/Matrix3d.js.map +1 -0
  76. package/dist/src/core/lib/RenderCoords.d.ts +12 -0
  77. package/dist/src/core/lib/RenderCoords.js +35 -0
  78. package/dist/src/core/lib/RenderCoords.js.map +1 -0
  79. package/dist/src/core/lib/WebGlContextWrapper.d.ts +782 -0
  80. package/dist/src/core/lib/WebGlContextWrapper.js +1143 -0
  81. package/dist/src/core/lib/WebGlContextWrapper.js.map +1 -0
  82. package/dist/src/core/lib/collectionUtils.d.ts +5 -0
  83. package/dist/src/core/lib/collectionUtils.js +82 -0
  84. package/dist/src/core/lib/collectionUtils.js.map +1 -0
  85. package/dist/src/core/lib/colorCache.d.ts +1 -0
  86. package/dist/src/core/lib/colorCache.js +19 -0
  87. package/dist/src/core/lib/colorCache.js.map +1 -0
  88. package/dist/src/core/lib/colorParser.d.ts +21 -0
  89. package/dist/src/core/lib/colorParser.js +54 -0
  90. package/dist/src/core/lib/colorParser.js.map +1 -0
  91. package/dist/src/core/lib/textureCompression.d.ts +28 -0
  92. package/dist/src/core/lib/textureCompression.js +363 -0
  93. package/dist/src/core/lib/textureCompression.js.map +1 -0
  94. package/dist/src/core/lib/textureSvg.d.ts +16 -0
  95. package/dist/src/core/lib/textureSvg.js +45 -0
  96. package/dist/src/core/lib/textureSvg.js.map +1 -0
  97. package/dist/src/core/lib/utils.d.ts +66 -0
  98. package/dist/src/core/lib/utils.js +268 -0
  99. package/dist/src/core/lib/utils.js.map +1 -0
  100. package/dist/src/core/lib/validateImageBitmap.d.ts +7 -0
  101. package/dist/src/core/lib/validateImageBitmap.js +68 -0
  102. package/dist/src/core/lib/validateImageBitmap.js.map +1 -0
  103. package/dist/src/core/platforms/Platform.d.ts +42 -0
  104. package/dist/src/core/platforms/Platform.js +4 -0
  105. package/dist/src/core/platforms/Platform.js.map +1 -0
  106. package/dist/src/core/platforms/web/WebPlatform.d.ts +10 -0
  107. package/dist/src/core/platforms/web/WebPlatform.js +90 -0
  108. package/dist/src/core/platforms/web/WebPlatform.js.map +1 -0
  109. package/dist/src/core/renderers/CoreContextTexture.d.ts +13 -0
  110. package/dist/src/core/renderers/CoreContextTexture.js +16 -0
  111. package/dist/src/core/renderers/CoreContextTexture.js.map +1 -0
  112. package/dist/src/core/renderers/CoreRenderOp.d.ts +3 -0
  113. package/dist/src/core/renderers/CoreRenderOp.js +3 -0
  114. package/dist/src/core/renderers/CoreRenderOp.js.map +1 -0
  115. package/dist/src/core/renderers/CoreRenderer.d.ts +81 -0
  116. package/dist/src/core/renderers/CoreRenderer.js +14 -0
  117. package/dist/src/core/renderers/CoreRenderer.js.map +1 -0
  118. package/dist/src/core/renderers/CoreShaderNode.d.ts +69 -0
  119. package/dist/src/core/renderers/CoreShaderNode.js +130 -0
  120. package/dist/src/core/renderers/CoreShaderNode.js.map +1 -0
  121. package/dist/src/core/renderers/CoreShaderProgram.d.ts +4 -0
  122. package/dist/src/core/renderers/CoreShaderProgram.js +2 -0
  123. package/dist/src/core/renderers/CoreShaderProgram.js.map +1 -0
  124. package/dist/src/core/renderers/canvas/CanvasRenderer.d.ts +36 -0
  125. package/dist/src/core/renderers/canvas/CanvasRenderer.js +221 -0
  126. package/dist/src/core/renderers/canvas/CanvasRenderer.js.map +1 -0
  127. package/dist/src/core/renderers/canvas/CanvasShaderNode.d.ts +21 -0
  128. package/dist/src/core/renderers/canvas/CanvasShaderNode.js +42 -0
  129. package/dist/src/core/renderers/canvas/CanvasShaderNode.js.map +1 -0
  130. package/dist/src/core/renderers/canvas/CanvasTexture.d.ts +17 -0
  131. package/dist/src/core/renderers/canvas/CanvasTexture.js +110 -0
  132. package/dist/src/core/renderers/canvas/CanvasTexture.js.map +1 -0
  133. package/dist/src/core/renderers/webgl/SdfRenderOp.d.ts +41 -0
  134. package/dist/src/core/renderers/webgl/SdfRenderOp.js +88 -0
  135. package/dist/src/core/renderers/webgl/SdfRenderOp.js.map +1 -0
  136. package/dist/src/core/renderers/webgl/WebGlCtxRenderTexture.d.ts +14 -0
  137. package/dist/src/core/renderers/webgl/WebGlCtxRenderTexture.js +45 -0
  138. package/dist/src/core/renderers/webgl/WebGlCtxRenderTexture.js.map +1 -0
  139. package/dist/src/core/renderers/webgl/WebGlCtxSubTexture.d.ts +22 -0
  140. package/dist/src/core/renderers/webgl/WebGlCtxSubTexture.js +49 -0
  141. package/dist/src/core/renderers/webgl/WebGlCtxSubTexture.js.map +1 -0
  142. package/dist/src/core/renderers/webgl/WebGlCtxTexture.d.ts +67 -0
  143. package/dist/src/core/renderers/webgl/WebGlCtxTexture.js +259 -0
  144. package/dist/src/core/renderers/webgl/WebGlCtxTexture.js.map +1 -0
  145. package/dist/src/core/renderers/webgl/WebGlRenderer.d.ts +221 -0
  146. package/dist/src/core/renderers/webgl/WebGlRenderer.js +1015 -0
  147. package/dist/src/core/renderers/webgl/WebGlRenderer.js.map +1 -0
  148. package/dist/src/core/renderers/webgl/WebGlShaderNode.d.ts +213 -0
  149. package/dist/src/core/renderers/webgl/WebGlShaderNode.js +331 -0
  150. package/dist/src/core/renderers/webgl/WebGlShaderNode.js.map +1 -0
  151. package/dist/src/core/renderers/webgl/WebGlShaderProgram.d.ts +37 -0
  152. package/dist/src/core/renderers/webgl/WebGlShaderProgram.js +240 -0
  153. package/dist/src/core/renderers/webgl/WebGlShaderProgram.js.map +1 -0
  154. package/dist/src/core/renderers/webgl/internal/BufferCollection.d.ts +28 -0
  155. package/dist/src/core/renderers/webgl/internal/BufferCollection.js +39 -0
  156. package/dist/src/core/renderers/webgl/internal/BufferCollection.js.map +1 -0
  157. package/dist/src/core/renderers/webgl/internal/RendererUtils.d.ts +55 -0
  158. package/dist/src/core/renderers/webgl/internal/RendererUtils.js +88 -0
  159. package/dist/src/core/renderers/webgl/internal/RendererUtils.js.map +1 -0
  160. package/dist/src/core/renderers/webgl/internal/ShaderUtils.d.ts +74 -0
  161. package/dist/src/core/renderers/webgl/internal/ShaderUtils.js +83 -0
  162. package/dist/src/core/renderers/webgl/internal/ShaderUtils.js.map +1 -0
  163. package/dist/src/core/renderers/webgl/internal/WebGlUtils.d.ts +10 -0
  164. package/dist/src/core/renderers/webgl/internal/WebGlUtils.js +13 -0
  165. package/dist/src/core/renderers/webgl/internal/WebGlUtils.js.map +1 -0
  166. package/dist/src/core/shaders/canvas/Border.d.ts +15 -0
  167. package/dist/src/core/shaders/canvas/Border.js +83 -0
  168. package/dist/src/core/shaders/canvas/Border.js.map +1 -0
  169. package/dist/src/core/shaders/canvas/HolePunch.d.ts +7 -0
  170. package/dist/src/core/shaders/canvas/HolePunch.js +22 -0
  171. package/dist/src/core/shaders/canvas/HolePunch.js.map +1 -0
  172. package/dist/src/core/shaders/canvas/LinearGradient.d.ts +10 -0
  173. package/dist/src/core/shaders/canvas/LinearGradient.js +32 -0
  174. package/dist/src/core/shaders/canvas/LinearGradient.js.map +1 -0
  175. package/dist/src/core/shaders/canvas/RadialGradient.d.ts +11 -0
  176. package/dist/src/core/shaders/canvas/RadialGradient.js +54 -0
  177. package/dist/src/core/shaders/canvas/RadialGradient.js.map +1 -0
  178. package/dist/src/core/shaders/canvas/Rounded.d.ts +7 -0
  179. package/dist/src/core/shaders/canvas/Rounded.js +17 -0
  180. package/dist/src/core/shaders/canvas/Rounded.js.map +1 -0
  181. package/dist/src/core/shaders/canvas/RoundedWithBorder.d.ts +10 -0
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  184. package/dist/src/core/shaders/canvas/RoundedWithBorderAndShadow.d.ts +7 -0
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  190. package/dist/src/core/shaders/canvas/Shadow.d.ts +8 -0
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  192. package/dist/src/core/shaders/canvas/Shadow.js.map +1 -0
  193. package/dist/src/core/shaders/canvas/utils/render.d.ts +5 -0
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  196. package/dist/src/core/shaders/templates/BorderTemplate.d.ts +47 -0
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  199. package/dist/src/core/shaders/templates/HolePunchTemplate.d.ts +46 -0
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  202. package/dist/src/core/shaders/templates/LinearGradientTemplate.d.ts +23 -0
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  226. package/dist/src/core/shaders/webgl/Border.d.ts +3 -0
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  229. package/dist/src/core/shaders/webgl/Default.d.ts +2 -0
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  232. package/dist/src/core/shaders/webgl/HolePunch.d.ts +3 -0
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  235. package/dist/src/core/shaders/webgl/LinearGradient.d.ts +3 -0
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  238. package/dist/src/core/shaders/webgl/RadialGradient.d.ts +3 -0
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  305. package/dist/src/main-api/Inspector.js +844 -0
  306. package/dist/src/main-api/Inspector.js.map +1 -0
  307. package/dist/src/main-api/Renderer.d.ts +629 -0
  308. package/dist/src/main-api/Renderer.js +471 -0
  309. package/dist/src/main-api/Renderer.js.map +1 -0
  310. package/dist/src/main-api/utils.d.ts +2 -0
  311. package/dist/src/main-api/utils.js +34 -0
  312. package/dist/src/main-api/utils.js.map +1 -0
  313. package/dist/src/utils.d.ts +123 -0
  314. package/dist/src/utils.js +234 -0
  315. package/dist/src/utils.js.map +1 -0
  316. package/dist/tsconfig.dist.tsbuildinfo +1 -0
  317. package/exports/canvas-shaders.ts +11 -0
  318. package/exports/canvas.ts +27 -0
  319. package/exports/index.ts +69 -0
  320. package/exports/inspector.ts +5 -0
  321. package/exports/utils.ts +32 -0
  322. package/exports/webgl-shaders.ts +12 -0
  323. package/exports/webgl.ts +33 -0
  324. package/package.json +99 -0
  325. package/src/common/CommonTypes.ts +145 -0
  326. package/src/common/EventEmitter.ts +58 -0
  327. package/src/common/IAnimationController.ts +65 -0
  328. package/src/common/IEventEmitter.ts +11 -0
  329. package/src/core/Autosizer.ts +205 -0
  330. package/src/core/CoreNode.test.ts +535 -0
  331. package/src/core/CoreNode.ts +2883 -0
  332. package/src/core/CoreShaderManager.ts +170 -0
  333. package/src/core/CoreTextNode.ts +573 -0
  334. package/src/core/CoreTextureManager.ts +552 -0
  335. package/src/core/Stage.ts +1037 -0
  336. package/src/core/TextureError.ts +46 -0
  337. package/src/core/TextureMemoryManager.ts +378 -0
  338. package/src/core/animations/AnimationManager.ts +178 -0
  339. package/src/core/animations/CoreAnimation.ts +138 -0
  340. package/src/core/lib/ContextSpy.ts +22 -0
  341. package/src/core/lib/ImageWorker.ts +292 -0
  342. package/src/core/lib/Matrix3d.ts +231 -0
  343. package/src/core/lib/RenderCoords.ts +55 -0
  344. package/src/core/lib/WebGlContextWrapper.ts +1448 -0
  345. package/src/core/lib/collectionUtils.ts +99 -0
  346. package/src/core/lib/colorCache.ts +20 -0
  347. package/src/core/lib/colorParser.ts +66 -0
  348. package/src/core/lib/textureCompression.ts +492 -0
  349. package/src/core/lib/textureSvg.ts +59 -0
  350. package/src/core/lib/utils.ts +400 -0
  351. package/src/core/lib/validateImageBitmap.ts +87 -0
  352. package/src/core/platforms/Platform.ts +64 -0
  353. package/src/core/platforms/web/WebPlatform.ts +132 -0
  354. package/src/core/renderers/CoreContextTexture.ts +25 -0
  355. package/src/core/renderers/CoreRenderOp.ts +3 -0
  356. package/src/core/renderers/CoreRenderer.ts +101 -0
  357. package/src/core/renderers/CoreShaderNode.ts +202 -0
  358. package/src/core/renderers/CoreShaderProgram.ts +4 -0
  359. package/src/core/renderers/canvas/CanvasRenderer.ts +274 -0
  360. package/src/core/renderers/canvas/CanvasShaderNode.ts +79 -0
  361. package/src/core/renderers/canvas/CanvasTexture.ts +141 -0
  362. package/src/core/renderers/webgl/SdfRenderOp.ts +103 -0
  363. package/src/core/renderers/webgl/WebGlCtxRenderTexture.ts +70 -0
  364. package/src/core/renderers/webgl/WebGlCtxSubTexture.ts +76 -0
  365. package/src/core/renderers/webgl/WebGlCtxTexture.ts +332 -0
  366. package/src/core/renderers/webgl/WebGlRenderer.ts +1323 -0
  367. package/src/core/renderers/webgl/WebGlShaderNode.ts +423 -0
  368. package/src/core/renderers/webgl/WebGlShaderProgram.ts +346 -0
  369. package/src/core/renderers/webgl/internal/BufferCollection.ts +46 -0
  370. package/src/core/renderers/webgl/internal/RendererUtils.ts +136 -0
  371. package/src/core/renderers/webgl/internal/ShaderUtils.ts +262 -0
  372. package/src/core/renderers/webgl/internal/WebGlUtils.ts +16 -0
  373. package/src/core/shaders/canvas/Border.ts +119 -0
  374. package/src/core/shaders/canvas/HolePunch.ts +38 -0
  375. package/src/core/shaders/canvas/LinearGradient.ts +54 -0
  376. package/src/core/shaders/canvas/RadialGradient.ts +82 -0
  377. package/src/core/shaders/canvas/Rounded.ts +38 -0
  378. package/src/core/shaders/canvas/RoundedWithBorder.ts +105 -0
  379. package/src/core/shaders/canvas/RoundedWithBorderAndShadow.ts +118 -0
  380. package/src/core/shaders/canvas/RoundedWithShadow.ts +56 -0
  381. package/src/core/shaders/canvas/Shadow.ts +35 -0
  382. package/src/core/shaders/canvas/utils/render.ts +143 -0
  383. package/src/core/shaders/templates/BorderTemplate.ts +128 -0
  384. package/src/core/shaders/templates/HolePunchTemplate.ts +65 -0
  385. package/src/core/shaders/templates/LinearGradientTemplate.ts +54 -0
  386. package/src/core/shaders/templates/RadialGradientTemplate.ts +66 -0
  387. package/src/core/shaders/templates/RoundedTemplate.ts +81 -0
  388. package/src/core/shaders/templates/RoundedWithBorderAndShadowTemplate.ts +21 -0
  389. package/src/core/shaders/templates/RoundedWithBorderTemplate.ts +23 -0
  390. package/src/core/shaders/templates/RoundedWithShadowTemplate.ts +18 -0
  391. package/src/core/shaders/templates/ShadowTemplate.ts +89 -0
  392. package/src/core/shaders/utils.ts +30 -0
  393. package/src/core/shaders/webgl/Border.ts +158 -0
  394. package/src/core/shaders/webgl/Default.ts +52 -0
  395. package/src/core/shaders/webgl/HolePunch.ts +58 -0
  396. package/src/core/shaders/webgl/LinearGradient.ts +119 -0
  397. package/src/core/shaders/webgl/RadialGradient.ts +91 -0
  398. package/src/core/shaders/webgl/Rounded.ts +97 -0
  399. package/src/core/shaders/webgl/RoundedWithBorder.ts +212 -0
  400. package/src/core/shaders/webgl/RoundedWithBorderAndShadow.ts +235 -0
  401. package/src/core/shaders/webgl/RoundedWithShadow.ts +132 -0
  402. package/src/core/shaders/webgl/SdfShader.ts +73 -0
  403. package/src/core/shaders/webgl/Shadow.ts +119 -0
  404. package/src/core/text-rendering/CanvasFontHandler.ts +285 -0
  405. package/src/core/text-rendering/CanvasTextRenderer.ts +236 -0
  406. package/src/core/text-rendering/SdfFontHandler.ts +566 -0
  407. package/src/core/text-rendering/SdfTextRenderer.ts +352 -0
  408. package/src/core/text-rendering/TextLayoutEngine.ts +672 -0
  409. package/src/core/text-rendering/TextRenderer.ts +449 -0
  410. package/src/core/text-rendering/Utils.ts +80 -0
  411. package/src/core/text-rendering/tests/TextLayoutEngine.test.ts +434 -0
  412. package/src/core/textures/ColorTexture.ts +85 -0
  413. package/src/core/textures/ImageTexture.ts +394 -0
  414. package/src/core/textures/NoiseTexture.ts +87 -0
  415. package/src/core/textures/RenderTexture.ts +68 -0
  416. package/src/core/textures/SubTexture.ts +165 -0
  417. package/src/core/textures/Texture.ts +505 -0
  418. package/src/core/utils.ts +210 -0
  419. package/src/env.d.ts +7 -0
  420. package/src/main-api/INode.ts +92 -0
  421. package/src/main-api/Inspector.ts +1267 -0
  422. package/src/main-api/Renderer.ts +1011 -0
  423. package/src/main-api/utils.ts +45 -0
  424. package/src/utils.ts +302 -0
@@ -0,0 +1,1015 @@
1
+ import { createWebGLContext, USE_RTT, RENDER_TEXT_BATCHING, DIRTY_QUAD_BUFFER, mergeColorAlpha, } from '../../../utils.js';
2
+ import { CoreRenderer, } from '../CoreRenderer.js';
3
+ import { SdfRenderOp } from './SdfRenderOp.js';
4
+ import { createIndexBuffer, getWebGlParameters, getWebGlExtensions, } from './internal/RendererUtils.js';
5
+ import { WebGlCtxTexture } from './WebGlCtxTexture.js';
6
+ import { Texture, TextureType, } from '../../textures/Texture.js';
7
+ import { SubTexture } from '../../textures/SubTexture.js';
8
+ import { WebGlCtxSubTexture } from './WebGlCtxSubTexture.js';
9
+ import { BufferCollection } from './internal/BufferCollection.js';
10
+ import { compareRect, getNormalizedRgbaComponents } from '../../lib/utils.js';
11
+ import { WebGlShaderProgram } from './WebGlShaderProgram.js';
12
+ import { WebGlContextWrapper } from '../../lib/WebGlContextWrapper.js';
13
+ import { RenderTexture } from '../../textures/RenderTexture.js';
14
+ import { CoreNodeRenderState, CoreNode } from '../../CoreNode.js';
15
+ import { WebGlCtxRenderTexture } from './WebGlCtxRenderTexture.js';
16
+ import { Default } from '../../shaders/webgl/Default.js';
17
+ import { WebGlShaderNode } from './WebGlShaderNode.js';
18
+ export class WebGlRenderer extends CoreRenderer {
19
+ //// WebGL Native Context and Data
20
+ glw;
21
+ system;
22
+ //// Persistent data
23
+ quadBuffer;
24
+ fQuadBuffer;
25
+ uiQuadBuffer;
26
+ renderOps = [];
27
+ coreTextRenderOps = [];
28
+ //// Render Op / Buffer Filling State
29
+ curBufferIdx = 0;
30
+ curRenderOp = null;
31
+ rttNodes = [];
32
+ activeRttNode = null;
33
+ //// Shared SDF Buffer
34
+ /**
35
+ * Shared vertex buffer for all SDF text glyphs.
36
+ * Layout per vertex (6 floats = 24 bytes):
37
+ * [0] x (float) - world pixel X
38
+ * [1] y (float) - world pixel Y
39
+ * [2] u (float) - atlas U
40
+ * [3] v (float) - atlas V
41
+ * [4] color (uint32) - ABGR packed, read as vec4 normalized
42
+ * [5] distRange (float) - SDF distance range
43
+ *
44
+ * 4 vertices per glyph → 24 float units per glyph.
45
+ * Triangles are formed via the shared element index buffer.
46
+ */
47
+ sdfBuffer;
48
+ fSdfBuffer;
49
+ uiSdfBuffer;
50
+ sdfBufferIdx = 0;
51
+ /** Running count of SDF quads written this frame (for element offset). */
52
+ sdfQuadCount = 0;
53
+ sdfQuadBufferCollection;
54
+ curSdfRenderOp = null;
55
+ /**
56
+ * When true, the entire quad buffer is re-uploaded to the GPU via bufferData
57
+ * (DYNAMIC_DRAW) rather than the surgical per-node bufferSubData path.
58
+ * Set to true on first frame and whenever the renderList changes structurally
59
+ * (node added / removed / reordered).
60
+ */
61
+ needsFullUpload = true;
62
+ defaultTextureCoords = {
63
+ x1: 0,
64
+ y1: 0,
65
+ x2: 1,
66
+ y2: 1,
67
+ };
68
+ //// Default Shader
69
+ defaultShaderNode = null;
70
+ quadBufferCollection;
71
+ clearColor = {
72
+ raw: 0x00000000,
73
+ normalized: [0, 0, 0, 0],
74
+ };
75
+ /**
76
+ * White pixel texture used by default when no texture is specified.
77
+ */
78
+ quadBufferUsage = 0;
79
+ numQuadsRendered = 0;
80
+ /**
81
+ * Number of float32 elements last uploaded to the GPU via bufferData.
82
+ * Used to detect when curBufferIdx has grown beyond the GPU buffer's
83
+ * capacity, requiring a full re-upload even when needsFullUpload is false.
84
+ */
85
+ lastUploadedBufferSize = 0;
86
+ /**
87
+ * Whether the renderer is currently rendering to a texture.
88
+ */
89
+ renderToTextureActive = false;
90
+ constructor(options) {
91
+ super(options);
92
+ this.quadBuffer = new ArrayBuffer(this.stage.options.quadBufferSize);
93
+ this.fQuadBuffer = new Float32Array(this.quadBuffer);
94
+ this.uiQuadBuffer = new Uint32Array(this.quadBuffer);
95
+ this.mode = 'webgl';
96
+ const gl = createWebGLContext(options.canvas, options.forceWebGL2, options.contextSpy);
97
+ const glw = (this.glw = new WebGlContextWrapper(gl));
98
+ glw.viewport(0, 0, options.canvas.width, options.canvas.height);
99
+ this.updateClearColor(this.stage.clearColor);
100
+ glw.setBlend(true);
101
+ glw.blendFunc(glw.ONE, glw.ONE_MINUS_SRC_ALPHA);
102
+ createIndexBuffer(glw, this.stage.bufferMemory);
103
+ this.system = {
104
+ parameters: getWebGlParameters(this.glw),
105
+ extensions: getWebGlExtensions(this.glw),
106
+ };
107
+ // Create the static node coords buffer
108
+ // 80 is the magic number used in createIndexBuffer
109
+ // @see RendererUtils.ts
110
+ const maxQuads = ~~(this.stage.bufferMemory / 80);
111
+ const nodeCoords = new Float32Array(maxQuads * 8);
112
+ for (let i = 0; i < maxQuads * 8; i += 8) {
113
+ nodeCoords[i] = 0;
114
+ nodeCoords[i + 1] = 0;
115
+ nodeCoords[i + 2] = 1;
116
+ nodeCoords[i + 3] = 0;
117
+ nodeCoords[i + 4] = 0;
118
+ nodeCoords[i + 5] = 1;
119
+ nodeCoords[i + 6] = 1;
120
+ nodeCoords[i + 7] = 1;
121
+ }
122
+ const nodeCoordsBuffer = glw.createBuffer();
123
+ glw.arrayBufferData(nodeCoordsBuffer, nodeCoords, glw.STATIC_DRAW);
124
+ const quadBuffer = glw.createBuffer();
125
+ const stride = 5 * Float32Array.BYTES_PER_ELEMENT;
126
+ this.quadBufferCollection = new BufferCollection([
127
+ {
128
+ buffer: quadBuffer,
129
+ attributes: {
130
+ a_position: {
131
+ name: 'a_position',
132
+ size: 2, // 2 components per iteration
133
+ type: glw.FLOAT, // the data is 32bit floats
134
+ normalized: false, // don't normalize the data
135
+ stride, // 0 = move forward size * sizeof(type) each iteration to get the next position
136
+ offset: 0, // start at the beginning of the buffer
137
+ },
138
+ a_textureCoords: {
139
+ name: 'a_textureCoords',
140
+ size: 2,
141
+ type: glw.FLOAT,
142
+ normalized: false,
143
+ stride,
144
+ offset: 2 * Float32Array.BYTES_PER_ELEMENT,
145
+ },
146
+ a_color: {
147
+ name: 'a_color',
148
+ size: 4,
149
+ type: glw.UNSIGNED_BYTE,
150
+ normalized: true,
151
+ stride,
152
+ offset: 4 * Float32Array.BYTES_PER_ELEMENT,
153
+ },
154
+ },
155
+ },
156
+ {
157
+ buffer: nodeCoordsBuffer,
158
+ attributes: {
159
+ a_nodeCoords: {
160
+ name: 'a_nodeCoords',
161
+ size: 2,
162
+ type: glw.FLOAT,
163
+ normalized: false,
164
+ stride: 2 * Float32Array.BYTES_PER_ELEMENT,
165
+ offset: 0,
166
+ },
167
+ },
168
+ },
169
+ ]);
170
+ // --- Shared SDF buffer ---------------------------------------------------
171
+ // Allocate 512 KB for SDF vertex data (~3600 glyphs).
172
+ const sdfBufSize = 512 * 1024;
173
+ this.sdfBuffer = new ArrayBuffer(sdfBufSize);
174
+ this.fSdfBuffer = new Float32Array(this.sdfBuffer);
175
+ this.uiSdfBuffer = new Uint32Array(this.sdfBuffer);
176
+ const sdfWebGlBuffer = glw.createBuffer();
177
+ const sdfStride = 6 * Float32Array.BYTES_PER_ELEMENT; // 24 bytes
178
+ this.sdfQuadBufferCollection = new BufferCollection([
179
+ {
180
+ buffer: sdfWebGlBuffer,
181
+ attributes: {
182
+ a_position: {
183
+ name: 'a_position',
184
+ size: 2,
185
+ type: glw.FLOAT,
186
+ normalized: false,
187
+ stride: sdfStride,
188
+ offset: 0,
189
+ },
190
+ a_textureCoords: {
191
+ name: 'a_textureCoords',
192
+ size: 2,
193
+ type: glw.FLOAT,
194
+ normalized: false,
195
+ stride: sdfStride,
196
+ offset: 2 * Float32Array.BYTES_PER_ELEMENT,
197
+ },
198
+ a_color: {
199
+ name: 'a_color',
200
+ size: 4,
201
+ type: glw.UNSIGNED_BYTE,
202
+ normalized: true,
203
+ stride: sdfStride,
204
+ offset: 4 * Float32Array.BYTES_PER_ELEMENT,
205
+ },
206
+ a_distRange: {
207
+ name: 'a_distRange',
208
+ size: 1,
209
+ type: glw.FLOAT,
210
+ normalized: false,
211
+ stride: sdfStride,
212
+ offset: 5 * Float32Array.BYTES_PER_ELEMENT,
213
+ },
214
+ },
215
+ },
216
+ ]);
217
+ }
218
+ reset() {
219
+ const { glw } = this;
220
+ if (DIRTY_QUAD_BUFFER) {
221
+ // NOTE: curBufferIdx is intentionally NOT reset here.
222
+ // Each node owns a permanent slot in the quad buffer (assigned in addQuad
223
+ // on first use). Resetting the index is only done when the renderList
224
+ // changes structurally (see Stage.requestRenderListUpdate).
225
+ }
226
+ else {
227
+ this.curBufferIdx = 0;
228
+ }
229
+ this.curRenderOp = null;
230
+ this.curSdfRenderOp = null;
231
+ this.sdfBufferIdx = 0;
232
+ this.sdfQuadCount = 0;
233
+ this.renderOps.length = 0;
234
+ this.coreTextRenderOps.length = 0;
235
+ glw.setScissorTest(false);
236
+ if (this.stage.options.enableClear !== false) {
237
+ glw.clear();
238
+ }
239
+ }
240
+ createShaderProgram(shaderType, props) {
241
+ return new WebGlShaderProgram(this, shaderType, props);
242
+ }
243
+ createShaderNode(shaderKey, shaderType, props, program) {
244
+ return new WebGlShaderNode(shaderKey, shaderType, program, this.stage, props);
245
+ }
246
+ supportsShaderType(shaderType) {
247
+ //if shadertype doesnt have a fragment source we cant use it
248
+ return shaderType.fragment !== undefined;
249
+ }
250
+ createCtxTexture(textureSource) {
251
+ if (textureSource instanceof SubTexture) {
252
+ return new WebGlCtxSubTexture(this.glw, this.stage.txMemManager, textureSource);
253
+ }
254
+ else if (textureSource instanceof RenderTexture) {
255
+ return new WebGlCtxRenderTexture(this.glw, this.stage.txMemManager, textureSource);
256
+ }
257
+ return new WebGlCtxTexture(this.glw, this.stage.txMemManager, textureSource);
258
+ }
259
+ /**
260
+ * This function adds a quad (a rectangle composed of two triangles) to the WebGL rendering pipeline.
261
+ *
262
+ * It takes a set of options that define the quad's properties, such as its dimensions, colors, texture, shader, and transformation matrix.
263
+ * The function first updates the shader properties with the current dimensions if necessary, then sets the default texture if none is provided.
264
+ * It then checks if a new render operation is needed, based on the current shader and clipping rectangle.
265
+ * If a new render operation is needed, it creates one and updates the current render operation.
266
+ * The function then adjusts the texture coordinates based on the texture options and adds the texture to the texture manager.
267
+ *
268
+ * Finally, it calculates the vertices for the quad, taking into account any transformations, and adds them to the quad buffer.
269
+ * The function updates the length and number of quads in the current render operation, and updates the current buffer index.
270
+ */
271
+ addQuad(node) {
272
+ const f = this.fQuadBuffer;
273
+ const u = this.uiQuadBuffer;
274
+ if (RENDER_TEXT_BATCHING === true && node.props.zIndex) {
275
+ this.flushTextRenderOps();
276
+ }
277
+ const reuse = this.reuseRenderOp(node);
278
+ // During RTT rendering, always use sequential allocation and write data
279
+ // since the buffer is rebuilt from scratch each frame for RTT passes.
280
+ // The DIRTY_QUAD_BUFFER permanent slot optimization only applies to the
281
+ // main scene.
282
+ const isRTT = this.renderToTextureActive;
283
+ // Assign a permanent buffer slot if this node hasn't been registered yet.
284
+ // Once assigned, the slot index never changes unless the renderList is
285
+ // rebuilt (which resets quadBufferIndex to -1 for all nodes).
286
+ if (DIRTY_QUAD_BUFFER && !isRTT) {
287
+ if (node.quadBufferIndex === -1) {
288
+ node.quadBufferIndex = this.curBufferIdx;
289
+ this.curBufferIdx += 20;
290
+ }
291
+ }
292
+ else {
293
+ // Legacy / RTT path: always advance from curBufferIdx sequentially.
294
+ node.quadBufferIndex = this.curBufferIdx;
295
+ this.curBufferIdx += 20;
296
+ }
297
+ const i = node.quadBufferIndex;
298
+ if (reuse === false) {
299
+ this.newRenderOp(node, i);
300
+ }
301
+ const props = node.props;
302
+ let tx = props.texture || this.stage.defaultTexture;
303
+ if (tx.type === TextureType.subTexture) {
304
+ tx = tx.parentTexture;
305
+ }
306
+ const texture = tx.ctxTexture;
307
+ let tidx = this.curRenderOp.addTexture(texture);
308
+ if (tidx === 0xffffffff) {
309
+ this.newRenderOp(node, i);
310
+ tidx = this.curRenderOp.addTexture(texture);
311
+ }
312
+ // Only rewrite the CPU-side buffer when the node is dirty.
313
+ // The GPU upload is deferred to render().
314
+ // During RTT, always write since the buffer is rebuilt from scratch.
315
+ if (!DIRTY_QUAD_BUFFER || isRTT || node.isQuadDirty) {
316
+ const rc = node.renderCoords;
317
+ const tc = node.textureCoords || this.defaultTextureCoords;
318
+ const cTl = node.premultipliedColorTl;
319
+ const cTr = node.premultipliedColorTr;
320
+ const cBl = node.premultipliedColorBl;
321
+ const cBr = node.premultipliedColorBr;
322
+ // Upper-Left
323
+ f[i] = rc.x1;
324
+ f[i + 1] = rc.y1;
325
+ f[i + 2] = tc.x1;
326
+ f[i + 3] = tc.y1;
327
+ u[i + 4] = cTl;
328
+ // Upper-Right
329
+ f[i + 5] = rc.x2;
330
+ f[i + 6] = rc.y2;
331
+ f[i + 7] = tc.x2;
332
+ f[i + 8] = tc.y1;
333
+ u[i + 9] = cTr;
334
+ // Lower-Left
335
+ f[i + 10] = rc.x4;
336
+ f[i + 11] = rc.y4;
337
+ f[i + 12] = tc.x1;
338
+ f[i + 13] = tc.y2;
339
+ u[i + 14] = cBl;
340
+ // Lower-Right
341
+ f[i + 15] = rc.x3;
342
+ f[i + 16] = rc.y3;
343
+ f[i + 17] = tc.x2;
344
+ f[i + 18] = tc.y2;
345
+ u[i + 19] = cBr;
346
+ }
347
+ this.curRenderOp.numQuads++;
348
+ }
349
+ /**
350
+ * Replace the existing RenderOp with a new one that uses the specified Shader
351
+ * and starts at the specified buffer index.
352
+ *
353
+ * @param shader
354
+ * @param bufferIdx
355
+ */
356
+ newRenderOp(node, bufferIdx) {
357
+ const curRenderOp = node;
358
+ curRenderOp.renderOpBufferIdx = bufferIdx;
359
+ curRenderOp.numQuads = 0;
360
+ curRenderOp.renderOpTextures.length = 0;
361
+ this.curRenderOp = curRenderOp;
362
+ this.renderOps.push(curRenderOp);
363
+ }
364
+ /**
365
+ * Test if the current Render operation can be reused for the specified parameters.
366
+ * @param params
367
+ * @returns
368
+ */
369
+ reuseRenderOp(node) {
370
+ const curRenderOp = this.curRenderOp;
371
+ if (curRenderOp === null) {
372
+ return false;
373
+ }
374
+ const shader = node.props.shader;
375
+ const curShader = curRenderOp.shader;
376
+ if (curShader.shaderKey === 'default' && shader.shaderKey === 'default') {
377
+ return true;
378
+ }
379
+ // Check if the shader is the same
380
+ if (curShader !== shader) {
381
+ return false;
382
+ }
383
+ // Force new render operation if rendering to texture is different
384
+ // This is the cheap check, so do it first
385
+ if (USE_RTT &&
386
+ (curRenderOp.parentHasRenderTexture !== node.parentHasRenderTexture ||
387
+ (curRenderOp.rtt === true) !== (node.props.rtt === true))) {
388
+ return false;
389
+ }
390
+ // Switching clipping rect will require a new render operation
391
+ // This involves object accessing so do it after integer/boolean checks
392
+ if (compareRect(curRenderOp.clippingRect, node.clippingRect) === false) {
393
+ return false;
394
+ }
395
+ if (USE_RTT &&
396
+ node.parentHasRenderTexture === true &&
397
+ node.parentFramebufferDimensions !== null) {
398
+ const curFbDims = curRenderOp.isCoreNode
399
+ ? curRenderOp.parentFramebufferDimensions
400
+ : curRenderOp.framebufferDimensions;
401
+ if (curFbDims === null ||
402
+ curFbDims.w !== node.parentFramebufferDimensions.w ||
403
+ curFbDims.h !== node.parentFramebufferDimensions.h) {
404
+ return false;
405
+ }
406
+ }
407
+ // Check if the shader can batch the shader properties
408
+ if (curShader.program.reuseRenderOp(node, curRenderOp) === false) {
409
+ return false;
410
+ }
411
+ return true;
412
+ }
413
+ /**
414
+ * add RenderOp to the render pipeline
415
+ */
416
+ addRenderOp(renderable) {
417
+ if (RENDER_TEXT_BATCHING === true) {
418
+ // We are batching text nodes to be added later
419
+ this.coreTextRenderOps.push(renderable);
420
+ return;
421
+ }
422
+ this.renderOps.push(renderable);
423
+ this.curRenderOp = null;
424
+ }
425
+ flushTextRenderOps() {
426
+ const len = this.coreTextRenderOps.length;
427
+ if (len === 0) {
428
+ return;
429
+ }
430
+ for (let i = 0; i < len; i++) {
431
+ this.renderOps.push(this.coreTextRenderOps[i]);
432
+ }
433
+ this.coreTextRenderOps.length = 0;
434
+ this.curRenderOp = null;
435
+ this.curSdfRenderOp = null;
436
+ }
437
+ /**
438
+ * Append pre-transformed SDF glyph vertices to the shared SDF buffer
439
+ * and manage SDF render op batching.
440
+ *
441
+ * @remarks
442
+ * This method pre-transforms glyph positions from design units to world
443
+ * pixel space on the CPU, packs per-vertex color and distanceRange, and
444
+ * writes them into the shared SDF buffer. Compatible consecutive calls
445
+ * (same atlas, same clipping, same RTT state) are merged into a single
446
+ * SdfRenderOp, resulting in one draw call for many text nodes.
447
+ */
448
+ addSdfQuads(glyphs, fontScale, transform, color, worldAlpha, distanceRange, atlasTexture, clippingRect, width, height, parentHasRenderTexture, framebufferDimensions, sdfShader) {
449
+ const glyphCount = glyphs.length;
450
+ if (glyphCount === 0) {
451
+ return;
452
+ }
453
+ let idx = this.sdfBufferIdx;
454
+ this.ensureSdfBufferCapacity(idx + glyphCount * 24);
455
+ const f = this.fSdfBuffer;
456
+ const u = this.uiSdfBuffer;
457
+ // Pre-compute the merged color (with alpha) packed as ABGR for
458
+ // UNSIGNED_BYTE normalized attribute.
459
+ const mergedColor = mergeColorAlpha(color, worldAlpha);
460
+ const r = mergedColor >>> 24;
461
+ const g = (mergedColor >>> 16) & 0xff;
462
+ const b = (mergedColor >>> 8) & 0xff;
463
+ const a = mergedColor & 0xff;
464
+ // Premultiply alpha into RGB for correct blending
465
+ const na = a / 255;
466
+ const pr = (r * na) | 0;
467
+ const pg = (g * na) | 0;
468
+ const pb = (b * na) | 0;
469
+ // Pack as ABGR uint32 (little-endian read as vec4(r,g,b,a) normalized)
470
+ const packedColor = ((a << 24) | (pb << 16) | (pg << 8) | pr) >>> 0;
471
+ // Transform matrix components (column-major 3x3)
472
+ // Pre-multiply fontScale here to save 4 multiplications per glyph in the hot loop
473
+ const m0 = transform[0] * fontScale;
474
+ const m1 = transform[1] * fontScale;
475
+ const m3 = transform[3] * fontScale;
476
+ const m4 = transform[4] * fontScale;
477
+ const m6 = transform[6];
478
+ const m7 = transform[7];
479
+ // Record start quad for this batch segment
480
+ const startQuad = this.sdfQuadCount;
481
+ for (let gi = 0; gi < glyphCount; gi++) {
482
+ const glyph = glyphs[gi];
483
+ // Glyph corners in design units
484
+ const gx1 = glyph.x;
485
+ const gy1 = glyph.y;
486
+ const gx2 = gx1 + glyph.width;
487
+ const gy2 = gy1 + glyph.height;
488
+ // Atlas UVs
489
+ const u1 = glyph.atlasX;
490
+ const v1 = glyph.atlasY;
491
+ const u2 = u1 + glyph.atlasWidth;
492
+ const v2 = v1 + glyph.atlasHeight;
493
+ // Transform to world space
494
+ // Note: we use gx/y directly since m0,m1,m3,m4 are already pre-scaled
495
+ // Top-left
496
+ const wx_tl = m0 * gx1 + m3 * gy1 + m6;
497
+ const wy_tl = m1 * gx1 + m4 * gy1 + m7;
498
+ // Top-right
499
+ const wx_tr = m0 * gx2 + m3 * gy1 + m6;
500
+ const wy_tr = m1 * gx2 + m4 * gy1 + m7;
501
+ // Bottom-left
502
+ const wx_bl = m0 * gx1 + m3 * gy2 + m6;
503
+ const wy_bl = m1 * gx1 + m4 * gy2 + m7;
504
+ // Bottom-right
505
+ const wx_br = m0 * gx2 + m3 * gy2 + m6;
506
+ const wy_br = m1 * gx2 + m4 * gy2 + m7;
507
+ // 4 vertices per glyph: TL, TR, BL, BR
508
+ // Index buffer supplies the two-triangle winding: [0,1,2, 2,1,3]
509
+ f[idx] = wx_tl;
510
+ f[idx + 1] = wy_tl;
511
+ f[idx + 2] = u1;
512
+ f[idx + 3] = v1;
513
+ u[idx + 4] = packedColor;
514
+ f[idx + 5] = distanceRange;
515
+ idx += 6;
516
+ f[idx] = wx_tr;
517
+ f[idx + 1] = wy_tr;
518
+ f[idx + 2] = u2;
519
+ f[idx + 3] = v1;
520
+ u[idx + 4] = packedColor;
521
+ f[idx + 5] = distanceRange;
522
+ idx += 6;
523
+ f[idx] = wx_bl;
524
+ f[idx + 1] = wy_bl;
525
+ f[idx + 2] = u1;
526
+ f[idx + 3] = v2;
527
+ u[idx + 4] = packedColor;
528
+ f[idx + 5] = distanceRange;
529
+ idx += 6;
530
+ f[idx] = wx_br;
531
+ f[idx + 1] = wy_br;
532
+ f[idx + 2] = u2;
533
+ f[idx + 3] = v2;
534
+ u[idx + 4] = packedColor;
535
+ f[idx + 5] = distanceRange;
536
+ idx += 6;
537
+ }
538
+ this.sdfBufferIdx = idx;
539
+ this.sdfQuadCount += glyphCount;
540
+ this.finalizeSdfBatch(startQuad, glyphCount, atlasTexture, clippingRect, worldAlpha, width, height, parentHasRenderTexture, framebufferDimensions, sdfShader);
541
+ }
542
+ /**
543
+ * Fast path: copy pre-computed cached SDF vertex data into the shared
544
+ * buffer and create/extend an SdfRenderOp.
545
+ *
546
+ * @remarks
547
+ * When a text node hasn't changed (same layout, transform, color, alpha),
548
+ * the per-glyph matrix multiplication is skipped entirely. The cached
549
+ * Float32Array is written via a single `Float32Array.set()` (memcpy),
550
+ * which is orders of magnitude faster than the per-glyph computation path.
551
+ */
552
+ addSdfCachedQuads(cachedVertices, numGlyphs, atlasTexture, clippingRect, worldAlpha, width, height, parentHasRenderTexture, framebufferDimensions, sdfShader) {
553
+ if (numGlyphs === 0) {
554
+ return;
555
+ }
556
+ const startQuad = this.sdfQuadCount;
557
+ this.ensureSdfBufferCapacity(this.sdfBufferIdx + cachedVertices.length);
558
+ // Single memcpy — much faster than per-glyph matrix math
559
+ this.fSdfBuffer.set(cachedVertices, this.sdfBufferIdx);
560
+ this.sdfBufferIdx += cachedVertices.length;
561
+ this.sdfQuadCount += numGlyphs;
562
+ this.finalizeSdfBatch(startQuad, numGlyphs, atlasTexture, clippingRect, worldAlpha, width, height, parentHasRenderTexture, framebufferDimensions, sdfShader);
563
+ }
564
+ /**
565
+ * Shared batching logic for SDF render ops.
566
+ * Called by both `addSdfQuads` (full compute) and `addSdfCachedQuads` (fast copy).
567
+ */
568
+ finalizeSdfBatch(startQuad, glyphCount, atlasTexture, clippingRect, worldAlpha, width, height, parentHasRenderTexture, framebufferDimensions, sdfShader) {
569
+ // --- Batching: try to extend the current SDF render op ---------------
570
+ const opList = RENDER_TEXT_BATCHING === true ? this.coreTextRenderOps : this.renderOps;
571
+ const cur = this.curSdfRenderOp;
572
+ let canBatch = false;
573
+ if (cur !== null) {
574
+ // Same atlas texture?
575
+ if (cur.renderOpTextures.length === 1 &&
576
+ cur.renderOpTextures[0] === atlasTexture) {
577
+ // Same clipping rect?
578
+ if (compareRect(cur.clippingRect, clippingRect)) {
579
+ // Same RTT state?
580
+ if (!USE_RTT ||
581
+ (cur.parentHasRenderTexture === parentHasRenderTexture &&
582
+ cur.rtt === false)) {
583
+ canBatch = true;
584
+ }
585
+ }
586
+ }
587
+ }
588
+ if (canBatch && cur !== null) {
589
+ // Extend existing op
590
+ cur.numQuads += glyphCount;
591
+ }
592
+ else {
593
+ // Create a new SdfRenderOp referencing the shared buffer
594
+ const op = new SdfRenderOp(this, sdfShader, this.sdfQuadBufferCollection, worldAlpha, clippingRect, width, height, false, parentHasRenderTexture, framebufferDimensions);
595
+ op.startQuad = startQuad;
596
+ op.numQuads = glyphCount;
597
+ op.addTexture(atlasTexture);
598
+ opList.push(op);
599
+ this.curSdfRenderOp = op;
600
+ // Break the regular quad render op chain so subsequent image/rect
601
+ // nodes don't try to extend an SDF op.
602
+ this.curRenderOp = null;
603
+ }
604
+ }
605
+ /**
606
+ * Resizes the shared SDF ArrayBuffer if the required size (in floats) goes beyond
607
+ * the current buffer capacity.
608
+ */
609
+ ensureSdfBufferCapacity(requiredSize) {
610
+ if (requiredSize <= this.fSdfBuffer.length) {
611
+ return;
612
+ }
613
+ let newCapacity = this.fSdfBuffer.length * 2;
614
+ while (newCapacity < requiredSize) {
615
+ newCapacity *= 2;
616
+ }
617
+ const sdfBufSize = newCapacity * Float32Array.BYTES_PER_ELEMENT;
618
+ const newBuffer = new ArrayBuffer(sdfBufSize);
619
+ const newFSdfBuffer = new Float32Array(newBuffer);
620
+ const newUiSdfBuffer = new Uint32Array(newBuffer);
621
+ // Copy existing data to new buffers
622
+ newFSdfBuffer.set(this.fSdfBuffer);
623
+ // Swap allocations
624
+ this.sdfBuffer = newBuffer;
625
+ this.fSdfBuffer = newFSdfBuffer;
626
+ this.uiSdfBuffer = newUiSdfBuffer;
627
+ }
628
+ /**
629
+ * Render the current set of RenderOps to render to the specified surface.
630
+ *
631
+ * On the first frame after a renderList structural change (`needsFullUpload`
632
+ * is true) the entire quad buffer is re-allocated on the GPU with
633
+ * `bufferData(DYNAMIC_DRAW)`. On every subsequent frame only the slots of
634
+ * nodes flagged `isQuadDirty` are surgically updated via `bufferSubData`,
635
+ * leaving the rest of the GPU's buffer unchanged.
636
+ *
637
+ * TODO: 'screen' is the only supported surface at the moment.
638
+ *
639
+ * @param surface
640
+ */
641
+ render(surface = 'screen') {
642
+ if (RENDER_TEXT_BATCHING === true) {
643
+ this.flushTextRenderOps();
644
+ }
645
+ const { glw, quadBuffer } = this;
646
+ const buffer = this.quadBufferCollection.getBuffer('a_position') || null;
647
+ const BYTES = Float32Array.BYTES_PER_ELEMENT;
648
+ if (DIRTY_QUAD_BUFFER) {
649
+ if (this.needsFullUpload ||
650
+ this.curBufferIdx > this.lastUploadedBufferSize) {
651
+ // Full GPU re-allocation: covers new nodes and structural reorders.
652
+ // Also triggered when curBufferIdx has grown beyond the last uploaded
653
+ // size (e.g. after RTT rendering consumed needsFullUpload and then
654
+ // the main scene added more quads).
655
+ // Uses DYNAMIC_DRAW to signal to the driver that the buffer will be
656
+ // updated frequently in smaller pieces going forward.
657
+ const arr = new Float32Array(quadBuffer, 0, this.curBufferIdx);
658
+ glw.arrayBufferData(buffer, arr, glw.DYNAMIC_DRAW);
659
+ this.needsFullUpload = false;
660
+ this.lastUploadedBufferSize = this.curBufferIdx;
661
+ // Clear dirty flags since we just uploaded everything.
662
+ const renderList = this.stage.renderList;
663
+ for (let i = 0, len = renderList.length; i < len; i++) {
664
+ renderList[i].isQuadDirty = false;
665
+ }
666
+ }
667
+ else {
668
+ // Surgical per-node uploads: only write the 20 float32s for nodes
669
+ // whose quad data changed since the last frame.
670
+ const renderList = this.stage.renderList;
671
+ for (let i = 0, len = renderList.length; i < len; i++) {
672
+ const node = renderList[i];
673
+ if (node.isQuadDirty && node.quadBufferIndex !== -1) {
674
+ const byteOffset = node.quadBufferIndex * BYTES;
675
+ // Create a view directly into the existing CPU buffer — no allocation.
676
+ const view = new Float32Array(quadBuffer, byteOffset, 20);
677
+ glw.arrayBufferSubData(buffer, byteOffset, view);
678
+ node.isQuadDirty = false;
679
+ }
680
+ }
681
+ }
682
+ }
683
+ else {
684
+ // Legacy path: full buffer upload every frame.
685
+ const arr = new Float32Array(quadBuffer, 0, this.curBufferIdx);
686
+ glw.arrayBufferData(buffer, arr, glw.STATIC_DRAW);
687
+ }
688
+ // Upload the shared SDF buffer if any SDF glyphs were written this frame.
689
+ if (this.sdfBufferIdx > 0) {
690
+ const sdfBuf = this.sdfQuadBufferCollection.getBuffer('a_position') || null;
691
+ const sdfArr = new Float32Array(this.sdfBuffer, 0, this.sdfBufferIdx);
692
+ glw.arrayBufferData(sdfBuf, sdfArr, glw.DYNAMIC_DRAW);
693
+ }
694
+ for (let i = 0, length = this.renderOps.length; i < length; i++) {
695
+ this.renderOps[i].draw(this);
696
+ }
697
+ const BYTES_PER_ELEMENT = Float32Array.BYTES_PER_ELEMENT;
698
+ this.quadBufferUsage = this.curBufferIdx * BYTES_PER_ELEMENT;
699
+ // Calculate the size of each quad in bytes (4 vertices per quad) times the size of each vertex in bytes
700
+ const QUAD_SIZE_IN_BYTES = 4 * (5 * BYTES_PER_ELEMENT); // 5 attributes per vertex
701
+ this.numQuadsRendered = this.quadBufferUsage / QUAD_SIZE_IN_BYTES;
702
+ }
703
+ getQuadCount() {
704
+ return this.numQuadsRendered;
705
+ }
706
+ getRenderOpCount() {
707
+ return this.renderOps.length;
708
+ }
709
+ renderToTexture(node) {
710
+ for (let i = 0; i < this.rttNodes.length; i++) {
711
+ if (this.rttNodes[i] === node) {
712
+ return;
713
+ }
714
+ }
715
+ this.insertRTTNodeInOrder(node);
716
+ }
717
+ /**
718
+ * Inserts an RTT node into `this.rttNodes` while maintaining the correct rendering order based on hierarchy.
719
+ *
720
+ * Rendering order for RTT nodes is critical when nested RTT nodes exist in a parent-child relationship.
721
+ * Specifically:
722
+ * - Child RTT nodes must be rendered before their RTT-enabled parents to ensure proper texture composition.
723
+ * - If an RTT node is added and it has existing RTT children, it should be rendered after those children.
724
+ *
725
+ * This function addresses both cases by:
726
+ * 1. **Checking Upwards**: It traverses the node's hierarchy upwards to identify any RTT parent
727
+ * already in `rttNodes`. If an RTT parent is found, the new node is placed before this parent.
728
+ * 2. **Checking Downwards**: It traverses the node’s children recursively to find any RTT-enabled
729
+ * children that are already in `rttNodes`. If such children are found, the new node is inserted
730
+ * after the last (highest index) RTT child node.
731
+ *
732
+ * The final calculated insertion index ensures the new node is positioned in `rttNodes` to respect
733
+ * both parent-before-child and child-before-parent rendering rules, preserving the correct order
734
+ * for the WebGL renderer.
735
+ *
736
+ * @param node - The RTT-enabled CoreNode to be added to `rttNodes` in the appropriate hierarchical position.
737
+ */
738
+ insertRTTNodeInOrder(node) {
739
+ let insertIndex = this.rttNodes.length; // Default to the end of the array
740
+ // 1. Traverse upwards to ensure the node is placed before its RTT parent (if any).
741
+ let currentNode = node;
742
+ while (currentNode) {
743
+ if (!currentNode.parent) {
744
+ break;
745
+ }
746
+ const parentIndex = this.rttNodes.indexOf(currentNode.parent);
747
+ if (parentIndex !== -1) {
748
+ // Found an RTT parent in the list; set insertIndex to place node before the parent
749
+ insertIndex = parentIndex;
750
+ break;
751
+ }
752
+ currentNode = currentNode.parent;
753
+ }
754
+ // 2. Traverse downwards to ensure the node is placed after any RTT children.
755
+ // Look through each child recursively to see if any are already in rttNodes.
756
+ const maxChildIndex = this.findMaxChildRTTIndex(node);
757
+ if (maxChildIndex !== -1) {
758
+ // Adjust insertIndex to be after the last child RTT node
759
+ insertIndex = Math.max(insertIndex, maxChildIndex + 1);
760
+ }
761
+ // 3. Insert the node at the calculated position
762
+ this.rttNodes.splice(insertIndex, 0, node);
763
+ }
764
+ // Helper function to find the highest index of any RTT children of a node within rttNodes
765
+ findMaxChildRTTIndex(node) {
766
+ let maxIndex = -1;
767
+ const traverseChildren = (currentNode) => {
768
+ const currentIndex = this.rttNodes.indexOf(currentNode);
769
+ if (currentIndex !== -1) {
770
+ maxIndex = Math.max(maxIndex, currentIndex);
771
+ }
772
+ // Recursively check all children of the current node
773
+ for (const child of currentNode.children) {
774
+ traverseChildren(child);
775
+ }
776
+ };
777
+ // Start traversal directly with the provided node
778
+ traverseChildren(node);
779
+ return maxIndex;
780
+ }
781
+ renderRTTNodes() {
782
+ const { glw } = this;
783
+ // Save main scene buffer index so RTT rendering doesn't interfere
784
+ // with the dirty quad buffer optimization.
785
+ const savedBufferIdx = this.curBufferIdx;
786
+ // Render all associated RTT nodes to their textures
787
+ for (let i = 0; i < this.rttNodes.length; i++) {
788
+ const node = this.rttNodes[i];
789
+ // Skip nodes that don't have RTT updates
790
+ if (node === undefined || node.hasRTTupdates === false) {
791
+ continue;
792
+ }
793
+ // Skip nodes that are not visible
794
+ if (node.worldAlpha === 0 ||
795
+ node.renderState === CoreNodeRenderState.OutOfBounds) {
796
+ continue;
797
+ }
798
+ // Skip nodes that do not have a loaded texture
799
+ if (node.texture === null || node.texture.state !== 'loaded') {
800
+ continue;
801
+ }
802
+ // Set the active RTT node to the current node
803
+ // So we can prevent rendering children of nested RTT nodes
804
+ this.activeRttNode = node;
805
+ const ctxTexture = node.texture.ctxTexture;
806
+ this.renderToTextureActive = true;
807
+ // Bind the the texture's framebuffer
808
+ glw.bindFramebuffer(ctxTexture.framebuffer);
809
+ glw.viewport(0, 0, ctxTexture.w, ctxTexture.h);
810
+ // Set the clear color to transparent
811
+ glw.clearColor(0, 0, 0, 0);
812
+ glw.clear();
813
+ // RTT uses its own sequential buffer from index 0.
814
+ // This avoids interference with the main scene's permanent slot assignments.
815
+ this.curBufferIdx = 0;
816
+ this.needsFullUpload = true;
817
+ this.lastUploadedBufferSize = 0;
818
+ // Recursively render the full subtree into the RTT framebuffer.
819
+ // The old code only called renderQuads on direct children, missing
820
+ // grandchildren and deeper descendants.
821
+ this.addRTTQuads(node);
822
+ // Render all associated quads to the texture
823
+ this.renderRTT();
824
+ // Reset render operations
825
+ this.renderOps.length = 0;
826
+ this.coreTextRenderOps.length = 0;
827
+ node.hasRTTupdates = false;
828
+ }
829
+ // Restore main scene buffer index.
830
+ // The RTT pass replaced the GPU buffer (via arrayBufferData) with a
831
+ // smaller RTT-sized buffer. We must force a full re-upload so the main
832
+ // scene's render() reallocates the GPU buffer to the correct size.
833
+ this.curBufferIdx = savedBufferIdx;
834
+ this.needsFullUpload = true;
835
+ this.lastUploadedBufferSize = 0;
836
+ const clearColor = this.clearColor.normalized;
837
+ // Restore the default clear color
838
+ glw.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
839
+ // Bind the default framebuffer
840
+ glw.bindFramebuffer(null);
841
+ glw.viewport(0, 0, this.glw.canvas.width, this.glw.canvas.height);
842
+ this.renderToTextureActive = false;
843
+ }
844
+ /**
845
+ * Recursively walk the subtree of an RTT node and add quads for all
846
+ * renderable descendants. This restores the recursive behavior that was
847
+ * lost when `stage.addQuads(child)` was replaced with `child.renderQuads(this)`.
848
+ */
849
+ addRTTQuads(node) {
850
+ const children = node.children;
851
+ for (let i = 0, len = children.length; i < len; i++) {
852
+ const child = children[i];
853
+ if (child === undefined ||
854
+ child.worldAlpha === 0 ||
855
+ child.renderState === CoreNodeRenderState.OutOfBounds) {
856
+ continue;
857
+ }
858
+ if (child.isRenderable === true) {
859
+ child.renderQuads(this);
860
+ }
861
+ child.hasRTTupdates = false;
862
+ // Recurse into children (unless this child is itself an RTT node,
863
+ // whose children are rendered in their own pass)
864
+ if (!child.props.rtt) {
865
+ this.addRTTQuads(child);
866
+ }
867
+ }
868
+ }
869
+ /**
870
+ * Render pass for RTT: always does a full buffer upload since RTT quads
871
+ * use temporary sequential buffer slots that are rebuilt each frame.
872
+ */
873
+ renderRTT() {
874
+ if (RENDER_TEXT_BATCHING === true) {
875
+ this.flushTextRenderOps();
876
+ }
877
+ const { glw, quadBuffer } = this;
878
+ const buffer = this.quadBufferCollection.getBuffer('a_position') || null;
879
+ // Always do a full upload for RTT — the buffer is rebuilt from scratch
880
+ // each frame with sequential slots starting at index 0.
881
+ const arr = new Float32Array(quadBuffer, 0, this.curBufferIdx);
882
+ glw.arrayBufferData(buffer, arr, glw.STATIC_DRAW);
883
+ for (let i = 0, length = this.renderOps.length; i < length; i++) {
884
+ this.renderOps[i].draw(this);
885
+ }
886
+ }
887
+ updateViewport() {
888
+ this.glw.viewport(0, 0, this.glw.canvas.width, this.glw.canvas.height);
889
+ }
890
+ removeRTTNode(node) {
891
+ const index = this.rttNodes.indexOf(node);
892
+ if (index === -1) {
893
+ return;
894
+ }
895
+ this.rttNodes.splice(index, 1);
896
+ }
897
+ getBufferInfo() {
898
+ const bufferInfo = {
899
+ totalAvailable: this.stage.options.quadBufferSize,
900
+ totalUsed: this.quadBufferUsage,
901
+ };
902
+ return bufferInfo;
903
+ }
904
+ getDefaultShaderNode() {
905
+ if (this.defaultShaderNode !== null) {
906
+ return this.defaultShaderNode;
907
+ }
908
+ this.stage.shManager.registerShaderType('default', Default);
909
+ this.defaultShaderNode = this.stage.shManager.createShader('default');
910
+ return this.defaultShaderNode;
911
+ }
912
+ getTextureCoords(node) {
913
+ const texture = node.texture;
914
+ if (texture === null) {
915
+ return undefined;
916
+ }
917
+ //this stuff needs to be properly moved to CtxSubTexture at some point in the future.
918
+ const ctxTexture = texture.parentTexture !== undefined
919
+ ? texture.parentTexture.ctxTexture
920
+ : texture.ctxTexture;
921
+ if (ctxTexture === undefined) {
922
+ return undefined;
923
+ }
924
+ const textureOptions = node.props.textureOptions;
925
+ //early exit for textures with no options unless its a subtexture
926
+ if (texture.type !== TextureType.subTexture &&
927
+ textureOptions === undefined) {
928
+ return ctxTexture.txCoords;
929
+ }
930
+ let { x1, x2, y1, y2 } = ctxTexture.txCoords;
931
+ if (texture.type === TextureType.subTexture) {
932
+ const { w: parentW, h: parentH } = texture.parentTexture
933
+ .dimensions;
934
+ const { x, y, w, h } = texture.props;
935
+ x1 = x / parentW;
936
+ y1 = y / parentH;
937
+ x2 = x1 + w / parentW;
938
+ y2 = y1 + h / parentH;
939
+ }
940
+ const resizeMode = textureOptions.resizeMode;
941
+ if (resizeMode !== undefined &&
942
+ resizeMode.type === 'cover' &&
943
+ texture.dimensions !== null) {
944
+ const dimensions = texture.dimensions;
945
+ const w = node.props.w;
946
+ const h = node.props.h;
947
+ const scaleX = w / dimensions.w;
948
+ const scaleY = h / dimensions.h;
949
+ const scale = Math.max(scaleX, scaleY);
950
+ const precision = 1 / scale;
951
+ // Determine based on width
952
+ if (scaleX < scale) {
953
+ const desiredSize = precision * node.props.w;
954
+ x1 = (1 - desiredSize / dimensions.w) * (resizeMode.clipX ?? 0.5);
955
+ x2 = x1 + desiredSize / dimensions.w;
956
+ }
957
+ // Determine based on height
958
+ if (scaleY < scale) {
959
+ const desiredSize = precision * node.props.h;
960
+ y1 = (1 - desiredSize / dimensions.h) * (resizeMode.clipY ?? 0.5);
961
+ y2 = y1 + desiredSize / dimensions.h;
962
+ }
963
+ }
964
+ if (textureOptions.flipX === true) {
965
+ [x1, x2] = [x2, x1];
966
+ }
967
+ if (textureOptions.flipY === true) {
968
+ [y1, y2] = [y2, y1];
969
+ }
970
+ return {
971
+ x1,
972
+ y1,
973
+ x2,
974
+ y2,
975
+ };
976
+ }
977
+ /**
978
+ * Resets all per-node quad buffer slot assignments and schedules a full GPU
979
+ * buffer re-upload on the next render call.
980
+ *
981
+ * Called by Stage.requestRenderListUpdate() whenever the render list changes
982
+ * structurally (node added, removed, or reordered). After this call, the
983
+ * next addQuad() pass will reassign compact, contiguous slots starting from 0.
984
+ */
985
+ invalidateQuadBuffer() {
986
+ if (!DIRTY_QUAD_BUFFER) {
987
+ return;
988
+ }
989
+ const renderList = this.stage.renderList;
990
+ for (let i = 0, len = renderList.length; i < len; i++) {
991
+ renderList[i].quadBufferIndex = -1;
992
+ renderList[i].isQuadDirty = true;
993
+ }
994
+ this.curBufferIdx = 0;
995
+ this.lastUploadedBufferSize = 0;
996
+ this.needsFullUpload = true;
997
+ }
998
+ /**
999
+ * Sets the glClearColor to the specified color. *
1000
+ * @param color - The color to set as the clear color, represented as a 32-bit integer.
1001
+ */
1002
+ updateClearColor(color) {
1003
+ if (this.clearColor.raw === color) {
1004
+ return;
1005
+ }
1006
+ const glw = this.glw;
1007
+ const normalizedColor = getNormalizedRgbaComponents(color);
1008
+ glw.clearColor(normalizedColor[0], normalizedColor[1], normalizedColor[2], normalizedColor[3]);
1009
+ this.clearColor = {
1010
+ raw: color,
1011
+ normalized: normalizedColor,
1012
+ };
1013
+ }
1014
+ }
1015
+ //# sourceMappingURL=WebGlRenderer.js.map