import { SpriteMaskFilter } from '../filters/spriteMask/SpriteMaskFilter'; import { MaskData } from './MaskData'; import type { ExtensionMetadata } from '@pixi/extensions'; import type { Renderer } from '../Renderer'; import type { ISystem } from '../system/ISystem'; import type { IMaskTarget } from './MaskData'; /** * System plugin to the renderer to manage masks. * * There are three built-in types of masking: * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular. * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks. * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins. * * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics` * object with just a rectangle drawn. * * ## Mask Stacks * * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e. * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target. * @memberof PIXI */ export declare class MaskSystem implements ISystem { /** @ignore */ static extension: ExtensionMetadata; /** * Flag to enable scissor masking. * @default true */ enableScissor: boolean; /** Pool of used sprite mask filters. */ protected readonly alphaMaskPool: Array; /** * Current index of alpha mask pool. * @default 0 * @readonly */ protected alphaMaskIndex: number; /** Pool of mask data. */ private readonly maskDataPool; private maskStack; private renderer; /** * @param renderer - The renderer this System works for. */ constructor(renderer: Renderer); /** * Changes the mask stack that is used by this System. * @param maskStack - The mask stack */ setMaskStack(maskStack: Array): void; /** * Enables the mask and appends it to the current mask stack. * * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked. * @param {PIXI.DisplayObject} target - Display Object to push the mask to * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data. */ push(target: IMaskTarget, maskDataOrTarget: MaskData | IMaskTarget): void; /** * Removes the last mask from the mask stack and doesn't return it. * * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed. * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from */ pop(target: IMaskTarget): void; /** * Sets type of MaskData based on its maskObject. * @param maskData */ detect(maskData: MaskData): void; /** * Applies the Mask and adds it to the current filter stack. * @param maskData - Sprite to be used as the mask. */ pushSpriteMask(maskData: MaskData): void; /** * Removes the last filter from the filter stack and doesn't return it. * @param maskData - Sprite to be used as the mask. */ popSpriteMask(maskData: MaskData): void; /** * Pushes the color mask. * @param maskData - The mask data */ pushColorMask(maskData: MaskData): void; /** * Pops the color mask. * @param maskData - The mask data */ popColorMask(maskData: MaskData): void; destroy(): void; }