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.
- package/CHANGELOG.md +304 -0
- package/LICENSE +21 -0
- package/README.md +164 -2
- package/dist/1681-engine.js +417 -0
- package/dist/1681-engine.js.map +1 -0
- package/dist/ambient/ColorGrade.js +41 -0
- package/dist/ambient/ColorGrade.js.map +1 -0
- package/dist/ambient/DayClock.js +57 -0
- package/dist/ambient/DayClock.js.map +1 -0
- package/dist/ambient/WeatherLayer.js +91 -0
- package/dist/ambient/WeatherLayer.js.map +1 -0
- package/dist/ambient/grade.js +13 -0
- package/dist/ambient/grade.js.map +1 -0
- package/dist/ambient/weather.js +52 -0
- package/dist/ambient/weather.js.map +1 -0
- package/dist/anim/AnimStateMachine.js +164 -0
- package/dist/anim/AnimStateMachine.js.map +1 -0
- package/dist/anim/Animator.js +67 -0
- package/dist/anim/Animator.js.map +1 -0
- package/dist/anim/animStateCompile.js +113 -0
- package/dist/anim/animStateCompile.js.map +1 -0
- package/dist/anim/animStateSystem.js +17 -0
- package/dist/anim/animStateSystem.js.map +1 -0
- package/dist/anim/animationSystem.js +15 -0
- package/dist/anim/animationSystem.js.map +1 -0
- package/dist/anim/asepriteSlices.js +22 -0
- package/dist/anim/asepriteSlices.js.map +1 -0
- package/dist/anim/asepriteTags.js +35 -0
- package/dist/anim/asepriteTags.js.map +1 -0
- package/dist/anim/parseAseprite.js +83 -0
- package/dist/anim/parseAseprite.js.map +1 -0
- package/dist/assets/AssetLoader.js +104 -0
- package/dist/assets/AssetLoader.js.map +1 -0
- package/dist/assets/loadAseprite.js +50 -0
- package/dist/assets/loadAseprite.js.map +1 -0
- package/dist/assets/takeCleanerWorker-DTcI_Jqr.js +31 -0
- package/dist/assets/takeCleanerWorker-DTcI_Jqr.js.map +1 -0
- package/dist/audio/Footsteps.js +26 -0
- package/dist/audio/Footsteps.js.map +1 -0
- package/dist/audio/MusicPlayer.js +78 -0
- package/dist/audio/MusicPlayer.js.map +1 -0
- package/dist/audio/SoundEngine.js +119 -0
- package/dist/audio/SoundEngine.js.map +1 -0
- package/dist/audio/cleanTake.js +30 -0
- package/dist/audio/cleanTake.js.map +1 -0
- package/dist/audio/music/ElementVoice.js +35 -0
- package/dist/audio/music/ElementVoice.js.map +1 -0
- package/dist/audio/music/GraphVoice.js +39 -0
- package/dist/audio/music/GraphVoice.js.map +1 -0
- package/dist/audio/music/MusicChannel.js +58 -0
- package/dist/audio/music/MusicChannel.js.map +1 -0
- package/dist/audio/music/musicVoice.js +13 -0
- package/dist/audio/music/musicVoice.js.map +1 -0
- package/dist/audio/sampleBank.js +82 -0
- package/dist/audio/sampleBank.js.map +1 -0
- package/dist/audio/soundTable.js +9 -0
- package/dist/audio/soundTable.js.map +1 -0
- package/dist/audio/synth.js +36 -0
- package/dist/audio/synth.js.map +1 -0
- package/dist/core/BitmapLabel.js +49 -0
- package/dist/core/BitmapLabel.js.map +1 -0
- package/dist/core/Camera.js +150 -0
- package/dist/core/Camera.js.map +1 -0
- package/dist/core/Clock.js +30 -0
- package/dist/core/Clock.js.map +1 -0
- package/dist/core/Graphics.js +69 -0
- package/dist/core/Graphics.js.map +1 -0
- package/dist/core/Group.js +29 -0
- package/dist/core/Group.js.map +1 -0
- package/dist/core/Image.js +51 -0
- package/dist/core/Image.js.map +1 -0
- package/dist/core/ObjectFactory.js +55 -0
- package/dist/core/ObjectFactory.js.map +1 -0
- package/dist/core/Pointer.js +58 -0
- package/dist/core/Pointer.js.map +1 -0
- package/dist/core/Rectangle.js +51 -0
- package/dist/core/Rectangle.js.map +1 -0
- package/dist/core/Stage.js +86 -0
- package/dist/core/Stage.js.map +1 -0
- package/dist/core/Text.js +22 -0
- package/dist/core/Text.js.map +1 -0
- package/dist/core/TextureRegistry.js +111 -0
- package/dist/core/TextureRegistry.js.map +1 -0
- package/dist/core/Timeline.js +211 -0
- package/dist/core/Timeline.js.map +1 -0
- package/dist/core/TimelineBuilder.js +73 -0
- package/dist/core/TimelineBuilder.js.map +1 -0
- package/dist/core/TimelineChild.js +84 -0
- package/dist/core/TimelineChild.js.map +1 -0
- package/dist/core/Tweener.js +136 -0
- package/dist/core/Tweener.js.map +1 -0
- package/dist/core/atlas.js +38 -0
- package/dist/core/atlas.js.map +1 -0
- package/dist/core/atlasPlan.js +22 -0
- package/dist/core/atlasPlan.js.map +1 -0
- package/dist/core/eases.js +21 -0
- package/dist/core/eases.js.map +1 -0
- package/dist/core/gameObject.js +115 -0
- package/dist/core/gameObject.js.map +1 -0
- package/dist/core/pixiPatches.js +18 -0
- package/dist/core/pixiPatches.js.map +1 -0
- package/dist/core/timelinePlace.js +24 -0
- package/dist/core/timelinePlace.js.map +1 -0
- package/dist/core/tweenProps.js +12 -0
- package/dist/core/tweenProps.js.map +1 -0
- package/dist/debug/DebugOverlay.js +94 -0
- package/dist/debug/DebugOverlay.js.map +1 -0
- package/dist/debug/DrawCallCounter.js +41 -0
- package/dist/debug/DrawCallCounter.js.map +1 -0
- package/dist/debug/ErrorLog.js +22 -0
- package/dist/debug/ErrorLog.js.map +1 -0
- package/dist/debug/FrameStats.js +42 -0
- package/dist/debug/FrameStats.js.map +1 -0
- package/dist/debug/inspectWorld.js +29 -0
- package/dist/debug/inspectWorld.js.map +1 -0
- package/dist/diagnostics/ErrorDeduper.js +27 -0
- package/dist/diagnostics/ErrorDeduper.js.map +1 -0
- package/dist/diagnostics/FrameSampler.js +42 -0
- package/dist/diagnostics/FrameSampler.js.map +1 -0
- package/dist/diagnostics/bootWatch.js +21 -0
- package/dist/diagnostics/bootWatch.js.map +1 -0
- package/dist/diagnostics/captureErrors.js +27 -0
- package/dist/diagnostics/captureErrors.js.map +1 -0
- package/dist/diagnostics/contextLoss.js +25 -0
- package/dist/diagnostics/contextLoss.js.map +1 -0
- package/dist/diagnostics/frameStats.js +31 -0
- package/dist/diagnostics/frameStats.js.map +1 -0
- package/dist/diagnostics/gpuInfo.js +22 -0
- package/dist/diagnostics/gpuInfo.js.map +1 -0
- package/dist/diagnostics/renderGuard.js +24 -0
- package/dist/diagnostics/renderGuard.js.map +1 -0
- package/dist/ecs/SparseSet.js +55 -0
- package/dist/ecs/SparseSet.js.map +1 -0
- package/dist/ecs/World.js +307 -0
- package/dist/ecs/World.js.map +1 -0
- package/dist/ecs/fields.js +26 -0
- package/dist/ecs/fields.js.map +1 -0
- package/dist/engine/Engine.js +82 -0
- package/dist/engine/Engine.js.map +1 -0
- package/dist/engine/FixedLoop.js +37 -0
- package/dist/engine/FixedLoop.js.map +1 -0
- package/dist/engine/Scene.js +79 -0
- package/dist/engine/Scene.js.map +1 -0
- package/dist/engine/SceneManager.js +73 -0
- package/dist/engine/SceneManager.js.map +1 -0
- package/dist/events/EventBus.js +42 -0
- package/dist/events/EventBus.js.map +1 -0
- package/dist/fx/FloatingText.js +72 -0
- package/dist/fx/FloatingText.js.map +1 -0
- package/dist/fx/hitStop.js +28 -0
- package/dist/fx/hitStop.js.map +1 -0
- package/dist/fx/viewCull.js +10 -0
- package/dist/fx/viewCull.js.map +1 -0
- package/dist/i18n/Translator.js +72 -0
- package/dist/i18n/Translator.js.map +1 -0
- package/dist/i18n/extractStrings.js +58 -0
- package/dist/i18n/extractStrings.js.map +1 -0
- package/dist/i18n/formatMessage.js +19 -0
- package/dist/i18n/formatMessage.js.map +1 -0
- package/dist/input/Actions.js +131 -0
- package/dist/input/Actions.js.map +1 -0
- package/dist/input/AimGesture.js +75 -0
- package/dist/input/AimGesture.js.map +1 -0
- package/dist/input/Keyboard.js +54 -0
- package/dist/input/Keyboard.js.map +1 -0
- package/dist/input/Keymap.js +171 -0
- package/dist/input/Keymap.js.map +1 -0
- package/dist/input/TargetLock.js +73 -0
- package/dist/input/TargetLock.js.map +1 -0
- package/dist/input/aimAxis.js +8 -0
- package/dist/input/aimAxis.js.map +1 -0
- package/dist/input/keyChord.js +29 -0
- package/dist/input/keyChord.js.map +1 -0
- package/dist/input/longPress.js +32 -0
- package/dist/input/longPress.js.map +1 -0
- package/dist/input/stickAxis.js +23 -0
- package/dist/input/stickAxis.js.map +1 -0
- package/dist/input/touchDetect.js +7 -0
- package/dist/input/touchDetect.js.map +1 -0
- package/dist/light/LightLayer.js +84 -0
- package/dist/light/LightLayer.js.map +1 -0
- package/dist/nav/MinHeap.js +39 -0
- package/dist/nav/MinHeap.js.map +1 -0
- package/dist/nav/findPath.js +78 -0
- package/dist/nav/findPath.js.map +1 -0
- package/dist/nav/navGrid.js +36 -0
- package/dist/nav/navGrid.js.map +1 -0
- package/dist/nav/nearestOpen.js +19 -0
- package/dist/nav/nearestOpen.js.map +1 -0
- package/dist/nav/straightenPath.js +51 -0
- package/dist/nav/straightenPath.js.map +1 -0
- package/dist/net/Connection.js +84 -0
- package/dist/net/Connection.js.map +1 -0
- package/dist/net/InterpolationBuffer.js +57 -0
- package/dist/net/InterpolationBuffer.js.map +1 -0
- package/dist/net/PredictedMover.js +61 -0
- package/dist/net/PredictedMover.js.map +1 -0
- package/dist/net/Room.js +92 -0
- package/dist/net/Room.js.map +1 -0
- package/dist/net/RoomHost.js +101 -0
- package/dist/net/RoomHost.js.map +1 -0
- package/dist/net/cadence.js +22 -0
- package/dist/net/cadence.js.map +1 -0
- package/dist/net/constants.js +11 -0
- package/dist/net/constants.js.map +1 -0
- package/dist/net/lobby/LobbyClient.js +124 -0
- package/dist/net/lobby/LobbyClient.js.map +1 -0
- package/dist/net/lobby/LobbyHost.js +366 -0
- package/dist/net/lobby/LobbyHost.js.map +1 -0
- package/dist/net/lobby/LobbyRooms.js +66 -0
- package/dist/net/lobby/LobbyRooms.js.map +1 -0
- package/dist/net/lobby/Matchmaker.js +106 -0
- package/dist/net/lobby/Matchmaker.js.map +1 -0
- package/dist/net/movement.js +83 -0
- package/dist/net/movement.js.map +1 -0
- package/dist/net/protocol.js +11 -0
- package/dist/net/protocol.js.map +1 -0
- package/dist/net/serverClock.js +22 -0
- package/dist/net/serverClock.js.map +1 -0
- package/dist/net/snapshotCodec.js +92 -0
- package/dist/net/snapshotCodec.js.map +1 -0
- package/dist/parallax/Parallax.js +32 -0
- package/dist/parallax/Parallax.js.map +1 -0
- package/dist/parallax/ParallaxLayer.js +70 -0
- package/dist/parallax/ParallaxLayer.js.map +1 -0
- package/dist/parallax/parallaxMath.js +27 -0
- package/dist/parallax/parallaxMath.js.map +1 -0
- package/dist/particles/Emitter.js +108 -0
- package/dist/particles/Emitter.js.map +1 -0
- package/dist/particles/ParticleBudget.js +32 -0
- package/dist/particles/ParticleBudget.js.map +1 -0
- package/dist/particles/ParticleSim.js +60 -0
- package/dist/particles/ParticleSim.js.map +1 -0
- package/dist/particles/particleCurves.js +48 -0
- package/dist/particles/particleCurves.js.map +1 -0
- package/dist/particles/particleSampling.js +30 -0
- package/dist/particles/particleSampling.js.map +1 -0
- package/dist/physics/Body.js +202 -0
- package/dist/physics/Body.js.map +1 -0
- package/dist/physics/BroadPhase.js +56 -0
- package/dist/physics/BroadPhase.js.map +1 -0
- package/dist/physics/Contact.js +76 -0
- package/dist/physics/Contact.js.map +1 -0
- package/dist/physics/ContactSolver.js +70 -0
- package/dist/physics/ContactSolver.js.map +1 -0
- package/dist/physics/PhysicsWorld.js +221 -0
- package/dist/physics/PhysicsWorld.js.map +1 -0
- package/dist/physics/SpatialHash.js +39 -0
- package/dist/physics/SpatialHash.js.map +1 -0
- package/dist/physics/collide.js +76 -0
- package/dist/physics/collide.js.map +1 -0
- package/dist/physics/collidePolygon.js +94 -0
- package/dist/physics/collidePolygon.js.map +1 -0
- package/dist/physics/contactReport.js +14 -0
- package/dist/physics/contactReport.js.map +1 -0
- package/dist/physics/drawColliders.js +31 -0
- package/dist/physics/drawColliders.js.map +1 -0
- package/dist/physics/physicsSystem.js +8 -0
- package/dist/physics/physicsSystem.js.map +1 -0
- package/dist/physics/polygon.js +80 -0
- package/dist/physics/polygon.js.map +1 -0
- package/dist/physics/raycast.js +62 -0
- package/dist/physics/raycast.js.map +1 -0
- package/dist/physics/syncToBody.js +19 -0
- package/dist/physics/syncToBody.js.map +1 -0
- package/dist/physics/tileBodies.js +59 -0
- package/dist/physics/tileBodies.js.map +1 -0
- package/dist/physics/types.js +8 -0
- package/dist/physics/types.js.map +1 -0
- package/dist/pixel/Darkness.js +166 -0
- package/dist/pixel/Darkness.js.map +1 -0
- package/dist/pixel/DitherVignette.js +57 -0
- package/dist/pixel/DitherVignette.js.map +1 -0
- package/dist/pixel/Evaporation.js +85 -0
- package/dist/pixel/Evaporation.js.map +1 -0
- package/dist/pixel/NightShade.js +34 -0
- package/dist/pixel/NightShade.js.map +1 -0
- package/dist/pixel/PixelLayer.js +211 -0
- package/dist/pixel/PixelLayer.js.map +1 -0
- package/dist/pixel/SwayProp.js +75 -0
- package/dist/pixel/SwayProp.js.map +1 -0
- package/dist/pixel/lights.js +44 -0
- package/dist/pixel/lights.js.map +1 -0
- package/dist/pixel/nineSlice.js +62 -0
- package/dist/pixel/nineSlice.js.map +1 -0
- package/dist/pixel/paintLayer.js +36 -0
- package/dist/pixel/paintLayer.js.map +1 -0
- package/dist/pixel/palette.js +57 -0
- package/dist/pixel/palette.js.map +1 -0
- package/dist/pixel/pixel.js +278 -0
- package/dist/pixel/pixel.js.map +1 -0
- package/dist/pixel/pixelPaint.js +194 -0
- package/dist/pixel/pixelPaint.js.map +1 -0
- package/dist/pixel/pixelTone.js +164 -0
- package/dist/pixel/pixelTone.js.map +1 -0
- package/dist/pixel/propKit.js +41 -0
- package/dist/pixel/propKit.js.map +1 -0
- package/dist/pixel/ramp.js +102 -0
- package/dist/pixel/ramp.js.map +1 -0
- package/dist/pixel/selout.js +35 -0
- package/dist/pixel/selout.js.map +1 -0
- package/dist/pixel/spritePixels.js +59 -0
- package/dist/pixel/spritePixels.js.map +1 -0
- package/dist/pixel/swayRig.js +87 -0
- package/dist/pixel/swayRig.js.map +1 -0
- package/dist/pixel/vignetteMask.js +24 -0
- package/dist/pixel/vignetteMask.js.map +1 -0
- package/dist/pixel/weatherArt.js +61 -0
- package/dist/pixel/weatherArt.js.map +1 -0
- package/dist/pixel.js +90 -0
- package/dist/pixel.js.map +1 -0
- package/dist/platform/touch.js +33 -0
- package/dist/platform/touch.js.map +1 -0
- package/dist/postfx/BloomFilter.js +65 -0
- package/dist/postfx/BloomFilter.js.map +1 -0
- package/dist/postfx/ChromaticAberrationFilter.js +25 -0
- package/dist/postfx/ChromaticAberrationFilter.js.map +1 -0
- package/dist/postfx/ColorAdjustFilter.js +76 -0
- package/dist/postfx/ColorAdjustFilter.js.map +1 -0
- package/dist/postfx/CrtFilter.js +42 -0
- package/dist/postfx/CrtFilter.js.map +1 -0
- package/dist/postfx/PixelateFilter.js +27 -0
- package/dist/postfx/PixelateFilter.js.map +1 -0
- package/dist/postfx/PostFx.js +123 -0
- package/dist/postfx/PostFx.js.map +1 -0
- package/dist/postfx/ShockwaveFilter.js +49 -0
- package/dist/postfx/ShockwaveFilter.js.map +1 -0
- package/dist/postfx/VignetteFilter.js +37 -0
- package/dist/postfx/VignetteFilter.js.map +1 -0
- package/dist/postfx/fxAnimator.js +38 -0
- package/dist/postfx/fxAnimator.js.map +1 -0
- package/dist/postfx/fxShader.js +128 -0
- package/dist/postfx/fxShader.js.map +1 -0
- package/dist/postfx.js +26 -0
- package/dist/postfx.js.map +1 -0
- package/dist/react/ChoiceDialog.js +51 -0
- package/dist/react/ChoiceDialog.js.map +1 -0
- package/dist/react/ConfirmDialog.js +53 -0
- package/dist/react/ConfirmDialog.js.map +1 -0
- package/dist/react/Glyph.js +63 -0
- package/dist/react/Glyph.js.map +1 -0
- package/dist/react/Modal.js +38 -0
- package/dist/react/Modal.js.map +1 -0
- package/dist/react/Panel.js +24 -0
- package/dist/react/Panel.js.map +1 -0
- package/dist/react/PixelImage.js +24 -0
- package/dist/react/PixelImage.js.map +1 -0
- package/dist/react/Select.js +99 -0
- package/dist/react/Select.js.map +1 -0
- package/dist/react/Slider.js +62 -0
- package/dist/react/Slider.js.map +1 -0
- package/dist/react/SplitPane.js +24 -0
- package/dist/react/SplitPane.js.map +1 -0
- package/dist/react/TabStrip.js +32 -0
- package/dist/react/TabStrip.js.map +1 -0
- package/dist/react/TitleTips.js +42 -0
- package/dist/react/TitleTips.js.map +1 -0
- package/dist/react/Tooltip.js +28 -0
- package/dist/react/Tooltip.js.map +1 -0
- package/dist/react/UiProvider.js +50 -0
- package/dist/react/UiProvider.js.map +1 -0
- package/dist/react/baseCss.js +222 -0
- package/dist/react/baseCss.js.map +1 -0
- package/dist/react/choiceStore.js +23 -0
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- package/dist/react/classNames.js +19 -0
- package/dist/react/classNames.js.map +1 -0
- package/dist/react/confirmStore.js +30 -0
- package/dist/react/confirmStore.js.map +1 -0
- package/dist/react/labels.js +18 -0
- package/dist/react/labels.js.map +1 -0
- package/dist/react/placement.js +49 -0
- package/dist/react/placement.js.map +1 -0
- package/dist/react/useFillSheet.js +23 -0
- package/dist/react/useFillSheet.js.map +1 -0
- package/dist/react/useFitToViewport.js +29 -0
- package/dist/react/useFitToViewport.js.map +1 -0
- package/dist/react/usePicked.js +13 -0
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- package/dist/rig/RigView.js.map +1 -0
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- package/dist/rig/humanoid.js +6 -0
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- package/dist/rig/humanoid.json.js.map +1 -0
- package/dist/rig/humanoidPoses.js +30 -0
- package/dist/rig/humanoidPoses.js.map +1 -0
- package/dist/rig/poseMath.js +54 -0
- package/dist/rig/poseMath.js.map +1 -0
- package/dist/rig/poses.json.js +150 -0
- package/dist/rig/poses.json.js.map +1 -0
- package/dist/save/Autosaver.js +54 -0
- package/dist/save/Autosaver.js.map +1 -0
- package/dist/save/MemoryBackend.js +19 -0
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- package/dist/save/migrateSave.js +27 -0
- package/dist/save/migrateSave.js.map +1 -0
- package/dist/settings.js +27 -0
- package/dist/settings.js.map +1 -0
- package/dist/tilemap/TilemapView.js +69 -0
- package/dist/tilemap/TilemapView.js.map +1 -0
- package/dist/tilemap/collision.js +25 -0
- package/dist/tilemap/collision.js.map +1 -0
- package/dist/tilemap/tiled.js +138 -0
- package/dist/tilemap/tiled.js.map +1 -0
- package/dist/transitions/CrossfadeTransition.js +24 -0
- package/dist/transitions/CrossfadeTransition.js.map +1 -0
- package/dist/transitions/DitherWipeTransition.js +70 -0
- package/dist/transitions/DitherWipeTransition.js.map +1 -0
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- package/dist/transitions/FadeTransition.js.map +1 -0
- package/dist/transitions/Letterbox.js +42 -0
- package/dist/transitions/Letterbox.js.map +1 -0
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- package/dist/types/ui/layout/scroll.d.ts.map +1 -0
- package/dist/types/ui/layout/slider.d.ts +7 -0
- package/dist/types/ui/layout/slider.d.ts.map +1 -0
- package/dist/types/ui/layout/stack.d.ts +26 -0
- package/dist/types/ui/layout/stack.d.ts.map +1 -0
- package/dist/types/ui/layout/wrapRow.d.ts +6 -0
- package/dist/types/ui/layout/wrapRow.d.ts.map +1 -0
- package/dist/ui/Bar.js +54 -0
- package/dist/ui/Bar.js.map +1 -0
- package/dist/ui/Button.js +58 -0
- package/dist/ui/Button.js.map +1 -0
- package/dist/ui/Dialog.js +56 -0
- package/dist/ui/Dialog.js.map +1 -0
- package/dist/ui/FocusManager.js +97 -0
- package/dist/ui/FocusManager.js.map +1 -0
- package/dist/ui/Label.js +36 -0
- package/dist/ui/Label.js.map +1 -0
- package/dist/ui/List.js +45 -0
- package/dist/ui/List.js.map +1 -0
- package/dist/ui/Panel.js +38 -0
- package/dist/ui/Panel.js.map +1 -0
- package/dist/ui/ScrollView.js +96 -0
- package/dist/ui/ScrollView.js.map +1 -0
- package/dist/ui/Slider.js +55 -0
- package/dist/ui/Slider.js.map +1 -0
- package/dist/ui/Stack.js +28 -0
- package/dist/ui/Stack.js.map +1 -0
- package/dist/ui/Toggle.js +37 -0
- package/dist/ui/Toggle.js.map +1 -0
- package/dist/ui/UiHost.js +9 -0
- package/dist/ui/UiHost.js.map +1 -0
- package/dist/ui/UiPointerGate.js +25 -0
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- package/dist/ui/UiRoot.js +93 -0
- package/dist/ui/UiRoot.js.map +1 -0
- package/dist/ui/Widget.js +90 -0
- package/dist/ui/Widget.js.map +1 -0
- package/dist/ui/dom/DomOverlay.js +59 -0
- package/dist/ui/dom/DomOverlay.js.map +1 -0
- package/dist/ui/dom/DomWorldAnchors.js +59 -0
- package/dist/ui/dom/DomWorldAnchors.js.map +1 -0
- package/dist/ui/dom/InputShield.js +27 -0
- package/dist/ui/dom/InputShield.js.map +1 -0
- package/dist/ui/dom/createStore.js +42 -0
- package/dist/ui/dom/createStore.js.map +1 -0
- package/dist/ui/dom/shieldDecision.js +36 -0
- package/dist/ui/dom/shieldDecision.js.map +1 -0
- package/dist/ui/dom/worldToScreen.js +11 -0
- package/dist/ui/dom/worldToScreen.js.map +1 -0
- package/dist/ui/layout/anchor.js +20 -0
- package/dist/ui/layout/anchor.js.map +1 -0
- package/dist/ui/layout/barDrain.js +25 -0
- package/dist/ui/layout/barDrain.js.map +1 -0
- package/dist/ui/layout/fitToViewport.js +17 -0
- package/dist/ui/layout/fitToViewport.js.map +1 -0
- package/dist/ui/layout/focusNav.js +42 -0
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- package/dist/ui/layout/geometry.js.map +1 -0
- package/dist/ui/layout/listWidth.js +10 -0
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- package/dist/ui/layout/placeTooltip.js +28 -0
- package/dist/ui/layout/placeTooltip.js.map +1 -0
- package/dist/ui/layout/scroll.js +24 -0
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- package/dist/ui/layout/slider.js +20 -0
- package/dist/ui/layout/slider.js.map +1 -0
- package/dist/ui/layout/stack.js +27 -0
- package/dist/ui/layout/stack.js.map +1 -0
- package/dist/ui/layout/wrapRow.js +13 -0
- package/dist/ui/layout/wrapRow.js.map +1 -0
- package/dist/ui.js +85 -0
- package/dist/ui.js.map +1 -0
- package/package.json +115 -4
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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;"}
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import { BlurFilter as a, TexturePool as s } from "pixi.js";
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import { FxFilter as u } from "./fxShader.js";
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class c extends u {
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constructor(t, e) {
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super({
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name: "bloom-bright",
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uniforms: { uThreshold: { type: "f32", value: t }, uKnee: { type: "f32", value: e } },
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glsl: `
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vec3 c = src.a > 0.0 ? src.rgb / src.a : src.rgb;
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float l = max(c.r, max(c.g, c.b));
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float k = smoothstep(uThreshold, uThreshold + max(uKnee, 0.0001), l);
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result = src * k;`,
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wgsl: `
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var c = src.rgb;
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if (src.a > 0.0) { c = src.rgb / src.a; }
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let l = max(c.r, max(c.g, c.b));
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let k = smoothstep(fx.uThreshold, fx.uThreshold + max(fx.uKnee, 0.0001), l);
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result = src * k;`
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});
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}
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}
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class m extends u {
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bright;
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blurPass;
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constructor(t = {}) {
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super({
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name: "bloom",
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map: !0,
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uniforms: { uIntensity: { type: "f32", value: t.intensity ?? 1 } },
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glsl: `
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result = src + sampleMap(coord) * uIntensity;`,
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wgsl: `
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result = src + sampleMap(coord) * fx.uIntensity;`
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}), this.bright = new c(t.threshold ?? 0.7, t.knee ?? 0.2), this.blurPass = new a({ strength: t.blur ?? 8, quality: t.quality ?? 4 });
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}
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get intensity() {
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return this.num("uIntensity");
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}
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set intensity(t) {
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this.set("uIntensity", t);
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}
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get threshold() {
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return this.bright.get("uThreshold");
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}
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set threshold(t) {
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this.bright.set("uThreshold", t);
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}
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get blur() {
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return this.blurPass.strength;
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}
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set blur(t) {
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this.blurPass.strength = t;
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}
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apply(t, e, o, i) {
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const r = s.getSameSizeTexture(e), l = s.getSameSizeTexture(e);
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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);
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}
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destroy() {
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this.bright.destroy(), this.blurPass.destroy(), super.destroy();
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}
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}
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export {
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m as BloomFilter
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};
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//# sourceMappingURL=BloomFilter.js.map
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{"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;"}
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import { FxFilter as t } from "./fxShader.js";
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class s extends t {
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constructor(e = 2) {
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super({
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name: "chromatic-aberration",
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uniforms: { uOffset: { type: "f32", value: e } },
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glsl: `
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vec2 off = (frameUv - 0.5) * 2.0 * uOffset * texel;
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result = vec4(sampleAt(coord + off).r, src.g, sampleAt(coord - off).b, src.a);`,
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wgsl: `
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let off = (frameUv - 0.5) * 2.0 * fx.uOffset * texel;
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result = vec4<f32>(sampleAt(coord + off).r, src.g, sampleAt(coord - off).b, src.a);`
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});
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}
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get offset() {
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return this.num("uOffset");
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}
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set offset(e) {
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this.set("uOffset", e);
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}
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}
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export {
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s as ChromaticAberrationFilter
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};
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//# sourceMappingURL=ChromaticAberrationFilter.js.map
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{"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;"}
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1
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import { FxFilter as r, rgb as s } from "./fxShader.js";
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2
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class a extends r {
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3
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constructor(t = {}) {
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4
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super({
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name: "color-adjust",
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6
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uniforms: {
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7
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uBrightness: { type: "f32", value: t.brightness ?? 1 },
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8
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uContrast: { type: "f32", value: t.contrast ?? 1 },
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9
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uSaturation: { type: "f32", value: t.saturation ?? 1 },
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uTintAmount: { type: "f32", value: t.tintAmount ?? 0 },
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uTint: { type: "vec3<f32>", value: new Float32Array(s(t.tint ?? 16777215)) },
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uFlash: { type: "f32", value: 0 },
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uFlashColor: { type: "vec3<f32>", value: new Float32Array([1, 1, 1]) }
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},
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glsl: `
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vec3 c = src.a > 0.0 ? src.rgb / src.a : src.rgb;
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c *= uBrightness;
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c = (c - 0.5) * uContrast + 0.5;
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float l = dot(c, vec3(0.299, 0.587, 0.114));
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c = mix(vec3(l), c, uSaturation);
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c = mix(c, c * uTint, uTintAmount);
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c = mix(c, uFlashColor, uFlash);
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result = vec4(clamp(c, 0.0, 1.0) * src.a, src.a);`,
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wgsl: `
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var c = src.rgb;
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26
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+
if (src.a > 0.0) { c = src.rgb / src.a; }
|
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27
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+
c = c * fx.uBrightness;
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28
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+
c = (c - 0.5) * fx.uContrast + 0.5;
|
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29
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+
let l = dot(c, vec3<f32>(0.299, 0.587, 0.114));
|
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30
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+
c = mix(vec3<f32>(l), c, fx.uSaturation);
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c = mix(c, c * fx.uTint, fx.uTintAmount);
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c = mix(c, fx.uFlashColor, fx.uFlash);
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+
result = vec4<f32>(clamp(c, vec3<f32>(0.0), vec3<f32>(1.0)) * src.a, src.a);`
|
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34
|
+
});
|
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35
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+
}
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36
|
+
get brightness() {
|
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37
|
+
return this.num("uBrightness");
|
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38
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+
}
|
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39
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+
set brightness(t) {
|
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40
|
+
this.set("uBrightness", t);
|
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+
}
|
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42
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+
get contrast() {
|
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43
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+
return this.num("uContrast");
|
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44
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+
}
|
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45
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+
set contrast(t) {
|
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46
|
+
this.set("uContrast", t);
|
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47
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+
}
|
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48
|
+
get saturation() {
|
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49
|
+
return this.num("uSaturation");
|
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50
|
+
}
|
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51
|
+
set saturation(t) {
|
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52
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+
this.set("uSaturation", t);
|
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53
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+
}
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54
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+
get flash() {
|
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55
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+
return this.num("uFlash");
|
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56
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+
}
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57
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+
set flash(t) {
|
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58
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+
this.set("uFlash", t);
|
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59
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+
}
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60
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+
set flashColor(t) {
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61
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+
this.set("uFlashColor", ...s(t));
|
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+
}
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+
set tint(t) {
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64
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+
this.set("uTint", ...s(t));
|
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+
}
|
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66
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+
get tintAmount() {
|
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67
|
+
return this.num("uTintAmount");
|
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68
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+
}
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69
|
+
set tintAmount(t) {
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70
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+
this.set("uTintAmount", t);
|
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+
}
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72
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+
}
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73
|
+
export {
|
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74
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+
a as ColorAdjustFilter
|
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75
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+
};
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76
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//# sourceMappingURL=ColorAdjustFilter.js.map
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{"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;"}
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@@ -0,0 +1,42 @@
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|
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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 }
|
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11
|
+
},
|
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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));
|
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20
|
+
float line = 0.5 + 0.5 * cos(uv.y * framePx.y / max(uLineHeight, 1.0) * 6.2831853);
|
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21
|
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float shade = 1.0 - uCornerShade * dot(c, c) * 0.5;
|
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22
|
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result = vec4(result.rgb * mix(1.0, line, uScanlines) * shade, result.a);
|
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|
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}`,
|
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|
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wgsl: `
|
|
25
|
+
var c = frameUv * 2.0 - 1.0;
|
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|
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c = c * (1.0 + fx.uCurvature * (c.yx * c.yx));
|
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27
|
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let uv2 = c * 0.5 + 0.5;
|
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|
+
if (uv2.x < 0.0 || uv2.y < 0.0 || uv2.x > 1.0 || uv2.y > 1.0) {
|
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|
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result = vec4<f32>(0.0, 0.0, 0.0, 1.0);
|
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|
+
} else {
|
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|
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result = sampleAt(toCoord(uv2));
|
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|
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let line = 0.5 + 0.5 * cos(uv2.y * framePx.y / max(fx.uLineHeight, 1.0) * 6.2831853);
|
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|
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let shade = 1.0 - fx.uCornerShade * dot(c, c) * 0.5;
|
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|
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result = vec4<f32>(result.rgb * mix(1.0, line, fx.uScanlines) * shade, result.a);
|
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|
+
}`
|
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|
+
});
|
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37
|
+
}
|
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38
|
+
}
|
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39
|
+
export {
|
|
40
|
+
l as CrtFilter
|
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41
|
+
};
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//# sourceMappingURL=CrtFilter.js.map
|
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@@ -0,0 +1 @@
|
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1
|
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{"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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1
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+
import { FxFilter as u } from "./fxShader.js";
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2
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+
class i extends u {
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3
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+
constructor(e = {}) {
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4
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super({
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5
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name: "shockwave",
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6
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+
uniforms: {
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7
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+
uCenter: { type: "vec2<f32>", value: new Float32Array([0.5, 0.5]) },
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8
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+
uRadius: { type: "f32", value: 0 },
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9
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uWidth: { type: "f32", value: e.width ?? 0.06 },
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10
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uAmplitude: { type: "f32", value: e.amplitude ?? 12 }
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11
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},
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12
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glsl: `
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13
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vec2 d = (frameUv - uCenter) * vec2(framePx.x / framePx.y, 1.0);
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14
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+
float dist = length(d);
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15
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float x = (dist - uRadius) / max(uWidth, 0.0001);
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16
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if (abs(x) < 1.0 && dist > 0.0) {
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17
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float wave = sin(x * 3.14159265) * (1.0 - abs(x));
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18
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result = sampleAt(coord - (d / dist) * wave * uAmplitude * texel);
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}`,
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wgsl: `
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21
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let d = (frameUv - fx.uCenter) * vec2<f32>(framePx.x / framePx.y, 1.0);
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22
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let dist = length(d);
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23
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let x = (dist - fx.uRadius) / max(fx.uWidth, 0.0001);
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24
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+
if (abs(x) < 1.0 && dist > 0.0) {
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25
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let wave = sin(x * 3.14159265) * (1.0 - abs(x));
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26
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result = sampleAt(coord - (d / dist) * wave * fx.uAmplitude * texel);
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27
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}`
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28
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});
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29
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}
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30
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setCenter(e, t) {
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31
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+
this.set("uCenter", e, t);
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32
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}
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33
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get radius() {
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34
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return this.num("uRadius");
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35
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}
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36
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set radius(e) {
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37
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this.set("uRadius", e);
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38
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+
}
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39
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+
get amplitude() {
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40
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+
return this.num("uAmplitude");
|
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41
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+
}
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42
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+
set amplitude(e) {
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43
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+
this.set("uAmplitude", e);
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44
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+
}
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45
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+
}
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46
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+
export {
|
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47
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+
i as ShockwaveFilter
|
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48
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};
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//# sourceMappingURL=ShockwaveFilter.js.map
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1
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{"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;"}
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@@ -0,0 +1,37 @@
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1
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+
import { FxFilter as s, rgb as t } from "./fxShader.js";
|
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2
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+
class u extends s {
|
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3
|
+
constructor(e = {}) {
|
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4
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+
super({
|
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5
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+
name: "vignette",
|
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6
|
+
uniforms: {
|
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7
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+
uStrength: { type: "f32", value: e.strength ?? 0.5 },
|
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8
|
+
uRadius: { type: "f32", value: e.radius ?? 0.55 },
|
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9
|
+
uSoftness: { type: "f32", value: e.softness ?? 0.45 },
|
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10
|
+
uColor: { type: "vec3<f32>", value: new Float32Array(t(e.color ?? 0)) }
|
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11
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+
},
|
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12
|
+
glsl: `
|
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13
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+
vec2 aspect = vec2(framePx.x / framePx.y, 1.0);
|
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14
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+
float dist = length((frameUv - 0.5) * aspect) / length(aspect * 0.5);
|
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15
|
+
float v = smoothstep(uRadius, uRadius + max(uSoftness, 0.0001), dist) * uStrength;
|
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16
|
+
result = vec4(mix(src.rgb, uColor * src.a, v), src.a);`,
|
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17
|
+
wgsl: `
|
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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;
|
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21
|
+
result = vec4<f32>(mix(src.rgb, fx.uColor * src.a, v), src.a);`
|
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22
|
+
});
|
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23
|
+
}
|
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24
|
+
get strength() {
|
|
25
|
+
return this.num("uStrength");
|
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26
|
+
}
|
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27
|
+
set strength(e) {
|
|
28
|
+
this.set("uStrength", e);
|
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29
|
+
}
|
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30
|
+
set color(e) {
|
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31
|
+
this.set("uColor", ...t(e));
|
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32
|
+
}
|
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33
|
+
}
|
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34
|
+
export {
|
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35
|
+
u as VignetteFilter
|
|
36
|
+
};
|
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37
|
+
//# sourceMappingURL=VignetteFilter.js.map
|
|
@@ -0,0 +1 @@
|
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|
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;
|
|
2
|
+
class o {
|
|
3
|
+
list = [];
|
|
4
|
+
get size() {
|
|
5
|
+
return this.list.length;
|
|
6
|
+
}
|
|
7
|
+
/** 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) {
|
|
10
|
+
const t = this.list.findIndex((i) => i.key === e.key);
|
|
11
|
+
t >= 0 && this.list.splice(t, 1)[0].done?.();
|
|
12
|
+
}
|
|
13
|
+
const s = { ...e, ease: e.ease ?? n, elapsed: 0 };
|
|
14
|
+
if (s.set(s.from), s.ms <= 0) {
|
|
15
|
+
s.set(s.to), s.done?.();
|
|
16
|
+
return;
|
|
17
|
+
}
|
|
18
|
+
this.list.push(s);
|
|
19
|
+
}
|
|
20
|
+
/** Moves every animation on by `ms`; finished ones set their last value, call `done` and are dropped. */
|
|
21
|
+
step(e) {
|
|
22
|
+
for (let s = 0; s < this.list.length; ) {
|
|
23
|
+
const t = this.list[s];
|
|
24
|
+
t.elapsed += e;
|
|
25
|
+
const i = Math.min(1, t.elapsed / t.ms);
|
|
26
|
+
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() {
|
|
31
|
+
for (const e of this.list.splice(0))
|
|
32
|
+
e.set(e.to), e.done?.();
|
|
33
|
+
}
|
|
34
|
+
}
|
|
35
|
+
export {
|
|
36
|
+
o as FxAnimator
|
|
37
|
+
};
|
|
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;"}
|