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pixi.js

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import { ExtensionType } from '../extensions/Extensions'; import { Matrix } from '../maths/matrix/Matrix'; import { Texture } from '../rendering/renderers/shared/texture/Texture'; import { type Renderer } from '../rendering/renderers/types'; import { Bounds } from '../scene/container/bounds/Bounds'; import type { Instruction } from '../rendering/renderers/shared/instructions/Instruction'; import type { Renderable } from '../rendering/renderers/shared/Renderable'; import type { RenderTarget } from '../rendering/renderers/shared/renderTarget/RenderTarget'; import type { RenderSurface } from '../rendering/renderers/shared/renderTarget/RenderTargetSystem'; import type { System } from '../rendering/renderers/shared/system/System'; import type { Container } from '../scene/container/Container'; import type { Sprite } from '../scene/sprite/Sprite'; import type { Filter } from './Filter'; import type { FilterEffect } from './FilterEffect'; /** * The filter pipeline is responsible for applying filters scene items! * * KNOWN BUGS: * 1. Global bounds calculation is incorrect if it is used when flip flopping filters. The maths can be found below * eg: filters [noiseFilter, blurFilter] noiseFilter will calculate the global bounds incorrectly. * * 2. RenderGroups do not work with filters. This is because the renderGroup matrix is not currently taken into account. * * Implementation notes: * 1. Gotcha - nesting filters that require blending will not work correctly. This creates a chicken and egg problem * the complexity and performance required to do this is not worth it i feel.. but lets see if others agree! * * 2. Filters are designed to be changed on the fly, this is means that changing filter information each frame will * not trigger an instruction rebuild. If you are constantly turning a filter on and off.. its therefore better to set * enabled to true or false on the filter. Or setting an empty array. * * 3. Need to look at perhaps aliasing when flip flopping filters. Really we should only need to antialias the FIRST * Texture we render too. The rest can be non aliased. This might help performance. * Currently we flip flop with an antialiased texture if antialiasing is enabled on the filter. * @internal */ export interface FilterInstruction extends Instruction { renderPipeId: 'filter'; action: 'pushFilter' | 'popFilter'; container?: Container; renderables?: Renderable[]; filterEffect: FilterEffect; } /** * System that manages the filter pipeline * @category rendering * @advanced */ export declare class FilterSystem implements System { /** @ignore */ static extension: { readonly type: readonly [ExtensionType.WebGLSystem, ExtensionType.WebGPUSystem]; readonly name: "filter"; }; readonly renderer: Renderer; private _filterStackIndex; private _filterStack; private readonly _filterGlobalUniforms; private readonly _globalFilterBindGroup; private _activeFilterData; constructor(renderer: Renderer); /** * The back texture of the currently active filter. Requires the filter to have `blendRequired` set to true. * @readonly */ get activeBackTexture(): Texture | undefined; /** * Pushes a filter instruction onto the filter stack. * @param instruction - The instruction containing the filter effect and container. * @internal */ push(instruction: FilterInstruction): void; /** * Applies filters to a texture. * * This method takes a texture and a list of filters, applies the filters to the texture, * and returns the resulting texture. * @param {object} params - The parameters for applying filters. * @param {Texture} params.texture - The texture to apply filters to. * @param {Filter[]} params.filters - The filters to apply. * @returns {Texture} The resulting texture after all filters have been applied. * @example * * ```ts * // Create a texture and a list of filters * const texture = new Texture(...); * const filters = [new BlurFilter(), new ColorMatrixFilter()]; * * // Apply the filters to the texture * const resultTexture = filterSystem.applyToTexture({ texture, filters }); * * // Use the resulting texture * sprite.texture = resultTexture; * ``` * * Key Points: * 1. padding is not currently supported here - so clipping may occur with filters that use padding. * 2. If all filters are disabled or skipped, the original texture is returned. */ generateFilteredTexture({ texture, filters }: { texture: Texture; filters: Filter[]; }): Texture; /** @internal */ pop(): void; /** * Copies the last render surface to a texture. * @param lastRenderSurface - The last render surface to copy from. * @param bounds - The bounds of the area to copy. * @param previousBounds - The previous bounds to use for offsetting the copy. */ getBackTexture(lastRenderSurface: RenderTarget, bounds: Bounds, previousBounds?: Bounds): Texture<import("..").TextureSource<any>>; /** * Applies a filter to a texture. * @param filter - The filter to apply. * @param input - The input texture. * @param output - The output render surface. * @param clear - Whether to clear the output surface before applying the filter. */ applyFilter(filter: Filter, input: Texture, output: RenderSurface, clear: boolean): void; /** * Multiply _input normalized coordinates_ to this matrix to get _sprite texture normalized coordinates_. * * Use `outputMatrix * vTextureCoord` in the shader. * @param outputMatrix - The matrix to output to. * @param {Sprite} sprite - The sprite to map to. * @returns The mapped matrix. */ calculateSpriteMatrix(outputMatrix: Matrix, sprite: Sprite): Matrix; destroy(): void; private _applyFiltersToTexture; private _calculateFilterBounds; private _popFilterData; private _getPreviousFilterData; private _pushFilterData; }