text: import { AbstractRenderer } from './AbstractRenderer';
  import { sayHello, isWebGLSupported } from '@pixi/utils';
  import { MaskSystem } from './mask/MaskSystem';
  import { StencilSystem } from './mask/StencilSystem';
  import { FilterSystem } from './filters/FilterSystem';
  import { FramebufferSystem } from './framebuffer/FramebufferSystem';
  import { RenderTextureSystem } from './renderTexture/RenderTextureSystem';
  import { TextureSystem } from './textures/TextureSystem';
  import { ProjectionSystem } from './projection/ProjectionSystem';
  import { StateSystem } from './state/StateSystem';
  import { GeometrySystem } from './geometry/GeometrySystem';
  import { ShaderSystem } from './shader/ShaderSystem';
  import { ContextSystem } from './context/ContextSystem';
  import { BatchSystem } from './batch/BatchSystem';
  import { TextureGCSystem } from './textures/TextureGCSystem';
  import { RENDERER_TYPE } from '@pixi/constants';
  import { UniformGroup } from './shader/UniformGroup';
  import { Matrix } from '@pixi/math';
  import { Runner } from '@pixi/runner';
  
  /**
   * The Renderer draws the scene and all its content onto a WebGL enabled canvas.
   *
   * This renderer should be used for browsers that support WebGL.
   *
   * This renderer works by automatically managing WebGLBatchesm, so no need for Sprite Batches or Sprite Clouds.
   * Don't forget to add the view to your DOM or you will not see anything!
   *
   * @class
   * @memberof PIXI
   * @extends PIXI.AbstractRenderer
   */
  export class Renderer extends AbstractRenderer
  {
      /**
       * Create renderer if WebGL is available. Overrideable
       * by the **@pixi/canvas-renderer** package to allow fallback.
       * throws error if WebGL is not available.
       * @static
       * @private
       */
      static create(options)
      {
          if (isWebGLSupported())
          {
              return new Renderer(options);
          }
  
          throw new Error('WebGL unsupported in this browser, use "pixi.js-legacy" for fallback canvas2d support.');
      }
  
      /**
       * @param {object} [options] - The optional renderer parameters.
       * @param {number} [options.width=800] - The width of the screen.
       * @param {number} [options.height=600] - The height of the screen.
       * @param {HTMLCanvasElement} [options.view] - The canvas to use as a view, optional.
       * @param {boolean} [options.transparent=false] - If the render view is transparent.
       * @param {boolean} [options.autoDensity=false] - Resizes renderer view in CSS pixels to allow for
       *   resolutions other than 1.
       * @param {boolean} [options.antialias=false] - Sets antialias. If not available natively then FXAA
       *  antialiasing is used.
       * @param {boolean} [options.forceFXAA=false] - Forces FXAA antialiasing to be used over native.
       *  FXAA is faster, but may not always look as great.
       * @param {number} [options.resolution=1] - The resolution / device pixel ratio of the renderer.
       *  The resolution of the renderer retina would be 2.
       * @param {boolean} [options.clearBeforeRender=true] - This sets if the renderer will clear
       *  the canvas or not before the new render pass. If you wish to set this to false, you *must* set
       *  preserveDrawingBuffer to `true`.
       * @param {boolean} [options.preserveDrawingBuffer=false] - Enables drawing buffer preservation,
       *  enable this if you need to call toDataUrl on the WebGL context.
       * @param {number} [options.backgroundColor=0x000000] - The background color of the rendered area
       *  (shown if not transparent).
       * @param {string} [options.powerPreference] - Parameter passed to WebGL context, set to "high-performance"
       *  for devices with dual graphics card.
       * @param {object} [options.context] If WebGL context already exists, all parameters must be taken from it.
       */
      constructor(options = {})
      {
          super('WebGL', options);
  
          // the options will have been modified here in the super constructor with pixi's default settings..
          options = this.options;
  
          /**
           * The type of this renderer as a standardized const
           *
           * @member {number}
           * @see PIXI.RENDERER_TYPE
           */
          this.type = RENDERER_TYPE.WEBGL;
  
          // this will be set by the contextSystem (this.context)
          this.gl = null;
          this.CONTEXT_UID = 0;
  
          // TODO legacy!
  
          /**
           * Internal signal instances of **runner**, these
           * are assigned to each system created.
           * @see PIXI.Runner
           * @name PIXI.Renderer#runners
           * @private
           * @type {object}
           * @readonly
           * @property {PIXI.Runner} destroy - Destroy runner
           * @property {PIXI.Runner} contextChange - Context change runner
           * @property {PIXI.Runner} reset - Reset runner
           * @property {PIXI.Runner} update - Update runner
           * @property {PIXI.Runner} postrender - Post-render runner
           * @property {PIXI.Runner} prerender - Pre-render runner
           * @property {PIXI.Runner} resize - Resize runner
           */
          this.runners = {
              destroy: new Runner('destroy'),
              contextChange: new Runner('contextChange', 1),
              reset: new Runner('reset'),
              update: new Runner('update'),
              postrender: new Runner('postrender'),
              prerender: new Runner('prerender'),
              resize: new Runner('resize', 2),
          };
  
          /**
           * Global uniforms
           * @member {PIXI.UniformGroup}
           */
          this.globalUniforms = new UniformGroup({
              projectionMatrix: new Matrix(),
          }, true);
  
          /**
           * Mask system instance
           * @member {PIXI.systems.MaskSystem} mask
           * @memberof PIXI.Renderer#
           * @readonly
           */
          this.addSystem(MaskSystem, 'mask')
              /**
               * Context system instance
               * @member {PIXI.systems.ContextSystem} context
               * @memberof PIXI.Renderer#
               * @readonly
               */
              .addSystem(ContextSystem, 'context')
              /**
               * State system instance
               * @member {PIXI.systems.StateSystem} state
               * @memberof PIXI.Renderer#
               * @readonly
               */
              .addSystem(StateSystem, 'state')
              /**
               * Shader system instance
               * @member {PIXI.systems.ShaderSystem} shader
               * @memberof PIXI.Renderer#
               * @readonly
               */
              .addSystem(ShaderSystem, 'shader')
              /**
               * Texture system instance
               * @member {PIXI.systems.TextureSystem} texture
               * @memberof PIXI.Renderer#
               * @readonly
               */
              .addSystem(TextureSystem, 'texture')
              /**
               * Geometry system instance
               * @member {PIXI.systems.GeometrySystem} geometry
               * @memberof PIXI.Renderer#
               * @readonly
               */
              .addSystem(GeometrySystem, 'geometry')
              /**
               * Framebuffer system instance
               * @member {PIXI.systems.FramebufferSystem} framebuffer
               * @memberof PIXI.Renderer#
               * @readonly
               */
              .addSystem(FramebufferSystem, 'framebuffer')
              /**
               * Stencil system instance
               * @member {PIXI.systems.StencilSystem} stencil
               * @memberof PIXI.Renderer#
               * @readonly
               */
              .addSystem(StencilSystem, 'stencil')
              /**
               * Projection system instance
               * @member {PIXI.systems.ProjectionSystem} projection
               * @memberof PIXI.Renderer#
               * @readonly
               */
              .addSystem(ProjectionSystem, 'projection')
              /**
               * Texture garbage collector system instance
               * @member {PIXI.systems.TextureGCSystem} textureGC
               * @memberof PIXI.Renderer#
               * @readonly
               */
              .addSystem(TextureGCSystem, 'textureGC')
              /**
               * Filter system instance
               * @member {PIXI.systems.FilterSystem} filter
               * @memberof PIXI.Renderer#
               * @readonly
               */
              .addSystem(FilterSystem, 'filter')
              /**
               * RenderTexture system instance
               * @member {PIXI.systems.RenderTextureSystem} renderTexture
               * @memberof PIXI.Renderer#
               * @readonly
               */
              .addSystem(RenderTextureSystem, 'renderTexture')
  
              /**
               * Batch system instance
               * @member {PIXI.systems.BatchSystem} batch
               * @memberof PIXI.Renderer#
               * @readonly
               */
              .addSystem(BatchSystem, 'batch');
  
          this.initPlugins(Renderer.__plugins);
  
          /**
           * The options passed in to create a new WebGL context.
           */
          if (options.context)
          {
              this.context.initFromContext(options.context);
          }
          else
          {
              this.context.initFromOptions({
                  alpha: this.transparent,
                  antialias: options.antialias,
                  premultipliedAlpha: this.transparent && this.transparent !== 'notMultiplied',
                  stencil: true,
                  preserveDrawingBuffer: options.preserveDrawingBuffer,
                  powerPreference: this.options.powerPreference,
              });
          }
  
          /**
           * Flag if we are rendering to the screen vs renderTexture
           * @member {boolean}
           * @readonly
           * @default true
           */
          this.renderingToScreen = true;
  
          sayHello(this.context.webGLVersion === 2 ? 'WebGL 2' : 'WebGL 1');
  
          this.resize(this.options.width, this.options.height);
      }
  
      /**
       * Add a new system to the renderer.
       * @param {Function} ClassRef - Class reference
       * @param {string} [name] - Property name for system, if not specified
       *        will use a static `name` property on the class itself. This
       *        name will be assigned as s property on the Renderer so make
       *        sure it doesn't collide with properties on Renderer.
       * @return {PIXI.Renderer} Return instance of renderer
       */
      addSystem(ClassRef, name)
      {
          if (!name)
          {
              name = ClassRef.name;
          }
  
          const system = new ClassRef(this);
  
          if (this[name])
          {
              throw new Error(`Whoops! The name "${name}" is already in use`);
          }
  
          this[name] = system;
  
          for (const i in this.runners)
          {
              this.runners[i].add(system);
          }
  
          /**
           * Fired after rendering finishes.
           *
           * @event PIXI.Renderer#postrender
           */
  
          /**
           * Fired before rendering starts.
           *
           * @event PIXI.Renderer#prerender
           */
  
          /**
           * Fired when the WebGL context is set.
           *
           * @event PIXI.Renderer#context
           * @param {WebGLRenderingContext} gl - WebGL context.
           */
  
          return this;
      }
  
      /**
       * Renders the object to its WebGL view
       *
       * @param {PIXI.DisplayObject} displayObject - The object to be rendered.
       * @param {PIXI.RenderTexture} [renderTexture] - The render texture to render to.
       * @param {boolean} [clear=true] - Should the canvas be cleared before the new render.
       * @param {PIXI.Matrix} [transform] - A transform to apply to the render texture before rendering.
       * @param {boolean} [skipUpdateTransform=false] - Should we skip the update transform pass?
       */
      render(displayObject, renderTexture, clear, transform, skipUpdateTransform)
      {
          // can be handy to know!
          this.renderingToScreen = !renderTexture;
  
          this.runners.prerender.run();
          this.emit('prerender');
  
          // apply a transform at a GPU level
          this.projection.transform = transform;
  
          // no point rendering if our context has been blown up!
          if (this.context.isLost)
          {
              return;
          }
  
          if (!renderTexture)
          {
              this._lastObjectRendered = displayObject;
          }
  
          if (!skipUpdateTransform)
          {
              // update the scene graph
              const cacheParent = displayObject.parent;
  
              displayObject.parent = this._tempDisplayObjectParent;
              displayObject.updateTransform();
              displayObject.parent = cacheParent;
              // displayObject.hitArea = //TODO add a temp hit area
          }
  
          this.renderTexture.bind(renderTexture);
          this.batch.currentRenderer.start();
  
          if (clear !== undefined ? clear : this.clearBeforeRender)
          {
              this.renderTexture.clear();
          }
  
          displayObject.render(this);
  
          // apply transform..
          this.batch.currentRenderer.flush();
  
          if (renderTexture)
          {
              renderTexture.baseTexture.update();
          }
  
          this.runners.postrender.run();
  
          // reset transform after render
          this.projection.transform = null;
  
          this.emit('postrender');
      }
  
      /**
       * Resizes the WebGL view to the specified width and height.
       *
       * @param {number} screenWidth - The new width of the screen.
       * @param {number} screenHeight - The new height of the screen.
       */
      resize(screenWidth, screenHeight)
      {
          super.resize(screenWidth, screenHeight);
  
          this.runners.resize.run(screenWidth, screenHeight);
      }
  
      /**
       * Resets the WebGL state so you can render things however you fancy!
       *
       * @return {PIXI.Renderer} Returns itself.
       */
      reset()
      {
          this.runners.reset.run();
  
          return this;
      }
  
      /**
       * Clear the frame buffer
       */
      clear()
      {
          this.framebuffer.bind();
          this.framebuffer.clear();
      }
  
      /**
       * Removes everything from the renderer (event listeners, spritebatch, etc...)
       *
       * @param {boolean} [removeView=false] - Removes the Canvas element from the DOM.
       *  See: https://github.com/pixijs/pixi.js/issues/2233
       */
      destroy(removeView)
      {
          this.runners.destroy.run();
  
          for (const r in this.runners)
          {
              this.runners[r].destroy();
          }
  
          // call base destroy
          super.destroy(removeView);
  
          // TODO nullify all the managers..
          this.gl = null;
      }
  
      /**
       * Collection of installed plugins. These are included by default in PIXI, but can be excluded
       * by creating a custom build. Consult the README for more information about creating custom
       * builds and excluding plugins.
       * @name PIXI.Renderer#plugins
       * @type {object}
       * @readonly
       * @property {PIXI.accessibility.AccessibilityManager} accessibility Support tabbing interactive elements.
       * @property {PIXI.extract.Extract} extract Extract image data from renderer.
       * @property {PIXI.interaction.InteractionManager} interaction Handles mouse, touch and pointer events.
       * @property {PIXI.prepare.Prepare} prepare Pre-render display objects.
       */
  
      /**
       * Adds a plugin to the renderer.
       *
       * @method
       * @param {string} pluginName - The name of the plugin.
       * @param {Function} ctor - The constructor function or class for the plugin.
       */
      static registerPlugin(pluginName, ctor)
      {
          Renderer.__plugins = Renderer.__plugins || {};
          Renderer.__plugins[pluginName] = ctor;
      }
  }
  