pixi.js
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{"version":3,"file":"BitmapTextPipe.mjs","sources":["../../../src/scene/text-bitmap/BitmapTextPipe.ts"],"sourcesContent":["import { Cache } from '../../assets/cache/Cache';\nimport { ExtensionType } from '../../extensions/Extensions';\nimport { Graphics } from '../graphics/shared/Graphics';\nimport { CanvasTextMetrics } from '../text/canvas/CanvasTextMetrics';\nimport { SdfShader } from '../text/sdfShader/SdfShader';\nimport { BitmapFontManager } from './BitmapFontManager';\nimport { getBitmapTextLayout } from './utils/getBitmapTextLayout';\n\nimport type { InstructionSet } from '../../rendering/renderers/shared/instructions/InstructionSet';\nimport type { RenderPipe } from '../../rendering/renderers/shared/instructions/RenderPipe';\nimport type { Renderable } from '../../rendering/renderers/shared/Renderable';\nimport type { Renderer } from '../../rendering/renderers/types';\nimport type { BitmapText } from './BitmapText';\n\n/** @internal */\nexport class BitmapTextGraphics extends Graphics\n{\n public destroy()\n {\n if (this.context.customShader)\n {\n this.context.customShader.destroy();\n }\n\n super.destroy();\n }\n}\n\n/** @internal */\nexport class BitmapTextPipe implements RenderPipe<BitmapText>\n{\n /** @ignore */\n public static extension = {\n type: [\n ExtensionType.WebGLPipes,\n ExtensionType.WebGPUPipes,\n ExtensionType.CanvasPipes,\n ],\n name: 'bitmapText',\n } as const;\n\n private _renderer: Renderer;\n\n constructor(renderer: Renderer)\n {\n this._renderer = renderer;\n this._renderer.renderableGC.addManagedHash(this, '_gpuBitmapText');\n }\n\n public validateRenderable(bitmapText: BitmapText): boolean\n {\n const graphicsRenderable = this._getGpuBitmapText(bitmapText);\n\n if (bitmapText._didTextUpdate)\n {\n bitmapText._didTextUpdate = false;\n\n this._updateContext(bitmapText, graphicsRenderable);\n }\n\n return this._renderer.renderPipes.graphics.validateRenderable(graphicsRenderable);\n\n // TODO - need to shift all the verts in the graphicsData to the new anchor\n\n // update the anchor...\n }\n\n public addRenderable(bitmapText: BitmapText, instructionSet: InstructionSet)\n {\n const graphicsRenderable = this._getGpuBitmapText(bitmapText);\n\n // sync..\n syncWithProxy(bitmapText, graphicsRenderable);\n\n if (bitmapText._didTextUpdate)\n {\n bitmapText._didTextUpdate = false;\n\n this._updateContext(bitmapText, graphicsRenderable);\n }\n\n this._renderer.renderPipes.graphics.addRenderable(graphicsRenderable, instructionSet);\n\n if (graphicsRenderable.context.customShader)\n {\n this._updateDistanceField(bitmapText);\n }\n }\n\n public updateRenderable(bitmapText: BitmapText)\n {\n const graphicsRenderable = this._getGpuBitmapText(bitmapText);\n\n // sync..\n syncWithProxy(bitmapText, graphicsRenderable);\n\n this._renderer.renderPipes.graphics.updateRenderable(graphicsRenderable);\n\n if (graphicsRenderable.context.customShader)\n {\n this._updateDistanceField(bitmapText);\n }\n }\n\n private _updateContext(bitmapText: BitmapText, proxyGraphics: Graphics)\n {\n const { context } = proxyGraphics;\n\n const bitmapFont = BitmapFontManager.getFont(bitmapText.text, bitmapText._style);\n\n context.clear();\n\n if (bitmapFont.distanceField.type !== 'none')\n {\n if (!context.customShader)\n {\n // TODO: Check if this is a WebGL renderer before asserting type\n context.customShader = new SdfShader(this._renderer.limits.maxBatchableTextures);\n }\n }\n\n const chars = CanvasTextMetrics.graphemeSegmenter(bitmapText.text);\n const style = bitmapText._style;\n\n let currentY = bitmapFont.baseLineOffset;\n\n // measure our text...\n const bitmapTextLayout = getBitmapTextLayout(chars, style, bitmapFont, true);\n\n let index = 0;\n\n const padding = style.padding;\n const scale = bitmapTextLayout.scale;\n\n let tx = bitmapTextLayout.width;\n let ty = bitmapTextLayout.height + bitmapTextLayout.offsetY;\n\n if (style._stroke)\n {\n tx += style._stroke.width / scale;\n ty += style._stroke.width / scale;\n }\n\n context\n .translate((-bitmapText._anchor._x * tx) - padding, (-bitmapText._anchor._y * ty) - padding)\n .scale(scale, scale);\n\n const tint = bitmapFont.applyFillAsTint ? style._fill.color : 0xFFFFFF;\n\n for (let i = 0; i < bitmapTextLayout.lines.length; i++)\n {\n const line = bitmapTextLayout.lines[i];\n\n for (let j = 0; j < line.charPositions.length; j++)\n {\n const char = chars[index++];\n\n const charData = bitmapFont.chars[char];\n\n if (charData?.texture)\n {\n context.texture(\n charData.texture,\n tint ? tint : 'black',\n Math.round(line.charPositions[j] + charData.xOffset),\n Math.round(currentY + charData.yOffset),\n );\n }\n }\n\n currentY += bitmapFont.lineHeight;\n }\n }\n\n private _getGpuBitmapText(bitmapText: BitmapText)\n {\n return bitmapText._gpuData[this._renderer.uid] || this.initGpuText(bitmapText);\n }\n\n public initGpuText(bitmapText: BitmapText)\n {\n // TODO we could keep a bunch of contexts around and reuse one that has the same style!\n const proxyRenderable = new BitmapTextGraphics();\n\n bitmapText._gpuData[this._renderer.uid] = proxyRenderable;\n\n this._updateContext(bitmapText, proxyRenderable);\n\n return proxyRenderable;\n }\n\n private _updateDistanceField(bitmapText: BitmapText)\n {\n const context = this._getGpuBitmapText(bitmapText).context;\n\n const fontFamily = bitmapText._style.fontFamily as string;\n const dynamicFont = Cache.get(`${fontFamily as string}-bitmap`);\n\n // Inject the shader code with the correct value\n const { a, b, c, d } = bitmapText.groupTransform;\n\n const dx = Math.sqrt((a * a) + (b * b));\n const dy = Math.sqrt((c * c) + (d * d));\n const worldScale = (Math.abs(dx) + Math.abs(dy)) / 2;\n\n const fontScale = dynamicFont.baseRenderedFontSize / bitmapText._style.fontSize;\n\n const distance = worldScale * dynamicFont.distanceField.range * (1 / fontScale);\n\n context.customShader.resources.localUniforms.uniforms.uDistance = distance;\n }\n\n public destroy()\n 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