import { AbstractRenderer } from './AbstractRenderer';
import { sayHello, isWebGLSupported } from '@pixi/utils';
import { MaskSystem } from './mask/MaskSystem';
import { StencilSystem } from './mask/StencilSystem';
import { ScissorSystem } from './mask/ScissorSystem';
import { FilterSystem } from './filters/FilterSystem';
import { FramebufferSystem } from './framebuffer/FramebufferSystem';
import { RenderTextureSystem } from './renderTexture/RenderTextureSystem';
import { TextureSystem } from './textures/TextureSystem';
import { ProjectionSystem } from './projection/ProjectionSystem';
import { StateSystem } from './state/StateSystem';
import { GeometrySystem } from './geometry/GeometrySystem';
import { ShaderSystem } from './shader/ShaderSystem';
import { ContextSystem } from './context/ContextSystem';
import { BatchSystem } from './batch/BatchSystem';
import { TextureGCSystem } from './textures/TextureGCSystem';
import { RENDERER_TYPE } from '@pixi/constants';
import { UniformGroup } from './shader/UniformGroup';
import { Matrix } from '@pixi/math';
import { Runner } from '@pixi/runner';
import type { IRendererOptions, IRendererPlugins } from './AbstractRenderer';
import type { RenderTexture } from './renderTexture/RenderTexture';
import type { DisplayObject } from '@pixi/display';
import type { System } from './System';
import type { IRenderingContext } from './IRenderingContext';
import type { Extract } from '@pixi/extract';
export interface IRendererPluginConstructor {
new (renderer: Renderer, options?: any): IRendererPlugin;
}
export interface IRendererPlugin {
destroy(): void;
}
/**
* The Renderer draws the scene and all its content onto a WebGL enabled canvas.
*
* This renderer should be used for browsers that support WebGL.
*
* This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.
* Don't forget to add the view to your DOM or you will not see anything!
*
* Renderer is composed of systems that manage specific tasks. The following systems are added by default
* whenever you create a renderer:
*
* | System | Description |
* | ------------------------------------ | ----------------------------------------------------------------------------- |
* | PIXI.BatchSystem | This manages object renderers that defer rendering until a flush. |
* | PIXI.ContextSystem | This manages the WebGL context and extensions. |
* | PIXI.FilterSystem | This manages the filtering pipeline for post-processing effects. |
* | PIXI.FramebufferSystem | This manages framebuffers, which are used for offscreen rendering. |
* | PIXI.GeometrySystem | This manages geometries & buffers, which are used to draw object meshes. |
* | PIXI.MaskSystem | This manages masking operations. |
* | PIXI.ProjectionSystem | This manages the `projectionMatrix`, used by shaders to get NDC coordinates. |
* | PIXI.RenderTextureSystem | This manages render-textures, which are an abstraction over framebuffers. |
* | PIXI.ScissorSystem | This handles scissor masking, and is used internally by MaskSystem |
* | PIXI.ShaderSystem | This manages shaders, programs that run on the GPU to calculate 'em pixels. |
* | PIXI.StateSystem | This manages the WebGL state variables like blend mode, depth testing, etc. |
* | PIXI.StencilSystem | This handles stencil masking, and is used internally by MaskSystem |
* | PIXI.TextureSystem | This manages textures and their resources on the GPU. |
* | PIXI.TextureGCSystem | This will automatically remove textures from the GPU if they are not used. |
*
* The breadth of the API surface provided by the renderer is contained within these systems.
*
* @class
* @memberof PIXI
* @extends PIXI.AbstractRenderer
*/
export class Renderer extends AbstractRenderer
{
public gl: IRenderingContext;
public globalUniforms: UniformGroup;
public CONTEXT_UID: number;
public renderingToScreen: boolean;
public extract: Extract;
// systems
public mask: MaskSystem;
public context: ContextSystem;
public state: StateSystem;
public shader: ShaderSystem;
public texture: TextureSystem;
public geometry: GeometrySystem;
public framebuffer: FramebufferSystem;
public scissor: ScissorSystem;
public stencil: StencilSystem;
public projection: ProjectionSystem;
public textureGC: TextureGCSystem;
public filter: FilterSystem;
public renderTexture: RenderTextureSystem;
public batch: BatchSystem;
runners: {[key: string]: Runner};
/**
* Create renderer if WebGL is available. Overrideable
* by the **@pixi/canvas-renderer** package to allow fallback.
* throws error if WebGL is not available.
* @static
* @private
*/
static create(options: IRendererOptions): AbstractRenderer
{
if (isWebGLSupported())
{
return new Renderer(options);
}
throw new Error('WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support.');
}
/**
* @param [options] - The optional renderer parameters.
* @param {number} [options.width=800] - The width of the screen.
* @param {number} [options.height=600] - The height of the screen.
* @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.
* @param {boolean} [options.transparent=false] - If the render view is transparent.
* @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for
* resolutions other than 1.
* @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA
* antialiasing is used.
* @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer.
* The resolution of the renderer retina would be 2.
* @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear
* the canvas or not before the new render pass. If you wish to set this to false, you *must* set
* preserveDrawingBuffer to `true`.
* @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,
* enable this if you need to call toDataUrl on the WebGL context.
* @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area
* (shown if not transparent).
* @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to "high-performance"
* for devices with dual graphics card.
* @param {object} [options.context] - If WebGL context already exists, all parameters must be taken from it.
* @public
*/
constructor(options? : IRendererOptions)
{
super(RENDERER_TYPE.WEBGL, options);
// the options will have been modified here in the super constructor with pixi's default settings..
options = this.options;
/**
* WebGL context, set by the contextSystem (this.context)
*
* @readonly
* @member {WebGLRenderingContext}
*/
this.gl = null;
this.CONTEXT_UID = 0;
// TODO legacy!
/**
* Internal signal instances of **runner**, these
* are assigned to each system created.
* @see PIXI.Runner
* @name runners
* @private
* @type {object}
* @readonly
* @property {PIXI.Runner} destroy - Destroy runner
* @property {PIXI.Runner} contextChange - Context change runner
* @property {PIXI.Runner} reset - Reset runner
* @property {PIXI.Runner} update - Update runner
* @property {PIXI.Runner} postrender - Post-render runner
* @property {PIXI.Runner} prerender - Pre-render runner
* @property {PIXI.Runner} resize - Resize runner
*/
this.runners = {
destroy: new Runner('destroy'),
contextChange: new Runner('contextChange'),
reset: new Runner('reset'),
update: new Runner('update'),
postrender: new Runner('postrender'),
prerender: new Runner('prerender'),
resize: new Runner('resize'),
};
/**
* Global uniforms
* @member {PIXI.UniformGroup}
*/
this.globalUniforms = new UniformGroup({
projectionMatrix: new Matrix(),
}, true);
/**
* Mask system instance
* @member {PIXI.MaskSystem} mask
* @memberof PIXI.Renderer#
* @readonly
*/
this.addSystem(MaskSystem, 'mask')
/**
* Context system instance
* @member {PIXI.ContextSystem} context
* @memberof PIXI.Renderer#
* @readonly
*/
.addSystem(ContextSystem, 'context')
/**
* State system instance
* @member {PIXI.StateSystem} state
* @memberof PIXI.Renderer#
* @readonly
*/
.addSystem(StateSystem, 'state')
/**
* Shader system instance
* @member {PIXI.ShaderSystem} shader
* @memberof PIXI.Renderer#
* @readonly
*/
.addSystem(ShaderSystem, 'shader')
/**
* Texture system instance
* @member {PIXI.TextureSystem} texture
* @memberof PIXI.Renderer#
* @readonly
*/
.addSystem(TextureSystem, 'texture')
/**
* Geometry system instance
* @member {PIXI.GeometrySystem} geometry
* @memberof PIXI.Renderer#
* @readonly
*/
.addSystem(GeometrySystem, 'geometry')
/**
* Framebuffer system instance
* @member {PIXI.FramebufferSystem} framebuffer
* @memberof PIXI.Renderer#
* @readonly
*/
.addSystem(FramebufferSystem, 'framebuffer')
/**
* Scissor system instance
* @member {PIXI.ScissorSystem} scissor
* @memberof PIXI.Renderer#
* @readonly
*/
.addSystem(ScissorSystem, 'scissor')
/**
* Stencil system instance
* @member {PIXI.StencilSystem} stencil
* @memberof PIXI.Renderer#
* @readonly
*/
.addSystem(StencilSystem, 'stencil')
/**
* Projection system instance
* @member {PIXI.ProjectionSystem} projection
* @memberof PIXI.Renderer#
* @readonly
*/
.addSystem(ProjectionSystem, 'projection')
/**
* Texture garbage collector system instance
* @member {PIXI.TextureGCSystem} textureGC
* @memberof PIXI.Renderer#
* @readonly
*/
.addSystem(TextureGCSystem, 'textureGC')
/**
* Filter system instance
* @member {PIXI.FilterSystem} filter
* @memberof PIXI.Renderer#
* @readonly
*/
.addSystem(FilterSystem, 'filter')
/**
* RenderTexture system instance
* @member {PIXI.RenderTextureSystem} renderTexture
* @memberof PIXI.Renderer#
* @readonly
*/
.addSystem(RenderTextureSystem, 'renderTexture')
/**
* Batch system instance
* @member {PIXI.BatchSystem} batch
* @memberof PIXI.Renderer#
* @readonly
*/
.addSystem(BatchSystem, 'batch');
this.initPlugins(Renderer.__plugins);
/*
* The options passed in to create a new WebGL context.
*/
if (options.context)
{
this.context.initFromContext(options.context);
}
else
{
this.context.initFromOptions({
alpha: !!this.transparent,
antialias: options.antialias,
premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',
stencil: true,
preserveDrawingBuffer: options.preserveDrawingBuffer,
powerPreference: this.options.powerPreference,
});
}
/**
* Flag if we are rendering to the screen vs renderTexture
* @member {boolean}
* @readonly
* @default true
*/
this.renderingToScreen = true;
sayHello(this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');
this.resize(this.options.width, this.options.height);
}
/**
* Add a new system to the renderer.
* @param ClassRef - Class reference
* @param [name] - Property name for system, if not specified
* will use a static `name` property on the class itself. This
* name will be assigned as s property on the Renderer so make
* sure it doesn't collide with properties on Renderer.
* @return {PIXI.Renderer} Return instance of renderer
*/
addSystem<T extends System>(ClassRef: { new(renderer: Renderer): T}, name: string): this
{
if (!name)
{
name = ClassRef.name;
}
const system = new ClassRef(this);
if ((this as any)[name])
{
throw new Error(`Whoops! The name "${name}" is already in use`);
}
(this as any)[name] = system;
for (const i in this.runners)
{
this.runners[i].add(system);
}
/**
* Fired after rendering finishes.
*
* @event PIXI.Renderer#postrender
*/
/**
* Fired before rendering starts.
*
* @event PIXI.Renderer#prerender
*/
/**
* Fired when the WebGL context is set.
*
* @event PIXI.Renderer#context
* @param {WebGLRenderingContext} gl - WebGL context.
*/
return this;
}
/**
* Renders the object to its WebGL view
*
* @param displayObject - The object to be rendered.
* @param [renderTexture] - The render texture to render to.
* @param [clear=true] - Should the canvas be cleared before the new render.
* @param [transform] - A transform to apply to the render texture before rendering.
* @param [skipUpdateTransform=false] - Should we skip the update transform pass?
*/
render(displayObject: DisplayObject, renderTexture?: RenderTexture,
clear?: boolean, transform?: Matrix, skipUpdateTransform?: boolean): void
{
// can be handy to know!
this.renderingToScreen = !renderTexture;
this.runners.prerender.emit();
this.emit('prerender');
// apply a transform at a GPU level
this.projection.transform = transform;
// no point rendering if our context has been blown up!
if (this.context.isLost)
{
return;
}
if (!renderTexture)
{
this._lastObjectRendered = displayObject;
}
if (!skipUpdateTransform)
{
// update the scene graph
const cacheParent = displayObject.enableTempParent();
displayObject.updateTransform();
displayObject.disableTempParent(cacheParent);
// displayObject.hitArea = //TODO add a temp hit area
}
this.renderTexture.bind(renderTexture);
this.batch.currentRenderer.start();
if (clear !== undefined ? clear : this.clearBeforeRender)
{
this.renderTexture.clear();
}
displayObject.render(this);
// apply transform..
this.batch.currentRenderer.flush();
if (renderTexture)
{
renderTexture.baseTexture.update();
}
this.runners.postrender.emit();
// reset transform after render
this.projection.transform = null;
this.emit('postrender');
}
/**
* Resizes the WebGL view to the specified width and height.
*
* @param screenWidth - The new width of the screen.
* @param screenHeight - The new height of the screen.
*/
resize(screenWidth: number, screenHeight: number): void
{
super.resize(screenWidth, screenHeight);
this.runners.resize.emit(screenWidth, screenHeight);
}
/**
* Resets the WebGL state so you can render things however you fancy!
*
* @return {PIXI.Renderer} Returns itself.
*/
reset(): this
{
this.runners.reset.emit();
return this;
}
/**
* Clear the frame buffer
*/
clear(): void
{
this.renderTexture.bind();
this.renderTexture.clear();
}
/**
* Removes everything from the renderer (event listeners, spritebatch, etc...)
*
* @param [removeView=false] - Removes the Canvas element from the DOM.
* See: https://github.com/pixijs/pixi.js/issues/2233
*/
destroy(removeView?: boolean): void
{
this.runners.destroy.emit();
for (const r in this.runners)
{
this.runners[r].destroy();
}
// call base destroy
super.destroy(removeView);
// TODO nullify all the managers..
this.gl = null;
}
/**
* Collection of installed plugins. These are included by default in PIXI, but can be excluded
* by creating a custom build. Consult the README for more information about creating custom
* builds and excluding plugins.
* @name plugins
* @type {object}
* @readonly
* @property {PIXI.AccessibilityManager} accessibility Support tabbing interactive elements.
* @property {PIXI.Extract} extract Extract image data from renderer.
* @property {PIXI.InteractionManager} interaction Handles mouse, touch and pointer events.
* @property {PIXI.ParticleRenderer} particle Renderer for ParticleContainer objects.
* @property {PIXI.Prepare} prepare Pre-render display objects.
* @property {PIXI.BatchRenderer} batch Batching of Sprite, Graphics and Mesh objects.
* @property {PIXI.TilingSpriteRenderer} tilingSprite Renderer for TilingSprite objects.
*/
static __plugins: IRendererPlugins;
/**
* Adds a plugin to the renderer.
*
* @method
* @param pluginName - The name of the plugin.
* @param ctor - The constructor function or class for the plugin.
*/
static registerPlugin(pluginName: string, ctor: IRendererPluginConstructor): void
{
Renderer.__plugins = Renderer.__plugins || {};
Renderer.__plugins[pluginName] = ctor;
}
}