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 +1,67 @@
1
+ import { Logger } from '../..';
2
+ /**
3
+ * Helper that defines and index buffer for quad geometry
4
+ *
5
+ * Index buffers allow you to save space in vertex buffers when you share vertices in geometry
6
+ * it is almost always worth it in terms of performance to use an index buffer.
7
+ */
8
+ export class QuadIndexBuffer {
9
+ /**
10
+ * @param gl WebGL2RenderingContext this layout will be attached to, these cannot be reused across contexts.
11
+ * @param numberOfQuads Specify the max number of quads you want to draw
12
+ * @param useUint16 Optionally force a uint16 buffer
13
+ */
14
+ constructor(gl, numberOfQuads, useUint16) {
15
+ this._logger = Logger.getInstance();
16
+ this._gl = gl;
17
+ this.buffer = gl.createBuffer();
18
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.buffer);
19
+ const totalVertices = numberOfQuads * 6;
20
+ if (!useUint16) {
21
+ this.bufferData = new Uint32Array(totalVertices);
22
+ }
23
+ else {
24
+ // fall back to using gl.UNSIGNED_SHORT or tell the user they are out of luck
25
+ const maxUint16 = 65535;
26
+ const maxUint16Index = Math.floor((maxUint16 - 1) / 4); // max quads
27
+ this.bufferGlType = gl.UNSIGNED_SHORT;
28
+ this.bufferData = new Uint16Array(totalVertices);
29
+ // TODO Should we error if this happens?? maybe not might crash mid game
30
+ if (numberOfQuads > maxUint16Index) {
31
+ this._logger.warn(`Total quads exceeds hardware index buffer limit (uint16), max(${maxUint16Index}) requested quads(${numberOfQuads})`);
32
+ }
33
+ }
34
+ let currentQuad = 0;
35
+ for (let i = 0; i < totalVertices; i += 6) {
36
+ // first triangle
37
+ this.bufferData[i + 0] = currentQuad + 0;
38
+ this.bufferData[i + 1] = currentQuad + 1;
39
+ this.bufferData[i + 2] = currentQuad + 2;
40
+ // second triangle
41
+ this.bufferData[i + 3] = currentQuad + 2;
42
+ this.bufferData[i + 4] = currentQuad + 1;
43
+ this.bufferData[i + 5] = currentQuad + 3;
44
+ currentQuad += 4;
45
+ }
46
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.bufferData, gl.STATIC_DRAW);
47
+ }
48
+ get size() {
49
+ return this.bufferData.length;
50
+ }
51
+ /**
52
+ * Upload data to the GPU
53
+ */
54
+ upload() {
55
+ const gl = this._gl;
56
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.buffer);
57
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.bufferData, gl.STATIC_DRAW);
58
+ }
59
+ /**
60
+ * Bind this index buffer
61
+ */
62
+ bind() {
63
+ const gl = this._gl;
64
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.buffer);
65
+ }
66
+ }
67
+ //# sourceMappingURL=quad-index-buffer.js.map
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@@ -1,86 +1,86 @@
1
- #version 300 es
2
-
3
- precision mediump float;
4
-
5
- // UV coord
6
- in vec2 v_uv;
7
-
8
- in vec2 v_size; // in pixels
9
-
10
- // Color coord to blend with image
11
- in lowp vec4 v_color;
12
-
13
- // Stroke color if used
14
- in lowp vec4 v_strokeColor;
15
-
16
- // Stroke thickness if used
17
- in lowp float v_strokeThickness; // in pixels
18
-
19
- // Opacity
20
- in float v_opacity;
21
-
22
- out vec4 fragColor;
23
-
24
- void main() {
25
- // modified from https://stackoverflow.com/questions/59197671/glsl-rounded-rectangle-with-variable-border
26
- vec2 uv = v_uv;
27
- vec2 fragCoord = uv * v_size;
28
- float maxX = v_size.x - v_strokeThickness;
29
- float minX = v_strokeThickness;
30
- float maxY = v_size.y - v_strokeThickness;
31
- float minY = v_strokeThickness;
32
-
33
- if (fragCoord.x < maxX && fragCoord.x > minX &&
34
- fragCoord.y < maxY && fragCoord.y > minY) {
35
- fragColor = v_color;
36
- } else {
37
- fragColor = v_strokeColor;
38
- }
39
- fragColor.a *= v_opacity;
40
- fragColor.rgb *= fragColor.a;
41
-
42
- // vec2 v2CenteredPos = abs(fragCoord - v_size.xy / 2.0);
43
- // vec2 v2HalfShapeSizePx = v_size.xy/2.0 - v_strokeThickness/2.0;
44
-
45
- // float fHalfBorderDist = 0.0;
46
- // float fHalfBorderThickness = 0.0;
47
-
48
- // if (fragCoord.x > max(v_radius, v_strokeThickness) &&
49
- // fragCoord.x < v_size.x - max(v_radius, v_strokeThickness))
50
- // {
51
- // fHalfBorderDist = v2CenteredPos.y - v2HalfShapeSizePx.y;
52
- // fHalfBorderThickness = v_strokeThickness / 2.0;
53
- // }
54
- // else if (fragCoord.y > max(v_radius, v_strokeThickness) &&
55
- // fragCoord.y < v_size.y - max(v_radius, v_strokeThickness))
56
- // {
57
- // fHalfBorderDist = v2CenteredPos.x - v2HalfShapeSizePx.x;
58
- // fHalfBorderThickness = v_strokeThickness / 2.0;
59
- // }
60
- // else
61
- // {
62
- // vec2 edgeVec = max(vec2(0.0), v_radius - vec2(
63
- // uv.x > 0.5 ? v_size.x - fragCoord.x : fragCoord.x,
64
- // uv.y > 0.5 ? v_size.y - fragCoord.y : fragCoord.y));
65
-
66
- // float ellipse_ab = v_radius-v_strokeThickness;
67
- // vec2 ellipse_isect = (v_strokeThickness > v_radius || v_strokeThickness > v_radius) ? vec2(0.0) :
68
- // edgeVec.xy * ellipse_ab*ellipse_ab / length(ellipse_ab*edgeVec.yx);
69
-
70
- // fHalfBorderThickness = (v_radius - length(ellipse_isect)) / 2.0;
71
- // fHalfBorderDist = length(edgeVec) - (v_radius - fHalfBorderThickness);
72
- // }
73
-
74
- // vec4 v4FromColor = v_strokeColor;
75
- // v4FromColor.rgb *= v4FromColor.a;
76
- // vec4 v4ToColor = vec4(0.0); // background color is transparent
77
- // if (fHalfBorderDist < 0.0) {
78
- // v4ToColor = v_color;
79
- // v4ToColor.rgb *= v4ToColor.a;
80
- // }
81
-
82
- // float mixPct = abs(fHalfBorderDist) - fHalfBorderThickness;
83
-
84
- // vec4 finalColor = mix(v4FromColor, v4ToColor, mixPct);
85
- // gl_FragColor = finalColor;
1
+ #version 300 es
2
+
3
+ precision mediump float;
4
+
5
+ // UV coord
6
+ in vec2 v_uv;
7
+
8
+ in vec2 v_size; // in pixels
9
+
10
+ // Color coord to blend with image
11
+ in lowp vec4 v_color;
12
+
13
+ // Stroke color if used
14
+ in lowp vec4 v_strokeColor;
15
+
16
+ // Stroke thickness if used
17
+ in lowp float v_strokeThickness; // in pixels
18
+
19
+ // Opacity
20
+ in float v_opacity;
21
+
22
+ out vec4 fragColor;
23
+
24
+ void main() {
25
+ // modified from https://stackoverflow.com/questions/59197671/glsl-rounded-rectangle-with-variable-border
26
+ vec2 uv = v_uv;
27
+ vec2 fragCoord = uv * v_size;
28
+ float maxX = v_size.x - v_strokeThickness;
29
+ float minX = v_strokeThickness;
30
+ float maxY = v_size.y - v_strokeThickness;
31
+ float minY = v_strokeThickness;
32
+
33
+ if (fragCoord.x < maxX && fragCoord.x > minX &&
34
+ fragCoord.y < maxY && fragCoord.y > minY) {
35
+ fragColor = v_color;
36
+ } else {
37
+ fragColor = v_strokeColor;
38
+ }
39
+ fragColor.a *= v_opacity;
40
+ fragColor.rgb *= fragColor.a;
41
+
42
+ // vec2 v2CenteredPos = abs(fragCoord - v_size.xy / 2.0);
43
+ // vec2 v2HalfShapeSizePx = v_size.xy/2.0 - v_strokeThickness/2.0;
44
+
45
+ // float fHalfBorderDist = 0.0;
46
+ // float fHalfBorderThickness = 0.0;
47
+
48
+ // if (fragCoord.x > max(v_radius, v_strokeThickness) &&
49
+ // fragCoord.x < v_size.x - max(v_radius, v_strokeThickness))
50
+ // {
51
+ // fHalfBorderDist = v2CenteredPos.y - v2HalfShapeSizePx.y;
52
+ // fHalfBorderThickness = v_strokeThickness / 2.0;
53
+ // }
54
+ // else if (fragCoord.y > max(v_radius, v_strokeThickness) &&
55
+ // fragCoord.y < v_size.y - max(v_radius, v_strokeThickness))
56
+ // {
57
+ // fHalfBorderDist = v2CenteredPos.x - v2HalfShapeSizePx.x;
58
+ // fHalfBorderThickness = v_strokeThickness / 2.0;
59
+ // }
60
+ // else
61
+ // {
62
+ // vec2 edgeVec = max(vec2(0.0), v_radius - vec2(
63
+ // uv.x > 0.5 ? v_size.x - fragCoord.x : fragCoord.x,
64
+ // uv.y > 0.5 ? v_size.y - fragCoord.y : fragCoord.y));
65
+
66
+ // float ellipse_ab = v_radius-v_strokeThickness;
67
+ // vec2 ellipse_isect = (v_strokeThickness > v_radius || v_strokeThickness > v_radius) ? vec2(0.0) :
68
+ // edgeVec.xy * ellipse_ab*ellipse_ab / length(ellipse_ab*edgeVec.yx);
69
+
70
+ // fHalfBorderThickness = (v_radius - length(ellipse_isect)) / 2.0;
71
+ // fHalfBorderDist = length(edgeVec) - (v_radius - fHalfBorderThickness);
72
+ // }
73
+
74
+ // vec4 v4FromColor = v_strokeColor;
75
+ // v4FromColor.rgb *= v4FromColor.a;
76
+ // vec4 v4ToColor = vec4(0.0); // background color is transparent
77
+ // if (fHalfBorderDist < 0.0) {
78
+ // v4ToColor = v_color;
79
+ // v4ToColor.rgb *= v4ToColor.a;
80
+ // }
81
+
82
+ // float mixPct = abs(fHalfBorderDist) - fHalfBorderThickness;
83
+
84
+ // vec4 finalColor = mix(v4FromColor, v4ToColor, mixPct);
85
+ // gl_FragColor = finalColor;
86
86
  }
@@ -0,0 +1,305 @@
1
+ import { Color } from '../../../Color';
2
+ import { vec, Vector } from '../../../Math/vector';
3
+ import { GraphicsDiagnostics } from '../../GraphicsDiagnostics';
4
+ import { pixelSnapEpsilon } from '../ExcaliburGraphicsContextWebGL';
5
+ import { QuadIndexBuffer } from '../quad-index-buffer';
6
+ import { Shader } from '../shader';
7
+ import { VertexBuffer } from '../vertex-buffer';
8
+ import { VertexLayout } from '../vertex-layout';
9
+ import frag from './rectangle-renderer.frag.glsl';
10
+ import vert from './rectangle-renderer.vert.glsl';
11
+ export class RectangleRenderer {
12
+ constructor() {
13
+ this.type = 'ex.rectangle';
14
+ this.priority = 0;
15
+ this._maxRectangles = 10922; // max(uint16) / 6 verts
16
+ this._rectangleCount = 0;
17
+ this._vertexIndex = 0;
18
+ }
19
+ initialize(gl, context) {
20
+ this._gl = gl;
21
+ this._context = context;
22
+ // https://stackoverflow.com/questions/59197671/glsl-rounded-rectangle-with-variable-border
23
+ this._shader = new Shader({
24
+ gl,
25
+ fragmentSource: frag,
26
+ vertexSource: vert
27
+ });
28
+ this._shader.compile();
29
+ // setup uniforms
30
+ this._shader.use();
31
+ this._shader.setUniformMatrix('u_matrix', context.ortho);
32
+ this._buffer = new VertexBuffer({
33
+ gl,
34
+ size: 16 * 4 * this._maxRectangles,
35
+ type: 'dynamic'
36
+ });
37
+ this._layout = new VertexLayout({
38
+ gl,
39
+ shader: this._shader,
40
+ vertexBuffer: this._buffer,
41
+ attributes: [
42
+ ['a_position', 2],
43
+ ['a_uv', 2],
44
+ ['a_size', 2],
45
+ ['a_opacity', 1],
46
+ ['a_color', 4],
47
+ ['a_strokeColor', 4],
48
+ ['a_strokeThickness', 1]
49
+ ]
50
+ });
51
+ this._quads = new QuadIndexBuffer(gl, this._maxRectangles, true);
52
+ }
53
+ _isFull() {
54
+ if (this._rectangleCount >= this._maxRectangles) {
55
+ return true;
56
+ }
57
+ return false;
58
+ }
59
+ draw(...args) {
60
+ if (args[0] instanceof Vector && args[1] instanceof Vector) {
61
+ this.drawLine.apply(this, args);
62
+ }
63
+ else {
64
+ this.drawRectangle.apply(this, args);
65
+ }
66
+ }
67
+ drawLine(start, end, color, thickness = 1) {
68
+ if (this._isFull()) {
69
+ this.flush();
70
+ }
71
+ this._rectangleCount++;
72
+ // transform based on current context
73
+ const transform = this._context.getTransform();
74
+ const opacity = this._context.opacity;
75
+ const snapToPixel = this._context.snapToPixel;
76
+ const dir = end.sub(start);
77
+ const length = dir.size;
78
+ const normal = dir.normalize().perpendicular();
79
+ const halfThick = thickness / 2;
80
+ /**
81
+ * +---------------------^----------------------+
82
+ * | | (normal) |
83
+ * (startx, starty)------------------>(endx, endy)
84
+ * | |
85
+ * + -------------------------------------------+
86
+ */
87
+ const startTop = transform.multiply(normal.scale(halfThick).add(start));
88
+ const startBottom = transform.multiply(normal.scale(-halfThick).add(start));
89
+ const endTop = transform.multiply(normal.scale(halfThick).add(end));
90
+ const endBottom = transform.multiply(normal.scale(-halfThick).add(end));
91
+ if (snapToPixel) {
92
+ startTop.x = ~~(startTop.x + pixelSnapEpsilon);
93
+ startTop.y = ~~(startTop.y + pixelSnapEpsilon);
94
+ endTop.x = ~~(endTop.x + pixelSnapEpsilon);
95
+ endTop.y = ~~(endTop.y + pixelSnapEpsilon);
96
+ startBottom.x = ~~(startBottom.x + pixelSnapEpsilon);
97
+ startBottom.y = ~~(startBottom.y + pixelSnapEpsilon);
98
+ endBottom.x = ~~(endBottom.x + pixelSnapEpsilon);
99
+ endBottom.y = ~~(endBottom.y + pixelSnapEpsilon);
100
+ }
101
+ // TODO uv could be static vertex buffer
102
+ const uvx0 = 0;
103
+ const uvy0 = 0;
104
+ const uvx1 = 1;
105
+ const uvy1 = 1;
106
+ const stroke = Color.Transparent;
107
+ const strokeThickness = 0;
108
+ const width = 1;
109
+ // update data
110
+ const vertexBuffer = this._layout.vertexBuffer.bufferData;
111
+ // (0, 0) - 0
112
+ vertexBuffer[this._vertexIndex++] = startTop.x;
113
+ vertexBuffer[this._vertexIndex++] = startTop.y;
114
+ vertexBuffer[this._vertexIndex++] = uvx0;
115
+ vertexBuffer[this._vertexIndex++] = uvy0;
116
+ vertexBuffer[this._vertexIndex++] = length;
117
+ vertexBuffer[this._vertexIndex++] = thickness;
118
+ vertexBuffer[this._vertexIndex++] = opacity;
119
+ vertexBuffer[this._vertexIndex++] = color.r / 255;
120
+ vertexBuffer[this._vertexIndex++] = color.g / 255;
121
+ vertexBuffer[this._vertexIndex++] = color.b / 255;
122
+ vertexBuffer[this._vertexIndex++] = color.a;
123
+ vertexBuffer[this._vertexIndex++] = stroke.r / 255;
124
+ vertexBuffer[this._vertexIndex++] = stroke.g / 255;
125
+ vertexBuffer[this._vertexIndex++] = stroke.b / 255;
126
+ vertexBuffer[this._vertexIndex++] = stroke.a;
127
+ vertexBuffer[this._vertexIndex++] = strokeThickness / width;
128
+ // (0, 1) - 1
129
+ vertexBuffer[this._vertexIndex++] = startBottom.x;
130
+ vertexBuffer[this._vertexIndex++] = startBottom.y;
131
+ vertexBuffer[this._vertexIndex++] = uvx0;
132
+ vertexBuffer[this._vertexIndex++] = uvy1;
133
+ vertexBuffer[this._vertexIndex++] = length;
134
+ vertexBuffer[this._vertexIndex++] = thickness;
135
+ vertexBuffer[this._vertexIndex++] = opacity;
136
+ vertexBuffer[this._vertexIndex++] = color.r / 255;
137
+ vertexBuffer[this._vertexIndex++] = color.g / 255;
138
+ vertexBuffer[this._vertexIndex++] = color.b / 255;
139
+ vertexBuffer[this._vertexIndex++] = color.a;
140
+ vertexBuffer[this._vertexIndex++] = stroke.r / 255;
141
+ vertexBuffer[this._vertexIndex++] = stroke.g / 255;
142
+ vertexBuffer[this._vertexIndex++] = stroke.b / 255;
143
+ vertexBuffer[this._vertexIndex++] = stroke.a;
144
+ vertexBuffer[this._vertexIndex++] = strokeThickness / width;
145
+ // (1, 0) - 2
146
+ vertexBuffer[this._vertexIndex++] = endTop.x;
147
+ vertexBuffer[this._vertexIndex++] = endTop.y;
148
+ vertexBuffer[this._vertexIndex++] = uvx1;
149
+ vertexBuffer[this._vertexIndex++] = uvy0;
150
+ vertexBuffer[this._vertexIndex++] = length;
151
+ vertexBuffer[this._vertexIndex++] = thickness;
152
+ vertexBuffer[this._vertexIndex++] = opacity;
153
+ vertexBuffer[this._vertexIndex++] = color.r / 255;
154
+ vertexBuffer[this._vertexIndex++] = color.g / 255;
155
+ vertexBuffer[this._vertexIndex++] = color.b / 255;
156
+ vertexBuffer[this._vertexIndex++] = color.a;
157
+ vertexBuffer[this._vertexIndex++] = stroke.r / 255;
158
+ vertexBuffer[this._vertexIndex++] = stroke.g / 255;
159
+ vertexBuffer[this._vertexIndex++] = stroke.b / 255;
160
+ vertexBuffer[this._vertexIndex++] = stroke.a;
161
+ vertexBuffer[this._vertexIndex++] = strokeThickness / width;
162
+ // (1, 1) - 3
163
+ vertexBuffer[this._vertexIndex++] = endBottom.x;
164
+ vertexBuffer[this._vertexIndex++] = endBottom.y;
165
+ vertexBuffer[this._vertexIndex++] = uvx1;
166
+ vertexBuffer[this._vertexIndex++] = uvy1;
167
+ vertexBuffer[this._vertexIndex++] = length;
168
+ vertexBuffer[this._vertexIndex++] = thickness;
169
+ vertexBuffer[this._vertexIndex++] = opacity;
170
+ vertexBuffer[this._vertexIndex++] = color.r / 255;
171
+ vertexBuffer[this._vertexIndex++] = color.g / 255;
172
+ vertexBuffer[this._vertexIndex++] = color.b / 255;
173
+ vertexBuffer[this._vertexIndex++] = color.a;
174
+ vertexBuffer[this._vertexIndex++] = stroke.r / 255;
175
+ vertexBuffer[this._vertexIndex++] = stroke.g / 255;
176
+ vertexBuffer[this._vertexIndex++] = stroke.b / 255;
177
+ vertexBuffer[this._vertexIndex++] = stroke.a;
178
+ vertexBuffer[this._vertexIndex++] = strokeThickness / width;
179
+ }
180
+ drawRectangle(pos, width, height, color, stroke = Color.Transparent, strokeThickness = 0) {
181
+ if (this._isFull()) {
182
+ this.flush();
183
+ }
184
+ this._rectangleCount++;
185
+ // transform based on current context
186
+ const transform = this._context.getTransform();
187
+ const opacity = this._context.opacity;
188
+ const snapToPixel = this._context.snapToPixel;
189
+ const topLeft = transform.multiply(pos.add(vec(0, 0)));
190
+ const topRight = transform.multiply(pos.add(vec(width, 0)));
191
+ const bottomRight = transform.multiply(pos.add(vec(width, height)));
192
+ const bottomLeft = transform.multiply(pos.add(vec(0, height)));
193
+ if (snapToPixel) {
194
+ topLeft.x = ~~(topLeft.x + pixelSnapEpsilon);
195
+ topLeft.y = ~~(topLeft.y + pixelSnapEpsilon);
196
+ topRight.x = ~~(topRight.x + pixelSnapEpsilon);
197
+ topRight.y = ~~(topRight.y + pixelSnapEpsilon);
198
+ bottomLeft.x = ~~(bottomLeft.x + pixelSnapEpsilon);
199
+ bottomLeft.y = ~~(bottomLeft.y + pixelSnapEpsilon);
200
+ bottomRight.x = ~~(bottomRight.x + pixelSnapEpsilon);
201
+ bottomRight.y = ~~(bottomRight.y + pixelSnapEpsilon);
202
+ }
203
+ // TODO uv could be static vertex buffer
204
+ const uvx0 = 0;
205
+ const uvy0 = 0;
206
+ const uvx1 = 1;
207
+ const uvy1 = 1;
208
+ // update data
209
+ const vertexBuffer = this._layout.vertexBuffer.bufferData;
210
+ // (0, 0) - 0
211
+ vertexBuffer[this._vertexIndex++] = topLeft.x;
212
+ vertexBuffer[this._vertexIndex++] = topLeft.y;
213
+ vertexBuffer[this._vertexIndex++] = uvx0;
214
+ vertexBuffer[this._vertexIndex++] = uvy0;
215
+ vertexBuffer[this._vertexIndex++] = width;
216
+ vertexBuffer[this._vertexIndex++] = height;
217
+ vertexBuffer[this._vertexIndex++] = opacity;
218
+ vertexBuffer[this._vertexIndex++] = color.r / 255;
219
+ vertexBuffer[this._vertexIndex++] = color.g / 255;
220
+ vertexBuffer[this._vertexIndex++] = color.b / 255;
221
+ vertexBuffer[this._vertexIndex++] = color.a;
222
+ vertexBuffer[this._vertexIndex++] = stroke.r / 255;
223
+ vertexBuffer[this._vertexIndex++] = stroke.g / 255;
224
+ vertexBuffer[this._vertexIndex++] = stroke.b / 255;
225
+ vertexBuffer[this._vertexIndex++] = stroke.a;
226
+ vertexBuffer[this._vertexIndex++] = strokeThickness;
227
+ // (0, 1) - 1
228
+ vertexBuffer[this._vertexIndex++] = bottomLeft.x;
229
+ vertexBuffer[this._vertexIndex++] = bottomLeft.y;
230
+ vertexBuffer[this._vertexIndex++] = uvx0;
231
+ vertexBuffer[this._vertexIndex++] = uvy1;
232
+ vertexBuffer[this._vertexIndex++] = width;
233
+ vertexBuffer[this._vertexIndex++] = height;
234
+ vertexBuffer[this._vertexIndex++] = opacity;
235
+ vertexBuffer[this._vertexIndex++] = color.r / 255;
236
+ vertexBuffer[this._vertexIndex++] = color.g / 255;
237
+ vertexBuffer[this._vertexIndex++] = color.b / 255;
238
+ vertexBuffer[this._vertexIndex++] = color.a;
239
+ vertexBuffer[this._vertexIndex++] = stroke.r / 255;
240
+ vertexBuffer[this._vertexIndex++] = stroke.g / 255;
241
+ vertexBuffer[this._vertexIndex++] = stroke.b / 255;
242
+ vertexBuffer[this._vertexIndex++] = stroke.a;
243
+ vertexBuffer[this._vertexIndex++] = strokeThickness;
244
+ // (1, 0) - 2
245
+ vertexBuffer[this._vertexIndex++] = topRight.x;
246
+ vertexBuffer[this._vertexIndex++] = topRight.y;
247
+ vertexBuffer[this._vertexIndex++] = uvx1;
248
+ vertexBuffer[this._vertexIndex++] = uvy0;
249
+ vertexBuffer[this._vertexIndex++] = width;
250
+ vertexBuffer[this._vertexIndex++] = height;
251
+ vertexBuffer[this._vertexIndex++] = opacity;
252
+ vertexBuffer[this._vertexIndex++] = color.r / 255;
253
+ vertexBuffer[this._vertexIndex++] = color.g / 255;
254
+ vertexBuffer[this._vertexIndex++] = color.b / 255;
255
+ vertexBuffer[this._vertexIndex++] = color.a;
256
+ vertexBuffer[this._vertexIndex++] = stroke.r / 255;
257
+ vertexBuffer[this._vertexIndex++] = stroke.g / 255;
258
+ vertexBuffer[this._vertexIndex++] = stroke.b / 255;
259
+ vertexBuffer[this._vertexIndex++] = stroke.a;
260
+ vertexBuffer[this._vertexIndex++] = strokeThickness;
261
+ // (1, 1) - 3
262
+ vertexBuffer[this._vertexIndex++] = bottomRight.x;
263
+ vertexBuffer[this._vertexIndex++] = bottomRight.y;
264
+ vertexBuffer[this._vertexIndex++] = uvx1;
265
+ vertexBuffer[this._vertexIndex++] = uvy1;
266
+ vertexBuffer[this._vertexIndex++] = width;
267
+ vertexBuffer[this._vertexIndex++] = height;
268
+ vertexBuffer[this._vertexIndex++] = opacity;
269
+ vertexBuffer[this._vertexIndex++] = color.r / 255;
270
+ vertexBuffer[this._vertexIndex++] = color.g / 255;
271
+ vertexBuffer[this._vertexIndex++] = color.b / 255;
272
+ vertexBuffer[this._vertexIndex++] = color.a;
273
+ vertexBuffer[this._vertexIndex++] = stroke.r / 255;
274
+ vertexBuffer[this._vertexIndex++] = stroke.g / 255;
275
+ vertexBuffer[this._vertexIndex++] = stroke.b / 255;
276
+ vertexBuffer[this._vertexIndex++] = stroke.a;
277
+ vertexBuffer[this._vertexIndex++] = strokeThickness;
278
+ }
279
+ hasPendingDraws() {
280
+ return this._rectangleCount !== 0;
281
+ }
282
+ flush() {
283
+ // nothing to draw early exit
284
+ if (this._rectangleCount === 0) {
285
+ return;
286
+ }
287
+ const gl = this._gl;
288
+ // Bind the shader
289
+ this._shader.use();
290
+ // Bind the memory layout and upload data
291
+ this._layout.use(true);
292
+ // Update ortho matrix uniform
293
+ this._shader.setUniformMatrix('u_matrix', this._context.ortho);
294
+ // Bind index buffer
295
+ this._quads.bind();
296
+ // Draw all the quads
297
+ gl.drawElements(gl.TRIANGLES, this._rectangleCount * 6, this._quads.bufferGlType, 0);
298
+ GraphicsDiagnostics.DrawnImagesCount += this._rectangleCount;
299
+ GraphicsDiagnostics.DrawCallCount++;
300
+ // Reset
301
+ this._rectangleCount = 0;
302
+ this._vertexIndex = 0;
303
+ }
304
+ }
305
+ //# sourceMappingURL=rectangle-renderer.js.map
@@ -0,0 +1 @@
1
+ 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