melonjs 19.7.1 → 19.9.0

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Files changed (146) hide show
  1. package/README.md +21 -6
  2. package/build/application/application.d.ts.map +1 -1
  3. package/build/application/defaultApplicationSettings.d.ts +1 -0
  4. package/build/application/defaultApplicationSettings.d.ts.map +1 -1
  5. package/build/application/settings.d.ts +34 -0
  6. package/build/application/settings.d.ts.map +1 -1
  7. package/build/audio/audio.d.ts +1 -1
  8. package/build/audio/audio.d.ts.map +1 -1
  9. package/build/audio/backend.d.ts +21 -2
  10. package/build/audio/backend.d.ts.map +1 -1
  11. package/build/audio/playback.d.ts +8 -28
  12. package/build/audio/playback.d.ts.map +1 -1
  13. package/build/camera/camera3d.d.ts +49 -0
  14. package/build/camera/camera3d.d.ts.map +1 -1
  15. package/build/geometries/path2d.d.ts +188 -75
  16. package/build/geometries/path2d.d.ts.map +1 -1
  17. package/build/geometries/rectangle.d.ts.map +1 -1
  18. package/build/index.d.ts +11 -2
  19. package/build/index.d.ts.map +1 -1
  20. package/build/index.js +19170 -13625
  21. package/build/index.js.map +4 -4
  22. package/build/level/gltf/GLTFModel.d.ts +173 -0
  23. package/build/level/gltf/GLTFModel.d.ts.map +1 -0
  24. package/build/level/gltf/GLTFScene.d.ts +84 -0
  25. package/build/level/gltf/GLTFScene.d.ts.map +1 -0
  26. package/build/level/gltf/gltf_sampler.d.ts +49 -0
  27. package/build/level/gltf/gltf_sampler.d.ts.map +1 -0
  28. package/build/level/level.d.ts +7 -3
  29. package/build/level/level.d.ts.map +1 -1
  30. package/build/level/tiled/TMXTileMap.d.ts +5 -0
  31. package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
  32. package/build/{renderable → lighting}/light2d.d.ts +79 -78
  33. package/build/lighting/light2d.d.ts.map +1 -0
  34. package/build/lighting/light3d.d.ts +86 -0
  35. package/build/lighting/light3d.d.ts.map +1 -0
  36. package/build/loader/cache.d.ts +2 -0
  37. package/build/loader/cache.d.ts.map +1 -1
  38. package/build/loader/loader.d.ts +156 -8
  39. package/build/loader/loader.d.ts.map +1 -1
  40. package/build/loader/parsers/fetchdata.d.ts +14 -0
  41. package/build/loader/parsers/fetchdata.d.ts.map +1 -1
  42. package/build/loader/parsers/gltf.d.ts +71 -0
  43. package/build/loader/parsers/gltf.d.ts.map +1 -0
  44. package/build/loader/parsers/mtl.d.ts.map +1 -1
  45. package/build/loader/parsers/shader.d.ts +47 -0
  46. package/build/loader/parsers/shader.d.ts.map +1 -0
  47. package/build/loader/parsers/video.d.ts.map +1 -1
  48. package/build/math/color.d.ts.map +1 -1
  49. package/build/math/math.d.ts +2 -2
  50. package/build/math/matrix2d.d.ts.map +1 -1
  51. package/build/math/noise.d.ts +141 -0
  52. package/build/math/noise.d.ts.map +1 -0
  53. package/build/math/observableVector2d.d.ts +1 -1
  54. package/build/math/observableVector2d.d.ts.map +1 -1
  55. package/build/math/observableVector3d.d.ts +1 -1
  56. package/build/math/observableVector3d.d.ts.map +1 -1
  57. package/build/math/vector2d.d.ts +1 -1
  58. package/build/math/vector2d.d.ts.map +1 -1
  59. package/build/math/vector3d.d.ts +1 -1
  60. package/build/math/vector3d.d.ts.map +1 -1
  61. package/build/math/vertex.d.ts +25 -0
  62. package/build/math/vertex.d.ts.map +1 -1
  63. package/build/physics/adapter.d.ts +4 -3
  64. package/build/physics/adapter.d.ts.map +1 -1
  65. package/build/physics/broadphase/aabb3d.d.ts +23 -2
  66. package/build/physics/broadphase/aabb3d.d.ts.map +1 -1
  67. package/build/renderable/anchorPoint.d.ts +80 -0
  68. package/build/renderable/anchorPoint.d.ts.map +1 -0
  69. package/build/renderable/animation.d.ts +41 -0
  70. package/build/renderable/animation.d.ts.map +1 -0
  71. package/build/renderable/collectable.d.ts +7 -1
  72. package/build/renderable/collectable.d.ts.map +1 -1
  73. package/build/renderable/container.d.ts +0 -1
  74. package/build/renderable/container.d.ts.map +1 -1
  75. package/build/renderable/entity/entity.d.ts +5 -2
  76. package/build/renderable/entity/entity.d.ts.map +1 -1
  77. package/build/renderable/frameAnimation.d.ts +154 -0
  78. package/build/renderable/frameAnimation.d.ts.map +1 -0
  79. package/build/renderable/imagelayer.d.ts +5 -2
  80. package/build/renderable/imagelayer.d.ts.map +1 -1
  81. package/build/renderable/mesh.d.ts +175 -6
  82. package/build/renderable/mesh.d.ts.map +1 -1
  83. package/build/renderable/nineslicesprite.d.ts +5 -7
  84. package/build/renderable/nineslicesprite.d.ts.map +1 -1
  85. package/build/renderable/renderable.d.ts +28 -1
  86. package/build/renderable/renderable.d.ts.map +1 -1
  87. package/build/renderable/sprite.d.ts +84 -34
  88. package/build/renderable/sprite.d.ts.map +1 -1
  89. package/build/renderable/sprite3d.d.ts +350 -0
  90. package/build/renderable/sprite3d.d.ts.map +1 -0
  91. package/build/renderable/text/bitmaptext.d.ts +24 -12
  92. package/build/renderable/text/bitmaptext.d.ts.map +1 -1
  93. package/build/renderable/text/bitmaptextdata.d.ts +24 -1
  94. package/build/renderable/text/bitmaptextdata.d.ts.map +1 -1
  95. package/build/renderable/text/text.d.ts +50 -12
  96. package/build/renderable/text/text.d.ts.map +1 -1
  97. package/build/state/stage.d.ts +20 -1
  98. package/build/state/stage.d.ts.map +1 -1
  99. package/build/system/event.d.ts +18 -2
  100. package/build/system/event.d.ts.map +1 -1
  101. package/build/video/buffer/vertex.d.ts +7 -0
  102. package/build/video/buffer/vertex.d.ts.map +1 -1
  103. package/build/video/canvas/canvas_renderer.d.ts +4 -0
  104. package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
  105. package/build/video/renderer.d.ts +62 -1
  106. package/build/video/renderer.d.ts.map +1 -1
  107. package/build/video/rendertarget/render_target_pool.d.ts +17 -6
  108. package/build/video/rendertarget/render_target_pool.d.ts.map +1 -1
  109. package/build/video/texture/atlas.d.ts +3 -2
  110. package/build/video/texture/atlas.d.ts.map +1 -1
  111. package/build/video/texture/cache.d.ts +55 -6
  112. package/build/video/texture/cache.d.ts.map +1 -1
  113. package/build/video/texture/frametexture.d.ts +73 -0
  114. package/build/video/texture/frametexture.d.ts.map +1 -0
  115. package/build/video/texture/noise_texture2d.d.ts +176 -0
  116. package/build/video/texture/noise_texture2d.d.ts.map +1 -0
  117. package/build/video/texture/parser/aseprite.d.ts.map +1 -1
  118. package/build/video/texture/texture2d.d.ts +83 -0
  119. package/build/video/texture/texture2d.d.ts.map +1 -0
  120. package/build/video/webgl/batchers/batcher.d.ts.map +1 -1
  121. package/build/video/webgl/batchers/lit_mesh_batcher.d.ts +18 -0
  122. package/build/video/webgl/batchers/lit_mesh_batcher.d.ts.map +1 -0
  123. package/build/video/webgl/batchers/lit_quad_batcher.d.ts +30 -4
  124. package/build/video/webgl/batchers/lit_quad_batcher.d.ts.map +1 -1
  125. package/build/video/webgl/batchers/material_batcher.d.ts +39 -3
  126. package/build/video/webgl/batchers/material_batcher.d.ts.map +1 -1
  127. package/build/video/webgl/batchers/mesh_batcher.d.ts +52 -11
  128. package/build/video/webgl/batchers/mesh_batcher.d.ts.map +1 -1
  129. package/build/video/webgl/batchers/primitive_batcher.d.ts.map +1 -1
  130. package/build/video/webgl/batchers/quad_batcher.d.ts.map +1 -1
  131. package/build/video/webgl/buffer/index.d.ts +13 -0
  132. package/build/video/webgl/buffer/index.d.ts.map +1 -1
  133. package/build/video/webgl/effects/hologram.d.ts +0 -5
  134. package/build/video/webgl/effects/hologram.d.ts.map +1 -1
  135. package/build/video/webgl/effects/shine.d.ts +1 -6
  136. package/build/video/webgl/effects/shine.d.ts.map +1 -1
  137. package/build/video/webgl/glshader.d.ts +29 -0
  138. package/build/video/webgl/glshader.d.ts.map +1 -1
  139. package/build/video/webgl/lighting/pack3d.d.ts +32 -0
  140. package/build/video/webgl/lighting/pack3d.d.ts.map +1 -0
  141. package/build/video/webgl/shadereffect.d.ts +183 -0
  142. package/build/video/webgl/shadereffect.d.ts.map +1 -1
  143. package/build/video/webgl/webgl_renderer.d.ts +59 -1
  144. package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
  145. package/package.json +5 -5
  146. package/build/renderable/light2d.d.ts.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"cache.d.ts","sourceRoot":"","sources":["../../../src/video/texture/cache.js"],"names":[],"mappings":";AAeA;;;GAGG;AACH;IACC;;OAEG;IACH,8CAsBC;IApBA,cAAwB;IAExB,qBAAgC;IAChC,sBAAuB;IAavB,qBAAsB;IACtB,oBAA0B;IAC1B,iBAAwB;IAIzB;;OAEG;IACH,cAKC;IAED;;OAEG;IACH,8BAsBC;IAED;;;;OAIG;IACH,6BAIC;IAED;;;;;;;OAOG;IACH,oCAaC;IAED;;OAEG;IACH,2BAYC;IAED;;;OAGG;IACH,4BAKC;IAED;;;OAGG;IACH,yCAEC;IAED;;OAEG;IACH,yBAEC;IAED;;;OAGG;IACH,iCAwCC;IAED;;OAEG;IACH,yBAaC;IAED;;OAEG;IACH,gCAcC;CACD;8BAlP6B,+BAA+B"}
1
+ {"version":3,"file":"cache.d.ts","sourceRoot":"","sources":["../../../src/video/texture/cache.js"],"names":[],"mappings":";AAeA;;;GAGG;AACH;IACC;;OAEG;IACH,8CA4BC;IA1BA,cAAwB;IAExB,qBAAgC;IAChC,sBAAuB;IAavB,qBAAsB;IACtB,oBAA0B;IAM1B,6BAA8B;IAC9B,iBAAwB;IAIzB;;OAEG;IACH,cAKC;IAED;;OAEG;IACH,8BA4BC;IAED;;;;;;;OAOG;IACH,kBAHW,MAAM,QAKhB;IAED;;;;;OAKG;IACH,kBAHW,MAAM,QAUhB;IAED;;;;OAIG;IACH,6BAIC;IAED;;;;;;;;;;OAUG;IACH,oCAaC;IAED;;;;;;;;OAQG;IACH,iCASC;IAED;;;;;;;;;;OAUG;IACH,+BATW,MAAM,OAuBhB;IAED;;;;;;;;OAQG;IACH,kCAIC;IAED;;;;OAIG;IACH,gCAFW,MAAM,OAShB;IAED;;;OAGG;IACH,yCAEC;IAED;;OAEG;IACH,yBAEC;IAED;;;OAGG;IACH,iCAwCC;IAED;;OAEG;IACH,yBAkBC;IAED;;OAEG;IACH,gCAcC;CACD;8BAjV6B,+BAA+B"}
@@ -0,0 +1,73 @@
1
+ /**
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+ * A GPU-resident texture holding a captured frame — the value returned by
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+ * {@link WebGLRenderer#toFrameTexture}. Its backing is a live `WebGLTexture`
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+ * that the renderer refreshes **in place** on each capture, so a shader that
5
+ * has bound it once (via {@link ShaderEffect#setTexture}) keeps sampling the
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+ * latest frame with no re-bind.
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+ *
8
+ * Not part of the public class surface: obtain instances from
9
+ * `renderer.toFrameTexture()` and treat them as opaque {@link Texture2d}
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+ * values. The `isGPUResident` flag is the discriminant `setTexture` uses to
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+ * take its live-bind path (bind the existing handle) instead of uploading a
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+ * static copy.
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+ * @augments Texture2d
14
+ * @ignore
15
+ */
16
+ export class FrameTexture extends Texture2d {
17
+ /**
18
+ * @param {WebGLRenderer} renderer - the owning renderer (for the GL context)
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+ * @param {number} width - capture width in pixels
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+ * @param {number} height - capture height in pixels
21
+ */
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+ constructor(renderer: WebGLRenderer, width: number, height: number);
23
+ _renderer: WebGLRenderer;
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+ /** @type {number} */
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+ width: number;
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+ /** @type {number} */
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+ height: number;
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+ /**
29
+ * the live backing texture, (re)filled by `renderer.toFrameTexture` and
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+ * bound (never re-uploaded) by consumers
31
+ * @type {WebGLTexture|null}
32
+ */
33
+ glTexture: WebGLTexture | null;
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+ /**
35
+ * marks this as a live GPU-resident source — see {@link ShaderEffect#setTexture}
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+ * @type {boolean}
37
+ */
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+ isGPUResident: boolean;
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+ /**
40
+ * The opaque GPU-resident backing — itself.
41
+ * @returns {FrameTexture}
42
+ */
43
+ getTexture(): FrameTexture;
44
+ }
45
+ /**
46
+ * The Canvas-renderer counterpart of {@link FrameTexture}: a captured frame
47
+ * backed by an offscreen `<canvas>` copy of the drawing buffer, keeping the
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+ * `toFrameTexture` family renderer-complete. A drawable source (not
49
+ * GPU-resident), so it flows through the normal image path; custom shaders
50
+ * don't run under the Canvas renderer, so this exists for API parity and
51
+ * CPU-side reuse (e.g. drawing the captured frame back onto the scene).
52
+ * @augments Texture2d
53
+ * @ignore
54
+ */
55
+ export class CanvasFrameTexture extends Texture2d {
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+ /**
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+ * @param {HTMLCanvasElement|OffscreenCanvas} canvas - the backing copy
58
+ */
59
+ constructor(canvas: HTMLCanvasElement | OffscreenCanvas);
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+ /** @type {HTMLCanvasElement|OffscreenCanvas} */
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+ canvas: HTMLCanvasElement | OffscreenCanvas;
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+ /** @type {number} */
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+ width: number;
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+ /** @type {number} */
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+ height: number;
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+ /**
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+ * The backing canvas copy.
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+ * @returns {HTMLCanvasElement|OffscreenCanvas}
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+ */
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+ getTexture(): HTMLCanvasElement | OffscreenCanvas;
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+ }
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+ import Texture2d from "./texture2d.ts";
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+ //# sourceMappingURL=frametexture.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"frametexture.d.ts","sourceRoot":"","sources":["../../../src/video/texture/frametexture.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;GAcG;AACH;IACC;;;;OAIG;IACH,sBAJW,aAAa,SACb,MAAM,UACN,MAAM,EAoBhB;IAhBA,yBAAyB;IACzB,qBAAqB;IACrB,OADW,MAAM,CACC;IAClB,qBAAqB;IACrB,QADW,MAAM,CACG;IACpB;;;;OAIG;IACH,WAFU,YAAY,GAAC,IAAI,CAEN;IACrB;;;OAGG;IACH,eAFU,OAAO,CAEQ;IAG1B;;;OAGG;IACH,cAFa,YAAY,CAIxB;CAaD;AAED;;;;;;;;;GASG;AACH;IACC;;OAEG;IACH,oBAFW,iBAAiB,GAAC,eAAe,EAU3C;IANA,gDAAgD;IAChD,QADW,iBAAiB,GAAC,eAAe,CACxB;IACpB,qBAAqB;IACrB,OADW,MAAM,CACQ;IACzB,qBAAqB;IACrB,QADW,MAAM,CACU;IAG5B;;;OAGG;IACH,cAFa,iBAAiB,GAAC,eAAe,CAI7C;CACD;sBA/FqB,gBAAgB"}
@@ -0,0 +1,176 @@
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+ export default NoiseTexture2d;
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+ /**
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+ * A {@link Texture2d} that bakes a {@link Noise} field into a drawable canvas —
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+ * usable directly as a sprite image, a normal map, an image layer, or a custom
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+ * shader sampler.
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+ *
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+ * The bake runs on the CPU (renderer-agnostic, works under both the Canvas and
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+ * WebGL backends) and produces an `HTMLCanvasElement` returned by
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+ * {@link NoiseTexture2d#getTexture}. Three output modes:
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+ * - **grayscale** (default) — the noise value mapped to `[0, 255]`.
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+ * - **colorRamp** — the noise value mapped through a {@link Gradient}.
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+ * - **asNormalMap** — the noise treated as a height field and encoded as
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+ * tangent-space surface normals (RGB), for per-pixel lighting via
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+ * {@link Sprite#normalMap} + {@link Light2d}.
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+ *
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+ * With `seamless: true` the texture's edges are cross-faded so it tiles with a
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+ * much-reduced seam (an approximate, not pixel-exact, wrap); `seamlessBlendSkirt`
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+ * controls how wide that edge blend band is. With `animated: true` the field is
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+ * sampled in 3D (`getNoise3d`) using an internal `time` as the third axis —
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+ * call {@link NoiseTexture2d#update} from your update loop to evolve it. Each
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+ * re-bake bumps a `version` the renderer reads, so the GPU texture re-uploads
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+ * automatically (and only when it actually changed — the three.js
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+ * `Texture.needsUpdate` model).
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+ *
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+ * Note: live re-upload is currently wired through the lit **normal-map**
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+ * pipeline ({@link Sprite#normalMap} + {@link Light2d}). An `animated` texture
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+ * used as a plain color `image` bakes a static snapshot — the color texture
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+ * cache does not yet honor `version` — so animate normals, not albedos, for now.
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+ * @augments Texture2d
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+ * @category Game Objects
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+ * @example
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+ * // a seamless water normal map fed to a lit sprite
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+ * const ripples = new me.NoiseTexture2d({
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+ * width: 256, height: 256,
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+ * type: "simplex", octaves: 4, frequency: 0.03,
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+ * seamless: true, asNormalMap: true, bumpStrength: 2, animated: true, speed: 0.6,
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+ * });
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+ * const water = new me.Sprite(x, y, { image: albedo, normalMap: ripples });
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+ * // drive it yourself from your Stage's update(dt):
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+ * ripples.update(dt);
41
+ */
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+ declare class NoiseTexture2d extends Texture2d {
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+ /**
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+ * @param {object} [settings] - configuration; any {@link Noise} setting
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+ * (`type`, `seed`, `frequency`/`scale`, `octaves`, `gain`/`persistence`,
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+ * `lacunarity`, `fractalType`, domain-warp settings) is forwarded when no
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+ * `noise` instance is given.
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+ * @param {number} [settings.width=256] - baked texture width in pixels
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+ * @param {number} [settings.height=256] - baked texture height in pixels
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+ * @param {Noise} [settings.noise] - an existing {@link Noise} to bake; when
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+ * omitted one is built from the forwarded settings
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+ * @param {boolean} [settings.seamless=false] - tile cleanly in both axes
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+ * @param {number} [settings.seamlessBlendSkirt=0.1] - edge blend band width
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+ * as a fraction (0..1) of the smaller dimension, when `seamless`
55
+ * @param {boolean} [settings.invert=false] - invert the noise value (`1 - v`)
56
+ * @param {boolean} [settings.asNormalMap=false] - encode as a normal map
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+ * @param {number} [settings.bumpStrength=1] - normal steepness when `asNormalMap`
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+ * @param {Gradient} [settings.colorRamp] - map the noise value to a color
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+ * @param {boolean} [settings.animated=false] - sample in 3D (`getNoise3d`)
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+ * using an internal `time` as the third axis, advanced by {@link NoiseTexture2d#update}
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+ * @param {number} [settings.speed=1] - animation speed in noise z-units per
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+ * second (only used while `animated`)
63
+ */
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+ constructor(settings?: {
65
+ width?: number | undefined;
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+ height?: number | undefined;
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+ noise?: Noise | undefined;
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+ seamless?: boolean | undefined;
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+ seamlessBlendSkirt?: number | undefined;
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+ invert?: boolean | undefined;
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+ asNormalMap?: boolean | undefined;
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+ bumpStrength?: number | undefined;
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+ colorRamp?: any;
74
+ animated?: boolean | undefined;
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+ speed?: number | undefined;
76
+ });
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+ /** baked texture width in pixels @type {number} */
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+ width: number;
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+ /** baked texture height in pixels @type {number} */
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+ height: number;
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+ /** the noise field baked by this texture @type {Noise} */
82
+ noise: Noise;
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+ /** tile cleanly in both axes @type {boolean} */
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+ seamless: boolean;
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+ /** edge blend band width (0..1 of the smaller dimension) @type {number} */
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+ seamlessBlendSkirt: number;
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+ /** invert the noise value @type {boolean} */
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+ invert: boolean;
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+ /** encode the field as a tangent-space normal map @type {boolean} */
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+ asNormalMap: boolean;
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+ /** normal steepness when `asNormalMap` @type {number} */
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+ bumpStrength: number;
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+ /** optional color ramp applied to the noise value @type {Gradient|null} */
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+ colorRamp: Gradient | null;
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+ /** sample the field in 3D using `time` as the third axis @type {boolean} */
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+ animated: boolean;
97
+ /** animation speed in noise z-units per second @type {number} */
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+ speed: number;
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+ /** the current animation time (third sampling axis) @type {number} */
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+ time: number;
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+ /** the baked output canvas (reused across re-bakes) @type {HTMLCanvasElement|null} @ignore */
102
+ _canvas: HTMLCanvasElement | null;
103
+ /** reused ImageData scratch (avoids a per-bake allocation) @type {ImageData|null} @ignore */
104
+ _imageData: ImageData | null;
105
+ /** reused height-field scratch (avoids a per-bake allocation) @type {Float32Array|null} @ignore */
106
+ _heights: Float32Array | null;
107
+ /** content revision, bumped on every bake and stamped on the canvas so
108
+ * the renderer re-uploads the GPU texture when it changes @type {number} @ignore */
109
+ _version: number;
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+ /**
111
+ * The current content revision, bumped on every {@link NoiseTexture2d#bake}.
112
+ * Also stamped on the baked canvas (`getTexture().version`) so the renderer
113
+ * re-uploads the GPU texture only when it actually changed.
114
+ * @returns {number}
115
+ */
116
+ get version(): number;
117
+ /**
118
+ * (Re)bake the texture from the current settings into the (reused) output
119
+ * canvas. Called once on construction; {@link NoiseTexture2d#update} calls it
120
+ * again per frame for animated textures.
121
+ * @returns {NoiseTexture2d} this texture for chaining
122
+ */
123
+ bake(): NoiseTexture2d;
124
+ /**
125
+ * Advance an animated texture by `dt` milliseconds and re-bake it. The
126
+ * re-bake bumps the texture's `version`, so the renderer re-uploads the GPU
127
+ * texture automatically on the next draw — no renderer/app handle needed.
128
+ *
129
+ * This is NOT auto-called by the engine; drive it from your own update loop
130
+ * (e.g. {@link Stage#update}) for animated textures. No-op when not `animated`.
131
+ * @param {number} dt - elapsed time since the last update, in milliseconds
132
+ * @returns {NoiseTexture2d} this texture for chaining
133
+ */
134
+ update(dt: number): NoiseTexture2d;
135
+ /**
136
+ * Raw noise sample at a texture pixel (2D, or 3D when animated). The time
137
+ * axis is divided by the noise frequency so that, after `getNoise3d` scales
138
+ * all coords by frequency, the field evolves at `speed` noise-units/second —
139
+ * decoupled from the spatial frequency (otherwise low-frequency textures
140
+ * would animate imperceptibly slowly).
141
+ * @ignore
142
+ */
143
+ _rawNoise(x: any, y: any): number;
144
+ /**
145
+ * x-axis seamless blend: in the right skirt band, cross-fade toward the
146
+ * wrapped (period-shifted) sample so the left and right edges meet.
147
+ * @ignore
148
+ */
149
+ _blendX(x: any, y: any, w: any, sk: any): any;
150
+ /**
151
+ * Sample the noise into a `[0, 1]` height field. When `seamless`, a skirt
152
+ * cross-fade near the far edges blends opposite edges so the texture tiles
153
+ * with a much-reduced seam.
154
+ * @returns {Float32Array} the per-pixel height field (length `width*height`)
155
+ * @ignore
156
+ */
157
+ _buildHeightField(): Float32Array;
158
+ /** @ignore */
159
+ _writeGrayscale(data: any, heights: any): void;
160
+ /** @ignore */
161
+ _writeColorRamp(data: any, heights: any): void;
162
+ /**
163
+ * Encode the height field as a tangent-space normal map (RGB), with screen-Y
164
+ * flipped to normal-map Y-up so it round-trips through the lit shader's
165
+ * `rgb * 2 - 1` decode. Neighbor samples wrap when `seamless`.
166
+ * @ignore
167
+ */
168
+ _writeNormalMap(data: any, heights: any): void;
169
+ /**
170
+ * @returns {HTMLCanvasElement} the baked texture canvas
171
+ */
172
+ getTexture(): HTMLCanvasElement;
173
+ }
174
+ import Texture2d from "./texture2d.ts";
175
+ import { Noise } from "../../math/noise.ts";
176
+ //# sourceMappingURL=noise_texture2d.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"noise_texture2d.d.ts","sourceRoot":"","sources":["../../../src/video/texture/noise_texture2d.js"],"names":[],"mappings":";AAcA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH;IACC;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,uBAhBG;QAA0B,KAAK;QACL,MAAM;QACP,KAAK;QAEH,QAAQ;QACT,kBAAkB;QAEjB,MAAM;QACN,WAAW;QACZ,YAAY;QACV,SAAS;QACV,QAAQ;QAET,KAAK;KAEjC,EA4CA;IAxCA,mDAAmD;IACnD,OADyC,MAAM,CACb;IAClC,oDAAoD;IACpD,QAD0C,MAAM,CACZ;IACpC,0DAA0D;IAC1D,OADiD,KAAK,CAEiB;IACvE,gDAAgD;IAChD,UADqC,OAAO,CACF;IAC1C,2EAA2E;IAC3E,oBADiE,MAAM,CAItE;IACD,6CAA6C;IAC7C,QADkC,OAAO,CACH;IACtC,qEAAqE;IACrE,aAD0D,OAAO,CACjB;IAChD,yDAAyD;IACzD,cAD+C,MAAM,CACL;IAChD,2EAA2E;IAC3E,WAD0D,QAAQ,GAAC,IAAI,CAC5B;IAC3C,4EAA4E;IAC5E,UADiE,OAAO,CAC9B;IAC1C,iEAAiE;IACjE,OADuD,MAAM,CAC7B;IAChC,sEAAsE;IACtE,MAD4D,MAAM,CACrD;IAEb,8FAA8F;IAC9F,SAD4D,iBAAiB,GAAC,IAAI,CAC/D;IACnB,6FAA6F;IAC7F,YADmE,SAAS,GAAC,IAAI,CAC3D;IACtB,mGAAmG;IACnG,UADsE,YAAY,GAAC,IAAI,CACnE;IACpB;wFACoF;IACpF,UADkE,MAAM,CACvD;IAKlB;;;;;OAKG;IACH,eAFa,MAAM,CAIlB;IAED;;;;;OAKG;IACH,QAFa,cAAc,CAiC1B;IAED;;;;;;;;;OASG;IACH,WAHW,MAAM,GACJ,cAAc,CAQ1B;IAED;;;;;;;OAOG;IACH,kCAMC;IAED;;;;OAIG;IACH,8CAOC;IAED;;;;;;OAMG;IACH,qBAHa,YAAY,CA2CxB;IAED,cAAc;IACd,+CASC;IAED,cAAc;IACd,+CAWC;IAED;;;;;OAKG;IACH,+CA+BC;IAED;;OAEG;IACH,cAFa,iBAAiB,CAI7B;CAcD;sBA5VqB,gBAAgB;sBAFhB,qBAAqB"}
@@ -1 +1 @@
1
- {"version":3,"file":"aseprite.d.ts","sourceRoot":"","sources":["../../../../src/video/texture/parser/aseprite.js"],"names":[],"mappings":"AAGA;;;;;;GAMG;AACH,oCALW,MAAM,gBACN,YAAY,GACV,MAAM,CAqElB"}
1
+ {"version":3,"file":"aseprite.d.ts","sourceRoot":"","sources":["../../../../src/video/texture/parser/aseprite.js"],"names":[],"mappings":"AAGA;;;;;;GAMG;AACH,oCALW,MAAM,gBACN,YAAY,GACV,MAAM,CAsFlB"}
@@ -0,0 +1,83 @@
1
+ /**
2
+ * Compile-time-only brand key; no runtime value can hold it.
3
+ * @ignore
4
+ */
5
+ declare const gpuResidentBrand: unique symbol;
6
+ /**
7
+ * An opaque, GPU-resident texture backing — the source a GPU-resident
8
+ * {@link Texture2d} resolves to (for example the framebuffer copy
9
+ * {@link WebGLRenderer#toFrameTexture} produces). Such a backing uploads/binds
10
+ * itself through the texture cache instead of being read back to the CPU. Its
11
+ * concrete shape is an engine internal that may change between releases:
12
+ * obtain values from the engine and pass them back to the engine — do not
13
+ * construct or inspect them.
14
+ *
15
+ * Nominally branded with a `unique symbol`, so only engine-provided values
16
+ * satisfy the type — a plain object is NOT assignable, keeping
17
+ * {@link Texture2dSource} (and {@link Texture2d#getTexture}) honestly typed.
18
+ */
19
+ export interface GPUResidentTexture {
20
+ /**
21
+ * Phantom nominal brand — never present at runtime.
22
+ * @ignore
23
+ */
24
+ readonly [gpuResidentBrand]: true;
25
+ }
26
+ /**
27
+ * The backing source a {@link Texture2d} resolves to through
28
+ * {@link Texture2d#getTexture}: a drawable (canvas/image) for CPU-backed
29
+ * assets, or an opaque {@link GPUResidentTexture} for GPU-resident ones.
30
+ */
31
+ export type Texture2dSource = HTMLCanvasElement | HTMLImageElement | OffscreenCanvas | ImageBitmap | GPUResidentTexture;
32
+ /**
33
+ * Abstract base for a 2D texture asset — an object that owns a texture
34
+ * source and can be used anywhere the engine expects an image:
35
+ * {@link Sprite#image}, {@link Sprite#normalMap}, an {@link ImageLayer}, or
36
+ * bound as a sampler uniform in a custom shader (see
37
+ * {@link ShaderEffect#setTexture}).
38
+ *
39
+ * A `Texture2d` is recognized via `instanceof` and resolved to its backing
40
+ * source through {@link Texture2d#getTexture} — so passing the asset object
41
+ * directly (`{ image: myTexture }`) works the same as passing a raw
42
+ * `HTMLCanvasElement`. Raw DOM image/canvas sources and the loader's decoded
43
+ * `CompressedImage` data are accepted too, but are not part of this class
44
+ * hierarchy.
45
+ *
46
+ * Most assets are **CPU-backed** and resolve to a drawable canvas/image — those
47
+ * are the ones assignable to {@link Sprite#image} / {@link Sprite#normalMap} /
48
+ * an {@link ImageLayer} (which upload the drawable through the texture cache).
49
+ * Subclasses may also be **GPU-resident**, resolving to an opaque renderer
50
+ * backing that never leaves the GPU (e.g. the capture returned by
51
+ * `renderer.toFrameTexture()`). A GPU-resident texture is **not** a drawable
52
+ * source: use it as a custom-shader sampler via {@link ShaderEffect#setTexture}
53
+ * (which binds its live GL handle), NOT as `Sprite#image`. The contract admits
54
+ * both (a future WebGPU backend follows the same shape with a `GPUTexture`).
55
+ *
56
+ * Concrete implementations:
57
+ * - {@link TextureAtlas} — packed multi-region sprite sheet (CPU-backed)
58
+ * @category Game Objects
59
+ */
60
+ export default abstract class Texture2d {
61
+ /**
62
+ * Return the backing source for this texture — a drawable canvas/image for
63
+ * CPU-backed assets (assignable to {@link Sprite#image} /
64
+ * {@link Sprite#normalMap} / an {@link ImageLayer}), or an opaque
65
+ * GPU-resident backing for GPU-resident ones (bind those as a custom-shader
66
+ * sampler via {@link ShaderEffect#setTexture}; they are not drawable sources).
67
+ * @returns the backing source
68
+ */
69
+ abstract getTexture(): Texture2dSource;
70
+ /**
71
+ * Release any GPU/CPU resources held by this texture. The texture must not
72
+ * be used after calling destroy.
73
+ *
74
+ * Broadcasts {@link event.TEXTURE2D_DESTROYED} with the backing source so
75
+ * GPU-side caches keyed by source image (e.g. the lit batcher's normal-map
76
+ * textures) release what they hold for it. Subclasses that own additional
77
+ * resources override this and call `super.destroy()` FIRST — the source
78
+ * must still be resolvable when the event fires.
79
+ */
80
+ destroy(): void;
81
+ }
82
+ export {};
83
+ //# sourceMappingURL=texture2d.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"texture2d.d.ts","sourceRoot":"","sources":["../../../src/video/texture/texture2d.ts"],"names":[],"mappings":"AAEA;;;GAGG;AACH,OAAO,CAAC,MAAM,gBAAgB,EAAE,OAAO,MAAM,CAAC;AAE9C;;;;;;;;;;;;GAYG;AACH,MAAM,WAAW,kBAAkB;IAClC;;;OAGG;IACH,QAAQ,CAAC,CAAC,gBAAgB,CAAC,EAAE,IAAI,CAAC;CAClC;AAED;;;;GAIG;AACH,MAAM,MAAM,eAAe,GACxB,iBAAiB,GACjB,gBAAgB,GAChB,eAAe,GACf,WAAW,GACX,kBAAkB,CAAC;AAEtB;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,MAAM,CAAC,OAAO,CAAC,QAAQ,OAAO,SAAS;IACtC;;;;;;;OAOG;IACH,QAAQ,CAAC,UAAU,IAAI,eAAe;IAEtC;;;;;;;;;OASG;IACH,OAAO,IAAI,IAAI;CAGf"}
@@ -1 +1 @@
1
- {"version":3,"file":"batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/batcher.js"],"names":[],"mappings":"AAmBA;;;;GAIG;AACH;IACC;;;;;;;;;;;;;;;OAeG;IACH,sBAfW,aAAa,YAErB;QAA2B,UAAU,EACrC;YAAoC,IAAI,EAAhC,MAAM;YACsB,IAAI,EAAhC,MAAM;YACsB,IAAI,EAAhC,MAAM;YACuB,UAAU,EAAvC,OAAO;YACqB,MAAM,EAAlC,MAAM;SACd;QAAyB,MAAM,EAC/B;YAAgC,MAAM,EAA9B,MAAM;YACkB,QAAQ,EAAhC,MAAM;SACd;QAA0B,WAAW;QACV,OAAO;QACR,iBAAiB;KAC7C,EAGA;IAED;;;OAGG;IACH,yCA6HC;IA3HA,cAAwB;IAGxB,QAAqB;IAGrB,gBAA2C;IAE3C;;;OAGG;IACH,oCAA8B;IAE9B;;;OAGG;IACH,oCAA8B;IAE9B;;;;OAIG;IACH,yBAA6B;IAE7B;;;;OAIG;IACH,iCAAoB;IAEpB;;;;;OAKG;IACH,2BAAe;IAEf;;;;;OAKG;IACH,+BAAmB;IAEnB;;;OAGG;IACH,0CAAsB;IAqCtB;;;OAGG;IACH,sCAA0E;IAE1E;;;OAGG;IACH,oCAA+C;IAE/C;;;;OAIG;IACH,+CAA0B;IAE1B;;;;OAIG;IACH,iDAAuB;IAUxB;;;OAGG;IACH,cAUC;IAED;;OAEG;IACH,aAYC;IAED;;;;OAIG;IACH,eAaC;IAED;;;;OAIG;IACH,kBAFW,QAAQ,QA8BlB;IAHE,uCAA4B;IAK/B;;;;;;;OAOG;IACH,mBANW,MAAM,QACN,MAAM,QACN,MAAM,cACN,OAAO,UACP,MAAM,QA+BhB;IAED;;;OAGG;IACH,sBAFW,QAAQ,QAIlB;IAED;;;;OAIG;IACH,oBAFW,MAAM,EAAE,QAOlB;IAED;;;OAGG;IACH,aAFW,MAAM,QAgFhB;CACD;;qBApZoB,gBAAgB;8BAFP,wBAAwB;6BACzB,oBAAoB;8BAMtB,2BAA2B;+BADxB,wBAAwB"}
1
+ {"version":3,"file":"batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/batcher.js"],"names":[],"mappings":"AAmBA;;;;GAIG;AACH;IACC;;;;;;;;;;;;;;;OAeG;IACH,sBAfW,aAAa,YAErB;QAA2B,UAAU,EACrC;YAAoC,IAAI,EAAhC,MAAM;YACsB,IAAI,EAAhC,MAAM;YACsB,IAAI,EAAhC,MAAM;YACuB,UAAU,EAAvC,OAAO;YACqB,MAAM,EAAlC,MAAM;SACd;QAAyB,MAAM,EAC/B;YAAgC,MAAM,EAA9B,MAAM;YACkB,QAAQ,EAAhC,MAAM;SACd;QAA0B,WAAW;QACV,OAAO;QACR,iBAAiB;KAC7C,EAGA;IAED;;;OAGG;IACH,yCA6HC;IA3HA,cAAwB;IAGxB,QAAqB;IAGrB,gBAA2C;IAE3C;;;OAGG;IACH,oCAA8B;IAE9B;;;OAGG;IACH,oCAA8B;IAE9B;;;;OAIG;IACH,yBAA6B;IAE7B;;;;OAIG;IACH,iCAAoB;IAEpB;;;;;OAKG;IACH,2BAAe;IAEf;;;;;OAKG;IACH,+BAAmB;IAEnB;;;OAGG;IACH,0CAAsB;IAqCtB;;;OAGG;IACH,sCAA0E;IAE1E;;;OAGG;IACH,oCAA+C;IAE/C;;;;OAIG;IACH,+CAA0B;IAE1B;;;;OAIG;IACH,iDAAuB;IAUxB;;;OAGG;IACH,cAoBC;IAED;;OAEG;IACH,aAYC;IAED;;;;OAIG;IACH,eAaC;IAED;;;;OAIG;IACH,kBAFW,QAAQ,QA8BlB;IAHE,uCAA4B;IAK/B;;;;;;;OAOG;IACH,mBANW,MAAM,QACN,MAAM,QACN,MAAM,cACN,OAAO,UACP,MAAM,QA+BhB;IAED;;;OAGG;IACH,sBAFW,QAAQ,QAIlB;IAED;;;;OAIG;IACH,oBAFW,MAAM,EAAE,QAOlB;IAED;;;OAGG;IACH,aAFW,MAAM,QAgFhB;CACD;;qBA9ZoB,gBAAgB;8BAFP,wBAAwB;6BACzB,oBAAoB;8BAMtB,2BAA2B;+BADxB,wBAAwB"}
@@ -0,0 +1,18 @@
1
+ /**
2
+ * A {@link MeshBatcher} variant that shades meshes with the active stage's
3
+ * {@link Light3d} lights (half-Lambert diffuse from directional lights +
4
+ * ambient). It extends the unlit batcher, adding a world-space `aNormal`
5
+ * vertex attribute (12-float layout vs 9) and a lit shader.
6
+ *
7
+ * Meshes opt in via `mesh.lit` — so standalone, unlit meshes keep the lean
8
+ * 9-float `MeshBatcher` and pay nothing for lighting. Both batchers share the
9
+ * mesh-mode depth-clear state (a single clear per target) since this one
10
+ * inherits {@link MeshBatcher#bind}.
11
+ * @category Rendering
12
+ */
13
+ export default class LitMeshBatcher extends MeshBatcher {
14
+ /** push the 12-float lit vertex, appending the mesh's world-space normal. @ignore */
15
+ _pushVertex(vertexData: any, x: any, y: any, z: any, u: any, v: any, color: any, mesh: any, i3: any): void;
16
+ }
17
+ import MeshBatcher from "./mesh_batcher.js";
18
+ //# sourceMappingURL=lit_mesh_batcher.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lit_mesh_batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/lit_mesh_batcher.js"],"names":[],"mappings":"AAqBA;;;;;;;;;;;GAWG;AACH;IAqBC,qFAAqF;IACrF,2GAaC;CA0BD;wBAzFuB,mBAAmB"}
@@ -28,13 +28,38 @@ export default class LitQuadBatcher extends QuadBatcher {
28
28
  */
29
29
  boundNormalMaps: (ImageBitmap | HTMLImageElement | HTMLCanvasElement | OffscreenCanvas | null)[] | undefined;
30
30
  /**
31
- * Map from a normal-map source image to its GL texture object.
32
- * @type {Map<HTMLImageElement|HTMLCanvasElement|OffscreenCanvas|ImageBitmap, WebGLTexture>}
31
+ * Per-slot content `version` of the normal map currently bound there. An
32
+ * animated source keeps a stable canvas reference across re-bakes but
33
+ * bumps its `version`, so `addQuad` compares this (not just the reference)
34
+ * to know when to re-bind/re-upload. `-1` = nothing bound.
35
+ * @type {number[]}
33
36
  * @ignore
34
37
  */
35
- normalMapTextures: Map<ImageBitmap | HTMLImageElement | HTMLCanvasElement | OffscreenCanvas, WebGLTexture> | undefined;
38
+ boundNormalVersions: number[] | undefined;
39
+ /**
40
+ * Map from a normal-map source image to its uploaded GL texture and the
41
+ * source `version` it was uploaded at. A source that bumps its `version`
42
+ * (e.g. an animated {@link NoiseTexture2d}) is re-uploaded on next bind —
43
+ * the three.js `Texture.needsUpdate` model, scoped to normal maps which
44
+ * live outside the color `TextureCache`.
45
+ * @type {Map<HTMLImageElement|HTMLCanvasElement|OffscreenCanvas|ImageBitmap, {tex: WebGLTexture, version: number}>}
46
+ * @ignore
47
+ */
48
+ normalMapTextures: Map<ImageBitmap | HTMLImageElement | HTMLCanvasElement | OffscreenCanvas, {
49
+ tex: WebGLTexture;
50
+ version: number;
51
+ }> | undefined;
36
52
  _lightCount: number | undefined;
37
53
  _maxLights: number | undefined;
54
+ _onTexture2dDestroyed: ((source: any) => void) | null | undefined;
55
+ _normalRangeReserved: boolean | undefined;
56
+ /**
57
+ * Release the cached GL texture uploaded for the given normal-map source
58
+ * and clear any slot bookkeeping referencing it. Safe to call for images
59
+ * that were never bound.
60
+ * @param {HTMLImageElement|HTMLCanvasElement|OffscreenCanvas|ImageBitmap} image - normal-map source
61
+ */
62
+ evictNormalMap(image: HTMLImageElement | HTMLCanvasElement | OffscreenCanvas | ImageBitmap): void;
38
63
  /**
39
64
  * Bind the paired normal sampler uniforms (`uNormalSampler0..N-1`)
40
65
  * to texture units `maxBatchTextures..2*maxBatchTextures-1`. Called
@@ -85,8 +110,9 @@ export default class LitQuadBatcher extends QuadBatcher {
85
110
  * encoding for any non-opaque texel.
86
111
  * @param {HTMLImageElement|HTMLCanvasElement|OffscreenCanvas|ImageBitmap} image - normal-map source
87
112
  * @param {number} unit - GL texture unit (already offset by `maxBatchTextures`)
113
+ * @param {number} [version=0] - the source revision being uploaded
88
114
  */
89
- uploadNormalMap(image: HTMLImageElement | HTMLCanvasElement | OffscreenCanvas | ImageBitmap, unit: number): void;
115
+ uploadNormalMap(image: HTMLImageElement | HTMLCanvasElement | OffscreenCanvas | ImageBitmap, unit: number, version?: number): void;
90
116
  /**
91
117
  * Add a textured quad with optional paired normal map.
92
118
  * @param {TextureAtlas} texture - Source texture atlas
@@ -1 +1 @@
1
- {"version":3,"file":"lit_quad_batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/lit_quad_batcher.js"],"names":[],"mappings":"AAKA;;;GAGG;AAEH;;;;;;;;;;;;;;;GAeG;AACH;IAsEE;;;;;;OAMG;IACH,6GAAmD;IAEnD;;;;OAIG;IACH,uHAAkC;IAElC,gCAAoB;IACpB,+BAA4B;IAK7B;;;;;OAKG;IACH,2BAOC;IAsBD;;;;;;;;;;;;;;OAcG;IACH,2BANG;QAA+B,SAAS,EAAhC,YAAY;QACW,MAAM,EAA7B,YAAY;QACY,OAAO;QACd,KAAK,EAAtB,MAAM;QACc,OAAO;KACrC,QAgBA;IAED;;;;;;;;;OASG;IACH,qBAHW,gBAAgB,GAAC,iBAAiB,GAAC,eAAe,GAAC,WAAW,QAC9D,MAAM,QAahB;IAED;;;;;;;;;;OAUG;IACH,uBAHW,gBAAgB,GAAC,iBAAiB,GAAC,eAAe,GAAC,WAAW,QAC9D,MAAM,QAiBhB;IAED;;;;;;;;;;;;;;OAcG;IACH,iBAbW,YAAY,KACZ,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QACN,MAAM,aACN,OAAO,cACP,gBAAgB,GAAC,iBAAiB,GAAC,IAAI,QAkHjD;CA0DD;wBAlaoC,mBAAmB;kCAIzB,0BAA0B"}
1
+ {"version":3,"file":"lit_quad_batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/lit_quad_batcher.js"],"names":[],"mappings":"AAMA;;;GAGG;AAEH;;;;;;;;;;;;;;;GAeG;AACH;IAsEE;;;;;;OAMG;IACH,6GAAmD;IAEnD;;;;;;;OAOG;IACH,0CAAqD;IAErD;;;;;;;;OAQG;IACH;aAHoF,YAAY;iBAAW,MAAM;mBAG/E;IAElC,gCAAoB;IACpB,+BAA4B;IAQ3B,kEAEC;IAiCD,0CAAgC;IAoBlC;;;;;OAKG;IACH,sBAFW,gBAAgB,GAAC,iBAAiB,GAAC,eAAe,GAAC,WAAW,QAcxE;IAED;;;;;OAKG;IACH,2BAOC;IA4DD;;;;;;;;;;;;;;OAcG;IACH,2BANG;QAA+B,SAAS,EAAhC,YAAY;QACW,MAAM,EAA7B,YAAY;QACY,OAAO;QACd,KAAK,EAAtB,MAAM;QACc,OAAO;KACrC,QAgBA;IAED;;;;;;;;;OASG;IACH,qBAHW,gBAAgB,GAAC,iBAAiB,GAAC,eAAe,GAAC,WAAW,QAC9D,MAAM,QAiBhB;IAED;;;;;;;;;;;OAWG;IACH,uBAJW,gBAAgB,GAAC,iBAAiB,GAAC,eAAe,GAAC,WAAW,QAC9D,MAAM,YACN,MAAM,QAwBhB;IAED;;;;;;;;;;;;;;OAcG;IACH,iBAbW,YAAY,KACZ,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QACN,MAAM,aACN,OAAO,cACP,gBAAgB,GAAC,iBAAiB,GAAC,IAAI,QAwIjD;CA8DD;wBA1kBoC,mBAAmB;kCAIzB,0BAA0B"}
@@ -8,17 +8,35 @@
8
8
  * @category Rendering
9
9
  */
10
10
  export class MaterialBatcher extends Batcher {
11
+ set currentTextureUnit(unit: number);
11
12
  /**
12
- * the current active texture unit
13
+ * The GL texture unit currently active (`gl.activeTexture`). Tracked on
14
+ * the RENDERER, not per batcher: the active unit is global GL state
15
+ * shared by every batcher instance, and a per-batcher copy desyncs as
16
+ * soon as another batcher (or a blit, or an FBO pass) moves the active
17
+ * unit — the stale copy then lets `bindTexture2D` skip `gl.activeTexture`
18
+ * and bind (or upload) a texture onto whatever unit is REALLY active.
19
+ * Symptom was video force-re-uploads overwriting a mesh texture with
20
+ * video frames after a mesh pass.
21
+ * @type {number}
13
22
  * @ignore
14
23
  */
15
- currentTextureUnit: any;
24
+ get currentTextureUnit(): number;
16
25
  /**
17
26
  * bound textures by unit
18
27
  * @ignore
19
28
  */
20
29
  boundTextures: any[] | undefined;
21
30
  _onCacheReset: (() => void) | null | undefined;
31
+ /**
32
+ * Drop every cached texture binding after a {@link GPU_TEXTURE_CACHE_RESET}
33
+ * (the shared texture cache reassigned units — our per-unit view is stale).
34
+ * Subclasses that pair extra samplers to units (lit normal maps) override to
35
+ * forget those too; without that they'd assume the extra texture is still
36
+ * resident and skip re-binding it after the reset.
37
+ * @ignore
38
+ */
39
+ _onTextureCacheReset(): void;
22
40
  /**
23
41
  * Free resources used by the batcher. Currently unsubscribes the
24
42
  * texture-cache-reset listener so a discarded batcher doesn't keep
@@ -64,6 +82,19 @@ export class MaterialBatcher extends Batcher {
64
82
  * @returns {number} unit the unit number that was associated with the given texture
65
83
  */
66
84
  unbindTexture2D(texture?: WebGLTexture, unit?: number): number;
85
+ /**
86
+ * Forget whatever texture this batcher believes is bound to `unit`, so the
87
+ * next bind to it re-issues the GL bind. Used when a GL texture unit is
88
+ * clobbered OUTSIDE this batcher's own accounting — e.g.
89
+ * {@link WebGLRenderer#toFrameTexture}, which binds its capture to a scratch
90
+ * unit directly (not via the shared texture cache), so a different batcher's
91
+ * unit cache would otherwise skip a needed re-bind. Subclasses that pair
92
+ * extra samplers to the same unit (lit normal maps) override to drop those
93
+ * too.
94
+ * @param {number} unit - the GL texture unit to invalidate
95
+ * @ignore
96
+ */
97
+ invalidateUnit(unit: number): void;
67
98
  /**
68
99
  * @ignore
69
100
  * @param {TextureAtlas|TextureResource} texture
@@ -73,8 +104,13 @@ export class MaterialBatcher extends Batcher {
73
104
  * @param {number} [h] - same as `w`.
74
105
  * @param {boolean} [force=false]
75
106
  * @param {boolean} [flush=true]
107
+ * @param {string} [repeat] - per-use wrap-mode override (a mesh's
108
+ * `textureRepeat`, #1503) — sampled with this wrap without mutating
109
+ * the shared atlas's `repeat`. The texture-unit cache keys by
110
+ * `(source, repeat)`, so each wrap gets its own unit + GL texture.
111
+ * Omit to use `texture.repeat`.
76
112
  */
77
- uploadTexture(texture: TextureAtlas | TextureResource, w?: number, h?: number, force?: boolean, flush?: boolean): any;
113
+ uploadTexture(texture: TextureAtlas | TextureResource, w?: number, h?: number, force?: boolean, flush?: boolean, repeat?: string): any;
78
114
  }
79
115
  import { Batcher } from "./batcher.js";
80
116
  import type { TextureAtlas } from "./../../texture/atlas.js";
@@ -1 +1 @@
1
- {"version":3,"file":"material_batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/material_batcher.js"],"names":[],"mappings":"AAIA;;;GAGG;AAEH;;;;GAIG;AACH;IAQE;;;OAGG;IACH,wBAA4B;IAE5B;;;OAGG;IACH,iCAAuB;IAsBtB,+CAIC;IAKH;;;;;;OAMG;IACH,gBAKC;IAmBD;;;;;;;;;;;OAWG;IACH,sBAVW,MAAM,WACN,8DAAM,iBAAiB,GAAC,SAAS,GAAC,UAAU,EAAE,GAAC,YAAY,EAAE,UAC7D,MAAM,WACN,MAAM,MACN,MAAM,MACN,MAAM,uBACN,OAAO,WACP,OAAO,kCACL,YAAY,CA0JxB;IAED;;;OAGG;IACH,yBAFW,YAAY,GAAC,YAAY,QA+BnC;IAED;;;;OAIG;IACH,mBAHW,MAAM,GACJ,YAAY,CAIxB;IAED;;;;OAIG;IACH,uBAHW,YAAY,QACZ,MAAM,yBAsBhB;IAED;;;;;OAKG;IACH,0BAJW,YAAY,SACZ,MAAM,GACJ,MAAM,CAalB;IAED;;;;;;;;;OASG;IACH,uBARW,YAAY,GAAC,eAAe,MAC5B,MAAM,MAGN,MAAM,UACN,OAAO,UACP,OAAO,OAiDjB;CACD;wBAtZuB,cAAc;kCAIP,0BAA0B"}
1
+ {"version":3,"file":"material_batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/material_batcher.js"],"names":[],"mappings":"AAIA;;;GAGG;AAEH;;;;GAIG;AACH;IA6EC,6BAPU,MAAM,EASf;IAlBD;;;;;;;;;;;OAWG;IACH,0BAHU,MAAM,CAKf;IA/DA;;;OAGG;IACH,iCAAuB;IAwBtB,+CAEC;IAKH;;;;;;;OAOG;IACH,6BAIC;IAsBD;;;;;;OAMG;IACH,gBAKC;IAmBD;;;;;;;;;;;OAWG;IACH,sBAVW,MAAM,WACN,8DAAM,iBAAiB,GAAC,SAAS,GAAC,UAAU,EAAE,GAAC,YAAY,EAAE,UAC7D,MAAM,WACN,MAAM,MACN,MAAM,MACN,MAAM,uBACN,OAAO,WACP,OAAO,kCACL,YAAY,CAmKxB;IAED;;;OAGG;IACH,yBAFW,YAAY,GAAC,YAAY,QAgCnC;IAED;;;;OAIG;IACH,mBAHW,MAAM,GACJ,YAAY,CAIxB;IAED;;;;OAIG;IACH,uBAHW,YAAY,QACZ,MAAM,yBAsBhB;IAED;;;;;OAKG;IACH,0BAJW,YAAY,SACZ,MAAM,GACJ,MAAM,CAalB;IAED;;;;;;;;;;;OAWG;IACH,qBAHW,MAAM,QAQhB;IAED;;;;;;;;;;;;;;OAcG;IACH,uBAbW,YAAY,GAAC,eAAe,MAC5B,MAAM,MAGN,MAAM,UACN,OAAO,UACP,OAAO,WACP,MAAM,OAsDhB;CACD;wBAzduB,cAAc;kCAIP,0BAA0B"}
@@ -29,20 +29,61 @@ export default class MeshBatcher extends MaterialBatcher {
29
29
  * @ignore
30
30
  */
31
31
  init(renderer: any): void;
32
+ currentAlphaCutoff: any;
33
+ currentEmissiveR: any;
34
+ currentEmissiveG: any;
35
+ currentEmissiveB: any;
36
+ _onTargetChanged: ((emitter: any) => void) | null | undefined;
32
37
  /**
33
- * Tracks whether the active framebuffer's depth attachment still
34
- * needs a clear before this batcher's next draw. Flipped to
35
- * `true` by the `RENDER_TARGET_CHANGED` listener installed
36
- * below (frame start, post-effect FBO bind/unbind), back to
37
- * `false` by the first `bind()` of the new target after the
38
- * lazy clear runs. Lifts depth clearing from per-mesh (legacy)
39
- * to per-target — same model Three.js uses. The GPU's `LEQUAL`
40
- * depth test then resolves inter-mesh occlusion per pixel
41
- * against the accumulated buffer.
38
+ * The vertex attribute layout. The base (unlit) mesh batcher is
39
+ * `aVertex` (3) + `aRegion` (2) + `aColor` (4) = 9 floats. Subclasses
40
+ * (e.g. {@link LitMeshBatcher}) append their own attributes.
42
41
  * @ignore
43
42
  */
44
- _depthDirty: boolean | undefined;
45
- _onTargetChanged: (() => void) | null | undefined;
43
+ _attributeLayout(renderer: any): {
44
+ name: string;
45
+ size: number;
46
+ type: any;
47
+ normalized: boolean;
48
+ offset: number;
49
+ }[];
50
+ /**
51
+ * The shader sources for this batcher (unlit by default). Subclasses
52
+ * override to supply a lit shader.
53
+ * @ignore
54
+ */
55
+ _shaderSources(): {
56
+ vertex: any;
57
+ fragment: any;
58
+ };
59
+ /**
60
+ * Invalidate the per-mesh `uAlphaCutoff` / `uEmissive` caches when the bound
61
+ * shader (GL program) changes — the new program's uniforms are at their own
62
+ * defaults, so the next mesh must re-issue them rather than trust the cache.
63
+ * Mirrors the base batcher's `currentSamplerUnit` reset (same condition), and
64
+ * matters when a custom mesh shader declaring those uniforms is interleaved
65
+ * with the built-in one on this batcher (e.g. `drawMesh` swapping a custom
66
+ * shader in and back out).
67
+ * @ignore
68
+ */
69
+ useShader(shader: any): void;
70
+ /**
71
+ * Write one vertex into the buffer. The base (unlit) layout is
72
+ * `x, y, z, u, v, color`. Subclasses override to append per-vertex data
73
+ * matching their {@link MeshBatcher#_attributeLayout} (e.g.
74
+ * {@link LitMeshBatcher} pushes the world-space normal too).
75
+ * @param {object} vertexData - the batcher's vertex buffer
76
+ * @param {number} x
77
+ * @param {number} y
78
+ * @param {number} z
79
+ * @param {number} u
80
+ * @param {number} v
81
+ * @param {number} color - packed ARGB Uint32
82
+ * @param {object} _mesh - the source mesh (unused here; for subclasses)
83
+ * @param {number} _i3 - the source vertex's `index * 3` (for subclasses)
84
+ * @ignore
85
+ */
86
+ _pushVertex(vertexData: object, x: number, y: number, z: number, u: number, v: number, color: number, _mesh: object, _i3: number): void;
46
87
  /**
47
88
  * Add a textured mesh to the batch. When the mesh has a
48
89
  * `vertexColors` array (multi-material OBJ + bound MTL), each
@@ -1 +1 @@
1
- {"version":3,"file":"mesh_batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/mesh_batcher.js"],"names":[],"mappings":"AAuCA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH;IACC;;;OAGG;IACH,0BAuEC;IA1BA;;;;;;;;;;;OAWG;IACH,iCAAuB;IAStB,kDAEC;IA4DH;;;;;;;;;;;;;;OAcG;IACH,cAHW,MAAM,QACN,MAAM,QAuFhB;CACD;gCAtS+B,uBAAuB"}
1
+ {"version":3,"file":"mesh_batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/mesh_batcher.js"],"names":[],"mappings":"AAyFA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH;IACC;;;OAGG;IACH,0BAsCC;IA5BA,wBAA4B;IAI5B,sBAA0B;IAC1B,sBAA0B;IAC1B,sBAA0B;IAYzB,8DAOC;IAKH;;;;;OAKG;IACH;;;;;;QAgCC;IAED;;;;OAIG;IACH;;;MAEC;IAED;;;;;;;;;OASG;IACH,6BAWC;IAyDD;;;;;;;;;;;;;;;OAeG;IACH,wBAXW,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,SACN,MAAM,SACN,MAAM,OACN,MAAM,QAKhB;IAED;;;;;;;;;;;;;;OAcG;IACH,cAHW,MAAM,QACN,MAAM,QA+JhB;CACD;gCA3d+B,uBAAuB"}
@@ -1 +1 @@
1
- {"version":3,"file":"primitive_batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/primitive_batcher.js"],"names":[],"mappings":"AAIA;;;GAGG;AAEH;;;;GAIG;AACH;IACC;;;OAGG;IACH,0BAsCC;IALA;;;OAGG;IACH,sBAAyB;IA0B1B;;;;;OAKG;IACH,mBAJW,MAAM,SACN,KAAK,EAAE,gBACP,MAAM,QAqEhB;;CAuFD;wBAhPuB,cAAc;2BAId,gCAAgC"}
1
+ {"version":3,"file":"primitive_batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/primitive_batcher.js"],"names":[],"mappings":"AAIA;;;GAGG;AAEH;;;;GAIG;AACH;IACC;;;OAGG;IACH,0BAsCC;IALA;;;OAGG;IACH,sBAAyB;IA0B1B;;;;;OAKG;IACH,mBAJW,MAAM,SACN,KAAK,EAAE,gBACP,MAAM,QAoDhB;;CAyMD;wBAjVuB,cAAc;2BAId,gCAAgC"}
@@ -1 +1 @@
1
- {"version":3,"file":"quad_batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/quad_batcher.js"],"names":[],"mappings":"AAMA;;;GAGG;AAUH,iCAKE;AAEF;;;;GAIG;AACH;IACC;;;OAGG;IACH,0BA0DC;IAzDA;;;;OAIG;IACH,qCAA0D;IA2C1D;;;;;OAKG;IACH,qCAA2B;IAK5B;;;;OAIG;IACH,0BAQC;IAED;;;;OAIG;IACH,0BAIC;IAED;;;;;;;OAOG;IACH,kBAFW,QAAQ,GAAC,YAAY,QAK/B;IAyDD;;;;;;;;;;OAUG;IACH,oBAPW,YAAY,KACZ,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,UACN,QAAQ,GAAC,YAAY,QAyD/B;IAED;;;;;;;;;;;;;OAaG;IACH,iBAZW,YAAY,KACZ,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QACN,MAAM,aACN,OAAO,QA2DjB;CACD;yBA1UwB,2BAA2B;gCAIpB,uBAAuB;kCAIxB,0BAA0B"}
1
+ {"version":3,"file":"quad_batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/quad_batcher.js"],"names":[],"mappings":"AAMA;;;GAGG;AAUH,iCAKE;AAEF;;;;GAIG;AACH;IACC;;;OAGG;IACH,0BA0DC;IAzDA;;;;OAIG;IACH,qCAA0D;IA2C1D;;;;;OAKG;IACH,qCAA2B;IAK5B;;;;OAIG;IACH,0BAcC;IAED;;;;OAIG;IACH,0BAIC;IAED;;;;;;;OAOG;IACH,kBAFW,QAAQ,GAAC,YAAY,QAK/B;IAyDD;;;;;;;;;;OAUG;IACH,oBAPW,YAAY,KACZ,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,UACN,QAAQ,GAAC,YAAY,QAkE/B;IAED;;;;;;;;;;;;;OAaG;IACH,iBAZW,YAAY,KACZ,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QACN,MAAM,aACN,OAAO,QAwEjB;CACD;yBAtWwB,2BAA2B;gCAIpB,uBAAuB;kCAIxB,0BAA0B"}
@@ -20,6 +20,19 @@ export default class WebGLIndexBuffer extends IndexBuffer {
20
20
  * Bind this index buffer
21
21
  */
22
22
  bind(): void;
23
+ /**
24
+ * Replace the underlying GL buffer with a fresh one, deleting the old.
25
+ * Needed on context restore — the old buffer object belongs to the lost
26
+ * context and every upload through it would silently fail. Also keeps
27
+ * plain resets leak-free (`deleteBuffer` on a lost-context object is a
28
+ * harmless no-op).
29
+ */
30
+ recreate(): void;
31
+ /**
32
+ * Delete the underlying GL buffer. The index buffer must not be used
33
+ * after calling destroy.
34
+ */
35
+ destroy(): void;
23
36
  }
24
37
  import IndexBuffer from "../../buffer/index.js";
25
38
  //# sourceMappingURL=index.d.ts.map