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{"version":3,"file":"GlGraphicsAdaptor.mjs","sources":["../../../../src/scene/graphics/gl/GlGraphicsAdaptor.ts"],"sourcesContent":["import { ExtensionType } from '../../../extensions/Extensions';\nimport { Matrix } from '../../../maths/matrix/Matrix';\nimport { compileHighShaderGlProgram } from '../../../rendering/high-shader/compileHighShaderToProgram';\nimport { colorBitGl } from '../../../rendering/high-shader/shader-bits/colorBit';\nimport { generateTextureBatchBitGl } from '../../../rendering/high-shader/shader-bits/generateTextureBatchBit';\nimport { localUniformBitGl } from '../../../rendering/high-shader/shader-bits/localUniformBit';\nimport { roundPixelsBitGl } from '../../../rendering/high-shader/shader-bits/roundPixelsBit';\nimport { getBatchSamplersUniformGroup } from '../../../rendering/renderers/gl/shader/getBatchSamplersUniformGroup';\nimport { Shader } from '../../../rendering/renderers/shared/shader/Shader';\nimport { UniformGroup } from '../../../rendering/renderers/shared/shader/UniformGroup';\nimport { type Renderer } from '../../../rendering/renderers/types';\n\nimport type { Batch } from '../../../rendering/batcher/shared/Batcher';\nimport type { WebGLRenderer } from '../../../rendering/renderers/gl/WebGLRenderer';\nimport type { Graphics } from '../shared/Graphics';\nimport type { GraphicsContextSystem } from '../shared/GraphicsContextSystem';\nimport type { GraphicsAdaptor, GraphicsPipeLike } from '../shared/GraphicsPipe';\n\n/**\n * A GraphicsAdaptor that uses WebGL to render graphics.\n * @category rendering\n * @ignore\n */\nexport class GlGraphicsAdaptor implements GraphicsAdaptor\n{\n /** @ignore */\n public static extension = {\n type: [\n ExtensionType.WebGLPipesAdaptor,\n ],\n name: 'graphics',\n } as const;\n\n public shader: Shader;\n\n public contextChange(renderer: Renderer): void\n {\n const uniforms = new UniformGroup({\n uColor: { value: new Float32Array([1, 1, 1, 1]), type: 'vec4<f32>' },\n uTransformMatrix: { value: new Matrix(), type: 'mat3x3<f32>' },\n uRound: { value: 0, type: 'f32' },\n });\n\n const maxTextures = renderer.limits.maxBatchableTextures;\n\n const glProgram = compileHighShaderGlProgram({\n name: 'graphics',\n bits: [\n colorBitGl,\n generateTextureBatchBitGl(maxTextures),\n localUniformBitGl,\n roundPixelsBitGl,\n ]\n });\n\n this.shader = new Shader({\n glProgram,\n resources: {\n localUniforms: uniforms,\n batchSamplers: getBatchSamplersUniformGroup(maxTextures),\n }\n });\n }\n\n public execute(graphicsPipe: GraphicsPipeLike, renderable: Graphics): void\n {\n const context = renderable.context;\n const shader = context.customShader || this.shader;\n const renderer = graphicsPipe.renderer as WebGLRenderer;\n const contextSystem = renderer.graphicsContext as GraphicsContextSystem;\n\n const {\n batcher, instructions,\n } = contextSystem.getContextRenderData(context);\n\n // WebGL specific..\n shader.groups[0] = renderer.globalUniforms.bindGroup;\n\n renderer.state.set(graphicsPipe.state);\n\n renderer.shader.bind(shader);\n\n renderer.geometry.bind(batcher.geometry, shader.glProgram);\n\n const batches = instructions.instructions as Batch[];\n\n for (let i = 0; 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