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{"version":3,"file":"RenderGroupSystem.mjs","sources":["../../../src/scene/container/RenderGroupSystem.ts"],"sourcesContent":["import { ExtensionType } from '../../extensions/Extensions';\nimport { Matrix } from '../../maths/matrix/Matrix';\nimport { TexturePool } from '../../rendering/renderers/shared/texture/TexturePool';\nimport { Bounds } from './bounds/Bounds';\nimport { clearList } from './utils/clearList';\nimport { executeInstructions } from './utils/executeInstructions';\nimport { updateRenderGroupTransforms } from './utils/updateRenderGroupTransforms';\nimport { validateRenderables } from './utils/validateRenderables';\n\nimport type { WebGPURenderer } from '../../rendering/renderers/gpu/WebGPURenderer';\nimport type { System } from '../../rendering/renderers/shared/system/System';\nimport type { Renderer, RenderPipes } from '../../rendering/renderers/types';\nimport type { ViewContainer } from '../view/ViewContainer';\nimport type { Container } from './Container';\nimport type { RenderGroup } from './RenderGroup';\n\nconst tempMatrix = new Matrix();\n\n/**\n * The view system manages the main canvas that is attached to the DOM.\n * This main role is to deal with how the holding the view reference and dealing with how it is resized.\n * @category rendering\n * @internal\n */\nexport class RenderGroupSystem implements System\n{\n /** @ignore */\n public static extension = {\n type: [\n ExtensionType.WebGLSystem,\n ExtensionType.WebGPUSystem,\n ExtensionType.CanvasSystem,\n ],\n name: 'renderGroup',\n } as const;\n\n private readonly _renderer: Renderer;\n\n constructor(renderer: Renderer)\n {\n this._renderer = renderer;\n }\n\n protected render({ container, transform }: {container: Container, transform: Matrix}): void\n {\n // we need to save the parent and renderGroupParent, so we can restore them later\n const parent = container.parent;\n const renderGroupParent = container.renderGroup.renderGroupParent;\n\n // we set the transforms and parents to null, so we can render the container without any transforms\n container.parent = null;\n container.renderGroup.renderGroupParent = null;\n\n const renderer = this._renderer;\n\n // collect all the renderGroups in the scene and then render them one by one..\n let originalLocalTransform: Matrix = tempMatrix;\n\n if (transform)\n {\n originalLocalTransform = originalLocalTransform.copyFrom(container.renderGroup.localTransform);\n container.renderGroup.localTransform.copyFrom(transform);\n }\n\n // this._assignTop(container.renderGroup, null);\n const renderPipes = (renderer as WebGPURenderer).renderPipes;\n\n this._updateCachedRenderGroups(container.renderGroup, null);\n\n this._updateRenderGroups(container.renderGroup);\n\n renderer.globalUniforms.start({\n worldTransformMatrix: transform ? container.renderGroup.localTransform : container.renderGroup.worldTransform,\n worldColor: container.renderGroup.worldColorAlpha,\n });\n\n executeInstructions(container.renderGroup, renderPipes);\n\n // TODO need to add some events / runners for things like this to hook up to\n if (renderPipes.uniformBatch)\n {\n renderPipes.uniformBatch.renderEnd();\n }\n\n // now return the transforms back to normal..\n if (transform)\n {\n container.renderGroup.localTransform.copyFrom(originalLocalTransform);\n }\n\n container.parent = parent;\n container.renderGroup.renderGroupParent = renderGroupParent;\n }\n\n public destroy()\n {\n (this._renderer as null) = null;\n }\n\n private _updateCachedRenderGroups(renderGroup: RenderGroup, closestCacheAsTexture: RenderGroup | null): void\n {\n if (renderGroup.isCachedAsTexture)\n {\n // early out as nothing further needs to be updated!\n if (!renderGroup.updateCacheTexture) return;\n\n closestCacheAsTexture = renderGroup;\n }\n\n renderGroup._parentCacheAsTextureRenderGroup = closestCacheAsTexture;\n\n // now check the cacheAsTexture stuff...\n for (let i = renderGroup.renderGroupChildren.length - 1; i >= 0; i--)\n {\n this._updateCachedRenderGroups(renderGroup.renderGroupChildren[i], closestCacheAsTexture);\n }\n\n renderGroup.invalidateMatrices();\n\n if (renderGroup.isCachedAsTexture)\n {\n if (renderGroup.textureNeedsUpdate)\n {\n // lets get the texture ready for rendering\n // but the rendering will not happen until the renderGroup is rendered!\n // We also want to know now, what the bounds of the texture will be.\n // as if the texture changes, we need to invalidate the parent render group!\n const bounds = renderGroup.root.getLocalBounds();\n\n bounds.ceil();\n\n const lastTexture = renderGroup.texture;\n\n if (renderGroup.texture)\n {\n TexturePool.returnTexture(renderGroup.texture);\n }\n\n const renderer = this._renderer;\n const resolution = renderGroup.textureOptions.resolution || renderer.view.resolution;\n const antialias = renderGroup.textureOptions.antialias ?? renderer.view.antialias;\n\n renderGroup.texture = TexturePool.getOptimalTexture(\n bounds.width,\n bounds.height,\n resolution,\n antialias\n );\n\n renderGroup._textureBounds ||= new Bounds();\n renderGroup._textureBounds.copyFrom(bounds);\n\n if (lastTexture !== renderGroup.texture)\n {\n if (renderGroup.renderGroupParent)\n {\n renderGroup.renderGroupParent.structureDidChange = true;\n }\n }\n }\n }\n else if (renderGroup.texture)\n {\n TexturePool.returnTexture(renderGroup.texture);\n renderGroup.texture = null;\n }\n }\n\n private _updateRenderGroups(renderGroup: RenderGroup): void\n {\n const renderer = this._renderer;\n const renderPipes = renderer.renderPipes;\n\n renderGroup.runOnRender(renderer);\n\n renderGroup.instructionSet.renderPipes = renderPipes;\n\n if (!renderGroup.structureDidChange)\n {\n // phase 1 - validate all the renderables\n validateRenderables(renderGroup, renderPipes);\n }\n else\n {\n clearList(renderGroup.childrenRenderablesToUpdate.list, 0);\n }\n\n // phase 2 - update all the transforms\n // including updating the renderables..\n updateRenderGroupTransforms(renderGroup);\n\n if (renderGroup.structureDidChange)\n {\n renderGroup.structureDidChange = false;\n\n // build the renderables\n this._buildInstructions(renderGroup, renderer);\n }\n else\n {\n // update remaining renderables\n this._updateRenderables(renderGroup);\n }\n\n // reset the renderables to update\n renderGroup.childrenRenderablesToUpdate.index = 0;\n\n // upload all the things!\n renderer.renderPipes.batch.upload(renderGroup.instructionSet);\n\n // early out if it's a texture and it hasn't changed!\n if (renderGroup.isCachedAsTexture && !renderGroup.textureNeedsUpdate) return;\n\n for (let i = 0; i < renderGroup.renderGroupChildren.length; i++)\n {\n this._updateRenderGroups(renderGroup.renderGroupChildren[i]);\n }\n }\n\n private _updateRenderables(renderGroup: RenderGroup)\n {\n const { list, index } = renderGroup.childrenRenderablesToUpdate;\n\n for (let i = 0; i < index; i++)\n {\n const container = list[i];\n\n if (container.didViewUpdate)\n {\n renderGroup.updateRenderable(container as ViewContainer);\n }\n }\n\n clearList(list, index);\n }\n\n /**\n * @param renderGroup\n * @param renderPipes\n * @deprecated since 8.3.0\n */\n private _buildInstructions(renderGroup: RenderGroup, renderPipes: RenderPipes): void;\n private _buildInstructions(renderGroup: RenderGroup, renderer: Renderer): void;\n private _buildInstructions(renderGroup: RenderGroup, rendererOrPipes: RenderPipes | Renderer): void\n {\n // rebuild the scene graph based on layers...\n const root = renderGroup.root;\n const instructionSet = renderGroup.instructionSet;\n\n instructionSet.reset();\n\n // deprecate the use of renderPipes by finding the renderer attached to the batch pipe as this is always there\n const renderer = (rendererOrPipes as Renderer).renderPipes\n ? (rendererOrPipes as Renderer)\n : (rendererOrPipes as RenderPipes).batch.renderer;\n const renderPipes = renderer.renderPipes;\n\n // TODO add some events / runners for build start\n renderPipes.batch.buildStart(instructionSet);\n renderPipes.blendMode.buildStart();\n renderPipes.colorMask.buildStart();\n\n if (root.sortableChildren)\n {\n root.sortChildren();\n }\n\n root.collectRenderablesWithEffects(instructionSet, renderer, null);\n\n // TODO add some events / runners for build end\n renderPipes.batch.buildEnd(instructionSet);\n renderPipes.blendMode.buildEnd(instructionSet);\n 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