@luminocity/lemonate-engine 26.3.14 → 26.3.15

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (41) hide show
  1. package/dist/Player.d.ts +10 -7
  2. package/dist/SceneGraphCollection.d.ts +7 -2
  3. package/dist/lemonate.es.js +883 -350
  4. package/dist/lemonate.js +884 -351
  5. package/dist/lemonate.min.js +5 -5
  6. package/dist/lemonate.umd.js +883 -350
  7. package/dist/player.zip +0 -0
  8. package/dist/scenegraph/SgParticles.d.ts +1 -0
  9. package/dist/scenegraph/SgScriptedMesh.d.ts +1 -1
  10. package/dist/subsystems/composer/EffectShader.d.ts +2 -14
  11. package/dist/subsystems/composer/nodes/bloom/LuminosityHighPassShader.d.ts +6 -25
  12. package/dist/subsystems/composer/nodes/blur/WrappingConvolutionShader.d.ts +2 -26
  13. package/dist/subsystems/composer/nodes/chromaticAbberation/shader.d.ts +2 -16
  14. package/dist/subsystems/composer/nodes/colorDepth/shader.d.ts +2 -9
  15. package/dist/subsystems/composer/nodes/depthOfField/shader.d.ts +2 -23
  16. package/dist/subsystems/composer/nodes/film/shader.d.ts +2 -25
  17. package/dist/subsystems/composer/nodes/fog/index.d.ts +1 -2
  18. package/dist/subsystems/composer/nodes/fog/shader.d.ts +2 -59
  19. package/dist/subsystems/composer/nodes/glitch/shader.d.ts +2 -25
  20. package/dist/subsystems/composer/nodes/kawaseBlur/shader.d.ts +2 -18
  21. package/dist/subsystems/composer/nodes/merge/shader.d.ts +2 -16
  22. package/dist/subsystems/composer/nodes/outline/shader.d.ts +2 -42
  23. package/dist/subsystems/composer/nodes/pixelation/shader.d.ts +2 -12
  24. package/dist/subsystems/composer/nodes/radialBlur/shader.d.ts +2 -19
  25. package/dist/subsystems/composer/nodes/scanline/shader.d.ts +2 -17
  26. package/dist/subsystems/composer/nodes/sepia/shader.d.ts +2 -16
  27. package/dist/subsystems/composer/nodes/shockwave/shader.d.ts +2 -29
  28. package/dist/subsystems/composer/nodes/ssao/shader.d.ts +2 -37
  29. package/dist/subsystems/composer/nodes/toneMapping/shader.d.ts +2 -21
  30. package/dist/subsystems/composer/nodes/vignette/shader.d.ts +2 -9
  31. package/dist/subsystems/composer/shaders/types.d.ts +3 -1
  32. package/dist/subsystems/particlesystem/ParticleSystem.d.ts +2 -0
  33. package/dist/subsystems/particlesystem/ParticleTexturePreview.d.ts +50 -0
  34. package/dist/subsystems/particlesystem/shaders/common.d.ts +20 -0
  35. package/dist/subsystems/particlesystem/shaders/particlepreview/shader.d.ts +94 -0
  36. package/dist/subsystems/particlesystem/shaders/visualisation/shader.d.ts +9 -0
  37. package/dist/subsystems/scripting/ScriptEngine.d.ts +35 -5
  38. package/dist/subsystems/scripting/ScriptRunner.d.ts +1 -1
  39. package/dist/subsystems/scripting/runtime/sceneobjects/RtSgScriptedMesh.d.ts +1 -1
  40. package/headlessrenderer/ItemRenderer.ts +2 -2
  41. package/package.json +4 -2
package/dist/player.zip CHANGED
Binary file
@@ -12,6 +12,7 @@ export declare class SgParticles extends SgItem {
12
12
  system: ParticleSystem | null;
13
13
  private particleData;
14
14
  private particles?;
15
+ private _texUpdateListener;
15
16
  constructor(block: any, parent: any, scene: any, engine: any, position: number, sceneGraph: any);
16
17
  getType(): string;
17
18
  getObject(): Mesh | null;
@@ -23,7 +23,7 @@ export declare class SgScriptedMesh extends SgProceduralGeometryItem {
23
23
  _initGeometry(vertexCount?: number, indexCount?: number): void;
24
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  _resize(vertexCount: number, indexCount: number): void;
25
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  _createGeometry(): Mesh<BufferGeometry<import("three").NormalBufferAttributes, import("three").BufferGeometryEventMap>, any, import("three").Object3DEventMap>;
26
- setAttributeData(type: string, data: number[], offset?: number): void;
26
+ setAttributeData(type: string, data: ArrayLike<number>, offset?: number): void;
27
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  computeBoundingBox(): void;
28
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  computeBoundingSphere(): void;
29
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  computeTangents(): void;
@@ -1,14 +1,2 @@
1
- import { IUniform } from "three";
2
- export interface IEffectUniforms {
3
- [key: string]: IUniform<any>;
4
- }
5
- export interface IEffectDefines {
6
- [key: string]: string | number;
7
- }
8
- export declare const EffectShader: {
9
- shaderID: string;
10
- uniforms: IEffectUniforms;
11
- defines: IEffectDefines;
12
- vertexShader: string;
13
- fragmentShader: string;
14
- };
1
+ import { IShader } from "./shaders/types";
2
+ export declare const EffectShader: IShader;
@@ -1,28 +1,9 @@
1
- import { Color } from 'three';
1
+ import { IShader } from "../../shaders/types";
2
2
  /**
3
- * Luminosity
4
- * http://en.wikipedia.org/wiki/Luminosity
3
+ * Luminosity High Pass Shader
4
+ *
5
+ * Improved with soft knee thresholding for smoother transitions between high
6
+ * luminosity and low luminosity sections.
5
7
  */
6
- declare const LuminosityHighPassShader: {
7
- shaderID: string;
8
- uniforms: {
9
- tDiffuse: {
10
- value: null;
11
- };
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- luminosityThreshold: {
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- value: number;
14
- };
15
- smoothWidth: {
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- value: number;
17
- };
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- defaultColor: {
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- value: Color;
20
- };
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- defaultOpacity: {
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- value: number;
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- };
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- };
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- vertexShader: string;
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- fragmentShader: string;
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- };
8
+ declare const LuminosityHighPassShader: IShader;
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9
  export { LuminosityHighPassShader };
@@ -1,27 +1,3 @@
1
- import { Vector2 } from 'three';
2
- /**
3
- * Convolution shader
4
- * ported from o3d sample to WebGL / GLSL
5
- * http://o3d.googlecode.com/svn/trunk/samples/convolution.html
6
- */
7
- declare const WrappingConvolutionShader: {
8
- defines: {
9
- KERNEL_SIZE_FLOAT: string;
10
- KERNEL_SIZE_INT: string;
11
- };
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- uniforms: {
13
- tDiffuse: {
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- value: null;
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- };
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- uImageIncrement: {
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- value: Vector2;
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- };
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- cKernel: {
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- value: never[];
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- };
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- };
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- vertexShader: string;
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- fragmentShader: string;
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- buildKernel: (sigma: any) => any[];
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- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const WrappingConvolutionShader: IShader;
27
3
  export { WrappingConvolutionShader };
@@ -1,17 +1,3 @@
1
- import { Vector3 } from "three";
2
- declare const ChromaticAbberationShader: {
3
- uniforms: {
4
- tDiffuse: {
5
- value: null;
6
- };
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- amount: {
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- value: number;
9
- };
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- factors: {
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- value: Vector3;
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- };
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- };
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- vertexShader: string;
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- fragmentShader: string;
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- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const ChromaticAbberationShader: IShader;
17
3
  export { ChromaticAbberationShader };
@@ -1,10 +1,3 @@
1
- declare const ColorDepthShader: {
2
- shaderID: string;
3
- uniforms: {
4
- level: {
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- value: number;
6
- };
7
- };
8
- fragmentShader: string;
9
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const ColorDepthShader: IShader;
10
3
  export { ColorDepthShader };
@@ -1,24 +1,3 @@
1
- declare const DepthOfFieldShader: {
2
- shaderID: string;
3
- uniforms: {
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- nearColorBuffer: {
5
- value: null;
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- };
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- farColorBuffer: {
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- value: null;
9
- };
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- nearCoCBuffer: {
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- value: null;
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- };
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- farCoCBuffer: {
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- value: null;
15
- };
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- scale: {
17
- value: number;
18
- };
19
- };
20
- defines: {};
21
- attributes: number;
22
- fragmentShader: string;
23
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const DepthOfFieldShader: IShader;
24
3
  export { DepthOfFieldShader };
@@ -1,26 +1,3 @@
1
- declare const FilmShader: {
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- name: string;
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- uniforms: {
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- tDiffuse: {
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- value: null;
6
- };
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- time: {
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- value: number;
9
- };
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- nIntensity: {
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- value: number;
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- };
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- sIntensity: {
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- value: number;
15
- };
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- sCount: {
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- value: number;
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- };
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- grayscale: {
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- value: number;
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- };
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- };
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- vertexShader: string;
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- fragmentShader: string;
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- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const FilmShader: IShader;
26
3
  export { FilmShader };
@@ -10,8 +10,7 @@ import { IRenderPassInfo, IRenderTargetEntry } from "../../types";
10
10
  */
11
11
  declare class FogNode extends ComposerNode {
12
12
  _currentFogType: any;
13
- _enableFogHeight: boolean;
14
- _enableFogWidth: boolean;
13
+ _currentDirection: any;
15
14
  _enableFogNoise: boolean;
16
15
  _enableNoiseScroll: boolean;
17
16
  renderTarget: IRenderTargetEntry;
@@ -1,60 +1,3 @@
1
- declare const FogShader: {
2
- shaderID: string;
3
- uniforms: {
4
- fogColor: {
5
- value: null;
6
- };
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- fogNear: {
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- value: number;
9
- };
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- fogFar: {
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- value: number;
12
- };
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- fogDensity: {
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- value: number;
15
- };
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- noiseScale: {
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- value: number;
18
- };
19
- noiseSpeed: {
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- value: number;
21
- };
22
- noiseAmount: {
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- value: number;
24
- };
25
- fogHeightMin: {
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- value: number;
27
- };
28
- fogHeightMax: {
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- value: number;
30
- };
31
- fogHeightFalloff: {
32
- value: number;
33
- };
34
- fogWidthMin: {
35
- value: number;
36
- };
37
- fogWidthMax: {
38
- value: number;
39
- };
40
- fogWidthFalloff: {
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- value: number;
42
- };
43
- cameraWorldMatrix: {
44
- value: null;
45
- };
46
- cameraProjectionMatrixInverse: {
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- value: null;
48
- };
49
- skyFogDensity: {
50
- value: number;
51
- };
52
- };
53
- defines: {
54
- FOG_TYPE: number;
55
- };
56
- attributes: number;
57
- vertexShader: string;
58
- fragmentShader: string;
59
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const FogShader: IShader;
60
3
  export { FogShader };
@@ -1,26 +1,3 @@
1
- import { Vector2 } from "three";
2
- declare const GlitchShader: {
3
- shaderID: string;
4
- uniforms: {
5
- perturbationMap: {
6
- value: null;
7
- };
8
- enable: {
9
- value: boolean;
10
- };
11
- columns: {
12
- value: number;
13
- };
14
- random: {
15
- value: number;
16
- };
17
- seeds: {
18
- value: Vector2;
19
- };
20
- distortion: {
21
- value: Vector2;
22
- };
23
- };
24
- fragmentShader: string;
25
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const GlitchShader: IShader;
26
3
  export { GlitchShader };
@@ -1,19 +1,3 @@
1
- declare const KawaseBlurShader: {
2
- uniforms: {
3
- inputBuffer: {
4
- value: null;
5
- };
6
- texelSize: {
7
- value: null;
8
- };
9
- kernel: {
10
- value: number;
11
- };
12
- scale: {
13
- value: number;
14
- };
15
- };
16
- vertexShader: string;
17
- fragmentShader: string;
18
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const KawaseBlurShader: IShader;
19
3
  export { KawaseBlurShader };
@@ -1,17 +1,3 @@
1
- import { Vector2 } from "three";
2
- declare const MergeShader: {
3
- shaderID: string;
4
- uniforms: {
5
- mergeBuffer: {
6
- value: null;
7
- };
8
- offset: {
9
- value: Vector2;
10
- };
11
- scale: {
12
- value: Vector2;
13
- };
14
- };
15
- fragmentShader: string;
16
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const MergeShader: IShader;
17
3
  export { MergeShader };
@@ -1,43 +1,3 @@
1
- declare const OutlineShader: {
2
- shaderID: string;
3
- uniforms: {
4
- edgeTexture: {
5
- value: null;
6
- };
7
- maskTexture: {
8
- value: null;
9
- };
10
- visibleEdgeColor: {
11
- value: number[];
12
- };
13
- hiddenEdgeColor: {
14
- value: number[];
15
- };
16
- pulse: {
17
- value: number;
18
- };
19
- edgeStrength: {
20
- value: number;
21
- };
22
- edgeWidth: {
23
- value: number;
24
- };
25
- patternScale: {
26
- value: number;
27
- };
28
- patternTexture: {
29
- value: null;
30
- };
31
- };
32
- defines: {
33
- ALPHA: {
34
- value: number;
35
- };
36
- X_RAY: {
37
- value: number;
38
- };
39
- };
40
- vertexShader: string;
41
- fragmentShader: string;
42
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const OutlineShader: IShader;
43
3
  export { OutlineShader };
@@ -1,13 +1,3 @@
1
- declare const PixelationShader: {
2
- shaderID: string;
3
- uniforms: {
4
- d: {
5
- value: null;
6
- };
7
- enable: {
8
- value: boolean;
9
- };
10
- };
11
- fragmentShader: string;
12
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const PixelationShader: IShader;
13
3
  export { PixelationShader };
@@ -1,20 +1,3 @@
1
- import { Vector2 } from "three";
2
- declare const RadialBlurShader: {
3
- uniforms: {
4
- tDiffuse: {
5
- value: null;
6
- };
7
- amount: {
8
- value: number;
9
- };
10
- center: {
11
- value: Vector2;
12
- };
13
- numIters: {
14
- value: number;
15
- };
16
- };
17
- vertexShader: string;
18
- fragmentShader: string;
19
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const RadialBlurShader: IShader;
20
3
  export { RadialBlurShader };
@@ -1,18 +1,3 @@
1
- declare const ScanlineShader: {
2
- shaderID: string;
3
- uniforms: {
4
- count: {
5
- value: number;
6
- };
7
- scrollSpeed: {
8
- value: number;
9
- };
10
- };
11
- defines: {
12
- SCROLL: {
13
- value: number;
14
- };
15
- };
16
- fragmentShader: string;
17
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const ScanlineShader: IShader;
18
3
  export { ScanlineShader };
@@ -1,17 +1,3 @@
1
- import { Vector3 } from "three";
2
- declare const SepiaShader: {
3
- shaderID: string;
4
- uniforms: {
5
- weightsR: {
6
- value: Vector3;
7
- };
8
- weightsG: {
9
- value: Vector3;
10
- };
11
- weightsB: {
12
- value: Vector3;
13
- };
14
- };
15
- fragmentShader: string;
16
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const SepiaShader: IShader;
17
3
  export { SepiaShader };
@@ -1,30 +1,3 @@
1
- import { Vector2 } from "three";
2
- declare const ShockwaveShader: {
3
- shaderID: string;
4
- uniforms: {
5
- size: {
6
- value: number;
7
- };
8
- cameraDistance: {
9
- value: number;
10
- };
11
- center: {
12
- value: Vector2;
13
- };
14
- waveSize: {
15
- value: number;
16
- };
17
- radius: {
18
- value: number;
19
- };
20
- maxRadius: {
21
- value: number;
22
- };
23
- amplitude: {
24
- value: number;
25
- };
26
- };
27
- vertexShader: string;
28
- fragmentShader: string;
29
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const ShockwaveShader: IShader;
30
3
  export { ShockwaveShader };
@@ -1,38 +1,3 @@
1
- import { Matrix4 } from "three";
2
- declare const SSAOShader: {
3
- uniforms: {
4
- tNormal: {
5
- value: null;
6
- };
7
- tDepth: {
8
- value: null;
9
- };
10
- projectionMatrixInverse: {
11
- value: Matrix4;
12
- };
13
- radius: {
14
- value: number;
15
- };
16
- samples: {
17
- value: number;
18
- };
19
- bias: {
20
- value: number;
21
- };
22
- intensity: {
23
- value: number;
24
- };
25
- maxDistance: {
26
- value: number;
27
- };
28
- cameraFar: {
29
- value: number;
30
- };
31
- cameraNear: {
32
- value: number;
33
- };
34
- };
35
- vertexShader: string;
36
- fragmentShader: string;
37
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const SSAOShader: IShader;
38
3
  export { SSAOShader };
@@ -1,22 +1,3 @@
1
- declare const ToneMappingShader: {
2
- shaderID: string;
3
- uniforms: {
4
- maxLuminance: {
5
- value: number;
6
- };
7
- minLuminance: {
8
- value: number;
9
- };
10
- meanLuminance: {
11
- value: number;
12
- };
13
- middleGrey: {
14
- value: number;
15
- };
16
- luminanceBuffer: {
17
- value: null;
18
- };
19
- };
20
- fragmentShader: string;
21
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const ToneMappingShader: IShader;
22
3
  export { ToneMappingShader };
@@ -1,10 +1,3 @@
1
- declare const VignetteShader: {
2
- shaderID: string;
3
- uniforms: {
4
- intensity: {
5
- value: number;
6
- };
7
- };
8
- fragmentShader: string;
9
- };
1
+ import { IShader } from "../../shaders/types";
2
+ declare const VignetteShader: IShader;
10
3
  export { VignetteShader };
@@ -22,7 +22,9 @@ export interface IShader {
22
22
  /** Optional shader defines */
23
23
  defines?: IShaderDefines;
24
24
  /** Vertex shader code */
25
- vertexShader: string;
25
+ vertexShader?: string;
26
26
  /** Fragment shader code */
27
27
  fragmentShader: string;
28
+ /** Additional fields (attributes, buildKernel, etc.) */
29
+ [key: string]: any;
28
30
  }
@@ -56,6 +56,7 @@ export declare class ParticleSystem {
56
56
  private simulation;
57
57
  private visualization;
58
58
  private noiseTexture;
59
+ private particlePreview;
59
60
  duration: number;
60
61
  spawnAmount: number;
61
62
  spawnRate: number;
@@ -223,6 +224,7 @@ export declare class ParticleSystem {
223
224
  scale: Vector3;
224
225
  }): void;
225
226
  generateNoisePreview(): Promise<string | undefined>;
227
+ generateParticlePreview(): Promise<string | undefined>;
226
228
  setSize(width: number, height: number): void;
227
229
  setCamera(camera: PerspectiveCamera | OrthographicCamera): void;
228
230
  restart(): void;
@@ -0,0 +1,50 @@
1
+ import { WebGLRenderer, Texture, Vector2, Vector4 } from "three";
2
+ import { Engine } from "../../Engine";
3
+ export declare class ParticleTexturePreview {
4
+ private renderer;
5
+ private engine;
6
+ id: string;
7
+ size: number;
8
+ private renderTarget;
9
+ private rtCamera;
10
+ private rtScene;
11
+ private shader;
12
+ private jpegData?;
13
+ constructor(renderer: WebGLRenderer, engine: Engine, id: string, size?: number);
14
+ get lifeRatio(): number;
15
+ set lifeRatio(v: number);
16
+ get time(): number;
17
+ set time(v: number);
18
+ set baseColor(v: Vector4);
19
+ set baseFinalColor(v: Vector4);
20
+ set enableFinalColor(v: boolean);
21
+ set enableTexture(v: boolean);
22
+ set particleTexture(v: Texture | null);
23
+ set maskType(v: number);
24
+ set flipY(v: boolean);
25
+ set textureBlendingFlag(v: boolean);
26
+ set preMultiplyAlphaFlag(v: boolean);
27
+ set blendValue(v: number);
28
+ set hueShift(v: number);
29
+ set randomColorFactor(v: number);
30
+ set angularVelocity(v: number);
31
+ set rotationDirection(v: number);
32
+ set rollSpriteWithLife(v: boolean);
33
+ set enableSpriteFade(v: boolean);
34
+ set spriteSpeed(v: number);
35
+ set spriteRows(v: number);
36
+ set spriteCols(v: number);
37
+ set atlasWidth(v: number);
38
+ set atlasHeight(v: number);
39
+ set fadeMode(v: number);
40
+ set fadeFunction(v: number);
41
+ set fadeApproach(v: number);
42
+ set fadeRange(v: Vector2);
43
+ set fadeInitialOpacity(v: number);
44
+ set fadeFinalOpacity(v: number);
45
+ private handleSetLifeRatio;
46
+ render(): void;
47
+ getTexture(): Promise<string | undefined>;
48
+ emitUpdateEvent(): void;
49
+ destroy(): void;
50
+ }