melonjs 19.8.0 → 19.9.0

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Files changed (103) hide show
  1. package/README.md +3 -0
  2. package/build/application/application.d.ts.map +1 -1
  3. package/build/audio/audio.d.ts +1 -1
  4. package/build/audio/audio.d.ts.map +1 -1
  5. package/build/audio/backend.d.ts +21 -2
  6. package/build/audio/backend.d.ts.map +1 -1
  7. package/build/audio/playback.d.ts +8 -28
  8. package/build/audio/playback.d.ts.map +1 -1
  9. package/build/geometries/path2d.d.ts +188 -75
  10. package/build/geometries/path2d.d.ts.map +1 -1
  11. package/build/geometries/rectangle.d.ts.map +1 -1
  12. package/build/index.d.ts +5 -1
  13. package/build/index.d.ts.map +1 -1
  14. package/build/index.js +3276 -594
  15. package/build/index.js.map +4 -4
  16. package/build/loader/cache.d.ts +1 -0
  17. package/build/loader/cache.d.ts.map +1 -1
  18. package/build/loader/loader.d.ts +61 -3
  19. package/build/loader/loader.d.ts.map +1 -1
  20. package/build/loader/parsers/fetchdata.d.ts +14 -0
  21. package/build/loader/parsers/fetchdata.d.ts.map +1 -1
  22. package/build/loader/parsers/shader.d.ts +47 -0
  23. package/build/loader/parsers/shader.d.ts.map +1 -0
  24. package/build/loader/parsers/video.d.ts.map +1 -1
  25. package/build/math/color.d.ts.map +1 -1
  26. package/build/math/matrix2d.d.ts.map +1 -1
  27. package/build/math/noise.d.ts +141 -0
  28. package/build/math/noise.d.ts.map +1 -0
  29. package/build/math/observableVector2d.d.ts +1 -1
  30. package/build/math/observableVector2d.d.ts.map +1 -1
  31. package/build/math/observableVector3d.d.ts +1 -1
  32. package/build/math/observableVector3d.d.ts.map +1 -1
  33. package/build/math/vector2d.d.ts +1 -1
  34. package/build/math/vector2d.d.ts.map +1 -1
  35. package/build/math/vector3d.d.ts +1 -1
  36. package/build/math/vector3d.d.ts.map +1 -1
  37. package/build/physics/adapter.d.ts +4 -3
  38. package/build/physics/adapter.d.ts.map +1 -1
  39. package/build/renderable/anchorPoint.d.ts +80 -0
  40. package/build/renderable/anchorPoint.d.ts.map +1 -0
  41. package/build/renderable/collectable.d.ts +7 -1
  42. package/build/renderable/collectable.d.ts.map +1 -1
  43. package/build/renderable/entity/entity.d.ts +5 -2
  44. package/build/renderable/entity/entity.d.ts.map +1 -1
  45. package/build/renderable/imagelayer.d.ts +5 -2
  46. package/build/renderable/imagelayer.d.ts.map +1 -1
  47. package/build/renderable/mesh.d.ts +26 -2
  48. package/build/renderable/mesh.d.ts.map +1 -1
  49. package/build/renderable/nineslicesprite.d.ts +5 -7
  50. package/build/renderable/nineslicesprite.d.ts.map +1 -1
  51. package/build/renderable/renderable.d.ts +6 -1
  52. package/build/renderable/renderable.d.ts.map +1 -1
  53. package/build/renderable/sprite.d.ts +10 -6
  54. package/build/renderable/sprite.d.ts.map +1 -1
  55. package/build/renderable/sprite3d.d.ts +41 -5
  56. package/build/renderable/sprite3d.d.ts.map +1 -1
  57. package/build/renderable/text/bitmaptext.d.ts +24 -12
  58. package/build/renderable/text/bitmaptext.d.ts.map +1 -1
  59. package/build/renderable/text/bitmaptextdata.d.ts +24 -1
  60. package/build/renderable/text/bitmaptextdata.d.ts.map +1 -1
  61. package/build/renderable/text/text.d.ts +50 -12
  62. package/build/renderable/text/text.d.ts.map +1 -1
  63. package/build/system/event.d.ts +18 -2
  64. package/build/system/event.d.ts.map +1 -1
  65. package/build/video/canvas/canvas_renderer.d.ts +4 -0
  66. package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
  67. package/build/video/renderer.d.ts +41 -1
  68. package/build/video/renderer.d.ts.map +1 -1
  69. package/build/video/rendertarget/render_target_pool.d.ts +17 -6
  70. package/build/video/rendertarget/render_target_pool.d.ts.map +1 -1
  71. package/build/video/texture/atlas.d.ts +2 -1
  72. package/build/video/texture/atlas.d.ts.map +1 -1
  73. package/build/video/texture/cache.d.ts +55 -6
  74. package/build/video/texture/cache.d.ts.map +1 -1
  75. package/build/video/texture/frametexture.d.ts +73 -0
  76. package/build/video/texture/frametexture.d.ts.map +1 -0
  77. package/build/video/texture/noise_texture2d.d.ts +176 -0
  78. package/build/video/texture/noise_texture2d.d.ts.map +1 -0
  79. package/build/video/texture/parser/aseprite.d.ts.map +1 -1
  80. package/build/video/texture/texture2d.d.ts +83 -0
  81. package/build/video/texture/texture2d.d.ts.map +1 -0
  82. package/build/video/webgl/batchers/batcher.d.ts.map +1 -1
  83. package/build/video/webgl/batchers/lit_quad_batcher.d.ts +30 -4
  84. package/build/video/webgl/batchers/lit_quad_batcher.d.ts.map +1 -1
  85. package/build/video/webgl/batchers/material_batcher.d.ts +39 -3
  86. package/build/video/webgl/batchers/material_batcher.d.ts.map +1 -1
  87. package/build/video/webgl/batchers/mesh_batcher.d.ts +1 -1
  88. package/build/video/webgl/batchers/mesh_batcher.d.ts.map +1 -1
  89. package/build/video/webgl/batchers/primitive_batcher.d.ts.map +1 -1
  90. package/build/video/webgl/batchers/quad_batcher.d.ts.map +1 -1
  91. package/build/video/webgl/buffer/index.d.ts +13 -0
  92. package/build/video/webgl/buffer/index.d.ts.map +1 -1
  93. package/build/video/webgl/effects/hologram.d.ts +0 -5
  94. package/build/video/webgl/effects/hologram.d.ts.map +1 -1
  95. package/build/video/webgl/effects/shine.d.ts +0 -5
  96. package/build/video/webgl/effects/shine.d.ts.map +1 -1
  97. package/build/video/webgl/glshader.d.ts +29 -0
  98. package/build/video/webgl/glshader.d.ts.map +1 -1
  99. package/build/video/webgl/shadereffect.d.ts +183 -0
  100. package/build/video/webgl/shadereffect.d.ts.map +1 -1
  101. package/build/video/webgl/webgl_renderer.d.ts +41 -1
  102. package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
  103. package/package.json +5 -5
@@ -0,0 +1,83 @@
1
+ /**
2
+ * Compile-time-only brand key; no runtime value can hold it.
3
+ * @ignore
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+ */
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+ declare const gpuResidentBrand: unique symbol;
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+ /**
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+ * An opaque, GPU-resident texture backing — the source a GPU-resident
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+ * {@link Texture2d} resolves to (for example the framebuffer copy
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+ * {@link WebGLRenderer#toFrameTexture} produces). Such a backing uploads/binds
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+ * 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:
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+ * obtain values from the engine and pass them back to the engine — do not
13
+ * construct or inspect them.
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+ *
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+ * Nominally branded with a `unique symbol`, so only engine-provided values
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+ * satisfy the type — a plain object is NOT assignable, keeping
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+ * {@link Texture2dSource} (and {@link Texture2d#getTexture}) honestly typed.
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+ */
19
+ export interface GPUResidentTexture {
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+ /**
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+ * Phantom nominal brand — never present at runtime.
22
+ * @ignore
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+ */
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+ readonly [gpuResidentBrand]: true;
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+ }
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+ /**
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+ * The backing source a {@link Texture2d} resolves to through
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+ * {@link Texture2d#getTexture}: a drawable (canvas/image) for CPU-backed
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+ * assets, or an opaque {@link GPUResidentTexture} for GPU-resident ones.
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+ */
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+ export type Texture2dSource = HTMLCanvasElement | HTMLImageElement | OffscreenCanvas | ImageBitmap | GPUResidentTexture;
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+ /**
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+ * Abstract base for a 2D texture asset — an object that owns a texture
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+ * source and can be used anywhere the engine expects an image:
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+ * {@link Sprite#image}, {@link Sprite#normalMap}, an {@link ImageLayer}, or
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+ * bound as a sampler uniform in a custom shader (see
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+ * {@link ShaderEffect#setTexture}).
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+ *
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+ * A `Texture2d` is recognized via `instanceof` and resolved to its backing
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+ * source through {@link Texture2d#getTexture} — so passing the asset object
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+ * directly (`{ image: myTexture }`) works the same as passing a raw
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+ * `HTMLCanvasElement`. Raw DOM image/canvas sources and the loader's decoded
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+ * `CompressedImage` data are accepted too, but are not part of this class
44
+ * hierarchy.
45
+ *
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+ * Most assets are **CPU-backed** and resolve to a drawable canvas/image — those
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+ * are the ones assignable to {@link Sprite#image} / {@link Sprite#normalMap} /
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+ * an {@link ImageLayer} (which upload the drawable through the texture cache).
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+ * Subclasses may also be **GPU-resident**, resolving to an opaque renderer
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+ * backing that never leaves the GPU (e.g. the capture returned by
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+ * `renderer.toFrameTexture()`). A GPU-resident texture is **not** a drawable
52
+ * source: use it as a custom-shader sampler via {@link ShaderEffect#setTexture}
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+ * (which binds its live GL handle), NOT as `Sprite#image`. The contract admits
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+ * both (a future WebGPU backend follows the same shape with a `GPUTexture`).
55
+ *
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+ * Concrete implementations:
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+ * - {@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
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+ * GPU-resident backing for GPU-resident ones (bind those as a custom-shader
66
+ * sampler via {@link ShaderEffect#setTexture}; they are not drawable sources).
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+ * @returns the backing source
68
+ */
69
+ abstract getTexture(): Texture2dSource;
70
+ /**
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+ * 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"}
@@ -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,QAgBhB;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;wBAjaoC,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"}
@@ -33,7 +33,7 @@ export default class MeshBatcher extends MaterialBatcher {
33
33
  currentEmissiveR: any;
34
34
  currentEmissiveG: any;
35
35
  currentEmissiveB: any;
36
- _onTargetChanged: (() => void) | null | undefined;
36
+ _onTargetChanged: ((emitter: any) => void) | null | undefined;
37
37
  /**
38
38
  * The vertex attribute layout. The base (unlit) mesh batcher is
39
39
  * `aVertex` (3) + `aRegion` (2) + `aColor` (4) = 9 floats. Subclasses
@@ -1 +1 @@
1
- {"version":3,"file":"mesh_batcher.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/batchers/mesh_batcher.js"],"names":[],"mappings":"AAsFA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH;IACC;;;OAGG;IACH,0BA8BC;IApBA,wBAA4B;IAI5B,sBAA0B;IAC1B,sBAA0B;IAC1B,sBAA0B;IASzB,kDAEC;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,QAoJhB;CACD;gCArc+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
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/buffer/index.js"],"names":[],"mappings":"AAEA;;;GAGG;AAEH;IACC;;;;OAIG;IACH,gBAJW,qBAAqB,GAAC,sBAAsB,cAC5C,MAAM,cACN,OAAO,EAOjB;IAHA,mDAAY;IACZ,kBAA2D;IAC3D,oBAA+B;IAiBhC;;OAEG;IACH,eAOC;IAED;;OAEG;IACH,aAEC;CACD;wBApDuB,uBAAuB"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/buffer/index.js"],"names":[],"mappings":"AAEA;;;GAGG;AAEH;IACC;;;;OAIG;IACH,gBAJW,qBAAqB,GAAC,sBAAsB,cAC5C,MAAM,cACN,OAAO,EAOjB;IAHA,mDAAY;IACZ,kBAA2D;IAC3D,oBAA+B;IAiBhC;;OAEG;IACH,eAOC;IAED;;OAEG;IACH,aAEC;IAED;;;;;;OAMG;IACH,iBAIC;IAED;;;OAGG;IACH,gBAGC;CACD;wBA1EuB,uBAAuB"}
@@ -22,11 +22,6 @@ export default class HologramEffect extends ShaderEffect {
22
22
  color?: number[] | undefined;
23
23
  intensity?: number | undefined;
24
24
  });
25
- /**
26
- * set the current time (call each frame for animation)
27
- * @param {number} time - time in seconds
28
- */
29
- setTime(time: number): void;
30
25
  /**
31
26
  * set the hologram tint color
32
27
  * @param {number[]} color - color as [r, g, b] (0.0–1.0)
@@ -1 +1 @@
1
- {"version":3,"file":"hologram.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/hologram.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;GAYG;AACH;IACC;;;;;OAKG;IACH,sBALW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAA2B,KAAK;QACP,SAAS;KACpC,EAyBA;IAED;;;OAGG;IACH,cAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;CACD;yBA/DwB,oBAAoB"}
1
+ {"version":3,"file":"hologram.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/hologram.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;GAYG;AACH;IACC;;;;;OAKG;IACH,sBALW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAA2B,KAAK;QACP,SAAS;KACpC,EAyBA;IAED;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;CACD;yBAvDwB,oBAAoB"}
@@ -57,11 +57,6 @@ export default class ShineEffect extends ShaderEffect {
57
57
  pulseDepth?: number | undefined;
58
58
  pulseSpeed?: number | undefined;
59
59
  });
60
- /**
61
- * set the current time (call each frame for animation)
62
- * @param {number} time - time in seconds
63
- */
64
- setTime(time: number): void;
65
60
  /**
66
61
  * set the shine color
67
62
  * @param {number[]} color - shine color as [r, g, b] (0.0–1.0)
@@ -1 +1 @@
1
- {"version":3,"file":"shine.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/shine.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH;IACC;;;;;;;;;;;OAWG;IACH,sBAXW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAA2B,KAAK;QACP,KAAK;QACL,KAAK;QACL,SAAS;QACT,KAAK;QACL,KAAK;QACL,UAAU;QACV,UAAU;KACrC,EAuDA;IAED;;;OAGG;IACH,cAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;IAED;;;OAGG;IACH,gBAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,oBAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,gBAFW,MAAM,QAIhB;CACD;yBAlJwB,oBAAoB"}
1
+ {"version":3,"file":"shine.d.ts","sourceRoot":"","sources":["../../../../src/video/webgl/effects/shine.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAmCG;AACH;IACC;;;;;;;;;;;OAWG;IACH,sBAXW,OAAO,sBAAsB,EAAE,OAAO,YAE9C;QAA2B,KAAK;QACP,KAAK;QACL,KAAK;QACL,SAAS;QACT,KAAK;QACL,KAAK;QACL,UAAU;QACV,UAAU;KACrC,EAuDA;IAED;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;IAED;;;OAGG;IACH,gBAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,oBAFW,MAAM,QAIhB;IAED;;;OAGG;IACH,gBAFW,MAAM,QAIhB;CACD;yBA1IwB,oBAAoB"}
@@ -45,6 +45,17 @@ export default class GLShader {
45
45
  * @readonly
46
46
  */
47
47
  readonly destroyed: boolean;
48
+ /**
49
+ * When `true`, a renderable will NOT auto-destroy this shader when it is
50
+ * removed from its `postEffects` (via the `shader` setter,
51
+ * `removePostEffect`, `clearPostEffects`) or when the renderable itself
52
+ * is destroyed. Set this on a shader shared across several renderables so
53
+ * one of them going away doesn't free the GL program still used by the
54
+ * others — you then own its lifecycle and call {@link destroy} yourself.
55
+ * @type {boolean}
56
+ * @default false
57
+ */
58
+ shared: boolean;
48
59
  /**
49
60
  * `true` while the WebGL context is lost (and until it's
50
61
  * restored). The GL program/attributes/uniforms are released
@@ -113,6 +124,24 @@ export default class GLShader {
113
124
  * @param {number} stride - the size of a single vertex in bytes
114
125
  */
115
126
  setVertexAttributes(gl: WebGLRenderingContext, attributes: object[], stride: number): void;
127
+ /**
128
+ * Create an independent copy of this shader, compiled as its own GL
129
+ * program from the same vertex + fragment sources (and precision), with
130
+ * every uniform value set so far replayed onto the copy. Use it when
131
+ * several renderables need the same custom shader with *different*
132
+ * uniform values — a single instance has a single set of uniforms.
133
+ *
134
+ * Ownership and lifecycle state do NOT carry over: the clone's
135
+ * {@link shared} flag is **always reset to `false`**, even when cloning
136
+ * a shared shader — the clone is caller-owned and will be auto-destroyed
137
+ * by the renderable it is assigned to, unless you explicitly set
138
+ * `shared = true` on it yourself. Note that `ShaderEffect` (which wraps
139
+ * a GLShader by composition) has its own `clone()` with the same
140
+ * semantics, which additionally copies its effect-level state (extra
141
+ * `setTexture` bindings).
142
+ * @returns {GLShader} a new, caller-owned shader (`shared === false`)
143
+ */
144
+ clone(): GLShader;
116
145
  /**
117
146
  * destroy this shader objects resources (program, attributes, uniforms).
118
147
  * Idempotent — calling destroy twice (or after a context-lost suspend)
@@ -1 +1 @@
1
- {"version":3,"file":"glshader.d.ts","sourceRoot":"","sources":["../../../src/video/webgl/glshader.js"],"names":[],"mappings":"AAYA;;;GAGG;AACH;IACC;;;;;;;;;;;;;;;;;;;;;;;;;;OA0BG;IACH,gBA1BW,qBAAqB,UACrB,MAAM,YACN,MAAM,cACN,MAAM,EAyEhB;IAjDA;;;OAGG;IACH,IAFU,qBAAqB,CAEnB;IAEZ;;;;;;;OAOG;IACH,oBAHU,OAAO,CAGK;IAEtB;;;;;;;;;;OAUG;IACH,oBAHU,OAAO,CAGK;IAGtB,sBAA2B;IAC3B,wBAA+B;IAC/B,+BAA2B;IAG3B,mBAAwC;IAKvC,sBAAmB;IACnB,iBAAoB;IACpB,qBAAsB;IASxB;;;;;;OAMG;IACH,iBA0CC;IAzCA,YAGC;IACD,cAGC;IAoCF;;;;;OAKG;IACH,uBAgBC;IAED;;;;;OAKG;IACH,2BAMC;IAED;;OAEG;IACH,aAKC;IAED;;;;OAIG;IACH,wBAHW,MAAM,GACJ,KAAK,CAYjB;IAED;;;;;;OAMG;IACH,iBALW,MAAM,SACN,MAAM,GAAC,YAAY,QA0C7B;IAED;;;;;OAKG;IACH,wBAJW,qBAAqB,cACrB,MAAM,EAAE,UACR,MAAM,QAmBhB;IAED;;;;;OAKG;IACH,gBA2BC;CACD"}
1
+ {"version":3,"file":"glshader.d.ts","sourceRoot":"","sources":["../../../src/video/webgl/glshader.js"],"names":[],"mappings":"AAYA;;;GAGG;AACH;IACC;;;;;;;;;;;;;;;;;;;;;;;;;;OA0BG;IACH,gBA1BW,qBAAqB,UACrB,MAAM,YACN,MAAM,cACN,MAAM,EAqFhB;IA7DA;;;OAGG;IACH,IAFU,qBAAqB,CAEnB;IAEZ;;;;;;;OAOG;IACH,oBAHU,OAAO,CAGK;IAEtB;;;;;;;;;OASG;IACH,QAHU,OAAO,CAGE;IAEnB;;;;;;;;;;OAUG;IACH,oBAHU,OAAO,CAGK;IAGtB,sBAA2B;IAC3B,wBAA+B;IAC/B,+BAA2B;IAG3B,mBAAwC;IAKvC,sBAAmB;IACnB,iBAAoB;IACpB,qBAAsB;IASxB;;;;;;OAMG;IACH,iBA0CC;IAzCA,YAGC;IACD,cAGC;IAoCF;;;;;OAKG;IACH,uBAgBC;IAED;;;;;OAKG;IACH,2BAMC;IAED;;OAEG;IACH,aAKC;IAED;;;;OAIG;IACH,wBAHW,MAAM,GACJ,KAAK,CAYjB;IAED;;;;;;OAMG;IACH,iBALW,MAAM,SACN,MAAM,GAAC,YAAY,QA0C7B;IAED;;;;;OAKG;IACH,wBAJW,qBAAqB,cACrB,MAAM,EAAE,UACR,MAAM,QAmBhB;IAED;;;;;;;;;;;;;;;;OAgBG;IACH,SAFa,QAAQ,CAyBpB;IAED;;;;;OAKG;IACH,gBA2BC;CACD"}
@@ -24,6 +24,23 @@
24
24
  * mySprite.shader = pulse;
25
25
  * // update the uniform each frame
26
26
  * pulse.setUniform("uTime", time);
27
+ * @example
28
+ * // Shader builtins — no JS plumbing, no UV math:
29
+ * // `: screen_texture` keeps the sampler filled with everything drawn so
30
+ * // far (a back-buffer copy; one screen copy per draw of the effect),
31
+ * // `screen_uv` is this fragment's 0..1 screen position, and `noise_uv`
32
+ * // runs 0..1 across the sprite regardless of its atlas frame.
33
+ * const water = new ShaderEffect(renderer, `
34
+ * uniform sampler2D uNoise;
35
+ * uniform sampler2D screenTex : screen_texture;
36
+ * uniform float uTime;
37
+ * vec4 apply(vec4 color, vec2 uv) {
38
+ * vec2 flow = texture2D(uNoise, noise_uv + uTime * 0.25).rg;
39
+ * vec4 refracted = texture2D(screenTex, screen_uv + flow * 0.005);
40
+ * return refracted * texture2D(uSampler, uv + flow * 0.005);
41
+ * }
42
+ * `);
43
+ * water.setTexture("uNoise", noiseTexture.getTexture(), "repeat");
27
44
  */
28
45
  export default class ShaderEffect {
29
46
  /**
@@ -51,8 +68,56 @@ export default class ShaderEffect {
51
68
  * @readonly
52
69
  */
53
70
  readonly destroyed: boolean;
71
+ /**
72
+ * When `true`, a renderable will NOT auto-destroy this effect when it is
73
+ * removed from its `postEffects` (via the `shader` setter,
74
+ * {@link Renderable#removePostEffect}, {@link Renderable#clearPostEffects})
75
+ * or when the renderable itself is destroyed. Set this on an effect shared
76
+ * across several renderables so one of them going away doesn't free the GL
77
+ * program still used by the others — you then own its lifecycle and call
78
+ * {@link destroy} yourself.
79
+ * @type {boolean}
80
+ * @default false
81
+ */
82
+ shared: boolean;
83
+ /**
84
+ * the renderer this effect was created for — kept so destroy and
85
+ * context-loss can release the texture units reserved on its cache
86
+ * for extra samplers ({@link setTexture}), and so {@link clone} can
87
+ * compile an independent copy
88
+ * @ignore
89
+ */
90
+ _renderer: any;
91
+ /**
92
+ * the construction "recipe" (fragment body + precision), kept so
93
+ * {@link clone} can compile an independent copy. Stored before the
94
+ * Canvas-mode early return so cloning behaves consistently there too.
95
+ * @ignore
96
+ */
97
+ _fragmentBody: string;
98
+ /** @ignore */
99
+ _precision: string | undefined;
100
+ /**
101
+ * samplers annotated `: screen_texture` — the renderer checks this to
102
+ * know when to refresh the shared frame capture before the effect draws
103
+ * @type {Array<{name: string, repeat: string}>}
104
+ * @ignore
105
+ */
106
+ _screenTextureUniforms: Array<{
107
+ name: string;
108
+ repeat: string;
109
+ }>;
110
+ /** @ignore */
111
+ _hasNoiseUV: boolean | undefined;
54
112
  /** @ignore */
55
113
  _shader: GLShader | undefined;
114
+ /**
115
+ * extra texture samplers bound via {@link setTexture}, keyed by the
116
+ * uniform name → `{ image, repeat, tex }` (`tex` is the uploaded GL
117
+ * texture, created lazily on first draw)
118
+ * @ignore
119
+ */
120
+ _extraTextures: Map<any, any> | undefined;
56
121
  /** @private */
57
122
  private _onContextLost;
58
123
  _enabledBeforeSuspend: boolean | undefined;
@@ -64,6 +129,123 @@ export default class ShaderEffect {
64
129
  * @param {object|Float32Array} value - the value to assign to that uniform
65
130
  */
66
131
  setUniform(name: string, value: object | Float32Array): void;
132
+ /**
133
+ * Set the shader's `uTime` uniform (elapsed time, in seconds). A convenience
134
+ * over `setUniform("uTime", ...)`; call it once per frame from your update
135
+ * loop to animate a shader that declares `uniform float uTime` (e.g. scrolling
136
+ * a static noise texture's UVs, pulsing, waving). Drive it with whatever clock
137
+ * you like — real time, a paused/scaled/scrubbed one.
138
+ *
139
+ * No-op if the shader does not declare a `uTime` uniform (nothing to update),
140
+ * or in Canvas mode. The engine does NOT call this for you — animation is
141
+ * opt-in, exactly like re-baking a {@link NoiseTexture2d} with `update(dt)`.
142
+ * @param {number} seconds - elapsed time in seconds
143
+ * @returns {ShaderEffect} this effect for chaining
144
+ * @example
145
+ * // a shader that scrolls a static seamless noise texture over time
146
+ * const flow = new me.ShaderEffect(renderer, `
147
+ * uniform float uTime;
148
+ * vec4 apply(vec4 color, vec2 uv) {
149
+ * return texture2D(uSampler, uv + vec2(uTime * 0.05, 0.0));
150
+ * }`);
151
+ * mySprite.shader = flow;
152
+ * // then in your Stage's update(dt):
153
+ * flow.setTime(me.timer.getTime() / 1000);
154
+ */
155
+ setTime(seconds: number): ShaderEffect;
156
+ /**
157
+ * Feed the `noise_uv` builtin's frame rect for the object about to draw:
158
+ * the source texture dimensions, the destination (object) dimensions, and
159
+ * the frame's top-left UV origin. Called by the quad batchers per draw;
160
+ * a no-op unless this effect's fragment actually uses `noise_uv` (the
161
+ * `ME_*` uniforms only exist — and are only active — then).
162
+ * @param {number} sourceWidth - source texture width in pixels
163
+ * @param {number} sourceHeight - source texture height in pixels
164
+ * @param {number} objectWidth - destination (object) width in pixels
165
+ * @param {number} objectHeight - destination (object) height in pixels
166
+ * @param {number} u0 - the frame's left UV coordinate (flip-normalized)
167
+ * @param {number} v0 - the frame's top UV coordinate (flip-normalized)
168
+ * @ignore
169
+ */
170
+ _setNoiseUVRect(sourceWidth: number, sourceHeight: number, objectWidth: number, objectHeight: number, u0: number, v0: number): void;
171
+ /**
172
+ * Apply the wrap mode a `: screen_texture(<repeat>)` annotation asked for
173
+ * onto the live capture handle. Captures are NPOT (canvas-sized), which
174
+ * WebGL 1 cannot repeat — warn once and keep the clamp there. The unit is
175
+ * force-activated first: the batcher's bind may have been skipped as
176
+ * redundant while the GL active unit points elsewhere.
177
+ * @ignore
178
+ */
179
+ _applyCaptureWrap(batcher: any, glTex: any, entry: any): void;
180
+ _captureWrapWarned: boolean | undefined;
181
+ /**
182
+ * Bind an **extra** texture to a named `sampler2D` uniform in this shader, so
183
+ * a custom effect can read a *second* texture — a noise map, mask, gradient,
184
+ * flow/lookup table — besides the sprite/target it post-processes (`uSampler`).
185
+ * The engine uploads, caches, and re-binds it to a reserved texture unit each
186
+ * time the effect draws, and points the sampler uniform at it — no raw WebGL
187
+ * texture-unit juggling.
188
+ *
189
+ * Declare the sampler in your fragment (`uniform sampler2D <name>;`) and pass
190
+ * that name here. Any engine texture works — a {@link Texture2d} asset
191
+ * (`NoiseTexture2d`, `TextureAtlas`, …) can be passed directly, or a raw
192
+ * drawable source. No-op in Canvas mode.
193
+ * @param {string} name - the `sampler2D` uniform name declared in the fragment
194
+ * @param {Texture2d|HTMLImageElement|HTMLCanvasElement|OffscreenCanvas|ImageBitmap} image - the texture: an engine texture asset, or a raw drawable source
195
+ * @param {"repeat"|"repeat-x"|"repeat-y"|"no-repeat"} [repeat="no-repeat"] - wrap mode; use `"repeat"` for a tiled/scrolled texture (power-of-two size under WebGL 1)
196
+ * @returns {ShaderEffect} this effect for chaining
197
+ * @example
198
+ * // "water": distort the sprite by a static noise texture scrolled over time
199
+ * const noise = new me.NoiseTexture2d({ width: 256, height: 256, seamless: true });
200
+ * const water = new me.ShaderEffect(renderer, `
201
+ * uniform sampler2D uNoise;
202
+ * uniform float uTime;
203
+ * vec4 apply(vec4 color, vec2 uv) {
204
+ * vec2 flow = texture2D(uNoise, uv + uTime * 0.03).rg - 0.5;
205
+ * return texture2D(uSampler, uv + flow * 0.02);
206
+ * }`);
207
+ * water.setTexture("uNoise", noise, "repeat");
208
+ * waterSprite.shader = water;
209
+ * // each frame, in your Stage's update(dt):
210
+ * water.setTime(me.timer.getTime() / 1000);
211
+ */
212
+ setTexture(name: string, image: Texture2d | HTMLImageElement | HTMLCanvasElement | OffscreenCanvas | ImageBitmap, repeat?: "repeat" | "repeat-x" | "repeat-y" | "no-repeat"): ShaderEffect;
213
+ /**
214
+ * (Re)bind this effect's extra textures ({@link setTexture}) to reserved GL
215
+ * texture units and point their sampler uniforms at them. Called by the
216
+ * renderer right after this effect's shader is bound — for both the
217
+ * post-effect blit and the single-effect `customShader` sprite path — so the
218
+ * bindings survive the batcher's rotating color-texture pool.
219
+ * @param {object} batcher - the active batcher (owns the GL texture units)
220
+ * @ignore
221
+ */
222
+ _prepareTextures(batcher: object): void;
223
+ _textureOverflowWarned: boolean | undefined;
224
+ /**
225
+ * Create an independent copy of this effect, compiled as its own GL
226
+ * program. Use it when several renderables need the same effect with
227
+ * *different* uniform values — a single instance has a single set of
228
+ * uniforms, shared by everything it is assigned to.
229
+ *
230
+ * The clone copies the **recipe**: the fragment source, float precision,
231
+ * every uniform value set so far, and any extra textures bound via
232
+ * {@link setTexture} (the clone uploads and owns its own GL copies).
233
+ * It does NOT copy **ownership or lifecycle** state — in particular the
234
+ * clone's {@link shared} flag is **always reset to `false`**, even when
235
+ * cloning a shared shader (such as one returned by `loader.getShader()`):
236
+ * the clone is caller-owned and will be auto-destroyed by the renderable
237
+ * it is assigned to, exactly like a hand-constructed effect. Set
238
+ * `shared = true` on the clone yourself if you intend to reuse it across
239
+ * several renderables.
240
+ * @returns {ShaderEffect} a new, caller-owned effect (`shared === false`)
241
+ * @example
242
+ * // the loader's shader is ONE shared program — one uniform state for all
243
+ * sprite.shader = loader.getShader("flash");
244
+ * // the boss needs its own intensity — clone a private, caller-owned copy
245
+ * boss.shader = loader.getShader("flash").clone();
246
+ * boss.shader.setUniform("uIntensity", 0.9);
247
+ */
248
+ clone(): ShaderEffect;
67
249
  /** @ignore */
68
250
  bind(): void;
69
251
  /** @ignore */
@@ -88,4 +270,5 @@ export default class ShaderEffect {
88
270
  destroy(): void;
89
271
  }
90
272
  import GLShader from "./glshader.js";
273
+ import Texture2d from "../texture/texture2d.ts";
91
274
  //# sourceMappingURL=shadereffect.d.ts.map
@@ -1 +1 @@
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