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nothoughts/node_modules/pixi.js/lib/rendering/renderers/shared/renderTarget/RenderTargetSystem.d.ts
2025-08-04 18:57:35 +02:00

243 lines
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TypeScript

import { Matrix } from '../../../../maths/matrix/Matrix';
import { Rectangle } from '../../../../maths/shapes/Rectangle';
import { CLEAR } from '../../gl/const';
import { SystemRunner } from '../system/SystemRunner';
import { TextureSource } from '../texture/sources/TextureSource';
import { Texture } from '../texture/Texture';
import { RenderTarget } from './RenderTarget';
import type { RgbaArray } from '../../../../color/Color';
import type { ICanvas } from '../../../../environment/canvas/ICanvas';
import type { CLEAR_OR_BOOL } from '../../gl/const';
import type { GlRenderTarget } from '../../gl/GlRenderTarget';
import type { GpuRenderTarget } from '../../gpu/renderTarget/GpuRenderTarget';
import type { Renderer } from '../../types';
import type { System } from '../system/System';
import type { BindableTexture } from '../texture/Texture';
/**
* A render surface is a texture, canvas, or render target
* @memberof rendering
* @see environment.ICanvas
* @see rendering.Texture
* @see rendering.RenderTarget
*/
export type RenderSurface = ICanvas | BindableTexture | RenderTarget;
/**
* An adaptor interface for RenderTargetSystem to support WebGL and WebGPU.
* This is used internally by the renderer, and is not intended to be used directly.
* @ignore
*/
export interface RenderTargetAdaptor<RENDER_TARGET extends GlRenderTarget | GpuRenderTarget> {
init(
/** the renderer */
renderer: Renderer,
/** the render target system */
renderTargetSystem: RenderTargetSystem<RENDER_TARGET>): void;
/** A function copies the contents of a render surface to a texture */
copyToTexture(
/** the render surface to copy from */
sourceRenderSurfaceTexture: RenderTarget,
/** the texture to copy to */
destinationTexture: Texture,
/** the origin of the copy */
originSrc: {
x: number;
y: number;
},
/** the size of the copy */
size: {
width: number;
height: number;
},
/** the destination origin (top left to paste from!) */
originDest?: {
x: number;
y: number;
}): Texture;
/** starts a render pass on the render target */
startRenderPass(
/** the render target to start the render pass on */
renderTarget: RenderTarget, clear: CLEAR_OR_BOOL,
/** the color to clear to */
clearColor?: RgbaArray,
/** the viewport to use */
viewport?: Rectangle): void;
/** clears the current render target to the specified color */
clear(
/** the render target to clear */
renderTarget: RenderTarget,
/** the clear mode to use. Can be true or a CLEAR number 'COLOR | DEPTH | STENCIL' 0b111 */
clear: CLEAR_OR_BOOL,
/** the color to clear to */
clearColor?: RgbaArray,
/** the viewport to use */
viewport?: Rectangle): void;
/** finishes the current render pass */
finishRenderPass(renderTarget: RenderTarget): void;
/** called after the render pass is finished */
postrender?(renderTarget: RenderTarget): void;
/**
* initializes a gpu render target. Both renderers use this function to initialize a gpu render target
* Its different type of object depending on the renderer.
*/
initGpuRenderTarget(
/** the render target to initialize */
renderTarget: RenderTarget): RENDER_TARGET;
/** called when a render target is resized */
resizeGpuRenderTarget(
/** the render target to resize */
renderTarget: RenderTarget): void;
/** destroys the gpu render target */
destroyGpuRenderTarget(
/** the render target to destroy */
gpuRenderTarget: RENDER_TARGET): void;
}
/**
* A system that manages render targets. A render target is essentially a place where the shaders can color in the pixels.
* The render target system is responsible for binding the render target to the renderer, and managing the viewport.
* Render targets can be pushed and popped.
*
* To make it easier, you can also bind textures and canvases too. This will automatically create a render target for you.
* The render target itself is a lot more powerful than just a texture or canvas,
* as it can have multiple textures attached to it.
* It will also give ou fine grain control over the stencil buffer / depth texture.
* @example
*
* ```js
*
* // create a render target
* const renderTarget = new RenderTarget({
* colorTextures: [new TextureSource({ width: 100, height: 100 })],
* });
*
* // bind the render target
* renderer.renderTarget.bind(renderTarget);
*
* // draw something!
* ```
* @memberof rendering
*/
export declare class RenderTargetSystem<RENDER_TARGET extends GlRenderTarget | GpuRenderTarget> implements System {
/** When rendering of a scene begins, this is where the root render surface is stored */
rootRenderTarget: RenderTarget;
/** This is the root viewport for the render pass*/
rootViewPort: Rectangle;
/** A boolean that lets the dev know if the current render pass is rendering to the screen. Used by some plugins */
renderingToScreen: boolean;
/** the current active render target */
renderTarget: RenderTarget;
/** the current active render surface that the render target is created from */
renderSurface: RenderSurface;
/** the current viewport that the gpu is using */
readonly viewport: Rectangle;
/**
* a runner that lets systems know if the active render target has changed.
* Eg the Stencil System needs to know so it can manage the stencil buffer
*/
readonly onRenderTargetChange: SystemRunner;
/** the projection matrix that is used by the shaders based on the active render target and the viewport */
readonly projectionMatrix: Matrix;
/** the default clear color for render targets */
readonly defaultClearColor: RgbaArray;
/** a reference to the adaptor that interfaces with WebGL / WebGP */
readonly adaptor: RenderTargetAdaptor<RENDER_TARGET>;
/**
* a hash that stores the render target for a given render surface. When you pass in a texture source,
* a render target is created for it. This map stores and makes it easy to retrieve the render target
*/
private readonly _renderSurfaceToRenderTargetHash;
/** A hash that stores a gpu render target for a given render target. */
private _gpuRenderTargetHash;
/**
* A stack that stores the render target and frame that is currently being rendered to.
* When push is called, the current render target is stored in this stack.
* When pop is called, the previous render target is restored.
*/
private readonly _renderTargetStack;
/** A reference to the renderer */
private readonly _renderer;
constructor(renderer: Renderer);
/** called when dev wants to finish a render pass */
finishRenderPass(): void;
/**
* called when the renderer starts to render a scene.
* @param options
* @param options.target - the render target to render to
* @param options.clear - the clear mode to use. Can be true or a CLEAR number 'COLOR | DEPTH | STENCIL' 0b111
* @param options.clearColor - the color to clear to
* @param options.frame - the frame to render to
*/
renderStart({ target, clear, clearColor, frame }: {
target: RenderSurface;
clear: CLEAR_OR_BOOL;
clearColor: RgbaArray;
frame?: Rectangle;
}): void;
postrender(): void;
/**
* Binding a render surface! This is the main function of the render target system.
* It will take the RenderSurface (which can be a texture, canvas, or render target) and bind it to the renderer.
* Once bound all draw calls will be rendered to the render surface.
*
* If a frame is not provide and the render surface is a texture, the frame of the texture will be used.
* @param renderSurface - the render surface to bind
* @param clear - the clear mode to use. Can be true or a CLEAR number 'COLOR | DEPTH | STENCIL' 0b111
* @param clearColor - the color to clear to
* @param frame - the frame to render to
* @returns the render target that was bound
*/
bind(renderSurface: RenderSurface, clear?: CLEAR_OR_BOOL, clearColor?: RgbaArray, frame?: Rectangle): RenderTarget;
clear(target?: RenderSurface, clear?: CLEAR_OR_BOOL, clearColor?: RgbaArray): void;
protected contextChange(): void;
/**
* Push a render surface to the renderer. This will bind the render surface to the renderer,
* @param renderSurface - the render surface to push
* @param clear - the clear mode to use. Can be true or a CLEAR number 'COLOR | DEPTH | STENCIL' 0b111
* @param clearColor - the color to clear to
* @param frame - the frame to use when rendering to the render surface
*/
push(renderSurface: RenderSurface, clear?: CLEAR | boolean, clearColor?: RgbaArray, frame?: Rectangle): RenderTarget;
/** Pops the current render target from the renderer and restores the previous render target. */
pop(): void;
/**
* Gets the render target from the provide render surface. Eg if its a texture,
* it will return the render target for the texture.
* If its a render target, it will return the same render target.
* @param renderSurface - the render surface to get the render target for
* @returns the render target for the render surface
*/
getRenderTarget(renderSurface: RenderSurface): RenderTarget;
/**
* Copies a render surface to another texture
* @param sourceRenderSurfaceTexture - the render surface to copy from
* @param destinationTexture - the texture to copy to
* @param originSrc - the origin of the copy
* @param originSrc.x - the x origin of the copy
* @param originSrc.y - the y origin of the copy
* @param size - the size of the copy
* @param size.width - the width of the copy
* @param size.height - the height of the copy
* @param originDest - the destination origin (top left to paste from!)
* @param originDest.x - the x origin of the paste
* @param originDest.y - the y origin of the paste
*/
copyToTexture(sourceRenderSurfaceTexture: RenderTarget, destinationTexture: Texture, originSrc: {
x: number;
y: number;
}, size: {
width: number;
height: number;
}, originDest: {
x: number;
y: number;
}): Texture<TextureSource<any>>;
/**
* ensures that we have a depth stencil buffer available to render to
* This is used by the mask system to make sure we have a stencil buffer.
*/
ensureDepthStencil(): void;
/** nukes the render target system */
destroy(): void;
private _initRenderTarget;
getGpuRenderTarget(renderTarget: RenderTarget): RENDER_TARGET;
}