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wave-roll

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JavaScript Library for Comparative MIDI Piano-Roll Visualization

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import { E as d, B as T, w as m, i as S, X as j, H as Te, z as G, A as b, ab as Be, o as K, ac as Ae, S as p, _ as L, n as B, m as A, q as U, M as $, ad as z, ae as Ne, af as ye, ag as Y, ah as Ce, F as Ie, R as De, f as v } from "./index-C4TFo-hd.js"; import { S as F, b as q } from "./colorToUniform-zJcCVLeu.js"; import { e as Ge, G as Ue, c as Fe, b as Oe, U as Pe, R as Me, B as Z, d as N, f as Le, S as He, a as we } from "./SharedSystems-B50M1M-P.js"; class Q { constructor() { this._tempState = F.for2d(), this._didUploadHash = {}; } init(e) { e.renderer.runners.contextChange.add(this); } contextChange() { this._didUploadHash = {}; } start(e, r, s) { const n = e.renderer, i = this._didUploadHash[s.uid]; n.shader.bind(s, i), i || (this._didUploadHash[s.uid] = !0), n.shader.updateUniformGroup(n.globalUniforms.uniformGroup), n.geometry.bind(r, s.glProgram); } execute(e, r) { const s = e.renderer; this._tempState.blendMode = r.blendMode, s.state.set(this._tempState); const n = r.textures.textures; for (let i = 0; i < r.textures.count; i++) s.texture.bind(n[i], i); s.geometry.draw(r.topology, r.size, r.start); } } Q.extension = { type: [ d.WebGLPipesAdaptor ], name: "batch" }; var x = /* @__PURE__ */ ((t) => (t[t.ELEMENT_ARRAY_BUFFER = 34963] = "ELEMENT_ARRAY_BUFFER", t[t.ARRAY_BUFFER = 34962] = "ARRAY_BUFFER", t[t.UNIFORM_BUFFER = 35345] = "UNIFORM_BUFFER", t))(x || {}); class Ve { constructor(e, r) { this._lastBindBaseLocation = -1, this._lastBindCallId = -1, this.buffer = e || null, this.updateID = -1, this.byteLength = -1, this.type = r; } } class J { /** * @param {Renderer} renderer - The renderer this System works for. */ constructor(e) { this._gpuBuffers = /* @__PURE__ */ Object.create(null), this._boundBufferBases = /* @__PURE__ */ Object.create(null), this._minBaseLocation = 0, this._nextBindBaseIndex = this._minBaseLocation, this._bindCallId = 0, this._renderer = e, this._renderer.renderableGC.addManagedHash(this, "_gpuBuffers"); } /** @ignore */ destroy() { this._renderer = null, this._gl = null, this._gpuBuffers = null, this._boundBufferBases = null; } /** Sets up the renderer context and necessary buffers. */ contextChange() { this._gl = this._renderer.gl, this._gpuBuffers = /* @__PURE__ */ Object.create(null), this._maxBindings = this._renderer.limits.maxUniformBindings; } getGlBuffer(e) { return this._gpuBuffers[e.uid] || this.createGLBuffer(e); } /** * This binds specified buffer. On first run, it will create the webGL buffers for the context too * @param buffer - the buffer to bind to the renderer */ bind(e) { const { _gl: r } = this, s = this.getGlBuffer(e); r.bindBuffer(s.type, s.buffer); } /** * Binds an uniform buffer to at the given index. * * A cache is used so a buffer will not be bound again if already bound. * @param glBuffer - the buffer to bind * @param index - the base index to bind it to. */ bindBufferBase(e, r) { const { _gl: s } = this; this._boundBufferBases[r] !== e && (this._boundBufferBases[r] = e, e._lastBindBaseLocation = r, s.bindBufferBase(s.UNIFORM_BUFFER, r, e.buffer)); } nextBindBase(e) { this._bindCallId++, this._minBaseLocation = 0, e && (this._boundBufferBases[0] = null, this._minBaseLocation = 1, this._nextBindBaseIndex < 1 && (this._nextBindBaseIndex = 1)); } freeLocationForBufferBase(e) { let r = this.getLastBindBaseLocation(e); if (r >= this._minBaseLocation) return e._lastBindCallId = this._bindCallId, r; let s = 0, n = this._nextBindBaseIndex; for (; s < 2; ) { n >= this._maxBindings && (n = this._minBaseLocation, s++); const i = this._boundBufferBases[n]; if (i && i._lastBindCallId === this._bindCallId) { n++; continue; } break; } return r = n, this._nextBindBaseIndex = n + 1, s >= 2 ? -1 : (e._lastBindCallId = this._bindCallId, this._boundBufferBases[r] = null, r); } getLastBindBaseLocation(e) { const r = e._lastBindBaseLocation; return this._boundBufferBases[r] === e ? r : -1; } /** * Binds a buffer whilst also binding its range. * This will make the buffer start from the offset supplied rather than 0 when it is read. * @param glBuffer - the buffer to bind * @param index - the base index to bind at, defaults to 0 * @param offset - the offset to bind at (this is blocks of 256). 0 = 0, 1 = 256, 2 = 512 etc * @param size - the size to bind at (this is blocks of 256). */ bindBufferRange(e, r, s, n) { const { _gl: i } = this; s || (s = 0), r || (r = 0), this._boundBufferBases[r] = null, i.bindBufferRange(i.UNIFORM_BUFFER, r || 0, e.buffer, s * 256, n || 256); } /** * Will ensure the data in the buffer is uploaded to the GPU. * @param {Buffer} buffer - the buffer to update */ updateBuffer(e) { const { _gl: r } = this, s = this.getGlBuffer(e); if (e._updateID === s.updateID) return s; s.updateID = e._updateID, r.bindBuffer(s.type, s.buffer); const n = e.data, i = e.descriptor.usage & T.STATIC ? r.STATIC_DRAW : r.DYNAMIC_DRAW; return n ? s.byteLength >= n.byteLength ? r.bufferSubData(s.type, 0, n, 0, e._updateSize / n.BYTES_PER_ELEMENT) : (s.byteLength = n.byteLength, r.bufferData(s.type, n, i)) : (s.byteLength = e.descriptor.size, r.bufferData(s.type, s.byteLength, i)), s; } /** dispose all WebGL resources of all managed buffers */ destroyAll() { const e = this._gl; for (const r in this._gpuBuffers) e.deleteBuffer(this._gpuBuffers[r].buffer); this._gpuBuffers = /* @__PURE__ */ Object.create(null); } /** * Disposes buffer * @param {Buffer} buffer - buffer with data * @param {boolean} [contextLost=false] - If context was lost, we suppress deleteVertexArray */ onBufferDestroy(e, r) { const s = this._gpuBuffers[e.uid], n = this._gl; r || n.deleteBuffer(s.buffer), this._gpuBuffers[e.uid] = null; } /** * creates and attaches a GLBuffer object tied to the current context. * @param buffer * @protected */ createGLBuffer(e) { const { _gl: r } = this; let s = x.ARRAY_BUFFER; e.descriptor.usage & T.INDEX ? s = x.ELEMENT_ARRAY_BUFFER : e.descriptor.usage & T.UNIFORM && (s = x.UNIFORM_BUFFER); const n = new Ve(r.createBuffer(), s); return this._gpuBuffers[e.uid] = n, e.on("destroy", this.onBufferDestroy, this), n; } resetState() { this._boundBufferBases = /* @__PURE__ */ Object.create(null); } } J.extension = { type: [ d.WebGLSystem ], name: "buffer" }; const O = class ee { /** @param renderer - The renderer this System works for. */ constructor(e) { this.supports = { /** Support for 32-bit indices buffer. */ uint32Indices: !0, /** Support for UniformBufferObjects */ uniformBufferObject: !0, /** Support for VertexArrayObjects */ vertexArrayObject: !0, /** Support for SRGB texture format */ srgbTextures: !0, /** Support for wrapping modes if a texture is non-power of two */ nonPowOf2wrapping: !0, /** Support for MSAA (antialiasing of dynamic textures) */ msaa: !0, /** Support for mipmaps if a texture is non-power of two */ nonPowOf2mipmaps: !0 }, this._renderer = e, this.extensions = /* @__PURE__ */ Object.create(null), this.handleContextLost = this.handleContextLost.bind(this), this.handleContextRestored = this.handleContextRestored.bind(this); } /** * `true` if the context is lost * @readonly */ get isLost() { return !this.gl || this.gl.isContextLost(); } /** * Handles the context change event. * @param {WebGLRenderingContext} gl - New WebGL context. */ contextChange(e) { this.gl = e, this._renderer.gl = e; } init(e) { e = { ...ee.defaultOptions, ...e }; let r = this.multiView = e.multiView; if (e.context && r && (m("Renderer created with both a context and multiview enabled. Disabling multiView as both cannot work together."), r = !1), r ? this.canvas = S.get().createCanvas(this._renderer.canvas.width, this._renderer.canvas.height) : this.canvas = this._renderer.view.canvas, e.context) this.initFromContext(e.context); else { const s = this._renderer.background.alpha < 1, n = e.premultipliedAlpha ?? !0, i = e.antialias && !this._renderer.backBuffer.useBackBuffer; this.createContext(e.preferWebGLVersion, { alpha: s, premultipliedAlpha: n, antialias: i, stencil: !0, preserveDrawingBuffer: e.preserveDrawingBuffer, powerPreference: e.powerPreference ?? "default" }); } } ensureCanvasSize(e) { if (!this.multiView) { e !== this.canvas && m("multiView is disabled, but targetCanvas is not the main canvas"); return; } const { canvas: r } = this; (r.width < e.width || r.height < e.height) && (r.width = Math.max(e.width, e.width), r.height = Math.max(e.height, e.height)); } /** * Initializes the context. * @protected * @param {WebGLRenderingContext} gl - WebGL context */ initFromContext(e) { this.gl = e, this.webGLVersion = e instanceof S.get().getWebGLRenderingContext() ? 1 : 2, this.getExtensions(), this.validateContext(e), this._renderer.runners.contextChange.emit(e); const r = this._renderer.view.canvas; r.addEventListener("webglcontextlost", this.handleContextLost, !1), r.addEventListener("webglcontextrestored", this.handleContextRestored, !1); } /** * Initialize from context options * @protected * @see https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/getContext * @param preferWebGLVersion * @param {object} options - context attributes */ createContext(e, r) { let s; const n = this.canvas; if (e === 2 && (s = n.getContext("webgl2", r)), !s && (s = n.getContext("webgl", r), !s)) throw new Error("This browser does not support WebGL. Try using the canvas renderer"); this.gl = s, this.initFromContext(this.gl); } /** Auto-populate the {@link GlContextSystem.extensions extensions}. */ getExtensions() { const { gl: e } = this, r = { anisotropicFiltering: e.getExtension("EXT_texture_filter_anisotropic"), floatTextureLinear: e.getExtension("OES_texture_float_linear"), s3tc: e.getExtension("WEBGL_compressed_texture_s3tc"), s3tc_sRGB: e.getExtension("WEBGL_compressed_texture_s3tc_srgb"), // eslint-disable-line camelcase etc: e.getExtension("WEBGL_compressed_texture_etc"), etc1: e.getExtension("WEBGL_compressed_texture_etc1"), pvrtc: e.getExtension("WEBGL_compressed_texture_pvrtc") || e.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc"), atc: e.getExtension("WEBGL_compressed_texture_atc"), astc: e.getExtension("WEBGL_compressed_texture_astc"), bptc: e.getExtension("EXT_texture_compression_bptc"), rgtc: e.getExtension("EXT_texture_compression_rgtc"), loseContext: e.getExtension("WEBGL_lose_context") }; if (this.webGLVersion === 1) this.extensions = { ...r, drawBuffers: e.getExtension("WEBGL_draw_buffers"), depthTexture: e.getExtension("WEBGL_depth_texture"), vertexArrayObject: e.getExtension("OES_vertex_array_object") || e.getExtension("MOZ_OES_vertex_array_object") || e.getExtension("WEBKIT_OES_vertex_array_object"), uint32ElementIndex: e.getExtension("OES_element_index_uint"), // Floats and half-floats floatTexture: e.getExtension("OES_texture_float"), floatTextureLinear: e.getExtension("OES_texture_float_linear"), textureHalfFloat: e.getExtension("OES_texture_half_float"), textureHalfFloatLinear: e.getExtension("OES_texture_half_float_linear"), vertexAttribDivisorANGLE: e.getExtension("ANGLE_instanced_arrays"), srgb: e.getExtension("EXT_sRGB") }; else { this.extensions = { ...r, colorBufferFloat: e.getExtension("EXT_color_buffer_float") }; const s = e.getExtension("WEBGL_provoking_vertex"); s && s.provokingVertexWEBGL(s.FIRST_VERTEX_CONVENTION_WEBGL); } } /** * Handles a lost webgl context * @param {WebGLContextEvent} event - The context lost event. */ handleContextLost(e) { e.preventDefault(), this._contextLossForced && (this._contextLossForced = !1, setTimeout(() => { this.gl.isContextLost() && this.extensions.loseContext?.restoreContext(); }, 0)); } /** Handles a restored webgl context. */ handleContextRestored() { this.getExtensions(), this._renderer.runners.contextChange.emit(this.gl); } destroy() { const e = this._renderer.view.canvas; this._renderer = null, e.removeEventListener("webglcontextlost", this.handleContextLost), e.removeEventListener("webglcontextrestored", this.handleContextRestored), this.gl.useProgram(null), this.extensions.loseContext?.loseContext(); } /** * this function can be called to force a webGL context loss * this will release all resources on the GPU. * Useful if you need to put Pixi to sleep, and save some GPU memory * * As soon as render is called - all resources will be created again. */ forceContextLoss() { this.extensions.loseContext?.loseContext(), this._contextLossForced = !0; } /** * Validate context. * @param {WebGLRenderingContext} gl - Render context. */ validateContext(e) { const r = e.getContextAttributes(); r && !r.stencil && m("Provided WebGL context does not have a stencil buffer, masks may not render correctly"); const s = this.supports, n = this.webGLVersion === 2, i = this.extensions; s.uint32Indices = n || !!i.uint32ElementIndex, s.uniformBufferObject = n, s.vertexArrayObject = n || !!i.vertexArrayObject, s.srgbTextures = n || !!i.srgb, s.nonPowOf2wrapping = n, s.nonPowOf2mipmaps = n, s.msaa = n, s.uint32Indices || m("Provided WebGL context does not support 32 index buffer, large scenes may not render correctly"); } }; O.extension = { type: [ d.WebGLSystem ], name: "context" }; O.defaultOptions = { /** * {@link WebGLOptions.context} * @default null */ context: null, /** * {@link WebGLOptions.premultipliedAlpha} * @default true */ premultipliedAlpha: !0, /** * {@link WebGLOptions.preserveDrawingBuffer} * @default false */ preserveDrawingBuffer: !1, /** * {@link WebGLOptions.powerPreference} * @default default */ powerPreference: void 0, /** * {@link WebGLOptions.webGLVersion} * @default 2 */ preferWebGLVersion: 2, /** * {@link WebGLOptions.multiView} * @default false */ multiView: !1 }; 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const H = { uint8x2: f.UNSIGNED_BYTE, uint8x4: f.UNSIGNED_BYTE, sint8x2: f.BYTE, sint8x4: f.BYTE, unorm8x2: f.UNSIGNED_BYTE, unorm8x4: f.UNSIGNED_BYTE, snorm8x2: f.BYTE, snorm8x4: f.BYTE, uint16x2: f.UNSIGNED_SHORT, uint16x4: f.UNSIGNED_SHORT, sint16x2: f.SHORT, sint16x4: f.SHORT, unorm16x2: f.UNSIGNED_SHORT, unorm16x4: f.UNSIGNED_SHORT, snorm16x2: f.SHORT, snorm16x4: f.SHORT, float16x2: f.HALF_FLOAT, float16x4: f.HALF_FLOAT, float32: f.FLOAT, float32x2: f.FLOAT, float32x3: f.FLOAT, float32x4: f.FLOAT, uint32: f.UNSIGNED_INT, uint32x2: f.UNSIGNED_INT, uint32x3: f.UNSIGNED_INT, uint32x4: f.UNSIGNED_INT, sint32: f.INT, sint32x2: f.INT, sint32x3: f.INT, sint32x4: f.INT }; function Xe(t) { return H[t] ?? H.float32; } const We = { "point-list": 0, "line-list": 1, "line-strip": 3, "triangle-list": 4, "triangle-strip": 5 }; class re { /** @param renderer - The renderer this System works for. */ constructor(e) { this._geometryVaoHash = /* @__PURE__ */ Object.create(null), this._renderer = e, this._activeGeometry = null, this._activeVao = null, this.hasVao = !0, this.hasInstance = !0, this._renderer.renderableGC.addManagedHash(this, "_geometryVaoHash"); } /** Sets up the renderer context and necessary buffers. */ contextChange() { const e = this.gl = this._renderer.gl; if (!this._renderer.context.supports.vertexArrayObject) throw new Error("[PixiJS] Vertex Array Objects are not supported on this device"); const r = this._renderer.context.extensions.vertexArrayObject; r && (e.createVertexArray = () => r.createVertexArrayOES(), e.bindVertexArray = (n) => r.bindVertexArrayOES(n), e.deleteVertexArray = (n) => r.deleteVertexArrayOES(n)); const s = this._renderer.context.extensions.vertexAttribDivisorANGLE; s && (e.drawArraysInstanced = (n, i, a, o) => { s.drawArraysInstancedANGLE(n, i, a, o); }, e.drawElementsInstanced = (n, i, a, o, c) => { s.drawElementsInstancedANGLE(n, i, a, o, c); }, e.vertexAttribDivisor = (n, i) => s.vertexAttribDivisorANGLE(n, i)), this._activeGeometry = null, this._activeVao = null, this._geometryVaoHash = /* @__PURE__ */ Object.create(null); } /** * Binds geometry so that is can be drawn. Creating a Vao if required * @param geometry - Instance of geometry to bind. * @param program - Instance of program to use vao for. */ bind(e, r) { const s = this.gl; this._activeGeometry = e; const n = this.getVao(e, r); this._activeVao !== n && (this._activeVao = n, s.bindVertexArray(n)), this.updateBuffers(); } /** Reset and unbind any active VAO and geometry. */ resetState() { this.unbind(); } /** Update buffers of the currently bound geometry. */ updateBuffers() { const e = this._activeGeometry, r = this._renderer.buffer; for (let s = 0; s < e.buffers.length; s++) { const n = e.buffers[s]; r.updateBuffer(n); } } /** * Check compatibility between a geometry and a program * @param geometry - Geometry instance. * @param program - Program instance. */ checkCompatibility(e, r) { const s = e.attributes, n = r._attributeData; for (const i in n) if (!s[i]) throw new Error(`shader and geometry incompatible, geometry missing the "${i}" attribute`); } /** * Takes a geometry and program and generates a unique signature for them. * @param geometry - To get signature from. * @param program - To test geometry against. * @returns - Unique signature of the geometry and program */ getSignature(e, r) { const s = e.attributes, n = r._attributeData, i = ["g", e.uid]; for (const a in s) n[a] && i.push(a, n[a].location); return i.join("-"); } getVao(e, r) { return this._geometryVaoHash[e.uid]?.[r._key] || this.initGeometryVao(e, r); } /** * Creates or gets Vao with the same structure as the geometry and stores it on the geometry. * If vao is created, it is bound automatically. We use a shader to infer what and how to set up the * attribute locations. * @param geometry - Instance of geometry to to generate Vao for. * @param program * @param _incRefCount - Increment refCount of all geometry buffers. */ initGeometryVao(e, r, s = !0) { const n = this._renderer.gl, i = this._renderer.buffer; this._renderer.shader._getProgramData(r), this.checkCompatibility(e, r); const a = this.getSignature(e, r); this._geometryVaoHash[e.uid] || (this._geometryVaoHash[e.uid] = /* @__PURE__ */ Object.create(null), e.on("destroy", this.onGeometryDestroy, this)); const o = this._geometryVaoHash[e.uid]; let c = o[a]; if (c) return o[r._key] = c, c; Ge(e, r._attributeData); const u = e.buffers; c = n.createVertexArray(), n.bindVertexArray(c); for (let _ = 0; _ < u.length; _++) { const h = u[_]; i.bind(h); } return this.activateVao(e, r), o[r._key] = c, o[a] = c, n.bindVertexArray(null), c; } /** * Disposes geometry. * @param geometry - Geometry with buffers. Only VAO will be disposed * @param [contextLost=false] - If context was lost, we suppress deleteVertexArray */ onGeometryDestroy(e, r) { const s = this._geometryVaoHash[e.uid], n = this.gl; if (s) { if (r) for (const i in s) this._activeVao !== s[i] && this.unbind(), n.deleteVertexArray(s[i]); this._geometryVaoHash[e.uid] = null; } } /** * Dispose all WebGL resources of all managed geometries. * @param [contextLost=false] - If context was lost, we suppress `gl.delete` calls */ destroyAll(e = !1) { const r = this.gl; for (const s in this._geometryVaoHash) { if (e) for (const n in this._geometryVaoHash[s]) { const i = this._geometryVaoHash[s]; this._activeVao !== i && this.unbind(), r.deleteVertexArray(i[n]); } this._geometryVaoHash[s] = null; } } /** * Activate vertex array object. * @param geometry - Geometry instance. * @param program - Shader program instance. */ activateVao(e, r) { const s = this._renderer.gl, n = this._renderer.buffer, i = e.attributes; e.indexBuffer && n.bind(e.indexBuffer); let a = null; for (const o in i) { const c = i[o], u = c.buffer, _ = n.getGlBuffer(u), h = r._attributeData[o]; if (h) { a !== _ && (n.bind(u), a = _); const l = h.location; s.enableVertexAttribArray(l); const E = j(c.format), M = Xe(c.format); if (h.format?.substring(1, 4) === "int" ? s.vertexAttribIPointer( l, E.size, M, c.stride, c.offset ) : s.vertexAttribPointer( l, E.size, M, E.normalised, c.stride, c.offset ), c.instance) if (this.hasInstance) { const ve = c.divisor ?? 1; s.vertexAttribDivisor(l, ve); } else throw new Error("geometry error, GPU Instancing is not supported on this device"); } } } /** * Draws the currently bound geometry. * @param topology - The type primitive to render. * @param size - The number of elements to be rendered. If not specified, all vertices after the * starting vertex will be drawn. * @param start - The starting vertex in the geometry to start drawing from. If not specified, * drawing will start from the first vertex. * @param instanceCount - The number of instances of the set of elements to execute. If not specified, * all instances will be drawn. * @returns This instance of the geometry system. */ draw(e, r, s, n) { const { gl: i } = this._renderer, a = this._activeGeometry, o = We[e || a.topology]; if (n ?? (n = a.instanceCount), a.indexBuffer) { const c = a.indexBuffer.data.BYTES_PER_ELEMENT, u = c === 2 ? i.UNSIGNED_SHORT : i.UNSIGNED_INT; n > 1 ? i.drawElementsInstanced(o, r || a.indexBuffer.data.length, u, (s || 0) * c, n) : i.drawElements(o, r || a.indexBuffer.data.length, u, (s || 0) * c); } else n > 1 ? i.drawArraysInstanced(o, s || 0, r || a.getSize(), n) : i.drawArrays(o, s || 0, r || a.getSize()); return this; } /** Unbind/reset everything. */ unbind() { this.gl.bindVertexArray(null), this._activeVao = null, this._activeGeometry = null; } destroy() { this._renderer = null, this.gl = null, this._activeVao = null, this._activeGeometry = null; } } re.extension = { type: [ d.WebGLSystem ], name: "geometry" }; const je = new Be({ attributes: { aPosition: [ -1, -1, // Bottom left corner 3, -1, // Bottom right corner, extending beyond right edge -1, 3 // Top left corner, extending beyond top edge ] } }), P = class se { constructor(e) { this.useBackBuffer = !1, this._useBackBufferThisRender = !1, this._renderer = e; } init(e = {}) { const { useBackBuffer: r, antialias: s } = { ...se.defaultOptions, ...e }; this.useBackBuffer = r, this._antialias = s, this._renderer.context.supports.msaa || (m("antialiasing, is not supported on when using the back buffer"), this._antialias = !1), this._state = F.for2d(); const n = new Te({ vertex: ` attribute vec2 aPosition; out vec2 vUv; void main() { gl_Position = vec4(aPosition, 0.0, 1.0); vUv = (aPosition + 1.0) / 2.0; // flip dem UVs vUv.y = 1.0 - vUv.y; }`, fragment: ` in vec2 vUv; out vec4 finalColor; uniform sampler2D uTexture; void main() { finalColor = texture(uTexture, vUv); }`, name: "big-triangle" }); this._bigTriangleShader = new G({ glProgram: n, resources: { uTexture: b.WHITE.source } }); } /** * This is called before the RenderTargetSystem is started. This is where * we replace the target with the back buffer if required. * @param options - The options for this render. */ renderStart(e) { const r = this._renderer.renderTarget.getRenderTarget(e.target); if (this._useBackBufferThisRender = this.useBackBuffer && !!r.isRoot, this._useBackBufferThisRender) { const s = this._renderer.renderTarget.getRenderTarget(e.target); this._targetTexture = s.colorTexture, e.target = this._getBackBufferTexture(s.colorTexture); } } renderEnd() { this._presentBackBuffer(); } _presentBackBuffer() { const e = this._renderer; e.renderTarget.finishRenderPass(), this._useBackBufferThisRender && (e.renderTarget.bind(this._targetTexture, !1), this._bigTriangleShader.resources.uTexture = this._backBufferTexture.source, e.encoder.draw({ geometry: je, shader: this._bigTriangleShader, state: this._state })); } _getBackBufferTexture(e) { return this._backBufferTexture = this._backBufferTexture || new b({ source: new K({ width: e.width, height: e.height, resolution: e._resolution, antialias: this._antialias }) }), this._backBufferTexture.source.resize( e.width, e.height, e._resolution ), this._backBufferTexture; } /** destroys the back buffer */ destroy() { this._backBufferTexture && (this._backBufferTexture.destroy(), this._backBufferTexture = null); } }; P.extension = { type: [ d.WebGLSystem ], name: "backBuffer", priority: 1 }; P.defaultOptions = { /** if true will use the back buffer where required */ useBackBuffer: !1 }; let Ke = P; class ne { constructor(e) { this._colorMaskCache = 15, this._renderer = e; } setMask(e) { this._colorMaskCache !== e && (this._colorMaskCache = e, this._renderer.gl.colorMask( !!(e & 8), !!(e & 4), !!(e & 2), !!(e & 1) )); } } ne.extension = { type: [ d.WebGLSystem ], name: "colorMask" }; class ie { constructor(e) { this.commandFinished = Promise.resolve(), this._renderer = e; } setGeometry(e, r) { this._renderer.geometry.bind(e, r.glProgram); } finishRenderPass() { } draw(e) { const r = this._renderer, { geometry: s, shader: n, state: i, skipSync: a, topology: o, size: c, start: u, instanceCount: _ } = e; r.shader.bind(n, a), r.geometry.bind(s, r.shader._activeProgram), i && r.state.set(i), r.geometry.draw(o, c, u, _ ?? s.instanceCount); } destroy() { this._renderer = null; } } ie.extension = { type: [ d.WebGLSystem ], name: "encoder" }; class ae { constructor(e) { this._renderer = e; } contextChange() { const e = this._renderer.gl; this.maxTextures = e.getParameter(e.MAX_TEXTURE_IMAGE_UNITS), this.maxBatchableTextures = Ae(this.maxTextures, e), this.maxUniformBindings = e.getParameter(e.MAX_UNIFORM_BUFFER_BINDINGS); } destroy() { } } ae.extension = { type: [ d.WebGLSystem ], name: "limits" }; class $e { constructor() { this.width = -1, this.height = -1, this.msaa = !1, this.msaaRenderBuffer = []; } } class oe { constructor(e) { this._stencilCache = { enabled: !1, stencilReference: 0, stencilMode: p.NONE }, this._renderTargetStencilState = /* @__PURE__ */ Object.create(null), e.renderTarget.onRenderTargetChange.add(this); } contextChange(e) { this._gl = e, this._comparisonFuncMapping = { always: e.ALWAYS, never: e.NEVER, equal: e.EQUAL, "not-equal": e.NOTEQUAL, less: e.LESS, "less-equal": e.LEQUAL, greater: e.GREATER, "greater-equal": e.GEQUAL }, this._stencilOpsMapping = { keep: e.KEEP, zero: e.ZERO, replace: e.REPLACE, invert: e.INVERT, "increment-clamp": e.INCR, "decrement-clamp": e.DECR, "increment-wrap": e.INCR_WRAP, "decrement-wrap": e.DECR_WRAP }, this.resetState(); } onRenderTargetChange(e) { if (this._activeRenderTarget === e) return; this._activeRenderTarget = e; let r = this._renderTargetStencilState[e.uid]; r || (r = this._renderTargetStencilState[e.uid] = { stencilMode: p.DISABLED, stencilReference: 0 }), this.setStencilMode(r.stencilMode, r.stencilReference); } resetState() { this._stencilCache.enabled = !1, this._stencilCache.stencilMode = p.NONE, this._stencilCache.stencilReference = 0; } setStencilMode(e, r) { const s = this._renderTargetStencilState[this._activeRenderTarget.uid], n = this._gl, i = Ue[e], a = this._stencilCache; if (s.stencilMode = e, s.stencilReference = r, e === p.DISABLED) { this._stencilCache.enabled && (this._stencilCache.enabled = !1, n.disable(n.STENCIL_TEST)); return; } this._stencilCache.enabled || (this._stencilCache.enabled = !0, n.enable(n.STENCIL_TEST)), (e !== a.stencilMode || a.stencilReference !== r) && (a.stencilMode = e, a.stencilReference = r, n.stencilFunc(this._comparisonFuncMapping[i.stencilBack.compare], r, 255), n.stencilOp(n.KEEP, n.KEEP, this._stencilOpsMapping[i.stencilBack.passOp])); } } oe.extension = { type: [ d.WebGLSystem ], name: "stencil" }; const ce = { f32: 4, i32: 4, "vec2<f32>": 8, "vec3<f32>": 12, "vec4<f32>": 16, "vec2<i32>": 8, "vec3<i32>": 12, "vec4<i32>": 16, "mat2x2<f32>": 32, "mat3x3<f32>": 48, "mat4x4<f32>": 64 // TODO - not essential for now but support these in the future // int: 4, // ivec2: 8, // ivec3: 12, // ivec4: 16, // uint: 4, // uvec2: 8, // uvec3: 12, // uvec4: 16, // bool: 4, // bvec2: 8, // bvec3: 12, // bvec4: 16, // mat2: 16 * 2, // mat3: 16 * 3, // mat4: 16 * 4, }; function ze(t) { const e = t.map((i) => ({ data: i, offset: 0, size: 0 })), r = 16; let s = 0, n = 0; for (let i = 0; i < e.length; i++) { const a = e[i]; if (s = ce[a.data.type], !s) throw new Error(`Unknown type ${a.data.type}`); a.data.size > 1 && (s = Math.max(s, r) * a.data.size); const o = s === 12 ? 16 : s; a.size = s; const c = n % r; c > 0 && r - c < o ? n += (r - c) % 16 : n += (s - c % s) % s, a.offset = n, n += s; } return n = Math.ceil(n / 16) * 16, { uboElements: e, size: n }; } function Ye(t, e) { const r = Math.max(ce[t.data.type] / 16, 1), s = t.data.value.length / t.data.size, n = (4 - s % 4) % 4, i = t.data.type.indexOf("i32") >= 0 ? "dataInt32" : "data"; return ` v = uv.${t.data.name}; offset += ${e}; arrayOffset = offset; t = 0; for(var i=0; i < ${t.data.size * r}; i++) { for(var j = 0; j < ${s}; j++) { ${i}[arrayOffset++] = v[t++]; } ${n !== 0 ? `arrayOffset += ${n};` : ""} } `; } function qe(t) { return Fe( t, "uboStd40", Ye, Oe ); } class ue extends Pe { constructor() { super({ createUboElements: ze, generateUboSync: qe }); } } ue.extension = { type: [d.WebGLSystem], name: "ubo" }; class Ze { constructor() { this._clearColorCache = [0, 0, 0, 0], this._viewPortCache = new L(); } init(e, r) { this._renderer = e, this._renderTargetSystem = r, e.runners.contextChange.add(this); } contextChange() { this._clearColorCache = [0, 0, 0, 0], this._viewPortCache = new L(); } copyToTexture(e, r, s, n, i) { const a = this._renderTargetSystem, o = this._renderer, c = a.getGpuRenderTarget(e), u = o.gl; return this.finishRenderPass(e), u.bindFramebuffer(u.FRAMEBUFFER, c.resolveTargetFramebuffer), o.texture.bind(r, 0), u.copyTexSubImage2D( u.TEXTURE_2D, 0, i.x, i.y, s.x, s.y, n.width, n.height ), r; } startRenderPass(e, r = !0, s, n) { const i = this._renderTargetSystem, a = e.colorTexture, o = i.getGpuRenderTarget(e); let c = n.y; e.isRoot && (c = a.pixelHeight - n.height), e.colorTextures.forEach((h) => { this._renderer.texture.unbind(h); }); const u = this._renderer.gl; u.bindFramebuffer(u.FRAMEBUFFER, o.framebuffer); const _ = this._viewPortCache; (_.x !== n.x || _.y !== c || _.width !== n.width || _.height !== n.height) && (_.x = n.x, _.y = c, _.width = n.width, _.height = n.height, u.viewport( n.x, c, n.width, n.height )), !o.depthStencilRenderBuffer && (e.stencil || e.depth) && this._initStencil(o), this.clear(e, r, s); } finishRenderPass(e) { const s = this._renderTargetSystem.getGpuRenderTarget(e); if (!s.msaa) return; const n = this._renderer.gl; n.bindFramebuffer(n.FRAMEBUFFER, s.resolveTargetFramebuffer), n.bindFramebuffer(n.READ_FRAMEBUFFER, s.framebuffer), n.blitFramebuffer( 0, 0, s.width, s.height, 0, 0, s.width, s.height, n.COLOR_BUFFER_BIT, n.NEAREST ), n.bindFramebuffer(n.FRAMEBUFFER, s.framebuffer); } initGpuRenderTarget(e) { const s = this._renderer.gl, n = new $e(); return e.colorTexture instanceof B ? (this._renderer.context.ensureCanvasSize(e.colorTexture.resource), n.framebuffer = null, n) : (this._initColor(e, n), s.bindFramebuffer(s.FRAMEBUFFER, null), n); } destroyGpuRenderTarget(e) { const r = this._renderer.gl; e.framebuffer && (r.deleteFramebuffer(e.framebuffer), e.framebuffer = null), e.resolveTargetFramebuffer && (r.deleteFramebuffer(e.resolveTargetFramebuffer), e.resolveTargetFramebuffer = null), e.depthStencilRenderBuffer && (r.deleteRenderbuffer(e.depthStencilRenderBuffer), e.depthStencilRenderBuffer = null), e.msaaRenderBuffer.forEach((s) => { r.deleteRenderbuffer(s); }), e.msaaRenderBuffer = null; } clear(e, r, s) { if (!r) return; const n = this._renderTargetSystem; typeof r == "boolean" && (r = r ? A.ALL : A.NONE); const i = this._renderer.gl; if (r & A.COLOR) { s ?? (s = n.defaultClearColor); const a = this._clearColorCache, o = s; (a[0] !== o[0] || a[1] !== o[1] || a[2] !== o[2] || a[3] !== o[3]) && (a[0] = o[0], a[1] = o[1], a[2] = o[2], a[3] = o[3], i.clearColor(o[0], o[1], o[2], o[3])); } i.clear(r); } resizeGpuRenderTarget(e) { if (e.isRoot) return; const s = this._renderTargetSystem.getGpuRenderTarget(e); this._resizeColor(e, s), (e.stencil || e.depth) && this._resizeStencil(s); } _initColor(e, r) { const s = this._renderer, n = s.gl, i = n.createFramebuffer(); if (r.resolveTargetFramebuffer = i, n.bindFramebuffer(n.FRAMEBUFFER, i), r.width = e.colorTexture.source.pixelWidth, r.height = e.colorTexture.source.pixelHeight, e.colorTextures.forEach((a, o) => { const c = a.source; c.antialias && (s.context.supports.msaa ? r.msaa = !0 : m("[RenderTexture] Antialiasing on textures is not supported in WebGL1")), s.texture.bindSource(c, 0); const _ = s.texture.getGlSource(c).texture; n.framebufferTexture2D( n.FRAMEBUFFER, n.COLOR_ATTACHMENT0 + o, 3553, // texture.target, _, 0 ); }), r.msaa) { const a = n.createFramebuffer(); r.framebuffer = a, n.bindFramebuffer(n.FRAMEBUFFER, a), e.colorTextures.forEach((o, c) => { const u = n.createRenderbuffer(); r.msaaRenderBuffer[c] = u; }); } else r.framebuffer = i; this._resizeColor(e, r); } _resizeColor(e, r) { const s = e.colorTexture.source; if (r.width = s.pixelWidth, r.height = s.pixelHeight, e.colorTextures.forEach((n, i) => { i !== 0 && n.source.resize(s.width, s.height, s._resolution); }), r.msaa) { const n = this._renderer, i = n.gl, a = r.framebuffer; i.bindFramebuffer(i.FRAMEBUFFER, a), e.colorTextures.forEach((o, c) => { const u = o.source; n.texture.bindSource(u, 0); const h = n.texture.getGlSource(u).internalFormat, l = r.msaaRenderBuffer[c]; i.bindRenderbuffer( i.RENDERBUFFER, l ), i.renderbufferStorageMultisample( i.RENDERBUFFER, 4, h, u.pixelWidth, u.pixelHeight ), i.framebufferRenderbuffer( i.FRAMEBUFFER, i.COLOR_ATTACHMENT0 + c, i.RENDERBUFFER, l ); }); } } _initStencil(e) { if (e.framebuffer === null) return; const r = this._renderer.gl, s = r.createRenderbuffer(); e.depthStencilRenderBuffer = s, r.bindRenderbuffer( r.RENDERBUFFER, s ), r.framebufferRenderbuffer( r.FRAMEBUFFER, r.DEPTH_STENCIL_ATTACHMENT, r.RENDERBUFFER, s ), this._resizeStencil(e); } _resizeStencil(e) { const r = this._renderer.gl; r.bindRenderbuffer( r.RENDERBUFFER, e.depthStencilRenderBuffer ), e.msaa ? r.renderbufferStorageMultisample( r.RENDERBUFFER, 4, r.DEPTH24_STENCIL8, e.width, e.height ) : r.renderbufferStorage( r.RENDERBUFFER, this._renderer.context.webGLVersion === 2 ? r.DEPTH24_STENCIL8 : r.DEPTH_STENCIL, e.width, e.height ); } prerender(e) { const r = e.colorTexture.resource; this._renderer.context.multiView && B.test(r) && this._renderer.context.ensureCanvasSize(r); } postrender(e) { if (this._renderer.context.multiView && B.test(e.colorTexture.resource)) { const r = this._renderer.context.canvas, s = e.colorTexture; s.context2D.drawImage( r, 0, s.pixelHeight - r.height ); } } } class _e extends Me { constructor(e) { super(e), this.adaptor = new Ze(), this.adaptor.init(e, this); } } _e.extension = { type: [d.WebGLSystem], name: "renderTarget" }; function Qe(t, e) { const r = [], s = [` var g = s.groups; var sS = r.shader; var p = s.glProgram; var ugS = r.uniformGroup; var resources; `]; let n = !1, i = 0; const a = e._getProgramData(t.glProgram); for (const c in t.groups) { const u = t.groups[c]; r.push(` resources = g[${c}].resources; `); for (const _ in u.resources) { const h = u.resources[_]; if (h instanceof U) if (h.ubo) { const l = t._uniformBindMap[c][Number(_)]; r.push(` sS.bindUniformBlock( resources[${_}], '${l}', ${t.glProgram._uniformBlockData[l].index} ); `); } else r.push(` ugS.updateUniformGroup(resources[${_}], p, sD); `); else if (h instanceof Z) { const l = t._uniformBindMap[c][Number(_)]; r.push(` sS.bindUniformBlock( resources[${_}], '${l}', ${t.glProgram._uniformBlockData[l].index} ); `); } else if (h instanceof K) { const l = t._uniformBindMap[c][_], E = a.uniformData[l]; E && (n || (n = !0, s.push(` var tS = r.texture; `)), e._gl.uniform1i(E.location, i), r.push(` tS.bind(resources[${_}], ${i}); `), i++); } } } const o = [...s, ...r].join(` `); return new Function("r", "s", "sD", o); } class Je { /** * Makes a new Pixi program. * @param program - webgl program * @param uniformData - uniforms */ constructor(e, r) { this.program = e, this.uniformData = r, this.uniformGroups = {}, this.uniformDirtyGroups = {}, this.uniformBlockBindings = {}; } /** Destroys this program. */ destroy() { this.uniformData = null, this.uniformGroups = null, this.uniformDirtyGroups = null, this.uniformBlockBindings = null, this.program = null; } } function w(t, e, r) { const s = t.createShader(e); return t.shaderSource(s, r), t.compileShader(s), s; } function y(t) { const e = new Array(t); for (let r = 0; r < e.length; r++) e[r] = !1; return e; } function fe(t, e) { switch (t) { case "float": return 0; case "vec2": return new Float32Array(2 * e); case "vec3": return new Float32Array(3 * e); case "vec4": return new Float32Array(4 * e); case "int": case "uint": case "sampler2D": case "sampler2DArray": return 0; case "ivec2": return new Int32Array(2 * e); case "ivec3": return new Int32Array(3 * e); case "ivec4": return new Int32Array(4 * e); case "uvec2": return new Uint32Array(2 * e); case "uvec3": return new Uint32Array(3 * e); case "uvec4": return new Uint32Array(4 * e); case "bool": return !1; case "bvec2": return y(2 * e); case "bvec3": return y(3 * e); case "bvec4": return y(4 * e); case "mat2": return new Float32Array([ 1, 0, 0, 1 ]); case "mat3": return new Float32Array([ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]); case "mat4": return new Float32Array([ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]); } return null; } let g = null; const V = { FLOAT: "float", FLOAT_VEC2: "vec2", FLOAT_VEC3: "vec3", FLOAT_VEC4: "vec4", INT: "int", INT_VEC2: "ivec2", INT_VEC3: "ivec3", INT_VEC4: "ivec4", UNSIGNED_INT: "uint", UNSIGNED_INT_VEC2: "uvec2", UNSIGNED_INT_VEC3: "uvec3", UNSIGNED_INT_VEC4: "uvec4", BOOL: "bool", BOOL_VEC2: "bvec2", BOOL_VEC3: "bvec3", BOOL_VEC4: "bvec4", FLOAT_MAT2: "mat2", FLOAT_MAT3: "mat3", FLOAT_MAT4: "mat4", SAMPLER_2D: "sampler2D", INT_SAMPLER_2D: "sampler2D", UNSIGNED_INT_SAMPLER_2D: "sampler2D", SAMPLER_CUBE: "samplerCube", INT_SAMPLER_CUBE: "samplerCube", UNSIGNED_INT_SAMPLER_CUBE: "samplerCube", SAMPLER_2D_ARRAY: "sampler2DArray", INT_SAMPLER_2D_ARRAY: "sampler2DArray", UNSIGNED_INT_SAMPLER_2D_ARRAY: "sampler2DArray" }, et = { float: "float32", vec2: "float32x2", vec3: "float32x3", vec4: "float32x4", int: "sint32", ivec2: "sint32x2", ivec3: "sint32x3", ivec4: "sint32x4", uint: "uint32", uvec2: "uint32x2", uvec3: "uint32x3", uvec4: "uint32x4", bool: "uint32", bvec2: "uint32x2", bvec3: "uint32x3", bvec4: "uint32x4" }; function he(t, e) { if (!g) { const r = Object.keys(V); g = {}; for (let s = 0; s < r.length; ++s) { const n = r[s]; g[t[n]] = V[n]; } } return g[e]; } function tt(t, e) { const r = he(t, e); return et[r] || "float32"; } function rt(t, e, r = !1) { const s = {}, n = e.getProgramParameter(t, e.ACTIVE_ATTRIBUTES); for (let a = 0; a < n; a++) { const o = e.getActiveAttrib(t, a); if (o.name.startsWith("gl_")) continue; const c = tt(e, o.type); s[o.name] = { location: 0, // set further down.. format: c, stride: j(c).stride, offset: 0, instance: !1, start: 0 }; } const i = Object.keys(s); if (r) { i.sort((a, o) => a > o ? 1 : -1); for (let a = 0; a < i.length; a++) s[i[a]].location = a, e.bindAttribLocation(t, a, i[a]); e.linkProgram(t); } else for (let a = 0; a < i.length; a++) s[i[a]].location = e.getAttribLocation(t, i[a]); return s; } function st(t, e) { if (!e.ACTIVE_UNIFORM_BLOCKS) return {}; const r = {}, s = e.getProgramParameter(t, e.ACTIVE_UNIFORM_BLOCKS); for (let n = 0; n < s; n++) { const i = e.getActiveUniformBlockName(t, n), a = e.getUniformBlockIndex(t, i), o = e.getActiveUniformBlockParameter(t, n, e.UNIFORM_BLOCK_DATA_SIZE); r[i] = { name: i, index: a, size: o }; } return r; } function nt(t, e) { const r = {}, s = e.getProgramParameter(t, e.ACTIVE_UNIFORMS); for (let n = 0; n < s; n++) { const i = e.getActiveUniform(t, n), a = i.name.replace(/\[.*?\]$/, ""), o = !!i.name.match(/\[.*?\]$/), c = he(e, i.type); r[a] = { name: a, index: n, type: c, size: i.size, isArray: o, value: fe(c, i.size) }; } return r; } function k(t, e) { const r = t.getShaderSource(e).split(` `).map((u, _) => `${_}: ${u}`), s = t.getShaderInfoLog(e), n = s.split(` `), i = {}, a = n.map((u) => parseFloat(u.replace(/^ERROR\: 0\:([\d]+)\:.*$/, "$1"))).filter((u) => u && !i[u] ? (i[u] = !0, !0) : !1), o = [""]; a.forEach((u) => { r[u - 1] = `%c${r[u - 1]}%c`, o.push("background: #FF0000; color:#FFFFFF; font-size: 10px", "font-size: 10px"); }); const c = r.join(` `); o[0] = c, console.error(s), console.groupCollapsed("click to view full shader code"), console.warn(...o), console.groupEnd(); } function it(t, e, r, s) { t.getProgramParameter(e, t.LINK_STATUS) || (t.getShaderParameter(r, t.COMPILE_STATUS) || k(t, r), t.getShaderParameter(s, t.COMPILE_STATUS) || k(t, s), console.error("PixiJS Error: Could not initialize shader."), t.getProgramInfoLog(e) !== "" && console.warn("PixiJS Warning: gl.getProgramInfoLog()", t.getProgramInfoLog(e))); } function at(t, e) { const r = w(t, t.VERTEX_SHADER, e.vertex), s = w(t, t.FRAGMENT_SHADER, e.fragment), n = t.createProgram(); t.attachShader(n, r), t.attachShader(n, s); const i = e.transformFeedbackVaryings; i && (typeof t.transformFeedbackVaryings != "function" ? m("TransformFeedback is not supported but TransformFeedbackVaryings are given.") : t.transformFeedbackVaryings( n, i.names, i.bufferMode === "separate" ? t.SEPARATE_ATTRIBS : t.INTERLEAVED_ATTRIBS )), t.linkProgram(n), t.getProgramParameter(n, t.LINK_STATUS) || it(t, n, r, s), e._attributeData = rt( n, t, !/^[ \t]*#[ \t]*version[ \t]+300[ \t]+es[ \t]*$/m.test(e.vertex) ), e._uniformData = nt(n, t), e._uniformBlockData = st(n, t), t.deleteShader(r), t.deleteShader(s); const a = {}; for (const c in e._uniformData) { const u = e._uniformData[c]; a[c] = { location: t.getUniformLocation(n, c), value: fe(u.type, u.size) }; } return new Je(n, a); } const R = { textureCount: 0, blockIndex: 0 }; class le { constructor(e) { this._activeProgram = null, this._programDataHash = /* @__PURE__ */ Object.create(null), this._shaderSyncFunctions = /* @__PURE__ */ Object.create(null), this._renderer = e, this._renderer.renderableGC.addManagedHash(this, "_programDataHash"); } contextChange(e) { this._gl = e, this._programDataHash = /* @__PURE__ */ Object.create(null), this._shaderSyncFunctions = /* @__PURE__ */ Object.create(null), this._activeProgram = null; } /** * Changes the current shader to the one given in parameter. * @param shader - the new shader * @param skipSync - false if the shader sho