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pixi.js

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PixiJS — The HTML5 Creation Engine =============

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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'; type FilterAction = 'pushFilter' | 'popFilter'; /** * 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. */ export interface FilterInstruction extends Instruction { renderPipeId: 'filter'; action: FilterAction; container?: Container; renderables?: Renderable[]; filterEffect: FilterEffect; } export interface FilterData { skip: boolean; enabledLength?: number; inputTexture: Texture; bounds: Bounds; blendRequired: boolean; container: Container; filterEffect: FilterEffect; previousRenderSurface: RenderSurface; backTexture?: Texture; } /** * System that manages the filter pipeline * @memberof rendering */ 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; push(instruction: FilterInstruction): void; pop(): void; getBackTexture(lastRenderSurface: RenderTarget, bounds: Bounds, previousBounds?: Bounds): Texture; applyFilter(filter: Filter, input: Texture, output: RenderSurface, clear: boolean): void; private _getFilterData; /** * 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; } export {};