@swf2es/player 0.0.0-stage → 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1605) hide show
  1. package/LICENSE +202 -0
  2. package/LICENSE.third-party +51 -0
  3. package/README.md +38 -2
  4. package/dist/air-definitions.d.ts +2 -0
  5. package/dist/air-definitions.d.ts.map +1 -0
  6. package/dist/air-definitions.js +130 -0
  7. package/dist/air-definitions.js.map +1 -0
  8. package/dist/audio.d.ts +22 -0
  9. package/dist/audio.d.ts.map +1 -0
  10. package/dist/audio.js +106 -0
  11. package/dist/audio.js.map +1 -0
  12. package/dist/avm1/amf.d.ts +155 -0
  13. package/dist/avm1/amf.d.ts.map +1 -0
  14. package/dist/avm1/amf.js +508 -0
  15. package/dist/avm1/amf.js.map +1 -0
  16. package/dist/avm1/avm1.d.ts +448 -0
  17. package/dist/avm1/avm1.d.ts.map +1 -0
  18. package/dist/avm1/avm1.js +1305 -0
  19. package/dist/avm1/avm1.js.map +1 -0
  20. package/dist/avm1/bindings.d.ts +56 -0
  21. package/dist/avm1/bindings.d.ts.map +1 -0
  22. package/dist/avm1/bindings.js +215 -0
  23. package/dist/avm1/bindings.js.map +1 -0
  24. package/dist/avm1/classes.d.ts +33 -0
  25. package/dist/avm1/classes.d.ts.map +1 -0
  26. package/dist/avm1/classes.js +76 -0
  27. package/dist/avm1/classes.js.map +1 -0
  28. package/dist/avm1/clips.d.ts +54 -0
  29. package/dist/avm1/clips.d.ts.map +1 -0
  30. package/dist/avm1/clips.js +230 -0
  31. package/dist/avm1/clips.js.map +1 -0
  32. package/dist/avm1/compile.d.ts +8 -0
  33. package/dist/avm1/compile.d.ts.map +1 -0
  34. package/dist/avm1/compile.js +141 -0
  35. package/dist/avm1/compile.js.map +1 -0
  36. package/dist/avm1/external.d.ts +44 -0
  37. package/dist/avm1/external.d.ts.map +1 -0
  38. package/dist/avm1/external.js +80 -0
  39. package/dist/avm1/external.js.map +1 -0
  40. package/dist/avm1/focus.d.ts +68 -0
  41. package/dist/avm1/focus.d.ts.map +1 -0
  42. package/dist/avm1/focus.js +279 -0
  43. package/dist/avm1/focus.js.map +1 -0
  44. package/dist/avm1/globals/BitmapData.d.ts +30 -0
  45. package/dist/avm1/globals/BitmapData.d.ts.map +1 -0
  46. package/dist/avm1/globals/BitmapData.js +543 -0
  47. package/dist/avm1/globals/BitmapData.js.map +1 -0
  48. package/dist/avm1/globals/Button.d.ts +8 -0
  49. package/dist/avm1/globals/Button.d.ts.map +1 -0
  50. package/dist/avm1/globals/Button.js +32 -0
  51. package/dist/avm1/globals/Button.js.map +1 -0
  52. package/dist/avm1/globals/Color.d.ts +11 -0
  53. package/dist/avm1/globals/Color.d.ts.map +1 -0
  54. package/dist/avm1/globals/Color.js +116 -0
  55. package/dist/avm1/globals/Color.js.map +1 -0
  56. package/dist/avm1/globals/ExternalInterface.d.ts +20 -0
  57. package/dist/avm1/globals/ExternalInterface.d.ts.map +1 -0
  58. package/dist/avm1/globals/ExternalInterface.js +311 -0
  59. package/dist/avm1/globals/ExternalInterface.js.map +1 -0
  60. package/dist/avm1/globals/FileReference.d.ts +4 -0
  61. package/dist/avm1/globals/FileReference.d.ts.map +1 -0
  62. package/dist/avm1/globals/FileReference.js +218 -0
  63. package/dist/avm1/globals/FileReference.js.map +1 -0
  64. package/dist/avm1/globals/Key.d.ts +21 -0
  65. package/dist/avm1/globals/Key.d.ts.map +1 -0
  66. package/dist/avm1/globals/Key.js +61 -0
  67. package/dist/avm1/globals/Key.js.map +1 -0
  68. package/dist/avm1/globals/LoadVars.d.ts +39 -0
  69. package/dist/avm1/globals/LoadVars.d.ts.map +1 -0
  70. package/dist/avm1/globals/LoadVars.js +209 -0
  71. package/dist/avm1/globals/LoadVars.js.map +1 -0
  72. package/dist/avm1/globals/LocalConnection.d.ts +5 -0
  73. package/dist/avm1/globals/LocalConnection.d.ts.map +1 -0
  74. package/dist/avm1/globals/LocalConnection.js +93 -0
  75. package/dist/avm1/globals/LocalConnection.js.map +1 -0
  76. package/dist/avm1/globals/MovieClip.d.ts +156 -0
  77. package/dist/avm1/globals/MovieClip.d.ts.map +1 -0
  78. package/dist/avm1/globals/MovieClip.js +1071 -0
  79. package/dist/avm1/globals/MovieClip.js.map +1 -0
  80. package/dist/avm1/globals/MovieClipLoader.d.ts +29 -0
  81. package/dist/avm1/globals/MovieClipLoader.d.ts.map +1 -0
  82. package/dist/avm1/globals/MovieClipLoader.js +91 -0
  83. package/dist/avm1/globals/MovieClipLoader.js.map +1 -0
  84. package/dist/avm1/globals/NetConnection.d.ts +68 -0
  85. package/dist/avm1/globals/NetConnection.d.ts.map +1 -0
  86. package/dist/avm1/globals/NetConnection.js +262 -0
  87. package/dist/avm1/globals/NetConnection.js.map +1 -0
  88. package/dist/avm1/globals/PrintJob.d.ts +4 -0
  89. package/dist/avm1/globals/PrintJob.d.ts.map +1 -0
  90. package/dist/avm1/globals/PrintJob.js +38 -0
  91. package/dist/avm1/globals/PrintJob.js.map +1 -0
  92. package/dist/avm1/globals/Selection.d.ts +17 -0
  93. package/dist/avm1/globals/Selection.d.ts.map +1 -0
  94. package/dist/avm1/globals/Selection.js +63 -0
  95. package/dist/avm1/globals/Selection.js.map +1 -0
  96. package/dist/avm1/globals/SharedObject.d.ts +20 -0
  97. package/dist/avm1/globals/SharedObject.d.ts.map +1 -0
  98. package/dist/avm1/globals/SharedObject.js +246 -0
  99. package/dist/avm1/globals/SharedObject.js.map +1 -0
  100. package/dist/avm1/globals/Sound.d.ts +36 -0
  101. package/dist/avm1/globals/Sound.d.ts.map +1 -0
  102. package/dist/avm1/globals/Sound.js +239 -0
  103. package/dist/avm1/globals/Sound.js.map +1 -0
  104. package/dist/avm1/globals/Stage.d.ts +7 -0
  105. package/dist/avm1/globals/Stage.d.ts.map +1 -0
  106. package/dist/avm1/globals/Stage.js +13 -0
  107. package/dist/avm1/globals/Stage.js.map +1 -0
  108. package/dist/avm1/globals/StyleSheet.d.ts +10 -0
  109. package/dist/avm1/globals/StyleSheet.d.ts.map +1 -0
  110. package/dist/avm1/globals/StyleSheet.js +206 -0
  111. package/dist/avm1/globals/StyleSheet.js.map +1 -0
  112. package/dist/avm1/globals/TextField.d.ts +44 -0
  113. package/dist/avm1/globals/TextField.d.ts.map +1 -0
  114. package/dist/avm1/globals/TextField.js +397 -0
  115. package/dist/avm1/globals/TextField.js.map +1 -0
  116. package/dist/avm1/globals/TextFormat.d.ts +19 -0
  117. package/dist/avm1/globals/TextFormat.d.ts.map +1 -0
  118. package/dist/avm1/globals/TextFormat.js +195 -0
  119. package/dist/avm1/globals/TextFormat.js.map +1 -0
  120. package/dist/avm1/globals/TextSnapshot.d.ts +6 -0
  121. package/dist/avm1/globals/TextSnapshot.d.ts.map +1 -0
  122. package/dist/avm1/globals/TextSnapshot.js +89 -0
  123. package/dist/avm1/globals/TextSnapshot.js.map +1 -0
  124. package/dist/avm1/globals/XML.d.ts +9 -0
  125. package/dist/avm1/globals/XML.d.ts.map +1 -0
  126. package/dist/avm1/globals/XML.js +397 -0
  127. package/dist/avm1/globals/XML.js.map +1 -0
  128. package/dist/avm1/globals/XMLNode.d.ts +93 -0
  129. package/dist/avm1/globals/XMLNode.d.ts.map +1 -0
  130. package/dist/avm1/globals/XMLNode.js +414 -0
  131. package/dist/avm1/globals/XMLNode.js.map +1 -0
  132. package/dist/avm1/globals/XMLSocket.d.ts +19 -0
  133. package/dist/avm1/globals/XMLSocket.d.ts.map +1 -0
  134. package/dist/avm1/globals/XMLSocket.js +206 -0
  135. package/dist/avm1/globals/XMLSocket.js.map +1 -0
  136. package/dist/avm1/globals/drawing.d.ts +8 -0
  137. package/dist/avm1/globals/drawing.d.ts.map +1 -0
  138. package/dist/avm1/globals/drawing.js +203 -0
  139. package/dist/avm1/globals/drawing.js.map +1 -0
  140. package/dist/avm1/globals/filters.d.ts +30 -0
  141. package/dist/avm1/globals/filters.d.ts.map +1 -0
  142. package/dist/avm1/globals/filters.js +636 -0
  143. package/dist/avm1/globals/filters.js.map +1 -0
  144. package/dist/avm1/globals/geom.d.ts +28 -0
  145. package/dist/avm1/globals/geom.d.ts.map +1 -0
  146. package/dist/avm1/globals/geom.js +601 -0
  147. package/dist/avm1/globals/geom.js.map +1 -0
  148. package/dist/avm1/input.d.ts +106 -0
  149. package/dist/avm1/input.d.ts.map +1 -0
  150. package/dist/avm1/input.js +484 -0
  151. package/dist/avm1/input.js.map +1 -0
  152. package/dist/avm1/keyboard.d.ts +17 -0
  153. package/dist/avm1/keyboard.d.ts.map +1 -0
  154. package/dist/avm1/keyboard.js +114 -0
  155. package/dist/avm1/keyboard.js.map +1 -0
  156. package/dist/avm1/loads.d.ts +67 -0
  157. package/dist/avm1/loads.d.ts.map +1 -0
  158. package/dist/avm1/loads.js +353 -0
  159. package/dist/avm1/loads.js.map +1 -0
  160. package/dist/avm1/net.d.ts +83 -0
  161. package/dist/avm1/net.d.ts.map +1 -0
  162. package/dist/avm1/net.js +220 -0
  163. package/dist/avm1/net.js.map +1 -0
  164. package/dist/avm1/paths.d.ts +30 -0
  165. package/dist/avm1/paths.d.ts.map +1 -0
  166. package/dist/avm1/paths.js +105 -0
  167. package/dist/avm1/paths.js.map +1 -0
  168. package/dist/avm1/pointer.d.ts +113 -0
  169. package/dist/avm1/pointer.d.ts.map +1 -0
  170. package/dist/avm1/pointer.js +513 -0
  171. package/dist/avm1/pointer.js.map +1 -0
  172. package/dist/avm1/queue.d.ts +106 -0
  173. package/dist/avm1/queue.d.ts.map +1 -0
  174. package/dist/avm1/queue.js +304 -0
  175. package/dist/avm1/queue.js.map +1 -0
  176. package/dist/avm1/sound.d.ts +36 -0
  177. package/dist/avm1/sound.d.ts.map +1 -0
  178. package/dist/avm1/sound.js +107 -0
  179. package/dist/avm1/sound.js.map +1 -0
  180. package/dist/avm1/swf.d.ts +90 -0
  181. package/dist/avm1/swf.d.ts.map +1 -0
  182. package/dist/avm1/swf.js +142 -0
  183. package/dist/avm1/swf.js.map +1 -0
  184. package/dist/avm1/timers.d.ts +49 -0
  185. package/dist/avm1/timers.d.ts.map +1 -0
  186. package/dist/avm1/timers.js +114 -0
  187. package/dist/avm1/timers.js.map +1 -0
  188. package/dist/bitmap/bitmap.d.ts +231 -0
  189. package/dist/bitmap/bitmap.d.ts.map +1 -0
  190. package/dist/bitmap/bitmap.js +628 -0
  191. package/dist/bitmap/bitmap.js.map +1 -0
  192. package/dist/bitmap/draw.d.ts +11 -0
  193. package/dist/bitmap/draw.d.ts.map +1 -0
  194. package/dist/bitmap/draw.js +69 -0
  195. package/dist/bitmap/draw.js.map +1 -0
  196. package/dist/bitmap/dxt.d.ts +5 -0
  197. package/dist/bitmap/dxt.d.ts.map +1 -0
  198. package/dist/bitmap/dxt.js +12 -0
  199. package/dist/bitmap/dxt.js.map +1 -0
  200. package/dist/bitmap/filters.d.ts +82 -0
  201. package/dist/bitmap/filters.d.ts.map +1 -0
  202. package/dist/bitmap/filters.js +657 -0
  203. package/dist/bitmap/filters.js.map +1 -0
  204. package/dist/bitmap/images.d.ts +30 -0
  205. package/dist/bitmap/images.d.ts.map +1 -0
  206. package/dist/bitmap/images.js +241 -0
  207. package/dist/bitmap/images.js.map +1 -0
  208. package/dist/bitmap/kernel.d.ts +12 -0
  209. package/dist/bitmap/kernel.d.ts.map +1 -0
  210. package/dist/bitmap/kernel.js +66 -0
  211. package/dist/bitmap/kernel.js.map +1 -0
  212. package/dist/bitmap/ops.d.ts +144 -0
  213. package/dist/bitmap/ops.d.ts.map +1 -0
  214. package/dist/bitmap/ops.js +1240 -0
  215. package/dist/bitmap/ops.js.map +1 -0
  216. package/dist/bitmap/pixel-bender.d.ts +89 -0
  217. package/dist/bitmap/pixel-bender.d.ts.map +1 -0
  218. package/dist/bitmap/pixel-bender.js +912 -0
  219. package/dist/bitmap/pixel-bender.js.map +1 -0
  220. package/dist/bitmap/png.d.ts +4 -0
  221. package/dist/bitmap/png.d.ts.map +1 -0
  222. package/dist/bitmap/png.js +140 -0
  223. package/dist/bitmap/png.js.map +1 -0
  224. package/dist/bitmap/turbulence.d.ts +17 -0
  225. package/dist/bitmap/turbulence.d.ts.map +1 -0
  226. package/dist/bitmap/turbulence.js +90 -0
  227. package/dist/bitmap/turbulence.js.map +1 -0
  228. package/dist/bitmap-filters.d.ts +29 -0
  229. package/dist/bitmap-filters.d.ts.map +1 -0
  230. package/dist/bitmap-filters.js +906 -0
  231. package/dist/bitmap-filters.js.map +1 -0
  232. package/dist/bitmap-ops.d.ts +113 -0
  233. package/dist/bitmap-ops.d.ts.map +1 -0
  234. package/dist/bitmap-ops.js +725 -0
  235. package/dist/bitmap-ops.js.map +1 -0
  236. package/dist/bitmap.d.ts +98 -0
  237. package/dist/bitmap.d.ts.map +1 -0
  238. package/dist/bitmap.js +314 -0
  239. package/dist/bitmap.js.map +1 -0
  240. package/dist/bounds.d.ts +26 -0
  241. package/dist/bounds.d.ts.map +1 -0
  242. package/dist/bounds.js +300 -0
  243. package/dist/bounds.js.map +1 -0
  244. package/dist/clock.d.ts +60 -0
  245. package/dist/clock.d.ts.map +1 -0
  246. package/dist/clock.js +183 -0
  247. package/dist/clock.js.map +1 -0
  248. package/dist/color.d.ts +7 -0
  249. package/dist/color.d.ts.map +1 -0
  250. package/dist/color.js +42 -0
  251. package/dist/color.js.map +1 -0
  252. package/dist/display/bitmapobject.d.ts +18 -0
  253. package/dist/display/bitmapobject.d.ts.map +1 -0
  254. package/dist/display/bitmapobject.js +26 -0
  255. package/dist/display/bitmapobject.js.map +1 -0
  256. package/dist/display/bounds.d.ts +59 -0
  257. package/dist/display/bounds.d.ts.map +1 -0
  258. package/dist/display/bounds.js +521 -0
  259. package/dist/display/bounds.js.map +1 -0
  260. package/dist/display/buttonobject.d.ts +76 -0
  261. package/dist/display/buttonobject.d.ts.map +1 -0
  262. package/dist/display/buttonobject.js +306 -0
  263. package/dist/display/buttonobject.js.map +1 -0
  264. package/dist/display/color.d.ts +9 -0
  265. package/dist/display/color.d.ts.map +1 -0
  266. package/dist/display/color.js +41 -0
  267. package/dist/display/color.js.map +1 -0
  268. package/dist/display/container.d.ts +49 -0
  269. package/dist/display/container.d.ts.map +1 -0
  270. package/dist/display/container.js +151 -0
  271. package/dist/display/container.js.map +1 -0
  272. package/dist/display/display.d.ts +11 -0
  273. package/dist/display/display.d.ts.map +1 -0
  274. package/dist/display/display.js +15 -0
  275. package/dist/display/display.js.map +1 -0
  276. package/dist/display/displayobject.d.ts +363 -0
  277. package/dist/display/displayobject.d.ts.map +1 -0
  278. package/dist/display/displayobject.js +665 -0
  279. package/dist/display/displayobject.js.map +1 -0
  280. package/dist/display/drawing.d.ts +111 -0
  281. package/dist/display/drawing.d.ts.map +1 -0
  282. package/dist/display/drawing.js +614 -0
  283. package/dist/display/drawing.js.map +1 -0
  284. package/dist/display/filters.d.ts +99 -0
  285. package/dist/display/filters.d.ts.map +1 -0
  286. package/dist/display/filters.js +286 -0
  287. package/dist/display/filters.js.map +1 -0
  288. package/dist/display/geometry.d.ts +37 -0
  289. package/dist/display/geometry.d.ts.map +1 -0
  290. package/dist/display/geometry.js +190 -0
  291. package/dist/display/geometry.js.map +1 -0
  292. package/dist/display/gradients.d.ts +29 -0
  293. package/dist/display/gradients.d.ts.map +1 -0
  294. package/dist/display/gradients.js +118 -0
  295. package/dist/display/gradients.js.map +1 -0
  296. package/dist/display/graphicsdata.d.ts +41 -0
  297. package/dist/display/graphicsdata.d.ts.map +1 -0
  298. package/dist/display/graphicsdata.js +593 -0
  299. package/dist/display/graphicsdata.js.map +1 -0
  300. package/dist/display/instantiate.d.ts +15 -0
  301. package/dist/display/instantiate.d.ts.map +1 -0
  302. package/dist/display/instantiate.js +72 -0
  303. package/dist/display/instantiate.js.map +1 -0
  304. package/dist/display/matrix3d.d.ts +68 -0
  305. package/dist/display/matrix3d.d.ts.map +1 -0
  306. package/dist/display/matrix3d.js +374 -0
  307. package/dist/display/matrix3d.js.map +1 -0
  308. package/dist/display/morph.d.ts +17 -0
  309. package/dist/display/morph.d.ts.map +1 -0
  310. package/dist/display/morph.js +227 -0
  311. package/dist/display/morph.js.map +1 -0
  312. package/dist/display/movieclip.d.ts +115 -0
  313. package/dist/display/movieclip.d.ts.map +1 -0
  314. package/dist/display/movieclip.js +681 -0
  315. package/dist/display/movieclip.js.map +1 -0
  316. package/dist/display/perspective.d.ts +35 -0
  317. package/dist/display/perspective.d.ts.map +1 -0
  318. package/dist/display/perspective.js +194 -0
  319. package/dist/display/perspective.js.map +1 -0
  320. package/dist/display/plane.d.ts +52 -0
  321. package/dist/display/plane.d.ts.map +1 -0
  322. package/dist/display/plane.js +142 -0
  323. package/dist/display/plane.js.map +1 -0
  324. package/dist/display/scale9.d.ts +78 -0
  325. package/dist/display/scale9.d.ts.map +1 -0
  326. package/dist/display/scale9.js +237 -0
  327. package/dist/display/scale9.js.map +1 -0
  328. package/dist/display/shapeobject.d.ts +53 -0
  329. package/dist/display/shapeobject.d.ts.map +1 -0
  330. package/dist/display/shapeobject.js +132 -0
  331. package/dist/display/shapeobject.js.map +1 -0
  332. package/dist/display/shapes.d.ts +146 -0
  333. package/dist/display/shapes.d.ts.map +1 -0
  334. package/dist/display/shapes.js +408 -0
  335. package/dist/display/shapes.js.map +1 -0
  336. package/dist/display/stretch.d.ts +42 -0
  337. package/dist/display/stretch.d.ts.map +1 -0
  338. package/dist/display/stretch.js +192 -0
  339. package/dist/display/stretch.js.map +1 -0
  340. package/dist/display/textobjects.d.ts +98 -0
  341. package/dist/display/textobjects.d.ts.map +1 -0
  342. package/dist/display/textobjects.js +223 -0
  343. package/dist/display/textobjects.js.map +1 -0
  344. package/dist/display/timeline.d.ts +252 -0
  345. package/dist/display/timeline.d.ts.map +1 -0
  346. package/dist/display/timeline.js +472 -0
  347. package/dist/display/timeline.js.map +1 -0
  348. package/dist/display/value-lists.d.ts +10 -0
  349. package/dist/display/value-lists.d.ts.map +1 -0
  350. package/dist/display/value-lists.js +41 -0
  351. package/dist/display/value-lists.js.map +1 -0
  352. package/dist/display/videoobject.d.ts +7 -0
  353. package/dist/display/videoobject.d.ts.map +1 -0
  354. package/dist/display/videoobject.js +7 -0
  355. package/dist/display/videoobject.js.map +1 -0
  356. package/dist/display/walk.d.ts +45 -0
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  358. package/dist/display/walk.js +128 -0
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  1372. package/src/avm1/globals/XMLSocket.ts +267 -0
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@@ -0,0 +1,1326 @@
1
+ // A display object's filters drawn as adl draws them (docs/architecture.md,
2
+ // "Filters"): a blur is a box blurX by blurY wide, its ends' pixels
3
+ // weighted by how much of them it covers, run `quality` times each way,
4
+ // each run truncated to 8 bits; a glow and a shadow are the object's alpha
5
+ // so blurred, times strength and alpha, in their colour, behind or inside
6
+ // it; a colour matrix maps each pixel's straight colour, transparent ones
7
+ // too; a bevel is the object's alpha so blurred, read on and back by its
8
+ // offset, their difference in its highlight or shadow colour; a convolution
9
+ // sums its taps' straight colour over the object's pixels and one more
10
+ // right and down, as BitmapData.applyFilter does. WebGL
11
+ // alone: each pass is a filter of its own.
12
+ import { BufferImageSource, Filter, GlProgram, Texture as PixiTexture, TexturePool, TextureSource, } from "pixi.js";
13
+ import { filterRect, gradientTable, integerKernel } from "../bitmap/filters.js";
14
+ const VERTEX = `in vec2 aPosition;
15
+ out vec2 vTextureCoord;
16
+ uniform vec4 uInputSize;
17
+ uniform vec4 uOutputFrame;
18
+ uniform vec4 uOutputTexture;
19
+ void main(void) {
20
+ vec2 position = aPosition * uOutputFrame.zw + uOutputFrame.xy;
21
+ position.x = position.x * (2.0 / uOutputTexture.x) - 1.0;
22
+ position.y = position.y * (2.0 * uOutputTexture.z / uOutputTexture.y) - uOutputTexture.z;
23
+ gl_Position = vec4(position, 0.0, 1.0);
24
+ vTextureCoord = aPosition * (uOutputFrame.zw * uInputSize.zw);
25
+ }`;
26
+ /** Truncated to 8 bits, as adl's each pass is: a hair over, so that an exact value stays. */
27
+ const TRUNCATE = "floor(c * 255.0 + 0.001) / 255.0";
28
+ /**
29
+ * One run of the box one way: `uWidth` texels wide, its end texels weighted
30
+ * by their part; `uDirection` a texel's step in the input's pixels, which
31
+ * uInputSize gives the coordinates in.
32
+ */
33
+ const BOX = `in vec2 vTextureCoord;
34
+ out vec4 finalColor;
35
+ uniform sampler2D uTexture;
36
+ // As the vertex shader has it, which is highp: a program's uniforms agree.
37
+ uniform highp vec4 uInputSize;
38
+ uniform vec2 uDirection;
39
+ uniform float uWidth;
40
+ void main(void) {
41
+ float half_ = uWidth * 0.5;
42
+ int reach = int(ceil(half_));
43
+ vec4 sum = vec4(0.0);
44
+ // As far as 255 pixels at 4 texels a pixel, each way.
45
+ for (int i = 0; i <= 2040; i++) {
46
+ if (i > 2 * reach) { break; }
47
+ float f = float(i - reach);
48
+ float weight = max(0.0, min(f + 0.5, half_) - max(f - 0.5, -half_));
49
+ sum += texture(uTexture, vTextureCoord + uDirection * uInputSize.zw * f) * weight;
50
+ }
51
+ vec4 c = sum / uWidth;
52
+ finalColor = ${TRUNCATE};
53
+ }`;
54
+ class BoxPass extends Filter {
55
+ constructor() {
56
+ super({
57
+ glProgram: GlProgram.from({ vertex: VERTEX, fragment: BOX, name: "flash-box-blur" }),
58
+ resources: {
59
+ boxUniforms: {
60
+ uDirection: { value: new Float32Array([1, 0]), type: "vec2<f32>" },
61
+ uWidth: { value: 1, type: "f32" },
62
+ },
63
+ },
64
+ });
65
+ }
66
+ set(dx, dy, width) {
67
+ const u = this.resources.boxUniforms.uniforms;
68
+ u.uDirection[0] = dx;
69
+ u.uDirection[1] = dy;
70
+ u.uWidth = width;
71
+ }
72
+ }
73
+ /**
74
+ * The box's runs over `input` into `output`, through a texture of the pool
75
+ * between them: `texels` to a pixel of the stage wide, which the blur is
76
+ * in, each step a texel of the input.
77
+ */
78
+ function blur(system, pass, input, output, blurX, blurY, quality, texels, clear) {
79
+ // Not a stage pixel's texels: on a stage shown larger than its size those strode over texels,
80
+ // blurring past the padding, which cut the blur off.
81
+ const step = 1 / input.source.resolution;
82
+ // Each quality's run across, then down, of those wider than a texel; counted, not listed, as
83
+ // every glow's and shadow's passes come here on every frame they are drawn.
84
+ const across = blurX > 1;
85
+ const down = blurY > 1;
86
+ const each = (across ? 1 : 0) + (down ? 1 : 0);
87
+ const runs = quality * each;
88
+ if (runs === 0) {
89
+ pass.set(1, 0, 1);
90
+ system.applyFilter(pass, input, output, clear);
91
+ return;
92
+ }
93
+ // Between the runs, two textures in turn, the second only where a third run needs one.
94
+ const first = runs > 1 ? TexturePool.getSameSizeTexture(input) : null;
95
+ const second = runs > 2 ? TexturePool.getSameSizeTexture(input) : null;
96
+ let from = input;
97
+ for (let k = 0; k < runs; k++) {
98
+ if (across && (!down || k % 2 === 0)) {
99
+ pass.set(step, 0, blurX * texels);
100
+ }
101
+ else {
102
+ pass.set(0, step, blurY * texels);
103
+ }
104
+ const last = k === runs - 1;
105
+ const to = last ? output : (k % 2 === 0 ? first : second);
106
+ system.applyFilter(pass, from, to, last ? clear : true);
107
+ from = to;
108
+ }
109
+ if (first) {
110
+ TexturePool.returnTexture(first);
111
+ }
112
+ if (second) {
113
+ TexturePool.returnTexture(second);
114
+ }
115
+ }
116
+ /** A filter's offset, `distance` stage pixels at its angle, in the input's units. */
117
+ function placeOffset(offset, f, distance, units) {
118
+ const radians = ((f.angle || 0) * Math.PI) / 180;
119
+ offset[0] = distance * Math.cos(radians) * units;
120
+ offset[1] = distance * Math.sin(radians) * units;
121
+ }
122
+ /**
123
+ * A distance as far as it pads: NaN none; Infinity, or the -8388866
124
+ * generateFilterRect makes of NaN, as far as a GPU's texture could be,
125
+ * which the chain fits to what this one can draw (FilterChain.fitPadding).
126
+ */
127
+ function paddedDistance(distance) {
128
+ return Number.isNaN(distance) ? 0 : Math.max(-(2 ** 24), Math.min(2 ** 24, distance));
129
+ }
130
+ /**
131
+ * A filter run at the target's resolution, its blurs and distances in
132
+ * pixels of the stage: an object scaled up has its glow reach no further,
133
+ * and a stage a host shows three times its size has it reach three times
134
+ * as far on the screen, as Flash Player draws it.
135
+ */
136
+ class FlashFilter extends Filter {
137
+ /** The target's units to a pixel of the stage. */
138
+ units = 1;
139
+ /** How far it draws past the object, in pixels of the stage, which its padding covers. */
140
+ reach = null;
141
+ /** The target's units to a pixel of the stage, now: the padding is the reach in those units. */
142
+ setUnits(units) {
143
+ this.units = units;
144
+ if (this.reach !== null) {
145
+ // Whole units, a reach under one a unit: the filters that read the object's own pixels
146
+ // find them that many in.
147
+ this.padding = Math.ceil(this.reach * units);
148
+ }
149
+ }
150
+ /** The texels to a stage pixel this run: the input's to a unit, at the target's resolution. */
151
+ texels(input) {
152
+ return input.source.resolution * this.units;
153
+ }
154
+ }
155
+ /** A private idle binding avoids scanning every other filter's listener on WHITE. */
156
+ class BlurredFilter extends FlashFilter {
157
+ unbound;
158
+ constructor(options) {
159
+ const unbound = new TextureSource();
160
+ super({ ...options, resources: { ...options.resources, uBlurred: unbound } });
161
+ this.unbound = unbound;
162
+ }
163
+ /** Release pooled textures before the pool can destroy them. */
164
+ unbind() {
165
+ this.resources.uBlurred = this.unbound;
166
+ }
167
+ destroy() {
168
+ super.destroy();
169
+ this.unbound.destroy();
170
+ }
171
+ }
172
+ class BlurFilter extends FlashFilter {
173
+ f;
174
+ pass = new BoxPass();
175
+ /** Its box's pass too, a filter of its own. */
176
+ destroy() {
177
+ this.pass.destroy();
178
+ super.destroy();
179
+ }
180
+ constructor(f) {
181
+ super({
182
+ glProgram: GlProgram.from({ vertex: VERTEX, fragment: BOX, name: "flash-blur" }),
183
+ resources: {},
184
+ });
185
+ this.f = f;
186
+ this.reach = (f.quality * Math.max(f.blurX, f.blurY)) / 2;
187
+ this.padding = Math.ceil(this.reach);
188
+ }
189
+ apply(system, input, output, clear) {
190
+ const f = this.f;
191
+ blur(system, this.pass, input, output, f.blurX || 0, f.blurY || 0, f.quality, this.texels(input), clear);
192
+ }
193
+ }
194
+ /**
195
+ * A glow or a shadow: the input's blurred alpha (uBlurred), from `uOffset`
196
+ * texels back for a shadow, times strength and alpha, in its colour; behind
197
+ * the object, or inside it for an inner one; the object kept, or not.
198
+ */
199
+ const GLOW = `in vec2 vTextureCoord;
200
+ out vec4 finalColor;
201
+ uniform sampler2D uTexture;
202
+ uniform sampler2D uBlurred;
203
+ uniform highp vec4 uInputSize;
204
+ uniform vec3 uColor;
205
+ uniform float uAlpha;
206
+ uniform float uStrength;
207
+ uniform vec2 uOffset;
208
+ uniform float uInner;
209
+ uniform float uKnockout;
210
+ uniform float uHide;
211
+ void main(void) {
212
+ vec4 src = texture(uTexture, vTextureCoord);
213
+ float a = texture(uBlurred, vTextureCoord - uOffset * uInputSize.zw).a;
214
+ vec4 c;
215
+ if (uInner > 0.5) {
216
+ float g = clamp((1.0 - a) * uStrength, 0.0, 1.0) * uAlpha * src.a;
217
+ vec4 glow = vec4(uColor * g, g);
218
+ c = uKnockout > 0.5 ? glow : glow + src * (1.0 - g);
219
+ } else {
220
+ float g = clamp(a * uStrength, 0.0, 1.0) * uAlpha;
221
+ vec4 glow = vec4(uColor * g, g);
222
+ c = uKnockout > 0.5 ? glow * (1.0 - src.a) : uHide > 0.5 ? glow : src + glow * (1.0 - src.a);
223
+ }
224
+ finalColor = ${TRUNCATE};
225
+ }`;
226
+ class GlowFilter extends BlurredFilter {
227
+ f;
228
+ pass = new BoxPass();
229
+ /** Its box's pass too, a filter of its own. */
230
+ destroy() {
231
+ this.pass.destroy();
232
+ super.destroy();
233
+ }
234
+ constructor(f) {
235
+ const shadow = f.kind === "dropShadow";
236
+ const distance = shadow ? f.distance || 0 : 0;
237
+ super({
238
+ glProgram: GlProgram.from({ vertex: VERTEX, fragment: GLOW, name: "flash-glow" }),
239
+ resources: {
240
+ glowUniforms: {
241
+ uColor: {
242
+ value: new Float32Array([
243
+ ((f.color >> 16) & 0xff) / 255,
244
+ ((f.color >> 8) & 0xff) / 255,
245
+ (f.color & 0xff) / 255,
246
+ ]),
247
+ type: "vec3<f32>",
248
+ },
249
+ uAlpha: { value: f.alpha, type: "f32" },
250
+ uStrength: { value: f.strength, type: "f32" },
251
+ uOffset: { value: new Float32Array(2), type: "vec2<f32>" },
252
+ uInner: { value: f.inner ? 1 : 0, type: "f32" },
253
+ uKnockout: { value: f.knockout ? 1 : 0, type: "f32" },
254
+ uHide: { value: shadow && f.hideObject ? 1 : 0, type: "f32" },
255
+ },
256
+ },
257
+ });
258
+ this.f = f;
259
+ this.reach = (f.quality * Math.max(f.blurX, f.blurY)) / 2 + Math.abs(paddedDistance(distance));
260
+ this.padding = Math.ceil(this.reach);
261
+ this.distance = distance;
262
+ }
263
+ /** A drop shadow's distance; a glow's is none. */
264
+ distance;
265
+ apply(system, input, output, clear) {
266
+ const f = this.f;
267
+ const offset = this.resources.glowUniforms.uniforms.uOffset;
268
+ placeOffset(offset, f, this.distance, this.units);
269
+ const blurred = TexturePool.getSameSizeTexture(input);
270
+ blur(system, this.pass, input, blurred, f.blurX || 0, f.blurY || 0, f.quality, this.texels(input), true);
271
+ this.resources.uBlurred = blurred.source;
272
+ system.applyFilter(this, input, output, clear);
273
+ this.unbind();
274
+ TexturePool.returnTexture(blurred);
275
+ }
276
+ }
277
+ /**
278
+ * A bevel: the input's blurred alpha (uBlurred) from uOffset texels on and
279
+ * back; their difference times strength, clamped, times the colour's alpha,
280
+ * the highlight where on is more and the shadow where it is less. Inner
281
+ * (uType 0) atop the object, outer (1) behind it, full (2) over it;
282
+ * knocked out, alone, masked to where the object is (inner) or is not
283
+ * (outer).
284
+ */
285
+ const BEVEL = `in vec2 vTextureCoord;
286
+ out vec4 finalColor;
287
+ uniform sampler2D uTexture;
288
+ uniform sampler2D uBlurred;
289
+ uniform highp vec4 uInputSize;
290
+ uniform vec3 uHighlight;
291
+ uniform vec3 uShadow;
292
+ uniform float uHighlightAlpha;
293
+ uniform float uShadowAlpha;
294
+ uniform float uStrength;
295
+ uniform vec2 uOffset;
296
+ uniform float uType;
297
+ uniform float uKnockout;
298
+ void main(void) {
299
+ // Keep source samples sharp; the bevel reads alpha at a stage pixel's centre.
300
+ vec2 at = (floor(vTextureCoord * uInputSize.xy) + 0.5) * uInputSize.zw;
301
+ vec4 src = texture(uTexture, vTextureCoord);
302
+ vec2 step_ = uOffset * uInputSize.zw;
303
+ // In 255ths, each read truncated, as adl's are.
304
+ float on = floor(texture(uBlurred, at + step_).a * 255.0 + 0.001);
305
+ float back = floor(texture(uBlurred, at - step_).a * 255.0 + 0.001);
306
+ float d = on - back;
307
+ bool lit = d > 0.0;
308
+ float strong = min(255.0, floor(abs(d) * uStrength + 0.001));
309
+ float la = floor(strong * (lit ? uHighlightAlpha : uShadowAlpha) + 0.5) / 255.0;
310
+ float m = uType < 0.5 ? src.a : (uType < 1.5 && uKnockout > 0.5 ? 1.0 - src.a : 1.0);
311
+ vec4 layer = vec4((lit ? uHighlight : uShadow) * la, la) * m;
312
+ vec4 c;
313
+ if (uKnockout > 0.5) {
314
+ c = layer;
315
+ } else if (uType > 0.5 && uType < 1.5) {
316
+ c = src + layer * (1.0 - src.a);
317
+ } else {
318
+ c = layer + src * (1.0 - (uType < 0.5 ? la : layer.a));
319
+ }
320
+ finalColor = ${TRUNCATE};
321
+ }`;
322
+ class BevelFilter extends BlurredFilter {
323
+ f;
324
+ pass = new BoxPass();
325
+ /** Its box's pass too, a filter of its own. */
326
+ destroy() {
327
+ this.pass.destroy();
328
+ super.destroy();
329
+ }
330
+ constructor(f) {
331
+ const rgb = (c) => new Float32Array([((c >> 16) & 0xff) / 255, ((c >> 8) & 0xff) / 255, (c & 0xff) / 255]);
332
+ const distance = f.distance || 0;
333
+ super({
334
+ glProgram: GlProgram.from({ vertex: VERTEX, fragment: BEVEL, name: "flash-bevel" }),
335
+ resources: {
336
+ bevelUniforms: {
337
+ uHighlight: { value: rgb(f.highlightColor), type: "vec3<f32>" },
338
+ uShadow: { value: rgb(f.shadowColor), type: "vec3<f32>" },
339
+ uHighlightAlpha: { value: f.highlightAlpha, type: "f32" },
340
+ uShadowAlpha: { value: f.shadowAlpha, type: "f32" },
341
+ uStrength: { value: f.strength, type: "f32" },
342
+ uOffset: { value: new Float32Array(2), type: "vec2<f32>" },
343
+ uType: { value: f.type === "inner" ? 0 : f.type === "outer" ? 1 : 2, type: "f32" },
344
+ uKnockout: { value: f.knockout ? 1 : 0, type: "f32" },
345
+ },
346
+ },
347
+ });
348
+ this.f = f;
349
+ this.reach = (f.quality * Math.max(f.blurX, f.blurY)) / 2 + Math.abs(paddedDistance(distance));
350
+ this.padding = Math.ceil(this.reach);
351
+ }
352
+ apply(system, input, output, clear) {
353
+ const f = this.f;
354
+ const blurred = TexturePool.getSameSizeTexture(input);
355
+ blur(system, this.pass, input, blurred, f.blurX || 0, f.blurY || 0, f.quality, this.texels(input), true);
356
+ this.resources.uBlurred = blurred.source;
357
+ const offset = this.resources.bevelUniforms.uniforms.uOffset;
358
+ placeOffset(offset, f, f.distance || 0, this.units);
359
+ system.applyFilter(this, input, output, clear);
360
+ this.unbind();
361
+ TexturePool.returnTexture(blurred);
362
+ }
363
+ }
364
+ /** Premultiplied ARGB as the RGBA bytes a texture holds, still premultiplied. */
365
+ export function rgbaOf(pixels) {
366
+ const out = new Uint8Array(pixels.length * 4);
367
+ for (let i = 0; i < pixels.length; i++) {
368
+ const p = pixels[i];
369
+ const j = i * 4;
370
+ out[j] = (p >>> 16) & 0xff;
371
+ out[j + 1] = (p >>> 8) & 0xff;
372
+ out[j + 2] = p & 0xff;
373
+ out[j + 3] = p >>> 24;
374
+ }
375
+ return out;
376
+ }
377
+ /**
378
+ * How a bevel or a gradient filter places its layer (premultiplied) on the
379
+ * object's pixel, as bitmap/filters' placer does: masked to where the
380
+ * object is (uType 0, inner) or, knocked out, is not (1, outer); inner
381
+ * atop it, outer behind it, full (2) over it, knocked out alone.
382
+ */
383
+ const PLACE = `vec4 place(vec4 src, vec4 layer) {
384
+ float m = uType < 0.5 ? src.a : (uType < 1.5 && uKnockout > 0.5 ? 1.0 - src.a : 1.0);
385
+ vec4 masked = layer * m;
386
+ if (uKnockout > 0.5) {
387
+ return masked;
388
+ }
389
+ if (uType > 0.5 && uType < 1.5) {
390
+ return src + masked * (1.0 - src.a);
391
+ }
392
+ return masked + src * (1.0 - (uType < 0.5 ? layer.a : masked.a));
393
+ }`;
394
+ /**
395
+ * A gradient glow: the input's blurred alpha (uBlurred) from uOffset back,
396
+ * as a shadow reads it, times strength, picking a texel of the gradient
397
+ * (uGradient, 256 wide); a gradient bevel (uBevel 1): the difference of
398
+ * that alpha on and back, the middle of the gradient where they agree.
399
+ * Each pixel is evaluated once, at its centre, in 255ths truncated.
400
+ */
401
+ const GRADIENT = `in vec2 vTextureCoord;
402
+ out vec4 finalColor;
403
+ uniform sampler2D uTexture;
404
+ uniform sampler2D uBlurred;
405
+ uniform sampler2D uGradient;
406
+ uniform highp vec4 uInputSize;
407
+ uniform float uStrength;
408
+ uniform vec2 uOffset;
409
+ uniform float uType;
410
+ uniform float uKnockout;
411
+ uniform float uBevel;
412
+ uniform vec4 uRegion;
413
+ ${PLACE}
414
+ float alphaAt(vec2 at) {
415
+ return floor(texture(uBlurred, at).a * 255.0 + 0.001);
416
+ }
417
+ void main(void) {
418
+ vec2 p = floor(vTextureCoord * uInputSize.xy) + 0.5;
419
+ // Past the filter's rect it draws nothing, though its gradient may have colour at 0.
420
+ if (any(lessThan(p, uRegion.xy)) || any(greaterThanEqual(p, uRegion.zw))) {
421
+ finalColor = vec4(0.0);
422
+ return;
423
+ }
424
+ vec2 at = p * uInputSize.zw;
425
+ vec4 src = texture(uTexture, at);
426
+ vec2 step_ = uOffset * uInputSize.zw;
427
+ float index;
428
+ if (uBevel > 0.5) {
429
+ float d = clamp(floor((alphaAt(at + step_) - alphaAt(at - step_)) * uStrength), -255.0, 255.0);
430
+ index = floor((d + 256.0) / 2.0);
431
+ } else {
432
+ index = min(255.0, floor(alphaAt(at - step_) * uStrength + 0.001));
433
+ }
434
+ vec4 layer = texture(uGradient, vec2((index + 0.5) / 256.0, 0.5));
435
+ vec4 c = place(src, layer);
436
+ finalColor = ${TRUNCATE};
437
+ }`;
438
+ class GradientFilter extends BlurredFilter {
439
+ f;
440
+ pass = new BoxPass();
441
+ gradient;
442
+ /** Its box's pass and its gradient too. */
443
+ destroy() {
444
+ this.pass.destroy();
445
+ this.gradient.destroy(true);
446
+ super.destroy();
447
+ }
448
+ constructor(f) {
449
+ const gradient = new PixiTexture({
450
+ source: new BufferImageSource({
451
+ resource: rgbaOf(gradientTable(f)),
452
+ width: 256,
453
+ height: 1,
454
+ alphaMode: "premultiplied-alpha",
455
+ scaleMode: "nearest",
456
+ addressMode: "clamp-to-edge",
457
+ }),
458
+ });
459
+ super({
460
+ glProgram: GlProgram.from({
461
+ vertex: VERTEX,
462
+ fragment: GRADIENT,
463
+ name: "flash-gradient-filter",
464
+ }),
465
+ resources: {
466
+ gradientUniforms: {
467
+ uStrength: { value: f.strength, type: "f32" },
468
+ uOffset: { value: new Float32Array(2), type: "vec2<f32>" },
469
+ uType: { value: f.type === "inner" ? 0 : f.type === "outer" ? 1 : 2, type: "f32" },
470
+ uKnockout: { value: f.knockout ? 1 : 0, type: "f32" },
471
+ uBevel: { value: f.kind === "gradientBevel" ? 1 : 0, type: "f32" },
472
+ uRegion: { value: new Float32Array(4), type: "vec4<f32>" },
473
+ },
474
+ uGradient: gradient.source,
475
+ },
476
+ });
477
+ this.f = f;
478
+ this.gradient = gradient;
479
+ // The rect's growth each way, as applyFilter's: left, top, right, bottom.
480
+ const rect = filterRect({ x: 0, y: 0, width: 1, height: 1 }, {
481
+ ...f,
482
+ distance: paddedDistance(f.distance),
483
+ });
484
+ this.grows = [-rect.x, -rect.y, rect.x + rect.width - 1, rect.y + rect.height - 1];
485
+ this.reach = Math.max(...this.grows) + 1;
486
+ this.padding = this.reach;
487
+ }
488
+ /** How far the filter's rect grows past the object in stage pixels: left, top, right, bottom. */
489
+ grows;
490
+ /** How far in from the input's frame the object's pixels start: this and the later filters' padding. */
491
+ inset = 0;
492
+ apply(system, input, output, clear) {
493
+ const f = this.f;
494
+ const blurred = TexturePool.getSameSizeTexture(input);
495
+ blur(system, this.pass, input, blurred, f.blurX || 0, f.blurY || 0, f.quality, this.texels(input), true);
496
+ this.resources.uBlurred = blurred.source;
497
+ const offset = this.resources.gradientUniforms.uniforms.uOffset;
498
+ placeOffset(offset, f, f.distance || 0, this.units);
499
+ // The object's pixels and one more right and down, as adl's bitmap of it, grown by the rect.
500
+ const region = this.resources.gradientUniforms.uniforms.uRegion;
501
+ const grows = this.grows;
502
+ const units = this.units;
503
+ region[0] = this.inset - grows[0] * units;
504
+ region[1] = this.inset - grows[1] * units;
505
+ region[2] = input.frame.width - this.inset + units + grows[2] * units;
506
+ region[3] = input.frame.height - this.inset + units + grows[3] * units;
507
+ system.applyFilter(this, input, output, clear);
508
+ this.unbind();
509
+ TexturePool.returnTexture(blurred);
510
+ }
511
+ }
512
+ /**
513
+ * A displacement map, in the input's pixels from its frame's corner: each
514
+ * pixel of the object's (uBox) where the map lies (uMapAt, uMapSize) takes
515
+ * the input at itself moved by the map's channel (uComponents picks one
516
+ * for x, one for y) less 128, times scale, in 256ths toward 0, between
517
+ * pixels with weights in 256ths; past the object's pixels as uMode says:
518
+ * 0 wrap, 1 clamp, 2 its own place, 3 uColor, which also fills uGrow pixels
519
+ * round the object, as adl's drawing of it does. Each pixel once, at its
520
+ * centre.
521
+ */
522
+ const DISPLACE = `in vec2 vTextureCoord;
523
+ out vec4 finalColor;
524
+ uniform sampler2D uTexture;
525
+ uniform sampler2D uMap;
526
+ uniform highp vec4 uInputSize;
527
+ uniform vec4 uBox;
528
+ uniform vec4 uMapAt;
529
+ uniform vec4 uComponentX;
530
+ uniform vec4 uComponentY;
531
+ uniform vec2 uScale;
532
+ uniform float uMode;
533
+ uniform vec4 uColor;
534
+ uniform vec2 uGrow;
535
+ vec4 read(vec2 at, vec2 own) {
536
+ vec2 size = uBox.zw - uBox.xy;
537
+ vec2 i = at - uBox.xy;
538
+ if (any(lessThan(i, vec2(0.0))) || any(greaterThanEqual(i, size))) {
539
+ if (uMode < 0.5) {
540
+ i = mod(i, size);
541
+ } else if (uMode < 2.5) {
542
+ i = clamp(i, vec2(0.0), size - 1.0);
543
+ } else {
544
+ return uColor;
545
+ }
546
+ }
547
+ return texture(uTexture, (uBox.xy + i + 0.5) * uInputSize.zw);
548
+ }
549
+ void main(void) {
550
+ vec2 p = floor(vTextureCoord * uInputSize.xy);
551
+ vec4 own = texture(uTexture, (p + 0.5) * uInputSize.zw);
552
+ vec2 m = p - uMapAt.xy;
553
+ if (any(lessThan(p, uBox.xy)) || any(greaterThanEqual(p, uBox.zw))) {
554
+ bool near = all(greaterThanEqual(p, uBox.xy - uGrow)) && all(lessThan(p, uBox.zw + uGrow));
555
+ finalColor = uMode > 2.5 && near ? uColor : vec4(0.0);
556
+ return;
557
+ }
558
+ if (any(lessThan(m, vec2(0.0))) || any(greaterThanEqual(m, uMapAt.zw))) {
559
+ finalColor = own;
560
+ return;
561
+ }
562
+ vec4 map = texture(uMap, (m + 0.5) / uMapAt.zw);
563
+ vec4 straight = map.a > 0.0 ? vec4(map.rgb / map.a, map.a) : vec4(0.0);
564
+ vec2 c = floor(vec2(dot(straight, uComponentX), dot(straight, uComponentY)) * 255.0 + 0.5);
565
+ // None picked: no move.
566
+ c = vec2(uComponentX == vec4(0.0) ? 128.0 : c.x, uComponentY == vec4(0.0) ? 128.0 : c.y);
567
+ // Toward 0, without trunc, which GLSL ES 1 has not.
568
+ vec2 moved = (c - 128.0) * uScale;
569
+ vec2 q = p * 256.0 + sign(moved) * floor(abs(moved));
570
+ vec2 whole = floor(q / 256.0);
571
+ vec2 f = q - whole * 256.0;
572
+ if (uMode > 1.5 && uMode < 2.5) {
573
+ vec2 i = whole - uBox.xy;
574
+ vec2 size = uBox.zw - uBox.xy;
575
+ whole = vec2(i.x < 0.0 || i.x >= size.x ? p.x : whole.x, i.y < 0.0 || i.y >= size.y ? p.y : whole.y);
576
+ }
577
+ float w00 = floor((256.0 - f.x) * (256.0 - f.y) / 256.0);
578
+ float w10 = floor(f.x * (256.0 - f.y) / 256.0);
579
+ float w01 = floor((256.0 - f.x) * f.y / 256.0);
580
+ float w11 = floor(f.x * f.y / 256.0);
581
+ vec4 v = read(whole, p) * w00 + read(whole + vec2(1.0, 0.0), p) * w10 +
582
+ read(whole + vec2(0.0, 1.0), p) * w01 + read(whole + vec2(1.0, 1.0), p) * w11;
583
+ vec4 c8 = floor(v * 255.0 / 256.0 + 0.001) / 255.0;
584
+ finalColor = c8;
585
+ }`;
586
+ class DisplacementFilter extends FlashFilter {
587
+ f;
588
+ map;
589
+ /** How far in from the input's frame the object's pixels start: this and the later filters' padding. */
590
+ inset = 0;
591
+ constructor(f, map) {
592
+ const pick = (c) => new Float32Array([c === 1 ? 1 : 0, c === 2 ? 1 : 0, c === 4 ? 1 : 0, c === 8 ? 1 : 0]);
593
+ // Colour mode draws half the scale round the object, as adl does.
594
+ const grow = f.mode === "color"
595
+ ? [Math.floor(Math.abs(f.scaleX) / 2) || 0, Math.floor(Math.abs(f.scaleY) / 2) || 0]
596
+ : [0, 0];
597
+ const a = Math.floor(f.alpha * 255) / 255;
598
+ super({
599
+ glProgram: GlProgram.from({ vertex: VERTEX, fragment: DISPLACE, name: "flash-displacement" }),
600
+ resources: {
601
+ displaceUniforms: {
602
+ uBox: { value: new Float32Array(4), type: "vec4<f32>" },
603
+ uMapAt: { value: new Float32Array(4), type: "vec4<f32>" },
604
+ uComponentX: { value: pick(f.componentX), type: "vec4<f32>" },
605
+ uComponentY: { value: pick(f.componentY), type: "vec4<f32>" },
606
+ uScale: { value: new Float32Array([f.scaleX || 0, f.scaleY || 0]), type: "vec2<f32>" },
607
+ uMode: {
608
+ value: ["wrap", "clamp", "ignore", "color"].indexOf(f.mode),
609
+ type: "f32",
610
+ },
611
+ uColor: {
612
+ value: new Float32Array([
613
+ (((f.color >> 16) & 0xff) / 255) * a,
614
+ (((f.color >> 8) & 0xff) / 255) * a,
615
+ ((f.color & 0xff) / 255) * a,
616
+ a,
617
+ ]),
618
+ type: "vec4<f32>",
619
+ },
620
+ uGrow: { value: new Float32Array(grow), type: "vec2<f32>" },
621
+ },
622
+ uMap: PixiTexture.EMPTY.source,
623
+ },
624
+ });
625
+ this.f = f;
626
+ this.map = map;
627
+ this.padding = Math.max(...grow) + 1;
628
+ }
629
+ apply(system, input, output, clear) {
630
+ const map = this.map;
631
+ const u = this.resources.displaceUniforms.uniforms;
632
+ const box = u.uBox;
633
+ // The object's pixels and one more right and down, as adl's bitmap of it.
634
+ box[0] = this.inset;
635
+ box[1] = this.inset;
636
+ box[2] = input.frame.width - this.inset + 1;
637
+ box[3] = input.frame.height - this.inset + 1;
638
+ const at = u.uMapAt;
639
+ at[0] = this.inset + this.f.mapPoint[0];
640
+ at[1] = this.inset + this.f.mapPoint[1];
641
+ at[2] = map.width;
642
+ at[3] = map.height;
643
+ this.resources.uMap = map.source;
644
+ system.applyFilter(this, input, output, clear);
645
+ }
646
+ }
647
+ /** A colour matrix of a pixel's straight colour, its offsets in 255ths, transparent pixels too. */
648
+ const MATRIX = `in vec2 vTextureCoord;
649
+ out vec4 finalColor;
650
+ uniform sampler2D uTexture;
651
+ uniform mat4 uMatrix;
652
+ uniform vec4 uOffset;
653
+ void main(void) {
654
+ vec4 src = texture(uTexture, vTextureCoord);
655
+ vec4 straight = src.a > 0.0 ? vec4(src.rgb / src.a, src.a) : vec4(0.0);
656
+ vec4 s = clamp(uMatrix * straight + uOffset, 0.0, 1.0);
657
+ vec4 c = vec4(s.rgb * s.a, s.a);
658
+ finalColor = ${TRUNCATE};
659
+ }`;
660
+ class ColorMatrixFilter extends FlashFilter {
661
+ constructor(f) {
662
+ const m = f.matrix;
663
+ // Column-major for GLSL: column j is input channel j's part of each output.
664
+ const matrix = new Float32Array(16);
665
+ for (let row = 0; row < 4; row++) {
666
+ for (let col = 0; col < 4; col++) {
667
+ matrix[col * 4 + row] = m[row * 5 + col] || 0;
668
+ }
669
+ }
670
+ super({
671
+ glProgram: GlProgram.from({ vertex: VERTEX, fragment: MATRIX, name: "flash-color-matrix" }),
672
+ resources: {
673
+ matrixUniforms: {
674
+ uMatrix: { value: matrix, type: "mat4x4<f32>" },
675
+ uOffset: {
676
+ value: new Float32Array([0, 1, 2, 3].map((row) => (m[row * 5 + 4] || 0) / 255)),
677
+ type: "vec4<f32>",
678
+ },
679
+ },
680
+ },
681
+ });
682
+ }
683
+ }
684
+ /**
685
+ * A convolution, in 255ths: the taps' straight colour over uBox, the
686
+ * object's pixels as adl filters them, in the input's pixels from its
687
+ * frame's corner; past it the nearest edge's or uEdge; summed, divided,
688
+ * biased, clamped and premultiplied as bitmap/filters' convolve does, the
689
+ * fixed-point way too (uReciprocal not 0) where every tap lies in the box.
690
+ */
691
+ const CONVOLUTION = `in vec2 vTextureCoord;
692
+ out vec4 finalColor;
693
+ uniform sampler2D uTexture;
694
+ uniform highp vec4 uInputSize;
695
+ uniform vec4 uMatrix[57];
696
+ uniform vec2 uSize;
697
+ uniform vec4 uBox;
698
+ uniform vec4 uEdge;
699
+ uniform float uDivisor;
700
+ uniform float uReciprocal;
701
+ uniform float uBias;
702
+ uniform float uClamp;
703
+ uniform float uPreserve;
704
+ vec4 straight(vec2 p) {
705
+ if (any(lessThan(p, uBox.xy)) || any(greaterThanEqual(p, uBox.zw))) {
706
+ if (uClamp < 0.5) { return uEdge; }
707
+ p = clamp(p, floor(uBox.xy) + 0.5, floor(uBox.zw) - 0.5);
708
+ }
709
+ vec4 c = texture(uTexture, p * uInputSize.zw);
710
+ return c.a > 0.0 ? floor(vec4(c.rgb / c.a, c.a) * 255.0 + 0.5) : vec4(0.0);
711
+ }
712
+ void main(void) {
713
+ // The pixel's centre, which all its texels read alike, as adl's one pixel.
714
+ vec2 p = floor(vTextureCoord * uInputSize.xy) + 0.5;
715
+ vec2 reach = floor(uSize * 0.5);
716
+ if (any(lessThan(p, uBox.xy - reach)) || any(greaterThanEqual(p, uBox.zw + reach))) {
717
+ finalColor = vec4(0.0);
718
+ return;
719
+ }
720
+ bool fixed_ = uReciprocal != 0.0 && all(greaterThanEqual(p - 1.0, uBox.xy)) &&
721
+ all(lessThan(p + 1.0, uBox.zw));
722
+ int cols = int(uSize.x);
723
+ int count = cols * int(uSize.y);
724
+ vec4 sum = vec4(0.0);
725
+ // One loop, its index alone indexing the weights, as GLSL ES 1 allows.
726
+ for (int k = 0; k < 225; k++) {
727
+ if (k >= count) { break; }
728
+ float w = dot(uMatrix[k / 4], vec4(equal(vec4(float(k - k / 4 * 4)), vec4(0.0, 1.0, 2.0, 3.0))));
729
+ if (w != 0.0) {
730
+ int j = k / cols;
731
+ vec2 at = vec2(float(k - j * cols), float(j)) - reach;
732
+ sum += straight(fixed_ && k == 8 ? p : p + at) * w;
733
+ }
734
+ }
735
+ sum = fixed_ ? floor(sum * uReciprocal) : sum / uDivisor;
736
+ vec4 v = floor(clamp(sum + uBias, 0.0, 255.0) + 0.0001);
737
+ float a = uPreserve > 0.5 ? straight(p).a : v.a;
738
+ vec3 c = fixed_ ? floor(v.rgb * a / 255.0) : floor((v.rgb * a + 127.0) / 255.0);
739
+ finalColor = vec4(c, a) / 255.0;
740
+ }`;
741
+ class ConvolutionFilter extends FlashFilter {
742
+ /** How far in from the input's frame the object's pixels start: this and the later filters' padding. */
743
+ inset = 0;
744
+ constructor(f) {
745
+ const matrix = new Float32Array(57 * 4);
746
+ const count = f.matrixX * f.matrixY;
747
+ for (let k = 0; k < count; k++) {
748
+ matrix[k] = f.matrix[k] || 0;
749
+ }
750
+ const divisor = f.divisor || 1;
751
+ const reciprocal = integerKernel(Array.from(matrix.subarray(0, count)), divisor);
752
+ super({
753
+ glProgram: GlProgram.from({
754
+ vertex: VERTEX,
755
+ fragment: CONVOLUTION,
756
+ name: "flash-convolution",
757
+ }),
758
+ resources: {
759
+ convolutionUniforms: {
760
+ uMatrix: { value: matrix, type: "vec4<f32>", size: 57 },
761
+ uSize: { value: new Float32Array([f.matrixX, f.matrixY]), type: "vec2<f32>" },
762
+ uBox: { value: new Float32Array(4), type: "vec4<f32>" },
763
+ uEdge: {
764
+ value: new Float32Array([
765
+ (f.color >> 16) & 0xff,
766
+ (f.color >> 8) & 0xff,
767
+ f.color & 0xff,
768
+ Math.floor(f.alpha * 255),
769
+ ]),
770
+ type: "vec4<f32>",
771
+ },
772
+ uDivisor: { value: divisor, type: "f32" },
773
+ uReciprocal: { value: reciprocal === null ? 0 : reciprocal / 65536, type: "f32" },
774
+ uBias: { value: f.bias || 0, type: "f32" },
775
+ uClamp: { value: f.clamp ? 1 : 0, type: "f32" },
776
+ uPreserve: { value: f.preserveAlpha ? 1 : 0, type: "f32" },
777
+ },
778
+ },
779
+ });
780
+ // Its reach, and the pixel right and down adl's bitmap of the object has.
781
+ this.padding = Math.max(f.matrixX >> 1, f.matrixY >> 1) + 1;
782
+ }
783
+ apply(system, input, output, clear) {
784
+ const box = this.resources.convolutionUniforms.uniforms.uBox;
785
+ box[0] = this.inset;
786
+ box[1] = this.inset;
787
+ box[2] = input.frame.width - this.inset + 1;
788
+ box[3] = input.frame.height - this.inset + 1;
789
+ system.applyFilter(this, input, output, clear);
790
+ }
791
+ }
792
+ /**
793
+ * A convolution with no taps as adl draws it, a copy moved up and left by
794
+ * the half of the other size: one tap there, of 1, the edges transparent.
795
+ */
796
+ function emptyKernel(f) {
797
+ const hx = f.matrixX >> 1;
798
+ const hy = f.matrixY >> 1;
799
+ const matrixX = 2 * hx + 1;
800
+ const matrixY = 2 * hy + 1;
801
+ const matrix = new Array(matrixX * matrixY).fill(0);
802
+ matrix[matrix.length - 1] = 1;
803
+ return {
804
+ ...f,
805
+ matrixX,
806
+ matrixY,
807
+ matrix,
808
+ divisor: 1,
809
+ bias: 0,
810
+ clamp: false,
811
+ color: 0,
812
+ alpha: 0,
813
+ preserveAlpha: false,
814
+ };
815
+ }
816
+ /**
817
+ * Whether two lists of filter records hold the same values, which draw the
818
+ * same: a timeline's tween writes its filters again on each frame, and a
819
+ * script may set them from their own. A map is the same only as the same
820
+ * object, so that a displacement's map taken anew is drawn anew.
821
+ */
822
+ export function sameFilterRecords(a, b) {
823
+ if (a.length !== b.length) {
824
+ return false;
825
+ }
826
+ // Compared each frame for every object a tween filters, so without allocating.
827
+ for (let i = 0; i < a.length; i++) {
828
+ const x = a[i];
829
+ const y = b[i];
830
+ let keys = 0;
831
+ for (const key in x) {
832
+ keys++;
833
+ if (!(key in y) || !sameValue(x[key], y[key])) {
834
+ return false;
835
+ }
836
+ }
837
+ for (const _ in y) {
838
+ keys--;
839
+ }
840
+ if (keys !== 0) {
841
+ return false;
842
+ }
843
+ }
844
+ return true;
845
+ }
846
+ function sameValue(u, v) {
847
+ if (!Array.isArray(u) || !Array.isArray(v)) {
848
+ return Object.is(u, v);
849
+ }
850
+ if (u.length !== v.length) {
851
+ return false;
852
+ }
853
+ for (let k = 0; k < u.length; k++) {
854
+ if (!Object.is(u[k], v[k])) {
855
+ return false;
856
+ }
857
+ }
858
+ return true;
859
+ }
860
+ /** The Pixi filters a display object's filter records draw as: those swf2es draws yet, in their order. */
861
+ export function displayFilters(records, mapTexture = () => null) {
862
+ const out = [];
863
+ for (const f of records) {
864
+ let filter = null;
865
+ switch (f.kind) {
866
+ case "blur":
867
+ filter = new BlurFilter(f);
868
+ break;
869
+ case "glow":
870
+ case "dropShadow":
871
+ filter = new GlowFilter(f);
872
+ break;
873
+ case "colorMatrix":
874
+ filter = new ColorMatrixFilter(f);
875
+ break;
876
+ case "bevel":
877
+ filter = new BevelFilter(f);
878
+ break;
879
+ case "gradientGlow":
880
+ case "gradientBevel":
881
+ filter = new GradientFilter(f);
882
+ break;
883
+ case "displacementMap": {
884
+ // Its map, a copy the object took when its filters were set, as a
885
+ // texture now, never in a pass; with none it leaves the object be.
886
+ const map = f.mapSnapshot ?? f.mapBitmap;
887
+ const texture = map ? mapTexture(map) : null;
888
+ filter = texture ? new DisplacementFilter(f, texture) : null;
889
+ break;
890
+ }
891
+ case "convolution":
892
+ filter = new ConvolutionFilter(f.matrixX * f.matrixY > 0 ? f : emptyKernel(f));
893
+ break;
894
+ }
895
+ if (filter) {
896
+ filter.resolution = "inherit";
897
+ out.push(filter);
898
+ }
899
+ }
900
+ scaleFilters(out, 1);
901
+ return out;
902
+ }
903
+ /**
904
+ * Filters drawn at `units` of the target to a pixel of the stage, each
905
+ * filter that reads the object's own pixels told how far in they start:
906
+ * the padding of it and the filters after it.
907
+ */
908
+ function scaleFilters(filters, units) {
909
+ for (const filter of filters) {
910
+ if (filter instanceof FlashFilter) {
911
+ filter.setUnits(units);
912
+ }
913
+ }
914
+ insetFilters(filters);
915
+ }
916
+ /** Each filter that reads the object's own pixels told how far in they start: its and the later filters' padding. */
917
+ function insetFilters(filters) {
918
+ let inset = 0;
919
+ for (let i = filters.length - 1; i >= 0; i--) {
920
+ const filter = filters[i];
921
+ inset += filter.padding;
922
+ if (filter instanceof ConvolutionFilter ||
923
+ filter instanceof GradientFilter ||
924
+ filter instanceof DisplacementFilter) {
925
+ filter.inset = inset;
926
+ }
927
+ }
928
+ }
929
+ // The chain's output, as its object's colour transform colours it where it has one: each pixel's
930
+ // straight colour multiplied and offset, clamped; a clear pixel stays clear, as a bitmap's does.
931
+ const COPY = `in vec2 vTextureCoord;
932
+ out vec4 finalColor;
933
+ uniform sampler2D uTexture;
934
+ uniform float uColored;
935
+ uniform vec4 uMul;
936
+ uniform vec4 uAdd;
937
+ void main(void) {
938
+ vec4 c = texture(uTexture, vTextureCoord);
939
+ if (uColored > 0.5) {
940
+ if (c.a > 0.0) {
941
+ vec4 t = clamp(vec4(c.rgb / c.a, c.a) * uMul + uAdd, 0.0, 1.0);
942
+ c = vec4(t.rgb * t.a, t.a);
943
+ }
944
+ }
945
+ finalColor = c;
946
+ }`;
947
+ /** Whether `a` and `b` give the same output: a move may shift the corner a texel either way. */
948
+ function sameInput(a, b) {
949
+ return (a.width === b.width &&
950
+ a.height === b.height &&
951
+ a.resolution === b.resolution &&
952
+ Math.abs(a.dx - b.dx) <= 1 &&
953
+ Math.abs(a.dy - b.dy) <= 1 &&
954
+ a.colorAlpha === b.colorAlpha);
955
+ }
956
+ /**
957
+ * A display object's filters as one, their output kept and drawn again
958
+ * while nothing they were run on changed, as Flash caches a filtered
959
+ * object as a bitmap: the object, all below it, its transform but for a
960
+ * move, and how much of it the screen shows; its colour is the output's
961
+ * (recolor). The owner calls `changed()` for what Pixi cannot see.
962
+ * One changing frame after frame is filtered straight to the target,
963
+ * with no copy kept; so is one that `keeps` not, drawn once.
964
+ */
965
+ /** A pass that draws its input as it is, made once: an empty chain's (FilterChain.run). */
966
+ let plainCopyFilter = null;
967
+ function plainCopy() {
968
+ plainCopyFilter ??= new Filter({
969
+ glProgram: GlProgram.from({ vertex: VERTEX, fragment: COPY, name: "flash-filter-copy" }),
970
+ resources: {
971
+ colorUniforms: {
972
+ uColored: { value: 0, type: "f32" },
973
+ uMul: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
974
+ uAdd: { value: new Float32Array(4), type: "vec4<f32>" },
975
+ },
976
+ },
977
+ });
978
+ return plainCopyFilter;
979
+ }
980
+ /** Each renderer's largest texture side, asked once. */
981
+ const textureLimits = new WeakMap();
982
+ /** The largest texture side `renderer` makes: WebGL's MAX_TEXTURE_SIZE, WebGPU's limit, else 4096. */
983
+ function textureLimit(renderer) {
984
+ let limit = textureLimits.get(renderer);
985
+ if (limit === undefined) {
986
+ const r = renderer;
987
+ limit =
988
+ r.gl?.getParameter(r.gl.MAX_TEXTURE_SIZE) ??
989
+ r.gpu?.device?.limits?.maxTextureDimension2D ??
990
+ 4096;
991
+ textureLimits.set(renderer, limit);
992
+ }
993
+ return limit;
994
+ }
995
+ export class FilterChain extends Filter {
996
+ filters;
997
+ owner;
998
+ keeps;
999
+ /** The input last run on, and the output kept of it, if any. */
1000
+ ran = null;
1001
+ /** The input to be compared with it, which then becomes it. */
1002
+ next = { width: 0, height: 0, resolution: 0, dx: 0, dy: 0, colorAlpha: 0 };
1003
+ /**
1004
+ * The area its object was last measured at on the stage, and the
1005
+ * object's transform on the stage then; null till measured again.
1006
+ */
1007
+ area = null;
1008
+ /** What `area` points to when it is set, filled again at each measure. */
1009
+ measured = {
1010
+ minX: 0,
1011
+ minY: 0,
1012
+ maxX: 0,
1013
+ maxY: 0,
1014
+ a: 0,
1015
+ b: 0,
1016
+ c: 0,
1017
+ d: 0,
1018
+ tx: 0,
1019
+ ty: 0,
1020
+ };
1021
+ kept = null;
1022
+ stale = true;
1023
+ /** Runs in a row its object changed for. */
1024
+ changing = 0;
1025
+ drawnAt = 1;
1026
+ constructor(filters, owner, keeps = true, units = 1) {
1027
+ super({
1028
+ glProgram: GlProgram.from({ vertex: VERTEX, fragment: COPY, name: "flash-filter-copy" }),
1029
+ resources: {
1030
+ colorUniforms: {
1031
+ uColored: { value: 0, type: "f32" },
1032
+ uMul: { value: new Float32Array([1, 1, 1, 1]), type: "vec4<f32>" },
1033
+ uAdd: { value: new Float32Array(4), type: "vec4<f32>" },
1034
+ },
1035
+ },
1036
+ });
1037
+ this.filters = filters;
1038
+ this.owner = owner;
1039
+ this.keeps = keeps;
1040
+ this.rescale(units);
1041
+ this.resolution = "inherit";
1042
+ // The object is drawn into the chain's input as the target draws, with
1043
+ // its multisampling: Pixi's filters default to none, which left a
1044
+ // filtered object's edges stepped beside its unfiltered neighbours'.
1045
+ // Any filter of an object that says "off" turns it off for all of them.
1046
+ this.antialias = "inherit";
1047
+ }
1048
+ /** What it was run on changed: run it again, and measure it again. */
1049
+ changed() {
1050
+ this.stale = true;
1051
+ this.area = null;
1052
+ }
1053
+ /**
1054
+ * The area kept, moved as the object moved: while nothing in the object
1055
+ * changed (`changed`) and its transform on the stage only moved, all it
1056
+ * draws moved alike, and so did its bounds.
1057
+ */
1058
+ keptArea(container, bounds) {
1059
+ const area = this.area;
1060
+ if (!area || container !== this.owner) {
1061
+ return false;
1062
+ }
1063
+ const m = container.worldTransform;
1064
+ if (m.a !== area.a || m.b !== area.b || m.c !== area.c || m.d !== area.d) {
1065
+ return false;
1066
+ }
1067
+ const dx = m.tx - area.tx;
1068
+ const dy = m.ty - area.ty;
1069
+ bounds.minX = area.minX + dx;
1070
+ bounds.minY = area.minY + dy;
1071
+ bounds.maxX = area.maxX + dx;
1072
+ bounds.maxY = area.maxY + dy;
1073
+ return true;
1074
+ }
1075
+ keepArea(container, bounds) {
1076
+ // A view drawn once measures once; an object that draws nothing is placed by its group, not by
1077
+ // itself.
1078
+ if (!this.keeps || container !== this.owner || !(bounds.width > 0 && bounds.height > 0)) {
1079
+ this.area = null;
1080
+ return;
1081
+ }
1082
+ // In place: a moving object is measured again on every frame.
1083
+ const m = container.worldTransform;
1084
+ const area = this.measured;
1085
+ area.minX = bounds.minX;
1086
+ area.minY = bounds.minY;
1087
+ area.maxX = bounds.maxX;
1088
+ area.maxY = bounds.maxY;
1089
+ area.a = m.a;
1090
+ area.b = m.b;
1091
+ area.c = m.c;
1092
+ area.d = m.d;
1093
+ area.tx = m.tx;
1094
+ area.ty = m.ty;
1095
+ this.area = area;
1096
+ }
1097
+ /** The target's units to a pixel of the stage its filters are drawn at. */
1098
+ get units() {
1099
+ return this.drawnAt;
1100
+ }
1101
+ /** Its filters drawn at `units` of the target to a pixel of the stage from now on. */
1102
+ rescale(units) {
1103
+ this.drawnAt = units;
1104
+ scaleFilters(this.filters, units);
1105
+ this.wanted = this.filters.map((f) => f.padding);
1106
+ this.padding = this.wanted.reduce((sum, p) => sum + p, 0);
1107
+ this.stale = true;
1108
+ this.area = null;
1109
+ }
1110
+ /** Each filter's padding as its reach asks, before fitPadding cuts it to what can be drawn. */
1111
+ wanted = [];
1112
+ /**
1113
+ * The filters' padding as their reach asks, where the texture the object
1114
+ * is filtered in, its area within the screen and twice the padding at
1115
+ * the target's resolution, fits the renderer's largest; past that, cut
1116
+ * alike from the furthest reaching down to what fits, as a shadow cast
1117
+ * 1e9 away, or Infinity, asks. What is cut lies past the screen, but for
1118
+ * an object off it whose shadow is not.
1119
+ */
1120
+ fitPadding(bounds, system) {
1121
+ const renderer = system.renderer;
1122
+ const target = renderer.renderTarget;
1123
+ const resolution = target.rootRenderTarget.colorTexture.source.resolution;
1124
+ const viewport = target.rootViewPort;
1125
+ // As the filter system clips the area before it pads it.
1126
+ const width = Math.min(bounds.maxX, viewport.width / resolution) - Math.max(bounds.minX, 0);
1127
+ const height = Math.min(bounds.maxY, viewport.height / resolution) - Math.max(bounds.minY, 0);
1128
+ const room = Math.floor((textureLimit(renderer) / resolution - Math.max(width, height, 0)) / 2) - 2;
1129
+ const wanted = this.wanted;
1130
+ let total = wanted.reduce((sum, p) => sum + p, 0);
1131
+ // The most any one filter pads: all they want where it fits, else the level that fits.
1132
+ let cap = Infinity;
1133
+ if (total > room) {
1134
+ const sorted = [...wanted].sort((a, b) => a - b);
1135
+ let below = 0;
1136
+ cap = 0;
1137
+ for (let i = 0; i < sorted.length; i++) {
1138
+ const level = Math.floor((Math.max(0, room) - below) / (sorted.length - i));
1139
+ if (level <= sorted[i]) {
1140
+ cap = Math.max(0, level);
1141
+ break;
1142
+ }
1143
+ below += sorted[i];
1144
+ }
1145
+ }
1146
+ let changed = false;
1147
+ total = 0;
1148
+ for (let i = 0; i < this.filters.length; i++) {
1149
+ const padding = Math.min(wanted[i], cap);
1150
+ changed ||= this.filters[i].padding !== padding;
1151
+ this.filters[i].padding = padding;
1152
+ total += padding;
1153
+ }
1154
+ if (changed) {
1155
+ insetFilters(this.filters);
1156
+ }
1157
+ this.padding = total;
1158
+ }
1159
+ /**
1160
+ * Its result blended over what is below in `mode`, by the GPU's own
1161
+ * blending as its last pass draws it, where that is Flash's blend
1162
+ * (render/compositing.ts): no copy of what is below, nor a blend filter after it.
1163
+ */
1164
+ blendOver(mode) {
1165
+ this.blendMode = mode;
1166
+ }
1167
+ /** Whether its output is drawn coloured (recolor), which takes a pass of its own. */
1168
+ colored = false;
1169
+ /**
1170
+ * Its output drawn in `color`, its object's colour transform from the stage down (or from the
1171
+ * filtered object it is in), as Flash colours a filtered object's bitmap: the glow and the
1172
+ * shadow too, and not what they are run on. What it kept stands.
1173
+ */
1174
+ recolor(color) {
1175
+ const u = this.resources.colorUniforms.uniforms;
1176
+ // A placement's transform that changes nothing takes no pass: most filtered objects have one.
1177
+ this.colored =
1178
+ color !== null &&
1179
+ !(color.rMul === 1 &&
1180
+ color.gMul === 1 &&
1181
+ color.bMul === 1 &&
1182
+ color.aMul === 1 &&
1183
+ color.rAdd === 0 &&
1184
+ color.gAdd === 0 &&
1185
+ color.bAdd === 0 &&
1186
+ color.aAdd === 0);
1187
+ u.uColored = this.colored ? 1 : 0;
1188
+ if (color && this.colored) {
1189
+ u.uMul[0] = color.rMul;
1190
+ u.uMul[1] = color.gMul;
1191
+ u.uMul[2] = color.bMul;
1192
+ u.uMul[3] = color.aMul;
1193
+ u.uAdd[0] = color.rAdd / 255;
1194
+ u.uAdd[1] = color.gAdd / 255;
1195
+ u.uAdd[2] = color.bAdd / 255;
1196
+ u.uAdd[3] = color.aAdd / 255;
1197
+ }
1198
+ }
1199
+ /** The output kept let go of, as its object leaves the display list. */
1200
+ forget() {
1201
+ this.release();
1202
+ this.ran = null;
1203
+ this.area = null;
1204
+ }
1205
+ /**
1206
+ * Its kept output, while it would draw it again: before its object is drawn into an input,
1207
+ * which is then not drawn at all, nor the filters run. The input `apply` would compare is the
1208
+ * one the system sizes from the bounds it measured.
1209
+ */
1210
+ reusedOutput(_system, data) {
1211
+ const kept = this.kept;
1212
+ if (!this.keeps || this.stale || !kept || !this.ran) {
1213
+ return null;
1214
+ }
1215
+ const bounds = data.bounds;
1216
+ const resolution = data.resolution;
1217
+ const m = this.owner.worldTransform;
1218
+ const now = this.next;
1219
+ now.width = bounds.width;
1220
+ now.height = bounds.height;
1221
+ now.resolution = resolution;
1222
+ now.dx = (bounds.minX - m.tx) * resolution;
1223
+ now.dy = (bounds.minY - m.ty) * resolution;
1224
+ now.colorAlpha = this.owner.groupColorAlpha;
1225
+ if (!sameInput(this.ran, now)) {
1226
+ return null;
1227
+ }
1228
+ this.changing = 0;
1229
+ return kept;
1230
+ }
1231
+ apply(system, input, output, clear) {
1232
+ if (!this.keeps) {
1233
+ this.runOver(system, input, output, clear);
1234
+ return;
1235
+ }
1236
+ const resolution = input.source.resolution;
1237
+ // The input's corner on the screen.
1238
+ const bounds = system.activeBounds;
1239
+ const m = this.owner.worldTransform;
1240
+ // Filled in place, and swapped with `ran` as it becomes that: a chain runs on every frame.
1241
+ const now = this.next;
1242
+ now.width = input.frame.width;
1243
+ now.height = input.frame.height;
1244
+ now.resolution = resolution;
1245
+ now.dx = (bounds.minX - m.tx) * resolution;
1246
+ now.dy = (bounds.minY - m.ty) * resolution;
1247
+ now.colorAlpha = this.owner.groupColorAlpha;
1248
+ const same = this.ran !== null && sameInput(this.ran, now);
1249
+ if (same && !this.stale && this.kept) {
1250
+ this.changing = 0;
1251
+ system.applyFilter(this, this.kept, output, clear);
1252
+ return;
1253
+ }
1254
+ // Unchanged but not kept, as after being filtered straight: kept now.
1255
+ this.changing = this.stale || !same ? this.changing + 1 : 0;
1256
+ this.stale = false;
1257
+ this.next = this.ran ?? { width: 0, height: 0, resolution: 0, dx: 0, dy: 0, colorAlpha: 0 };
1258
+ this.ran = now;
1259
+ this.release();
1260
+ if (this.changing > 1) {
1261
+ this.runOver(system, input, output, clear);
1262
+ return;
1263
+ }
1264
+ const kept = TexturePool.getSameSizeTexture(input);
1265
+ this.run(system, input, kept, true);
1266
+ this.kept = kept;
1267
+ system.applyFilter(this, kept, output, clear);
1268
+ }
1269
+ /**
1270
+ * Run into `output`; blended over it or coloured, into a texture of the
1271
+ * pool first, which its own pass then blends and colours: the filters'
1272
+ * last passes draw as each of them blends, not as the chain does.
1273
+ */
1274
+ runOver(system, input, output, clear) {
1275
+ if (this.blendMode === "normal" && !this.colored) {
1276
+ this.run(system, input, output, clear);
1277
+ return;
1278
+ }
1279
+ const result = TexturePool.getSameSizeTexture(input);
1280
+ this.run(system, input, result, true);
1281
+ system.applyFilter(this, result, output, clear);
1282
+ TexturePool.returnTexture(result);
1283
+ }
1284
+ /** The filters in turn, as Pixi runs a chain, through a texture of the pool between them. */
1285
+ run(system, input, output, clear) {
1286
+ const filters = this.filters;
1287
+ // A layer kept for a blend (render/compositing.ts): what was drawn, as it was drawn.
1288
+ if (filters.length === 0) {
1289
+ plainCopy().apply(system, input, output, clear);
1290
+ return;
1291
+ }
1292
+ if (filters.length === 1) {
1293
+ filters[0].apply(system, input, output, clear);
1294
+ return;
1295
+ }
1296
+ // Two textures in turn between them, the second only for a third filter.
1297
+ const first = TexturePool.getSameSizeTexture(input);
1298
+ const second = filters.length > 2 ? TexturePool.getSameSizeTexture(input) : first;
1299
+ let from = input;
1300
+ for (let i = 0; i < filters.length - 1; i++) {
1301
+ const to = i % 2 === 0 ? first : second;
1302
+ filters[i].apply(system, from, to, true);
1303
+ from = to;
1304
+ }
1305
+ filters[filters.length - 1].apply(system, from, output, clear);
1306
+ TexturePool.returnTexture(first);
1307
+ if (second !== first) {
1308
+ TexturePool.returnTexture(second);
1309
+ }
1310
+ }
1311
+ release() {
1312
+ if (this.kept) {
1313
+ TexturePool.returnTexture(this.kept);
1314
+ this.kept = null;
1315
+ }
1316
+ }
1317
+ /** Its filters too, and the output it kept. */
1318
+ destroy() {
1319
+ this.release();
1320
+ for (const f of this.filters) {
1321
+ f.destroy();
1322
+ }
1323
+ super.destroy();
1324
+ }
1325
+ }
1326
+ //# sourceMappingURL=filters.js.map