littlejsengine 1.21.0 → 1.22.0
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/dist/littlejs.d.ts +649 -71
- package/dist/littlejs.esm.js +2919 -306
- package/dist/littlejs.esm.min.js +22 -9
- package/dist/littlejs.js +2885 -306
- package/dist/littlejs.min.js +21 -8
- package/dist/littlejs.release.js +2087 -281
- package/package.json +3 -2
- package/plugins/gltf.js +7 -1
- package/plugins/lightSystem.js +44 -1
- package/plugins/math3d.js +42 -20
- package/plugins/particleEffects.js +745 -0
- package/plugins/pluginExport.js +32 -0
- package/plugins/postProcess.js +206 -28
- package/plugins/render3d.js +484 -185
- package/plugins/render3dEditor.js +787 -23
- package/plugins/render3dExtras.js +223 -11
- package/plugins/render3dLevel.js +166 -3
- package/plugins/sceneSystem.js +3 -2
- package/src/engine.js +1 -1
- package/src/engineAudio.js +16 -7
- package/src/engineBuild.mjs +1 -0
- package/src/engineDraw.js +44 -1
- package/src/engineEditor.js +11 -2
- package/src/engineExport.js +2 -0
- package/src/engineParticles.js +80 -11
- package/src/engineWebGL.js +27 -10
package/src/engineDraw.js
CHANGED
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@@ -259,8 +259,9 @@ class TextureInfo
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* @param {boolean} [useWebGL] - Should use WebGL if available?
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* @param {boolean|Array<number>} [wrap] - Should the texture wrap (REPEAT) or clamp (CLAMP_TO_EDGE)? Or the WebGL
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* modes across and down, like [gl.CLAMP_TO_EDGE, gl.MIRRORED_REPEAT], as a glTF sampler gives them
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* @param {boolean} [pixelated] - Hard edged or smooth for this texture alone, undefined follows tilesPixelated
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*/
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-
constructor(image, useWebGL=true, wrap=false)
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constructor(image, useWebGL=true, wrap=false, pixelated)
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{
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/** @property {HTMLImageElement|HTMLCanvasElement|OffscreenCanvas|ImageBitmap} - image source */
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this.image = image;
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@@ -275,6 +276,10 @@ class TextureInfo
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* across and down
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* @type {boolean|Array<number>} */
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this.wrap = wrap;
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/** @property {boolean|undefined} - Hard edged or smooth for this texture alone, a soft glow in a pixel art
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* game or pixel art in a smooth one; undefined follows tilesPixelated
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* @type {boolean|undefined} */
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this.pixelated = pixelated;
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useWebGL && this.createWebGLTexture();
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}
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@@ -305,6 +310,17 @@ class TextureInfo
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this.wrap = wrap;
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glSetTextureWrap(this.glTexture, wrap);
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}
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+
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/** Make this texture hard edged or smooth on its own, whatever tilesPixelated says for the rest; it is made again
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* with the new filtering
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* @param {boolean} [pixelated] - undefined follows tilesPixelated again */
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setPixelated(pixelated)
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{
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this.pixelated = pixelated;
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if (!this.glTexture) return;
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this.destroyWebGLTexture();
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this.createWebGLTexture();
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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@@ -1848,6 +1864,33 @@ class ImageFont
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}
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}
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// how strong a light's glow is at a distance from its middle, 0 there to 1 at the edge: a bell, full in the middle
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// and nothing at the edge, fading faster the higher the falloff
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function engineGlowAlpha(r, falloff)
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{
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const k = 3.5 * falloff, edge = Math.exp(-k);
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return (Math.exp(-k * r * r) - edge) / (1 - edge);
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}
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// the soft round glow of the 2D and 3D lights, one texture for each falloff, rounded to a tenth so a changing falloff
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// makes only a few, each made once from a canvas; undefined headless or without a canvas
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const engineGlowTextures = new Map;
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function engineGlowTexture(falloff=1)
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{
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ASSERT(isNumber(falloff) && falloff > 0, 'glowFalloff must be a number above 0');
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const key = max(round(falloff * 10), 1) / 10;
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let texture = engineGlowTextures.get(key);
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if (texture || !glContext || typeof OffscreenCanvas == 'undefined') return texture;
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const size = 64, context = createCanvasContext(size), steps = 16;
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const gradient = context.createRadialGradient(size / 2, size / 2, 0, size / 2, size / 2, size / 2);
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for (let i = 0; i <= steps; ++i)
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gradient.addColorStop(i / steps, 'rgba(255,255,255,' + engineGlowAlpha(i / steps, key).toFixed(4) + ')');
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context.fillStyle = gradient;
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context.fillRect(0, 0, size, size);
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engineGlowTextures.set(key, texture = new TextureInfo(context.canvas, true, false, false));
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return texture;
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}
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// load engine font, called automatically on startup
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async function imageFontInit()
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{
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package/src/engineEditor.js
CHANGED
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@@ -432,12 +432,21 @@ function editorSetBaseline(record, written)
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// save a map as Tiled JSON: where the browser lets a page write files, Chrome and Edge, to a file picked once and
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// written again on each Save after, even after a reload once the browser gives permission, or picked again with
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// Save As; elsewhere as a download under the name of the file it came from; resolves to how it saved, undefined
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// when the picker was closed
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// when the picker was closed; saves of a map run one at a time in the order asked, so the file ends with the last
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async function editorSave(record, pickAgain=false)
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{
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if (!record) return;
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editorStrokeEnd();
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-
const text = editorMapJSON(record),
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const text = editorMapJSON(record); // the map as it is now, later edits wait for a later save
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const saved = (async ()=> { await record.saving; return editorSaveText(record, text, pickAgain); })();
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record.saving = saved.catch(()=> {});
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return saved;
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}
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// write one save of a map, the one before it done
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async function editorSaveText(record, text, pickAgain)
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{
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const picker = /** @type {any} */ (globalThis).showSaveFilePicker;
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if (picker)
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{
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try
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package/src/engineExport.js
CHANGED
package/src/engineParticles.js
CHANGED
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@@ -165,6 +165,13 @@ class ParticleEmitter extends EngineObject
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this.localSpace = localSpace;
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/** @property {number} - If non zero the particle is drawn as a trail, stretched in the direction of velocity */
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this.trailScale = 0;
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/** @property {number} - Grows the whole effect as each particle is born: the spawn area, the particles' sizes,
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* speed and fall, so it looks the same only bigger; 1 is as made, and a particle keeps the scale it was born
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* with, so a change never moves the ones already out */
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this.scale = 1;
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/** @property {number} - The effect's own fall, added to each particle's velocity y every frame, on top of the
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* world's gravity times gravityScale; an effect that sets its own looks the same in any game */
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this.gravity = 0;
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/** @property {ParticleCallback|undefined} - Callback when particle is created
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* @type {ParticleCallback|undefined} */
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this.particleCreateCallback = undefined;
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@@ -251,9 +258,9 @@ class ParticleEmitter extends EngineObject
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{
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// show emitter bounds
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if (this.emitCircle)
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-
debugCircle(this.pos, this.emitSize.x, '#0f0', 0, false, false);
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debugCircle(this.pos, this.emitSize.x * this.scale, '#0f0', 0, false, false);
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else
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debugRect(this.pos, this.emitSize, '#0f0', 0, this.angle, false, false);
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debugRect(this.pos, this.emitSize.scale(this.scale), '#0f0', 0, this.angle, false, false);
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}
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}
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@@ -262,10 +269,11 @@ class ParticleEmitter extends EngineObject
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emitParticle()
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{
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// spawn a particle
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const scale = this.scale; // grows the spawn area, the sizes and the speed of each particle born
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let pos = this.emitCircle ? // check if circle emitter
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randInCircle(this.emitSize.x/2)
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: vec2(rand(-.5,.5),
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randInCircle(this.emitSize.x/2 * scale) // circle emitter
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: vec2(rand(-.5,.5) * this.emitSize.x * scale, // box emitter, one vector made
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rand(-.5,.5) * this.emitSize.y * scale);
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let angle = rand(this.particleConeAngle, -this.particleConeAngle);
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if (!this.localSpace)
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{
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@@ -282,9 +290,9 @@ class ParticleEmitter extends EngineObject
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// randomize particle settings
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const particleTime = randomizeScale(this.particleTime);
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const sizeStart = randomizeScale(this.sizeStart);
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const sizeEnd = randomizeScale(this.sizeEnd);
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const speed = randomizeScale(this.speed);
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const sizeStart = randomizeScale(this.sizeStart) * scale;
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const sizeEnd = randomizeScale(this.sizeEnd) * scale;
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const speed = randomizeScale(this.speed) * scale;
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const angleSpeed = randomizeScale(this.angleSpeed) * randSign();
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const coneAngle = rand(this.emitConeAngle, -this.emitConeAngle);
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const colorStart = randColor(this.colorStartA, this.colorStartB, this.randomColorLinear);
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@@ -318,9 +326,13 @@ class ParticleEmitter extends EngineObject
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render()
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{
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// render all particles, the blend switched once for them all, not around each one
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// and the tile's draw worked out once for them all, fresh each frame so a tile changed in place draws changed
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this.additive && setAdditiveBlendMode();
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particleTile = null; // none yet, undefined is the untextured tile
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particleTileBatch = true;
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for (const particle of this.particles)
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particle.render();
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particleTileBatch = false;
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this.additive && setAdditiveBlendMode(false);
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}
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@@ -347,6 +359,39 @@ class ParticleEmitter extends EngineObject
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// scratch vectors reused by Particle.render and the tile collision to avoid per-frame allocations
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const particleDrawPos = new Vector2, particleDrawSize = new Vector2, particleCollidePos = new Vector2;
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// the WebGL draw of the tile particles draw with, what drawTile works out for each sprite: kept while an emitter
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// renders its particles, so each one only writes its own values into the batch
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let particleTile, particleTileBatch = false, particleTileTextured = false, particleTileEmpty = false;
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let particleTileU0 = 0, particleTileV0 = 0, particleTileU1 = 0, particleTileV1 = 0;
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function particleTileSet(tileInfo)
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{
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particleTile = tileInfo;
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const textureInfo = tileInfo?.textureInfo;
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particleTileTextured = !!textureInfo;
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particleTileEmpty = !!textureInfo && !(tileInfo.size.x && tileInfo.size.y); // like a sprite still loading
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if (!textureInfo || particleTileEmpty) return;
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ASSERT(!!textureInfo.glTexture, 'texture has no WebGL texture, draw it with useWebGL false');
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glSetTexture(textureInfo.glTexture); // bound, and its mipmaps brought up to date, once for the emitter
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const sizeInverse = textureInfo.sizeInverse, bleed = tileInfo.bleed;
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const x = tileInfo.pos.x * sizeInverse.x;
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const y = tileInfo.pos.y * sizeInverse.y;
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const w = tileInfo.size.x * sizeInverse.x;
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const h = tileInfo.size.y * sizeInverse.y;
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if (bleed)
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{
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const bleedX = sizeInverse.x*bleed;
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const bleedY = sizeInverse.y*bleed;
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particleTileU0 = x + bleedX; particleTileV0 = y + bleedY;
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particleTileU1 = x - bleedX + w; particleTileV1 = y - bleedY + h;
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}
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else
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{
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particleTileU0 = x; particleTileV0 = y;
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particleTileU1 = x + w; particleTileV1 = y + h;
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}
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}
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// tests if a particle collides with tiles at x, y, through its emitter's collide callback if it has one
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function particleCollideTest(particle, collideCallback, x, y)
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{
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@@ -382,6 +427,8 @@ class Particle
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{
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/** @property {ParticleEmitter} - The emitter this particle came from */
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this.emitter = emitter;
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/** @property {number} - The emitter's scale when it was made, which grows its fall */
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this.scale = emitter.scale ?? 1; // a hand made emitter-like object may have none
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/** @property {Vector2} - Position, world space or local to the emitter when localSpace is set */
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this.pos = pos;
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/** @property {number} - Angle in radians */
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@@ -444,7 +491,10 @@ class Particle
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// apply physics; only the tile collision needs where the particle was
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const solve = enablePhysicsSolver && collideLevel;
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const oldX = this.pos.x, oldY = this.pos.y;
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-
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// the world's gravity times gravityScale plus the emitter's own, grown by the particle's scale
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const fall = this.scale;
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let gravityX = gravity.x * gravityScale * fall;
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let gravityY = (gravity.y * gravityScale + (emitter.gravity || 0)) * fall;
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if (emitter.localSpace && emitter.angle)
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{
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// world gravity turned into the emitter's space, the render turns it back
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@@ -498,7 +548,9 @@ class Particle
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}
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if (isBlockedY || !isBlockedX)
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{
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// down is the world's gravity, or the emitter's own fall in a world with none
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const down = gravity.y || emitter.gravity || 0;
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const wasFalling = this.velocity.y < 0 && down < 0 || this.velocity.y > 0 && down > 0;
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if (wasFalling)
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this.groundObject = hitLayer;
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@@ -577,7 +629,24 @@ class Particle
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angle = atan2(velocity.x, velocity.y);
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}
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}
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-
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if (glEnable && !headlessMode)
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{
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// straight into the batch, the tile's draw worked out once for the emitter's particles
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const tileInfo = this.tileInfo;
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if (!particleTileBatch || tileInfo !== particleTile)
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particleTileSet(tileInfo);
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if (!particleTileTextured)
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glDrawUntextured(pos.x, pos.y, size.x, size.y, angle, this.color.rgbaInt());
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else if (!particleTileEmpty)
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{
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const texture = tileInfo.textureInfo.glTexture;
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glActiveTexture === texture || glSetTexture(texture); // bound again only if a draw between changed it
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glDraw(pos.x, pos.y, this.mirror ? -size.x : size.x, size.y, angle,
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particleTileU0, particleTileV0, particleTileU1, particleTileV1, this.color.rgbaInt());
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}
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}
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else
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drawTile(pos, size, this.tileInfo, this.color, angle, this.mirror, undefined, false, false);
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additive && setAdditiveBlendMode(false);
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debugParticles && debugRect(pos, size, '#f005', 0, angle, false, false);
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}
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package/src/engineWebGL.js
CHANGED
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@@ -26,6 +26,19 @@ let glCanvas;
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* @memberof WebGL */
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let glContext;
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/** The largest texture this device makes, in pixels across, 0 until WebGL starts; at least 2048 with WebGL2
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* @type {number}
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* @memberof WebGL */
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let glMaxTextureSize = 0;
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/** A texture size this device can make: the size asked for, or the largest it supports when that is smaller
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* - The engine sizes the textures it makes itself through this, the shadow maps and the like, so a size a device
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* does not have falls back instead of failing
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* @param {number} size - Pixels across
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* @return {number}
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* @memberof WebGL */
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function glClampTextureSize(size) { return glMaxTextureSize ? min(size, glMaxTextureSize) : size; }
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+
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/** Should WebGL be setup with anti-aliasing? must be set before calling engineInit
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* @type {boolean}
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* @memberof WebGL */
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@@ -115,7 +128,7 @@ function glInit(rootElement)
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// startup webgl, and make the textures of any texture infos made before it
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initWebGL();
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for (const info of glTextureInfos)
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info.glTexture ||= glCreateTexture(info.image, info.wrap);
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info.glTexture ||= glCreateTexture(info.image, info.wrap, info.pixelated);
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// setup context lost and restore handlers
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glCanvas.addEventListener('webglcontextlost', (e)=>
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@@ -155,7 +168,7 @@ function glInit(rootElement)
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glPremultipliedTextures = new WeakSet; // the tile layers draw into their new textures again below
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initWebGL();
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for (const info of glTextureInfos)
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info.glTexture = glCreateTexture(info.image, info.wrap);
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info.glTexture = glCreateTexture(info.image, info.wrap, info.pixelated);
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pluginList.forEach(plugin=>plugin.glContextRestored?.());
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// a tile layer drawn on the GPU only had its tiles in the lost texture, it draws them again
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@@ -165,6 +178,8 @@ function glInit(rootElement)
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function initWebGL()
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{
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glMaxTextureSize = glContext.getParameter(glContext.MAX_TEXTURE_SIZE) | 0;
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// setup instanced rendering shader program
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glShader = glCreateProgram(gl_VERTEX_SOURCE,
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'#version 300 es\n' + // specify GLSL ES version
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@@ -488,9 +503,10 @@ function glShaderProgram(shader)
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* Restores the active texture when done
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* @param {HTMLImageElement|HTMLCanvasElement|OffscreenCanvas|ImageBitmap} [image]
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* @param {boolean|Array<number>} [wrap] - true for REPEAT, false for CLAMP_TO_EDGE, or the WebGL modes across and down
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* @param {boolean} [pixelated] - Hard edged or smooth, undefined follows tilesPixelated
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* @return {WebGLTexture}
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* @memberof WebGL */
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function glCreateTexture(image, wrap=false)
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function glCreateTexture(image, wrap=false, pixelated=tilesPixelated)
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{
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if (!glContext) return;
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@@ -499,10 +515,10 @@ function glCreateTexture(image, wrap=false)
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let mipMap = false;
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if (image?.width)
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{
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glSetTextureData(texture, image);
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glSetTextureData(texture, image, pixelated);
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glContext.bindTexture(glContext.TEXTURE_2D, texture);
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// WebGL2 makes mipmaps at any size, a texture that becomes a render target keeps them only at powers of two
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mipMap = !
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mipMap = !pixelated;
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if (mipMap && !(isPowerOfTwo(image.width) && isPowerOfTwo(image.height)))
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glMipmapsUntilTarget.add(texture);
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}
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@@ -515,7 +531,7 @@ function glCreateTexture(image, wrap=false)
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}
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// set texture filtering
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const magFilter =
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const magFilter = pixelated ? glContext.NEAREST : glContext.LINEAR;
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const minFilter = mipMap ? glContext.LINEAR_MIPMAP_LINEAR : magFilter;
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glContext.texParameteri(glContext.TEXTURE_2D, glContext.TEXTURE_MAG_FILTER, magFilter);
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glContext.texParameteri(glContext.TEXTURE_2D, glContext.TEXTURE_MIN_FILTER, minFilter);
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@@ -546,8 +562,9 @@ function glDeleteTexture(texture)
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/** Set WebGL texture data from an image, restores the active texture when done
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* @param {WebGLTexture} texture
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* @param {HTMLImageElement|HTMLCanvasElement|OffscreenCanvas|ImageBitmap} image
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* @param {boolean} [pixelated] - Hard edged or smooth, undefined follows tilesPixelated
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* @memberof WebGL */
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function glSetTextureData(texture, image)
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function glSetTextureData(texture, image, pixelated=tilesPixelated)
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{
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if (!glContext) return;
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@@ -565,7 +582,7 @@ function glSetTextureData(texture, image)
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}
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// smooth filtering mixes a texel with its see through neighbors, right only for premultiplied color, or the
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// edges go dark; pixel art is sampled a texel at a time, and uploads straight color as it always has
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const premultiply = !
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const premultiply = !pixelated;
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glContext.pixelStorei(glContext.UNPACK_PREMULTIPLY_ALPHA_WEBGL, premultiply);
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glContext.texImage2D(glContext.TEXTURE_2D, 0, glContext.RGBA, glContext.RGBA, glContext.UNSIGNED_BYTE, image);
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glContext.pixelStorei(glContext.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
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@@ -596,9 +613,9 @@ function glRegisterTextureInfo(textureInfo)
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// create or set the texture data
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if (textureInfo.glTexture)
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glSetTextureData(textureInfo.glTexture, textureInfo.image);
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glSetTextureData(textureInfo.glTexture, textureInfo.image, textureInfo.pixelated);
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else
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textureInfo.glTexture = glCreateTexture(textureInfo.image, textureInfo.wrap);
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textureInfo.glTexture = glCreateTexture(textureInfo.image, textureInfo.wrap, textureInfo.pixelated);
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}
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/** Internal: tells WebGL to destroy the glTexture and stop tracking it, TextureInfo calls it
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