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pixi.js

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import { ExtensionType } from '../../../extensions/Extensions.mjs'; import { getTextureBatchBindGroup } from '../../../rendering/batcher/gpu/getTextureBatchBindGroup.mjs'; import { DefaultBatcher } from '../../../rendering/batcher/shared/DefaultBatcher.mjs'; import { InstructionSet } from '../../../rendering/renderers/shared/instructions/InstructionSet.mjs'; import { GCManagedHash } from '../../../utils/data/GCManagedHash.mjs'; import { deprecation, v8_3_4 } from '../../../utils/logging/deprecation.mjs'; import { BigPool } from '../../../utils/pool/PoolGroup.mjs'; import { buildContextBatches } from './utils/buildContextBatches.mjs'; "use strict"; class GpuGraphicsContext { constructor() { this.batches = []; this.geometryData = { vertices: [], uvs: [], indices: [] }; } reset() { if (this.batches) { this.batches.forEach((batch) => { BigPool.return(batch); }); } if (this.graphicsData) { BigPool.return(this.graphicsData); } this.isBatchable = false; this.context = null; this.batches.length = 0; this.geometryData.indices.length = 0; this.geometryData.vertices.length = 0; this.geometryData.uvs.length = 0; this.graphicsData = null; } destroy() { this.reset(); this.batches = null; this.geometryData = null; } } class GraphicsContextRenderData { constructor() { this.instructions = new InstructionSet(); } init(options) { const maxTextures = options.maxTextures; this.batcher ? this.batcher._updateMaxTextures(maxTextures) : this.batcher = new DefaultBatcher({ maxTextures }); this.instructions.reset(); } /** * @deprecated since version 8.0.0 * Use `batcher.geometry` instead. * @see {Batcher#geometry} */ get geometry() { deprecation(v8_3_4, "GraphicsContextRenderData#geometry is deprecated, please use batcher.geometry instead."); return this.batcher.geometry; } destroy() { this.batcher.destroy(); this.instructions.destroy(); this.batcher = null; this.instructions = null; } } const _GraphicsContextSystem = class _GraphicsContextSystem { constructor(renderer) { this._renderer = renderer; this._managedContexts = new GCManagedHash({ renderer, type: "resource", name: "graphicsContext" }); } /** * Runner init called, update the default options * @ignore */ init(options) { _GraphicsContextSystem.defaultOptions.bezierSmoothness = options?.bezierSmoothness ?? _GraphicsContextSystem.defaultOptions.bezierSmoothness; } /** * Returns the render data for a given GraphicsContext. * @param context - The GraphicsContext to get the render data for. * @internal */ getContextRenderData(context) { return context._gpuData[this._renderer.uid].graphicsData || this._initContextRenderData(context); } /** * Updates the GPU context for a given GraphicsContext. * If the context is dirty, it will rebuild the batches and geometry data. * @param context - The GraphicsContext to update. * @returns The updated GpuGraphicsContext. * @internal */ updateGpuContext(context) { const hasContext = !!context._gpuData[this._renderer.uid]; const gpuContext = context._gpuData[this._renderer.uid] || this._initContext(context); if (context.dirty || !hasContext) { if (hasContext) { gpuContext.reset(); } buildContextBatches(context, gpuContext); const batchMode = context.batchMode; if (context.customShader || batchMode === "no-batch") { gpuContext.isBatchable = false; } else if (batchMode === "auto") { gpuContext.isBatchable = gpuContext.geometryData.vertices.length < 400; } else { gpuContext.isBatchable = true; } context.dirty = false; } return gpuContext; } /** * Returns the GpuGraphicsContext for a given GraphicsContext. * If it does not exist, it will initialize a new one. * @param context - The GraphicsContext to get the GpuGraphicsContext for. * @returns The GpuGraphicsContext for the given GraphicsContext. * @internal */ getGpuContext(context) { return context._gpuData[this._renderer.uid] || this._initContext(context); } _initContextRenderData(context) { const graphicsData = BigPool.get(GraphicsContextRenderData, { maxTextures: this._renderer.limits.maxBatchableTextures }); const gpuContext = context._gpuData[this._renderer.uid]; const { batches, geometryData } = gpuContext; gpuContext.graphicsData = graphicsData; const vertexSize = geometryData.vertices.length; const indexSize = geometryData.indices.length; for (let i = 0; i < batches.length; i++) { batches[i].applyTransform = false; } const batcher = graphicsData.batcher; batcher.ensureAttributeBuffer(vertexSize); batcher.ensureIndexBuffer(indexSize); batcher.begin(); for (let i = 0; i < batches.length; i++) { const batch = batches[i]; batcher.add(batch); } batcher.finish(graphicsData.instructions); const geometry = batcher.geometry; geometry.indexBuffer.setDataWithSize(batcher.indexBuffer, batcher.indexSize, true); geometry.buffers[0].setDataWithSize(batcher.attributeBuffer.float32View, batcher.attributeSize, true); const drawBatches = batcher.batches; for (let i = 0; i < drawBatches.length; i++) { const batch = drawBatches[i]; batch.bindGroup = getTextureBatchBindGroup( batch.textures.textures, batch.textures.count, this._renderer.limits.maxBatchableTextures ); } return graphicsData; } _initContext(context) { const gpuContext = new GpuGraphicsContext(); gpuContext.context = context; context._gpuData[this._renderer.uid] = gpuContext; this._managedContexts.add(context); return gpuContext; } destroy() { this._managedContexts.destroy(); this._renderer = null; } }; /** @ignore */ _GraphicsContextSystem.extension = { type: [ ExtensionType.WebGLSystem, ExtensionType.WebGPUSystem, ExtensionType.CanvasSystem ], name: "graphicsContext" }; /** The default options for the GraphicsContextSystem. */ _GraphicsContextSystem.defaultOptions = { /** * A value from 0 to 1 that controls the smoothness of bezier curves (the higher the smoother) * @default 0.5 */ bezierSmoothness: 0.5 }; let GraphicsContextSystem = _GraphicsContextSystem; export { GpuGraphicsContext, GraphicsContextRenderData, GraphicsContextSystem }; //# sourceMappingURL=GraphicsContextSystem.mjs.map