@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 +1,1323 @@
1
+ import {
2
+ createWebGLContext,
3
+ USE_RTT,
4
+ RENDER_TEXT_BATCHING,
5
+ DIRTY_QUAD_BUFFER,
6
+ mergeColorAlpha,
7
+ } from '../../../utils.js';
8
+ import {
9
+ CoreRenderer,
10
+ type BufferInfo,
11
+ type CoreRendererOptions,
12
+ } from '../CoreRenderer.js';
13
+ import { SdfRenderOp } from './SdfRenderOp.js';
14
+ import type { CoreContextTexture } from '../CoreContextTexture.js';
15
+ import {
16
+ createIndexBuffer,
17
+ type CoreWebGlParameters,
18
+ type CoreWebGlExtensions,
19
+ getWebGlParameters,
20
+ getWebGlExtensions,
21
+ type WebGlColor,
22
+ } from './internal/RendererUtils.js';
23
+ import { WebGlCtxTexture } from './WebGlCtxTexture.js';
24
+ import {
25
+ Texture,
26
+ TextureType,
27
+ type TextureCoords,
28
+ } from '../../textures/Texture.js';
29
+ import { SubTexture } from '../../textures/SubTexture.js';
30
+ import { WebGlCtxSubTexture } from './WebGlCtxSubTexture.js';
31
+ import { BufferCollection } from './internal/BufferCollection.js';
32
+ import { compareRect, getNormalizedRgbaComponents } from '../../lib/utils.js';
33
+ import { WebGlShaderProgram } from './WebGlShaderProgram.js';
34
+ import { WebGlContextWrapper } from '../../lib/WebGlContextWrapper.js';
35
+ import { RenderTexture } from '../../textures/RenderTexture.js';
36
+ import { CoreNodeRenderState, CoreNode } from '../../CoreNode.js';
37
+ import { WebGlCtxRenderTexture } from './WebGlCtxRenderTexture.js';
38
+ import { Default } from '../../shaders/webgl/Default.js';
39
+ import type { WebGlShaderType } from './WebGlShaderNode.js';
40
+ import { WebGlShaderNode } from './WebGlShaderNode.js';
41
+ import type { Dimensions } from '../../../common/CommonTypes.js';
42
+
43
+ export type WebGlRendererOptions = CoreRendererOptions;
44
+
45
+ interface CoreWebGlSystem {
46
+ parameters: CoreWebGlParameters;
47
+ extensions: CoreWebGlExtensions;
48
+ }
49
+
50
+ export type WebGlRenderOp = CoreNode | SdfRenderOp;
51
+
52
+ export class WebGlRenderer extends CoreRenderer {
53
+ //// WebGL Native Context and Data
54
+ glw: WebGlContextWrapper;
55
+ system: CoreWebGlSystem;
56
+
57
+ //// Persistent data
58
+ quadBuffer: ArrayBuffer;
59
+ fQuadBuffer: Float32Array;
60
+ uiQuadBuffer: Uint32Array;
61
+ renderOps: WebGlRenderOp[] = [];
62
+ coreTextRenderOps: WebGlRenderOp[] = [];
63
+
64
+ //// Render Op / Buffer Filling State
65
+ curBufferIdx = 0;
66
+ curRenderOp: WebGlRenderOp | null = null;
67
+ override rttNodes: CoreNode[] = [];
68
+ activeRttNode: CoreNode | null = null;
69
+
70
+ //// Shared SDF Buffer
71
+ /**
72
+ * Shared vertex buffer for all SDF text glyphs.
73
+ * Layout per vertex (6 floats = 24 bytes):
74
+ * [0] x (float) - world pixel X
75
+ * [1] y (float) - world pixel Y
76
+ * [2] u (float) - atlas U
77
+ * [3] v (float) - atlas V
78
+ * [4] color (uint32) - ABGR packed, read as vec4 normalized
79
+ * [5] distRange (float) - SDF distance range
80
+ *
81
+ * 4 vertices per glyph → 24 float units per glyph.
82
+ * Triangles are formed via the shared element index buffer.
83
+ */
84
+ sdfBuffer: ArrayBuffer;
85
+ fSdfBuffer: Float32Array;
86
+ uiSdfBuffer: Uint32Array;
87
+ sdfBufferIdx = 0;
88
+ /** Running count of SDF quads written this frame (for element offset). */
89
+ sdfQuadCount = 0;
90
+ sdfQuadBufferCollection: BufferCollection;
91
+ curSdfRenderOp: SdfRenderOp | null = null;
92
+
93
+ /**
94
+ * When true, the entire quad buffer is re-uploaded to the GPU via bufferData
95
+ * (DYNAMIC_DRAW) rather than the surgical per-node bufferSubData path.
96
+ * Set to true on first frame and whenever the renderList changes structurally
97
+ * (node added / removed / reordered).
98
+ */
99
+ needsFullUpload: boolean = true;
100
+
101
+ override defaultTextureCoords: TextureCoords = {
102
+ x1: 0,
103
+ y1: 0,
104
+ x2: 1,
105
+ y2: 1,
106
+ };
107
+
108
+ //// Default Shader
109
+ defaultShaderNode: WebGlShaderNode | null = null;
110
+ quadBufferCollection: BufferCollection;
111
+
112
+ clearColor: WebGlColor = {
113
+ raw: 0x00000000,
114
+ normalized: [0, 0, 0, 0],
115
+ };
116
+
117
+ /**
118
+ * White pixel texture used by default when no texture is specified.
119
+ */
120
+
121
+ quadBufferUsage = 0;
122
+ numQuadsRendered = 0;
123
+
124
+ /**
125
+ * Number of float32 elements last uploaded to the GPU via bufferData.
126
+ * Used to detect when curBufferIdx has grown beyond the GPU buffer's
127
+ * capacity, requiring a full re-upload even when needsFullUpload is false.
128
+ */
129
+ lastUploadedBufferSize = 0;
130
+ /**
131
+ * Whether the renderer is currently rendering to a texture.
132
+ */
133
+ public renderToTextureActive = false;
134
+
135
+ constructor(options: WebGlRendererOptions) {
136
+ super(options);
137
+
138
+ this.quadBuffer = new ArrayBuffer(this.stage.options.quadBufferSize);
139
+ this.fQuadBuffer = new Float32Array(this.quadBuffer);
140
+ this.uiQuadBuffer = new Uint32Array(this.quadBuffer);
141
+
142
+ this.mode = 'webgl';
143
+
144
+ const gl = createWebGLContext(
145
+ options.canvas,
146
+ options.forceWebGL2,
147
+ options.contextSpy,
148
+ );
149
+ const glw = (this.glw = new WebGlContextWrapper(gl));
150
+ glw.viewport(0, 0, options.canvas.width, options.canvas.height);
151
+
152
+ this.updateClearColor(this.stage.clearColor);
153
+
154
+ glw.setBlend(true);
155
+ glw.blendFunc(glw.ONE, glw.ONE_MINUS_SRC_ALPHA);
156
+
157
+ createIndexBuffer(glw, this.stage.bufferMemory);
158
+
159
+ this.system = {
160
+ parameters: getWebGlParameters(this.glw),
161
+ extensions: getWebGlExtensions(this.glw),
162
+ };
163
+
164
+ // Create the static node coords buffer
165
+ // 80 is the magic number used in createIndexBuffer
166
+ // @see RendererUtils.ts
167
+ const maxQuads = ~~(this.stage.bufferMemory / 80);
168
+ const nodeCoords = new Float32Array(maxQuads * 8);
169
+ for (let i = 0; i < maxQuads * 8; i += 8) {
170
+ nodeCoords[i] = 0;
171
+ nodeCoords[i + 1] = 0;
172
+ nodeCoords[i + 2] = 1;
173
+ nodeCoords[i + 3] = 0;
174
+ nodeCoords[i + 4] = 0;
175
+ nodeCoords[i + 5] = 1;
176
+ nodeCoords[i + 6] = 1;
177
+ nodeCoords[i + 7] = 1;
178
+ }
179
+ const nodeCoordsBuffer = glw.createBuffer();
180
+ glw.arrayBufferData(nodeCoordsBuffer, nodeCoords, glw.STATIC_DRAW);
181
+
182
+ const quadBuffer = glw.createBuffer();
183
+ const stride = 5 * Float32Array.BYTES_PER_ELEMENT;
184
+ this.quadBufferCollection = new BufferCollection([
185
+ {
186
+ buffer: quadBuffer!,
187
+ attributes: {
188
+ a_position: {
189
+ name: 'a_position',
190
+ size: 2, // 2 components per iteration
191
+ type: glw.FLOAT, // the data is 32bit floats
192
+ normalized: false, // don't normalize the data
193
+ stride, // 0 = move forward size * sizeof(type) each iteration to get the next position
194
+ offset: 0, // start at the beginning of the buffer
195
+ },
196
+ a_textureCoords: {
197
+ name: 'a_textureCoords',
198
+ size: 2,
199
+ type: glw.FLOAT,
200
+ normalized: false,
201
+ stride,
202
+ offset: 2 * Float32Array.BYTES_PER_ELEMENT,
203
+ },
204
+ a_color: {
205
+ name: 'a_color',
206
+ size: 4,
207
+ type: glw.UNSIGNED_BYTE,
208
+ normalized: true,
209
+ stride,
210
+ offset: 4 * Float32Array.BYTES_PER_ELEMENT,
211
+ },
212
+ },
213
+ },
214
+ {
215
+ buffer: nodeCoordsBuffer!,
216
+ attributes: {
217
+ a_nodeCoords: {
218
+ name: 'a_nodeCoords',
219
+ size: 2,
220
+ type: glw.FLOAT,
221
+ normalized: false,
222
+ stride: 2 * Float32Array.BYTES_PER_ELEMENT,
223
+ offset: 0,
224
+ },
225
+ },
226
+ },
227
+ ]);
228
+ // --- Shared SDF buffer ---------------------------------------------------
229
+ // Allocate 512 KB for SDF vertex data (~3600 glyphs).
230
+ const sdfBufSize = 512 * 1024;
231
+ this.sdfBuffer = new ArrayBuffer(sdfBufSize);
232
+ this.fSdfBuffer = new Float32Array(this.sdfBuffer);
233
+ this.uiSdfBuffer = new Uint32Array(this.sdfBuffer);
234
+
235
+ const sdfWebGlBuffer = glw.createBuffer();
236
+ const sdfStride = 6 * Float32Array.BYTES_PER_ELEMENT; // 24 bytes
237
+ this.sdfQuadBufferCollection = new BufferCollection([
238
+ {
239
+ buffer: sdfWebGlBuffer!,
240
+ attributes: {
241
+ a_position: {
242
+ name: 'a_position',
243
+ size: 2,
244
+ type: glw.FLOAT,
245
+ normalized: false,
246
+ stride: sdfStride,
247
+ offset: 0,
248
+ },
249
+ a_textureCoords: {
250
+ name: 'a_textureCoords',
251
+ size: 2,
252
+ type: glw.FLOAT,
253
+ normalized: false,
254
+ stride: sdfStride,
255
+ offset: 2 * Float32Array.BYTES_PER_ELEMENT,
256
+ },
257
+ a_color: {
258
+ name: 'a_color',
259
+ size: 4,
260
+ type: glw.UNSIGNED_BYTE,
261
+ normalized: true,
262
+ stride: sdfStride,
263
+ offset: 4 * Float32Array.BYTES_PER_ELEMENT,
264
+ },
265
+ a_distRange: {
266
+ name: 'a_distRange',
267
+ size: 1,
268
+ type: glw.FLOAT,
269
+ normalized: false,
270
+ stride: sdfStride,
271
+ offset: 5 * Float32Array.BYTES_PER_ELEMENT,
272
+ },
273
+ },
274
+ },
275
+ ]);
276
+ }
277
+
278
+ reset() {
279
+ const { glw } = this;
280
+ if (DIRTY_QUAD_BUFFER) {
281
+ // NOTE: curBufferIdx is intentionally NOT reset here.
282
+ // Each node owns a permanent slot in the quad buffer (assigned in addQuad
283
+ // on first use). Resetting the index is only done when the renderList
284
+ // changes structurally (see Stage.requestRenderListUpdate).
285
+ } else {
286
+ this.curBufferIdx = 0;
287
+ }
288
+ this.curRenderOp = null;
289
+ this.curSdfRenderOp = null;
290
+ this.sdfBufferIdx = 0;
291
+ this.sdfQuadCount = 0;
292
+ this.renderOps.length = 0;
293
+ this.coreTextRenderOps.length = 0;
294
+ glw.setScissorTest(false);
295
+ if (this.stage.options.enableClear !== false) {
296
+ glw.clear();
297
+ }
298
+ }
299
+
300
+ createShaderProgram(
301
+ shaderType: WebGlShaderType,
302
+ props: Record<string, unknown>,
303
+ ): WebGlShaderProgram {
304
+ return new WebGlShaderProgram(this, shaderType, props);
305
+ }
306
+
307
+ createShaderNode(
308
+ shaderKey: string,
309
+ shaderType: WebGlShaderType,
310
+ props?: Record<string, unknown>,
311
+ program?: WebGlShaderProgram,
312
+ ) {
313
+ return new WebGlShaderNode(
314
+ shaderKey,
315
+ shaderType,
316
+ program!,
317
+ this.stage,
318
+ props,
319
+ );
320
+ }
321
+
322
+ override supportsShaderType(shaderType: Readonly<WebGlShaderType>): boolean {
323
+ //if shadertype doesnt have a fragment source we cant use it
324
+ return shaderType.fragment !== undefined;
325
+ }
326
+
327
+ createCtxTexture(textureSource: Texture): CoreContextTexture {
328
+ if (textureSource instanceof SubTexture) {
329
+ return new WebGlCtxSubTexture(
330
+ this.glw,
331
+ this.stage.txMemManager,
332
+ textureSource,
333
+ );
334
+ } else if (textureSource instanceof RenderTexture) {
335
+ return new WebGlCtxRenderTexture(
336
+ this.glw,
337
+ this.stage.txMemManager,
338
+ textureSource,
339
+ );
340
+ }
341
+ return new WebGlCtxTexture(
342
+ this.glw,
343
+ this.stage.txMemManager,
344
+ textureSource,
345
+ );
346
+ }
347
+
348
+ /**
349
+ * This function adds a quad (a rectangle composed of two triangles) to the WebGL rendering pipeline.
350
+ *
351
+ * It takes a set of options that define the quad's properties, such as its dimensions, colors, texture, shader, and transformation matrix.
352
+ * The function first updates the shader properties with the current dimensions if necessary, then sets the default texture if none is provided.
353
+ * It then checks if a new render operation is needed, based on the current shader and clipping rectangle.
354
+ * If a new render operation is needed, it creates one and updates the current render operation.
355
+ * The function then adjusts the texture coordinates based on the texture options and adds the texture to the texture manager.
356
+ *
357
+ * Finally, it calculates the vertices for the quad, taking into account any transformations, and adds them to the quad buffer.
358
+ * The function updates the length and number of quads in the current render operation, and updates the current buffer index.
359
+ */
360
+ addQuad(node: CoreNode) {
361
+ const f = this.fQuadBuffer;
362
+ const u = this.uiQuadBuffer;
363
+
364
+ if (RENDER_TEXT_BATCHING === true && node.props.zIndex) {
365
+ this.flushTextRenderOps();
366
+ }
367
+
368
+ const reuse = this.reuseRenderOp(node);
369
+
370
+ // During RTT rendering, always use sequential allocation and write data
371
+ // since the buffer is rebuilt from scratch each frame for RTT passes.
372
+ // The DIRTY_QUAD_BUFFER permanent slot optimization only applies to the
373
+ // main scene.
374
+ const isRTT = this.renderToTextureActive;
375
+
376
+ // Assign a permanent buffer slot if this node hasn't been registered yet.
377
+ // Once assigned, the slot index never changes unless the renderList is
378
+ // rebuilt (which resets quadBufferIndex to -1 for all nodes).
379
+ if (DIRTY_QUAD_BUFFER && !isRTT) {
380
+ if (node.quadBufferIndex === -1) {
381
+ node.quadBufferIndex = this.curBufferIdx;
382
+ this.curBufferIdx += 20;
383
+ }
384
+ } else {
385
+ // Legacy / RTT path: always advance from curBufferIdx sequentially.
386
+ node.quadBufferIndex = this.curBufferIdx;
387
+ this.curBufferIdx += 20;
388
+ }
389
+
390
+ const i = node.quadBufferIndex;
391
+
392
+ if (reuse === false) {
393
+ this.newRenderOp(node, i);
394
+ }
395
+
396
+ const props = node.props;
397
+ let tx = props.texture || this.stage.defaultTexture!;
398
+
399
+ if (tx.type === TextureType.subTexture) {
400
+ tx = (tx as SubTexture).parentTexture;
401
+ }
402
+
403
+ const texture = tx.ctxTexture as WebGlCtxTexture;
404
+ let tidx = this.curRenderOp!.addTexture(texture);
405
+
406
+ if (tidx === 0xffffffff) {
407
+ this.newRenderOp(node, i);
408
+ tidx = this.curRenderOp!.addTexture(texture);
409
+ }
410
+
411
+ // Only rewrite the CPU-side buffer when the node is dirty.
412
+ // The GPU upload is deferred to render().
413
+ // During RTT, always write since the buffer is rebuilt from scratch.
414
+ if (!DIRTY_QUAD_BUFFER || isRTT || node.isQuadDirty) {
415
+ const rc = node.renderCoords!;
416
+ const tc = node.textureCoords || this.defaultTextureCoords;
417
+
418
+ const cTl = node.premultipliedColorTl;
419
+ const cTr = node.premultipliedColorTr;
420
+ const cBl = node.premultipliedColorBl;
421
+ const cBr = node.premultipliedColorBr;
422
+
423
+ // Upper-Left
424
+ f[i] = rc.x1;
425
+ f[i + 1] = rc.y1;
426
+ f[i + 2] = tc.x1;
427
+ f[i + 3] = tc.y1;
428
+ u[i + 4] = cTl;
429
+
430
+ // Upper-Right
431
+ f[i + 5] = rc.x2;
432
+ f[i + 6] = rc.y2;
433
+ f[i + 7] = tc.x2;
434
+ f[i + 8] = tc.y1;
435
+ u[i + 9] = cTr;
436
+
437
+ // Lower-Left
438
+ f[i + 10] = rc.x4;
439
+ f[i + 11] = rc.y4;
440
+ f[i + 12] = tc.x1;
441
+ f[i + 13] = tc.y2;
442
+ u[i + 14] = cBl;
443
+
444
+ // Lower-Right
445
+ f[i + 15] = rc.x3;
446
+ f[i + 16] = rc.y3;
447
+ f[i + 17] = tc.x2;
448
+ f[i + 18] = tc.y2;
449
+ u[i + 19] = cBr;
450
+ }
451
+
452
+ this.curRenderOp!.numQuads++;
453
+ }
454
+
455
+ /**
456
+ * Replace the existing RenderOp with a new one that uses the specified Shader
457
+ * and starts at the specified buffer index.
458
+ *
459
+ * @param shader
460
+ * @param bufferIdx
461
+ */
462
+ private newRenderOp(node: CoreNode, bufferIdx: number) {
463
+ const curRenderOp = node;
464
+ curRenderOp.renderOpBufferIdx = bufferIdx;
465
+ curRenderOp.numQuads = 0;
466
+ curRenderOp.renderOpTextures.length = 0;
467
+
468
+ this.curRenderOp = curRenderOp;
469
+ this.renderOps.push(curRenderOp);
470
+ }
471
+
472
+ /**
473
+ * Test if the current Render operation can be reused for the specified parameters.
474
+ * @param params
475
+ * @returns
476
+ */
477
+ reuseRenderOp(node: CoreNode): boolean {
478
+ const curRenderOp = this.curRenderOp;
479
+ if (curRenderOp === null) {
480
+ return false;
481
+ }
482
+
483
+ const shader = node.props.shader as WebGlShaderNode;
484
+ const curShader = curRenderOp.shader as WebGlShaderNode;
485
+
486
+ if (curShader.shaderKey === 'default' && shader.shaderKey === 'default') {
487
+ return true;
488
+ }
489
+
490
+ // Check if the shader is the same
491
+ if (curShader !== shader) {
492
+ return false;
493
+ }
494
+
495
+ // Force new render operation if rendering to texture is different
496
+ // This is the cheap check, so do it first
497
+ if (
498
+ USE_RTT &&
499
+ (curRenderOp.parentHasRenderTexture !== node.parentHasRenderTexture ||
500
+ (curRenderOp.rtt === true) !== (node.props.rtt === true))
501
+ ) {
502
+ return false;
503
+ }
504
+
505
+ // Switching clipping rect will require a new render operation
506
+ // This involves object accessing so do it after integer/boolean checks
507
+ if (compareRect(curRenderOp.clippingRect, node.clippingRect) === false) {
508
+ return false;
509
+ }
510
+
511
+ if (
512
+ USE_RTT &&
513
+ node.parentHasRenderTexture === true &&
514
+ node.parentFramebufferDimensions !== null
515
+ ) {
516
+ const curFbDims = curRenderOp.isCoreNode
517
+ ? curRenderOp.parentFramebufferDimensions
518
+ : curRenderOp.framebufferDimensions;
519
+ if (
520
+ curFbDims === null ||
521
+ curFbDims.w !== node.parentFramebufferDimensions.w ||
522
+ curFbDims.h !== node.parentFramebufferDimensions.h
523
+ ) {
524
+ return false;
525
+ }
526
+ }
527
+
528
+ // Check if the shader can batch the shader properties
529
+ if (curShader.program.reuseRenderOp(node, curRenderOp) === false) {
530
+ return false;
531
+ }
532
+
533
+ return true;
534
+ }
535
+
536
+ /**
537
+ * add RenderOp to the render pipeline
538
+ */
539
+ addRenderOp(renderable: WebGlRenderOp) {
540
+ if (RENDER_TEXT_BATCHING === true) {
541
+ // We are batching text nodes to be added later
542
+ this.coreTextRenderOps.push(renderable);
543
+ return;
544
+ }
545
+ this.renderOps.push(renderable);
546
+ this.curRenderOp = null;
547
+ }
548
+
549
+ flushTextRenderOps() {
550
+ const len = this.coreTextRenderOps.length;
551
+ if (len === 0) {
552
+ return;
553
+ }
554
+ for (let i = 0; i < len; i++) {
555
+ this.renderOps.push(this.coreTextRenderOps[i]!);
556
+ }
557
+ this.coreTextRenderOps.length = 0;
558
+ this.curRenderOp = null;
559
+ this.curSdfRenderOp = null;
560
+ }
561
+
562
+ /**
563
+ * Append pre-transformed SDF glyph vertices to the shared SDF buffer
564
+ * and manage SDF render op batching.
565
+ *
566
+ * @remarks
567
+ * This method pre-transforms glyph positions from design units to world
568
+ * pixel space on the CPU, packs per-vertex color and distanceRange, and
569
+ * writes them into the shared SDF buffer. Compatible consecutive calls
570
+ * (same atlas, same clipping, same RTT state) are merged into a single
571
+ * SdfRenderOp, resulting in one draw call for many text nodes.
572
+ */
573
+ addSdfQuads(
574
+ glyphs: import('../../text-rendering/TextRenderer.js').GlyphLayout[],
575
+ fontScale: number,
576
+ transform: Float32Array,
577
+ color: number,
578
+ worldAlpha: number,
579
+ distanceRange: number,
580
+ atlasTexture: WebGlCtxTexture,
581
+ clippingRect: import('../../lib/utils.js').RectWithValid,
582
+ width: number,
583
+ height: number,
584
+ parentHasRenderTexture: boolean,
585
+ framebufferDimensions:
586
+ | import('../../../common/CommonTypes.js').Dimensions
587
+ | null,
588
+ sdfShader: WebGlShaderNode,
589
+ ): void {
590
+ const glyphCount = glyphs.length;
591
+ if (glyphCount === 0) {
592
+ return;
593
+ }
594
+
595
+ let idx = this.sdfBufferIdx;
596
+ this.ensureSdfBufferCapacity(idx + glyphCount * 24);
597
+
598
+ const f = this.fSdfBuffer;
599
+ const u = this.uiSdfBuffer;
600
+
601
+ // Pre-compute the merged color (with alpha) packed as ABGR for
602
+ // UNSIGNED_BYTE normalized attribute.
603
+ const mergedColor = mergeColorAlpha(color, worldAlpha);
604
+ const r = mergedColor >>> 24;
605
+ const g = (mergedColor >>> 16) & 0xff;
606
+ const b = (mergedColor >>> 8) & 0xff;
607
+ const a = mergedColor & 0xff;
608
+ // Premultiply alpha into RGB for correct blending
609
+ const na = a / 255;
610
+ const pr = (r * na) | 0;
611
+ const pg = (g * na) | 0;
612
+ const pb = (b * na) | 0;
613
+ // Pack as ABGR uint32 (little-endian read as vec4(r,g,b,a) normalized)
614
+ const packedColor = ((a << 24) | (pb << 16) | (pg << 8) | pr) >>> 0;
615
+
616
+ // Transform matrix components (column-major 3x3)
617
+ // Pre-multiply fontScale here to save 4 multiplications per glyph in the hot loop
618
+ const m0 = transform[0]! * fontScale;
619
+ const m1 = transform[1]! * fontScale;
620
+ const m3 = transform[3]! * fontScale;
621
+ const m4 = transform[4]! * fontScale;
622
+ const m6 = transform[6]!;
623
+ const m7 = transform[7]!;
624
+
625
+ // Record start quad for this batch segment
626
+ const startQuad = this.sdfQuadCount;
627
+
628
+ for (let gi = 0; gi < glyphCount; gi++) {
629
+ const glyph = glyphs[gi]!;
630
+
631
+ // Glyph corners in design units
632
+ const gx1 = glyph.x;
633
+ const gy1 = glyph.y;
634
+ const gx2 = gx1 + glyph.width;
635
+ const gy2 = gy1 + glyph.height;
636
+
637
+ // Atlas UVs
638
+ const u1 = glyph.atlasX;
639
+ const v1 = glyph.atlasY;
640
+ const u2 = u1 + glyph.atlasWidth;
641
+ const v2 = v1 + glyph.atlasHeight;
642
+
643
+ // Transform to world space
644
+ // Note: we use gx/y directly since m0,m1,m3,m4 are already pre-scaled
645
+ // Top-left
646
+ const wx_tl = m0 * gx1 + m3 * gy1 + m6;
647
+ const wy_tl = m1 * gx1 + m4 * gy1 + m7;
648
+ // Top-right
649
+ const wx_tr = m0 * gx2 + m3 * gy1 + m6;
650
+ const wy_tr = m1 * gx2 + m4 * gy1 + m7;
651
+ // Bottom-left
652
+ const wx_bl = m0 * gx1 + m3 * gy2 + m6;
653
+ const wy_bl = m1 * gx1 + m4 * gy2 + m7;
654
+ // Bottom-right
655
+ const wx_br = m0 * gx2 + m3 * gy2 + m6;
656
+ const wy_br = m1 * gx2 + m4 * gy2 + m7;
657
+
658
+ // 4 vertices per glyph: TL, TR, BL, BR
659
+ // Index buffer supplies the two-triangle winding: [0,1,2, 2,1,3]
660
+ f[idx] = wx_tl;
661
+ f[idx + 1] = wy_tl;
662
+ f[idx + 2] = u1;
663
+ f[idx + 3] = v1;
664
+ u[idx + 4] = packedColor;
665
+ f[idx + 5] = distanceRange;
666
+ idx += 6;
667
+ f[idx] = wx_tr;
668
+ f[idx + 1] = wy_tr;
669
+ f[idx + 2] = u2;
670
+ f[idx + 3] = v1;
671
+ u[idx + 4] = packedColor;
672
+ f[idx + 5] = distanceRange;
673
+ idx += 6;
674
+ f[idx] = wx_bl;
675
+ f[idx + 1] = wy_bl;
676
+ f[idx + 2] = u1;
677
+ f[idx + 3] = v2;
678
+ u[idx + 4] = packedColor;
679
+ f[idx + 5] = distanceRange;
680
+ idx += 6;
681
+ f[idx] = wx_br;
682
+ f[idx + 1] = wy_br;
683
+ f[idx + 2] = u2;
684
+ f[idx + 3] = v2;
685
+ u[idx + 4] = packedColor;
686
+ f[idx + 5] = distanceRange;
687
+ idx += 6;
688
+ }
689
+
690
+ this.sdfBufferIdx = idx;
691
+ this.sdfQuadCount += glyphCount;
692
+
693
+ this.finalizeSdfBatch(
694
+ startQuad,
695
+ glyphCount,
696
+ atlasTexture,
697
+ clippingRect,
698
+ worldAlpha,
699
+ width,
700
+ height,
701
+ parentHasRenderTexture,
702
+ framebufferDimensions,
703
+ sdfShader,
704
+ );
705
+ }
706
+
707
+ /**
708
+ * Fast path: copy pre-computed cached SDF vertex data into the shared
709
+ * buffer and create/extend an SdfRenderOp.
710
+ *
711
+ * @remarks
712
+ * When a text node hasn't changed (same layout, transform, color, alpha),
713
+ * the per-glyph matrix multiplication is skipped entirely. The cached
714
+ * Float32Array is written via a single `Float32Array.set()` (memcpy),
715
+ * which is orders of magnitude faster than the per-glyph computation path.
716
+ */
717
+ addSdfCachedQuads(
718
+ cachedVertices: Float32Array,
719
+ numGlyphs: number,
720
+ atlasTexture: WebGlCtxTexture,
721
+ clippingRect: import('../../lib/utils.js').RectWithValid,
722
+ worldAlpha: number,
723
+ width: number,
724
+ height: number,
725
+ parentHasRenderTexture: boolean,
726
+ framebufferDimensions:
727
+ | import('../../../common/CommonTypes.js').Dimensions
728
+ | null,
729
+ sdfShader: WebGlShaderNode,
730
+ ): void {
731
+ if (numGlyphs === 0) {
732
+ return;
733
+ }
734
+
735
+ const startQuad = this.sdfQuadCount;
736
+
737
+ this.ensureSdfBufferCapacity(this.sdfBufferIdx + cachedVertices.length);
738
+
739
+ // Single memcpy — much faster than per-glyph matrix math
740
+ this.fSdfBuffer.set(cachedVertices, this.sdfBufferIdx);
741
+ this.sdfBufferIdx += cachedVertices.length;
742
+ this.sdfQuadCount += numGlyphs;
743
+
744
+ this.finalizeSdfBatch(
745
+ startQuad,
746
+ numGlyphs,
747
+ atlasTexture,
748
+ clippingRect,
749
+ worldAlpha,
750
+ width,
751
+ height,
752
+ parentHasRenderTexture,
753
+ framebufferDimensions,
754
+ sdfShader,
755
+ );
756
+ }
757
+
758
+ /**
759
+ * Shared batching logic for SDF render ops.
760
+ * Called by both `addSdfQuads` (full compute) and `addSdfCachedQuads` (fast copy).
761
+ */
762
+ private finalizeSdfBatch(
763
+ startQuad: number,
764
+ glyphCount: number,
765
+ atlasTexture: WebGlCtxTexture,
766
+ clippingRect: import('../../lib/utils.js').RectWithValid,
767
+ worldAlpha: number,
768
+ width: number,
769
+ height: number,
770
+ parentHasRenderTexture: boolean,
771
+ framebufferDimensions:
772
+ | import('../../../common/CommonTypes.js').Dimensions
773
+ | null,
774
+ sdfShader: WebGlShaderNode,
775
+ ): void {
776
+ // --- Batching: try to extend the current SDF render op ---------------
777
+ const opList =
778
+ RENDER_TEXT_BATCHING === true ? this.coreTextRenderOps : this.renderOps;
779
+
780
+ const cur = this.curSdfRenderOp;
781
+ let canBatch = false;
782
+
783
+ if (cur !== null) {
784
+ // Same atlas texture?
785
+ if (
786
+ cur.renderOpTextures.length === 1 &&
787
+ cur.renderOpTextures[0] === (atlasTexture as unknown as WebGlCtxTexture)
788
+ ) {
789
+ // Same clipping rect?
790
+ if (compareRect(cur.clippingRect, clippingRect)) {
791
+ // Same RTT state?
792
+ if (
793
+ !USE_RTT ||
794
+ (cur.parentHasRenderTexture === parentHasRenderTexture &&
795
+ cur.rtt === false)
796
+ ) {
797
+ canBatch = true;
798
+ }
799
+ }
800
+ }
801
+ }
802
+
803
+ if (canBatch && cur !== null) {
804
+ // Extend existing op
805
+ cur.numQuads += glyphCount;
806
+ } else {
807
+ // Create a new SdfRenderOp referencing the shared buffer
808
+ const op = new SdfRenderOp(
809
+ this,
810
+ sdfShader,
811
+ this.sdfQuadBufferCollection,
812
+ worldAlpha,
813
+ clippingRect,
814
+ width,
815
+ height,
816
+ false,
817
+ parentHasRenderTexture,
818
+ framebufferDimensions,
819
+ );
820
+ op.startQuad = startQuad;
821
+ op.numQuads = glyphCount;
822
+ op.addTexture(atlasTexture as unknown as WebGlCtxTexture);
823
+
824
+ opList.push(op);
825
+ this.curSdfRenderOp = op;
826
+
827
+ // Break the regular quad render op chain so subsequent image/rect
828
+ // nodes don't try to extend an SDF op.
829
+ this.curRenderOp = null;
830
+ }
831
+ }
832
+
833
+ /**
834
+ * Resizes the shared SDF ArrayBuffer if the required size (in floats) goes beyond
835
+ * the current buffer capacity.
836
+ */
837
+ private ensureSdfBufferCapacity(requiredSize: number): void {
838
+ if (requiredSize <= this.fSdfBuffer.length) {
839
+ return;
840
+ }
841
+
842
+ let newCapacity = this.fSdfBuffer.length * 2;
843
+ while (newCapacity < requiredSize) {
844
+ newCapacity *= 2;
845
+ }
846
+
847
+ const sdfBufSize = newCapacity * Float32Array.BYTES_PER_ELEMENT;
848
+ const newBuffer = new ArrayBuffer(sdfBufSize);
849
+ const newFSdfBuffer = new Float32Array(newBuffer);
850
+ const newUiSdfBuffer = new Uint32Array(newBuffer);
851
+
852
+ // Copy existing data to new buffers
853
+ newFSdfBuffer.set(this.fSdfBuffer);
854
+
855
+ // Swap allocations
856
+ this.sdfBuffer = newBuffer;
857
+ this.fSdfBuffer = newFSdfBuffer;
858
+ this.uiSdfBuffer = newUiSdfBuffer;
859
+ }
860
+
861
+ /**
862
+ * Render the current set of RenderOps to render to the specified surface.
863
+ *
864
+ * On the first frame after a renderList structural change (`needsFullUpload`
865
+ * is true) the entire quad buffer is re-allocated on the GPU with
866
+ * `bufferData(DYNAMIC_DRAW)`. On every subsequent frame only the slots of
867
+ * nodes flagged `isQuadDirty` are surgically updated via `bufferSubData`,
868
+ * leaving the rest of the GPU's buffer unchanged.
869
+ *
870
+ * TODO: 'screen' is the only supported surface at the moment.
871
+ *
872
+ * @param surface
873
+ */
874
+ render(surface: 'screen' | CoreContextTexture = 'screen'): void {
875
+ if (RENDER_TEXT_BATCHING === true) {
876
+ this.flushTextRenderOps();
877
+ }
878
+ const { glw, quadBuffer } = this;
879
+ const buffer = this.quadBufferCollection.getBuffer('a_position') || null;
880
+ const BYTES = Float32Array.BYTES_PER_ELEMENT;
881
+
882
+ if (DIRTY_QUAD_BUFFER) {
883
+ if (
884
+ this.needsFullUpload ||
885
+ this.curBufferIdx > this.lastUploadedBufferSize
886
+ ) {
887
+ // Full GPU re-allocation: covers new nodes and structural reorders.
888
+ // Also triggered when curBufferIdx has grown beyond the last uploaded
889
+ // size (e.g. after RTT rendering consumed needsFullUpload and then
890
+ // the main scene added more quads).
891
+ // Uses DYNAMIC_DRAW to signal to the driver that the buffer will be
892
+ // updated frequently in smaller pieces going forward.
893
+ const arr = new Float32Array(quadBuffer, 0, this.curBufferIdx);
894
+ glw.arrayBufferData(buffer, arr, glw.DYNAMIC_DRAW);
895
+ this.needsFullUpload = false;
896
+ this.lastUploadedBufferSize = this.curBufferIdx;
897
+
898
+ // Clear dirty flags since we just uploaded everything.
899
+ const renderList = this.stage.renderList;
900
+ for (let i = 0, len = renderList.length; i < len; i++) {
901
+ renderList[i]!.isQuadDirty = false;
902
+ }
903
+ } else {
904
+ // Surgical per-node uploads: only write the 20 float32s for nodes
905
+ // whose quad data changed since the last frame.
906
+ const renderList = this.stage.renderList;
907
+ for (let i = 0, len = renderList.length; i < len; i++) {
908
+ const node = renderList[i]!;
909
+ if (node.isQuadDirty && node.quadBufferIndex !== -1) {
910
+ const byteOffset = node.quadBufferIndex * BYTES;
911
+ // Create a view directly into the existing CPU buffer — no allocation.
912
+ const view = new Float32Array(quadBuffer, byteOffset, 20);
913
+ glw.arrayBufferSubData(buffer, byteOffset, view);
914
+ node.isQuadDirty = false;
915
+ }
916
+ }
917
+ }
918
+ } else {
919
+ // Legacy path: full buffer upload every frame.
920
+ const arr = new Float32Array(quadBuffer, 0, this.curBufferIdx);
921
+ glw.arrayBufferData(buffer, arr, glw.STATIC_DRAW);
922
+ }
923
+
924
+ // Upload the shared SDF buffer if any SDF glyphs were written this frame.
925
+ if (this.sdfBufferIdx > 0) {
926
+ const sdfBuf =
927
+ this.sdfQuadBufferCollection.getBuffer('a_position') || null;
928
+ const sdfArr = new Float32Array(this.sdfBuffer, 0, this.sdfBufferIdx);
929
+ glw.arrayBufferData(sdfBuf, sdfArr, glw.DYNAMIC_DRAW);
930
+ }
931
+
932
+ for (let i = 0, length = this.renderOps.length; i < length; i++) {
933
+ this.renderOps[i]!.draw(this);
934
+ }
935
+
936
+ const BYTES_PER_ELEMENT = Float32Array.BYTES_PER_ELEMENT;
937
+ this.quadBufferUsage = this.curBufferIdx * BYTES_PER_ELEMENT;
938
+
939
+ // Calculate the size of each quad in bytes (4 vertices per quad) times the size of each vertex in bytes
940
+ const QUAD_SIZE_IN_BYTES = 4 * (5 * BYTES_PER_ELEMENT); // 5 attributes per vertex
941
+ this.numQuadsRendered = this.quadBufferUsage / QUAD_SIZE_IN_BYTES;
942
+ }
943
+
944
+ getQuadCount(): number {
945
+ return this.numQuadsRendered;
946
+ }
947
+
948
+ getRenderOpCount(): number {
949
+ return this.renderOps.length;
950
+ }
951
+
952
+ renderToTexture(node: CoreNode) {
953
+ for (let i = 0; i < this.rttNodes.length; i++) {
954
+ if (this.rttNodes[i] === node) {
955
+ return;
956
+ }
957
+ }
958
+
959
+ this.insertRTTNodeInOrder(node);
960
+ }
961
+
962
+ /**
963
+ * Inserts an RTT node into `this.rttNodes` while maintaining the correct rendering order based on hierarchy.
964
+ *
965
+ * Rendering order for RTT nodes is critical when nested RTT nodes exist in a parent-child relationship.
966
+ * Specifically:
967
+ * - Child RTT nodes must be rendered before their RTT-enabled parents to ensure proper texture composition.
968
+ * - If an RTT node is added and it has existing RTT children, it should be rendered after those children.
969
+ *
970
+ * This function addresses both cases by:
971
+ * 1. **Checking Upwards**: It traverses the node's hierarchy upwards to identify any RTT parent
972
+ * already in `rttNodes`. If an RTT parent is found, the new node is placed before this parent.
973
+ * 2. **Checking Downwards**: It traverses the node’s children recursively to find any RTT-enabled
974
+ * children that are already in `rttNodes`. If such children are found, the new node is inserted
975
+ * after the last (highest index) RTT child node.
976
+ *
977
+ * The final calculated insertion index ensures the new node is positioned in `rttNodes` to respect
978
+ * both parent-before-child and child-before-parent rendering rules, preserving the correct order
979
+ * for the WebGL renderer.
980
+ *
981
+ * @param node - The RTT-enabled CoreNode to be added to `rttNodes` in the appropriate hierarchical position.
982
+ */
983
+ private insertRTTNodeInOrder(node: CoreNode) {
984
+ let insertIndex = this.rttNodes.length; // Default to the end of the array
985
+
986
+ // 1. Traverse upwards to ensure the node is placed before its RTT parent (if any).
987
+ let currentNode: CoreNode = node;
988
+ while (currentNode) {
989
+ if (!currentNode.parent) {
990
+ break;
991
+ }
992
+
993
+ const parentIndex = this.rttNodes.indexOf(currentNode.parent);
994
+ if (parentIndex !== -1) {
995
+ // Found an RTT parent in the list; set insertIndex to place node before the parent
996
+ insertIndex = parentIndex;
997
+ break;
998
+ }
999
+
1000
+ currentNode = currentNode.parent;
1001
+ }
1002
+
1003
+ // 2. Traverse downwards to ensure the node is placed after any RTT children.
1004
+ // Look through each child recursively to see if any are already in rttNodes.
1005
+ const maxChildIndex = this.findMaxChildRTTIndex(node);
1006
+ if (maxChildIndex !== -1) {
1007
+ // Adjust insertIndex to be after the last child RTT node
1008
+ insertIndex = Math.max(insertIndex, maxChildIndex + 1);
1009
+ }
1010
+
1011
+ // 3. Insert the node at the calculated position
1012
+ this.rttNodes.splice(insertIndex, 0, node);
1013
+ }
1014
+
1015
+ // Helper function to find the highest index of any RTT children of a node within rttNodes
1016
+ private findMaxChildRTTIndex(node: CoreNode): number {
1017
+ let maxIndex = -1;
1018
+
1019
+ const traverseChildren = (currentNode: CoreNode) => {
1020
+ const currentIndex = this.rttNodes.indexOf(currentNode);
1021
+ if (currentIndex !== -1) {
1022
+ maxIndex = Math.max(maxIndex, currentIndex);
1023
+ }
1024
+
1025
+ // Recursively check all children of the current node
1026
+ for (const child of currentNode.children) {
1027
+ traverseChildren(child);
1028
+ }
1029
+ };
1030
+
1031
+ // Start traversal directly with the provided node
1032
+ traverseChildren(node);
1033
+
1034
+ return maxIndex;
1035
+ }
1036
+
1037
+ renderRTTNodes() {
1038
+ const { glw } = this;
1039
+
1040
+ // Save main scene buffer index so RTT rendering doesn't interfere
1041
+ // with the dirty quad buffer optimization.
1042
+ const savedBufferIdx = this.curBufferIdx;
1043
+
1044
+ // Render all associated RTT nodes to their textures
1045
+ for (let i = 0; i < this.rttNodes.length; i++) {
1046
+ const node = this.rttNodes[i];
1047
+
1048
+ // Skip nodes that don't have RTT updates
1049
+ if (node === undefined || node.hasRTTupdates === false) {
1050
+ continue;
1051
+ }
1052
+
1053
+ // Skip nodes that are not visible
1054
+ if (
1055
+ node.worldAlpha === 0 ||
1056
+ node.renderState === CoreNodeRenderState.OutOfBounds
1057
+ ) {
1058
+ continue;
1059
+ }
1060
+
1061
+ // Skip nodes that do not have a loaded texture
1062
+ if (node.texture === null || node.texture.state !== 'loaded') {
1063
+ continue;
1064
+ }
1065
+
1066
+ // Set the active RTT node to the current node
1067
+ // So we can prevent rendering children of nested RTT nodes
1068
+ this.activeRttNode = node;
1069
+ const ctxTexture = node.texture.ctxTexture as WebGlCtxRenderTexture;
1070
+ this.renderToTextureActive = true;
1071
+
1072
+ // Bind the the texture's framebuffer
1073
+ glw.bindFramebuffer(ctxTexture.framebuffer);
1074
+
1075
+ glw.viewport(0, 0, ctxTexture.w, ctxTexture.h);
1076
+ // Set the clear color to transparent
1077
+ glw.clearColor(0, 0, 0, 0);
1078
+ glw.clear();
1079
+
1080
+ // RTT uses its own sequential buffer from index 0.
1081
+ // This avoids interference with the main scene's permanent slot assignments.
1082
+ this.curBufferIdx = 0;
1083
+ this.needsFullUpload = true;
1084
+ this.lastUploadedBufferSize = 0;
1085
+
1086
+ // Recursively render the full subtree into the RTT framebuffer.
1087
+ // The old code only called renderQuads on direct children, missing
1088
+ // grandchildren and deeper descendants.
1089
+ this.addRTTQuads(node);
1090
+
1091
+ // Render all associated quads to the texture
1092
+ this.renderRTT();
1093
+
1094
+ // Reset render operations
1095
+ this.renderOps.length = 0;
1096
+ this.coreTextRenderOps.length = 0;
1097
+ node.hasRTTupdates = false;
1098
+ }
1099
+
1100
+ // Restore main scene buffer index.
1101
+ // The RTT pass replaced the GPU buffer (via arrayBufferData) with a
1102
+ // smaller RTT-sized buffer. We must force a full re-upload so the main
1103
+ // scene's render() reallocates the GPU buffer to the correct size.
1104
+ this.curBufferIdx = savedBufferIdx;
1105
+ this.needsFullUpload = true;
1106
+ this.lastUploadedBufferSize = 0;
1107
+
1108
+ const clearColor = this.clearColor.normalized;
1109
+ // Restore the default clear color
1110
+ glw.clearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
1111
+
1112
+ // Bind the default framebuffer
1113
+ glw.bindFramebuffer(null);
1114
+
1115
+ glw.viewport(0, 0, this.glw.canvas.width, this.glw.canvas.height);
1116
+ this.renderToTextureActive = false;
1117
+ }
1118
+
1119
+ /**
1120
+ * Recursively walk the subtree of an RTT node and add quads for all
1121
+ * renderable descendants. This restores the recursive behavior that was
1122
+ * lost when `stage.addQuads(child)` was replaced with `child.renderQuads(this)`.
1123
+ */
1124
+ private addRTTQuads(node: CoreNode) {
1125
+ const children = node.children;
1126
+ for (let i = 0, len = children.length; i < len; i++) {
1127
+ const child = children[i];
1128
+ if (
1129
+ child === undefined ||
1130
+ child.worldAlpha === 0 ||
1131
+ child.renderState === CoreNodeRenderState.OutOfBounds
1132
+ ) {
1133
+ continue;
1134
+ }
1135
+
1136
+ if (child.isRenderable === true) {
1137
+ child.renderQuads(this);
1138
+ }
1139
+
1140
+ child.hasRTTupdates = false;
1141
+
1142
+ // Recurse into children (unless this child is itself an RTT node,
1143
+ // whose children are rendered in their own pass)
1144
+ if (!child.props.rtt) {
1145
+ this.addRTTQuads(child);
1146
+ }
1147
+ }
1148
+ }
1149
+
1150
+ /**
1151
+ * Render pass for RTT: always does a full buffer upload since RTT quads
1152
+ * use temporary sequential buffer slots that are rebuilt each frame.
1153
+ */
1154
+ private renderRTT(): void {
1155
+ if (RENDER_TEXT_BATCHING === true) {
1156
+ this.flushTextRenderOps();
1157
+ }
1158
+ const { glw, quadBuffer } = this;
1159
+ const buffer = this.quadBufferCollection.getBuffer('a_position') || null;
1160
+
1161
+ // Always do a full upload for RTT — the buffer is rebuilt from scratch
1162
+ // each frame with sequential slots starting at index 0.
1163
+ const arr = new Float32Array(quadBuffer, 0, this.curBufferIdx);
1164
+ glw.arrayBufferData(buffer, arr, glw.STATIC_DRAW);
1165
+
1166
+ for (let i = 0, length = this.renderOps.length; i < length; i++) {
1167
+ this.renderOps[i]!.draw(this);
1168
+ }
1169
+ }
1170
+
1171
+ updateViewport(): void {
1172
+ this.glw.viewport(0, 0, this.glw.canvas.width, this.glw.canvas.height);
1173
+ }
1174
+
1175
+ removeRTTNode(node: CoreNode) {
1176
+ const index = this.rttNodes.indexOf(node);
1177
+ if (index === -1) {
1178
+ return;
1179
+ }
1180
+ this.rttNodes.splice(index, 1);
1181
+ }
1182
+
1183
+ getBufferInfo(): BufferInfo | null {
1184
+ const bufferInfo: BufferInfo = {
1185
+ totalAvailable: this.stage.options.quadBufferSize,
1186
+ totalUsed: this.quadBufferUsage,
1187
+ };
1188
+ return bufferInfo;
1189
+ }
1190
+
1191
+ getDefaultShaderNode(): WebGlShaderNode {
1192
+ if (this.defaultShaderNode !== null) {
1193
+ return this.defaultShaderNode as WebGlShaderNode;
1194
+ }
1195
+ this.stage.shManager.registerShaderType('default', Default);
1196
+ this.defaultShaderNode = this.stage.shManager.createShader(
1197
+ 'default',
1198
+ ) as WebGlShaderNode;
1199
+ return this.defaultShaderNode;
1200
+ }
1201
+
1202
+ override getTextureCoords(node: CoreNode): TextureCoords | undefined {
1203
+ const texture = node.texture;
1204
+ if (texture === null) {
1205
+ return undefined;
1206
+ }
1207
+
1208
+ //this stuff needs to be properly moved to CtxSubTexture at some point in the future.
1209
+ const ctxTexture =
1210
+ (texture as SubTexture).parentTexture !== undefined
1211
+ ? (texture as SubTexture).parentTexture.ctxTexture
1212
+ : texture.ctxTexture;
1213
+ if (ctxTexture === undefined) {
1214
+ return undefined;
1215
+ }
1216
+
1217
+ const textureOptions = node.props.textureOptions;
1218
+
1219
+ //early exit for textures with no options unless its a subtexture
1220
+ if (
1221
+ texture.type !== TextureType.subTexture &&
1222
+ textureOptions === undefined
1223
+ ) {
1224
+ return (ctxTexture as WebGlCtxTexture).txCoords;
1225
+ }
1226
+
1227
+ let { x1, x2, y1, y2 } = (ctxTexture as WebGlCtxTexture).txCoords;
1228
+ if (texture.type === TextureType.subTexture) {
1229
+ const { w: parentW, h: parentH } = (texture as SubTexture).parentTexture
1230
+ .dimensions!;
1231
+ const { x, y, w, h } = (texture as SubTexture).props;
1232
+ x1 = x / parentW;
1233
+ y1 = y / parentH;
1234
+ x2 = x1 + w / parentW;
1235
+ y2 = y1 + h / parentH;
1236
+ }
1237
+
1238
+ const resizeMode = textureOptions.resizeMode;
1239
+ if (
1240
+ resizeMode !== undefined &&
1241
+ resizeMode.type === 'cover' &&
1242
+ texture.dimensions !== null
1243
+ ) {
1244
+ const dimensions = texture.dimensions as Dimensions;
1245
+ const w = node.props.w;
1246
+ const h = node.props.h;
1247
+ const scaleX = w / dimensions.w;
1248
+ const scaleY = h / dimensions.h;
1249
+ const scale = Math.max(scaleX, scaleY);
1250
+ const precision = 1 / scale;
1251
+
1252
+ // Determine based on width
1253
+ if (scaleX < scale) {
1254
+ const desiredSize = precision * node.props.w;
1255
+ x1 = (1 - desiredSize / dimensions.w) * (resizeMode.clipX ?? 0.5);
1256
+ x2 = x1 + desiredSize / dimensions.w;
1257
+ }
1258
+ // Determine based on height
1259
+ if (scaleY < scale) {
1260
+ const desiredSize = precision * node.props.h;
1261
+ y1 = (1 - desiredSize / dimensions.h) * (resizeMode.clipY ?? 0.5);
1262
+ y2 = y1 + desiredSize / dimensions.h;
1263
+ }
1264
+ }
1265
+
1266
+ if (textureOptions.flipX === true) {
1267
+ [x1, x2] = [x2, x1];
1268
+ }
1269
+ if (textureOptions.flipY === true) {
1270
+ [y1, y2] = [y2, y1];
1271
+ }
1272
+ return {
1273
+ x1,
1274
+ y1,
1275
+ x2,
1276
+ y2,
1277
+ };
1278
+ }
1279
+
1280
+ /**
1281
+ * Resets all per-node quad buffer slot assignments and schedules a full GPU
1282
+ * buffer re-upload on the next render call.
1283
+ *
1284
+ * Called by Stage.requestRenderListUpdate() whenever the render list changes
1285
+ * structurally (node added, removed, or reordered). After this call, the
1286
+ * next addQuad() pass will reassign compact, contiguous slots starting from 0.
1287
+ */
1288
+ override invalidateQuadBuffer(): void {
1289
+ if (!DIRTY_QUAD_BUFFER) {
1290
+ return;
1291
+ }
1292
+ const renderList = this.stage.renderList;
1293
+ for (let i = 0, len = renderList.length; i < len; i++) {
1294
+ renderList[i]!.quadBufferIndex = -1;
1295
+ renderList[i]!.isQuadDirty = true;
1296
+ }
1297
+ this.curBufferIdx = 0;
1298
+ this.lastUploadedBufferSize = 0;
1299
+ this.needsFullUpload = true;
1300
+ }
1301
+
1302
+ /**
1303
+ * Sets the glClearColor to the specified color. *
1304
+ * @param color - The color to set as the clear color, represented as a 32-bit integer.
1305
+ */
1306
+ updateClearColor(color: number) {
1307
+ if (this.clearColor.raw === color) {
1308
+ return;
1309
+ }
1310
+ const glw = this.glw;
1311
+ const normalizedColor = getNormalizedRgbaComponents(color);
1312
+ glw.clearColor(
1313
+ normalizedColor[0],
1314
+ normalizedColor[1],
1315
+ normalizedColor[2],
1316
+ normalizedColor[3],
1317
+ );
1318
+ this.clearColor = {
1319
+ raw: color,
1320
+ normalized: normalizedColor,
1321
+ };
1322
+ }
1323
+ }