1 | {"version":3,"file":"MaskSystem.mjs","sources":["../../src/mask/MaskSystem.ts"],"sourcesContent":["import { MASK_TYPES } from '@pixi/constants';\nimport { extensions, ExtensionType } from '@pixi/extensions';\nimport { SpriteMaskFilter } from '../filters/spriteMask/SpriteMaskFilter';\nimport { MaskData } from './MaskData';\n\nimport type { ExtensionMetadata } from '@pixi/extensions';\nimport type { Renderer } from '../Renderer';\nimport type { ISystem } from '../system/ISystem';\nimport type { IMaskTarget } from './MaskData';\n\n/**\n * System plugin to the renderer to manage masks.\n *\n * There are three built-in types of masking:\n * **Scissor Masking**: Scissor masking discards pixels that are outside of a rectangle called the scissor box. It is\n * the most performant as the scissor test is inexpensive. However, it can only be used when the mask is rectangular.\n * **Stencil Masking**: Stencil masking discards pixels that don't overlap with the pixels rendered into the stencil\n * buffer. It is the next fastest option as it does not require rendering into a separate framebuffer. However, it does\n * cause the mask to be rendered **twice** for each masking operation; hence, minimize the rendering cost of your masks.\n * **Sprite Mask Filtering**: Sprite mask filtering discards pixels based on the red channel of the sprite-mask's\n * texture. (Generally, the masking texture is grayscale). Using advanced techniques, you might be able to embed this\n * type of masking in a custom shader - and hence, bypassing the masking system fully for performance wins.\n *\n * The best type of masking is auto-detected when you `push` one. To use scissor masking, you must pass in a `Graphics`\n * object with just a rectangle drawn.\n *\n * ## Mask Stacks\n *\n * In the scene graph, masks can be applied recursively, i.e. a mask can be applied during a masking operation. The mask\n * stack stores the currently applied masks in order. Each {@link PIXI.BaseRenderTexture} holds its own mask stack, i.e.\n * when you switch render-textures, the old masks only applied when you switch back to rendering to the old render-target.\n * @memberof PIXI\n */\nexport class MaskSystem implements ISystem\n{\n /** @ignore */\n static extension: ExtensionMetadata = {\n type: ExtensionType.RendererSystem,\n name: 'mask',\n };\n\n /**\n * Flag to enable scissor masking.\n * @default true\n */\n public enableScissor: boolean;\n\n /** Pool of used sprite mask filters. */\n protected readonly alphaMaskPool: Array<SpriteMaskFilter[]>;\n\n /**\n * Current index of alpha mask pool.\n * @default 0\n * @readonly\n */\n protected alphaMaskIndex: number;\n\n /** Pool of mask data. */\n private readonly maskDataPool: Array<MaskData>;\n private maskStack: Array<MaskData>;\n private renderer: Renderer;\n\n /**\n * @param renderer - The renderer this System works for.\n */\n constructor(renderer: Renderer)\n {\n this.renderer = renderer;\n\n this.enableScissor = true;\n this.alphaMaskPool = [];\n this.maskDataPool = [];\n\n this.maskStack = [];\n this.alphaMaskIndex = 0;\n }\n\n /**\n * Changes the mask stack that is used by this System.\n * @param maskStack - The mask stack\n */\n setMaskStack(maskStack: Array<MaskData>): void\n {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n }\n\n /**\n * Enables the mask and appends it to the current mask stack.\n *\n * NOTE: The batch renderer should be flushed beforehand to prevent pending renders from being masked.\n * @param {PIXI.DisplayObject} target - Display Object to push the mask to\n * @param {PIXI.MaskData|PIXI.Sprite|PIXI.Graphics|PIXI.DisplayObject} maskDataOrTarget - The masking data.\n */\n push(target: IMaskTarget, maskDataOrTarget: MaskData | IMaskTarget): void\n {\n let maskData = maskDataOrTarget as MaskData;\n\n if (!maskData.isMaskData)\n {\n const d = this.maskDataPool.pop() || new MaskData();\n\n d.pooled = true;\n d.maskObject = maskDataOrTarget as IMaskTarget;\n maskData = d;\n }\n\n const maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n\n maskData.copyCountersOrReset(maskAbove);\n maskData._colorMask = maskAbove ? maskAbove._colorMask : 0xf;\n\n if (maskData.autoDetect)\n {\n this.detect(maskData);\n }\n\n maskData._target = target;\n\n if (maskData.type !== MASK_TYPES.SPRITE)\n {\n this.maskStack.push(maskData);\n }\n\n if (maskData.enabled)\n {\n switch (maskData.type)\n {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.pushColorMask(maskData);\n break;\n default:\n break;\n }\n }\n\n if (maskData.type === MASK_TYPES.SPRITE)\n {\n this.maskStack.push(maskData);\n }\n }\n\n /**\n * Removes the last mask from the mask stack and doesn't return it.\n *\n * NOTE: The batch renderer should be flushed beforehand to render the masked contents before the mask is removed.\n * @param {PIXI.IMaskTarget} target - Display Object to pop the mask from\n */\n pop(target: IMaskTarget): void\n {\n const maskData = this.maskStack.pop();\n\n if (!maskData || maskData._target !== target)\n {\n // TODO: add an assert when we have it\n\n return;\n }\n\n if (maskData.enabled)\n {\n switch (maskData.type)\n {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.popColorMask(maskData);\n break;\n default:\n break;\n }\n }\n\n maskData.reset();\n\n if (maskData.pooled)\n {\n this.maskDataPool.push(maskData);\n }\n\n if (this.maskStack.length !== 0)\n {\n const maskCurrent = this.maskStack[this.maskStack.length - 1];\n\n if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters)\n {\n maskCurrent._filters[0].maskSprite = maskCurrent.maskObject;\n }\n }\n }\n\n /**\n * Sets type of MaskData based on its maskObject.\n * @param maskData\n */\n detect(maskData: MaskData): void\n {\n const maskObject = maskData.maskObject;\n\n if (!maskObject)\n {\n maskData.type = MASK_TYPES.COLOR;\n }\n else if (maskObject.isSprite)\n {\n maskData.type = MASK_TYPES.SPRITE;\n }\n else if (this.enableScissor && this.renderer.scissor.testScissor(maskData))\n {\n maskData.type = MASK_TYPES.SCISSOR;\n }\n else\n {\n maskData.type = MASK_TYPES.STENCIL;\n }\n }\n\n /**\n * Applies the Mask and adds it to the current filter stack.\n * @param maskData - Sprite to be used as the mask.\n */\n pushSpriteMask(maskData: MaskData): void\n {\n const { maskObject } = maskData;\n const target = maskData._target;\n let alphaMaskFilter = maskData._filters;\n\n if (!alphaMaskFilter)\n {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n\n if (!alphaMaskFilter)\n {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()];\n }\n }\n\n const renderer = this.renderer;\n const renderTextureSystem = renderer.renderTexture;\n\n let resolution;\n let multisample;\n\n if (renderTextureSystem.current)\n {\n const renderTexture = renderTextureSystem.current;\n\n resolution = maskData.resolution || renderTexture.resolution;\n multisample = maskData.multisample ?? renderTexture.multisample;\n }\n else\n {\n resolution = maskData.resolution || renderer.resolution;\n multisample = maskData.multisample ?? renderer.multisample;\n }\n\n alphaMaskFilter[0].resolution = resolution;\n alphaMaskFilter[0].multisample = multisample;\n alphaMaskFilter[0].maskSprite = maskObject;\n\n const stashFilterArea = target.filterArea;\n\n target.filterArea = maskObject.getBounds(true);\n renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n\n if (!maskData._filters)\n {\n this.alphaMaskIndex++;\n }\n }\n\n /**\n * Removes the last filter from the filter stack and doesn't return it.\n * @param maskData - Sprite to be used as the mask.\n */\n popSpriteMask(maskData: MaskData): void\n {\n this.renderer.filter.pop();\n\n if (maskData._filters)\n {\n maskData._filters[0].maskSprite = null;\n }\n else\n {\n this.alphaMaskIndex--;\n this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null;\n }\n }\n\n /**\n * Pushes the color mask.\n * @param maskData - The mask data\n */\n pushColorMask(maskData: MaskData): void\n {\n const currColorMask = maskData._colorMask;\n const nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask;\n\n if (nextColorMask !== currColorMask)\n {\n this.renderer.gl.colorMask(\n (nextColorMask & 0x1) !== 0,\n (nextColorMask & 0x2) !== 0,\n (nextColorMask & 0x4) !== 0,\n (nextColorMask & 0x8) !== 0\n );\n }\n }\n\n /**\n * Pops the color mask.\n * @param maskData - The mask data\n */\n popColorMask(maskData: MaskData): void\n {\n const currColorMask = maskData._colorMask;\n const nextColorMask = this.maskStack.length > 0\n ? this.maskStack[this.maskStack.length - 1]._colorMask : 0xf;\n\n if (nextColorMask !== currColorMask)\n {\n this.renderer.gl.colorMask(\n (nextColorMask & 0x1) !== 0,\n (nextColorMask & 0x2) !== 0,\n (nextColorMask & 0x4) !== 0,\n (nextColorMask & 0x8) !== 0\n );\n }\n }\n\n destroy(): void\n {\n this.renderer = null;\n 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