@lightningjs/renderer
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Lightning 3 Renderer
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text/typescript
/*
* If not stated otherwise in this file or this component's LICENSE file the
* following copyright and licenses apply:
*
* Copyright 2023 Comcast Cable Communications Management, LLC.
*
* Licensed under the Apache License, Version 2.0 (the License);
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import {
assertTruthy,
getNewId,
mergeColorAlphaPremultiplied,
} from '../utils.js';
import type { TextureOptions } from './CoreTextureManager.js';
import type { CoreRenderer } from './renderers/CoreRenderer.js';
import type { Stage } from './Stage.js';
import {
type Texture,
type TextureCoords,
type TextureFailedEventHandler,
type TextureFreedEventHandler,
type TextureLoadedEventHandler,
} from './textures/Texture.js';
import type {
Dimensions,
NodeTextureFailedPayload,
NodeTextureFreedPayload,
NodeTextureLoadedPayload,
} from '../common/CommonTypes.js';
import { EventEmitter } from '../common/EventEmitter.js';
import {
copyRect,
intersectRect,
type Bound,
type RectWithValid,
createBound,
boundInsideBound,
boundLargeThanBound,
createPreloadBounds,
} from './lib/utils.js';
import { Matrix3d } from './lib/Matrix3d.js';
import { RenderCoords } from './lib/RenderCoords.js';
import type { AnimationSettings } from './animations/CoreAnimation.js';
import type { IAnimationController } from '../common/IAnimationController.js';
import { CoreAnimation } from './animations/CoreAnimation.js';
import { CoreAnimationController } from './animations/CoreAnimationController.js';
import type { CoreShaderNode } from './renderers/CoreShaderNode.js';
export enum CoreNodeRenderState {
Init = 0,
OutOfBounds = 2,
InBounds = 4,
InViewport = 8,
}
const CoreNodeRenderStateMap: Map<CoreNodeRenderState, string> = new Map();
CoreNodeRenderStateMap.set(CoreNodeRenderState.Init, 'init');
CoreNodeRenderStateMap.set(CoreNodeRenderState.OutOfBounds, 'outOfBounds');
CoreNodeRenderStateMap.set(CoreNodeRenderState.InBounds, 'inBounds');
CoreNodeRenderStateMap.set(CoreNodeRenderState.InViewport, 'inViewport');
export enum UpdateType {
/**
* Child updates
*/
Children = 1,
/**
* localTransform
*
* @remarks
* CoreNode Properties Updated:
* - `localTransform`
*/
Local = 2,
/**
* globalTransform
*
* * @remarks
* CoreNode Properties Updated:
* - `globalTransform`
* - `renderBounds`
* - `renderCoords`
*/
Global = 4,
/**
* Clipping rect update
*
* @remarks
* CoreNode Properties Updated:
* - `clippingRect`
*/
Clipping = 8,
/**
* Calculated ZIndex update
*
* @remarks
* CoreNode Properties Updated:
* - `calcZIndex`
*/
CalculatedZIndex = 16,
/**
* Z-Index Sorted Children update
*
* @remarks
* CoreNode Properties Updated:
* - `children` (sorts children by their `calcZIndex`)
*/
ZIndexSortedChildren = 32,
/**
* Premultiplied Colors update
*
* @remarks
* CoreNode Properties Updated:
* - `premultipliedColorTl`
* - `premultipliedColorTr`
* - `premultipliedColorBl`
* - `premultipliedColorBr`
*/
PremultipliedColors = 64,
/**
* World Alpha update
*
* @remarks
* CoreNode Properties Updated:
* - `worldAlpha` = `parent.worldAlpha` * `alpha`
*/
WorldAlpha = 128,
/**
* Render State update
*
* @remarks
* CoreNode Properties Updated:
* - `renderState`
*/
RenderState = 256,
/**
* Is Renderable update
*
* @remarks
* CoreNode Properties Updated:
* - `isRenderable`
*/
IsRenderable = 512,
/**
* Render Texture update
*/
RenderTexture = 1024,
/**
* Track if parent has render texture
*/
ParentRenderTexture = 2048,
/**
* Render Bounds update
*/
RenderBounds = 4096,
/**
* RecalcUniforms
*/
RecalcUniforms = 8192,
/**
* None
*/
None = 0,
/**
* All
*/
All = 14335,
}
/**
* A custom data map which can be stored on an CoreNode
*
* @remarks
* This is a map of key-value pairs that can be stored on an INode. It is used
* to store custom data that can be used by the application.
* The data stored can only be of type string, number or boolean.
*/
export type CustomDataMap = {
[key: string]: string | number | boolean | undefined;
};
/**
* Writable properties of a Node.
*/
export interface CoreNodeProps {
/**
* The x coordinate of the Node's Mount Point.
*
* @remarks
* See {@link mountX} and {@link mountY} for more information about setting
* the Mount Point.
*
* @default `0`
*/
x: number;
/**
* The y coordinate of the Node's Mount Point.
*
* @remarks
* See {@link mountX} and {@link mountY} for more information about setting
* the Mount Point.
*
* @default `0`
*/
y: number;
/**
* The width of the Node.
*
* @default `0`
*/
width: number;
/**
* The height of the Node.
*
* @default `0`
*/
height: number;
/**
* The alpha opacity of the Node.
*
* @remarks
* The alpha value is a number between 0 and 1, where 0 is fully transparent
* and 1 is fully opaque.
*
* @default `1`
*/
alpha: number;
/**
* Autosize mode
*
* @remarks
* When enabled, when a texture is loaded into the Node, the Node will
* automatically resize to the dimensions of the texture.
*
* Text Nodes are always autosized based on their text content regardless
* of this mode setting.
*
* @default `false`
*/
autosize: boolean;
/**
* Margin around the Node's bounds for preloading
*
* @default `null`
*/
boundsMargin: number | [number, number, number, number] | null;
/**
* Clipping Mode
*
* @remarks
* Enable Clipping Mode when you want to prevent the drawing of a Node and
* its descendants from overflowing outside of the Node's x/y/width/height
* bounds.
*
* For WebGL, clipping is implemented using the high-performance WebGL
* operation scissor. As a consequence, clipping does not work for
* non-rectangular areas. So, if the element is rotated
* (by itself or by any of its ancestors), clipping will not work as intended.
*
* TODO: Add support for non-rectangular clipping either automatically or
* via Render-To-Texture.
*
* @default `false`
*/
clipping: boolean;
/**
* The color of the Node.
*
* @remarks
* The color value is a number in the format 0xRRGGBBAA, where RR is the red
* component, GG is the green component, BB is the blue component, and AA is
* the alpha component.
*
* Gradient colors may be set by setting the different color sub-properties:
* {@link colorTop}, {@link colorBottom}, {@link colorLeft}, {@link colorRight},
* {@link colorTl}, {@link colorTr}, {@link colorBr}, {@link colorBl} accordingly.
*
* @default `0xffffffff` (opaque white)
*/
color: number;
/**
* The color of the top edge of the Node for gradient rendering.
*
* @remarks
* See {@link color} for more information about color values and gradient
* rendering.
*/
colorTop: number;
/**
* The color of the bottom edge of the Node for gradient rendering.
*
* @remarks
* See {@link color} for more information about color values and gradient
* rendering.
*/
colorBottom: number;
/**
* The color of the left edge of the Node for gradient rendering.
*
* @remarks
* See {@link color} for more information about color values and gradient
* rendering.
*/
colorLeft: number;
/**
* The color of the right edge of the Node for gradient rendering.
*
* @remarks
* See {@link color} for more information about color values and gradient
* rendering.
*/
colorRight: number;
/**
* The color of the top-left corner of the Node for gradient rendering.
*
* @remarks
* See {@link color} for more information about color values and gradient
* rendering.
*/
colorTl: number;
/**
* The color of the top-right corner of the Node for gradient rendering.
*
* @remarks
* See {@link color} for more information about color values and gradient
* rendering.
*/
colorTr: number;
/**
* The color of the bottom-right corner of the Node for gradient rendering.
*
* @remarks
* See {@link color} for more information about color values and gradient
* rendering.
*/
colorBr: number;
/**
* The color of the bottom-left corner of the Node for gradient rendering.
*
* @remarks
* See {@link color} for more information about color values and gradient
* rendering.
*/
colorBl: number;
/**
* The Node's parent Node.
*
* @remarks
* The value `null` indicates that the Node has no parent. This may either be
* because the Node is the root Node of the scene graph, or because the Node
* has been removed from the scene graph.
*
* In order to make sure that a Node can be rendered on the screen, it must
* be added to the scene graph by setting it's parent property to a Node that
* is already in the scene graph such as the root Node.
*
* @default `null`
*/
parent: CoreNode | null;
/**
* The Node's z-index.
*
* @remarks
* TBD
*/
zIndex: number;
/**
* The Node's Texture.
*
* @remarks
* The `texture` defines a rasterized image that is contained within the
* {@link width} and {@link height} dimensions of the Node. If null, the
* Node will use an opaque white {@link ColorTexture} when being drawn, which
* essentially enables colors (including gradients) to be drawn.
*
* If set, by default, the texture will be drawn, as is, stretched to the
* dimensions of the Node. This behavior can be modified by setting the TBD
* and TBD properties.
*
* To create a Texture in order to set it on this property, call
* {@link RendererMain.createTexture}.
*
* If the {@link src} is set on a Node, the Node will use the
* {@link ImageTexture} by default and the Node will simply load the image at
* the specified URL.
*
* Note: If this is a Text Node, the Texture will be managed by the Node's
* {@link TextRenderer} and should not be set explicitly.
*/
texture: Texture | null;
/**
* Options to associate with the Node's Texture
*/
textureOptions: TextureOptions;
/**
* The Node's shader
*
* @remarks
* The `shader` defines a {@link Shader} used to draw the Node. By default,
* the Default Shader is used which simply draws the defined {@link texture}
* or {@link color}(s) within the Node without any special effects.
*
* To create a Shader in order to set it on this property, call
* {@link RendererMain.createShader}.
*
* Note: If this is a Text Node, the Shader will be managed by the Node's
* {@link TextRenderer} and should not be set explicitly.
*/
shader: CoreShaderNode<any> | null;
/**
* Image URL
*
* @remarks
* When set, the Node's {@link texture} is automatically set to an
* {@link ImageTexture} using the source image URL provided (with all other
* settings being defaults)
*/
src: string | null;
zIndexLocked: number;
/**
* Scale to render the Node at
*
* @remarks
* The scale value multiplies the provided {@link width} and {@link height}
* of the Node around the Node's Pivot Point (defined by the {@link pivot}
* props).
*
* Behind the scenes, setting this property sets both the {@link scaleX} and
* {@link scaleY} props to the same value.
*
* NOTE: When the scaleX and scaleY props are explicitly set to different values,
* this property returns `null`. Setting `null` on this property will have no
* effect.
*
* @default 1.0
*/
scale: number | null;
/**
* Scale to render the Node at (X-Axis)
*
* @remarks
* The scaleX value multiplies the provided {@link width} of the Node around
* the Node's Pivot Point (defined by the {@link pivot} props).
*
* @default 1.0
*/
scaleX: number;
/**
* Scale to render the Node at (Y-Axis)
*
* @remarks
* The scaleY value multiplies the provided {@link height} of the Node around
* the Node's Pivot Point (defined by the {@link pivot} props).
*
* @default 1.0
*/
scaleY: number;
/**
* Combined position of the Node's Mount Point
*
* @remarks
* The value can be any number between `0.0` and `1.0`:
* - `0.0` defines the Mount Point at the top-left corner of the Node.
* - `0.5` defines it at the center of the Node.
* - `1.0` defines it at the bottom-right corner of the node.
*
* Use the {@link mountX} and {@link mountY} props seperately for more control
* of the Mount Point.
*
* When assigned, the same value is also passed to both the {@link mountX} and
* {@link mountY} props.
*
* @default 0 (top-left)
*/
mount: number;
/**
* X position of the Node's Mount Point
*
* @remarks
* The value can be any number between `0.0` and `1.0`:
* - `0.0` defines the Mount Point's X position as the left-most edge of the
* Node
* - `0.5` defines it as the horizontal center of the Node
* - `1.0` defines it as the right-most edge of the Node.
*
* The combination of {@link mountX} and {@link mountY} define the Mount Point
*
* @default 0 (left-most edge)
*/
mountX: number;
/**
* Y position of the Node's Mount Point
*
* @remarks
* The value can be any number between `0.0` and `1.0`:
* - `0.0` defines the Mount Point's Y position as the top-most edge of the
* Node
* - `0.5` defines it as the vertical center of the Node
* - `1.0` defines it as the bottom-most edge of the Node.
*
* The combination of {@link mountX} and {@link mountY} define the Mount Point
*
* @default 0 (top-most edge)
*/
mountY: number;
/**
* Combined position of the Node's Pivot Point
*
* @remarks
* The value can be any number between `0.0` and `1.0`:
* - `0.0` defines the Pivot Point at the top-left corner of the Node.
* - `0.5` defines it at the center of the Node.
* - `1.0` defines it at the bottom-right corner of the node.
*
* Use the {@link pivotX} and {@link pivotY} props seperately for more control
* of the Pivot Point.
*
* When assigned, the same value is also passed to both the {@link pivotX} and
* {@link pivotY} props.
*
* @default 0.5 (center)
*/
pivot: number;
/**
* X position of the Node's Pivot Point
*
* @remarks
* The value can be any number between `0.0` and `1.0`:
* - `0.0` defines the Pivot Point's X position as the left-most edge of the
* Node
* - `0.5` defines it as the horizontal center of the Node
* - `1.0` defines it as the right-most edge of the Node.
*
* The combination of {@link pivotX} and {@link pivotY} define the Pivot Point
*
* @default 0.5 (centered on x-axis)
*/
pivotX: number;
/**
* Y position of the Node's Pivot Point
*
* @remarks
* The value can be any number between `0.0` and `1.0`:
* - `0.0` defines the Pivot Point's Y position as the top-most edge of the
* Node
* - `0.5` defines it as the vertical center of the Node
* - `1.0` defines it as the bottom-most edge of the Node.
*
* The combination of {@link pivotX} and {@link pivotY} define the Pivot Point
*
* @default 0.5 (centered on y-axis)
*/
pivotY: number;
/**
* Rotation of the Node (in Radians)
*
* @remarks
* Sets the amount to rotate the Node by around it's Pivot Point (defined by
* the {@link pivot} props). Positive values rotate the Node clockwise, while
* negative values rotate it counter-clockwise.
*
* Example values:
* - `-Math.PI / 2`: 90 degree rotation counter-clockwise
* - `0`: No rotation
* - `Math.PI / 2`: 90 degree rotation clockwise
* - `Math.PI`: 180 degree rotation clockwise
* - `3 * Math.PI / 2`: 270 degree rotation clockwise
* - `2 * Math.PI`: 360 rotation clockwise
*/
rotation: number;
/**
* Whether the Node is rendered to a texture
*
* @remarks
* TBD
*
* @default false
*/
rtt: boolean;
/**
* Node data element for custom data storage (optional)
*
* @remarks
* This property is used to store custom data on the Node as a key/value data store.
* Data values are limited to string, numbers, booleans. Strings will be truncated
* to a 2048 character limit for performance reasons.
*
* This is not a data storage mechanism for large amounts of data please use a
* dedicated data storage mechanism for that.
*
* The custom data will be reflected in the inspector as part of `data-*` attributes
*
* @default `undefined`
*/
data?: CustomDataMap;
/**
* Image Type to explicitly set the image type that is being loaded
*
* @remarks
* This property must be used with a `src` that points at an image. In some cases
* the extension doesn't provide a reliable representation of the image type. In such
* cases set the ImageType explicitly.
*
* `regular` is used for normal images such as png, jpg, etc
* `compressed` is used for ETC1/ETC2 compressed images with a PVR or KTX container
* `svg` is used for scalable vector graphics
*
* @default `undefined`
*/
imageType?: 'regular' | 'compressed' | 'svg' | null;
/**
* She width of the rectangle from which the Image Texture will be extracted.
* This value can be negative. If not provided, the image's source natural
* width will be used.
*/
srcWidth?: number;
/**
* The height of the rectangle from which the Image Texture will be extracted.
* This value can be negative. If not provided, the image's source natural
* height will be used.
*/
srcHeight?: number;
/**
* The x coordinate of the reference point of the rectangle from which the Texture
* will be extracted. `width` and `height` are provided. And only works when
* createImageBitmap is available. Only works when createImageBitmap is supported on the browser.
*/
srcX?: number;
/**
* The y coordinate of the reference point of the rectangle from which the Texture
* will be extracted. Only used when source `srcWidth` width and `srcHeight` height
* are provided. Only works when createImageBitmap is supported on the browser.
*/
srcY?: number;
/**
* Mark the node as interactive so we can perform hit tests on it
* when pointer events are registered.
* @default false
*/
interactive?: boolean;
/**
* By enabling Strict bounds the renderer will not process & render child nodes of a node that is out of the visible area
*
* @remarks
* When enabled out of bound nodes, i.e. nodes that are out of the visible area, will
* **NOT** have their children processed and renderer anymore. This means the children of a out of bound
* node will not receive update processing such as positioning updates and will not be drawn on screen.
* As such the rest of the branch of the update tree that sits below this node will not be processed anymore
*
* This is a big performance gain but may be disabled in cases where the width of the parent node is
* unknown and the render must process the child nodes regardless of the viewport status of the parent node
*
* @default true
*/
strictBounds: boolean;
}
/**
* Grab all the number properties of type T
*/
type NumberProps<T> = {
[Key in keyof T as NonNullable<T[Key]> extends number ? Key : never]: number;
};
/**
* Properties of a Node used by the animate() function
*/
export interface CoreNodeAnimateProps extends NumberProps<CoreNodeProps> {
/**
* Shader properties to animate
*/
shaderProps: Record<string, number>;
// TODO: textureProps: Record<string, number>;
}
/**
* A visual Node in the Renderer scene graph.
*
* @remarks
* CoreNode is an internally used class that represents a Renderer Node in the
* scene graph. See INode.ts for the public APIs exposed to Renderer users
* that include generic types for Shaders.
*/
export class CoreNode extends EventEmitter {
readonly children: CoreNode[] = [];
protected _id: number = getNewId();
readonly props: CoreNodeProps;
private hasShaderUpdater = false;
private hasColorProps = false;
public updateType = UpdateType.All;
public childUpdateType = UpdateType.None;
public globalTransform?: Matrix3d;
public localTransform?: Matrix3d;
public sceneGlobalTransform?: Matrix3d;
public renderCoords?: RenderCoords;
public sceneRenderCoords?: RenderCoords;
public renderBound?: Bound;
public strictBound?: Bound;
public preloadBound?: Bound;
public clippingRect: RectWithValid = {
x: 0,
y: 0,
width: 0,
height: 0,
valid: false,
};
public textureCoords?: TextureCoords;
public updateTextureCoords?: boolean = false;
public isRenderable = false;
public renderState: CoreNodeRenderState = CoreNodeRenderState.Init;
public worldAlpha = 1;
public premultipliedColorTl = 0;
public premultipliedColorTr = 0;
public premultipliedColorBl = 0;
public premultipliedColorBr = 0;
public calcZIndex = 0;
public hasRTTupdates = false;
public parentHasRenderTexture = false;
public rttParent: CoreNode | null = null;
/**
* only used when rtt = true
*/
public framebufferDimensions: Dimensions | null = null;
public destroyed = false;
constructor(readonly stage: Stage, props: CoreNodeProps) {
super();
const p = (this.props = {} as CoreNodeProps);
// Fast-path assign only known keys
p.x = props.x;
p.y = props.y;
p.width = props.width;
p.height = props.height;
p.alpha = props.alpha;
p.autosize = props.autosize;
p.clipping = props.clipping;
p.color = props.color;
p.colorTop = props.colorTop;
p.colorBottom = props.colorBottom;
p.colorLeft = props.colorLeft;
p.colorRight = props.colorRight;
p.colorTl = props.colorTl;
p.colorTr = props.colorTr;
p.colorBl = props.colorBl;
p.colorBr = props.colorBr;
p.scaleX = props.scaleX;
p.scaleY = props.scaleY;
p.rotation = props.rotation;
p.pivotX = props.pivotX;
p.pivotY = props.pivotY;
p.mountX = props.mountX;
p.mountY = props.mountY;
p.mount = props.mount;
p.pivot = props.pivot;
p.strictBounds = props.strictBounds;
p.zIndex = props.zIndex;
p.zIndexLocked = props.zIndexLocked;
p.textureOptions = props.textureOptions;
p.data = props.data;
p.imageType = props.imageType;
p.srcX = props.srcX;
p.srcY = props.srcY;
p.srcWidth = props.srcWidth;
p.srcHeight = props.srcHeight;
p.parent = null;
p.texture = null;
p.shader = null;
p.src = null;
p.rtt = false;
p.boundsMargin = null;
// Assign props to instances
this.parent = props.parent;
this.texture = props.texture;
this.shader = props.shader;
this.src = props.src;
this.rtt = props.rtt;
this.boundsMargin = props.boundsMargin;
this.interactive = props.interactive;
this.setUpdateType(
UpdateType.Local | UpdateType.RenderBounds | UpdateType.RenderState,
);
// if the default texture isn't loaded yet, wait for it to load
// this only happens when the node is created before the stage is ready
const dt = this.stage.defaultTexture;
if (dt !== null && dt.state !== 'loaded') {
dt.once('loaded', () => this.setUpdateType(UpdateType.IsRenderable));
}
}
//#region Textures
loadTexture(): void {
const { texture } = this.props;
if (!texture) {
return;
}
// If texture is already loaded / failed, trigger loaded event manually
// so that users get a consistent event experience.
// We do this in a microtask to allow listeners to be attached in the same
// synchronous task after calling loadTexture()
queueMicrotask(() => {
if (this.textureOptions.preload === true) {
this.stage.txManager.loadTexture(texture);
}
texture.preventCleanup =
this.props.textureOptions?.preventCleanup ?? false;
texture.on('loaded', this.onTextureLoaded);
texture.on('failed', this.onTextureFailed);
texture.on('freed', this.onTextureFreed);
// If the parent is a render texture, the initial texture status
// will be set to freed until the texture is processed by the
// Render RTT nodes. So we only need to listen fo changes and
// no need to check the texture.state until we restructure how
// textures are being processed.
if (this.parentHasRenderTexture) {
this.notifyParentRTTOfUpdate();
return;
}
if (texture.state === 'loaded') {
this.onTextureLoaded(texture, texture.dimensions!);
} else if (texture.state === 'failed') {
this.onTextureFailed(texture, texture.error!);
} else if (texture.state === 'freed') {
this.onTextureFreed(texture);
}
});
}
unloadTexture(): void {
if (this.texture === null) {
return;
}
const texture = this.texture;
texture.off('loaded', this.onTextureLoaded);
texture.off('failed', this.onTextureFailed);
texture.off('freed', this.onTextureFreed);
texture.setRenderableOwner(this, false);
}
autosizeNode(dimensions: Dimensions) {
if (this.autosize) {
this.width = dimensions.width;
this.height = dimensions.height;
}
}
protected onTextureLoaded: TextureLoadedEventHandler = (_, dimensions) => {
this.autosizeNode(dimensions);
this.setUpdateType(UpdateType.IsRenderable);
// Texture was loaded. In case the RAF loop has already stopped, we request
// a render to ensure the texture is rendered.
this.stage.requestRender();
// If parent has a render texture, flag that we need to update
if (this.parentHasRenderTexture) {
this.notifyParentRTTOfUpdate();
}
// ignore 1x1 pixel textures
if (dimensions.width > 1 && dimensions.height > 1) {
this.emit('loaded', {
type: 'texture',
dimensions,
} satisfies NodeTextureLoadedPayload);
}
// Trigger a local update if the texture is loaded and the resizeMode is 'contain'
if (this.props.textureOptions?.resizeMode?.type === 'contain') {
this.setUpdateType(UpdateType.Local);
}
};
private onTextureFailed: TextureFailedEventHandler = (_, error) => {
// immediately set isRenderable to false, so that we handle the error
// without waiting for the next frame loop
this.isRenderable = false;
this.setUpdateType(UpdateType.IsRenderable);
// If parent has a render texture, flag that we need to update
if (this.parentHasRenderTexture) {
this.notifyParentRTTOfUpdate();
}
this.emit('failed', {
type: 'texture',
error,
} satisfies NodeTextureFailedPayload);
};
private onTextureFreed: TextureFreedEventHandler = () => {
// immediately set isRenderable to false, so that we handle the error
// without waiting for the next frame loop
this.isRenderable = false;
this.setUpdateType(UpdateType.IsRenderable);
// If parent has a render texture, flag that we need to update
if (this.parentHasRenderTexture) {
this.notifyParentRTTOfUpdate();
}
this.emit('freed', {
type: 'texture',
} satisfies NodeTextureFreedPayload);
};
//#endregion Textures
/**
* Change types types is used to determine the scope of the changes being applied
*
* @remarks
* See {@link UpdateType} for more information on each type
*
* @param type
*/
setUpdateType(type: UpdateType): void {
this.updateType |= type;
const parent = this.props.parent;
if (!parent) return;
parent.setUpdateType(UpdateType.Children);
}
sortChildren() {
this.children.sort((a, b) => a.calcZIndex - b.calcZIndex);
}
updateLocalTransform() {
const p = this.props;
const { x, y, width, height } = p;
const mountTranslateX = p.mountX * width;
const mountTranslateY = p.mountY * height;
if (p.rotation !== 0 || p.scaleX !== 1 || p.scaleY !== 1) {
const pivotTranslateX = p.pivotX * width;
const pivotTranslateY = p.pivotY * height;
this.localTransform = Matrix3d.translate(
x - mountTranslateX + pivotTranslateX,
y - mountTranslateY + pivotTranslateY,
this.localTransform,
)
.rotate(p.rotation)
.scale(p.scaleX, p.scaleY)
.translate(-pivotTranslateX, -pivotTranslateY);
} else {
this.localTransform = Matrix3d.translate(
x - mountTranslateX,
y - mountTranslateY,
this.localTransform,
);
}
// Handle 'contain' resize mode
const texture = p.texture;
if (
texture &&
texture.dimensions &&
p.textureOptions.resizeMode?.type === 'contain'
) {
let resizeModeScaleX = 1;
let resizeModeScaleY = 1;
let extraX = 0;
let extraY = 0;
const { width: tw, height: th } = texture.dimensions;
const txAspectRatio = tw / th;
const nodeAspectRatio = width / height;
if (txAspectRatio > nodeAspectRatio) {
// Texture is wider than node
// Center the node vertically (shift down by extraY)
// Scale the node vertically to maintain original aspect ratio
const scaleX = width / tw;
const scaledTxHeight = th * scaleX;
extraY = (height - scaledTxHeight) / 2;
resizeModeScaleY = scaledTxHeight / height;
} else {
// Texture is taller than node (or equal)
// Center the node horizontally (shift right by extraX)
// Scale the node horizontally to maintain original aspect ratio
const scaleY = height / th;
const scaledTxWidth = tw * scaleY;
extraX = (width - scaledTxWidth) / 2;
resizeModeScaleX = scaledTxWidth / width;
}
// Apply the extra translation and scale to the local transform
this.localTransform
.translate(extraX, extraY)
.scale(resizeModeScaleX, resizeModeScaleY);
}
}
/**
* @todo: test for correct calculation flag
* @param delta
*/
update(delta: number, parentClippingRect: RectWithValid): void {
if (this.updateType === UpdateType.None) {
return;
}
const props = this.props;
const parent = props.parent;
const parentHasRenderTexture = this.parentHasRenderTexture;
const hasParent = props.parent !== null;
let renderState: CoreNodeRenderState | null = null;
let updateType = this.updateType;
let childUpdateType = this.childUpdateType;
let updateParent = false;
if (updateType & UpdateType.Local) {
this.updateLocalTransform();
updateType |= UpdateType.Global;
updateParent = hasParent;
}
// Handle specific RTT updates at this node level
if (updateType & UpdateType.RenderTexture && this.rtt === true) {
this.hasRTTupdates = true;
}
if (updateType & UpdateType.Global) {
if (this.parentHasRenderTexture === true && parent?.rtt === true) {
// we are at the start of the RTT chain, so we need to reset the globalTransform
// for correct RTT rendering
this.globalTransform = Matrix3d.identity();
// Maintain a full scene global transform for bounds detection
this.sceneGlobalTransform = Matrix3d.copy(
parent?.globalTransform || Matrix3d.identity(),
).multiply(this.localTransform!);
} else if (
this.parentHasRenderTexture === true &&
parent?.rtt === false
) {
// we're part of an RTT chain but our parent is not the main RTT node
// so we need to propogate the sceneGlobalTransform of the parent
// to maintain a full scene global transform for bounds detection
this.sceneGlobalTransform = Matrix3d.copy(
parent?.sceneGlobalTransform || this.localTransform!,
).multiply(this.localTransform!);
this.globalTransform = Matrix3d.copy(
parent?.globalTransform || this.localTransform!,
this.globalTransform,
);
} else {
this.globalTransform = Matrix3d.copy(
parent?.globalTransform || this.localTransform!,
this.globalTransform,
);
}
if (parent !== null) {
this.globalTransform.multiply(this.localTransform!);
}
this.calculateRenderCoords();
this.updateBoundingRect();
updateType |=
UpdateType.RenderState |
UpdateType.Children |
UpdateType.RecalcUniforms;
updateParent = hasParent;
childUpdateType |= UpdateType.Global;
if (this.clipping === true) {
updateType |= UpdateType.Clipping | UpdateType.RenderBounds;
updateParent = hasParent;
childUpdateType |= UpdateType.RenderBounds;
}
}
if (updateType & UpdateType.RenderBounds) {
this.createRenderBounds();
updateType |= UpdateType.RenderState | UpdateType.Children;
updateParent = hasParent;
childUpdateType |= UpdateType.RenderBounds;
}
if (updateType & UpdateType.RenderState) {
renderState = this.checkRenderBounds();
updateType |= UpdateType.IsRenderable;
updateParent = hasParent;
// if we're not going out of bounds, update the render state
// this is done so the update loop can finish before we mark a node
// as out of bounds
if (renderState !== CoreNodeRenderState.OutOfBounds) {
this.updateRenderState(renderState);
}
}
if (updateType & UpdateType.WorldAlpha) {
this.worldAlpha = ((parent && parent.worldAlpha) || 1) * props.alpha;
updateType |=
UpdateType.PremultipliedColors |
UpdateType.Children |
UpdateType.IsRenderable;
updateParent = hasParent;
childUpdateType |= UpdateType.WorldAlpha;
}
if (updateType & UpdateType.IsRenderable) {
this.updateIsRenderable();
}
if (updateType & UpdateType.Clipping) {
this.calculateClippingRect(parentClippingRect);
updateType |= UpdateType.Children;
updateParent = hasParent;
childUpdateType |= UpdateType.Clipping | UpdateType.RenderBounds;
}
if (updateType & UpdateType.PremultipliedColors) {
const alpha = this.worldAlpha;
const tl = props.colorTl;
const tr = props.colorTr;
const bl = props.colorBl;
const br = props.colorBr;
// Fast equality check (covers all 4 corners)
const same = tl === tr && tl === bl && tl === br;
const merged = mergeColorAlphaPremultiplied(tl, alpha, true);
this.premultipliedColorTl = merged;
if (same) {
this.premultipliedColorTr =
this.premultipliedColorBl =
this.premultipliedColorBr =
merged;
} else {
this.premultipliedColorTr = mergeColorAlphaPremultiplied(
tr,
alpha,
true,
);
this.premultipliedColorBl = mergeColorAlphaPremultiplied(
bl,
alpha,
true,
);
this.premultipliedColorBr = mergeColorAlphaPremultiplied(
br,
alpha,
true,
);
}
}
if (updateParent === true) {
parent!.setUpdateType(UpdateType.Children);
}
// No need to update zIndex if there is no parent
if (updateType & UpdateType.CalculatedZIndex && parent !== null) {
this.calculateZIndex();
// Tell parent to re-sort children
parent.setUpdateType(UpdateType.ZIndexSortedChildren);
}
if (
props.strictBounds === true &&
this.renderState === CoreNodeRenderState.OutOfBounds
) {
updateType &= ~UpdateType.RenderBounds; // remove render bounds update
return;
}
if (
updateType & UpdateType.RecalcUniforms &&
this.hasShaderUpdater === true
) {
//this exists because the boolean hasShaderUpdater === true
this.shader!.update!();
}
if (updateType & UpdateType.Children && this.children.length > 0) {
for (let i = 0, length = this.children.length; i < length; i++) {
const child = this.children[i] as CoreNode;
child.setUpdateType(childUpdateType);
if (child.updateType === 0) {
continue;
}
let childClippingRect = this.clippingRect;
if (this.rtt === true) {
childClippingRect = {
x: 0,
y: 0,
width: 0,
height: 0,
valid: false,
};
}
child.update(delta, childClippingRect);
}
}
// If the node has an RTT parent and requires a texture re-render, inform the RTT parent
// if (this.parentHasRenderTexture && updateType & UpdateType.RenderTexture) {
// @TODO have a more scoped down updateType for RTT updates
if (parentHasRenderTexture === true) {
this.notifyParentRTTOfUpdate();
}
// Sorting children MUST happen after children have been updated so
// that they have the oppotunity to update their calculated zIndex.
if (updateType & UpdateType.ZIndexSortedChildren) {
// reorder z-index
this.sortChildren();
}
if (this.updateTextureCoords === true) {
this.updateTextureCoords = false;
this.textureCoords = this.stage.renderer.getTextureCoords!(this);
}
// If we're out of bounds, apply the render state now
// this is done so nodes can finish their entire update loop before
// being marked as out of bounds
if (renderState === CoreNodeRenderState.OutOfBounds) {
this.updateRenderState(renderState);
this.updateIsRenderable();
if (
this.rtt === true &&
renderState === CoreNodeRenderState.OutOfBounds
) {
// notify children that we are going out of bounds
// we have to do this now before we stop processing the render tree
this.notifyChildrenRTTOfUpdate(renderState);
}
}
// reset update type
this.updateType = 0;
this.childUpdateType = 0;
}
private findParentRTTNode(): CoreNode | null {
let rttNode: CoreNode | null = this.parent;
while (rttNode && !rttNode.rtt) {
rttNode = rttNode.parent;
}
return rttNode;
}
private notifyChildrenRTTOfUpdate(renderState: CoreNodeRenderState) {
for (const child of this.children) {
// force child to update render state
child.updateRenderState(renderState);
child.updateIsRenderable();
child.notifyChildrenRTTOfUpdate(renderState);
}
}
protected notifyParentRTTOfUpdate() {
if (this.parent === null) {
return;
}
const rttNode = this.rttParent || this.findParentRTTNode();
if (!rttNode) {
return;
}
// If an RTT node is found, mark it for re-rendering
rttNode.hasRTTupdates = true;
rttNode.setUpdateType(UpdateType.RenderTexture);
// if rttNode is nested, also make it update its RTT parent
if (rttNode.parentHasRenderTexture === true) {
rttNode.notifyParentRTTOfUpdate();
}
}
checkRenderBounds(): CoreNodeRenderState {
if (boundInsideBound(this.renderBound!, this.strictBound!)) {
return CoreNodeRenderState.InViewport;
}
if (boundInsideBound(this.renderBound!, this.preloadBound!)) {
return CoreNodeRenderState.InBounds;
}
// check if we're larger then our parent, we're definitely in the viewport
if (boundLargeThanBound(this.renderBound!, this.strictBound!)) {
return CoreNodeRenderState.InViewport;
}
// check if we dont have dimensions, take our parent's render state
if (
this.parent !== null &&
(this.props.width === 0 || this.props.height === 0)
) {
return this.parent.renderState;
}
return CoreNodeRenderState.OutOfBounds;
}
updateBoundingRect() {
const transform = (this.sceneGlobalTransform ||
this.globalTransform) as Matrix3d;
const renderCoords = (this.sceneRenderCoords ||
this.renderCoords) as RenderCoords;
if (transform.tb === 0 || transform.tc === 0) {
this.renderBound = createBound(
renderCoords.x1,
renderCoords.y1,
renderCoords.x3,
renderCoords.y3,
this.renderBound,
);
} else {
const { x1, y1, x2, y2, x3, y3, x4, y4 } = renderCoords;
this.renderBound = createBound(
Math.min(x1, x2, x3, x4),
Math.min(y1, y2, y3, y4),
Math.max(x1, x2, x3, x4),
Math.max(y1, y2, y3, y4),
this.renderBound,
);
}
}
createRenderBounds(): void {
if (this.parent !== null && this.parent.strictBound !== undefined) {
// we have a parent with a valid bound, copy it
const parentBound = this.parent.strictBound;
this.strictBound = createBound(
parentBound.x1,
parentBound.y1,
parentBound.x2,
parentBound.y2,
);
this.preloadBound = createPreloadBounds(
this.strictBound,
this.boundsMargin as [number, number, number, number],
);
} else {
// no parent or parent does not have a bound, take the stage boundaries
this.strictBound = this.stage.strictBound;
this.preloadBound = this.stage.preloadBound;
}
// if clipping is disabled, we're done
if (this.props.clipping === false) {
return;
}
// only create local clipping bounds if node itself is in bounds
// this can only be done if we have a render bound already
if (this.renderBound === undefined) {
return;
}
// if we're out of bounds, we're done
if (boundInsideBound(this.renderBound, this.strictBound) === false) {
return;
}
// clipping is enabled and we are in bounds create our own bounds
const { x, y, width, height } = this.props;
// Pick the global transform if available, otherwise use the local transform
// global transform is only available if the node in an RTT chain
const { tx, ty } = this.sceneGlobalTransform || this.globalTransform || {};
const _x = tx ?? x;
const _y = ty ?? y;
this.strictBound = createBound(
_x,
_y,
_x + width,
_y + height,
this.strictBound,
);
this.preloadBound = createPreloadBounds(
this.strictBound,
this.boundsMargin as [number, number, number, number],
);
}
updateRenderState(renderState: CoreNodeRenderState) {
if (renderState === this.renderState) {
return;
}
const previous = this.renderState;
this.renderState = renderState;
const event = CoreNodeRenderStateMap.get(renderState);
assertTruthy(event);
this.emit(event, {
previous,
current: renderState,
});
}
/**
* Updates the `isRenderable` property based on various conditions.
*/
updateIsRenderable() {
let newIsRenderable = false;
let needsTextureOwnership = false;
// If the node is out of bounds or has an alpha of 0, it is not renderable
if (
this.worldAlpha === 0 ||
this.renderState <= CoreNodeRenderState.OutOfBounds
) {
this.updateTextureOwnership(false);
this.setRenderable(false);
return;
}
if (this.texture !== null) {
needsTextureOwnership = true;
// we're only renderable if the texture state is loaded
newIsRenderable = this.texture.state === 'loaded';
} else if (
// check shader
(this.props.shader !== null || this.hasColorProps === true) &&
// check dimensions
(this.props.width !== 0 && this.props.height !== 0) === true
) {
// This mean we have dimensions and a color set, so we can render a ColorTexture
if (
this.stage.defaultTexture &&
this.stage.defaultTexture.state === 'loaded'
) {
newIsRenderable = true;
}
}
this.updateTextureOwnership(needsTextureOwnership);
this.setRenderable(newIsRenderable);
}
/**
* Sets the renderable state and triggers changes if necessary.
* @param isRenderable - The new renderable state
*/
setRenderable(isRenderable: boolean) {
this.isRenderable = isRenderable;
if (
isRenderable === true &&
this.stage.calculateTextureCoord === true &&
this.textureCoords === undefined
) {
this.updateTextureCoords = true;
}
}
/**
* Changes the renderable state of the node.
*/
updateTextureOwnership(isRenderable: boolean) {
this.texture?.setRenderableOwner(this, isRenderable);
}
calculateRenderCoords() {
const { width, height } = this;
const g = this.globalTransform!;
const tx = g.tx,
ty = g.ty,
ta = g.ta,
tb = g.tb,
tc = g.tc,
td = g.td;
if (tb === 0 && tc === 0) {
const minX = tx;
const maxX = tx + width * ta;
const minY = ty;
const maxY = ty + height * td;
this.renderCoords = RenderCoords.translate(
//top-left
minX,
minY,
//top-right
maxX,
minY,
//bottom-right
maxX,
maxY,
//bottom-left
minX,
maxY,
this.renderCoords,
);
} else {
this.renderCoords = RenderCoords.translate(
//top-left
tx,
ty,
//top-right
tx + width * ta,
ty + width * tc,
//bottom-right
tx + width * ta + height * tb,
ty + width * tc + height * td,
//bottom-left
tx + height * tb,
ty + height * td,
this.renderCoords,
);
}
if (this.sceneGlobalTransform === undefined) {
return;
}
const {
tx: stx,
ty: sty,
ta: sta,
tb: stb,
tc: stc,
td: std,
} = this.sceneGlobalTransform;
if (stb === 0 && stc === 0) {
const minX = stx;
const maxX = stx + width * sta;
const minY = sty;
const maxY = sty + height * std;
this.sceneRenderCoords = RenderCoords.translate(
//top-left
minX,
minY,
//top-right
maxX,
minY,
//bottom-right
maxX,
maxY,
//bottom-left
minX,
maxY,
this.sceneRenderCoords,
);
} else {
this.sceneRenderCoords = RenderCoords.translate(
//top-left
stx,
sty,
//top-right
stx + width * sta,
sty + width * stc,
//bottom-right
stx + width * sta + height * stb,
sty + width * stc + height * std,
//bottom-left
stx + height * stb,
sty + height * std,
this.sceneRenderCoords,
);
}
}
/**
* This function calculates the clipping rectangle for a node.
*
* The function then checks if the node is rotated. If the node requires clipping and is not rotated, a new clipping rectangle is created based on the node's global transform and dimensions.
* If a parent clipping rectangle exists, it is intersected with the node's clipping rectangle (if it exists), or replaces the node's clipping rectangle.
*
* Finally, the node's parentClippingRect and clippingRect properties are updated.
*/
calculateClippingRect(parentClippingRect: RectWithValid) {
const { clippingRect, props, globalTransform: gt } = this;
const { clipping } = props;
const isRotated = gt!.tb !== 0 || gt!.tc !== 0;
if (clipping === true && isRotated === false) {
clippingRect.x = gt!.tx;
clippingRect.y = gt!.ty;
clippingRect.width = this.width * gt!.ta;
clippingRect.height = this.height * gt!.td;
clippingRect.valid = true;
} else {
clippingRect.valid = false;
}
if (parentClippingRect.valid === true && clippingRect.valid === true) {
// Intersect parent clipping rect with node clipping rect
intersectRect(parentClippingRect, clippingRect, clippingRect);
} else if (parentClippingRect.valid === true) {
// Co