import AbstractRenderer from './AbstractRenderer';
import { sayHello } from '@pixi/utils';
import MaskSystem from './mask/MaskSystem';
import StencilSystem from './mask/StencilSystem';
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 'mini-runner';
/**
* 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 Render works by automatically managing webGLBatchs.
* 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 :)
*
* @class
* @memberof PIXI
* @extends PIXI.AbstractRenderer
*/
export default class Renderer extends AbstractRenderer
{
// eslint-disable-next-line valid-jsdoc
/**
*
* @param {object} [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, default false
* @param {boolean} [options.autoResize=false] - If the render view is automatically resized, default false
* @param {boolean} [options.antialias=false] - sets antialias. If not available natively then FXAA
* antialiasing is used
* @param {boolean} [options.forceFXAA=false] - forces FXAA antialiasing to be used over native.
* FXAA is faster, but may not always look as great
* @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 {boolean} [options.roundPixels=false] - If true PixiJS will Math.floor() x/y values when
* rendering, stopping pixel interpolation.
* @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
*/
constructor(options, arg2, arg3)
{
super('WebGL', options, arg2, arg3);
/**
* The type of this renderer as a standardised const
*
* @member {number}
* @see PIXI.RENDERER_TYPE
*/
this.type = RENDERER_TYPE.WEBGL;
// this will be set by the contextSystem (this.context)
this.gl = null;
this.CONTEXT_UID = 0;
// TODO legacy!
// runners!
this.runners = {
destroy: new Runner('destroy'),
contextChange: new Runner('contextChange', 1),
reset: new Runner('reset'),
update: new Runner('update'),
postrender: new Runner('postrender'),
prerender: new Runner('prerender'),
resize: new Runner('resize', 2),
};
this.globalUniforms = new UniformGroup({
projectionMatrix: new Matrix(),
}, true);
this.addSystem(MaskSystem, 'mask')
.addSystem(ContextSystem, 'context')
.addSystem(StateSystem, 'state')
.addSystem(ShaderSystem, 'shader')
.addSystem(TextureSystem, 'texture')
.addSystem(GeometrySystem, 'geometry')
.addSystem(FramebufferSystem, 'framebuffer')
.addSystem(StencilSystem, 'stencil')
.addSystem(ProjectionSystem, 'projection')
.addSystem(TextureGCSystem, 'textureGC')
.addSystem(FilterSystem, 'filter')
.addSystem(RenderTextureSystem, 'renderTexture')
.addSystem(BatchSystem, 'batch');
this.initPlugins(Renderer.__plugins);
/**
* The options passed in to create a new webgl context.
*
* @member {object}
* @private
*/
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,
});
}
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 {class} ClassRef - Class reference
* @param {string} [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(ClassRef, name)
{
if (!name)
{
name = ClassRef.name;
}
// TODO - read name from class.name..
/*
if(name.includes('System'))
{
name = name.replace('System', '');
name = name.charAt(0).toLowerCase() + name.slice(1);
}
*/
const system = new ClassRef(this);
if (this[name])
{
throw new Error(`Whoops! ${name} is already a manger`);
}
this[name] = system;
for (const i in this.runners)
{
this.runners[i].add(system);
}
return this;
/**
* 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.
*/
}
/**
* Renders the object to its webGL view
*
* @param {PIXI.DisplayObject} displayObject - the object to be rendered
* @param {PIXI.RenderTexture} renderTexture - The render texture to render to.
* @param {boolean} [clear] - Should the canvas be cleared before the new render
* @param {PIXI.Transform} [transform] - A transform to apply to the render texture before rendering.
* @param {boolean} [skipUpdateTransform] - Should we skip the update transform pass?
*/
render(displayObject, renderTexture, clear, transform, skipUpdateTransform)
{
// can be handy to know!
this.renderingToScreen = !renderTexture;
this.runners.prerender.run();
this.emit('prerender');
// 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.parent;
displayObject.parent = this._tempDisplayObjectParent;
displayObject.updateTransform();
displayObject.parent = 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.run();
this.emit('postrender');
}
/**
* Resizes the webGL view to the specified width and height.
*
* @param {number} screenWidth - the new width of the screen
* @param {number} screenHeight - the new height of the screen
*/
resize(screenWidth, screenHeight)
{
AbstractRenderer.prototype.resize.call(this, screenWidth, screenHeight);
this.runners.resize.run(screenWidth, screenHeight);
}
/**
* Resets the WebGL state so you can render things however you fancy!
*
* @return {PIXI.Renderer} Returns itself.
*/
reset()
{
this.runners.reset.run();
return this;
}
clear()
{
this.framebuffer.bind();
this.framebuffer.clear();
}
/**
* Removes everything from the renderer (event listeners, spritebatch, etc...)
*
* @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.
* See: https://github.com/pixijs/pixi.js/issues/2233
*/
destroy(removeView)
{
this.runners.destroy.run();
// 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 PIXI.Renderer#plugins
* @type {object}
* @readonly
* @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements.
* @property {PIXI.extract.WebGLExtract} extract Extract image data from renderer.
* @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events.
* @property {PIXI.prepare.WebGLPrepare} prepare Pre-render display objects.
*/
/**
* Adds a plugin to the renderer.
*
* @method
* @param {string} pluginName - The name of the plugin.
* @param {Function} ctor - The constructor function or class for the plugin.
*/
static registerPlugin(pluginName, ctor)
{
Renderer.__plugins = Renderer.__plugins || {};
Renderer.__plugins[pluginName] = ctor;
}
}