@flare-engine/render 0.4.5 → 0.4.7

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package/dist/index.mjs CHANGED
@@ -1,5 +1,5 @@
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  import { defineComponent } from "@flare-engine/ecs";
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- //#region src/camera2d.ts
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+ // src/camera2d.ts
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  /** Simple pseudo-random for deterministic shake. Avoids Math.random() allocs. */
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  function pseudoRandom(seed) {
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  const x = Math.sin(seed * 12.9898 + seed * 78.233) * 43758.5453;
@@ -283,8 +283,7 @@ var Camera2D = class {
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  else this.y = b.y + b.height / 2;
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  }
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  };
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- //#endregion
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- //#region src/draw-order.ts
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+ // src/draw-order.ts
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  /**
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  * Sort an array of drawables by z-index (ascending = back to front).
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  * Uses insertion sort which is fast for nearly-sorted arrays
@@ -316,8 +315,7 @@ function sortByDrawOrder(items, length) {
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  function drawOrderCompare(a, b) {
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  return a.z - b.z;
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  }
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- //#endregion
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- //#region src/shaders.ts
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+ // src/shaders.ts
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  const FIRE_SKSL = `
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  uniform float2 resolution;
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  uniform float3 color;
@@ -591,8 +589,7 @@ half4 main(float2 coord) {
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  return half4(col, 1.0);
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  }
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  `;
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- //#endregion
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- //#region src/sprite-effects.ts
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+ // src/sprite-effects.ts
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  /** Create a tint effect. */
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  function tint(color, amount) {
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  return {
@@ -782,8 +779,7 @@ function flashIntensity(effect) {
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  const t = effect.elapsed / effect.duration;
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  return Math.max(0, 1 - t);
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  }
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- //#endregion
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- //#region src/frame-renderer.ts
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+ // src/frame-renderer.ts
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  /** See the dev-flag note at the top of this file. */
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  const G = globalThis;
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  const BLEND_SRC_OVER = 3;
@@ -1456,8 +1452,7 @@ function fillCustomUniforms(effect, shader, out) {
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  for (let k = 0; k < size; k++) out[info.slot + k] = value[k] ?? 0;
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  }
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  }
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- //#endregion
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- //#region src/nine-slice.ts
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+ // src/nine-slice.ts
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  /**
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  * Draw a sprite using a 9-slice (scale-9) layout.
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  *
@@ -1520,8 +1515,7 @@ function _slice(batch, image, sx, sy, sw, sh, dx, dy, dw, dh, effect, alpha) {
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  if (sw <= 0 || sh <= 0 || dw <= 0 || dh <= 0) return;
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  batch.drawRaw(image, sx, sy, sw, sh, dx, dy, dw, dh, effect, 0, 0, alpha, 0, true);
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  }
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- //#endregion
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- //#region src/render-system.ts
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+ // src/render-system.ts
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  /**
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  * Create a render system function.
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  *
@@ -1583,8 +1577,7 @@ const Sprite = defineComponent("Sprite", () => ({
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  },
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  z: 0
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  }));
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- //#endregion
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- //#region src/renderer.ts
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+ // src/renderer.ts
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  /**
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  * Renderer — manages the Skia Canvas lifecycle for a frame.
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  * `begin()` to start, draw your content, `end()` to finish.
@@ -1652,8 +1645,7 @@ var Renderer = class {
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  this.stats.batchCount++;
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  }
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  };
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- //#endregion
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- //#region src/sprite-batch.ts
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+ // src/sprite-batch.ts
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  /**
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  * SpriteBatch — collects sprite draw commands and groups them by texture
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  * (and optionally by effect) for efficient batched rendering.
@@ -1857,8 +1849,7 @@ var SpriteBatch = class {
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  };
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  }
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  };
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- //#endregion
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- //#region src/sprite-font.ts
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+ // src/sprite-font.ts
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  /**
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  * Parse BMFont JSON format (common output from tools like Hiero, BMFont, msdf-bmfont).
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  */
@@ -1919,7 +1910,6 @@ function drawText(batch, font, image, text, x, y, scale = 1) {
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  prevCode = code;
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  }
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  }
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- //#endregion
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  export { CAVE_INTERIOR_SKSL, Camera2D, FIRE_SKSL, FOG_SKSL, FOREST_CANOPY_SKSL, MOON_CRATER_SKSL, MOUNTAIN_HILLS_SKSL, RIVER_WAVE_SKSL, ROOFS_CITY_SKSL, Renderer, Sprite, SpriteBatch, WATER_SKSL, caveInterior, createFrameRenderer, createRenderSystem, custom, drawNineSlice, drawOrderCompare, drawText, dropShadow, fire, flash, flashIntensity, fog, forestCanopy, getKerning, getXformCounters, grayscale, measureText, moonCrater, mountainHills, outline, parseBMFontJSON, resetXformCounters, riverWave, roofsCity, sortByDrawOrder, tint, updateEffect, water };
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  //# sourceMappingURL=index.mjs.map