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C2dRenderer.mjs
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C2dRenderer.mjs
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/*
* If not stated otherwise in this file or this component's LICENSE file the
* following copyright and licenses apply:
*
* Copyright 2020 Metrological
*
* Licensed under the Apache License, Version 2.0 (the License);
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import C2dCoreQuadList from "./C2dCoreQuadList.mjs";
import C2dCoreQuadOperation from "./C2dCoreQuadOperation.mjs";
import C2dCoreRenderExecutor from "./C2dCoreRenderExecutor.mjs";
import CoreRenderState from "../../tree/core/CoreRenderState.mjs";
import DefaultShader from "./shaders/DefaultShader.mjs";
import C2dShader from "./C2dShader.mjs";
import Renderer from "../Renderer.mjs";
import TextureTintManager from "./C2dTextureTintManager.mjs";
export default class C2dRenderer extends Renderer {
constructor(stage) {
super(stage);
this.tintManager = new TextureTintManager(stage);
this.setupC2d(this.stage.c2d.canvas);
}
destroy() {
this.tintManager.destroy();
this.tintManager = null;
delete this.tintManager;
}
_createDefaultShader(ctx) {
return new DefaultShader(ctx);
}
_getShaderBaseType() {
return C2dShader
}
_getShaderAlternative(shaderType) {
return shaderType.getC2d && shaderType.getC2d();
}
createCoreQuadList(ctx) {
return new C2dCoreQuadList(ctx);
}
createCoreQuadOperation(ctx, shader, shaderOwner, renderTextureInfo, scissor, index) {
return new C2dCoreQuadOperation(ctx, shader, shaderOwner, renderTextureInfo, scissor, index);
}
createCoreRenderExecutor(ctx) {
return new C2dCoreRenderExecutor(ctx);
}
createCoreRenderState(ctx) {
return new CoreRenderState(ctx);
}
createRenderTexture(w, h, pw, ph) {
const canvas = document.createElement('canvas');
canvas.width = pw;
canvas.height = ph;
this.setupC2d(canvas);
return canvas;
}
freeRenderTexture(nativeTexture) {
this.tintManager.delete(nativeTexture);
}
gc(aggressive) {
this.tintManager.gc(aggressive);
}
uploadTextureSource(textureSource, options) {
// For canvas, we do not need to upload.
if (options.source.buffer) {
// Convert RGBA buffer to canvas.
const canvas = document.createElement('canvas');
canvas.width = options.w;
canvas.height = options.h;
const imageData = new ImageData(new Uint8ClampedArray(options.source.buffer), options.w, options.h);
canvas.getContext('2d').putImageData(imageData, 0, 0);
return canvas;
}
return options.source;
}
freeTextureSource(textureSource) {
this.tintManager.delete(textureSource.nativeTexture);
}
addQuad(renderState, quads, index) {
// Render context changes while traversing so we save it by ref.
const elementCore = quads.quadElements[index];
quads.setRenderContext(index, elementCore._renderContext);
quads.setWhite(index, elementCore.isWhite());
quads.setSimpleTc(index, elementCore.hasSimpleTexCoords());
}
isRenderTextureReusable(renderState, renderTextureInfo) {
// @todo: check render coords/matrix, maybe move this to core?
return false;
}
finishRenderState(renderState) {
}
setupC2d(canvas) {
const ctx = canvas.getContext('2d');
canvas.ctx = ctx;
ctx._scissor = null;
// Save base state so we can restore the defaults later.
canvas.ctx.save();
}
}