1681-engine 0.0.0-stage → 0.5.8

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1014) hide show
  1. package/CHANGELOG.md +304 -0
  2. package/LICENSE +21 -0
  3. package/README.md +164 -2
  4. package/dist/1681-engine.js +417 -0
  5. package/dist/1681-engine.js.map +1 -0
  6. package/dist/ambient/ColorGrade.js +41 -0
  7. package/dist/ambient/ColorGrade.js.map +1 -0
  8. package/dist/ambient/DayClock.js +57 -0
  9. package/dist/ambient/DayClock.js.map +1 -0
  10. package/dist/ambient/WeatherLayer.js +91 -0
  11. package/dist/ambient/WeatherLayer.js.map +1 -0
  12. package/dist/ambient/grade.js +13 -0
  13. package/dist/ambient/grade.js.map +1 -0
  14. package/dist/ambient/weather.js +52 -0
  15. package/dist/ambient/weather.js.map +1 -0
  16. package/dist/anim/AnimStateMachine.js +164 -0
  17. package/dist/anim/AnimStateMachine.js.map +1 -0
  18. package/dist/anim/Animator.js +67 -0
  19. package/dist/anim/Animator.js.map +1 -0
  20. package/dist/anim/animStateCompile.js +113 -0
  21. package/dist/anim/animStateCompile.js.map +1 -0
  22. package/dist/anim/animStateSystem.js +17 -0
  23. package/dist/anim/animStateSystem.js.map +1 -0
  24. package/dist/anim/animationSystem.js +15 -0
  25. package/dist/anim/animationSystem.js.map +1 -0
  26. package/dist/anim/asepriteSlices.js +22 -0
  27. package/dist/anim/asepriteSlices.js.map +1 -0
  28. package/dist/anim/asepriteTags.js +35 -0
  29. package/dist/anim/asepriteTags.js.map +1 -0
  30. package/dist/anim/parseAseprite.js +83 -0
  31. package/dist/anim/parseAseprite.js.map +1 -0
  32. package/dist/assets/AssetLoader.js +104 -0
  33. package/dist/assets/AssetLoader.js.map +1 -0
  34. package/dist/assets/loadAseprite.js +50 -0
  35. package/dist/assets/loadAseprite.js.map +1 -0
  36. package/dist/assets/takeCleanerWorker-DTcI_Jqr.js +31 -0
  37. package/dist/assets/takeCleanerWorker-DTcI_Jqr.js.map +1 -0
  38. package/dist/audio/Footsteps.js +26 -0
  39. package/dist/audio/Footsteps.js.map +1 -0
  40. package/dist/audio/MusicPlayer.js +78 -0
  41. package/dist/audio/MusicPlayer.js.map +1 -0
  42. package/dist/audio/SoundEngine.js +119 -0
  43. package/dist/audio/SoundEngine.js.map +1 -0
  44. package/dist/audio/cleanTake.js +30 -0
  45. package/dist/audio/cleanTake.js.map +1 -0
  46. package/dist/audio/music/ElementVoice.js +35 -0
  47. package/dist/audio/music/ElementVoice.js.map +1 -0
  48. package/dist/audio/music/GraphVoice.js +39 -0
  49. package/dist/audio/music/GraphVoice.js.map +1 -0
  50. package/dist/audio/music/MusicChannel.js +58 -0
  51. package/dist/audio/music/MusicChannel.js.map +1 -0
  52. package/dist/audio/music/musicVoice.js +13 -0
  53. package/dist/audio/music/musicVoice.js.map +1 -0
  54. package/dist/audio/sampleBank.js +82 -0
  55. package/dist/audio/sampleBank.js.map +1 -0
  56. package/dist/audio/soundTable.js +9 -0
  57. package/dist/audio/soundTable.js.map +1 -0
  58. package/dist/audio/synth.js +36 -0
  59. package/dist/audio/synth.js.map +1 -0
  60. package/dist/core/BitmapLabel.js +49 -0
  61. package/dist/core/BitmapLabel.js.map +1 -0
  62. package/dist/core/Camera.js +150 -0
  63. package/dist/core/Camera.js.map +1 -0
  64. package/dist/core/Clock.js +30 -0
  65. package/dist/core/Clock.js.map +1 -0
  66. package/dist/core/Graphics.js +69 -0
  67. package/dist/core/Graphics.js.map +1 -0
  68. package/dist/core/Group.js +29 -0
  69. package/dist/core/Group.js.map +1 -0
  70. package/dist/core/Image.js +51 -0
  71. package/dist/core/Image.js.map +1 -0
  72. package/dist/core/ObjectFactory.js +55 -0
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  74. package/dist/core/Pointer.js +58 -0
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  76. package/dist/core/Rectangle.js +51 -0
  77. package/dist/core/Rectangle.js.map +1 -0
  78. package/dist/core/Stage.js +86 -0
  79. package/dist/core/Stage.js.map +1 -0
  80. package/dist/core/Text.js +22 -0
  81. package/dist/core/Text.js.map +1 -0
  82. package/dist/core/TextureRegistry.js +111 -0
  83. package/dist/core/TextureRegistry.js.map +1 -0
  84. package/dist/core/Timeline.js +211 -0
  85. package/dist/core/Timeline.js.map +1 -0
  86. package/dist/core/TimelineBuilder.js +73 -0
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  88. package/dist/core/TimelineChild.js +84 -0
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  90. package/dist/core/Tweener.js +136 -0
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  92. package/dist/core/atlas.js +38 -0
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  94. package/dist/core/atlasPlan.js +22 -0
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  96. package/dist/core/eases.js +21 -0
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  98. package/dist/core/gameObject.js +115 -0
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  100. package/dist/core/pixiPatches.js +18 -0
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  102. package/dist/core/timelinePlace.js +24 -0
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  104. package/dist/core/tweenProps.js +12 -0
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  106. package/dist/debug/DebugOverlay.js +94 -0
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  112. package/dist/debug/FrameStats.js +42 -0
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  114. package/dist/debug/inspectWorld.js +29 -0
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  116. package/dist/diagnostics/ErrorDeduper.js +27 -0
  117. package/dist/diagnostics/ErrorDeduper.js.map +1 -0
  118. package/dist/diagnostics/FrameSampler.js +42 -0
  119. package/dist/diagnostics/FrameSampler.js.map +1 -0
  120. package/dist/diagnostics/bootWatch.js +21 -0
  121. package/dist/diagnostics/bootWatch.js.map +1 -0
  122. package/dist/diagnostics/captureErrors.js +27 -0
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  124. package/dist/diagnostics/contextLoss.js +25 -0
  125. package/dist/diagnostics/contextLoss.js.map +1 -0
  126. package/dist/diagnostics/frameStats.js +31 -0
  127. package/dist/diagnostics/frameStats.js.map +1 -0
  128. package/dist/diagnostics/gpuInfo.js +22 -0
  129. package/dist/diagnostics/gpuInfo.js.map +1 -0
  130. package/dist/diagnostics/renderGuard.js +24 -0
  131. package/dist/diagnostics/renderGuard.js.map +1 -0
  132. package/dist/ecs/SparseSet.js +55 -0
  133. package/dist/ecs/SparseSet.js.map +1 -0
  134. package/dist/ecs/World.js +307 -0
  135. package/dist/ecs/World.js.map +1 -0
  136. package/dist/ecs/fields.js +26 -0
  137. package/dist/ecs/fields.js.map +1 -0
  138. package/dist/engine/Engine.js +82 -0
  139. package/dist/engine/Engine.js.map +1 -0
  140. package/dist/engine/FixedLoop.js +37 -0
  141. package/dist/engine/FixedLoop.js.map +1 -0
  142. package/dist/engine/Scene.js +79 -0
  143. package/dist/engine/Scene.js.map +1 -0
  144. package/dist/engine/SceneManager.js +73 -0
  145. package/dist/engine/SceneManager.js.map +1 -0
  146. package/dist/events/EventBus.js +42 -0
  147. package/dist/events/EventBus.js.map +1 -0
  148. package/dist/fx/FloatingText.js +72 -0
  149. package/dist/fx/FloatingText.js.map +1 -0
  150. package/dist/fx/hitStop.js +28 -0
  151. package/dist/fx/hitStop.js.map +1 -0
  152. package/dist/fx/viewCull.js +10 -0
  153. package/dist/fx/viewCull.js.map +1 -0
  154. package/dist/i18n/Translator.js +72 -0
  155. package/dist/i18n/Translator.js.map +1 -0
  156. package/dist/i18n/extractStrings.js +58 -0
  157. package/dist/i18n/extractStrings.js.map +1 -0
  158. package/dist/i18n/formatMessage.js +19 -0
  159. package/dist/i18n/formatMessage.js.map +1 -0
  160. package/dist/input/Actions.js +131 -0
  161. package/dist/input/Actions.js.map +1 -0
  162. package/dist/input/AimGesture.js +75 -0
  163. package/dist/input/AimGesture.js.map +1 -0
  164. package/dist/input/Keyboard.js +54 -0
  165. package/dist/input/Keyboard.js.map +1 -0
  166. package/dist/input/Keymap.js +171 -0
  167. package/dist/input/Keymap.js.map +1 -0
  168. package/dist/input/TargetLock.js +73 -0
  169. package/dist/input/TargetLock.js.map +1 -0
  170. package/dist/input/aimAxis.js +8 -0
  171. package/dist/input/aimAxis.js.map +1 -0
  172. package/dist/input/keyChord.js +29 -0
  173. package/dist/input/keyChord.js.map +1 -0
  174. package/dist/input/longPress.js +32 -0
  175. package/dist/input/longPress.js.map +1 -0
  176. package/dist/input/stickAxis.js +23 -0
  177. package/dist/input/stickAxis.js.map +1 -0
  178. package/dist/input/touchDetect.js +7 -0
  179. package/dist/input/touchDetect.js.map +1 -0
  180. package/dist/light/LightLayer.js +84 -0
  181. package/dist/light/LightLayer.js.map +1 -0
  182. package/dist/nav/MinHeap.js +39 -0
  183. package/dist/nav/MinHeap.js.map +1 -0
  184. package/dist/nav/findPath.js +78 -0
  185. package/dist/nav/findPath.js.map +1 -0
  186. package/dist/nav/navGrid.js +36 -0
  187. package/dist/nav/navGrid.js.map +1 -0
  188. package/dist/nav/nearestOpen.js +19 -0
  189. package/dist/nav/nearestOpen.js.map +1 -0
  190. package/dist/nav/straightenPath.js +51 -0
  191. package/dist/nav/straightenPath.js.map +1 -0
  192. package/dist/net/Connection.js +84 -0
  193. package/dist/net/Connection.js.map +1 -0
  194. package/dist/net/InterpolationBuffer.js +57 -0
  195. package/dist/net/InterpolationBuffer.js.map +1 -0
  196. package/dist/net/PredictedMover.js +61 -0
  197. package/dist/net/PredictedMover.js.map +1 -0
  198. package/dist/net/Room.js +92 -0
  199. package/dist/net/Room.js.map +1 -0
  200. package/dist/net/RoomHost.js +101 -0
  201. package/dist/net/RoomHost.js.map +1 -0
  202. package/dist/net/cadence.js +22 -0
  203. package/dist/net/cadence.js.map +1 -0
  204. package/dist/net/constants.js +11 -0
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  206. package/dist/net/lobby/LobbyClient.js +124 -0
  207. package/dist/net/lobby/LobbyClient.js.map +1 -0
  208. package/dist/net/lobby/LobbyHost.js +366 -0
  209. package/dist/net/lobby/LobbyHost.js.map +1 -0
  210. package/dist/net/lobby/LobbyRooms.js +66 -0
  211. package/dist/net/lobby/LobbyRooms.js.map +1 -0
  212. package/dist/net/lobby/Matchmaker.js +106 -0
  213. package/dist/net/lobby/Matchmaker.js.map +1 -0
  214. package/dist/net/movement.js +83 -0
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  216. package/dist/net/protocol.js +11 -0
  217. package/dist/net/protocol.js.map +1 -0
  218. package/dist/net/serverClock.js +22 -0
  219. package/dist/net/serverClock.js.map +1 -0
  220. package/dist/net/snapshotCodec.js +92 -0
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  222. package/dist/parallax/Parallax.js +32 -0
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  224. package/dist/parallax/ParallaxLayer.js +70 -0
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  226. package/dist/parallax/parallaxMath.js +27 -0
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  228. package/dist/particles/Emitter.js +108 -0
  229. package/dist/particles/Emitter.js.map +1 -0
  230. package/dist/particles/ParticleBudget.js +32 -0
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  232. package/dist/particles/ParticleSim.js +60 -0
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  234. package/dist/particles/particleCurves.js +48 -0
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  236. package/dist/particles/particleSampling.js +30 -0
  237. package/dist/particles/particleSampling.js.map +1 -0
  238. package/dist/physics/Body.js +202 -0
  239. package/dist/physics/Body.js.map +1 -0
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  242. package/dist/physics/Contact.js +76 -0
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  248. package/dist/physics/SpatialHash.js +39 -0
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+ {"version":3,"file":"touch.js","sources":["../../src/platform/touch.ts"],"sourcesContent":["import { detectTouch, type TouchEnv } from '../input/touchDetect';\n\nlet cached: boolean | null = null;\nlet nativeShell = false;\nlet overrideKey = 'engine.touch';\n\n/** A native shell (Capacitor, Electron touch kiosk…) tells the engine it is one; browsers leave it false. */\nexport function setNativeShell(native: boolean): void {\n nativeShell = native;\n cached = null;\n}\n\n/**\n * The `localStorage` key that forces the touch controls on or off (`'1'`/`'0'`, beside `?touch=1|0` in the URL), for\n * trying them on a desktop browser. A game names its own so its players' saved choice carries over.\n */\nexport function setTouchOverrideKey(key: string): void {\n overrideKey = key;\n cached = null;\n}\n\nfunction readOverride(): string | null {\n try {\n const fromUrl = new URLSearchParams(window.location.search).get('touch');\n if (fromUrl !== null) return fromUrl;\n return localStorage.getItem(overrideKey);\n } catch {\n return null;\n }\n}\n\nfunction readEnv(): TouchEnv {\n return {\n native: nativeShell,\n coarse: typeof matchMedia === 'function' && matchMedia('(pointer: coarse)').matches,\n touchPoints: typeof navigator !== 'undefined' ? navigator.maxTouchPoints ?? 0 : 0,\n override: readOverride(),\n };\n}\n\n/** True when the game is played with fingers (decided once per launch, `detectTouch`). */\nexport function isTouchUi(): boolean {\n if (cached === null) cached = typeof window !== 'undefined' && detectTouch(readEnv());\n return cached;\n}\n"],"names":["cached","nativeShell","overrideKey","setNativeShell","native","setTouchOverrideKey","key","readOverride","fromUrl","readEnv","isTouchUi","detectTouch"],"mappings":";AAEA,IAAIA,IAAyB,MACzBC,IAAc,IACdC,IAAc;AAGX,SAASC,EAAeC,GAAuB;AACpD,EAAAH,IAAcG,GACdJ,IAAS;AACX;AAMO,SAASK,EAAoBC,GAAmB;AACrD,EAAAJ,IAAcI,GACdN,IAAS;AACX;AAEA,SAASO,IAA8B;AACrC,MAAI;AACF,UAAMC,IAAU,IAAI,gBAAgB,OAAO,SAAS,MAAM,EAAE,IAAI,OAAO;AACvE,WAAIA,MAAY,OAAaA,IACtB,aAAa,QAAQN,CAAW;AAAA,EACzC,QAAQ;AACN,WAAO;AAAA,EACT;AACF;AAEA,SAASO,IAAoB;AAC3B,SAAO;AAAA,IACL,QAAQR;AAAA,IACR,QAAQ,OAAO,cAAe,cAAc,WAAW,mBAAmB,EAAE;AAAA,IAC5E,aAAa,OAAO,YAAc,MAAc,UAAU,kBAAkB,IAAI;AAAA,IAChF,UAAUM,EAAA;AAAA,EAAa;AAE3B;AAGO,SAASG,IAAqB;AACnC,SAAIV,MAAW,SAAMA,IAAS,OAAO,SAAW,OAAeW,EAAYF,GAAS,IAC7ET;AACT;"}
@@ -0,0 +1,65 @@
1
+ import { BlurFilter as a, TexturePool as s } from "pixi.js";
2
+ import { FxFilter as u } from "./fxShader.js";
3
+ class c extends u {
4
+ constructor(t, e) {
5
+ super({
6
+ name: "bloom-bright",
7
+ uniforms: { uThreshold: { type: "f32", value: t }, uKnee: { type: "f32", value: e } },
8
+ glsl: `
9
+ vec3 c = src.a > 0.0 ? src.rgb / src.a : src.rgb;
10
+ float l = max(c.r, max(c.g, c.b));
11
+ float k = smoothstep(uThreshold, uThreshold + max(uKnee, 0.0001), l);
12
+ result = src * k;`,
13
+ wgsl: `
14
+ var c = src.rgb;
15
+ if (src.a > 0.0) { c = src.rgb / src.a; }
16
+ let l = max(c.r, max(c.g, c.b));
17
+ let k = smoothstep(fx.uThreshold, fx.uThreshold + max(fx.uKnee, 0.0001), l);
18
+ result = src * k;`
19
+ });
20
+ }
21
+ }
22
+ class m extends u {
23
+ bright;
24
+ blurPass;
25
+ constructor(t = {}) {
26
+ super({
27
+ name: "bloom",
28
+ map: !0,
29
+ uniforms: { uIntensity: { type: "f32", value: t.intensity ?? 1 } },
30
+ glsl: `
31
+ result = src + sampleMap(coord) * uIntensity;`,
32
+ wgsl: `
33
+ result = src + sampleMap(coord) * fx.uIntensity;`
34
+ }), this.bright = new c(t.threshold ?? 0.7, t.knee ?? 0.2), this.blurPass = new a({ strength: t.blur ?? 8, quality: t.quality ?? 4 });
35
+ }
36
+ get intensity() {
37
+ return this.num("uIntensity");
38
+ }
39
+ set intensity(t) {
40
+ this.set("uIntensity", t);
41
+ }
42
+ get threshold() {
43
+ return this.bright.get("uThreshold");
44
+ }
45
+ set threshold(t) {
46
+ this.bright.set("uThreshold", t);
47
+ }
48
+ get blur() {
49
+ return this.blurPass.strength;
50
+ }
51
+ set blur(t) {
52
+ this.blurPass.strength = t;
53
+ }
54
+ apply(t, e, o, i) {
55
+ const r = s.getSameSizeTexture(e), l = s.getSameSizeTexture(e);
56
+ this.bright.apply(t, e, r, !0), this.blurPass.apply(t, r, l, !0), this.resources.uMap = l.source, t.applyFilter(this, e, o, i), s.returnTexture(l), s.returnTexture(r);
57
+ }
58
+ destroy() {
59
+ this.bright.destroy(), this.blurPass.destroy(), super.destroy();
60
+ }
61
+ }
62
+ export {
63
+ m as BloomFilter
64
+ };
65
+ //# sourceMappingURL=BloomFilter.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"BloomFilter.js","sources":["../../src/postfx/BloomFilter.ts"],"sourcesContent":["import { BlurFilter, TexturePool, type FilterSystem, type RenderSurface, type Texture } from 'pixi.js';\nimport { FxFilter } from './fxShader';\n\nexport interface BloomOptions {\n /** Brightness (0–1, the brightest channel) from which a pixel glows (default 0.7). */\n threshold?: number;\n /** How gradually the glow comes in above the threshold (default 0.2). */\n knee?: number;\n /** How strongly the glow is added back (default 1). */\n intensity?: number;\n /** Blur strength of the glow, pixels (default 8). */\n blur?: number;\n /** Blur quality: passes (default 4). */\n quality?: number;\n}\n\n/** The bright pass: what is above the threshold, the rest black. */\nclass BrightPass extends FxFilter {\n constructor(threshold: number, knee: number) {\n super({\n name: 'bloom-bright',\n uniforms: { uThreshold: { type: 'f32', value: threshold }, uKnee: { type: 'f32', value: knee } },\n glsl: `\n vec3 c = src.a > 0.0 ? src.rgb / src.a : src.rgb;\n float l = max(c.r, max(c.g, c.b));\n float k = smoothstep(uThreshold, uThreshold + max(uKnee, 0.0001), l);\n result = src * k;`,\n wgsl: `\n var c = src.rgb;\n if (src.a > 0.0) { c = src.rgb / src.a; }\n let l = max(c.r, max(c.g, c.b));\n let k = smoothstep(fx.uThreshold, fx.uThreshold + max(fx.uKnee, 0.0001), l);\n result = src * k;`,\n });\n }\n}\n\n/**\n * Bright things glow: the pixels above a threshold are blurred and added back over the picture. Three passes (bright,\n * blur, combine) on textures from Pixi's pool; costlier than the one-pass effects, so give it a `filterArea` or put it\n * on the world layer only.\n */\nexport class BloomFilter extends FxFilter {\n private readonly bright: BrightPass;\n private readonly blurPass: BlurFilter;\n\n constructor(options: BloomOptions = {}) {\n super({\n name: 'bloom',\n map: true,\n uniforms: { uIntensity: { type: 'f32', value: options.intensity ?? 1 } },\n glsl: `\n result = src + sampleMap(coord) * uIntensity;`,\n wgsl: `\n result = src + sampleMap(coord) * fx.uIntensity;`,\n });\n this.bright = new BrightPass(options.threshold ?? 0.7, options.knee ?? 0.2);\n this.blurPass = new BlurFilter({ strength: options.blur ?? 8, quality: options.quality ?? 4 });\n }\n\n get intensity(): number {\n return this.num('uIntensity');\n }\n set intensity(v: number) {\n this.set('uIntensity', v);\n }\n get threshold(): number {\n return this.bright.get('uThreshold') as number;\n }\n set threshold(v: number) {\n this.bright.set('uThreshold', v);\n }\n get blur(): number {\n return this.blurPass.strength;\n }\n set blur(v: number) {\n this.blurPass.strength = v;\n }\n\n override apply(filterManager: FilterSystem, input: Texture, output: RenderSurface, clearMode: boolean): void {\n const light = TexturePool.getSameSizeTexture(input);\n const glow = TexturePool.getSameSizeTexture(input);\n this.bright.apply(filterManager, input, light, true);\n this.blurPass.apply(filterManager, light, glow, true);\n this.resources.uMap = glow.source;\n filterManager.applyFilter(this, input, output, clearMode);\n TexturePool.returnTexture(glow);\n TexturePool.returnTexture(light);\n }\n\n override destroy(): void {\n this.bright.destroy();\n this.blurPass.destroy();\n super.destroy();\n }\n}\n"],"names":["BrightPass","FxFilter","threshold","knee","BloomFilter","options","BlurFilter","v","filterManager","input","output","clearMode","light","TexturePool","glow"],"mappings":";;AAiBA,MAAMA,UAAmBC,EAAS;AAAA,EAChC,YAAYC,GAAmBC,GAAc;AAC3C,UAAM;AAAA,MACJ,MAAM;AAAA,MACN,UAAU,EAAE,YAAY,EAAE,MAAM,OAAO,OAAOD,KAAa,OAAO,EAAE,MAAM,OAAO,OAAOC,IAAK;AAAA,MAC7F,MAAM;AAAA;AAAA;AAAA;AAAA;AAAA,MAKN,MAAM;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAAA,CAMP;AAAA,EACH;AACF;AAOO,MAAMC,UAAoBH,EAAS;AAAA,EACvB;AAAA,EACA;AAAA,EAEjB,YAAYI,IAAwB,IAAI;AACtC,UAAM;AAAA,MACJ,MAAM;AAAA,MACN,KAAK;AAAA,MACL,UAAU,EAAE,YAAY,EAAE,MAAM,OAAO,OAAOA,EAAQ,aAAa,IAAE;AAAA,MACrE,MAAM;AAAA;AAAA,MAEN,MAAM;AAAA;AAAA,IAAA,CAEP,GACD,KAAK,SAAS,IAAIL,EAAWK,EAAQ,aAAa,KAAKA,EAAQ,QAAQ,GAAG,GAC1E,KAAK,WAAW,IAAIC,EAAW,EAAE,UAAUD,EAAQ,QAAQ,GAAG,SAASA,EAAQ,WAAW,EAAA,CAAG;AAAA,EAC/F;AAAA,EAEA,IAAI,YAAoB;AACtB,WAAO,KAAK,IAAI,YAAY;AAAA,EAC9B;AAAA,EACA,IAAI,UAAUE,GAAW;AACvB,SAAK,IAAI,cAAcA,CAAC;AAAA,EAC1B;AAAA,EACA,IAAI,YAAoB;AACtB,WAAO,KAAK,OAAO,IAAI,YAAY;AAAA,EACrC;AAAA,EACA,IAAI,UAAUA,GAAW;AACvB,SAAK,OAAO,IAAI,cAAcA,CAAC;AAAA,EACjC;AAAA,EACA,IAAI,OAAe;AACjB,WAAO,KAAK,SAAS;AAAA,EACvB;AAAA,EACA,IAAI,KAAKA,GAAW;AAClB,SAAK,SAAS,WAAWA;AAAA,EAC3B;AAAA,EAES,MAAMC,GAA6BC,GAAgBC,GAAuBC,GAA0B;AAC3G,UAAMC,IAAQC,EAAY,mBAAmBJ,CAAK,GAC5CK,IAAOD,EAAY,mBAAmBJ,CAAK;AACjD,SAAK,OAAO,MAAMD,GAAeC,GAAOG,GAAO,EAAI,GACnD,KAAK,SAAS,MAAMJ,GAAeI,GAAOE,GAAM,EAAI,GACpD,KAAK,UAAU,OAAOA,EAAK,QAC3BN,EAAc,YAAY,MAAMC,GAAOC,GAAQC,CAAS,GACxDE,EAAY,cAAcC,CAAI,GAC9BD,EAAY,cAAcD,CAAK;AAAA,EACjC;AAAA,EAES,UAAgB;AACvB,SAAK,OAAO,QAAA,GACZ,KAAK,SAAS,QAAA,GACd,MAAM,QAAA;AAAA,EACR;AACF;"}
@@ -0,0 +1,25 @@
1
+ import { FxFilter as t } from "./fxShader.js";
2
+ class s extends t {
3
+ constructor(e = 2) {
4
+ super({
5
+ name: "chromatic-aberration",
6
+ uniforms: { uOffset: { type: "f32", value: e } },
7
+ glsl: `
8
+ vec2 off = (frameUv - 0.5) * 2.0 * uOffset * texel;
9
+ result = vec4(sampleAt(coord + off).r, src.g, sampleAt(coord - off).b, src.a);`,
10
+ wgsl: `
11
+ let off = (frameUv - 0.5) * 2.0 * fx.uOffset * texel;
12
+ result = vec4<f32>(sampleAt(coord + off).r, src.g, sampleAt(coord - off).b, src.a);`
13
+ });
14
+ }
15
+ get offset() {
16
+ return this.num("uOffset");
17
+ }
18
+ set offset(e) {
19
+ this.set("uOffset", e);
20
+ }
21
+ }
22
+ export {
23
+ s as ChromaticAberrationFilter
24
+ };
25
+ //# sourceMappingURL=ChromaticAberrationFilter.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ChromaticAberrationFilter.js","sources":["../../src/postfx/ChromaticAberrationFilter.ts"],"sourcesContent":["import { FxFilter } from './fxShader';\n\n/**\n * Splits red and blue apart towards the edges, `offset` pixels at a corner: a hit's jolt, a dream, a cheap lens.\n * Nothing at the centre of the screen moves.\n */\nexport class ChromaticAberrationFilter extends FxFilter {\n constructor(offset = 2) {\n super({\n name: 'chromatic-aberration',\n uniforms: { uOffset: { type: 'f32', value: offset } },\n glsl: `\n vec2 off = (frameUv - 0.5) * 2.0 * uOffset * texel;\n result = vec4(sampleAt(coord + off).r, src.g, sampleAt(coord - off).b, src.a);`,\n wgsl: `\n let off = (frameUv - 0.5) * 2.0 * fx.uOffset * texel;\n result = vec4<f32>(sampleAt(coord + off).r, src.g, sampleAt(coord - off).b, src.a);`,\n });\n }\n\n get offset(): number {\n return this.num('uOffset');\n }\n set offset(v: number) {\n this.set('uOffset', v);\n }\n}\n"],"names":["ChromaticAberrationFilter","FxFilter","offset","v"],"mappings":";AAMO,MAAMA,UAAkCC,EAAS;AAAA,EACtD,YAAYC,IAAS,GAAG;AACtB,UAAM;AAAA,MACJ,MAAM;AAAA,MACN,UAAU,EAAE,SAAS,EAAE,MAAM,OAAO,OAAOA,IAAO;AAAA,MAClD,MAAM;AAAA;AAAA;AAAA,MAGN,MAAM;AAAA;AAAA;AAAA,IAAA,CAGP;AAAA,EACH;AAAA,EAEA,IAAI,SAAiB;AACnB,WAAO,KAAK,IAAI,SAAS;AAAA,EAC3B;AAAA,EACA,IAAI,OAAOC,GAAW;AACpB,SAAK,IAAI,WAAWA,CAAC;AAAA,EACvB;AACF;"}
@@ -0,0 +1,76 @@
1
+ import { FxFilter as r, rgb as s } from "./fxShader.js";
2
+ class a extends r {
3
+ constructor(t = {}) {
4
+ super({
5
+ name: "color-adjust",
6
+ uniforms: {
7
+ uBrightness: { type: "f32", value: t.brightness ?? 1 },
8
+ uContrast: { type: "f32", value: t.contrast ?? 1 },
9
+ uSaturation: { type: "f32", value: t.saturation ?? 1 },
10
+ uTintAmount: { type: "f32", value: t.tintAmount ?? 0 },
11
+ uTint: { type: "vec3<f32>", value: new Float32Array(s(t.tint ?? 16777215)) },
12
+ uFlash: { type: "f32", value: 0 },
13
+ uFlashColor: { type: "vec3<f32>", value: new Float32Array([1, 1, 1]) }
14
+ },
15
+ glsl: `
16
+ vec3 c = src.a > 0.0 ? src.rgb / src.a : src.rgb;
17
+ c *= uBrightness;
18
+ c = (c - 0.5) * uContrast + 0.5;
19
+ float l = dot(c, vec3(0.299, 0.587, 0.114));
20
+ c = mix(vec3(l), c, uSaturation);
21
+ c = mix(c, c * uTint, uTintAmount);
22
+ c = mix(c, uFlashColor, uFlash);
23
+ result = vec4(clamp(c, 0.0, 1.0) * src.a, src.a);`,
24
+ wgsl: `
25
+ var c = src.rgb;
26
+ if (src.a > 0.0) { c = src.rgb / src.a; }
27
+ c = c * fx.uBrightness;
28
+ c = (c - 0.5) * fx.uContrast + 0.5;
29
+ let l = dot(c, vec3<f32>(0.299, 0.587, 0.114));
30
+ c = mix(vec3<f32>(l), c, fx.uSaturation);
31
+ c = mix(c, c * fx.uTint, fx.uTintAmount);
32
+ c = mix(c, fx.uFlashColor, fx.uFlash);
33
+ result = vec4<f32>(clamp(c, vec3<f32>(0.0), vec3<f32>(1.0)) * src.a, src.a);`
34
+ });
35
+ }
36
+ get brightness() {
37
+ return this.num("uBrightness");
38
+ }
39
+ set brightness(t) {
40
+ this.set("uBrightness", t);
41
+ }
42
+ get contrast() {
43
+ return this.num("uContrast");
44
+ }
45
+ set contrast(t) {
46
+ this.set("uContrast", t);
47
+ }
48
+ get saturation() {
49
+ return this.num("uSaturation");
50
+ }
51
+ set saturation(t) {
52
+ this.set("uSaturation", t);
53
+ }
54
+ get flash() {
55
+ return this.num("uFlash");
56
+ }
57
+ set flash(t) {
58
+ this.set("uFlash", t);
59
+ }
60
+ set flashColor(t) {
61
+ this.set("uFlashColor", ...s(t));
62
+ }
63
+ set tint(t) {
64
+ this.set("uTint", ...s(t));
65
+ }
66
+ get tintAmount() {
67
+ return this.num("uTintAmount");
68
+ }
69
+ set tintAmount(t) {
70
+ this.set("uTintAmount", t);
71
+ }
72
+ }
73
+ export {
74
+ a as ColorAdjustFilter
75
+ };
76
+ //# sourceMappingURL=ColorAdjustFilter.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ColorAdjustFilter.js","sources":["../../src/postfx/ColorAdjustFilter.ts"],"sourcesContent":["import { FxFilter, rgb } from './fxShader';\n\nexport interface ColorAdjustOptions {\n /** Multiplies every channel (default 1). */\n brightness?: number;\n /** 1 unchanged, 0 flat grey, above 1 punchier (default 1). */\n contrast?: number;\n /** 1 unchanged, 0 greyscale (default 1). */\n saturation?: number;\n /** A colour multiplied in by `tintAmount` (default white, 0). */\n tint?: number;\n tintAmount?: number;\n}\n\n/**\n * Brightness, contrast, saturation and a tint, all animatable, plus a flash: the whole screen washed towards a colour\n * (`flash` 0–1, `flashColor`), for a hit, a pickup or lightning. `PostFx.flash` drives it.\n */\nexport class ColorAdjustFilter extends FxFilter {\n constructor(options: ColorAdjustOptions = {}) {\n super({\n name: 'color-adjust',\n uniforms: {\n uBrightness: { type: 'f32', value: options.brightness ?? 1 },\n uContrast: { type: 'f32', value: options.contrast ?? 1 },\n uSaturation: { type: 'f32', value: options.saturation ?? 1 },\n uTintAmount: { type: 'f32', value: options.tintAmount ?? 0 },\n uTint: { type: 'vec3<f32>', value: new Float32Array(rgb(options.tint ?? 0xffffff)) },\n uFlash: { type: 'f32', value: 0 },\n uFlashColor: { type: 'vec3<f32>', value: new Float32Array([1, 1, 1]) },\n },\n glsl: `\n vec3 c = src.a > 0.0 ? src.rgb / src.a : src.rgb;\n c *= uBrightness;\n c = (c - 0.5) * uContrast + 0.5;\n float l = dot(c, vec3(0.299, 0.587, 0.114));\n c = mix(vec3(l), c, uSaturation);\n c = mix(c, c * uTint, uTintAmount);\n c = mix(c, uFlashColor, uFlash);\n result = vec4(clamp(c, 0.0, 1.0) * src.a, src.a);`,\n wgsl: `\n var c = src.rgb;\n if (src.a > 0.0) { c = src.rgb / src.a; }\n c = c * fx.uBrightness;\n c = (c - 0.5) * fx.uContrast + 0.5;\n let l = dot(c, vec3<f32>(0.299, 0.587, 0.114));\n c = mix(vec3<f32>(l), c, fx.uSaturation);\n c = mix(c, c * fx.uTint, fx.uTintAmount);\n c = mix(c, fx.uFlashColor, fx.uFlash);\n result = vec4<f32>(clamp(c, vec3<f32>(0.0), vec3<f32>(1.0)) * src.a, src.a);`,\n });\n }\n\n get brightness(): number {\n return this.num('uBrightness');\n }\n set brightness(v: number) {\n this.set('uBrightness', v);\n }\n get contrast(): number {\n return this.num('uContrast');\n }\n set contrast(v: number) {\n this.set('uContrast', v);\n }\n get saturation(): number {\n return this.num('uSaturation');\n }\n set saturation(v: number) {\n this.set('uSaturation', v);\n }\n get flash(): number {\n return this.num('uFlash');\n }\n set flash(v: number) {\n this.set('uFlash', v);\n }\n set flashColor(c: number) {\n this.set('uFlashColor', ...rgb(c));\n }\n set tint(c: number) {\n this.set('uTint', ...rgb(c));\n }\n get tintAmount(): number {\n return this.num('uTintAmount');\n }\n set tintAmount(v: number) {\n this.set('uTintAmount', v);\n }\n}\n"],"names":["ColorAdjustFilter","FxFilter","options","rgb","v","c"],"mappings":";AAkBO,MAAMA,UAA0BC,EAAS;AAAA,EAC9C,YAAYC,IAA8B,IAAI;AAC5C,UAAM;AAAA,MACJ,MAAM;AAAA,MACN,UAAU;AAAA,QACR,aAAa,EAAE,MAAM,OAAO,OAAOA,EAAQ,cAAc,EAAA;AAAA,QACzD,WAAW,EAAE,MAAM,OAAO,OAAOA,EAAQ,YAAY,EAAA;AAAA,QACrD,aAAa,EAAE,MAAM,OAAO,OAAOA,EAAQ,cAAc,EAAA;AAAA,QACzD,aAAa,EAAE,MAAM,OAAO,OAAOA,EAAQ,cAAc,EAAA;AAAA,QACzD,OAAO,EAAE,MAAM,aAAa,OAAO,IAAI,aAAaC,EAAID,EAAQ,QAAQ,QAAQ,CAAC,EAAA;AAAA,QACjF,QAAQ,EAAE,MAAM,OAAO,OAAO,EAAA;AAAA,QAC9B,aAAa,EAAE,MAAM,aAAa,OAAO,IAAI,aAAa,CAAC,GAAG,GAAG,CAAC,CAAC,EAAA;AAAA,MAAE;AAAA,MAEvE,MAAM;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MASN,MAAM;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAAA,CAUP;AAAA,EACH;AAAA,EAEA,IAAI,aAAqB;AACvB,WAAO,KAAK,IAAI,aAAa;AAAA,EAC/B;AAAA,EACA,IAAI,WAAWE,GAAW;AACxB,SAAK,IAAI,eAAeA,CAAC;AAAA,EAC3B;AAAA,EACA,IAAI,WAAmB;AACrB,WAAO,KAAK,IAAI,WAAW;AAAA,EAC7B;AAAA,EACA,IAAI,SAASA,GAAW;AACtB,SAAK,IAAI,aAAaA,CAAC;AAAA,EACzB;AAAA,EACA,IAAI,aAAqB;AACvB,WAAO,KAAK,IAAI,aAAa;AAAA,EAC/B;AAAA,EACA,IAAI,WAAWA,GAAW;AACxB,SAAK,IAAI,eAAeA,CAAC;AAAA,EAC3B;AAAA,EACA,IAAI,QAAgB;AAClB,WAAO,KAAK,IAAI,QAAQ;AAAA,EAC1B;AAAA,EACA,IAAI,MAAMA,GAAW;AACnB,SAAK,IAAI,UAAUA,CAAC;AAAA,EACtB;AAAA,EACA,IAAI,WAAWC,GAAW;AACxB,SAAK,IAAI,eAAe,GAAGF,EAAIE,CAAC,CAAC;AAAA,EACnC;AAAA,EACA,IAAI,KAAKA,GAAW;AAClB,SAAK,IAAI,SAAS,GAAGF,EAAIE,CAAC,CAAC;AAAA,EAC7B;AAAA,EACA,IAAI,aAAqB;AACvB,WAAO,KAAK,IAAI,aAAa;AAAA,EAC/B;AAAA,EACA,IAAI,WAAWD,GAAW;AACxB,SAAK,IAAI,eAAeA,CAAC;AAAA,EAC3B;AACF;"}
@@ -0,0 +1,42 @@
1
+ import { FxFilter as u } from "./fxShader.js";
2
+ class l extends u {
3
+ constructor(e = {}) {
4
+ super({
5
+ name: "crt",
6
+ uniforms: {
7
+ uScanlines: { type: "f32", value: e.scanlines ?? 0.3 },
8
+ uLineHeight: { type: "f32", value: e.lineHeight ?? 3 },
9
+ uCurvature: { type: "f32", value: e.curvature ?? 0.08 },
10
+ uCornerShade: { type: "f32", value: e.cornerShade ?? 0.25 }
11
+ },
12
+ glsl: `
13
+ vec2 c = frameUv * 2.0 - 1.0;
14
+ c = c * (1.0 + uCurvature * (c.yx * c.yx));
15
+ vec2 uv = c * 0.5 + 0.5;
16
+ if (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) {
17
+ result = vec4(0.0, 0.0, 0.0, 1.0);
18
+ } else {
19
+ result = sampleAt(toCoord(uv));
20
+ float line = 0.5 + 0.5 * cos(uv.y * framePx.y / max(uLineHeight, 1.0) * 6.2831853);
21
+ float shade = 1.0 - uCornerShade * dot(c, c) * 0.5;
22
+ result = vec4(result.rgb * mix(1.0, line, uScanlines) * shade, result.a);
23
+ }`,
24
+ wgsl: `
25
+ var c = frameUv * 2.0 - 1.0;
26
+ c = c * (1.0 + fx.uCurvature * (c.yx * c.yx));
27
+ let uv2 = c * 0.5 + 0.5;
28
+ if (uv2.x < 0.0 || uv2.y < 0.0 || uv2.x > 1.0 || uv2.y > 1.0) {
29
+ result = vec4<f32>(0.0, 0.0, 0.0, 1.0);
30
+ } else {
31
+ result = sampleAt(toCoord(uv2));
32
+ let line = 0.5 + 0.5 * cos(uv2.y * framePx.y / max(fx.uLineHeight, 1.0) * 6.2831853);
33
+ let shade = 1.0 - fx.uCornerShade * dot(c, c) * 0.5;
34
+ result = vec4<f32>(result.rgb * mix(1.0, line, fx.uScanlines) * shade, result.a);
35
+ }`
36
+ });
37
+ }
38
+ }
39
+ export {
40
+ l as CrtFilter
41
+ };
42
+ //# sourceMappingURL=CrtFilter.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"CrtFilter.js","sources":["../../src/postfx/CrtFilter.ts"],"sourcesContent":["import { FxFilter } from './fxShader';\n\nexport interface CrtOptions {\n /** 0–1, how dark the gaps between scanlines are (default 0.3). */\n scanlines?: number;\n /** Screen pixels per scanline (default 3). */\n lineHeight?: number;\n /** How much the glass bulges, 0 flat (default 0.08). */\n curvature?: number;\n /** 0–1, how much darker the bulged corners are (default 0.25). */\n cornerShade?: number;\n}\n\n/** An old television: scanlines, a bulging glass with black beyond its edge, darker corners. */\nexport class CrtFilter extends FxFilter {\n constructor(options: CrtOptions = {}) {\n super({\n name: 'crt',\n uniforms: {\n uScanlines: { type: 'f32', value: options.scanlines ?? 0.3 },\n uLineHeight: { type: 'f32', value: options.lineHeight ?? 3 },\n uCurvature: { type: 'f32', value: options.curvature ?? 0.08 },\n uCornerShade: { type: 'f32', value: options.cornerShade ?? 0.25 },\n },\n glsl: `\n vec2 c = frameUv * 2.0 - 1.0;\n c = c * (1.0 + uCurvature * (c.yx * c.yx));\n vec2 uv = c * 0.5 + 0.5;\n if (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) {\n result = vec4(0.0, 0.0, 0.0, 1.0);\n } else {\n result = sampleAt(toCoord(uv));\n float line = 0.5 + 0.5 * cos(uv.y * framePx.y / max(uLineHeight, 1.0) * 6.2831853);\n float shade = 1.0 - uCornerShade * dot(c, c) * 0.5;\n result = vec4(result.rgb * mix(1.0, line, uScanlines) * shade, result.a);\n }`,\n wgsl: `\n var c = frameUv * 2.0 - 1.0;\n c = c * (1.0 + fx.uCurvature * (c.yx * c.yx));\n let uv2 = c * 0.5 + 0.5;\n if (uv2.x < 0.0 || uv2.y < 0.0 || uv2.x > 1.0 || uv2.y > 1.0) {\n result = vec4<f32>(0.0, 0.0, 0.0, 1.0);\n } else {\n result = sampleAt(toCoord(uv2));\n let line = 0.5 + 0.5 * cos(uv2.y * framePx.y / max(fx.uLineHeight, 1.0) * 6.2831853);\n let shade = 1.0 - fx.uCornerShade * dot(c, c) * 0.5;\n result = vec4<f32>(result.rgb * mix(1.0, line, fx.uScanlines) * shade, result.a);\n }`,\n });\n }\n}\n"],"names":["CrtFilter","FxFilter","options"],"mappings":";AAcO,MAAMA,UAAkBC,EAAS;AAAA,EACtC,YAAYC,IAAsB,IAAI;AACpC,UAAM;AAAA,MACJ,MAAM;AAAA,MACN,UAAU;AAAA,QACR,YAAY,EAAE,MAAM,OAAO,OAAOA,EAAQ,aAAa,IAAA;AAAA,QACvD,aAAa,EAAE,MAAM,OAAO,OAAOA,EAAQ,cAAc,EAAA;AAAA,QACzD,YAAY,EAAE,MAAM,OAAO,OAAOA,EAAQ,aAAa,KAAA;AAAA,QACvD,cAAc,EAAE,MAAM,OAAO,OAAOA,EAAQ,eAAe,KAAA;AAAA,MAAK;AAAA,MAElE,MAAM;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MAYN,MAAM;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAAA,CAYP;AAAA,EACH;AACF;"}
@@ -0,0 +1,27 @@
1
+ import { FxFilter as t } from "./fxShader.js";
2
+ class r extends t {
3
+ constructor(e = 4) {
4
+ super({
5
+ name: "pixelate",
6
+ uniforms: { uSize: { type: "f32", value: e } },
7
+ glsl: `
8
+ float s = max(uSize, 1.0);
9
+ vec2 px = coord / texel;
10
+ result = sampleAt((floor(px / s) + 0.5) * s * texel);`,
11
+ wgsl: `
12
+ let s = max(fx.uSize, 1.0);
13
+ let px = coord / texel;
14
+ result = sampleAt((floor(px / s) + 0.5) * s * texel);`
15
+ });
16
+ }
17
+ get size() {
18
+ return this.num("uSize");
19
+ }
20
+ set size(e) {
21
+ this.set("uSize", e);
22
+ }
23
+ }
24
+ export {
25
+ r as PixelateFilter
26
+ };
27
+ //# sourceMappingURL=PixelateFilter.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PixelateFilter.js","sources":["../../src/postfx/PixelateFilter.ts"],"sourcesContent":["import { FxFilter } from './fxShader';\n\n/** Shows the screen in blocks of `size` pixels: a transition's dissolve, a retro mode, a censor box. 1 is off. */\nexport class PixelateFilter extends FxFilter {\n constructor(size = 4) {\n super({\n name: 'pixelate',\n uniforms: { uSize: { type: 'f32', value: size } },\n glsl: `\n float s = max(uSize, 1.0);\n vec2 px = coord / texel;\n result = sampleAt((floor(px / s) + 0.5) * s * texel);`,\n wgsl: `\n let s = max(fx.uSize, 1.0);\n let px = coord / texel;\n result = sampleAt((floor(px / s) + 0.5) * s * texel);`,\n });\n }\n\n get size(): number {\n return this.num('uSize');\n }\n set size(v: number) {\n this.set('uSize', v);\n }\n}\n"],"names":["PixelateFilter","FxFilter","size","v"],"mappings":";AAGO,MAAMA,UAAuBC,EAAS;AAAA,EAC3C,YAAYC,IAAO,GAAG;AACpB,UAAM;AAAA,MACJ,MAAM;AAAA,MACN,UAAU,EAAE,OAAO,EAAE,MAAM,OAAO,OAAOA,IAAK;AAAA,MAC9C,MAAM;AAAA;AAAA;AAAA;AAAA,MAIN,MAAM;AAAA;AAAA;AAAA;AAAA,IAAA,CAIP;AAAA,EACH;AAAA,EAEA,IAAI,OAAe;AACjB,WAAO,KAAK,IAAI,OAAO;AAAA,EACzB;AAAA,EACA,IAAI,KAAKC,GAAW;AAClB,SAAK,IAAI,SAASA,CAAC;AAAA,EACrB;AACF;"}
@@ -0,0 +1,123 @@
1
+ import { Rectangle as p, Sprite as u, Texture as m } from "pixi.js";
2
+ import { easeByName as h } from "../core/eases.js";
3
+ import { engineSettings as g } from "../settings.js";
4
+ import { ColorAdjustFilter as y } from "./ColorAdjustFilter.js";
5
+ import { FxAnimator as x } from "./fxAnimator.js";
6
+ import { ShockwaveFilter as b } from "./ShockwaveFilter.js";
7
+ class l {
8
+ constructor(t, e, r = {}) {
9
+ this.target = t, this.screen = e, this.options = r, this.fitArea(), t.filterArea = this.area, r.backdrop !== !1 && r.backdrop !== void 0 && this.setBackdrop(r.backdrop);
10
+ }
11
+ target;
12
+ screen;
13
+ options;
14
+ animator = new x();
15
+ chain = [];
16
+ transient = [];
17
+ colorFx = null;
18
+ backdropSprite = null;
19
+ offFrame = null;
20
+ /** The screen in the target's own coordinates: the filtered area, refreshed every frame as a camera moves. */
21
+ area = new p();
22
+ /** A `PostFx` over an engine's picture, stepped on its frames. */
23
+ static forEngine(t, e = {}) {
24
+ const r = e.layer ?? "all", s = r === "all" ? t.app.stage : r === "world" ? t.stage.world : r, a = e.backdrop ?? (r === "all" ? t.app.renderer.background.color.toNumber() : !1), i = new l(s, t.app.screen, { ...e, backdrop: a });
25
+ return i.offFrame = t.events.on("frame", ({ dt: n }) => i.update(n * 1e3)), i;
26
+ }
27
+ /** Adds an effect at the end of the chain (or at `index`) and returns it. */
28
+ add(t, e = this.chain.length) {
29
+ return this.chain.splice(e, 0, { filter: t, on: !0 }), this.apply(), t;
30
+ }
31
+ /** Takes an effect out (it is not destroyed: add it back later, or destroy it yourself). */
32
+ remove(t) {
33
+ const e = this.chain.findIndex((r) => r.filter === t);
34
+ e < 0 || (this.chain.splice(e, 1), this.apply());
35
+ }
36
+ /** Turns an effect on or off without taking it out of its place. */
37
+ setEnabled(t, e) {
38
+ const r = this.chain.find((s) => s.filter === t);
39
+ !r || r.on === e || (r.on = e, this.apply());
40
+ }
41
+ isEnabled(t) {
42
+ return this.chain.find((e) => e.filter === t)?.on ?? !1;
43
+ }
44
+ /** Every effect in the chain, in order. */
45
+ get filters() {
46
+ return this.chain.map((t) => t.filter);
47
+ }
48
+ /** Animates any number (a uniform, an effect's property) from `from` to `to` over `ms`. */
49
+ animate(t, e, r, s, a, i) {
50
+ this.animator.run({ set: t, from: e, to: r, ms: s, ease: typeof a == "string" ? h(a) : a, done: i });
51
+ }
52
+ /** The whole picture washed towards a colour, fading out over `ms`. Skipped under reduced effects. */
53
+ flash(t = {}) {
54
+ if (this.reduced) return;
55
+ const e = this.ensureColor();
56
+ e.flashColor = t.color ?? 16777215, this.animator.run({ key: "flash", set: (r) => e.flash = r, from: t.strength ?? 0.6, to: 0, ms: t.ms ?? 160, ease: h("Quad.Out") });
57
+ }
58
+ /** A ring of bent picture spreading from a screen point (screen pixels). Skipped under reduced effects. */
59
+ shockwave(t, e, r = {}) {
60
+ if (this.reduced) return;
61
+ const s = new b(r);
62
+ s.setCenter((t - this.screen.x) / this.screen.width, (e - this.screen.y) / this.screen.height);
63
+ const a = s.amplitude;
64
+ this.transient.push(s), this.apply(), this.animator.run({
65
+ set: (i) => {
66
+ s.radius = i * (r.reach ?? 0.6), s.amplitude = a * (1 - i);
67
+ },
68
+ from: 0,
69
+ to: 1,
70
+ ms: r.ms ?? 600,
71
+ ease: h("Quad.Out"),
72
+ done: () => {
73
+ this.transient = this.transient.filter((i) => i !== s), this.apply(), s.destroy();
74
+ }
75
+ });
76
+ }
77
+ /** The colour adjustment `flash` uses, made and put first in the chain the first time: brightness, saturation, a tint. */
78
+ get color() {
79
+ return this.ensureColor();
80
+ }
81
+ /** Steps the animations; `forEngine` calls it on every frame. */
82
+ update(t) {
83
+ this.animator.size > 0 && this.animator.step(t), this.fitArea();
84
+ }
85
+ destroy() {
86
+ this.offFrame?.(), this.offFrame = null, this.animator.finishAll(), this.target.filters = [];
87
+ for (const t of this.chain) t.filter.destroy();
88
+ this.chain.length = 0, this.backdropSprite?.destroy(), this.backdropSprite = null;
89
+ }
90
+ /** The screen rectangle mapped into the target's local space (a camera's layer is scaled and moved). */
91
+ fitArea() {
92
+ const t = this.target.worldTransform, e = t.a * t.d - t.b * t.c;
93
+ if (e === 0) return;
94
+ const r = (d, f) => {
95
+ const o = d - t.tx, c = f - t.ty;
96
+ return [(t.d * o - t.c * c) / e, (t.a * c - t.b * o) / e];
97
+ }, [s, a] = r(this.screen.x, this.screen.y), [i, n] = r(this.screen.x + this.screen.width, this.screen.y + this.screen.height);
98
+ this.area.x = Math.min(s, i), this.area.y = Math.min(a, n), this.area.width = Math.abs(i - s), this.area.height = Math.abs(n - a);
99
+ }
100
+ get reduced() {
101
+ return (this.options.honourReducedFx ?? !0) && g.getState().reducedFx;
102
+ }
103
+ ensureColor() {
104
+ return this.colorFx || (this.colorFx = this.add(new y(), 0)), this.colorFx;
105
+ }
106
+ setBackdrop(t) {
107
+ const e = new u(m.WHITE);
108
+ e.tint = t, e.label = "postfx-backdrop", this.backdropSprite = e, this.target.addChildAt(e, 0);
109
+ const r = () => {
110
+ e.position.set(this.screen.x, this.screen.y), e.width = this.screen.width, e.height = this.screen.height;
111
+ };
112
+ r(), e.onRender = r;
113
+ }
114
+ apply() {
115
+ const t = [];
116
+ for (const e of this.chain) e.on && t.push(e.filter);
117
+ this.target.filters = t.length + this.transient.length > 0 ? [...this.transient, ...t] : [];
118
+ }
119
+ }
120
+ export {
121
+ l as PostFx
122
+ };
123
+ //# sourceMappingURL=PostFx.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"PostFx.js","sources":["../../src/postfx/PostFx.ts"],"sourcesContent":["import { Container, Rectangle, Sprite, Texture, type Filter } from 'pixi.js';\nimport { easeByName, type EaseFn } from '../core/eases';\nimport type { Engine } from '../engine/Engine';\nimport { engineSettings } from '../settings';\nimport { ColorAdjustFilter } from './ColorAdjustFilter';\nimport { FxAnimator } from './fxAnimator';\nimport { ShockwaveFilter, type ShockwaveOptions } from './ShockwaveFilter';\n\nexport interface PostFxOptions {\n /**\n * What the effects lie over: 'all' (default) the whole picture, HUD included; 'world' the camera's layer only, so\n * the HUD stays sharp; or any container.\n */\n layer?: 'all' | 'world' | Container;\n /**\n * Fills the screen behind the picture with this colour (default the renderer's background when `layer` is 'all').\n * Effects only see what is drawn: without a backdrop the empty background stays untouched by a vignette or a flash.\n * `false` for none.\n */\n backdrop?: number | false;\n /** Skip flashes and shockwaves while the player asked for reduced effects (default true). */\n honourReducedFx?: boolean;\n}\n\nexport interface FlashOptions {\n color?: number;\n /** Peak strength, 0–1 (default 0.6). */\n strength?: number;\n ms?: number;\n}\n\nexport interface ShockwaveRun extends ShockwaveOptions {\n /** How far the ring travels, as a share of the screen's height (default 0.6). */\n reach?: number;\n ms?: number;\n}\n\n/**\n * Full-screen effects over a game: a chain of filters (vignette, bloom, a colour grade, CRT, pixelate…) laid over the\n * picture in the order added, switched on and off one by one, and short effects that come and go — a flash, a\n * shockwave, any uniform animated over time. One per engine is plenty; give it to the scenes that want it.\n *\n * ```ts\n * const post = PostFx.forEngine(engine);\n * const vignette = post.add(new VignetteFilter({ strength: 0.4 }));\n * post.add(new BloomFilter({ threshold: 0.75 }));\n * post.flash({ color: 0xffffff, ms: 120 }); // a hit\n * post.shockwave(x, y); // screen pixels: an explosion\n * post.animate((v) => (vignette.strength = v), 0.4, 0.8, 300, 'Sine.InOut'); // a heartbeat\n * ```\n */\nexport class PostFx {\n readonly animator = new FxAnimator();\n private readonly chain: { filter: Filter; on: boolean }[] = [];\n private transient: Filter[] = [];\n private colorFx: ColorAdjustFilter | null = null;\n private backdropSprite: Sprite | null = null;\n private offFrame: (() => void) | null = null;\n /** The screen in the target's own coordinates: the filtered area, refreshed every frame as a camera moves. */\n private readonly area = new Rectangle();\n\n constructor(\n readonly target: Container,\n /** The screen rectangle, live (the renderer's `screen`): what is filtered, and how screen points map to it. */\n private readonly screen: Rectangle,\n private readonly options: PostFxOptions = {},\n ) {\n this.fitArea();\n target.filterArea = this.area;\n // the backdrop is laid in screen space: only over a target that is not moved by a camera\n if (options.backdrop !== false && options.backdrop !== undefined) this.setBackdrop(options.backdrop);\n }\n\n /** A `PostFx` over an engine's picture, stepped on its frames. */\n static forEngine(engine: Engine, options: PostFxOptions = {}): PostFx {\n const layer = options.layer ?? 'all';\n const target = layer === 'all' ? engine.app.stage : layer === 'world' ? engine.stage.world : layer;\n const backdrop = options.backdrop ?? (layer === 'all' ? engine.app.renderer.background.color.toNumber() : false);\n const fx = new PostFx(target, engine.app.screen, { ...options, backdrop });\n fx.offFrame = engine.events.on('frame', ({ dt }) => fx.update(dt * 1000));\n return fx;\n }\n\n /** Adds an effect at the end of the chain (or at `index`) and returns it. */\n add<T extends Filter>(filter: T, index = this.chain.length): T {\n this.chain.splice(index, 0, { filter, on: true });\n this.apply();\n return filter;\n }\n\n /** Takes an effect out (it is not destroyed: add it back later, or destroy it yourself). */\n remove(filter: Filter): void {\n const i = this.chain.findIndex((e) => e.filter === filter);\n if (i < 0) return;\n this.chain.splice(i, 1);\n this.apply();\n }\n\n /** Turns an effect on or off without taking it out of its place. */\n setEnabled(filter: Filter, on: boolean): void {\n const e = this.chain.find((x) => x.filter === filter);\n if (!e || e.on === on) return;\n e.on = on;\n this.apply();\n }\n\n isEnabled(filter: Filter): boolean {\n return this.chain.find((x) => x.filter === filter)?.on ?? false;\n }\n\n /** Every effect in the chain, in order. */\n get filters(): readonly Filter[] {\n return this.chain.map((e) => e.filter);\n }\n\n /** Animates any number (a uniform, an effect's property) from `from` to `to` over `ms`. */\n animate(set: (v: number) => void, from: number, to: number, ms: number, ease?: EaseFn | string, done?: () => void): void {\n this.animator.run({ set, from, to, ms, ease: typeof ease === 'string' ? easeByName(ease) : ease, done });\n }\n\n /** The whole picture washed towards a colour, fading out over `ms`. Skipped under reduced effects. */\n flash(options: FlashOptions = {}): void {\n if (this.reduced) return;\n const fx = this.ensureColor();\n fx.flashColor = options.color ?? 0xffffff;\n this.animator.run({ key: 'flash', set: (v) => (fx.flash = v), from: options.strength ?? 0.6, to: 0, ms: options.ms ?? 160, ease: easeByName('Quad.Out') });\n }\n\n /** A ring of bent picture spreading from a screen point (screen pixels). Skipped under reduced effects. */\n shockwave(x: number, y: number, options: ShockwaveRun = {}): void {\n if (this.reduced) return;\n const wave = new ShockwaveFilter(options);\n wave.setCenter((x - this.screen.x) / this.screen.width, (y - this.screen.y) / this.screen.height);\n const amplitude = wave.amplitude;\n this.transient.push(wave);\n this.apply();\n this.animator.run({\n set: (t) => {\n wave.radius = t * (options.reach ?? 0.6);\n wave.amplitude = amplitude * (1 - t);\n },\n from: 0,\n to: 1,\n ms: options.ms ?? 600,\n ease: easeByName('Quad.Out'),\n done: () => {\n this.transient = this.transient.filter((f) => f !== wave);\n this.apply();\n wave.destroy();\n },\n });\n }\n\n /** The colour adjustment `flash` uses, made and put first in the chain the first time: brightness, saturation, a tint. */\n get color(): ColorAdjustFilter {\n return this.ensureColor();\n }\n\n /** Steps the animations; `forEngine` calls it on every frame. */\n update(ms: number): void {\n if (this.animator.size > 0) this.animator.step(ms);\n this.fitArea();\n }\n\n destroy(): void {\n this.offFrame?.();\n this.offFrame = null;\n this.animator.finishAll();\n this.target.filters = [];\n for (const e of this.chain) e.filter.destroy();\n this.chain.length = 0;\n this.backdropSprite?.destroy();\n this.backdropSprite = null;\n }\n\n /** The screen rectangle mapped into the target's local space (a camera's layer is scaled and moved). */\n private fitArea(): void {\n const m = this.target.worldTransform;\n const det = m.a * m.d - m.b * m.c;\n if (det === 0) return;\n const inv = (x: number, y: number): [number, number] => {\n const dx = x - m.tx;\n const dy = y - m.ty;\n return [(m.d * dx - m.c * dy) / det, (m.a * dy - m.b * dx) / det];\n };\n const [x0, y0] = inv(this.screen.x, this.screen.y);\n const [x1, y1] = inv(this.screen.x + this.screen.width, this.screen.y + this.screen.height);\n this.area.x = Math.min(x0, x1);\n this.area.y = Math.min(y0, y1);\n this.area.width = Math.abs(x1 - x0);\n this.area.height = Math.abs(y1 - y0);\n }\n\n private get reduced(): boolean {\n return (this.options.honourReducedFx ?? true) && engineSettings.getState().reducedFx;\n }\n\n private ensureColor(): ColorAdjustFilter {\n if (!this.colorFx) this.colorFx = this.add(new ColorAdjustFilter(), 0);\n return this.colorFx;\n }\n\n private setBackdrop(color: number): void {\n const s = new Sprite(Texture.WHITE);\n s.tint = color;\n s.label = 'postfx-backdrop';\n this.backdropSprite = s;\n this.target.addChildAt(s, 0);\n const fit = () => {\n s.position.set(this.screen.x, this.screen.y);\n s.width = this.screen.width;\n s.height = this.screen.height;\n };\n fit();\n s.onRender = fit;\n }\n\n private apply(): void {\n const list: Filter[] = [];\n for (const e of this.chain) if (e.on) list.push(e.filter);\n // transient waves go under the lasting effects, so a CRT's curve bends the wave too\n this.target.filters = list.length + this.transient.length > 0 ? 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@@ -0,0 +1,49 @@
1
+ import { FxFilter as u } from "./fxShader.js";
2
+ class i extends u {
3
+ constructor(e = {}) {
4
+ super({
5
+ name: "shockwave",
6
+ uniforms: {
7
+ uCenter: { type: "vec2<f32>", value: new Float32Array([0.5, 0.5]) },
8
+ uRadius: { type: "f32", value: 0 },
9
+ uWidth: { type: "f32", value: e.width ?? 0.06 },
10
+ uAmplitude: { type: "f32", value: e.amplitude ?? 12 }
11
+ },
12
+ glsl: `
13
+ vec2 d = (frameUv - uCenter) * vec2(framePx.x / framePx.y, 1.0);
14
+ float dist = length(d);
15
+ float x = (dist - uRadius) / max(uWidth, 0.0001);
16
+ if (abs(x) < 1.0 && dist > 0.0) {
17
+ float wave = sin(x * 3.14159265) * (1.0 - abs(x));
18
+ result = sampleAt(coord - (d / dist) * wave * uAmplitude * texel);
19
+ }`,
20
+ wgsl: `
21
+ let d = (frameUv - fx.uCenter) * vec2<f32>(framePx.x / framePx.y, 1.0);
22
+ let dist = length(d);
23
+ let x = (dist - fx.uRadius) / max(fx.uWidth, 0.0001);
24
+ if (abs(x) < 1.0 && dist > 0.0) {
25
+ let wave = sin(x * 3.14159265) * (1.0 - abs(x));
26
+ result = sampleAt(coord - (d / dist) * wave * fx.uAmplitude * texel);
27
+ }`
28
+ });
29
+ }
30
+ setCenter(e, t) {
31
+ this.set("uCenter", e, t);
32
+ }
33
+ get radius() {
34
+ return this.num("uRadius");
35
+ }
36
+ set radius(e) {
37
+ this.set("uRadius", e);
38
+ }
39
+ get amplitude() {
40
+ return this.num("uAmplitude");
41
+ }
42
+ set amplitude(e) {
43
+ this.set("uAmplitude", e);
44
+ }
45
+ }
46
+ export {
47
+ i as ShockwaveFilter
48
+ };
49
+ //# sourceMappingURL=ShockwaveFilter.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ShockwaveFilter.js","sources":["../../src/postfx/ShockwaveFilter.ts"],"sourcesContent":["import { FxFilter } from './fxShader';\n\nexport interface ShockwaveOptions {\n /** Ring's width as a share of the screen's height (default 0.06). */\n width?: number;\n /** How far the ring pushes the picture, screen pixels (default 12). */\n amplitude?: number;\n}\n\n/**\n * A ring that bends the picture as it passes: an explosion's blast, a landing's thump. Set `centerX/Y` (0–1 across the\n * filtered area) and grow `radius` (a share of its height) over time; `PostFx.shockwave` does both and removes it.\n */\nexport class ShockwaveFilter extends FxFilter {\n constructor(options: ShockwaveOptions = {}) {\n super({\n name: 'shockwave',\n uniforms: {\n uCenter: { type: 'vec2<f32>', value: new Float32Array([0.5, 0.5]) },\n uRadius: { type: 'f32', value: 0 },\n uWidth: { type: 'f32', value: options.width ?? 0.06 },\n uAmplitude: { type: 'f32', value: options.amplitude ?? 12 },\n },\n glsl: `\n vec2 d = (frameUv - uCenter) * vec2(framePx.x / framePx.y, 1.0);\n float dist = length(d);\n float x = (dist - uRadius) / max(uWidth, 0.0001);\n if (abs(x) < 1.0 && dist > 0.0) {\n float wave = sin(x * 3.14159265) * (1.0 - abs(x));\n result = sampleAt(coord - (d / dist) * wave * uAmplitude * texel);\n }`,\n wgsl: `\n let d = (frameUv - fx.uCenter) * vec2<f32>(framePx.x / framePx.y, 1.0);\n let dist = length(d);\n let x = (dist - fx.uRadius) / max(fx.uWidth, 0.0001);\n if (abs(x) < 1.0 && dist > 0.0) {\n let wave = sin(x * 3.14159265) * (1.0 - abs(x));\n result = sampleAt(coord - (d / dist) * wave * fx.uAmplitude * texel);\n }`,\n });\n }\n\n setCenter(x: number, y: number): void {\n this.set('uCenter', x, y);\n }\n get radius(): number {\n return this.num('uRadius');\n }\n set radius(v: number) {\n this.set('uRadius', v);\n }\n get amplitude(): number {\n return this.num('uAmplitude');\n }\n set amplitude(v: number) {\n this.set('uAmplitude', v);\n }\n}\n"],"names":["ShockwaveFilter","FxFilter","options","x","y","v"],"mappings":";AAaO,MAAMA,UAAwBC,EAAS;AAAA,EAC5C,YAAYC,IAA4B,IAAI;AAC1C,UAAM;AAAA,MACJ,MAAM;AAAA,MACN,UAAU;AAAA,QACR,SAAS,EAAE,MAAM,aAAa,OAAO,IAAI,aAAa,CAAC,KAAK,GAAG,CAAC,EAAA;AAAA,QAChE,SAAS,EAAE,MAAM,OAAO,OAAO,EAAA;AAAA,QAC/B,QAAQ,EAAE,MAAM,OAAO,OAAOA,EAAQ,SAAS,KAAA;AAAA,QAC/C,YAAY,EAAE,MAAM,OAAO,OAAOA,EAAQ,aAAa,GAAA;AAAA,MAAG;AAAA,MAE5D,MAAM;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,MAQN,MAAM;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,IAAA,CAQP;AAAA,EACH;AAAA,EAEA,UAAUC,GAAWC,GAAiB;AACpC,SAAK,IAAI,WAAWD,GAAGC,CAAC;AAAA,EAC1B;AAAA,EACA,IAAI,SAAiB;AACnB,WAAO,KAAK,IAAI,SAAS;AAAA,EAC3B;AAAA,EACA,IAAI,OAAOC,GAAW;AACpB,SAAK,IAAI,WAAWA,CAAC;AAAA,EACvB;AAAA,EACA,IAAI,YAAoB;AACtB,WAAO,KAAK,IAAI,YAAY;AAAA,EAC9B;AAAA,EACA,IAAI,UAAUA,GAAW;AACvB,SAAK,IAAI,cAAcA,CAAC;AAAA,EAC1B;AACF;"}
@@ -0,0 +1,37 @@
1
+ import { FxFilter as s, rgb as t } from "./fxShader.js";
2
+ class u extends s {
3
+ constructor(e = {}) {
4
+ super({
5
+ name: "vignette",
6
+ uniforms: {
7
+ uStrength: { type: "f32", value: e.strength ?? 0.5 },
8
+ uRadius: { type: "f32", value: e.radius ?? 0.55 },
9
+ uSoftness: { type: "f32", value: e.softness ?? 0.45 },
10
+ uColor: { type: "vec3<f32>", value: new Float32Array(t(e.color ?? 0)) }
11
+ },
12
+ glsl: `
13
+ vec2 aspect = vec2(framePx.x / framePx.y, 1.0);
14
+ float dist = length((frameUv - 0.5) * aspect) / length(aspect * 0.5);
15
+ float v = smoothstep(uRadius, uRadius + max(uSoftness, 0.0001), dist) * uStrength;
16
+ result = vec4(mix(src.rgb, uColor * src.a, v), src.a);`,
17
+ wgsl: `
18
+ let aspect = vec2<f32>(framePx.x / framePx.y, 1.0);
19
+ let dist = length((frameUv - 0.5) * aspect) / length(aspect * 0.5);
20
+ let v = smoothstep(fx.uRadius, fx.uRadius + max(fx.uSoftness, 0.0001), dist) * fx.uStrength;
21
+ result = vec4<f32>(mix(src.rgb, fx.uColor * src.a, v), src.a);`
22
+ });
23
+ }
24
+ get strength() {
25
+ return this.num("uStrength");
26
+ }
27
+ set strength(e) {
28
+ this.set("uStrength", e);
29
+ }
30
+ set color(e) {
31
+ this.set("uColor", ...t(e));
32
+ }
33
+ }
34
+ export {
35
+ u as VignetteFilter
36
+ };
37
+ //# sourceMappingURL=VignetteFilter.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VignetteFilter.js","sources":["../../src/postfx/VignetteFilter.ts"],"sourcesContent":["import { FxFilter, rgb } from './fxShader';\n\nexport interface VignetteOptions {\n /** 0–1, how dark the corners go (default 0.5). */\n strength?: number;\n /** Where the darkening starts, as a share of the way from the centre to a corner (default 0.55). */\n radius?: number;\n /** How far beyond `radius` it reaches full strength (default 0.45). */\n softness?: number;\n /** What the edges fade to (default black); a red one is a classic low-health warning. */\n color?: number;\n}\n\n/** Darkens the edges of the screen towards a colour, round whatever its shape. */\nexport class VignetteFilter extends FxFilter {\n constructor(options: VignetteOptions = {}) {\n super({\n name: 'vignette',\n uniforms: {\n uStrength: { type: 'f32', value: options.strength ?? 0.5 },\n uRadius: { type: 'f32', value: options.radius ?? 0.55 },\n uSoftness: { type: 'f32', value: options.softness ?? 0.45 },\n uColor: { type: 'vec3<f32>', value: new Float32Array(rgb(options.color ?? 0)) },\n },\n glsl: `\n vec2 aspect = vec2(framePx.x / framePx.y, 1.0);\n float dist = length((frameUv - 0.5) * aspect) / length(aspect * 0.5);\n float v = smoothstep(uRadius, uRadius + max(uSoftness, 0.0001), dist) * uStrength;\n result = vec4(mix(src.rgb, uColor * src.a, v), src.a);`,\n wgsl: `\n let aspect = vec2<f32>(framePx.x / framePx.y, 1.0);\n let dist = length((frameUv - 0.5) * aspect) / length(aspect * 0.5);\n let v = smoothstep(fx.uRadius, fx.uRadius + max(fx.uSoftness, 0.0001), dist) * fx.uStrength;\n result = vec4<f32>(mix(src.rgb, fx.uColor * src.a, v), src.a);`,\n });\n }\n\n get strength(): number {\n return this.num('uStrength');\n }\n set strength(v: number) {\n this.set('uStrength', v);\n }\n\n set color(c: number) {\n this.set('uColor', ...rgb(c));\n }\n}\n"],"names":["VignetteFilter","FxFilter","options","rgb","v","c"],"mappings":";AAcO,MAAMA,UAAuBC,EAAS;AAAA,EAC3C,YAAYC,IAA2B,IAAI;AACzC,UAAM;AAAA,MACJ,MAAM;AAAA,MACN,UAAU;AAAA,QACR,WAAW,EAAE,MAAM,OAAO,OAAOA,EAAQ,YAAY,IAAA;AAAA,QACrD,SAAS,EAAE,MAAM,OAAO,OAAOA,EAAQ,UAAU,KAAA;AAAA,QACjD,WAAW,EAAE,MAAM,OAAO,OAAOA,EAAQ,YAAY,KAAA;AAAA,QACrD,QAAQ,EAAE,MAAM,aAAa,OAAO,IAAI,aAAaC,EAAID,EAAQ,SAAS,CAAC,CAAC,EAAA;AAAA,MAAE;AAAA,MAEhF,MAAM;AAAA;AAAA;AAAA;AAAA;AAAA,MAKN,MAAM;AAAA;AAAA;AAAA;AAAA;AAAA,IAAA,CAKP;AAAA,EACH;AAAA,EAEA,IAAI,WAAmB;AACrB,WAAO,KAAK,IAAI,WAAW;AAAA,EAC7B;AAAA,EACA,IAAI,SAASE,GAAW;AACtB,SAAK,IAAI,aAAaA,CAAC;AAAA,EACzB;AAAA,EAEA,IAAI,MAAMC,GAAW;AACnB,SAAK,IAAI,UAAU,GAAGF,EAAIE,CAAC,CAAC;AAAA,EAC9B;AACF;"}
@@ -0,0 +1,38 @@
1
+ const n = (l) => l;
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+ class o {
3
+ list = [];
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+ get size() {
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+ return this.list.length;
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+ }
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+ /** Starts an animation; one with the same `key` as a running one replaces it (the old one's `done` still runs). */
8
+ run(e) {
9
+ if (e.key !== void 0) {
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+ const t = this.list.findIndex((i) => i.key === e.key);
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+ t >= 0 && this.list.splice(t, 1)[0].done?.();
12
+ }
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+ const s = { ...e, ease: e.ease ?? n, elapsed: 0 };
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+ if (s.set(s.from), s.ms <= 0) {
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+ s.set(s.to), s.done?.();
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+ return;
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+ }
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+ this.list.push(s);
19
+ }
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+ /** Moves every animation on by `ms`; finished ones set their last value, call `done` and are dropped. */
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+ step(e) {
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+ for (let s = 0; s < this.list.length; ) {
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+ const t = this.list[s];
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+ t.elapsed += e;
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+ const i = Math.min(1, t.elapsed / t.ms);
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+ t.set(t.from + (t.to - t.from) * t.ease(i)), i >= 1 ? (this.list.splice(s, 1), t.done?.()) : s++;
27
+ }
28
+ }
29
+ /** Ends everything at once, each at its last value. */
30
+ finishAll() {
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+ for (const e of this.list.splice(0))
32
+ e.set(e.to), e.done?.();
33
+ }
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+ }
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+ export {
36
+ o as FxAnimator
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+ };
38
+ //# sourceMappingURL=fxAnimator.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fxAnimator.js","sources":["../../src/postfx/fxAnimator.ts"],"sourcesContent":["import type { EaseFn } from '../core/eases';\n\n/** One running change of a number over time. */\nexport interface FxAnimation {\n /** Called with the eased value every frame, and with `to` at the end. */\n set: (value: number) => void;\n from: number;\n to: number;\n ms: number;\n ease: EaseFn;\n /** Runs once after the last `set`. */\n done?: () => void;\n elapsed: number;\n /** A key that cancels whatever animation already holds it (one flash at a time, say). */\n key?: string;\n}\n\nconst linear: EaseFn = (t) => t;\n\n/**\n * Advances numbers over time for the post effects: a flash fading, a shockwave growing, a vignette breathing. Pure,\n * so it is tested without a renderer; `PostFx` steps it on every frame.\n */\nexport class FxAnimator {\n private readonly list: FxAnimation[] = [];\n\n get size(): number {\n return this.list.length;\n }\n\n /** Starts an animation; one with the same `key` as a running one replaces it (the old one's `done` still runs). */\n run(a: Omit<FxAnimation, 'elapsed' | 'ease'> & { ease?: EaseFn }): void {\n if (a.key !== undefined) {\n const i = this.list.findIndex((x) => x.key === a.key);\n if (i >= 0) this.list.splice(i, 1)[0]!.done?.();\n }\n const anim: FxAnimation = { ...a, ease: a.ease ?? linear, elapsed: 0 };\n anim.set(anim.from);\n if (anim.ms <= 0) {\n anim.set(anim.to);\n anim.done?.();\n return;\n }\n this.list.push(anim);\n }\n\n /** Moves every animation on by `ms`; finished ones set their last value, call `done` and are dropped. */\n step(ms: number): void {\n for (let i = 0; i < this.list.length; ) {\n const a = this.list[i]!;\n a.elapsed += ms;\n const t = Math.min(1, a.elapsed / a.ms);\n a.set(a.from + (a.to - a.from) * a.ease(t));\n if (t >= 1) {\n this.list.splice(i, 1);\n a.done?.();\n } else i++;\n }\n }\n\n /** Ends everything at once, each at its last value. */\n finishAll(): void {\n for (const a of this.list.splice(0)) {\n a.set(a.to);\n a.done?.();\n }\n }\n}\n"],"names":["linear","t","FxAnimator","a","i","x","anim","ms"],"mappings":"AAiBA,MAAMA,IAAiB,CAACC,MAAMA;AAMvB,MAAMC,EAAW;AAAA,EACL,OAAsB,CAAA;AAAA,EAEvC,IAAI,OAAe;AACjB,WAAO,KAAK,KAAK;AAAA,EACnB;AAAA;AAAA,EAGA,IAAIC,GAAoE;AACtE,QAAIA,EAAE,QAAQ,QAAW;AACvB,YAAMC,IAAI,KAAK,KAAK,UAAU,CAACC,MAAMA,EAAE,QAAQF,EAAE,GAAG;AACpD,MAAIC,KAAK,KAAG,KAAK,KAAK,OAAOA,GAAG,CAAC,EAAE,CAAC,EAAG,OAAA;AAAA,IACzC;AACA,UAAME,IAAoB,EAAE,GAAGH,GAAG,MAAMA,EAAE,QAAQH,GAAQ,SAAS,EAAA;AAEnE,QADAM,EAAK,IAAIA,EAAK,IAAI,GACdA,EAAK,MAAM,GAAG;AAChB,MAAAA,EAAK,IAAIA,EAAK,EAAE,GAChBA,EAAK,OAAA;AACL;AAAA,IACF;AACA,SAAK,KAAK,KAAKA,CAAI;AAAA,EACrB;AAAA;AAAA,EAGA,KAAKC,GAAkB;AACrB,aAASH,IAAI,GAAGA,IAAI,KAAK,KAAK,UAAU;AACtC,YAAMD,IAAI,KAAK,KAAKC,CAAC;AACrB,MAAAD,EAAE,WAAWI;AACb,YAAMN,IAAI,KAAK,IAAI,GAAGE,EAAE,UAAUA,EAAE,EAAE;AACtC,MAAAA,EAAE,IAAIA,EAAE,QAAQA,EAAE,KAAKA,EAAE,QAAQA,EAAE,KAAKF,CAAC,CAAC,GACtCA,KAAK,KACP,KAAK,KAAK,OAAOG,GAAG,CAAC,GACrBD,EAAE,OAAA,KACGC;AAAA,IACT;AAAA,EACF;AAAA;AAAA,EAGA,YAAkB;AAChB,eAAWD,KAAK,KAAK,KAAK,OAAO,CAAC;AAChC,MAAAA,EAAE,IAAIA,EAAE,EAAE,GACVA,EAAE,OAAA;AAAA,EAEN;AACF;"}