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import { AbstractMaskSystem } from './AbstractMaskSystem';
import type { Renderer } from '../Renderer';
import type { MaskData } from './MaskData';
import { Matrix, Rectangle } from '@pixi/math';
import { settings } from '@pixi/settings';
const tempMatrix = new Matrix();
const rectPool: Rectangle[] = [];
/**
* System plugin to the renderer to manage scissor masking.
*
* Scissor masking discards pixels outside of a rectangle called the scissor box. The scissor box is in the framebuffer
* viewport's space; however, the mask's rectangle is projected from world-space to viewport space automatically
* by this system.
* @memberof PIXI
*/
export class ScissorSystem extends AbstractMaskSystem
{
/**
* @param {PIXI.Renderer} renderer - The renderer this System works for.
*/
constructor(renderer: Renderer)
{
super(renderer);
this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST;
}
getStackLength(): number
{
const maskData = this.maskStack[this.maskStack.length - 1];
if (maskData)
{
return maskData._scissorCounter;
}
return 0;
}
/**
* evaluates _boundsTransformed, _scissorRect for MaskData
* @param maskData
*/
calcScissorRect(maskData: MaskData): void
{
if (maskData._scissorRectLocal)
{
return;
}
const prevData = maskData._scissorRect;
const { maskObject } = maskData;
const { renderer } = this;
const renderTextureSystem = renderer.renderTexture;
const rect = maskObject.getBounds(true, rectPool.pop() ?? new Rectangle());
this.roundFrameToPixels(rect,
renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution,
renderTextureSystem.sourceFrame,
renderTextureSystem.destinationFrame,
renderer.projection.transform);
if (prevData)
{
rect.fit(prevData);
}
maskData._scissorRectLocal = rect;
}
private static isMatrixRotated(matrix: Matrix)
{
if (!matrix)
{
return false;
}
const { a, b, c, d } = matrix;
// Skip if skew/rotation present in matrix, except for multiple of 90° rotation. If rotation
// is a multiple of 90°, then either pair of (b,c) or (a,d) will be (0,0).
return ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4)
&& (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4));
}
/**
* Test, whether the object can be scissor mask with current renderer projection.
* Calls "calcScissorRect()" if its true.
* @param maskData - mask data
* @returns whether Whether the object can be scissor mask
*/
public testScissor(maskData: MaskData): boolean
{
const { maskObject } = maskData;
if (!maskObject.isFastRect || !maskObject.isFastRect())
{
return false;
}
if (ScissorSystem.isMatrixRotated(maskObject.worldTransform))
{
return false;
}
if (ScissorSystem.isMatrixRotated(this.renderer.projection.transform))
{
return false;
}
this.calcScissorRect(maskData);
const rect = maskData._scissorRectLocal;
return rect.width > 0 && rect.height > 0;
}
private roundFrameToPixels(
frame: Rectangle,
resolution: number,
bindingSourceFrame: Rectangle,
bindingDestinationFrame: Rectangle,
transform?: Matrix,
)
{
if (ScissorSystem.isMatrixRotated(transform))
{
return;
}
transform = transform ? tempMatrix.copyFrom(transform) : tempMatrix.identity();
// Get forward transform from world space to screen space
transform
.translate(-bindingSourceFrame.x, -bindingSourceFrame.y)
.scale(
bindingDestinationFrame.width / bindingSourceFrame.width,
bindingDestinationFrame.height / bindingSourceFrame.height)
.translate(bindingDestinationFrame.x, bindingDestinationFrame.y);
// Convert frame to screen space
(this.renderer.filter as any).transformAABB(transform, frame);
frame.fit(bindingDestinationFrame);
frame.x = Math.round(frame.x * resolution);
frame.y = Math.round(frame.y * resolution);
frame.width = Math.round(frame.width * resolution);
frame.height = Math.round(frame.height * resolution);
}
/**
* Applies the Mask and adds it to the current stencil stack.
* @author alvin
* @param maskData - The mask data.
*/
push(maskData: MaskData): void
{
if (!maskData._scissorRectLocal)
{
this.calcScissorRect(maskData);
}
const { gl } = this.renderer;
if (!maskData._scissorRect)
{
gl.enable(gl.SCISSOR_TEST);
}
maskData._scissorCounter++;
maskData._scissorRect = maskData._scissorRectLocal;
this._useCurrent();
}
/**
* This should be called after a mask is popped off the mask stack. It will rebind the scissor box to be latest with the
* last mask in the stack.
*
* This can also be called when you directly modify the scissor box and want to restore PixiJS state.
* @param maskData - The mask data.
*/
pop(maskData?: MaskData): void
{
const { gl } = this.renderer;
if (maskData)
{
rectPool.push(maskData._scissorRectLocal);
}
if (this.getStackLength() > 0)
{
this._useCurrent();
}
else
{
gl.disable(gl.SCISSOR_TEST);
}
}
/**
* Setup renderer to use the current scissor data.
* @private
*/
_useCurrent(): void
{
const rect = this.maskStack[this.maskStack.length - 1]._scissorRect;
let y: number;
if (this.renderer.renderTexture.current)
{
y = rect.y;
}
else
{
// flipY. In future we'll have it over renderTextures as an option
y = this.renderer.height - rect.height - rect.y;
}
this.renderer.gl.scissor(rect.x, y, rect.width, rect.height);
}
}