excalibur 0.28.3 → 0.28.4

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 (482) hide show
  1. package/.gitattributes +63 -63
  2. package/CHANGELOG.md +2003 -1955
  3. package/LICENSE.md +25 -25
  4. package/README.md +134 -134
  5. package/STYLEGUIDE.md +136 -136
  6. package/build/dist/Actions/Action/ActionSequence.js +31 -0
  7. package/build/dist/Actions/Action/ActionSequence.js.map +1 -0
  8. package/build/dist/Actions/Action/Blink.js +54 -0
  9. package/build/dist/Actions/Action/Blink.js.map +1 -0
  10. package/build/dist/Actions/Action/CallMethod.js +21 -0
  11. package/build/dist/Actions/Action/CallMethod.js.map +1 -0
  12. package/build/dist/Actions/Action/Delay.js +26 -0
  13. package/build/dist/Actions/Action/Delay.js.map +1 -0
  14. package/build/dist/Actions/Action/Die.js +22 -0
  15. package/build/dist/Actions/Action/Die.js.map +1 -0
  16. package/build/dist/Actions/Action/EaseBy.js +70 -0
  17. package/build/dist/Actions/Action/EaseBy.js.map +1 -0
  18. package/build/dist/Actions/Action/EaseTo.js +69 -0
  19. package/build/dist/Actions/Action/EaseTo.js.map +1 -0
  20. package/build/dist/Actions/Action/Fade.js +48 -0
  21. package/build/dist/Actions/Action/Fade.js.map +1 -0
  22. package/build/dist/Actions/Action/Follow.js +56 -0
  23. package/build/dist/Actions/Action/Follow.js.map +1 -0
  24. package/build/dist/Actions/Action/Meet.js +54 -0
  25. package/build/dist/Actions/Action/Meet.js.map +1 -0
  26. package/build/dist/Actions/Action/MoveBy.js +48 -0
  27. package/build/dist/Actions/Action/MoveBy.js.map +1 -0
  28. package/build/dist/Actions/Action/MoveTo.js +41 -0
  29. package/build/dist/Actions/Action/MoveTo.js.map +1 -0
  30. package/build/dist/Actions/Action/ParallelActions.js +23 -0
  31. package/build/dist/Actions/Action/ParallelActions.js.map +1 -0
  32. package/build/dist/Actions/Action/Repeat.js +31 -0
  33. package/build/dist/Actions/Action/Repeat.js.map +1 -0
  34. package/build/dist/Actions/Action/RepeatForever.js +37 -0
  35. package/build/dist/Actions/Action/RepeatForever.js.map +1 -0
  36. package/build/dist/Actions/Action/RotateBy.js +95 -0
  37. package/build/dist/Actions/Action/RotateBy.js.map +1 -0
  38. package/build/dist/Actions/Action/RotateTo.js +91 -0
  39. package/build/dist/Actions/Action/RotateTo.js.map +1 -0
  40. package/build/dist/Actions/Action/ScaleBy.js +46 -0
  41. package/build/dist/Actions/Action/ScaleBy.js.map +1 -0
  42. package/build/dist/Actions/Action/ScaleTo.js +58 -0
  43. package/build/dist/Actions/Action/ScaleTo.js.map +1 -0
  44. package/build/dist/Actions/Action.js +2 -0
  45. package/build/dist/Actions/Action.js.map +1 -0
  46. package/build/dist/Actions/ActionContext.js +322 -0
  47. package/build/dist/Actions/ActionContext.js.map +1 -0
  48. package/build/dist/Actions/ActionQueue.js +87 -0
  49. package/build/dist/Actions/ActionQueue.js.map +1 -0
  50. package/build/dist/Actions/Actionable.js +2 -0
  51. package/build/dist/Actions/Actionable.js.map +1 -0
  52. package/build/dist/Actions/ActionsComponent.js +195 -0
  53. package/build/dist/Actions/ActionsComponent.js.map +1 -0
  54. package/build/dist/Actions/ActionsSystem.js +30 -0
  55. package/build/dist/Actions/ActionsSystem.js.map +1 -0
  56. package/build/dist/Actions/Index.js +26 -0
  57. package/build/dist/Actions/Index.js.map +1 -0
  58. package/build/dist/Actions/RotationType.js +27 -0
  59. package/build/dist/Actions/RotationType.js.map +1 -0
  60. package/build/dist/Actor.js +629 -0
  61. package/build/dist/Actor.js.map +1 -0
  62. package/build/dist/Camera.js +660 -0
  63. package/build/dist/Camera.js.map +1 -0
  64. package/build/dist/Collision/BoundingBox.js +415 -0
  65. package/build/dist/Collision/BoundingBox.js.map +1 -0
  66. package/build/dist/Collision/ColliderComponent.js +202 -0
  67. package/build/dist/Collision/ColliderComponent.js.map +1 -0
  68. package/build/dist/Collision/Colliders/CircleCollider.js +226 -0
  69. package/build/dist/Collision/Colliders/CircleCollider.js.map +1 -0
  70. package/build/dist/Collision/Colliders/ClosestLineJumpTable.js +211 -0
  71. package/build/dist/Collision/Colliders/ClosestLineJumpTable.js.map +1 -0
  72. package/build/dist/Collision/Colliders/Collider.js +32 -0
  73. package/build/dist/Collision/Colliders/Collider.js.map +1 -0
  74. package/build/dist/Collision/Colliders/CollisionJumpTable.js +300 -0
  75. package/build/dist/Collision/Colliders/CollisionJumpTable.js.map +1 -0
  76. package/build/dist/Collision/Colliders/EdgeCollider.js +229 -0
  77. package/build/dist/Collision/Colliders/EdgeCollider.js.map +1 -0
  78. package/build/dist/Collision/Colliders/PolygonCollider.js +556 -0
  79. package/build/dist/Collision/Colliders/PolygonCollider.js.map +1 -0
  80. package/build/dist/Collision/Colliders/SeparatingAxis.js +67 -0
  81. package/build/dist/Collision/Colliders/SeparatingAxis.js.map +1 -0
  82. package/build/dist/Collision/Colliders/Shape.js +99 -0
  83. package/build/dist/Collision/Colliders/Shape.js.map +1 -0
  84. package/build/dist/Collision/CollisionType.js +33 -0
  85. package/build/dist/Collision/CollisionType.js.map +1 -0
  86. package/build/dist/Collision/Detection/CollisionContact.js +51 -0
  87. package/build/dist/Collision/Detection/CollisionContact.js.map +1 -0
  88. package/build/dist/Collision/Detection/CollisionProcessor.js +2 -0
  89. package/build/dist/Collision/Detection/CollisionProcessor.js.map +1 -0
  90. package/build/dist/Collision/Detection/DynamicTree.js +442 -0
  91. package/build/dist/Collision/Detection/DynamicTree.js.map +1 -0
  92. package/build/dist/Collision/Detection/Pair.js +92 -0
  93. package/build/dist/Collision/Detection/Pair.js.map +1 -0
  94. package/build/dist/Collision/Detection/QuadTree.js +193 -0
  95. package/build/dist/Collision/Detection/QuadTree.js.map +1 -0
  96. package/build/dist/Collision/Group/CollisionGroup.js +3 -3
  97. package/build/dist/Collision/Integrator.js +25 -0
  98. package/build/dist/Collision/Integrator.js.map +1 -0
  99. package/build/dist/Collision/MotionSystem.js +35 -0
  100. package/build/dist/Collision/MotionSystem.js.map +1 -0
  101. package/build/dist/Collision/Physics.js +163 -0
  102. package/build/dist/Collision/Physics.js.map +1 -0
  103. package/build/dist/Collision/PhysicsWorld.js +10 -0
  104. package/build/dist/Collision/PhysicsWorld.js.map +1 -0
  105. package/build/dist/Collision/Side.js +51 -0
  106. package/build/dist/Collision/Side.js.map +1 -0
  107. package/build/dist/Collision/Solver/ArcadeSolver.js +154 -0
  108. package/build/dist/Collision/Solver/ArcadeSolver.js.map +1 -0
  109. package/build/dist/Collision/Solver/ContactConstraintPoint.js +87 -0
  110. package/build/dist/Collision/Solver/ContactConstraintPoint.js.map +1 -0
  111. package/build/dist/Collision/Solver/RealisticSolver.js +293 -0
  112. package/build/dist/Collision/Solver/RealisticSolver.js.map +1 -0
  113. package/build/dist/Collision/Solver/Solver.js +2 -0
  114. package/build/dist/Collision/Solver/Solver.js.map +1 -0
  115. package/build/dist/Color.js +417 -0
  116. package/build/dist/Color.js.map +1 -0
  117. package/build/dist/Configurable.js +32 -0
  118. package/build/dist/Configurable.js.map +1 -0
  119. package/build/dist/Debug/Debug.d.ts +11 -0
  120. package/build/dist/Debug/Debug.js +385 -0
  121. package/build/dist/Debug/Debug.js.map +1 -0
  122. package/build/dist/Debug/DebugFlags.js +40 -0
  123. package/build/dist/Debug/DebugFlags.js.map +1 -0
  124. package/build/dist/Debug/DebugSystem.js +263 -0
  125. package/build/dist/Debug/DebugSystem.js.map +1 -0
  126. package/build/dist/Debug/index.js +4 -0
  127. package/build/dist/Debug/index.js.map +1 -0
  128. package/build/dist/Deprecated.js +2 -0
  129. package/build/dist/Deprecated.js.map +1 -0
  130. package/build/dist/Engine.js +986 -0
  131. package/build/dist/Engine.js.map +1 -0
  132. package/build/dist/EntityComponentSystem/Component.js +65 -0
  133. package/build/dist/EntityComponentSystem/Component.js.map +1 -0
  134. package/build/dist/EntityComponentSystem/Components/MotionComponent.js +33 -0
  135. package/build/dist/EntityComponentSystem/Components/MotionComponent.js.map +1 -0
  136. package/build/dist/EntityComponentSystem/Components/TransformComponent.js +107 -0
  137. package/build/dist/EntityComponentSystem/Components/TransformComponent.js.map +1 -0
  138. package/build/dist/EntityComponentSystem/Entity.js +487 -0
  139. package/build/dist/EntityComponentSystem/Entity.js.map +1 -0
  140. package/build/dist/EntityComponentSystem/EntityManager.js +137 -0
  141. package/build/dist/EntityComponentSystem/EntityManager.js.map +1 -0
  142. package/build/dist/EntityComponentSystem/Query.js +90 -0
  143. package/build/dist/EntityComponentSystem/Query.js.map +1 -0
  144. package/build/dist/EntityComponentSystem/QueryManager.js +90 -0
  145. package/build/dist/EntityComponentSystem/QueryManager.js.map +1 -0
  146. package/build/dist/EntityComponentSystem/System.js +76 -0
  147. package/build/dist/EntityComponentSystem/System.js.map +1 -0
  148. package/build/dist/EntityComponentSystem/SystemManager.js +104 -0
  149. package/build/dist/EntityComponentSystem/SystemManager.js.map +1 -0
  150. package/build/dist/EntityComponentSystem/Util.js +5 -0
  151. package/build/dist/EntityComponentSystem/Util.js.map +1 -0
  152. package/build/dist/EntityComponentSystem/World.js +55 -0
  153. package/build/dist/EntityComponentSystem/World.js.map +1 -0
  154. package/build/dist/EntityComponentSystem/index.js +11 -0
  155. package/build/dist/EntityComponentSystem/index.js.map +1 -0
  156. package/build/dist/EventDispatcher.js +122 -0
  157. package/build/dist/EventDispatcher.js.map +1 -0
  158. package/build/dist/EventEmitter.js +86 -0
  159. package/build/dist/EventEmitter.js.map +1 -0
  160. package/build/dist/Events/ExEvent.js +12 -0
  161. package/build/dist/Events/ExEvent.js.map +1 -0
  162. package/build/dist/Events/MediaEvents.js +75 -0
  163. package/build/dist/Events/MediaEvents.js.map +1 -0
  164. package/build/dist/Events/PointerEvents.js +52 -0
  165. package/build/dist/Events/PointerEvents.js.map +1 -0
  166. package/build/dist/Events.js +473 -0
  167. package/build/dist/Events.js.map +1 -0
  168. package/build/dist/Flags.js +67 -0
  169. package/build/dist/Flags.js.map +1 -0
  170. package/build/dist/Graphics/Animation.js +344 -0
  171. package/build/dist/Graphics/Animation.js.map +1 -0
  172. package/build/dist/Graphics/Canvas.js +38 -0
  173. package/build/dist/Graphics/Canvas.js.map +1 -0
  174. package/build/dist/Graphics/Circle.js +48 -0
  175. package/build/dist/Graphics/Circle.js.map +1 -0
  176. package/build/dist/Graphics/Context/ExcaliburGraphicsContext.js +2 -0
  177. package/build/dist/Graphics/Context/ExcaliburGraphicsContext.js.map +1 -0
  178. package/build/dist/Graphics/Context/ExcaliburGraphicsContext2DCanvas.js +237 -0
  179. package/build/dist/Graphics/Context/ExcaliburGraphicsContext2DCanvas.js.map +1 -0
  180. package/build/dist/Graphics/Context/ExcaliburGraphicsContextWebGL.d.ts +1 -0
  181. package/build/dist/Graphics/Context/ExcaliburGraphicsContextWebGL.js +481 -0
  182. package/build/dist/Graphics/Context/ExcaliburGraphicsContextWebGL.js.map +1 -0
  183. package/build/dist/Graphics/Context/circle-renderer/circle-renderer.frag.glsl +52 -52
  184. package/build/dist/Graphics/Context/circle-renderer/circle-renderer.js +174 -0
  185. package/build/dist/Graphics/Context/circle-renderer/circle-renderer.js.map +1 -0
  186. package/build/dist/Graphics/Context/circle-renderer/circle-renderer.vert.glsl +37 -37
  187. package/build/dist/Graphics/Context/debug-text.js +47 -0
  188. package/build/dist/Graphics/Context/debug-text.js.map +1 -0
  189. package/build/dist/Graphics/Context/draw-call.js +16 -0
  190. package/build/dist/Graphics/Context/draw-call.js.map +1 -0
  191. package/build/dist/Graphics/Context/image-renderer/image-renderer.frag.glsl +32 -32
  192. package/build/dist/Graphics/Context/image-renderer/image-renderer.js +246 -0
  193. package/build/dist/Graphics/Context/image-renderer/image-renderer.js.map +1 -0
  194. package/build/dist/Graphics/Context/image-renderer/image-renderer.vert.glsl +32 -32
  195. package/build/dist/Graphics/Context/line-renderer/line-fragment.glsl +10 -10
  196. package/build/dist/Graphics/Context/line-renderer/line-renderer.js +90 -0
  197. package/build/dist/Graphics/Context/line-renderer/line-renderer.js.map +1 -0
  198. package/build/dist/Graphics/Context/line-renderer/line-vertex.glsl +14 -14
  199. package/build/dist/Graphics/Context/material-renderer/material-renderer.js +23 -2
  200. package/build/dist/Graphics/Context/material-renderer/material-renderer.js.map +1 -1
  201. package/build/dist/Graphics/Context/material.d.ts +2 -0
  202. package/build/dist/Graphics/Context/material.js +72 -0
  203. package/build/dist/Graphics/Context/material.js.map +1 -0
  204. package/build/dist/Graphics/Context/point-renderer/point-fragment.glsl +19 -19
  205. package/build/dist/Graphics/Context/point-renderer/point-renderer.js +91 -0
  206. package/build/dist/Graphics/Context/point-renderer/point-renderer.js.map +1 -0
  207. package/build/dist/Graphics/Context/point-renderer/point-vertex.glsl +11 -11
  208. package/build/dist/Graphics/Context/quad-index-buffer.js +67 -0
  209. package/build/dist/Graphics/Context/quad-index-buffer.js.map +1 -0
  210. package/build/dist/Graphics/Context/rectangle-renderer/rectangle-renderer.frag.glsl +85 -85
  211. package/build/dist/Graphics/Context/rectangle-renderer/rectangle-renderer.js +305 -0
  212. package/build/dist/Graphics/Context/rectangle-renderer/rectangle-renderer.js.map +1 -0
  213. package/build/dist/Graphics/Context/rectangle-renderer/rectangle-renderer.vert.glsl +42 -42
  214. package/build/dist/Graphics/Context/render-source.js +16 -0
  215. package/build/dist/Graphics/Context/render-source.js.map +1 -0
  216. package/build/dist/Graphics/Context/render-target.js +65 -0
  217. package/build/dist/Graphics/Context/render-target.js.map +1 -0
  218. package/build/dist/Graphics/Context/renderer.js +2 -0
  219. package/build/dist/Graphics/Context/renderer.js.map +1 -0
  220. package/build/dist/Graphics/Context/screen-pass-painter/screen-fragment.glsl +13 -13
  221. package/build/dist/Graphics/Context/screen-pass-painter/screen-pass-painter.js +56 -0
  222. package/build/dist/Graphics/Context/screen-pass-painter/screen-pass-painter.js.map +1 -0
  223. package/build/dist/Graphics/Context/screen-pass-painter/screen-vertex.glsl +11 -11
  224. package/build/dist/Graphics/Context/state-stack.js +37 -0
  225. package/build/dist/Graphics/Context/state-stack.js.map +1 -0
  226. package/build/dist/Graphics/Context/texture-loader.js +109 -0
  227. package/build/dist/Graphics/Context/texture-loader.js.map +1 -0
  228. package/build/dist/Graphics/Context/transform-stack.js +30 -0
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  230. package/build/dist/Graphics/Context/vertex-buffer.js +53 -0
  231. package/build/dist/Graphics/Context/vertex-buffer.js.map +1 -0
  232. package/build/dist/Graphics/Context/webgl-util.js +79 -0
  233. package/build/dist/Graphics/Context/webgl-util.js.map +1 -0
  234. package/build/dist/Graphics/DebugGraphicsComponent.d.ts +3 -2
  235. package/build/dist/Graphics/DebugGraphicsComponent.js +16 -0
  236. package/build/dist/Graphics/DebugGraphicsComponent.js.map +1 -0
  237. package/build/dist/Graphics/Filtering.js +17 -0
  238. package/build/dist/Graphics/Filtering.js.map +1 -0
  239. package/build/dist/Graphics/Font.js +148 -0
  240. package/build/dist/Graphics/Font.js.map +1 -0
  241. package/build/dist/Graphics/FontCache.d.ts +1 -0
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  244. package/build/dist/Graphics/FontCommon.js +109 -0
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  246. package/build/dist/Graphics/FontTextInstance.js +230 -0
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  248. package/build/dist/Graphics/Graphic.js +208 -0
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  250. package/build/dist/Graphics/GraphicsComponent.js +336 -0
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  252. package/build/dist/Graphics/GraphicsDiagnostics.js +9 -0
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  256. package/build/dist/Graphics/GraphicsSystem.js +210 -0
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  258. package/build/dist/Graphics/ImageSource.js +124 -0
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  260. package/build/dist/Graphics/Line.js +45 -0
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  262. package/build/dist/Graphics/OffscreenSystem.js +64 -0
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  264. package/build/dist/Graphics/ParallaxComponent.js +11 -0
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  266. package/build/dist/Graphics/Polygon.js +59 -0
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@@ -0,0 +1,481 @@
1
+ import { Matrix } from '../../Math/matrix';
2
+ import { TransformStack } from './transform-stack';
3
+ import { vec } from '../../Math/vector';
4
+ import { Color } from '../../Color';
5
+ import { StateStack } from './state-stack';
6
+ import { Logger } from '../../Util/Log';
7
+ import { DebugText } from './debug-text';
8
+ import { RenderTarget } from './render-target';
9
+ import { TextureLoader } from './texture-loader';
10
+ // renderers
11
+ import { LineRenderer } from './line-renderer/line-renderer';
12
+ import { PointRenderer } from './point-renderer/point-renderer';
13
+ import { ScreenPassPainter } from './screen-pass-painter/screen-pass-painter';
14
+ import { ImageRenderer } from './image-renderer/image-renderer';
15
+ import { RectangleRenderer } from './rectangle-renderer/rectangle-renderer';
16
+ import { CircleRenderer } from './circle-renderer/circle-renderer';
17
+ import { Pool } from '../../Util/Pool';
18
+ import { DrawCall } from './draw-call';
19
+ import { AffineMatrix } from '../../Math/affine-matrix';
20
+ import { Material } from './material';
21
+ import { MaterialRenderer } from './material-renderer/material-renderer';
22
+ import { Shader } from './shader';
23
+ export const pixelSnapEpsilon = 0.0001;
24
+ class ExcaliburGraphicsContextWebGLDebug {
25
+ constructor(_webglCtx) {
26
+ this._webglCtx = _webglCtx;
27
+ this._debugText = new DebugText();
28
+ }
29
+ /**
30
+ * Draw a debugging rectangle to the context
31
+ * @param x
32
+ * @param y
33
+ * @param width
34
+ * @param height
35
+ */
36
+ drawRect(x, y, width, height, rectOptions = { color: Color.Black }) {
37
+ this.drawLine(vec(x, y), vec(x + width, y), { ...rectOptions });
38
+ this.drawLine(vec(x + width, y), vec(x + width, y + height), { ...rectOptions });
39
+ this.drawLine(vec(x + width, y + height), vec(x, y + height), { ...rectOptions });
40
+ this.drawLine(vec(x, y + height), vec(x, y), { ...rectOptions });
41
+ }
42
+ /**
43
+ * Draw a debugging line to the context
44
+ * @param start
45
+ * @param end
46
+ * @param lineOptions
47
+ */
48
+ drawLine(start, end, lineOptions = { color: Color.Black }) {
49
+ this._webglCtx.draw('ex.line', start, end, lineOptions.color);
50
+ }
51
+ /**
52
+ * Draw a debugging point to the context
53
+ * @param point
54
+ * @param pointOptions
55
+ */
56
+ drawPoint(point, pointOptions = { color: Color.Black, size: 5 }) {
57
+ this._webglCtx.draw('ex.point', point, pointOptions.color, pointOptions.size);
58
+ }
59
+ drawText(text, pos) {
60
+ this._debugText.write(this._webglCtx, text, pos);
61
+ }
62
+ }
63
+ export class ExcaliburGraphicsContextWebGL {
64
+ get z() {
65
+ return this._state.current.z;
66
+ }
67
+ set z(value) {
68
+ this._state.current.z = value;
69
+ }
70
+ get opacity() {
71
+ return this._state.current.opacity;
72
+ }
73
+ set opacity(value) {
74
+ this._state.current.opacity = value;
75
+ }
76
+ get tint() {
77
+ return this._state.current.tint;
78
+ }
79
+ set tint(color) {
80
+ this._state.current.tint = color;
81
+ }
82
+ get width() {
83
+ return this.__gl.canvas.width;
84
+ }
85
+ get height() {
86
+ return this.__gl.canvas.height;
87
+ }
88
+ get ortho() {
89
+ return this._ortho;
90
+ }
91
+ /**
92
+ * Checks the underlying webgl implementation if the requested internal resolution is supported
93
+ * @param dim
94
+ */
95
+ checkIfResolutionSupported(dim) {
96
+ // Slight hack based on this thread https://groups.google.com/g/webgl-dev-list/c/AHONvz3oQTo
97
+ let supported = true;
98
+ if (dim.width > 4096 || dim.height > 4096) {
99
+ supported = false;
100
+ }
101
+ return supported;
102
+ }
103
+ constructor(options) {
104
+ this._logger = Logger.getInstance();
105
+ this._renderers = new Map();
106
+ this._isDrawLifecycle = false;
107
+ this.useDrawSorting = true;
108
+ this._drawCallPool = new Pool(() => new DrawCall(), (instance) => {
109
+ instance.priority = 0;
110
+ instance.z = 0;
111
+ instance.renderer = undefined;
112
+ instance.args = undefined;
113
+ return instance;
114
+ }, 4000);
115
+ this._drawCalls = [];
116
+ // Postprocessing is a tuple with 2 render targets, these are flip-flopped during the postprocessing process
117
+ this._postProcessTargets = [];
118
+ this._postprocessors = [];
119
+ this._transform = new TransformStack();
120
+ this._state = new StateStack();
121
+ this.snapToPixel = false;
122
+ this.smoothing = false;
123
+ this.backgroundColor = Color.ExcaliburBlue;
124
+ this._alreadyWarnedDrawLifecycle = false;
125
+ this.debug = new ExcaliburGraphicsContextWebGLDebug(this);
126
+ this._totalPostProcessorTime = 0;
127
+ const { canvasElement, enableTransparency, smoothing, snapToPixel, backgroundColor, useDrawSorting } = options;
128
+ this.__gl = canvasElement.getContext('webgl2', {
129
+ antialias: smoothing !== null && smoothing !== void 0 ? smoothing : this.smoothing,
130
+ premultipliedAlpha: false,
131
+ alpha: enableTransparency !== null && enableTransparency !== void 0 ? enableTransparency : true,
132
+ depth: true,
133
+ powerPreference: 'high-performance'
134
+ // TODO Chromium fixed the bug where this didn't work now it breaks CI :(
135
+ // failIfMajorPerformanceCaveat: true
136
+ });
137
+ if (!this.__gl) {
138
+ throw Error('Failed to retrieve webgl context from browser');
139
+ }
140
+ this.textureLoader = new TextureLoader(this.__gl);
141
+ this.snapToPixel = snapToPixel !== null && snapToPixel !== void 0 ? snapToPixel : this.snapToPixel;
142
+ this.smoothing = smoothing !== null && smoothing !== void 0 ? smoothing : this.smoothing;
143
+ this.backgroundColor = backgroundColor !== null && backgroundColor !== void 0 ? backgroundColor : this.backgroundColor;
144
+ this.useDrawSorting = useDrawSorting !== null && useDrawSorting !== void 0 ? useDrawSorting : this.useDrawSorting;
145
+ this._drawCallPool.disableWarnings = true;
146
+ this._drawCallPool.preallocate();
147
+ this._init();
148
+ }
149
+ _init() {
150
+ const gl = this.__gl;
151
+ // Setup viewport and view matrix
152
+ this._ortho = Matrix.ortho(0, gl.canvas.width, gl.canvas.height, 0, 400, -400);
153
+ gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
154
+ // Clear background
155
+ gl.clearColor(this.backgroundColor.r / 255, this.backgroundColor.g / 255, this.backgroundColor.b / 255, this.backgroundColor.a);
156
+ gl.clear(gl.COLOR_BUFFER_BIT);
157
+ // Enable alpha blending
158
+ // https://www.realtimerendering.com/blog/gpus-prefer-premultiplication/
159
+ gl.enable(gl.BLEND);
160
+ gl.blendEquation(gl.FUNC_ADD);
161
+ gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
162
+ gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);
163
+ gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
164
+ // Setup builtin renderers
165
+ this.register(new ImageRenderer());
166
+ this.register(new MaterialRenderer());
167
+ this.register(new RectangleRenderer());
168
+ this.register(new CircleRenderer());
169
+ this.register(new PointRenderer());
170
+ this.register(new LineRenderer());
171
+ this.materialScreenTexture = gl.createTexture();
172
+ gl.bindTexture(gl.TEXTURE_2D, this.materialScreenTexture);
173
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.width, this.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
174
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
175
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
176
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
177
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
178
+ gl.bindTexture(gl.TEXTURE_2D, null);
179
+ this._screenRenderer = new ScreenPassPainter(gl);
180
+ this._renderTarget = new RenderTarget({
181
+ gl,
182
+ width: gl.canvas.width,
183
+ height: gl.canvas.height
184
+ });
185
+ this._postProcessTargets = [
186
+ new RenderTarget({
187
+ gl,
188
+ width: gl.canvas.width,
189
+ height: gl.canvas.height
190
+ }),
191
+ new RenderTarget({
192
+ gl,
193
+ width: gl.canvas.width,
194
+ height: gl.canvas.height
195
+ })
196
+ ];
197
+ }
198
+ register(renderer) {
199
+ this._renderers.set(renderer.type, renderer);
200
+ renderer.initialize(this.__gl, this);
201
+ }
202
+ get(rendererName) {
203
+ return this._renderers.get(rendererName);
204
+ }
205
+ _isCurrentRenderer(renderer) {
206
+ if (!this._currentRenderer || this._currentRenderer === renderer) {
207
+ return true;
208
+ }
209
+ return false;
210
+ }
211
+ beginDrawLifecycle() {
212
+ this._isDrawLifecycle = true;
213
+ }
214
+ endDrawLifecycle() {
215
+ this._isDrawLifecycle = false;
216
+ }
217
+ draw(rendererName, ...args) {
218
+ if (!this._isDrawLifecycle && !this._alreadyWarnedDrawLifecycle) {
219
+ this._logger.warn(`Attempting to draw outside the the drawing lifecycle (preDraw/postDraw) is not supported and is a source of bugs/errors.\n` +
220
+ `If you want to do custom drawing, use Actor.graphics, or any onPreDraw or onPostDraw handler.`);
221
+ this._alreadyWarnedDrawLifecycle = true;
222
+ }
223
+ const renderer = this._renderers.get(rendererName);
224
+ if (renderer) {
225
+ if (this.useDrawSorting) {
226
+ const drawCall = this._drawCallPool.get();
227
+ drawCall.z = this._state.current.z;
228
+ drawCall.priority = renderer.priority;
229
+ drawCall.renderer = rendererName;
230
+ this.getTransform().clone(drawCall.transform);
231
+ drawCall.state.z = this._state.current.z;
232
+ drawCall.state.opacity = this._state.current.opacity;
233
+ drawCall.state.tint = this._state.current.tint;
234
+ drawCall.state.material = this._state.current.material;
235
+ drawCall.args = args;
236
+ this._drawCalls.push(drawCall);
237
+ }
238
+ else {
239
+ // Set the current renderer if not defined
240
+ if (!this._currentRenderer) {
241
+ this._currentRenderer = renderer;
242
+ }
243
+ if (!this._isCurrentRenderer(renderer)) {
244
+ // switching graphics means we must flush the previous
245
+ this._currentRenderer.flush();
246
+ }
247
+ // If we are still using the same renderer we can add to the current batch
248
+ renderer.draw(...args);
249
+ this._currentRenderer = renderer;
250
+ }
251
+ }
252
+ else {
253
+ throw Error(`No renderer with name ${rendererName} has been registered`);
254
+ }
255
+ }
256
+ resetTransform() {
257
+ this._transform.current = AffineMatrix.identity();
258
+ }
259
+ updateViewport(resolution) {
260
+ const gl = this.__gl;
261
+ this._ortho = this._ortho = Matrix.ortho(0, resolution.width, resolution.height, 0, 400, -400);
262
+ this._renderTarget.setResolution(gl.canvas.width, gl.canvas.height);
263
+ this._postProcessTargets[0].setResolution(gl.canvas.width, gl.canvas.height);
264
+ this._postProcessTargets[1].setResolution(gl.canvas.width, gl.canvas.height);
265
+ }
266
+ drawImage(image, sx, sy, swidth, sheight, dx, dy, dwidth, dheight) {
267
+ if (swidth === 0 || sheight === 0) {
268
+ return; // zero dimension dest exit early
269
+ }
270
+ else if (dwidth === 0 || dheight === 0) {
271
+ return; // zero dimension dest exit early
272
+ }
273
+ else if (image.width === 0 || image.height === 0) {
274
+ return; // zero dimension source exit early
275
+ }
276
+ if (!image) {
277
+ Logger.getInstance().warn('Cannot draw a null or undefined image');
278
+ // tslint:disable-next-line: no-console
279
+ if (console.trace) {
280
+ // tslint:disable-next-line: no-console
281
+ console.trace();
282
+ }
283
+ return;
284
+ }
285
+ if (this._state.current.material) {
286
+ this.draw('ex.material', image, sx, sy, swidth, sheight, dx, dy, dwidth, dheight);
287
+ }
288
+ else {
289
+ this.draw('ex.image', image, sx, sy, swidth, sheight, dx, dy, dwidth, dheight);
290
+ }
291
+ }
292
+ drawLine(start, end, color, thickness = 1) {
293
+ this.draw('ex.rectangle', start, end, color, thickness);
294
+ }
295
+ drawRectangle(pos, width, height, color, stroke, strokeThickness) {
296
+ this.draw('ex.rectangle', pos, width, height, color, stroke, strokeThickness);
297
+ }
298
+ drawCircle(pos, radius, color, stroke, thickness) {
299
+ this.draw('ex.circle', pos, radius, color, stroke, thickness);
300
+ }
301
+ save() {
302
+ this._transform.save();
303
+ this._state.save();
304
+ }
305
+ restore() {
306
+ this._transform.restore();
307
+ this._state.restore();
308
+ }
309
+ translate(x, y) {
310
+ this._transform.translate(this.snapToPixel ? ~~(x + pixelSnapEpsilon) : x, this.snapToPixel ? ~~(y + pixelSnapEpsilon) : y);
311
+ }
312
+ rotate(angle) {
313
+ this._transform.rotate(angle);
314
+ }
315
+ scale(x, y) {
316
+ this._transform.scale(x, y);
317
+ }
318
+ transform(matrix) {
319
+ this._transform.current = matrix;
320
+ }
321
+ getTransform() {
322
+ return this._transform.current;
323
+ }
324
+ multiply(m) {
325
+ this._transform.current.multiply(m, this._transform.current);
326
+ }
327
+ addPostProcessor(postprocessor) {
328
+ this._postprocessors.push(postprocessor);
329
+ postprocessor.initialize(this.__gl);
330
+ }
331
+ removePostProcessor(postprocessor) {
332
+ const index = this._postprocessors.indexOf(postprocessor);
333
+ if (index !== -1) {
334
+ this._postprocessors.splice(index, 1);
335
+ }
336
+ }
337
+ clearPostProcessors() {
338
+ this._postprocessors.length = 0;
339
+ }
340
+ updatePostProcessors(delta) {
341
+ for (const postprocessor of this._postprocessors) {
342
+ const shader = postprocessor.getShader();
343
+ shader.use();
344
+ const uniforms = shader.getUniforms();
345
+ this._totalPostProcessorTime += delta;
346
+ if (uniforms.find(u => u.name === 'u_time_ms')) {
347
+ shader.setUniformFloat('u_time_ms', this._totalPostProcessorTime);
348
+ }
349
+ if (uniforms.find(u => u.name === 'u_elapsed_ms')) {
350
+ shader.setUniformFloat('u_elapsed_ms', delta);
351
+ }
352
+ if (uniforms.find(u => u.name === 'u_resolution')) {
353
+ shader.setUniformFloatVector('u_resolution', vec(this.width, this.height));
354
+ }
355
+ if (postprocessor.onUpdate) {
356
+ postprocessor.onUpdate(delta);
357
+ }
358
+ }
359
+ }
360
+ set material(material) {
361
+ this._state.current.material = material;
362
+ }
363
+ get material() {
364
+ return this._state.current.material;
365
+ }
366
+ /**
367
+ * Creates and initializes the material which compiles the internal shader
368
+ * @param options
369
+ * @returns Material
370
+ */
371
+ createMaterial(options) {
372
+ const material = new Material(options);
373
+ material.initialize(this.__gl, this);
374
+ return material;
375
+ }
376
+ createShader(options) {
377
+ const gl = this.__gl;
378
+ const { vertexSource, fragmentSource } = options;
379
+ const shader = new Shader({
380
+ gl,
381
+ vertexSource,
382
+ fragmentSource
383
+ });
384
+ shader.compile();
385
+ return shader;
386
+ }
387
+ clear() {
388
+ const gl = this.__gl;
389
+ this._renderTarget.use();
390
+ gl.clearColor(this.backgroundColor.r / 255, this.backgroundColor.g / 255, this.backgroundColor.b / 255, this.backgroundColor.a);
391
+ // Clear the context with the newly set color. This is
392
+ // the function call that actually does the drawing.
393
+ gl.clear(gl.COLOR_BUFFER_BIT);
394
+ }
395
+ /**
396
+ * Flushes all batched rendering to the screen
397
+ */
398
+ flush() {
399
+ const gl = this.__gl;
400
+ // render target captures all draws and redirects to the render target
401
+ this._renderTarget.use();
402
+ if (this.useDrawSorting) {
403
+ // sort draw calls
404
+ // Find the original order of the first instance of the draw call
405
+ const originalSort = new Map();
406
+ for (const [name] of this._renderers) {
407
+ const firstIndex = this._drawCalls.findIndex(dc => dc.renderer === name);
408
+ originalSort.set(name, firstIndex);
409
+ }
410
+ this._drawCalls.sort((a, b) => {
411
+ const zIndex = a.z - b.z;
412
+ const originalSortOrder = originalSort.get(a.renderer) - originalSort.get(b.renderer);
413
+ const priority = a.priority - b.priority;
414
+ if (zIndex === 0) { // sort by z first
415
+ if (priority === 0) { // sort by priority
416
+ return originalSortOrder; // use the original order to inform draw call packing to maximally preserve painter order
417
+ }
418
+ return priority;
419
+ }
420
+ return zIndex;
421
+ });
422
+ const oldTransform = this._transform.current;
423
+ const oldState = this._state.current;
424
+ if (this._drawCalls.length) {
425
+ let currentRendererName = this._drawCalls[0].renderer;
426
+ let currentRenderer = this._renderers.get(currentRendererName);
427
+ for (let i = 0; i < this._drawCalls.length; i++) {
428
+ // hydrate the state for renderers
429
+ this._transform.current = this._drawCalls[i].transform;
430
+ this._state.current = this._drawCalls[i].state;
431
+ if (this._drawCalls[i].renderer !== currentRendererName) {
432
+ // switching graphics renderer means we must flush the previous
433
+ currentRenderer.flush();
434
+ currentRendererName = this._drawCalls[i].renderer;
435
+ currentRenderer = this._renderers.get(currentRendererName);
436
+ }
437
+ // ! hack to grab screen texture before materials run because they might want it
438
+ if (currentRenderer instanceof MaterialRenderer && this.material.isUsingScreenTexture) {
439
+ const gl = this.__gl;
440
+ gl.bindTexture(gl.TEXTURE_2D, this.materialScreenTexture);
441
+ gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, this.width, this.height, 0);
442
+ this._renderTarget.use();
443
+ }
444
+ // If we are still using the same renderer we can add to the current batch
445
+ currentRenderer.draw(...this._drawCalls[i].args);
446
+ }
447
+ if (currentRenderer.hasPendingDraws()) {
448
+ currentRenderer.flush();
449
+ }
450
+ }
451
+ // reset state
452
+ this._transform.current = oldTransform;
453
+ this._state.current = oldState;
454
+ // reclaim draw calls
455
+ this._drawCallPool.done();
456
+ this._drawCalls.length = 0;
457
+ }
458
+ else {
459
+ // This is the final flush at the moment to draw any leftover pending draw
460
+ for (const renderer of this._renderers.values()) {
461
+ if (renderer.hasPendingDraws()) {
462
+ renderer.flush();
463
+ }
464
+ }
465
+ }
466
+ this._renderTarget.disable();
467
+ // post process step
468
+ const source = this._renderTarget.toRenderSource();
469
+ source.use();
470
+ // flip flop render targets
471
+ for (let i = 0; i < this._postprocessors.length; i++) {
472
+ this._postProcessTargets[i % 2].use();
473
+ this._screenRenderer.renderWithPostProcessor(this._postprocessors[i]);
474
+ this._postProcessTargets[i % 2].toRenderSource().use();
475
+ }
476
+ // passing null switches rendering back to the canvas
477
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
478
+ this._screenRenderer.renderToScreen();
479
+ }
480
+ }
481
+ //# sourceMappingURL=ExcaliburGraphicsContextWebGL.js.map
@@ -0,0 +1 @@
1
+ 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@@ -1,53 +1,53 @@
1
- #version 300 es
2
- precision highp float;
3
-
4
- // UV coord
5
- in vec2 v_uv;
6
-
7
- // Color coord to blend with image
8
- in lowp vec4 v_color;
9
-
10
- // Stroke color if used
11
- in lowp vec4 v_strokeColor;
12
-
13
- // Stroke thickness if used
14
- in lowp float v_strokeThickness;
15
-
16
- // Opacity
17
- in float v_opacity;
18
-
19
- out vec4 fragColor;
20
-
21
- void main() {
22
- // make (0, 0) the center the uv
23
- vec2 uv = v_uv * 2.0 - 1.0;
24
-
25
- vec4 color = v_color;
26
- vec4 strokeColor = v_strokeColor;
27
-
28
- // circle border is at radius 1.0
29
- // dist is > 0 when inside the circle
30
- float d = length(uv);
31
- float dist = 1.0 - length(uv);
32
-
33
- // Fade based on fwidth
34
- float fade = fwidth(dot(uv, uv));
35
-
36
- // if dist is greater than 0 step to 1;
37
- // when we cross this 0 threshold add a smooth fade
38
- float fill = smoothstep(-fade/2.0, fade/2.0, dist);
39
-
40
- // if dist is greater than the stroke thickness step to 1
41
- float stroke = 1.0 - smoothstep(v_strokeThickness, v_strokeThickness + fade, dist);
42
-
43
- strokeColor.a *= fill * stroke;
44
- strokeColor.rgb *= strokeColor.a;
45
-
46
- color.a *= fill * (1.0 - stroke);
47
- color.rgb *= color.a;
48
-
49
- vec4 finalColor = mix(vec4(0.0), (color + strokeColor), fill);
50
- finalColor.rgb = finalColor.rgb * v_opacity;
51
- finalColor.a = finalColor.a * v_opacity;
52
- fragColor = finalColor;
1
+ #version 300 es
2
+ precision highp float;
3
+
4
+ // UV coord
5
+ in vec2 v_uv;
6
+
7
+ // Color coord to blend with image
8
+ in lowp vec4 v_color;
9
+
10
+ // Stroke color if used
11
+ in lowp vec4 v_strokeColor;
12
+
13
+ // Stroke thickness if used
14
+ in lowp float v_strokeThickness;
15
+
16
+ // Opacity
17
+ in float v_opacity;
18
+
19
+ out vec4 fragColor;
20
+
21
+ void main() {
22
+ // make (0, 0) the center the uv
23
+ vec2 uv = v_uv * 2.0 - 1.0;
24
+
25
+ vec4 color = v_color;
26
+ vec4 strokeColor = v_strokeColor;
27
+
28
+ // circle border is at radius 1.0
29
+ // dist is > 0 when inside the circle
30
+ float d = length(uv);
31
+ float dist = 1.0 - length(uv);
32
+
33
+ // Fade based on fwidth
34
+ float fade = fwidth(dot(uv, uv));
35
+
36
+ // if dist is greater than 0 step to 1;
37
+ // when we cross this 0 threshold add a smooth fade
38
+ float fill = smoothstep(-fade/2.0, fade/2.0, dist);
39
+
40
+ // if dist is greater than the stroke thickness step to 1
41
+ float stroke = 1.0 - smoothstep(v_strokeThickness, v_strokeThickness + fade, dist);
42
+
43
+ strokeColor.a *= fill * stroke;
44
+ strokeColor.rgb *= strokeColor.a;
45
+
46
+ color.a *= fill * (1.0 - stroke);
47
+ color.rgb *= color.a;
48
+
49
+ vec4 finalColor = mix(vec4(0.0), (color + strokeColor), fill);
50
+ finalColor.rgb = finalColor.rgb * v_opacity;
51
+ finalColor.a = finalColor.a * v_opacity;
52
+ fragColor = finalColor;
53
53
  }