evotars 0.0.11 → 0.0.13

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.
@@ -0,0 +1,2134 @@
1
+ import { l as Re, M as g, o as Be, p as Ue, E as u, q as b, s as Ae, t as q, F as K, v as Ie, j as m, S as p, d as B, w as Y, x as Fe, b as H, B as k, h as U, u as C, i as _, R as w, y as Ee, a as De, C as S, z as Oe, G as ze, H as He, I as J, e as X, J as Le, P as We, c as Ve, D as Q, K as je, L as $e } from "./index-RgERw5ms.js";
2
+ import { b as Ne, S as Z, G as ee, f as te, U as re, T as L, h as W, B as qe, i as Ke, R as se } from "./colorToUniform-ZnVvWd8z.js";
3
+ const ae = class A extends Ne {
4
+ /**
5
+ * @param options - The optional parameters of this filter.
6
+ */
7
+ constructor(e) {
8
+ e = { ...A.defaultOptions, ...e }, super(e), this.enabled = !0, this._state = Z.for2d(), this.padding = e.padding, typeof e.antialias == "boolean" ? this.antialias = e.antialias ? "on" : "off" : this.antialias = e.antialias, this.resolution = e.resolution, this.blendRequired = e.blendRequired, this.addResource("uTexture", 0, 1);
9
+ }
10
+ /**
11
+ * Applies the filter
12
+ * @param filterManager - The renderer to retrieve the filter from
13
+ * @param input - The input render target.
14
+ * @param output - The target to output to.
15
+ * @param clearMode - Should the output be cleared before rendering to it
16
+ */
17
+ apply(e, t, r, a) {
18
+ e.applyFilter(this, t, r, a);
19
+ }
20
+ /**
21
+ * Get the blend mode of the filter.
22
+ * @default "normal"
23
+ */
24
+ get blendMode() {
25
+ return this._state.blendMode;
26
+ }
27
+ /** Sets the blend mode of the filter. */
28
+ set blendMode(e) {
29
+ this._state.blendMode = e;
30
+ }
31
+ /**
32
+ * A short hand function to create a filter based of a vertex and fragment shader src.
33
+ * @param options
34
+ * @returns A shiny new PixiJS filter!
35
+ */
36
+ static from(e) {
37
+ const { gpu: t, gl: r, ...a } = e;
38
+ let n, i;
39
+ return t && (n = ee.from(t)), r && (i = te.from(r)), new A({
40
+ gpuProgram: n,
41
+ glProgram: i,
42
+ ...a
43
+ });
44
+ }
45
+ };
46
+ ae.defaultOptions = {
47
+ blendMode: "normal",
48
+ resolution: 1,
49
+ padding: 0,
50
+ antialias: "off",
51
+ blendRequired: !1
52
+ };
53
+ let Ye = ae;
54
+ var Je = `in vec2 vMaskCoord;
55
+ in vec2 vTextureCoord;
56
+
57
+ uniform sampler2D uTexture;
58
+ uniform sampler2D uMaskTexture;
59
+
60
+ uniform float uAlpha;
61
+ uniform vec4 uMaskClamp;
62
+
63
+ out vec4 finalColor;
64
+
65
+ void main(void)
66
+ {
67
+ float clip = step(3.5,
68
+ step(uMaskClamp.x, vMaskCoord.x) +
69
+ step(uMaskClamp.y, vMaskCoord.y) +
70
+ step(vMaskCoord.x, uMaskClamp.z) +
71
+ step(vMaskCoord.y, uMaskClamp.w));
72
+
73
+ // TODO look into why this is needed
74
+ float npmAlpha = uAlpha;
75
+ vec4 original = texture(uTexture, vTextureCoord);
76
+ vec4 masky = texture(uMaskTexture, vMaskCoord);
77
+ float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);
78
+
79
+ original *= (alphaMul * masky.r * uAlpha * clip);
80
+
81
+ finalColor = original;
82
+ }
83
+ `, Xe = `in vec2 aPosition;
84
+
85
+ out vec2 vTextureCoord;
86
+ out vec2 vMaskCoord;
87
+
88
+
89
+ uniform vec4 uInputSize;
90
+ uniform vec4 uOutputFrame;
91
+ uniform vec4 uOutputTexture;
92
+ uniform mat3 uFilterMatrix;
93
+
94
+ vec4 filterVertexPosition( vec2 aPosition )
95
+ {
96
+ vec2 position = aPosition * uOutputFrame.zw + uOutputFrame.xy;
97
+
98
+ position.x = position.x * (2.0 / uOutputTexture.x) - 1.0;
99
+ position.y = position.y * (2.0*uOutputTexture.z / uOutputTexture.y) - uOutputTexture.z;
100
+
101
+ return vec4(position, 0.0, 1.0);
102
+ }
103
+
104
+ vec2 filterTextureCoord( vec2 aPosition )
105
+ {
106
+ return aPosition * (uOutputFrame.zw * uInputSize.zw);
107
+ }
108
+
109
+ vec2 getFilterCoord( vec2 aPosition )
110
+ {
111
+ return ( uFilterMatrix * vec3( filterTextureCoord(aPosition), 1.0) ).xy;
112
+ }
113
+
114
+ void main(void)
115
+ {
116
+ gl_Position = filterVertexPosition(aPosition);
117
+ vTextureCoord = filterTextureCoord(aPosition);
118
+ vMaskCoord = getFilterCoord(aPosition);
119
+ }
120
+ `, V = `struct GlobalFilterUniforms {
121
+ uInputSize:vec4<f32>,
122
+ uInputPixel:vec4<f32>,
123
+ uInputClamp:vec4<f32>,
124
+ uOutputFrame:vec4<f32>,
125
+ uGlobalFrame:vec4<f32>,
126
+ uOutputTexture:vec4<f32>,
127
+ };
128
+
129
+ struct MaskUniforms {
130
+ uFilterMatrix:mat3x3<f32>,
131
+ uMaskClamp:vec4<f32>,
132
+ uAlpha:f32,
133
+ };
134
+
135
+
136
+ @group(0) @binding(0) var<uniform> gfu: GlobalFilterUniforms;
137
+ @group(0) @binding(1) var uTexture: texture_2d<f32>;
138
+ @group(0) @binding(2) var uSampler : sampler;
139
+
140
+ @group(1) @binding(0) var<uniform> filterUniforms : MaskUniforms;
141
+ @group(1) @binding(1) var uMaskTexture: texture_2d<f32>;
142
+
143
+ struct VSOutput {
144
+ @builtin(position) position: vec4<f32>,
145
+ @location(0) uv : vec2<f32>,
146
+ @location(1) filterUv : vec2<f32>,
147
+ };
148
+
149
+ fn filterVertexPosition(aPosition:vec2<f32>) -> vec4<f32>
150
+ {
151
+ var position = aPosition * gfu.uOutputFrame.zw + gfu.uOutputFrame.xy;
152
+
153
+ position.x = position.x * (2.0 / gfu.uOutputTexture.x) - 1.0;
154
+ position.y = position.y * (2.0*gfu.uOutputTexture.z / gfu.uOutputTexture.y) - gfu.uOutputTexture.z;
155
+
156
+ return vec4(position, 0.0, 1.0);
157
+ }
158
+
159
+ fn filterTextureCoord( aPosition:vec2<f32> ) -> vec2<f32>
160
+ {
161
+ return aPosition * (gfu.uOutputFrame.zw * gfu.uInputSize.zw);
162
+ }
163
+
164
+ fn globalTextureCoord( aPosition:vec2<f32> ) -> vec2<f32>
165
+ {
166
+ return (aPosition.xy / gfu.uGlobalFrame.zw) + (gfu.uGlobalFrame.xy / gfu.uGlobalFrame.zw);
167
+ }
168
+
169
+ fn getFilterCoord(aPosition:vec2<f32> ) -> vec2<f32>
170
+ {
171
+ return ( filterUniforms.uFilterMatrix * vec3( filterTextureCoord(aPosition), 1.0) ).xy;
172
+ }
173
+
174
+ fn getSize() -> vec2<f32>
175
+ {
176
+
177
+
178
+ return gfu.uGlobalFrame.zw;
179
+ }
180
+
181
+ @vertex
182
+ fn mainVertex(
183
+ @location(0) aPosition : vec2<f32>,
184
+ ) -> VSOutput {
185
+ return VSOutput(
186
+ filterVertexPosition(aPosition),
187
+ filterTextureCoord(aPosition),
188
+ getFilterCoord(aPosition)
189
+ );
190
+ }
191
+
192
+ @fragment
193
+ fn mainFragment(
194
+ @location(0) uv: vec2<f32>,
195
+ @location(1) filterUv: vec2<f32>,
196
+ @builtin(position) position: vec4<f32>
197
+ ) -> @location(0) vec4<f32> {
198
+
199
+ var maskClamp = filterUniforms.uMaskClamp;
200
+
201
+ var clip = step(3.5,
202
+ step(maskClamp.x, filterUv.x) +
203
+ step(maskClamp.y, filterUv.y) +
204
+ step(filterUv.x, maskClamp.z) +
205
+ step(filterUv.y, maskClamp.w));
206
+
207
+ var mask = textureSample(uMaskTexture, uSampler, filterUv);
208
+ var source = textureSample(uTexture, uSampler, uv);
209
+
210
+ var npmAlpha = 0.0;
211
+
212
+ var alphaMul = 1.0 - npmAlpha * (1.0 - mask.a);
213
+
214
+ var a = (alphaMul * mask.r) * clip;
215
+
216
+ return vec4(source.rgb, source.a) * a;
217
+ }`;
218
+ class Qe extends Ye {
219
+ constructor(e) {
220
+ const { sprite: t, ...r } = e, a = new Re(t.texture), n = new re({
221
+ uFilterMatrix: { value: new g(), type: "mat3x3<f32>" },
222
+ uMaskClamp: { value: a.uClampFrame, type: "vec4<f32>" },
223
+ uAlpha: { value: 1, type: "f32" }
224
+ }), i = ee.from({
225
+ vertex: {
226
+ source: V,
227
+ entryPoint: "mainVertex"
228
+ },
229
+ fragment: {
230
+ source: V,
231
+ entryPoint: "mainFragment"
232
+ }
233
+ }), l = te.from({
234
+ vertex: Xe,
235
+ fragment: Je,
236
+ name: "mask-filter"
237
+ });
238
+ super({
239
+ ...r,
240
+ gpuProgram: i,
241
+ glProgram: l,
242
+ resources: {
243
+ filterUniforms: n,
244
+ uMaskTexture: t.texture.source
245
+ }
246
+ }), this.sprite = t, this._textureMatrix = a;
247
+ }
248
+ apply(e, t, r, a) {
249
+ this._textureMatrix.texture = this.sprite.texture, e.calculateSpriteMatrix(
250
+ this.resources.filterUniforms.uniforms.uFilterMatrix,
251
+ this.sprite
252
+ ).prepend(this._textureMatrix.mapCoord), this.resources.uMaskTexture = this.sprite.texture.source, e.applyFilter(this, t, r, a);
253
+ }
254
+ }
255
+ class ne {
256
+ constructor(e, t) {
257
+ this.state = Z.for2d(), this._batches = /* @__PURE__ */ Object.create(null), this._geometries = /* @__PURE__ */ Object.create(null), this.renderer = e, this._adaptor = t, this._adaptor.init(this);
258
+ }
259
+ buildStart(e) {
260
+ if (!this._batches[e.uid]) {
261
+ const t = new Be();
262
+ this._batches[e.uid] = t, this._geometries[t.uid] = new Ue();
263
+ }
264
+ this._activeBatch = this._batches[e.uid], this._activeGeometry = this._geometries[this._activeBatch.uid], this._activeBatch.begin();
265
+ }
266
+ addToBatch(e) {
267
+ this._activeBatch.add(e);
268
+ }
269
+ break(e) {
270
+ this._activeBatch.break(e);
271
+ }
272
+ buildEnd(e) {
273
+ const t = this._activeBatch, r = this._activeGeometry;
274
+ t.finish(e), r.indexBuffer.setDataWithSize(t.indexBuffer, t.indexSize, !0), r.buffers[0].setDataWithSize(t.attributeBuffer.float32View, t.attributeSize, !1);
275
+ }
276
+ upload(e) {
277
+ const t = this._batches[e.uid], r = this._geometries[t.uid];
278
+ t.dirty && (t.dirty = !1, r.buffers[0].update(t.attributeSize * 4));
279
+ }
280
+ execute(e) {
281
+ if (e.action === "startBatch") {
282
+ const t = e.batcher, r = this._geometries[t.uid];
283
+ this._adaptor.start(this, r);
284
+ }
285
+ this._adaptor.execute(this, e);
286
+ }
287
+ destroy() {
288
+ this.state = null, this.renderer = null, this._adaptor.destroy(), this._adaptor = null;
289
+ for (const e in this._batches)
290
+ this._batches[e].destroy();
291
+ this._batches = null;
292
+ for (const e in this._geometries)
293
+ this._geometries[e].destroy();
294
+ this._geometries = null;
295
+ }
296
+ }
297
+ ne.extension = {
298
+ type: [
299
+ u.WebGLPipes,
300
+ u.WebGPUPipes,
301
+ u.CanvasPipes
302
+ ],
303
+ name: "batch"
304
+ };
305
+ const Mt = {
306
+ name: "texture-bit",
307
+ vertex: {
308
+ header: (
309
+ /* wgsl */
310
+ `
311
+
312
+ struct TextureUniforms {
313
+ uTextureMatrix:mat3x3<f32>,
314
+ }
315
+
316
+ @group(2) @binding(2) var<uniform> textureUniforms : TextureUniforms;
317
+ `
318
+ ),
319
+ main: (
320
+ /* wgsl */
321
+ `
322
+ uv = (textureUniforms.uTextureMatrix * vec3(uv, 1.0)).xy;
323
+ `
324
+ )
325
+ },
326
+ fragment: {
327
+ header: (
328
+ /* wgsl */
329
+ `
330
+ @group(2) @binding(0) var uTexture: texture_2d<f32>;
331
+ @group(2) @binding(1) var uSampler: sampler;
332
+
333
+
334
+ `
335
+ ),
336
+ main: (
337
+ /* wgsl */
338
+ `
339
+ outColor = textureSample(uTexture, uSampler, vUV);
340
+ `
341
+ )
342
+ }
343
+ }, Ct = {
344
+ name: "texture-bit",
345
+ vertex: {
346
+ header: (
347
+ /* glsl */
348
+ `
349
+ uniform mat3 uTextureMatrix;
350
+ `
351
+ ),
352
+ main: (
353
+ /* glsl */
354
+ `
355
+ uv = (uTextureMatrix * vec3(uv, 1.0)).xy;
356
+ `
357
+ )
358
+ },
359
+ fragment: {
360
+ header: (
361
+ /* glsl */
362
+ `
363
+ uniform sampler2D uTexture;
364
+
365
+
366
+ `
367
+ ),
368
+ main: (
369
+ /* glsl */
370
+ `
371
+ outColor = texture(uTexture, vUV);
372
+ `
373
+ )
374
+ }
375
+ };
376
+ function Ze(s, e) {
377
+ const t = s.root, r = s.instructionSet;
378
+ r.reset(), e.batch.buildStart(r), e.blendMode.buildStart(), e.colorMask.buildStart(), t.sortableChildren && t.sortChildren(), ie(t, r, e, !0), e.batch.buildEnd(r), e.blendMode.buildEnd(r);
379
+ }
380
+ function P(s, e, t) {
381
+ s.globalDisplayStatus < 7 || !s.includeInBuild || (s.sortableChildren && s.sortChildren(), s.isSimple ? et(s, e, t) : ie(s, e, t, !1));
382
+ }
383
+ function et(s, e, t) {
384
+ if (s.renderPipeId && (t.blendMode.setBlendMode(s, s.groupBlendMode, e), s.didViewUpdate = !1, t[s.renderPipeId].addRenderable(s, e)), !s.renderGroup) {
385
+ const r = s.children, a = r.length;
386
+ for (let n = 0; n < a; n++)
387
+ P(r[n], e, t);
388
+ }
389
+ }
390
+ function ie(s, e, t, r) {
391
+ if (!r && s.renderGroup)
392
+ t.renderGroup.addRenderGroup(s.renderGroup, e);
393
+ else {
394
+ for (let i = 0; i < s.effects.length; i++) {
395
+ const l = s.effects[i];
396
+ t[l.pipe].push(l, s, e);
397
+ }
398
+ const a = s.renderPipeId;
399
+ a && (t.blendMode.setBlendMode(s, s.groupBlendMode, e), s.didViewUpdate = !1, t[a].addRenderable(s, e));
400
+ const n = s.children;
401
+ if (n.length)
402
+ for (let i = 0; i < n.length; i++)
403
+ P(n[i], e, t);
404
+ for (let i = s.effects.length - 1; i >= 0; i--) {
405
+ const l = s.effects[i];
406
+ t[l.pipe].pop(l, s, e);
407
+ }
408
+ }
409
+ }
410
+ const tt = new q();
411
+ class rt extends K {
412
+ constructor() {
413
+ super(), this.filters = [new Qe({
414
+ sprite: new Ie(m.EMPTY)
415
+ })];
416
+ }
417
+ get sprite() {
418
+ return this.filters[0].sprite;
419
+ }
420
+ set sprite(e) {
421
+ this.filters[0].sprite = e;
422
+ }
423
+ }
424
+ class oe {
425
+ constructor(e) {
426
+ this._activeMaskStage = [], this._renderer = e;
427
+ }
428
+ push(e, t, r) {
429
+ const a = this._renderer;
430
+ if (a.renderPipes.batch.break(r), r.add({
431
+ renderPipeId: "alphaMask",
432
+ action: "pushMaskBegin",
433
+ mask: e,
434
+ canBundle: !1,
435
+ maskedContainer: t
436
+ }), e.renderMaskToTexture) {
437
+ const n = e.mask;
438
+ n.includeInBuild = !0, P(
439
+ n,
440
+ r,
441
+ a.renderPipes
442
+ ), n.includeInBuild = !1;
443
+ }
444
+ a.renderPipes.batch.break(r), r.add({
445
+ renderPipeId: "alphaMask",
446
+ action: "pushMaskEnd",
447
+ mask: e,
448
+ maskedContainer: t,
449
+ canBundle: !1
450
+ });
451
+ }
452
+ pop(e, t, r) {
453
+ this._renderer.renderPipes.batch.break(r), r.add({
454
+ renderPipeId: "alphaMask",
455
+ action: "popMaskEnd",
456
+ mask: e,
457
+ canBundle: !1
458
+ });
459
+ }
460
+ execute(e) {
461
+ const t = this._renderer, r = e.mask.renderMaskToTexture;
462
+ if (e.action === "pushMaskBegin") {
463
+ const a = b.get(rt);
464
+ if (r) {
465
+ e.mask.mask.measurable = !0;
466
+ const n = Ae(e.mask.mask, !0, tt);
467
+ e.mask.mask.measurable = !1, n.ceil();
468
+ const i = L.getOptimalTexture(
469
+ n.width,
470
+ n.height,
471
+ 1,
472
+ !1
473
+ );
474
+ t.renderTarget.push(i, !0), t.globalUniforms.push({
475
+ offset: n,
476
+ worldColor: 4294967295
477
+ });
478
+ const l = a.sprite;
479
+ l.texture = i, l.worldTransform.tx = n.minX, l.worldTransform.ty = n.minY, this._activeMaskStage.push({
480
+ filterEffect: a,
481
+ maskedContainer: e.maskedContainer,
482
+ filterTexture: i
483
+ });
484
+ } else
485
+ a.sprite = e.mask.mask, this._activeMaskStage.push({
486
+ filterEffect: a,
487
+ maskedContainer: e.maskedContainer
488
+ });
489
+ } else if (e.action === "pushMaskEnd") {
490
+ const a = this._activeMaskStage[this._activeMaskStage.length - 1];
491
+ r && (t.renderTarget.pop(), t.globalUniforms.pop()), t.filter.push({
492
+ renderPipeId: "filter",
493
+ action: "pushFilter",
494
+ container: a.maskedContainer,
495
+ filterEffect: a.filterEffect,
496
+ canBundle: !1
497
+ });
498
+ } else if (e.action === "popMaskEnd") {
499
+ t.filter.pop();
500
+ const a = this._activeMaskStage.pop();
501
+ r && L.returnTexture(a.filterTexture), b.return(a.filterEffect);
502
+ }
503
+ }
504
+ destroy() {
505
+ this._renderer = null, this._activeMaskStage = null;
506
+ }
507
+ }
508
+ oe.extension = {
509
+ type: [
510
+ u.WebGLPipes,
511
+ u.WebGPUPipes,
512
+ u.CanvasPipes
513
+ ],
514
+ name: "alphaMask"
515
+ };
516
+ class le {
517
+ constructor(e) {
518
+ this._colorStack = [], this._colorStackIndex = 0, this._currentColor = 0, this._renderer = e;
519
+ }
520
+ buildStart() {
521
+ this._colorStack[0] = 15, this._colorStackIndex = 1, this._currentColor = 15;
522
+ }
523
+ push(e, t, r) {
524
+ this._renderer.renderPipes.batch.break(r);
525
+ const n = this._colorStack;
526
+ n[this._colorStackIndex] = n[this._colorStackIndex - 1] & e.mask;
527
+ const i = this._colorStack[this._colorStackIndex];
528
+ i !== this._currentColor && (this._currentColor = i, r.add({
529
+ renderPipeId: "colorMask",
530
+ colorMask: i,
531
+ canBundle: !1
532
+ })), this._colorStackIndex++;
533
+ }
534
+ pop(e, t, r) {
535
+ this._renderer.renderPipes.batch.break(r);
536
+ const n = this._colorStack;
537
+ this._colorStackIndex--;
538
+ const i = n[this._colorStackIndex - 1];
539
+ i !== this._currentColor && (this._currentColor = i, r.add({
540
+ renderPipeId: "colorMask",
541
+ colorMask: i,
542
+ canBundle: !1
543
+ }));
544
+ }
545
+ execute(e) {
546
+ this._renderer.colorMask.setMask(e.colorMask);
547
+ }
548
+ destroy() {
549
+ this._colorStack = null;
550
+ }
551
+ }
552
+ le.extension = {
553
+ type: [
554
+ u.WebGLPipes,
555
+ u.WebGPUPipes,
556
+ u.CanvasPipes
557
+ ],
558
+ name: "colorMask"
559
+ };
560
+ class ue {
561
+ constructor(e) {
562
+ this._maskStackHash = {}, this._maskHash = /* @__PURE__ */ new WeakMap(), this._renderer = e;
563
+ }
564
+ push(e, t, r) {
565
+ var a;
566
+ const n = e, i = this._renderer;
567
+ i.renderPipes.batch.break(r), i.renderPipes.blendMode.setBlendMode(n.mask, "none", r), r.add({
568
+ renderPipeId: "stencilMask",
569
+ action: "pushMaskBegin",
570
+ mask: e,
571
+ canBundle: !1
572
+ });
573
+ const l = n.mask;
574
+ l.includeInBuild = !0, this._maskHash.has(n) || this._maskHash.set(n, {
575
+ instructionsStart: 0,
576
+ instructionsLength: 0
577
+ });
578
+ const o = this._maskHash.get(n);
579
+ o.instructionsStart = r.instructionSize, P(
580
+ l,
581
+ r,
582
+ i.renderPipes
583
+ ), l.includeInBuild = !1, i.renderPipes.batch.break(r), r.add({
584
+ renderPipeId: "stencilMask",
585
+ action: "pushMaskEnd",
586
+ mask: e,
587
+ canBundle: !1
588
+ });
589
+ const d = r.instructionSize - o.instructionsStart - 1;
590
+ o.instructionsLength = d;
591
+ const c = i.renderTarget.renderTarget.uid;
592
+ (a = this._maskStackHash)[c] ?? (a[c] = 0);
593
+ }
594
+ pop(e, t, r) {
595
+ const a = e, n = this._renderer;
596
+ n.renderPipes.batch.break(r), n.renderPipes.blendMode.setBlendMode(a.mask, "none", r), r.add({
597
+ renderPipeId: "stencilMask",
598
+ action: "popMaskBegin",
599
+ canBundle: !1
600
+ });
601
+ const i = this._maskHash.get(e);
602
+ for (let l = 0; l < i.instructionsLength; l++)
603
+ r.instructions[r.instructionSize++] = r.instructions[i.instructionsStart++];
604
+ r.add({
605
+ renderPipeId: "stencilMask",
606
+ action: "popMaskEnd",
607
+ canBundle: !1
608
+ });
609
+ }
610
+ execute(e) {
611
+ var t;
612
+ const r = this._renderer, a = r.renderTarget.renderTarget.uid;
613
+ let n = (t = this._maskStackHash)[a] ?? (t[a] = 0);
614
+ e.action === "pushMaskBegin" ? (r.renderTarget.ensureDepthStencil(), r.stencil.setStencilMode(p.RENDERING_MASK_ADD, n), n++, r.colorMask.setMask(0)) : e.action === "pushMaskEnd" ? (r.stencil.setStencilMode(p.MASK_ACTIVE, n), r.colorMask.setMask(15)) : e.action === "popMaskBegin" ? (r.colorMask.setMask(0), n !== 0 ? r.stencil.setStencilMode(p.RENDERING_MASK_REMOVE, n) : (r.renderTarget.clear(null, B.STENCIL), r.stencil.setStencilMode(p.DISABLED, n)), n--) : e.action === "popMaskEnd" && (r.stencil.setStencilMode(p.MASK_ACTIVE, n), r.colorMask.setMask(15)), this._maskStackHash[a] = n;
615
+ }
616
+ destroy() {
617
+ this._renderer = null, this._maskStackHash = null, this._maskHash = null;
618
+ }
619
+ }
620
+ ue.extension = {
621
+ type: [
622
+ u.WebGLPipes,
623
+ u.WebGPUPipes,
624
+ u.CanvasPipes
625
+ ],
626
+ name: "stencilMask"
627
+ };
628
+ function wt(s, e) {
629
+ for (const t in s.attributes) {
630
+ const r = s.attributes[t], a = e[t];
631
+ a ? (r.location ?? (r.location = a.location), r.format ?? (r.format = a.format), r.offset ?? (r.offset = a.offset), r.instance ?? (r.instance = a.instance)) : Y(`Attribute ${t} is not present in the shader, but is present in the geometry. Unable to infer attribute details.`);
632
+ }
633
+ st(s);
634
+ }
635
+ function st(s) {
636
+ const { buffers: e, attributes: t } = s, r = {}, a = {};
637
+ for (const n in e) {
638
+ const i = e[n];
639
+ r[i.uid] = 0, a[i.uid] = 0;
640
+ }
641
+ for (const n in t) {
642
+ const i = t[n];
643
+ r[i.buffer.uid] += W(i.format).stride;
644
+ }
645
+ for (const n in t) {
646
+ const i = t[n];
647
+ i.stride ?? (i.stride = r[i.buffer.uid]), i.start ?? (i.start = a[i.buffer.uid]), a[i.buffer.uid] += W(i.format).stride;
648
+ }
649
+ }
650
+ const T = [];
651
+ T[p.NONE] = void 0;
652
+ T[p.DISABLED] = {
653
+ stencilWriteMask: 0,
654
+ stencilReadMask: 0
655
+ };
656
+ T[p.RENDERING_MASK_ADD] = {
657
+ stencilFront: {
658
+ compare: "equal",
659
+ passOp: "increment-clamp"
660
+ },
661
+ stencilBack: {
662
+ compare: "equal",
663
+ passOp: "increment-clamp"
664
+ }
665
+ };
666
+ T[p.RENDERING_MASK_REMOVE] = {
667
+ stencilFront: {
668
+ compare: "equal",
669
+ passOp: "decrement-clamp"
670
+ },
671
+ stencilBack: {
672
+ compare: "equal",
673
+ passOp: "decrement-clamp"
674
+ }
675
+ };
676
+ T[p.MASK_ACTIVE] = {
677
+ stencilWriteMask: 0,
678
+ stencilFront: {
679
+ compare: "equal",
680
+ passOp: "keep"
681
+ },
682
+ stencilBack: {
683
+ compare: "equal",
684
+ passOp: "keep"
685
+ }
686
+ };
687
+ class St {
688
+ constructor(e) {
689
+ this._syncFunctionHash = /* @__PURE__ */ Object.create(null), this._adaptor = e, this._systemCheck();
690
+ }
691
+ /**
692
+ * Overrideable function by `pixi.js/unsafe-eval` to silence
693
+ * throwing an error if platform doesn't support unsafe-evals.
694
+ * @private
695
+ */
696
+ _systemCheck() {
697
+ if (!Fe())
698
+ throw new Error("Current environment does not allow unsafe-eval, please use pixi.js/unsafe-eval module to enable support.");
699
+ }
700
+ ensureUniformGroup(e) {
701
+ const t = this.getUniformGroupData(e);
702
+ e.buffer || (e.buffer = new H({
703
+ data: new Float32Array(t.layout.size / 4),
704
+ usage: k.UNIFORM | k.COPY_DST
705
+ }));
706
+ }
707
+ getUniformGroupData(e) {
708
+ return this._syncFunctionHash[e._signature] || this._initUniformGroup(e);
709
+ }
710
+ _initUniformGroup(e) {
711
+ const t = e._signature;
712
+ let r = this._syncFunctionHash[t];
713
+ if (!r) {
714
+ const a = Object.keys(e.uniformStructures).map((l) => e.uniformStructures[l]), n = this._adaptor.createUboElements(a), i = this._generateUboSync(n.uboElements);
715
+ r = this._syncFunctionHash[t] = {
716
+ layout: n,
717
+ syncFunction: i
718
+ };
719
+ }
720
+ return this._syncFunctionHash[t];
721
+ }
722
+ _generateUboSync(e) {
723
+ return this._adaptor.generateUboSync(e);
724
+ }
725
+ syncUniformGroup(e, t, r) {
726
+ const a = this.getUniformGroupData(e);
727
+ return e.buffer || (e.buffer = new H({
728
+ data: new Float32Array(a.layout.size / 4),
729
+ usage: k.UNIFORM | k.COPY_DST
730
+ })), t || (t = e.buffer.data), r || (r = 0), a.syncFunction(e.uniforms, t, r), !0;
731
+ }
732
+ updateUniformGroup(e) {
733
+ if (e.isStatic && !e._dirtyId)
734
+ return !1;
735
+ e._dirtyId = 0;
736
+ const t = this.syncUniformGroup(e);
737
+ return e.buffer.update(), t;
738
+ }
739
+ destroy() {
740
+ this._syncFunctionHash = null;
741
+ }
742
+ }
743
+ const M = [
744
+ // uploading pixi matrix object to mat3
745
+ {
746
+ type: "mat3x3<f32>",
747
+ test: (s) => s.value.a !== void 0,
748
+ ubo: `
749
+ var matrix = uv[name].toArray(true);
750
+ data[offset] = matrix[0];
751
+ data[offset + 1] = matrix[1];
752
+ data[offset + 2] = matrix[2];
753
+ data[offset + 4] = matrix[3];
754
+ data[offset + 5] = matrix[4];
755
+ data[offset + 6] = matrix[5];
756
+ data[offset + 8] = matrix[6];
757
+ data[offset + 9] = matrix[7];
758
+ data[offset + 10] = matrix[8];
759
+ `,
760
+ uniform: `
761
+ gl.uniformMatrix3fv(ud[name].location, false, uv[name].toArray(true));
762
+ `
763
+ },
764
+ // uploading a pixi rectangle as a vec4
765
+ {
766
+ type: "vec4<f32>",
767
+ test: (s) => s.type === "vec4<f32>" && s.size === 1 && s.value.width !== void 0,
768
+ ubo: `
769
+ v = uv[name];
770
+ data[offset] = v.x;
771
+ data[offset + 1] = v.y;
772
+ data[offset + 2] = v.width;
773
+ data[offset + 3] = v.height;
774
+ `,
775
+ uniform: `
776
+ cv = ud[name].value;
777
+ v = uv[name];
778
+ if (cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height) {
779
+ cv[0] = v.x;
780
+ cv[1] = v.y;
781
+ cv[2] = v.width;
782
+ cv[3] = v.height;
783
+ gl.uniform4f(ud[name].location, v.x, v.y, v.width, v.height);
784
+ }
785
+ `
786
+ },
787
+ // uploading a pixi point as a vec2
788
+ {
789
+ type: "vec2<f32>",
790
+ test: (s) => s.type === "vec2<f32>" && s.size === 1 && s.value.x !== void 0,
791
+ ubo: `
792
+ v = uv[name];
793
+ data[offset] = v.x;
794
+ data[offset + 1] = v.y;
795
+ `,
796
+ uniform: `
797
+ cv = ud[name].value;
798
+ v = uv[name];
799
+ if (cv[0] !== v.x || cv[1] !== v.y) {
800
+ cv[0] = v.x;
801
+ cv[1] = v.y;
802
+ gl.uniform2f(ud[name].location, v.x, v.y);
803
+ }
804
+ `
805
+ },
806
+ // uploading a pixi color as a vec4
807
+ {
808
+ type: "vec4<f32>",
809
+ test: (s) => s.type === "vec4<f32>" && s.size === 1 && s.value.red !== void 0,
810
+ ubo: `
811
+ v = uv[name];
812
+ data[offset] = v.red;
813
+ data[offset + 1] = v.green;
814
+ data[offset + 2] = v.blue;
815
+ data[offset + 3] = v.alpha;
816
+ `,
817
+ uniform: `
818
+ cv = ud[name].value;
819
+ v = uv[name];
820
+ if (cv[0] !== v.red || cv[1] !== v.green || cv[2] !== v.blue || cv[3] !== v.alpha) {
821
+ cv[0] = v.red;
822
+ cv[1] = v.green;
823
+ cv[2] = v.blue;
824
+ cv[3] = v.alpha;
825
+ gl.uniform4f(ud[name].location, v.red, v.green, v.blue, v.alpha);
826
+ }
827
+ `
828
+ },
829
+ // uploading a pixi color as a vec3
830
+ {
831
+ type: "vec3<f32>",
832
+ test: (s) => s.type === "vec3<f32>" && s.size === 1 && s.value.red !== void 0,
833
+ ubo: `
834
+ v = uv[name];
835
+ data[offset] = v.red;
836
+ data[offset + 1] = v.green;
837
+ data[offset + 2] = v.blue;
838
+ `,
839
+ uniform: `
840
+ cv = ud[name].value;
841
+ v = uv[name];
842
+ if (cv[0] !== v.red || cv[1] !== v.green || cv[2] !== v.blue) {
843
+ cv[0] = v.red;
844
+ cv[1] = v.green;
845
+ cv[2] = v.blue;
846
+ gl.uniform3f(ud[name].location, v.red, v.green, v.blue);
847
+ }
848
+ `
849
+ }
850
+ ];
851
+ function Pt(s, e, t, r) {
852
+ const a = [`
853
+ var v = null;
854
+ var v2 = null;
855
+ var t = 0;
856
+ var index = 0;
857
+ var name = null;
858
+ var arrayOffset = null;
859
+ `];
860
+ let n = 0;
861
+ for (let l = 0; l < s.length; l++) {
862
+ const o = s[l], d = o.data.name;
863
+ let c = !1, h = 0;
864
+ for (let f = 0; f < M.length; f++)
865
+ if (M[f].test(o.data)) {
866
+ h = o.offset / 4, a.push(
867
+ `name = "${d}";`,
868
+ `offset += ${h - n};`,
869
+ M[f][e] || M[f].ubo
870
+ ), c = !0;
871
+ break;
872
+ }
873
+ if (!c)
874
+ if (o.data.size > 1)
875
+ h = o.offset / 4, a.push(t(o, h - n));
876
+ else {
877
+ const f = r[o.data.type];
878
+ h = o.offset / 4, a.push(
879
+ /* wgsl */
880
+ `
881
+ v = uv.${d};
882
+ offset += ${h - n};
883
+ ${f};
884
+ `
885
+ );
886
+ }
887
+ n = h;
888
+ }
889
+ const i = a.join(`
890
+ `);
891
+ return new Function(
892
+ "uv",
893
+ "data",
894
+ "offset",
895
+ i
896
+ );
897
+ }
898
+ function x(s, e) {
899
+ return `
900
+ for (let i = 0; i < ${s * e}; i++) {
901
+ data[offset + (((i / ${s})|0) * 4) + (i % ${s})] = v[i];
902
+ }
903
+ `;
904
+ }
905
+ const at = {
906
+ f32: `
907
+ data[offset] = v;`,
908
+ i32: `
909
+ data[offset] = v;`,
910
+ "vec2<f32>": `
911
+ data[offset] = v[0];
912
+ data[offset + 1] = v[1];`,
913
+ "vec3<f32>": `
914
+ data[offset] = v[0];
915
+ data[offset + 1] = v[1];
916
+ data[offset + 2] = v[2];`,
917
+ "vec4<f32>": `
918
+ data[offset] = v[0];
919
+ data[offset + 1] = v[1];
920
+ data[offset + 2] = v[2];
921
+ data[offset + 3] = v[3];`,
922
+ "mat2x2<f32>": `
923
+ data[offset] = v[0];
924
+ data[offset + 1] = v[1];
925
+ data[offset + 4] = v[2];
926
+ data[offset + 5] = v[3];`,
927
+ "mat3x3<f32>": `
928
+ data[offset] = v[0];
929
+ data[offset + 1] = v[1];
930
+ data[offset + 2] = v[2];
931
+ data[offset + 4] = v[3];
932
+ data[offset + 5] = v[4];
933
+ data[offset + 6] = v[5];
934
+ data[offset + 8] = v[6];
935
+ data[offset + 9] = v[7];
936
+ data[offset + 10] = v[8];`,
937
+ "mat4x4<f32>": `
938
+ for (let i = 0; i < 16; i++) {
939
+ data[offset + i] = v[i];
940
+ }`,
941
+ "mat3x2<f32>": x(3, 2),
942
+ "mat4x2<f32>": x(4, 2),
943
+ "mat2x3<f32>": x(2, 3),
944
+ "mat4x3<f32>": x(4, 3),
945
+ "mat2x4<f32>": x(2, 4),
946
+ "mat3x4<f32>": x(3, 4)
947
+ }, Gt = {
948
+ ...at,
949
+ "mat2x2<f32>": `
950
+ data[offset] = v[0];
951
+ data[offset + 1] = v[1];
952
+ data[offset + 2] = v[2];
953
+ data[offset + 3] = v[3];
954
+ `
955
+ };
956
+ function nt(s, e, t, r, a, n) {
957
+ const i = n ? 1 : -1;
958
+ return s.identity(), s.a = 1 / r * 2, s.d = i * (1 / a * 2), s.tx = -1 - e * s.a, s.ty = -i - t * s.d, s;
959
+ }
960
+ const v = /* @__PURE__ */ new Map();
961
+ function de(s, e) {
962
+ if (!v.has(s)) {
963
+ const t = new m({
964
+ source: new U({
965
+ resource: s,
966
+ ...e
967
+ })
968
+ }), r = () => {
969
+ v.get(s) === t && v.delete(s);
970
+ };
971
+ t.once("destroy", r), t.source.once("destroy", r), v.set(s, t);
972
+ }
973
+ return v.get(s);
974
+ }
975
+ function it(s) {
976
+ const e = s.colorTexture.source.resource;
977
+ return globalThis.HTMLCanvasElement && e instanceof HTMLCanvasElement && document.body.contains(e);
978
+ }
979
+ const ce = class he {
980
+ /**
981
+ * @param [descriptor] - Options for creating a render target.
982
+ */
983
+ constructor(e = {}) {
984
+ if (this.uid = C("renderTarget"), this.colorTextures = [], this.dirtyId = 0, this.isRoot = !1, this._size = new Float32Array(2), this._managedColorTextures = !1, e = { ...he.defaultOptions, ...e }, this.stencil = e.stencil, this.depth = e.depth, this.isRoot = e.isRoot, typeof e.colorTextures == "number") {
985
+ this._managedColorTextures = !0;
986
+ for (let t = 0; t < e.colorTextures; t++)
987
+ this.colorTextures.push(
988
+ new _({
989
+ width: e.width,
990
+ height: e.height,
991
+ resolution: e.resolution,
992
+ antialias: e.antialias
993
+ })
994
+ );
995
+ } else {
996
+ this.colorTextures = [...e.colorTextures.map((r) => r.source)];
997
+ const t = this.colorTexture.source;
998
+ this.resize(t.width, t.height, t._resolution);
999
+ }
1000
+ this.colorTexture.source.on("resize", this.onSourceResize, this), (e.depthStencilTexture || this.stencil) && (e.depthStencilTexture instanceof m || e.depthStencilTexture instanceof _ ? this.depthStencilTexture = e.depthStencilTexture.source : this.ensureDepthStencilTexture());
1001
+ }
1002
+ get size() {
1003
+ const e = this._size;
1004
+ return e[0] = this.pixelWidth, e[1] = this.pixelHeight, e;
1005
+ }
1006
+ get width() {
1007
+ return this.colorTexture.source.width;
1008
+ }
1009
+ get height() {
1010
+ return this.colorTexture.source.height;
1011
+ }
1012
+ get pixelWidth() {
1013
+ return this.colorTexture.source.pixelWidth;
1014
+ }
1015
+ get pixelHeight() {
1016
+ return this.colorTexture.source.pixelHeight;
1017
+ }
1018
+ get resolution() {
1019
+ return this.colorTexture.source._resolution;
1020
+ }
1021
+ get colorTexture() {
1022
+ return this.colorTextures[0];
1023
+ }
1024
+ onSourceResize(e) {
1025
+ this.resize(e.width, e.height, e._resolution, !0);
1026
+ }
1027
+ /**
1028
+ * This will ensure a depthStencil texture is created for this render target.
1029
+ * Most likely called by the mask system to make sure we have stencil buffer added.
1030
+ * @internal
1031
+ * @ignore
1032
+ */
1033
+ ensureDepthStencilTexture() {
1034
+ this.depthStencilTexture || (this.depthStencilTexture = new _({
1035
+ width: this.width,
1036
+ height: this.height,
1037
+ resolution: this.resolution,
1038
+ format: "depth24plus-stencil8",
1039
+ autoGenerateMipmaps: !1,
1040
+ antialias: !1,
1041
+ mipLevelCount: 1
1042
+ // sampleCount: handled by the render target system..
1043
+ }));
1044
+ }
1045
+ resize(e, t, r = this.resolution, a = !1) {
1046
+ this.dirtyId++, this.colorTextures.forEach((n, i) => {
1047
+ a && i === 0 || n.source.resize(e, t, r);
1048
+ }), this.depthStencilTexture && this.depthStencilTexture.source.resize(e, t, r);
1049
+ }
1050
+ destroy() {
1051
+ this.colorTexture.source.off("resize", this.onSourceResize, this), this._managedColorTextures && this.colorTextures.forEach((e) => {
1052
+ e.destroy();
1053
+ }), this.depthStencilTexture && (this.depthStencilTexture.destroy(), delete this.depthStencilTexture);
1054
+ }
1055
+ };
1056
+ ce.defaultOptions = {
1057
+ /** the width of the RenderTarget */
1058
+ width: 0,
1059
+ /** the height of the RenderTarget */
1060
+ height: 0,
1061
+ /** the resolution of the RenderTarget */
1062
+ resolution: 1,
1063
+ /** an array of textures, or a number indicating how many color textures there should be */
1064
+ colorTextures: 1,
1065
+ /** should this render target have a stencil buffer? */
1066
+ stencil: !1,
1067
+ /** should this render target have a depth buffer? */
1068
+ depth: !1,
1069
+ /** should this render target be antialiased? */
1070
+ antialias: !1,
1071
+ // save on perf by default!
1072
+ /** is this a root element, true if this is gl context owners render target */
1073
+ isRoot: !1
1074
+ };
1075
+ let I = ce;
1076
+ class Rt {
1077
+ constructor(e) {
1078
+ this.rootViewPort = new w(), this.viewport = new w(), this.onRenderTargetChange = new Ee("onRenderTargetChange"), this.projectionMatrix = new g(), this.defaultClearColor = [0, 0, 0, 0], this._renderSurfaceToRenderTargetHash = /* @__PURE__ */ new Map(), this._gpuRenderTargetHash = /* @__PURE__ */ Object.create(null), this._renderTargetStack = [], this._renderer = e;
1079
+ }
1080
+ /** called when dev wants to finish a render pass */
1081
+ finishRenderPass() {
1082
+ this.adaptor.finishRenderPass(this.renderTarget);
1083
+ }
1084
+ /**
1085
+ * called when the renderer starts to render a scene.
1086
+ * @param options
1087
+ * @param options.target - the render target to render to
1088
+ * @param options.clear - the clear mode to use. Can be true or a CLEAR number 'COLOR | DEPTH | STENCIL' 0b111
1089
+ * @param options.clearColor - the color to clear to
1090
+ * @param options.frame - the frame to render to
1091
+ */
1092
+ renderStart({
1093
+ target: e,
1094
+ clear: t,
1095
+ clearColor: r,
1096
+ frame: a
1097
+ }) {
1098
+ this._renderTargetStack.length = 0, this.push(
1099
+ e,
1100
+ t,
1101
+ r,
1102
+ a
1103
+ ), this.rootViewPort.copyFrom(this.viewport), this.rootRenderTarget = this.renderTarget, this.renderingToScreen = it(this.rootRenderTarget);
1104
+ }
1105
+ /**
1106
+ * Binding a render surface! This is the main function of the render target system.
1107
+ * It will take the RenderSurface (which can be a texture, canvas, or render target) and bind it to the renderer.
1108
+ * Once bound all draw calls will be rendered to the render surface.
1109
+ *
1110
+ * If a frame is not provide and the render surface is a texture, the frame of the texture will be used.
1111
+ * @param renderSurface - the render surface to bind
1112
+ * @param clear - the clear mode to use. Can be true or a CLEAR number 'COLOR | DEPTH | STENCIL' 0b111
1113
+ * @param clearColor - the color to clear to
1114
+ * @param frame - the frame to render to
1115
+ * @returns the render target that was bound
1116
+ */
1117
+ bind(e, t = !0, r, a) {
1118
+ const n = this.getRenderTarget(e), i = this.renderTarget !== n;
1119
+ this.renderTarget = n, this.renderSurface = e;
1120
+ const l = this.getGpuRenderTarget(n);
1121
+ (n.pixelWidth !== l.width || n.pixelHeight !== l.height) && (this.adaptor.resizeGpuRenderTarget(n), l.width = n.pixelWidth, l.height = n.pixelHeight);
1122
+ const o = n.colorTexture, d = this.viewport, c = o.pixelWidth, h = o.pixelHeight;
1123
+ if (!a && e instanceof m && (a = e.frame), a) {
1124
+ const f = o._resolution;
1125
+ d.x = a.x * f + 0.5 | 0, d.y = a.y * f + 0.5 | 0, d.width = a.width * f + 0.5 | 0, d.height = a.height * f + 0.5 | 0;
1126
+ } else
1127
+ d.x = 0, d.y = 0, d.width = c, d.height = h;
1128
+ return nt(
1129
+ this.projectionMatrix,
1130
+ 0,
1131
+ 0,
1132
+ d.width / o.resolution,
1133
+ d.height / o.resolution,
1134
+ !n.isRoot
1135
+ ), this.adaptor.startRenderPass(n, t, r, d), i && this.onRenderTargetChange.emit(n), n;
1136
+ }
1137
+ clear(e, t = B.ALL, r) {
1138
+ t && (e && (e = this.getRenderTarget(e)), this.adaptor.clear(
1139
+ e || this.renderTarget,
1140
+ t,
1141
+ r,
1142
+ this.viewport
1143
+ ));
1144
+ }
1145
+ contextChange() {
1146
+ this._gpuRenderTargetHash = /* @__PURE__ */ Object.create(null);
1147
+ }
1148
+ /**
1149
+ * Push a render surface to the renderer. This will bind the render surface to the renderer,
1150
+ * @param renderSurface - the render surface to push
1151
+ * @param clear - the clear mode to use. Can be true or a CLEAR number 'COLOR | DEPTH | STENCIL' 0b111
1152
+ * @param clearColor - the color to clear to
1153
+ * @param frame - the frame to use when rendering to the render surface
1154
+ */
1155
+ push(e, t = B.ALL, r, a) {
1156
+ const n = this.bind(e, t, r, a);
1157
+ return this._renderTargetStack.push({
1158
+ renderTarget: n,
1159
+ frame: a
1160
+ }), n;
1161
+ }
1162
+ /** Pops the current render target from the renderer and restores the previous render target. */
1163
+ pop() {
1164
+ this._renderTargetStack.pop();
1165
+ const e = this._renderTargetStack[this._renderTargetStack.length - 1];
1166
+ this.bind(e.renderTarget, !1, null, e.frame);
1167
+ }
1168
+ /**
1169
+ * Gets the render target from the provide render surface. Eg if its a texture,
1170
+ * it will return the render target for the texture.
1171
+ * If its a render target, it will return the same render target.
1172
+ * @param renderSurface - the render surface to get the render target for
1173
+ * @returns the render target for the render surface
1174
+ */
1175
+ getRenderTarget(e) {
1176
+ return e.isTexture && (e = e.source), this._renderSurfaceToRenderTargetHash.get(e) ?? this._initRenderTarget(e);
1177
+ }
1178
+ /**
1179
+ * Copies a render surface to another texture
1180
+ * @param sourceRenderSurfaceTexture - the render surface to copy from
1181
+ * @param destinationTexture - the texture to copy to
1182
+ * @param originSrc - the origin of the copy
1183
+ * @param originSrc.x - the x origin of the copy
1184
+ * @param originSrc.y - the y origin of the copy
1185
+ * @param size - the size of the copy
1186
+ * @param size.width - the width of the copy
1187
+ * @param size.height - the height of the copy
1188
+ * @param originDest - the destination origin (top left to paste from!)
1189
+ * @param originDest.x - the x origin of the paste
1190
+ * @param originDest.y - the y origin of the paste
1191
+ */
1192
+ copyToTexture(e, t, r, a, n) {
1193
+ r.x < 0 && (a.width += r.x, n.x -= r.x, r.x = 0), r.y < 0 && (a.height += r.y, n.y -= r.y, r.y = 0);
1194
+ const { pixelWidth: i, pixelHeight: l } = e;
1195
+ return a.width = Math.min(a.width, i - r.x), a.height = Math.min(a.height, l - r.y), this.adaptor.copyToTexture(
1196
+ e,
1197
+ t,
1198
+ r,
1199
+ a,
1200
+ n
1201
+ );
1202
+ }
1203
+ /**
1204
+ * ensures that we have a depth stencil buffer available to render to
1205
+ * This is used by the mask system to make sure we have a stencil buffer.
1206
+ */
1207
+ ensureDepthStencil() {
1208
+ this.renderTarget.stencil || (this.renderTarget.stencil = !0, this.adaptor.startRenderPass(this.renderTarget, !1, null, this.viewport));
1209
+ }
1210
+ /** nukes the render target system */
1211
+ destroy() {
1212
+ this._renderer = null, this._renderSurfaceToRenderTargetHash.forEach((e, t) => {
1213
+ e !== t && e.destroy();
1214
+ }), this._renderSurfaceToRenderTargetHash.clear(), this._gpuRenderTargetHash = /* @__PURE__ */ Object.create(null);
1215
+ }
1216
+ _initRenderTarget(e) {
1217
+ let t = null;
1218
+ return U.test(e) && (e = de(e).source), e instanceof I ? t = e : e instanceof _ && (t = new I({
1219
+ colorTextures: [e]
1220
+ }), U.test(e.source.resource) && (t.isRoot = !0), e.once("destroy", () => {
1221
+ t.destroy();
1222
+ const r = this._gpuRenderTargetHash[t.uid];
1223
+ r && (this._gpuRenderTargetHash[t.uid] = null, this.adaptor.destroyGpuRenderTarget(r));
1224
+ })), this._renderSurfaceToRenderTargetHash.set(e, t), t;
1225
+ }
1226
+ getGpuRenderTarget(e) {
1227
+ return this._gpuRenderTargetHash[e.uid] || (this._gpuRenderTargetHash[e.uid] = this.adaptor.initGpuRenderTarget(e));
1228
+ }
1229
+ }
1230
+ class Bt extends De {
1231
+ /**
1232
+ * Create a new Buffer Resource.
1233
+ * @param options - The options for the buffer resource
1234
+ * @param options.buffer - The underlying buffer that this resource is using
1235
+ * @param options.offset - The offset of the buffer this resource is using.
1236
+ * If not provided, then it will use the offset of the buffer.
1237
+ * @param options.size - The size of the buffer this resource is using.
1238
+ * If not provided, then it will use the size of the buffer.
1239
+ */
1240
+ constructor({ buffer: e, offset: t, size: r }) {
1241
+ super(), this.uid = C("buffer"), this._resourceType = "bufferResource", this._touched = 0, this._resourceId = C("resource"), this._bufferResource = !0, this.destroyed = !1, this.buffer = e, this.offset = t | 0, this.size = r, this.buffer.on("change", this.onBufferChange, this);
1242
+ }
1243
+ onBufferChange() {
1244
+ this._resourceId = C("resource"), this.emit("change", this);
1245
+ }
1246
+ /**
1247
+ * Destroys this resource. Make sure the underlying buffer is not used anywhere else
1248
+ * if you want to destroy it as well, or code will explode
1249
+ * @param destroyBuffer - Should the underlying buffer be destroyed as well?
1250
+ */
1251
+ destroy(e = !1) {
1252
+ this.destroyed = !0, e && this.buffer.destroy(), this.emit("change", this), this.buffer = null;
1253
+ }
1254
+ }
1255
+ class fe {
1256
+ constructor(e) {
1257
+ this._renderer = e;
1258
+ }
1259
+ addRenderable(e, t) {
1260
+ this._renderer.renderPipes.batch.break(t), t.add(e);
1261
+ }
1262
+ execute(e) {
1263
+ e.isRenderable && e.render(this._renderer);
1264
+ }
1265
+ destroy() {
1266
+ this._renderer = null;
1267
+ }
1268
+ }
1269
+ fe.extension = {
1270
+ type: [
1271
+ u.WebGLPipes,
1272
+ u.WebGPUPipes,
1273
+ u.CanvasPipes
1274
+ ],
1275
+ name: "customRender"
1276
+ };
1277
+ function pe(s, e) {
1278
+ const t = s.instructionSet, r = t.instructions;
1279
+ for (let a = 0; a < t.instructionSize; a++) {
1280
+ const n = r[a];
1281
+ e[n.renderPipeId].execute(n);
1282
+ }
1283
+ }
1284
+ class me {
1285
+ constructor(e) {
1286
+ this._renderer = e;
1287
+ }
1288
+ addRenderGroup(e, t) {
1289
+ this._renderer.renderPipes.batch.break(t), t.add(e);
1290
+ }
1291
+ execute(e) {
1292
+ e.isRenderable && (this._renderer.globalUniforms.push({
1293
+ worldTransformMatrix: e.worldTransform,
1294
+ worldColor: e.worldColorAlpha
1295
+ }), pe(e, this._renderer.renderPipes), this._renderer.globalUniforms.pop());
1296
+ }
1297
+ destroy() {
1298
+ this._renderer = null;
1299
+ }
1300
+ }
1301
+ me.extension = {
1302
+ type: [
1303
+ u.WebGLPipes,
1304
+ u.WebGPUPipes,
1305
+ u.CanvasPipes
1306
+ ],
1307
+ name: "renderGroup"
1308
+ };
1309
+ function ge(s, e = []) {
1310
+ e.push(s);
1311
+ for (let t = 0; t < s.renderGroupChildren.length; t++)
1312
+ ge(s.renderGroupChildren[t], e);
1313
+ return e;
1314
+ }
1315
+ function ot(s, e, t) {
1316
+ const r = s >> 16 & 255, a = s >> 8 & 255, n = s & 255, i = e >> 16 & 255, l = e >> 8 & 255, o = e & 255, d = r + (i - r) * t, c = a + (l - a) * t, h = n + (o - n) * t;
1317
+ return (d << 16) + (c << 8) + h;
1318
+ }
1319
+ const G = 16777215;
1320
+ function xe(s, e) {
1321
+ return s === G || e === G ? s + e - G : ot(s, e, 0.5);
1322
+ }
1323
+ const lt = new S();
1324
+ function ve(s, e = !1) {
1325
+ ut(s);
1326
+ const t = s.childrenToUpdate, r = s.updateTick++;
1327
+ for (const a in t) {
1328
+ const n = t[a], i = n.list, l = n.index;
1329
+ for (let o = 0; o < l; o++) {
1330
+ const d = i[o];
1331
+ d.parentRenderGroup === s && be(d, r, 0);
1332
+ }
1333
+ n.index = 0;
1334
+ }
1335
+ if (e)
1336
+ for (let a = 0; a < s.renderGroupChildren.length; a++)
1337
+ ve(s.renderGroupChildren[a], e);
1338
+ }
1339
+ function ut(s) {
1340
+ const e = s.root;
1341
+ let t;
1342
+ if (s.renderGroupParent) {
1343
+ const r = s.renderGroupParent;
1344
+ s.worldTransform.appendFrom(
1345
+ e.relativeGroupTransform,
1346
+ r.worldTransform
1347
+ ), s.worldColor = xe(
1348
+ e.groupColor,
1349
+ r.worldColor
1350
+ ), t = e.groupAlpha * r.worldAlpha;
1351
+ } else
1352
+ s.worldTransform.copyFrom(e.localTransform), s.worldColor = e.localColor, t = e.localAlpha;
1353
+ t = t < 0 ? 0 : t > 1 ? 1 : t, s.worldAlpha = t, s.worldColorAlpha = s.worldColor + ((t * 255 | 0) << 24);
1354
+ }
1355
+ function be(s, e, t) {
1356
+ if (e === s.updateTick)
1357
+ return;
1358
+ s.updateTick = e, s.didChange = !1;
1359
+ const r = s.localTransform;
1360
+ s.updateLocalTransform();
1361
+ const a = s.parent;
1362
+ if (a && !a.renderGroup ? (t = t | s._updateFlags, s.relativeGroupTransform.appendFrom(
1363
+ r,
1364
+ a.relativeGroupTransform
1365
+ ), t && j(s, a, t)) : (t = s._updateFlags, s.relativeGroupTransform.copyFrom(r), t && j(s, lt, t)), !s.renderGroup) {
1366
+ const n = s.children, i = n.length;
1367
+ for (let o = 0; o < i; o++)
1368
+ be(n[o], e, t);
1369
+ const l = s.parentRenderGroup;
1370
+ s.renderPipeId && !l.structureDidChange && l.updateRenderable(s);
1371
+ }
1372
+ }
1373
+ function j(s, e, t) {
1374
+ if (t & Oe) {
1375
+ s.groupColor = xe(
1376
+ s.localColor,
1377
+ e.groupColor
1378
+ );
1379
+ let r = s.localAlpha * e.groupAlpha;
1380
+ r = r < 0 ? 0 : r > 1 ? 1 : r, s.groupAlpha = r, s.groupColorAlpha = s.groupColor + ((r * 255 | 0) << 24);
1381
+ }
1382
+ t & ze && (s.groupBlendMode = s.localBlendMode === "inherit" ? e.groupBlendMode : s.localBlendMode), t & He && (s.globalDisplayStatus = s.localDisplayStatus & e.globalDisplayStatus), s._updateFlags = 0;
1383
+ }
1384
+ function dt(s, e) {
1385
+ const { list: t, index: r } = s.childrenRenderablesToUpdate;
1386
+ let a = !1;
1387
+ for (let n = 0; n < r; n++) {
1388
+ const i = t[n];
1389
+ if (a = e[i.renderPipeId].validateRenderable(i), a)
1390
+ break;
1391
+ }
1392
+ return s.structureDidChange = a, a;
1393
+ }
1394
+ const ct = new g();
1395
+ class _e {
1396
+ constructor(e) {
1397
+ this._renderer = e;
1398
+ }
1399
+ render({ container: e, transform: t }) {
1400
+ e.isRenderGroup = !0;
1401
+ const r = e.parent, a = e.renderGroup.renderGroupParent;
1402
+ e.parent = null, e.renderGroup.renderGroupParent = null;
1403
+ const n = this._renderer, i = ge(e.renderGroup, []);
1404
+ let l = ct;
1405
+ t && (l = l.copyFrom(e.renderGroup.localTransform), e.renderGroup.localTransform.copyFrom(t));
1406
+ const o = n.renderPipes;
1407
+ for (let d = 0; d < i.length; d++) {
1408
+ const c = i[d];
1409
+ c.runOnRender(), c.instructionSet.renderPipes = o, c.structureDidChange || dt(c, o), ve(c), c.structureDidChange ? (c.structureDidChange = !1, Ze(c, o)) : ht(c), c.childrenRenderablesToUpdate.index = 0, n.renderPipes.batch.upload(c.instructionSet);
1410
+ }
1411
+ n.globalUniforms.start({
1412
+ worldTransformMatrix: t ? e.renderGroup.localTransform : e.renderGroup.worldTransform,
1413
+ worldColor: e.renderGroup.worldColorAlpha
1414
+ }), pe(e.renderGroup, o), o.uniformBatch && o.uniformBatch.renderEnd(), t && e.renderGroup.localTransform.copyFrom(l), e.parent = r, e.renderGroup.renderGroupParent = a;
1415
+ }
1416
+ destroy() {
1417
+ this._renderer = null;
1418
+ }
1419
+ }
1420
+ _e.extension = {
1421
+ type: [
1422
+ u.WebGLSystem,
1423
+ u.WebGPUSystem,
1424
+ u.CanvasSystem
1425
+ ],
1426
+ name: "renderGroup"
1427
+ };
1428
+ function ht(s) {
1429
+ const { list: e, index: t } = s.childrenRenderablesToUpdate;
1430
+ for (let r = 0; r < t; r++) {
1431
+ const a = e[r];
1432
+ a.didViewUpdate && s.updateRenderable(a);
1433
+ }
1434
+ }
1435
+ class ye {
1436
+ constructor(e) {
1437
+ this._gpuSpriteHash = /* @__PURE__ */ Object.create(null), this._renderer = e;
1438
+ }
1439
+ addRenderable(e, t) {
1440
+ const r = this._getGpuSprite(e);
1441
+ e._didSpriteUpdate && this._updateBatchableSprite(e, r), this._renderer.renderPipes.batch.addToBatch(r);
1442
+ }
1443
+ updateRenderable(e) {
1444
+ const t = this._gpuSpriteHash[e.uid];
1445
+ e._didSpriteUpdate && this._updateBatchableSprite(e, t), t.batcher.updateElement(t);
1446
+ }
1447
+ validateRenderable(e) {
1448
+ const t = e._texture, r = this._getGpuSprite(e);
1449
+ return r.texture._source !== t._source ? !r.batcher.checkAndUpdateTexture(r, t) : !1;
1450
+ }
1451
+ destroyRenderable(e) {
1452
+ const t = this._gpuSpriteHash[e.uid];
1453
+ b.return(t), this._gpuSpriteHash[e.uid] = null;
1454
+ }
1455
+ _updateBatchableSprite(e, t) {
1456
+ e._didSpriteUpdate = !1, t.bounds = e.bounds, t.texture = e._texture;
1457
+ }
1458
+ _getGpuSprite(e) {
1459
+ return this._gpuSpriteHash[e.uid] || this._initGPUSprite(e);
1460
+ }
1461
+ _initGPUSprite(e) {
1462
+ const t = b.get(qe);
1463
+ return t.renderable = e, t.texture = e._texture, t.bounds = e.bounds, t.roundPixels = this._renderer._roundPixels | e._roundPixels, this._gpuSpriteHash[e.uid] = t, e._didSpriteUpdate = !1, e.on("destroyed", () => {
1464
+ this.destroyRenderable(e);
1465
+ }), t;
1466
+ }
1467
+ destroy() {
1468
+ for (const e in this._gpuSpriteHash)
1469
+ b.return(this._gpuSpriteHash[e]);
1470
+ this._gpuSpriteHash = null, this._renderer = null;
1471
+ }
1472
+ }
1473
+ ye.extension = {
1474
+ type: [
1475
+ u.WebGLPipes,
1476
+ u.WebGPUPipes,
1477
+ u.CanvasPipes
1478
+ ],
1479
+ name: "sprite"
1480
+ };
1481
+ const F = class Te {
1482
+ constructor() {
1483
+ this.clearBeforeRender = !0, this._backgroundColor = new J(0), this.color = this._backgroundColor, this.alpha = 1;
1484
+ }
1485
+ /**
1486
+ * initiates the background system
1487
+ * @param options - the options for the background colors
1488
+ */
1489
+ init(e) {
1490
+ e = { ...Te.defaultOptions, ...e }, this.clearBeforeRender = e.clearBeforeRender, this.color = e.background || e.backgroundColor || this._backgroundColor, this.alpha = e.backgroundAlpha, this._backgroundColor.setAlpha(e.backgroundAlpha);
1491
+ }
1492
+ /** The background color to fill if not transparent */
1493
+ get color() {
1494
+ return this._backgroundColor;
1495
+ }
1496
+ set color(e) {
1497
+ this._backgroundColor.setValue(e);
1498
+ }
1499
+ /** The background color alpha. Setting this to 0 will make the canvas transparent. */
1500
+ get alpha() {
1501
+ return this._backgroundColor.alpha;
1502
+ }
1503
+ set alpha(e) {
1504
+ this._backgroundColor.setAlpha(e);
1505
+ }
1506
+ /** The background color as an [R, G, B, A] array. */
1507
+ get colorRgba() {
1508
+ return this._backgroundColor.toArray();
1509
+ }
1510
+ /**
1511
+ * destroys the background system
1512
+ * @internal
1513
+ * @ignore
1514
+ */
1515
+ destroy() {
1516
+ }
1517
+ };
1518
+ F.extension = {
1519
+ type: [
1520
+ u.WebGLSystem,
1521
+ u.WebGPUSystem,
1522
+ u.CanvasSystem
1523
+ ],
1524
+ name: "background",
1525
+ priority: 0
1526
+ };
1527
+ F.defaultOptions = {
1528
+ /**
1529
+ * {@link WebGLOptions.backgroundAlpha}
1530
+ * @default 1
1531
+ */
1532
+ backgroundAlpha: 1,
1533
+ /**
1534
+ * {@link WebGLOptions.backgroundColor}
1535
+ * @default 0x000000
1536
+ */
1537
+ backgroundColor: 0,
1538
+ /**
1539
+ * {@link WebGLOptions.clearBeforeRender}
1540
+ * @default true
1541
+ */
1542
+ clearBeforeRender: !0
1543
+ };
1544
+ let ft = F;
1545
+ const y = {};
1546
+ X.handle(u.BlendMode, (s) => {
1547
+ if (!s.name)
1548
+ throw new Error("BlendMode extension must have a name property");
1549
+ y[s.name] = s.ref;
1550
+ }, (s) => {
1551
+ delete y[s.name];
1552
+ });
1553
+ class ke {
1554
+ constructor(e) {
1555
+ this._isAdvanced = !1, this._filterHash = /* @__PURE__ */ Object.create(null), this._renderer = e;
1556
+ }
1557
+ /**
1558
+ * This ensures that a blendMode switch is added to the instruction set if the blend mode has changed.
1559
+ * @param renderable - The renderable we are adding to the instruction set
1560
+ * @param blendMode - The blend mode of the renderable
1561
+ * @param instructionSet - The instruction set we are adding to
1562
+ */
1563
+ setBlendMode(e, t, r) {
1564
+ if (this._activeBlendMode === t) {
1565
+ this._isAdvanced && this._renderableList.push(e);
1566
+ return;
1567
+ }
1568
+ this._activeBlendMode = t, this._isAdvanced && this._endAdvancedBlendMode(r), this._isAdvanced = !!y[t], this._isAdvanced && (this._beginAdvancedBlendMode(r), this._renderableList.push(e));
1569
+ }
1570
+ _beginAdvancedBlendMode(e) {
1571
+ this._renderer.renderPipes.batch.break(e);
1572
+ const t = this._activeBlendMode;
1573
+ if (!y[t]) {
1574
+ Y(`Unable to assign BlendMode: '${t}'. You may want to include: import 'pixi.js/advanced-blend-modes'`);
1575
+ return;
1576
+ }
1577
+ let r = this._filterHash[t];
1578
+ r || (r = this._filterHash[t] = new K(), r.filters = [new y[t]()]);
1579
+ const a = {
1580
+ renderPipeId: "filter",
1581
+ action: "pushFilter",
1582
+ renderables: [],
1583
+ filterEffect: r,
1584
+ canBundle: !1
1585
+ };
1586
+ this._renderableList = a.renderables, e.add(a);
1587
+ }
1588
+ _endAdvancedBlendMode(e) {
1589
+ this._renderableList = null, this._renderer.renderPipes.batch.break(e), e.add({
1590
+ renderPipeId: "filter",
1591
+ action: "popFilter",
1592
+ canBundle: !1
1593
+ });
1594
+ }
1595
+ /**
1596
+ * called when the instruction build process is starting this will reset internally to the default blend mode
1597
+ * @internal
1598
+ * @ignore
1599
+ */
1600
+ buildStart() {
1601
+ this._isAdvanced = !1;
1602
+ }
1603
+ /**
1604
+ * called when the instruction build process is finished, ensuring that if there is an advanced blend mode
1605
+ * active, we add the final render instructions added to the instruction set
1606
+ * @param instructionSet - The instruction set we are adding to
1607
+ * @internal
1608
+ * @ignore
1609
+ */
1610
+ buildEnd(e) {
1611
+ this._isAdvanced && this._endAdvancedBlendMode(e);
1612
+ }
1613
+ /**
1614
+ * @internal
1615
+ * @ignore
1616
+ */
1617
+ destroy() {
1618
+ this._renderer = null, this._renderableList = null;
1619
+ for (const e in this._filterHash)
1620
+ this._filterHash[e].destroy();
1621
+ this._filterHash = null;
1622
+ }
1623
+ }
1624
+ ke.extension = {
1625
+ type: [
1626
+ u.WebGLPipes,
1627
+ u.WebGPUPipes,
1628
+ u.CanvasPipes
1629
+ ],
1630
+ name: "blendMode"
1631
+ };
1632
+ const R = {
1633
+ png: "image/png",
1634
+ jpg: "image/jpeg",
1635
+ webp: "image/webp"
1636
+ }, E = class Me {
1637
+ /** @param renderer - The renderer this System works for. */
1638
+ constructor(e) {
1639
+ this._renderer = e;
1640
+ }
1641
+ _normalizeOptions(e, t = {}) {
1642
+ return e instanceof S || e instanceof m ? {
1643
+ target: e,
1644
+ ...t
1645
+ } : {
1646
+ ...t,
1647
+ ...e
1648
+ };
1649
+ }
1650
+ /**
1651
+ * Will return a HTML Image of the target
1652
+ * @param options - The options for creating the image, or the target to extract
1653
+ * @returns - HTML Image of the target
1654
+ */
1655
+ async image(e) {
1656
+ const t = new Image();
1657
+ return t.src = await this.base64(e), t;
1658
+ }
1659
+ /**
1660
+ * Will return a base64 encoded string of this target. It works by calling
1661
+ * `Extract.canvas` and then running toDataURL on that.
1662
+ * @param options - The options for creating the image, or the target to extract
1663
+ */
1664
+ async base64(e) {
1665
+ e = this._normalizeOptions(
1666
+ e,
1667
+ Me.defaultImageOptions
1668
+ );
1669
+ const { format: t, quality: r } = e, a = this.canvas(e);
1670
+ if (a.toBlob !== void 0)
1671
+ return new Promise((n, i) => {
1672
+ a.toBlob((l) => {
1673
+ if (!l) {
1674
+ i(new Error("ICanvas.toBlob failed!"));
1675
+ return;
1676
+ }
1677
+ const o = new FileReader();
1678
+ o.onload = () => n(o.result), o.onerror = i, o.readAsDataURL(l);
1679
+ }, R[t], r);
1680
+ });
1681
+ if (a.toDataURL !== void 0)
1682
+ return a.toDataURL(R[t], r);
1683
+ if (a.convertToBlob !== void 0) {
1684
+ const n = await a.convertToBlob({ type: R[t], quality: r });
1685
+ return new Promise((i, l) => {
1686
+ const o = new FileReader();
1687
+ o.onload = () => i(o.result), o.onerror = l, o.readAsDataURL(n);
1688
+ });
1689
+ }
1690
+ throw new Error("Extract.base64() requires ICanvas.toDataURL, ICanvas.toBlob, or ICanvas.convertToBlob to be implemented");
1691
+ }
1692
+ /**
1693
+ * Creates a Canvas element, renders this target to it and then returns it.
1694
+ * @param options - The options for creating the canvas, or the target to extract
1695
+ * @returns - A Canvas element with the texture rendered on.
1696
+ */
1697
+ canvas(e) {
1698
+ e = this._normalizeOptions(e);
1699
+ const t = e.target, r = this._renderer;
1700
+ if (t instanceof m)
1701
+ return r.texture.generateCanvas(t);
1702
+ const a = r.textureGenerator.generateTexture(e), n = r.texture.generateCanvas(a);
1703
+ return a.destroy(), n;
1704
+ }
1705
+ /**
1706
+ * Will return a one-dimensional array containing the pixel data of the entire texture in RGBA
1707
+ * order, with integer values between 0 and 255 (included).
1708
+ * @param options - The options for extracting the image, or the target to extract
1709
+ * @returns - One-dimensional array containing the pixel data of the entire texture
1710
+ */
1711
+ pixels(e) {
1712
+ e = this._normalizeOptions(e);
1713
+ const t = e.target, r = this._renderer, a = t instanceof m ? t : r.textureGenerator.generateTexture(e), n = r.texture.getPixels(a);
1714
+ return t instanceof S && a.destroy(), n;
1715
+ }
1716
+ /**
1717
+ * Will return a texture of the target
1718
+ * @param options - The options for creating the texture, or the target to extract
1719
+ * @returns - A texture of the target
1720
+ */
1721
+ texture(e) {
1722
+ return e = this._normalizeOptions(e), e.target instanceof m ? e.target : this._renderer.textureGenerator.generateTexture(e);
1723
+ }
1724
+ /**
1725
+ * Will extract a HTMLImage of the target and download it
1726
+ * @param options - The options for downloading and extracting the image, or the target to extract
1727
+ */
1728
+ download(e) {
1729
+ e = this._normalizeOptions(e);
1730
+ const t = this.canvas(e), r = document.createElement("a");
1731
+ r.download = e.filename ?? "image.png", r.href = t.toDataURL("image/png"), document.body.appendChild(r), r.click(), document.body.removeChild(r);
1732
+ }
1733
+ /**
1734
+ * Logs the target to the console as an image. This is a useful way to debug what's happening in the renderer.
1735
+ * @param options - The options for logging the image, or the target to log
1736
+ */
1737
+ log(e) {
1738
+ const t = e.width ?? 200;
1739
+ e = this._normalizeOptions(e);
1740
+ const r = this.canvas(e), a = r.toDataURL();
1741
+ console.log(`[Pixi Texture] ${r.width}px ${r.height}px`);
1742
+ const n = [
1743
+ "font-size: 1px;",
1744
+ `padding: ${t}px 300px;`,
1745
+ `background: url(${a}) no-repeat;`,
1746
+ "background-size: contain;"
1747
+ ].join(" ");
1748
+ console.log("%c ", n);
1749
+ }
1750
+ destroy() {
1751
+ this._renderer = null;
1752
+ }
1753
+ };
1754
+ E.extension = {
1755
+ type: [
1756
+ u.WebGLSystem,
1757
+ u.WebGPUSystem
1758
+ ],
1759
+ name: "extract"
1760
+ };
1761
+ E.defaultImageOptions = {
1762
+ /** The format of the image. */
1763
+ format: "png",
1764
+ /** The quality of the image. */
1765
+ quality: 1
1766
+ };
1767
+ let pt = E;
1768
+ class mt extends m {
1769
+ static create(e) {
1770
+ return new m({
1771
+ source: new _(e)
1772
+ });
1773
+ }
1774
+ /**
1775
+ * Resizes the render texture.
1776
+ * @param width - The new width of the render texture.
1777
+ * @param height - The new height of the render texture.
1778
+ * @param resolution - The new resolution of the render texture.
1779
+ * @returns This texture.
1780
+ */
1781
+ resize(e, t, r) {
1782
+ return this.source.resize(e, t, r), this;
1783
+ }
1784
+ }
1785
+ const gt = new w(), xt = new q(), vt = [0, 0, 0, 0];
1786
+ class Ce {
1787
+ constructor(e) {
1788
+ this._renderer = e;
1789
+ }
1790
+ /**
1791
+ * A Useful function that returns a texture of the display object that can then be used to create sprites
1792
+ * This can be quite useful if your container is complicated and needs to be reused multiple times.
1793
+ * @param {GenerateTextureOptions | Container} options - Generate texture options.
1794
+ * @param {Container} [options.container] - If not given, the renderer's resolution is used.
1795
+ * @param {Rectangle} options.region - The region of the container, that shall be rendered,
1796
+ * @param {number} [options.resolution] - The resolution of the texture being generated.
1797
+ * if no region is specified, defaults to the local bounds of the container.
1798
+ * @param {GenerateTextureSourceOptions} [options.textureSourceOptions] - Texture options for GPU.
1799
+ * @returns a shiny new texture of the container passed in
1800
+ */
1801
+ generateTexture(e) {
1802
+ var d;
1803
+ e instanceof S && (e = {
1804
+ target: e,
1805
+ frame: void 0,
1806
+ textureSourceOptions: {},
1807
+ resolution: void 0
1808
+ });
1809
+ const t = e.resolution || this._renderer.resolution, r = e.antialias || this._renderer.view.antialias, a = e.target;
1810
+ let n = e.clearColor;
1811
+ n ? n = Array.isArray(n) && n.length === 4 ? n : J.shared.setValue(n).toArray() : n = vt;
1812
+ const i = ((d = e.frame) == null ? void 0 : d.copyTo(gt)) || Le(a, xt).rectangle;
1813
+ i.width = Math.max(i.width, 1 / t) | 0, i.height = Math.max(i.height, 1 / t) | 0;
1814
+ const l = mt.create({
1815
+ ...e.textureSourceOptions,
1816
+ width: i.width,
1817
+ height: i.height,
1818
+ resolution: t,
1819
+ antialias: r
1820
+ }), o = g.shared.translate(-i.x, -i.y);
1821
+ return this._renderer.render({
1822
+ container: a,
1823
+ transform: o,
1824
+ target: l,
1825
+ clearColor: n
1826
+ }), l;
1827
+ }
1828
+ destroy() {
1829
+ this._renderer = null;
1830
+ }
1831
+ }
1832
+ Ce.extension = {
1833
+ type: [
1834
+ u.WebGLSystem,
1835
+ u.WebGPUSystem
1836
+ ],
1837
+ name: "textureGenerator"
1838
+ };
1839
+ class we {
1840
+ constructor(e) {
1841
+ this._stackIndex = 0, this._globalUniformDataStack = [], this._uniformsPool = [], this._activeUniforms = [], this._bindGroupPool = [], this._activeBindGroups = [], this._renderer = e;
1842
+ }
1843
+ reset() {
1844
+ this._stackIndex = 0;
1845
+ for (let e = 0; e < this._activeUniforms.length; e++)
1846
+ this._uniformsPool.push(this._activeUniforms[e]);
1847
+ for (let e = 0; e < this._activeBindGroups.length; e++)
1848
+ this._bindGroupPool.push(this._activeBindGroups[e]);
1849
+ this._activeUniforms.length = 0, this._activeBindGroups.length = 0;
1850
+ }
1851
+ start(e) {
1852
+ this.reset(), this.push(e);
1853
+ }
1854
+ bind({
1855
+ size: e,
1856
+ projectionMatrix: t,
1857
+ worldTransformMatrix: r,
1858
+ worldColor: a,
1859
+ offset: n
1860
+ }) {
1861
+ const i = this._renderer.renderTarget.renderTarget, l = this._stackIndex ? this._globalUniformDataStack[this._stackIndex - 1] : {
1862
+ projectionData: i,
1863
+ worldTransformMatrix: new g(),
1864
+ worldColor: 4294967295,
1865
+ offset: new We()
1866
+ }, o = {
1867
+ projectionMatrix: t || this._renderer.renderTarget.projectionMatrix,
1868
+ resolution: e || i.size,
1869
+ worldTransformMatrix: r || l.worldTransformMatrix,
1870
+ worldColor: a || l.worldColor,
1871
+ offset: n || l.offset,
1872
+ bindGroup: null
1873
+ }, d = this._uniformsPool.pop() || this._createUniforms();
1874
+ this._activeUniforms.push(d);
1875
+ const c = d.uniforms;
1876
+ c.uProjectionMatrix = o.projectionMatrix, c.uResolution = o.resolution, c.uWorldTransformMatrix.copyFrom(o.worldTransformMatrix), c.uWorldTransformMatrix.tx -= o.offset.x, c.uWorldTransformMatrix.ty -= o.offset.y, Ke(
1877
+ o.worldColor,
1878
+ c.uWorldColorAlpha,
1879
+ 0
1880
+ ), d.update();
1881
+ let h;
1882
+ this._renderer.renderPipes.uniformBatch ? h = this._renderer.renderPipes.uniformBatch.getUniformBindGroup(d, !1) : (h = this._bindGroupPool.pop() || new Ve(), this._activeBindGroups.push(h), h.setResource(d, 0)), o.bindGroup = h, this._currentGlobalUniformData = o;
1883
+ }
1884
+ push(e) {
1885
+ this.bind(e), this._globalUniformDataStack[this._stackIndex++] = this._currentGlobalUniformData;
1886
+ }
1887
+ pop() {
1888
+ this._currentGlobalUniformData = this._globalUniformDataStack[--this._stackIndex - 1], this._renderer.type === se.WEBGL && this._currentGlobalUniformData.bindGroup.resources[0].update();
1889
+ }
1890
+ get bindGroup() {
1891
+ return this._currentGlobalUniformData.bindGroup;
1892
+ }
1893
+ get uniformGroup() {
1894
+ return this._currentGlobalUniformData.bindGroup.resources[0];
1895
+ }
1896
+ _createUniforms() {
1897
+ return new re({
1898
+ uProjectionMatrix: { value: new g(), type: "mat3x3<f32>" },
1899
+ uWorldTransformMatrix: { value: new g(), type: "mat3x3<f32>" },
1900
+ // TODO - someone smart - set this to be a unorm8x4 rather than a vec4<f32>
1901
+ uWorldColorAlpha: { value: new Float32Array(4), type: "vec4<f32>" },
1902
+ uResolution: { value: [0, 0], type: "vec2<f32>" }
1903
+ }, {
1904
+ isStatic: !0
1905
+ });
1906
+ }
1907
+ destroy() {
1908
+ this._renderer = null;
1909
+ }
1910
+ }
1911
+ we.extension = {
1912
+ type: [
1913
+ u.WebGLSystem,
1914
+ u.WebGPUSystem,
1915
+ u.CanvasSystem
1916
+ ],
1917
+ name: "globalUniforms"
1918
+ };
1919
+ let $ = !1;
1920
+ const N = "8.1.5";
1921
+ function bt(s) {
1922
+ if (!$) {
1923
+ if (Q.get().getNavigator().userAgent.toLowerCase().indexOf("chrome") > -1) {
1924
+ const e = [
1925
+ `%c %c %c %c %c PixiJS %c v${N} (${s}) http://www.pixijs.com/
1926
+
1927
+ `,
1928
+ "background: #E72264; padding:5px 0;",
1929
+ "background: #6CA2EA; padding:5px 0;",
1930
+ "background: #B5D33D; padding:5px 0;",
1931
+ "background: #FED23F; padding:5px 0;",
1932
+ "color: #FFFFFF; background: #E72264; padding:5px 0;",
1933
+ "color: #E72264; background: #FFFFFF; padding:5px 0;"
1934
+ ];
1935
+ globalThis.console.log(...e);
1936
+ } else
1937
+ globalThis.console && globalThis.console.log(`PixiJS ${N} - ${s} - http://www.pixijs.com/`);
1938
+ $ = !0;
1939
+ }
1940
+ }
1941
+ class D {
1942
+ constructor(e) {
1943
+ this._renderer = e;
1944
+ }
1945
+ /**
1946
+ * It all starts here! This initiates every system, passing in the options for any system by name.
1947
+ * @param options - the config for the renderer and all its systems
1948
+ */
1949
+ init(e) {
1950
+ if (e.hello) {
1951
+ let t = this._renderer.name;
1952
+ this._renderer.type === se.WEBGL && (t += ` ${this._renderer.context.webGLVersion}`), bt(t);
1953
+ }
1954
+ }
1955
+ }
1956
+ D.extension = {
1957
+ type: [
1958
+ u.WebGLSystem,
1959
+ u.WebGPUSystem,
1960
+ u.CanvasSystem
1961
+ ],
1962
+ name: "hello",
1963
+ priority: -2
1964
+ };
1965
+ D.defaultOptions = {
1966
+ /** {@link WebGLOptions.hello} */
1967
+ hello: !1
1968
+ };
1969
+ const O = class Se {
1970
+ /** @param renderer - The renderer this System works for. */
1971
+ constructor(e) {
1972
+ this._renderer = e, this.count = 0, this.checkCount = 0;
1973
+ }
1974
+ init(e) {
1975
+ e = { ...Se.defaultOptions, ...e }, this.checkCountMax = e.textureGCCheckCountMax, this.maxIdle = e.textureGCAMaxIdle, this.active = e.textureGCActive;
1976
+ }
1977
+ /**
1978
+ * Checks to see when the last time a texture was used.
1979
+ * If the texture has not been used for a specified amount of time, it will be removed from the GPU.
1980
+ */
1981
+ postrender() {
1982
+ this._renderer.renderingToScreen && (this.count++, this.active && (this.checkCount++, this.checkCount > this.checkCountMax && (this.checkCount = 0, this.run())));
1983
+ }
1984
+ /**
1985
+ * Checks to see when the last time a texture was used.
1986
+ * If the texture has not been used for a specified amount of time, it will be removed from the GPU.
1987
+ */
1988
+ run() {
1989
+ const e = this._renderer.texture.managedTextures;
1990
+ for (let t = 0; t < e.length; t++) {
1991
+ const r = e[t];
1992
+ r.autoGarbageCollect && r.resource && r._touched > -1 && this.count - r._touched > this.maxIdle && (r._touched = -1, r.unload());
1993
+ }
1994
+ }
1995
+ destroy() {
1996
+ this._renderer = null;
1997
+ }
1998
+ };
1999
+ O.extension = {
2000
+ type: [
2001
+ u.WebGLSystem,
2002
+ u.WebGPUSystem
2003
+ ],
2004
+ name: "textureGC"
2005
+ };
2006
+ O.defaultOptions = {
2007
+ /**
2008
+ * If set to true, this will enable the garbage collector on the GPU.
2009
+ * @default true
2010
+ */
2011
+ textureGCActive: !0,
2012
+ /**
2013
+ * The maximum idle frames before a texture is destroyed by garbage collection.
2014
+ * @default 60 * 60
2015
+ */
2016
+ textureGCAMaxIdle: 60 * 60,
2017
+ /**
2018
+ * Frames between two garbage collections.
2019
+ * @default 600
2020
+ */
2021
+ textureGCCheckCountMax: 600
2022
+ };
2023
+ let Pe = O;
2024
+ X.add(Pe);
2025
+ const z = class Ge {
2026
+ /** The resolution / device pixel ratio of the renderer. */
2027
+ get resolution() {
2028
+ return this.texture.source._resolution;
2029
+ }
2030
+ set resolution(e) {
2031
+ this.texture.source.resize(
2032
+ this.texture.source.width,
2033
+ this.texture.source.height,
2034
+ e
2035
+ );
2036
+ }
2037
+ /**
2038
+ * initiates the view system
2039
+ * @param options - the options for the view
2040
+ */
2041
+ init(e) {
2042
+ e = {
2043
+ ...Ge.defaultOptions,
2044
+ ...e
2045
+ }, e.view && (je($e, "ViewSystem.view has been renamed to ViewSystem.canvas"), e.canvas = e.view), this.screen = new w(0, 0, e.width, e.height), this.canvas = e.canvas || Q.get().createCanvas(), this.antialias = !!e.antialias, this.texture = de(this.canvas, e), this.renderTarget = new I({
2046
+ colorTextures: [this.texture],
2047
+ depth: !!e.depth,
2048
+ isRoot: !0
2049
+ }), this.texture.source.transparent = e.backgroundAlpha < 1, this.multiView = !!e.multiView, this.autoDensity && (this.canvas.style.width = `${this.texture.width}px`, this.canvas.style.height = `${this.texture.height}px`), this.resolution = e.resolution;
2050
+ }
2051
+ /**
2052
+ * Resizes the screen and canvas to the specified dimensions.
2053
+ * @param desiredScreenWidth - The new width of the screen.
2054
+ * @param desiredScreenHeight - The new height of the screen.
2055
+ * @param resolution
2056
+ */
2057
+ resize(e, t, r) {
2058
+ this.texture.source.resize(e, t, r), this.screen.width = this.texture.frame.width, this.screen.height = this.texture.frame.height, this.autoDensity && (this.canvas.style.width = `${e}px`, this.canvas.style.height = `${t}px`);
2059
+ }
2060
+ /**
2061
+ * Destroys this System and optionally removes the canvas from the dom.
2062
+ * @param {options | false} options - The options for destroying the view, or "false".
2063
+ * @param options.removeView - Whether to remove the view element from the DOM. Defaults to `false`.
2064
+ */
2065
+ destroy(e = !1) {
2066
+ (typeof e == "boolean" ? e : !!(e != null && e.removeView)) && this.canvas.parentNode && this.canvas.parentNode.removeChild(this.canvas);
2067
+ }
2068
+ };
2069
+ z.extension = {
2070
+ type: [
2071
+ u.WebGLSystem,
2072
+ u.WebGPUSystem,
2073
+ u.CanvasSystem
2074
+ ],
2075
+ name: "view",
2076
+ priority: 0
2077
+ };
2078
+ z.defaultOptions = {
2079
+ /**
2080
+ * {@link WebGLOptions.width}
2081
+ * @default 800
2082
+ */
2083
+ width: 800,
2084
+ /**
2085
+ * {@link WebGLOptions.height}
2086
+ * @default 600
2087
+ */
2088
+ height: 600,
2089
+ /**
2090
+ * {@link WebGLOptions.autoDensity}
2091
+ * @default false
2092
+ */
2093
+ autoDensity: !1,
2094
+ /**
2095
+ * {@link WebGLOptions.antialias}
2096
+ * @default false
2097
+ */
2098
+ antialias: !1
2099
+ };
2100
+ let _t = z;
2101
+ const Ut = [
2102
+ ft,
2103
+ we,
2104
+ D,
2105
+ _t,
2106
+ _e,
2107
+ Pe,
2108
+ Ce,
2109
+ pt
2110
+ ], At = [
2111
+ ke,
2112
+ ne,
2113
+ ye,
2114
+ me,
2115
+ oe,
2116
+ ue,
2117
+ le,
2118
+ fe
2119
+ ];
2120
+ export {
2121
+ Bt as B,
2122
+ T as G,
2123
+ Rt as R,
2124
+ Ut as S,
2125
+ St as U,
2126
+ At as a,
2127
+ at as b,
2128
+ Pt as c,
2129
+ M as d,
2130
+ wt as e,
2131
+ Ct as f,
2132
+ Mt as t,
2133
+ Gt as u
2134
+ };