melonjs 20.1.1 → 20.3.0

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Files changed (165) hide show
  1. package/README.md +88 -10
  2. package/build/application/settings.d.ts +4 -2
  3. package/build/application/settings.d.ts.map +1 -1
  4. package/build/audio/audio.d.ts +2 -2
  5. package/build/audio/audio.d.ts.map +1 -1
  6. package/build/audio/backend/buffer.d.ts +26 -0
  7. package/build/audio/backend/buffer.d.ts.map +1 -0
  8. package/build/audio/backend/cache.d.ts +2 -0
  9. package/build/audio/backend/cache.d.ts.map +1 -0
  10. package/build/audio/backend/core.d.ts +24 -0
  11. package/build/audio/backend/core.d.ts.map +1 -0
  12. package/build/audio/backend/engine.d.ts +54 -0
  13. package/build/audio/backend/engine.d.ts.map +1 -0
  14. package/build/audio/backend/sound.d.ts +79 -0
  15. package/build/audio/backend/sound.d.ts.map +1 -0
  16. package/build/audio/backend/spatial.d.ts +191 -0
  17. package/build/audio/backend/spatial.d.ts.map +1 -0
  18. package/build/audio/backend/types.d.ts +97 -0
  19. package/build/audio/backend/types.d.ts.map +1 -0
  20. package/build/audio/backend/voice.d.ts +33 -0
  21. package/build/audio/backend/voice.d.ts.map +1 -0
  22. package/build/audio/playback.d.ts +49 -4
  23. package/build/audio/playback.d.ts.map +1 -1
  24. package/build/audio/{backend.d.ts → state.d.ts} +13 -11
  25. package/build/audio/state.d.ts.map +1 -0
  26. package/build/audio/types.d.ts +93 -1
  27. package/build/audio/types.d.ts.map +1 -1
  28. package/build/camera/camera3d.d.ts +5 -5
  29. package/build/const.d.ts +2 -2
  30. package/build/index.d.ts.map +1 -1
  31. package/build/index.js +10048 -10341
  32. package/build/index.js.map +4 -4
  33. package/build/input/input.d.ts +19 -0
  34. package/build/input/input.d.ts.map +1 -1
  35. package/build/input/pointerevent.d.ts.map +1 -1
  36. package/build/lang/deprecated.d.ts +4 -2
  37. package/build/lang/deprecated.d.ts.map +1 -1
  38. package/build/level/gltf/GLTFScene.d.ts +12 -0
  39. package/build/level/gltf/GLTFScene.d.ts.map +1 -1
  40. package/build/level/tiled/TMXObjectFactory.d.ts.map +1 -1
  41. package/build/loader/loader.d.ts +4 -40
  42. package/build/loader/loader.d.ts.map +1 -1
  43. package/build/loader/parsers/audio.d.ts +31 -0
  44. package/build/loader/parsers/audio.d.ts.map +1 -0
  45. package/build/loader/parsers/shader.d.ts.map +1 -1
  46. package/build/particles/emitter.d.ts +81 -3
  47. package/build/particles/emitter.d.ts.map +1 -1
  48. package/build/particles/particle.d.ts +62 -1
  49. package/build/particles/particle.d.ts.map +1 -1
  50. package/build/particles/settings.d.ts +50 -7
  51. package/build/particles/settings.d.ts.map +1 -1
  52. package/build/physics/adapter.d.ts +3 -3
  53. package/build/physics/builtin/body.d.ts +23 -24
  54. package/build/physics/builtin/body.d.ts.map +1 -1
  55. package/build/physics/builtin/detector.d.ts +1 -1
  56. package/build/plugin/plugin.d.ts +9 -1
  57. package/build/plugin/plugin.d.ts.map +1 -1
  58. package/build/polyfill/index.d.ts +1 -4
  59. package/build/polyfill/index.d.ts.map +1 -1
  60. package/build/renderable/container.d.ts +10 -0
  61. package/build/renderable/container.d.ts.map +1 -1
  62. package/build/renderable/entity/entity.d.ts +10 -0
  63. package/build/renderable/entity/entity.d.ts.map +1 -1
  64. package/build/renderable/mesh.d.ts +16 -0
  65. package/build/renderable/mesh.d.ts.map +1 -1
  66. package/build/renderable/renderable.d.ts +122 -32
  67. package/build/renderable/renderable.d.ts.map +1 -1
  68. package/build/renderable/sprite.d.ts +7 -7
  69. package/build/renderable/sprite.d.ts.map +1 -1
  70. package/build/state/stage.d.ts +4 -2
  71. package/build/state/stage.d.ts.map +1 -1
  72. package/build/system/event.d.ts +1 -1
  73. package/build/system/platform.d.ts +21 -1
  74. package/build/system/platform.d.ts.map +1 -1
  75. package/build/utils/fetchdata.d.ts.map +1 -0
  76. package/build/video/blendmodes.d.ts +107 -0
  77. package/build/video/blendmodes.d.ts.map +1 -0
  78. package/build/video/canvas/canvas_renderer.d.ts +31 -24
  79. package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
  80. package/build/video/effects/blendEffect.d.ts +57 -0
  81. package/build/video/effects/blendEffect.d.ts.map +1 -0
  82. package/build/video/effects/blur.d.ts +4 -4
  83. package/build/video/effects/blur.d.ts.map +1 -1
  84. package/build/video/effects/chromaticAberration.d.ts +5 -5
  85. package/build/video/effects/chromaticAberration.d.ts.map +1 -1
  86. package/build/video/effects/colorMatrix.d.ts +5 -5
  87. package/build/video/effects/colorMatrix.d.ts.map +1 -1
  88. package/build/video/effects/desaturate.d.ts +5 -5
  89. package/build/video/effects/desaturate.d.ts.map +1 -1
  90. package/build/video/effects/dissolve.d.ts +4 -4
  91. package/build/video/effects/dissolve.d.ts.map +1 -1
  92. package/build/video/effects/dropShadow.d.ts +5 -5
  93. package/build/video/effects/dropShadow.d.ts.map +1 -1
  94. package/build/video/effects/flash.d.ts +4 -4
  95. package/build/video/effects/flash.d.ts.map +1 -1
  96. package/build/video/effects/glow.d.ts +5 -5
  97. package/build/video/effects/glow.d.ts.map +1 -1
  98. package/build/video/effects/hologram.d.ts +4 -4
  99. package/build/video/effects/hologram.d.ts.map +1 -1
  100. package/build/video/effects/invert.d.ts +5 -5
  101. package/build/video/effects/invert.d.ts.map +1 -1
  102. package/build/video/effects/outline.d.ts +6 -6
  103. package/build/video/effects/outline.d.ts.map +1 -1
  104. package/build/video/effects/pixelate.d.ts +4 -4
  105. package/build/video/effects/pixelate.d.ts.map +1 -1
  106. package/build/video/effects/radialGradient.d.ts +2 -2
  107. package/build/video/effects/scanline.d.ts +6 -6
  108. package/build/video/effects/scanline.d.ts.map +1 -1
  109. package/build/video/effects/sepia.d.ts +5 -5
  110. package/build/video/effects/sepia.d.ts.map +1 -1
  111. package/build/video/effects/shadereffect.d.ts +12 -10
  112. package/build/video/effects/shadereffect.d.ts.map +1 -1
  113. package/build/video/effects/shine.d.ts +3 -3
  114. package/build/video/effects/shine.d.ts.map +1 -1
  115. package/build/video/effects/tintPulse.d.ts +4 -4
  116. package/build/video/effects/tintPulse.d.ts.map +1 -1
  117. package/build/video/effects/vignette.d.ts +6 -6
  118. package/build/video/effects/vignette.d.ts.map +1 -1
  119. package/build/video/effects/wave.d.ts +4 -4
  120. package/build/video/effects/wave.d.ts.map +1 -1
  121. package/build/video/renderer.d.ts +3 -4
  122. package/build/video/renderer.d.ts.map +1 -1
  123. package/build/video/rendertarget/canvasrendertarget.d.ts +1 -0
  124. package/build/video/rendertarget/canvasrendertarget.d.ts.map +1 -1
  125. package/build/video/texture/atlas.d.ts +1 -1
  126. package/build/video/webgl/batchers/batcher.d.ts.map +1 -1
  127. package/build/video/webgl/glshader.d.ts +2 -2
  128. package/build/video/webgl/glshader.d.ts.map +1 -1
  129. package/build/video/webgl/utils/program.d.ts.map +1 -1
  130. package/build/video/webgl/webgl_renderer.d.ts +117 -29
  131. package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
  132. package/build/video/webgpu/batchers/quad_batcher.d.ts +7 -0
  133. package/build/video/webgpu/batchers/quad_batcher.d.ts.map +1 -1
  134. package/build/video/webgpu/pipeline/cache.d.ts +0 -9
  135. package/build/video/webgpu/pipeline/cache.d.ts.map +1 -1
  136. package/build/video/webgpu/webgpu_renderer.d.ts +101 -6
  137. package/build/video/webgpu/webgpu_renderer.d.ts.map +1 -1
  138. package/package.json +6 -10
  139. package/skills/AGENTS.md +67 -0
  140. package/skills/melonjs/SKILL.md +156 -0
  141. package/skills/melonjs-20-migration/SKILL.md +160 -0
  142. package/skills/melonjs-3d/SKILL.md +226 -0
  143. package/skills/melonjs-3d-assets/SKILL.md +239 -0
  144. package/skills/melonjs-audio/SKILL.md +215 -0
  145. package/skills/melonjs-camera-and-drawing/SKILL.md +171 -0
  146. package/skills/melonjs-deployment/SKILL.md +113 -0
  147. package/skills/melonjs-effects-and-shaders/SKILL.md +177 -0
  148. package/skills/melonjs-events/SKILL.md +159 -0
  149. package/skills/melonjs-getting-started/SKILL.md +183 -0
  150. package/skills/melonjs-input/SKILL.md +166 -0
  151. package/skills/melonjs-lighting/SKILL.md +139 -0
  152. package/skills/melonjs-loading-assets/SKILL.md +157 -0
  153. package/skills/melonjs-particles-and-trails/SKILL.md +136 -0
  154. package/skills/melonjs-performance/SKILL.md +178 -0
  155. package/skills/melonjs-physics/SKILL.md +321 -0
  156. package/skills/melonjs-plugins/SKILL.md +191 -0
  157. package/skills/melonjs-renderables/SKILL.md +214 -0
  158. package/skills/melonjs-renderer-backends/SKILL.md +173 -0
  159. package/skills/melonjs-scenes-and-state/SKILL.md +180 -0
  160. package/skills/melonjs-sprites-and-animation/SKILL.md +173 -0
  161. package/skills/melonjs-tilemaps/SKILL.md +193 -0
  162. package/skills/melonjs-ui-and-text/SKILL.md +175 -0
  163. package/build/audio/backend.d.ts.map +0 -1
  164. package/build/loader/parsers/fetchdata.d.ts.map +0 -1
  165. /package/build/{loader/parsers → utils}/fetchdata.d.ts +0 -0
@@ -8,6 +8,7 @@
8
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  * android2 `true` if the device is an Android 2.x platform (deprecated)
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  * linux `true` if the device is a Linux platform
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  * chromeOS `true` if the device is running on ChromeOS.
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+ * appleVendor `true` if the browser reports an Apple vendor (Safari)
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  * wp `true` if the device is a Windows Phone platform (deprecated)
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  * BlackBerry `true` if the device is a BlackBerry platform (deprecated)
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  * Kindle `true` if the device is a Kindle platform (deprecated)
@@ -19,6 +20,13 @@
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  */
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  export declare const ua: string;
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  export declare const iOS: boolean;
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+ /**
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+ * `true` when the browser reports an Apple vendor string — Safari on
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+ * macOS or iOS. Distinct from {@link iOS}: a Mac running Safari is
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+ * `appleVendor` but not `iOS`, and Chrome on iOS is `iOS` but not
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+ * `appleVendor`.
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+ */
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+ export declare const appleVendor: boolean;
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  export declare const android: boolean;
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  /**
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  * @deprecated since 19.7.0 — Android 2.x predates 2012. Will be removed in 20.x.
@@ -35,7 +43,19 @@ export declare const wp: boolean;
35
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  */
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  export declare const BlackBerry: boolean;
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  /**
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- * @deprecated since 19.7.0 — Kindle has a negligible market share and behaves like Android. Will be removed in 20.x.
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+ * `true` on Amazon devices — Fire tablets (which report the Silk browser) and
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+ * legacy Kindle e-readers.
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+ *
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+ * The previous pattern required `Silk` followed by `Mobile Safari`, which no
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+ * current Fire tablet sends: Chromium-based Silk ends its user agent with
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+ * `Safari/537.36`, so every modern Fire tablet went undetected. Silk is
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+ * Amazon-only, so matching the `Silk/` token directly is both narrower and
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+ * correct.
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+ *
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+ * Note these devices are ordinary Android: {@link android} is `true` for all of
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+ * them, and nothing in the engine branches on this constant.
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+ * @deprecated since 19.7.0 — Kindle behaves like Android and {@link android}
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+ * already covers it. Will be removed in a future release.
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  */
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  export declare const Kindle: boolean;
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  export declare const ejecta: boolean;
@@ -1 +1 @@
1
- {"version":3,"file":"platform.d.ts","sourceRoot":"","sources":["../../src/system/platform.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;GAkBG;AAEH,eAAO,MAAM,EAAE,QAGT,CAAC;AAuCP,eAAO,MAAM,GAAG,SAAsD,CAAC;AACvE,eAAO,MAAM,OAAO,SAAsB,CAAC;AAC3C;;GAEG;AACH,eAAO,MAAM,QAAQ,SAAwB,CAAC;AAC9C,eAAO,MAAM,KAAK,SAAoB,CAAC;AACvC,eAAO,MAAM,QAAQ,SAAkB,CAAC;AACxC;;GAEG;AACH,eAAO,MAAM,EAAE,SAA4B,CAAC;AAC5C;;GAEG;AACH,eAAO,MAAM,UAAU,SAAyB,CAAC;AACjD;;GAEG;AACH,eAAO,MAAM,MAAM,SAAyC,CAAC;AAC7D,eAAO,MAAM,MAAM,SAAyB,CAAC;AAC7C,eAAO,MAAM,QAAQ,SAA6B,CAAC;AAOnD,eAAO,MAAM,MAAM,SAGW,CAAC;AAO/B,eAAO,MAAM,QAAQ,SAAqC,CAAC;AAC3D,eAAO,MAAM,MAAM,SAK2C,CAAC"}
1
+ {"version":3,"file":"platform.d.ts","sourceRoot":"","sources":["../../src/system/platform.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AAEH,eAAO,MAAM,EAAE,QAGT,CAAC;AA0DP,eAAO,MAAM,GAAG,SAAsD,CAAC;AACvE;;;;;GAKG;AACH,eAAO,MAAM,WAAW,SAAyB,CAAC;AAClD,eAAO,MAAM,OAAO,SAAsB,CAAC;AAC3C;;GAEG;AACH,eAAO,MAAM,QAAQ,SAAwB,CAAC;AAC9C,eAAO,MAAM,KAAK,SAAoB,CAAC;AACvC,eAAO,MAAM,QAAQ,SAAkB,CAAC;AACxC;;GAEG;AACH,eAAO,MAAM,EAAE,SAA4B,CAAC;AAC5C;;GAEG;AACH,eAAO,MAAM,UAAU,SAAyB,CAAC;AACjD;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,MAAM,SAA4B,CAAC;AAChD,eAAO,MAAM,MAAM,SAAyB,CAAC;AAC7C,eAAO,MAAM,QAAQ,SAA6B,CAAC;AAOnD,eAAO,MAAM,MAAM,SAGW,CAAC;AAO/B,eAAO,MAAM,QAAQ,SAAqC,CAAC;AAC3D,eAAO,MAAM,MAAM,SAK2C,CAAC"}
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fetchdata.d.ts","sourceRoot":"","sources":["../../src/utils/fetchdata.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AACH,oCALW,MAAM,aACN,MAAM,GACJ,OAAO,CAKnB;AA2DD;;;;;;;;;;;;;;;GAeG;AACH,+BAdW,MAAM,gBACN,MAAM,aACN,MAAM,gBAkDhB"}
@@ -0,0 +1,107 @@
1
+ /**
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+ * Whether a blend mode needs the shader path rather than fixed-function state.
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+ * @param {string} mode - the blend mode to test
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+ * @returns {boolean} true when the mode needs the shader path
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+ * @ignore
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+ */
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+ export function isAdvancedBlendMode(mode: string): boolean;
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+ /**
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+ * The `uBlendMode` uniform value for an advanced blend mode.
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+ * @param {string} mode - the blend mode
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+ * @returns {number} the shader's mode index, or -1 when not an advanced mode
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+ * @ignore
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+ */
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+ export function advancedBlendModeIndex(mode: string): number;
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+ /**
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+ * Normalize a user-facing blend-mode string to its canonical token: `add` and
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+ * `lighter` are spellings of `additive`, and anything unrecognized collapses
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+ * to `normal`.
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+ *
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+ * The advanced modes normalize to `"normal"` on purpose — that is their
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+ * PIPELINE state, since the geometry really does rasterize under ordinary
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+ * source-over before the shader composites it. Use {@link isAdvancedBlendMode}
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+ * to ask the other question, and {@link reportedBlendMode} for what
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+ * `setBlendMode` should tell the caller.
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+ * @param {string} mode - blend mode as set through `setBlendMode`
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+ * @returns {string} the canonical token
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+ * @ignore
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+ */
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+ export function normalizeBlendMode(mode: string): string;
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+ /**
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+ * Whether the engine can honour this blend mode at all, by either route.
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+ * @param {string} mode - the blend mode to test
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+ * @returns {boolean} false only for a mode no backend implements
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+ * @ignore
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+ */
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+ export function isSupportedBlendMode(mode: string): boolean;
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+ /**
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+ * What `setBlendMode` reports back as applied.
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+ *
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+ * The return value is a capability probe: callers compare it against their
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+ * request, and a mismatch means the renderer could not honour the mode. So a
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+ * mode that WAS honoured must report itself verbatim — including an alias
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+ * like `add`, which shares a pipeline with `additive` but must not come back
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+ * under that name — while anything unimplemented reports `"normal"`.
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+ * @param {string} mode - the requested blend mode
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+ * @returns {string} the mode actually applied
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+ * @ignore
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+ */
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+ export function reportedBlendMode(mode: string): string;
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+ /**
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+ * The blend state for a mode, in WebGPU's vocabulary — the neutral form each
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+ * backend translates from.
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+ *
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+ * `srcFactor` depends on whether sources carry premultiplied alpha: a
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+ * premultiplied source has already been scaled, so it takes `one` where a
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+ * straight one takes `src-alpha`.
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+ *
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+ * Every mode here is EXACT for a translucent source as well as an opaque one
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+ * — `multiply`, `screen` and `exclusion` were long commented as
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+ * "approximate", but the algebra works out and measurement agrees. The two
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+ * that genuinely could not be expressed this way, `darken` and `lighten`,
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+ * moved to the shader path instead of staying approximate.
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+ * @param {string} mode - a canonical mode from {@link normalizeBlendMode}
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+ * @param {boolean} premultipliedAlpha - whether sources are premultiplied
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+ * @returns {{operation: string, srcFactor: string, dstFactor: string}|undefined} the
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+ * blend state, or `undefined` for `"none"`, which means replace (no blending)
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+ * @ignore
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+ */
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+ export function blendStateFor(mode: string, premultipliedAlpha: boolean): {
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+ operation: string;
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+ srcFactor: string;
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+ dstFactor: string;
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+ } | undefined;
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+ /**
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+ * The engine's blend-mode registry — one definition of every mode, shared by
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+ * all three renderers.
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+ *
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+ * Blending is described here in **backend-neutral** terms and translated by
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+ * each backend: WebGPU consumes these tokens directly (they are its own
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+ * vocabulary), WebGL maps them onto `gl.*` enums, and Canvas ignores them
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+ * entirely in favour of `globalCompositeOperation`.
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+ *
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+ * Keeping the table in one place is not tidiness. The two GPU backends
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+ * previously each carried their own copy — a `switch` of `blendEquation` /
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+ * `blendFunc` calls on one side and a `GPUBlendState` table on the other —
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+ * which meant a mode added, removed or corrected on one backend could
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+ * silently disagree with the other, and `video.AUTO` would then render the
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+ * same scene differently depending on which backend it happened to pick.
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+ */
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+ /**
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+ * The CSS blend modes that cannot be expressed as `src * sfactor + dst * dfactor`.
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+ *
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+ * Fixed-function blending computes one multiply-add per channel, which covers
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+ * `multiply`, `screen`, `additive` and `exclusion` — exactly, translucent
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+ * sources included. The modes below cannot be reached that way: most need a
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+ * per-pixel branch, a division or a `sqrt` on the DESTINATION, and `darken` /
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+ * `lighten` need a term the `min` / `max` operations leave no room for.
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+ * Neither GPU backend can read the destination in a fragment shader, so all of
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+ * them are implemented by capturing the destination to a texture and
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+ * compositing in `BlendEffect`.
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+ *
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+ * The array ORDER is the wire format: the index is the `uBlendMode` uniform
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+ * value the shader branches on, so reordering it silently remaps every mode.
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+ * @ignore
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+ */
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+ export const ADVANCED_BLEND_MODES: string[];
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+ //# sourceMappingURL=blendmodes.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"blendmodes.d.ts","sourceRoot":"","sources":["../../src/video/blendmodes.js"],"names":[],"mappings":"AAkDA;;;;;GAKG;AACH,0CAJW,MAAM,GACJ,OAAO,CAKnB;AAED;;;;;GAKG;AACH,6CAJW,MAAM,GACJ,MAAM,CAKlB;AAED;;;;;;;;;;;;;GAaG;AACH,yCAJW,MAAM,GACJ,MAAM,CAkBlB;AAED;;;;;GAKG;AACH,2CAJW,MAAM,GACJ,OAAO,CASnB;AAED;;;;;;;;;;;GAWG;AACH,wCAJW,MAAM,GACJ,MAAM,CAKlB;AAED;;;;;;;;;;;;;;;;;;GAkBG;AACH,oCANW,MAAM,sBACN,OAAO,GACL;IAAC,SAAS,EAAE,MAAM,CAAC;IAAC,SAAS,EAAE,MAAM,CAAC;IAAC,SAAS,EAAE,MAAM,CAAA;CAAC,GAAC,SAAS,CAwC/E;AA1LD;;;;;;;;;;;;;;;GAeG;AAEH;;;;;;;;;;;;;;;GAeG;AACH,4CAeE"}
@@ -27,7 +27,7 @@ export default class CanvasRenderer extends Renderer {
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  setProjection(matrix: Matrix3d): void;
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  /**
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  * set the current blend mode for this renderer. <br>
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- * All renderers support: <br>
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+ * This renderer supports every mode below except `"none"`: <br>
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  * - "normal" : draws new content on top of the existing content <br>
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  * <img src="../images/normal-blendmode.png" width="180"/> <br>
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33
  * - "add", "additive", or "lighter" : color values are added together <br>
@@ -36,26 +36,33 @@ export default class CanvasRenderer extends Renderer {
36
36
  * <img src="../images/multiply-blendmode.png" width="180"/> <br>
37
37
  * - "screen" : pixels are inverted, multiplied, and inverted again (opposite of multiply) <br>
38
38
  * <img src="../images/screen-blendmode.png" width="180"/> <br>
39
- * Canvas (browser-dependent) and WebGL2: <br>
40
39
  * - "darken" : retains the darkest pixels of both layers <br>
41
40
  * <img src="../images/darken-blendmode.png" width="180"/> <br>
42
41
  * - "lighten" : retains the lightest pixels of both layers <br>
43
42
  * <img src="../images/lighten-blendmode.png" width="180"/> <br>
44
- * Canvas only, browser-dependent (falls back to "normal" if unsupported or in WebGL): <br>
45
- * - "overlay" <br>
43
+ * - "overlay" : multiplies or screens, depending on the backdrop <br>
46
44
  * <img src="../images/overlay-blendmode.png" width="180"/> <br>
47
- * - "color-dodge" <br>
48
- * <img src="../images/color-dodge-blendmode.png" width="180"/> <br>
49
- * - "color-burn" <br>
50
- * <img src="../images/color-burn-blendmode.png" width="180"/> <br>
51
- * - "hard-light" <br>
45
+ * - "hard-light" : overlay with the layers swapped — a harsh spotlight <br>
52
46
  * <img src="../images/hard-light-blendmode.png" width="180"/> <br>
53
- * - "soft-light" <br>
47
+ * - "soft-light" : a diffused spotlight, gentler than hard-light <br>
54
48
  * <img src="../images/soft-light-blendmode.png" width="180"/> <br>
55
- * - "difference" <br>
49
+ * - "color-dodge" : brightens the backdrop to reflect the source <br>
50
+ * <img src="../images/color-dodge-blendmode.png" width="180"/> <br>
51
+ * - "color-burn" : darkens the backdrop to reflect the source <br>
52
+ * <img src="../images/color-burn-blendmode.png" width="180"/> <br>
53
+ * - "difference" : the absolute difference of the two layers <br>
56
54
  * <img src="../images/difference-blendmode.png" width="180"/> <br>
57
- * - "exclusion" <br>
55
+ * - "exclusion" : like difference, but lower in contrast <br>
58
56
  * <img src="../images/exclusion-blendmode.png" width="180"/> <br>
57
+ * - "none" : blending disabled — the source replaces the destination
58
+ * outright, alpha included. **GPU backends only**: there is no
59
+ * `globalCompositeOperation` that disables blending for the drawn area
60
+ * alone (`"copy"` clears the rest of the surface), so this renderer falls
61
+ * back to "normal" and reports it <br>
62
+ * A few draw types cannot honour every mode — 3D meshes, and fills using
63
+ * a {@link Gradient} — and fall back to "normal" with a one-time console
64
+ * warning. `setBlendMode` returns what it actually applied, so comparing
65
+ * the result against your request detects that case.
59
66
  * @see https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/globalCompositeOperation
60
67
  * @param {string} [mode="normal"] - blend mode
61
68
  * @returns {string} the blend mode actually applied (may differ if the requested mode is unsupported)
@@ -301,24 +308,24 @@ export default class CanvasRenderer extends Renderer {
301
308
  * Reset (overrides) the renderer transformation matrix to the
302
309
  * identity one, and then apply the given transformation matrix.
303
310
  * @param {Matrix2d|Matrix3d|number} a - a matrix to transform by, or the a component to multiply the current matrix by
304
- * @param {number} b - the b component to multiply the current matrix by
305
- * @param {number} c - the c component to multiply the current matrix by
306
- * @param {number} d - the d component to multiply the current matrix by
307
- * @param {number} e - the e component to multiply the current matrix by
308
- * @param {number} f - the f component to multiply the current matrix by
311
+ * @param {number} [b] - the b component to multiply the current matrix by; omitted when `a` is a matrix
312
+ * @param {number} [c] - the c component to multiply the current matrix by; omitted when `a` is a matrix
313
+ * @param {number} [d] - the d component to multiply the current matrix by; omitted when `a` is a matrix
314
+ * @param {number} [e] - the e component to multiply the current matrix by; omitted when `a` is a matrix
315
+ * @param {number} [f] - the f component to multiply the current matrix by; omitted when `a` is a matrix
309
316
  */
310
- setTransform(a: Matrix2d | Matrix3d | number, b: number, c: number, d: number, e: number, f: number): void;
317
+ setTransform(a: Matrix2d | Matrix3d | number, b?: number, c?: number, d?: number, e?: number, f?: number): void;
311
318
  /**
312
319
  * Multiply given matrix into the renderer tranformation matrix
313
320
  * @see {@link CanvasRenderer.setTransform} which will reset the current transform matrix prior to performing the new transformation
314
321
  * @param {Matrix2d|Matrix3d|number} a - a matrix to transform by, or the a component to multiply the current matrix by
315
- * @param {number} b - the b component to multiply the current matrix by
316
- * @param {number} c - the c component to multiply the current matrix by
317
- * @param {number} d - the d component to multiply the current matrix by
318
- * @param {number} e - the e component to multiply the current matrix by
319
- * @param {number} f - the f component to multiply the current matrix by
322
+ * @param {number} [b] - the b component to multiply the current matrix by; omitted when `a` is a matrix
323
+ * @param {number} [c] - the c component to multiply the current matrix by; omitted when `a` is a matrix
324
+ * @param {number} [d] - the d component to multiply the current matrix by; omitted when `a` is a matrix
325
+ * @param {number} [e] - the e component to multiply the current matrix by; omitted when `a` is a matrix
326
+ * @param {number} [f] - the f component to multiply the current matrix by; omitted when `a` is a matrix
320
327
  */
321
- transform(a: Matrix2d | Matrix3d | number, b: number, c: number, d: number, e: number, f: number): void;
328
+ transform(a: Matrix2d | Matrix3d | number, b?: number, c?: number, d?: number, e?: number, f?: number): void;
322
329
  /**
323
330
  * A mask limits rendering elements to the shape and position of the given mask object.
324
331
  * If the drawing or rendering area is larger than the mask, only the intersecting part of the renderable will be visible.
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"canvas_renderer.d.ts","sourceRoot":"","sources":["../../../src/video/canvas/canvas_renderer.js"],"names":[],"mappings":"AAcA;;;;;;;;;;GAUG;AAEH;;;GAGG;AACH;IAiBE,oBAAmC;IAiCnC,wBAEC;IAyBD,8CAA4B;IAyE1B,mBAA0B;IA6B7B;;;;;OAKG;IACH,sBAFW,QAAQ,QAclB;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAyCG;IACH,oBAHW,MAAM,GACJ,MAAM,CA2ClB;IAWD;;;;OAIG;IACH,mBAHW,KAAK,GAAC,MAAM,WACZ,OAAO,QAajB;IAED;;;;;;OAMG;IACH,aALW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,QAIhB;IAED;;;;;;;;;;;OAWG;IACH,qBAVW,gBAAgB,GAAC,eAAe,GAAC,gBAAgB,GAAC,iBAAiB,GAAC,WAAW,GAAC,eAAe,GAAC,UAAU,WAC1G,MAAM,GACJ,aAAa,CAezB;IAiID;;;;;;;;OAQG;IACH,qBAPW,aAAa,KACb,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,QAiBhB;IAED;;;;;;;;;;;;;;;;;;;OAmBG;IACH,eAFW,IAAI,QA4Nd;IA9KE,kEAAyD;IACzD,uFAA2D;IAa5D,oDAAkD;IAkKpD;;;;;;;;;;;;;;;OAeG;IACH,kBAEC;IAED;;;;OAIG;IACH,UAHW,MAAM,KACN,MAAM,QAIhB;IAED;;OAEG;IACH,6BAEC;IAED;;;;;;OAMG;IACH,sBALW,MAAM,OACN,MAAM,KACN,MAAM,KACN,MAAM,QAIhB;IAED;;;;;;;;OAQG;IACH,oBAPW,MAAM,QACN,MAAM,QACN,MAAM,QACN,MAAM,KACN,MAAM,KACN,MAAM,QAIhB;IAED;;;;;;;OAOG;IACH,UANW,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,UACN,MAAM,QAIhB;IAED;;;;;;OAMG;IACH,QALW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,QAIhB;IAED;;;;;;;OAOG;IACH,aANW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,oBAKhB;IAED;;;;OAIG;IACH,eAHW,IAAI,GAAC,SAAS,GAAC,OAAO,GAAC,IAAI,GAAC,OAAO,GAAC,MAAM,SAC1C,OAAO,QAoCjB;IAED;;;OAGG;IACH,aAFW,IAAI,GAAC,SAAS,GAAC,OAAO,GAAC,IAAI,GAAC,OAAO,GAAC,MAAM,QAIpD;IAED;;OAEG;IACH,kBAEC;IAED;;;;;;;;;OASG;IACH,aARW,MAAM,KACN,MAAM,UACN,MAAM,SACN,MAAM,OACN,MAAM,kBACN,OAAO,SACP,OAAO,QAcjB;IAED;;;;;;;;OAQG;IACH,WAPW,MAAM,KACN,MAAM,UACN,MAAM,SACN,MAAM,OACN,MAAM,kBACN,OAAO,QAIjB;IAsDD;;;;;;OAMG;IACH,iBALW,MAAM,UACN,MAAM,QACN,MAAM,QACN,MAAM,QAIhB;IAmBD;;;;OAIG;IACH,oBAHW,OAAO,SACP,OAAO,QAyBjB;IAED;;;OAGG;IACH,kBAFW,OAAO,QAIjB;IA+BD;;;;;;;;OAQG;IACH,mBAPW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,UACN,MAAM,SACN,OAAO,QAYjB;IAED;;;;;;;OAOG;IACH,iBANW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,UACN,MAAM,QAIhB;IAED;;;;OAIG;IACH,eAHW,MAAM,KACN,MAAM,QAIhB;IAED;;;;;;OAMG;IACH,aALW,MAAM,KACN,MAAM,QAMhB;IA+GD;;;OAGG;IACH,kBAFa,MAAM,CAIlB;IA4BD;;OAEG;IACH,oBAVU,MAAM,EAaf;IAhBD;;;;;OAKG;IACH,gBAHU,MAAM,CAKf;IAUD;;;;;;;;;OASG;IACH,gBAPW,QAAQ,GAAC,QAAQ,GAAC,MAAM,MACxB,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QAKhB;IAED;;;;;;;;;OASG;IACH,aAPW,QAAQ,GAAC,QAAQ,GAAC,MAAM,MACxB,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,QA+BhB;IA4FD;;;;;;;OAOG;IACH,eAHW,IAAI,GAAC,SAAS,GAAC,OAAO,GAAC,IAAI,GAAC,OAAO,WACnC,OAAO,QAgGjB;IApFC,2CAAkC;CAgGpC;qBAlhDoB,kBAAkB;yBACd,uBAAuB;sBAX1B,uBAAuB;0BAgBtB,iCAAiC;+BAC5B,iCAAiC;6BACnC,6BAA6B;0BAChC,4BAA4B;6BACzB,+BAA+B;4BAEhC,yBAAyB;8BADvB,wBAAwB"}
@@ -0,0 +1,57 @@
1
+ export const wgslFragment: "\nstruct BlendUniforms {\n\tuBlendMode : f32,\n};\n@group(3) @binding(0) var<uniform> fx : BlendUniforms;\n@group(3) @binding(1) var backdrop : texture_2d<f32>;\n@group(3) @binding(2) var backdrop_sampler : sampler;\n\n// HardLight(Cb, Cs) \u2014 also the kernel for Overlay, which the W3C spec\n// defines as HardLight with the arguments swapped\nfn ME_hardLight(b : vec3f, s : vec3f) -> vec3f {\n\tlet lo = 2.0 * b * s;\n\tlet hi = 1.0 - 2.0 * (1.0 - b) * (1.0 - s);\n\treturn mix(lo, hi, step(vec3f(0.5), s));\n}\n\nfn ME_softLight(b : vec3f, s : vec3f) -> vec3f {\n\tlet d = mix(((16.0 * b - 12.0) * b + 4.0) * b, sqrt(b), step(vec3f(0.25), b));\n\tlet lo = b - (1.0 - 2.0 * s) * b * (1.0 - b);\n\tlet hi = b + (2.0 * s - 1.0) * (d - b);\n\treturn mix(lo, hi, step(vec3f(0.5), s));\n}\n\n// Cb == 0 wins over Cs == 1, so it is applied last\nfn ME_colorDodge(b : vec3f, s : vec3f) -> vec3f {\n\tvar r = min(vec3f(1.0), b / max(1.0 - s, vec3f(1e-4)));\n\tr = mix(r, vec3f(1.0), step(vec3f(1.0), s));\n\treturn mix(r, vec3f(0.0), step(b, vec3f(0.0)));\n}\n\n// Cb == 1 wins over Cs == 0, so it is applied last\nfn ME_colorBurn(b : vec3f, s : vec3f) -> vec3f {\n\tvar r = 1.0 - min(vec3f(1.0), (1.0 - b) / max(s, vec3f(1e-4)));\n\tr = mix(r, vec3f(0.0), step(s, vec3f(0.0)));\n\treturn mix(r, vec3f(1.0), step(vec3f(1.0), b));\n}\n\nfn ME_blend(b : vec3f, s : vec3f) -> vec3f {\n\tif (fx.uBlendMode < 0.5) { return abs(b - s); }\n\tif (fx.uBlendMode < 1.5) { return ME_hardLight(s, b); }\n\tif (fx.uBlendMode < 2.5) { return ME_hardLight(b, s); }\n\tif (fx.uBlendMode < 3.5) { return ME_colorDodge(b, s); }\n\tif (fx.uBlendMode < 4.5) { return ME_colorBurn(b, s); }\n\tif (fx.uBlendMode < 5.5) { return ME_softLight(b, s); }\n\tif (fx.uBlendMode < 6.5) { return min(b, s); }\n\treturn max(b, s);\n}\n\nfn apply(color : vec4f, uv : vec2f) -> vec4f {\n\t// sampled BEFORE any branch, so plain textureSampleLevel is safe here\n\tlet Cb = textureSampleLevel(backdrop, backdrop_sampler, screen_uv, 0.0).rgb;\n\tlet a = color.a;\n\tlet Cs = color.rgb / max(a, 1e-4);\n\tlet B = clamp(ME_blend(Cb, Cs), vec3f(0.0), vec3f(1.0));\n\treturn vec4f(a * B, a);\n}\n";
2
+ /**
3
+ * The compositing shader behind the six CSS blend modes that fixed-function
4
+ * blending cannot express: `overlay`, `hard-light`, `color-dodge`,
5
+ * `color-burn`, `soft-light` and `difference`.
6
+ *
7
+ * Internal — owned by the renderer, one instance per renderer, never
8
+ * constructed or configured by user code. A game selects a mode the ordinary
9
+ * way (`sprite.blendMode = "overlay"`, or `renderer.setBlendMode("overlay")`)
10
+ * and the renderer drives this effect from there.
11
+ *
12
+ * ### How it composites
13
+ *
14
+ * The renderer captures the destination, renders the draw to an offscreen
15
+ * target, then blits that target through this effect. Everything arriving in
16
+ * `color` is PREMULTIPLIED (the offscreen was drawn source-over into a
17
+ * transparent clear), while the W3C formulas are defined on straight colour —
18
+ * so the body un-premultiplies, blends, and re-premultiplies.
19
+ *
20
+ * Emitting premultiplied and letting ordinary source-over run the composite
21
+ * yields `as*B + (1-as)*Cb` and a correct output alpha for free. It also keeps
22
+ * the premultiplied invariant `rgb <= a` — a texel with `rgb > a` is undefined
23
+ * and diverges across browsers — which is why `B` is clamped even though all
24
+ * six formulas land in `[0,1]` analytically.
25
+ *
26
+ * The backdrop is treated as opaque (`ab = 1`). The GL capture is an RGB
27
+ * texture so that is true by construction there; the WebGPU capture preserves
28
+ * alpha and is deliberately ignored, so the two backends agree.
29
+ *
30
+ * ### Why not the `: screen_texture` builtin
31
+ *
32
+ * That annotation wires the sampler to the renderer's SHARED capture slot,
33
+ * which `drawImage` already refreshes on behalf of any custom shader that
34
+ * samples the screen. A renderable carrying an advanced blend mode AND a
35
+ * screen-sampling {@link ShaderEffect} would then have the two fighting over
36
+ * one texture. This declares a plain sampler instead and the renderer binds
37
+ * its own capture, so the two are independent. Referencing `screen_uv` still
38
+ * activates that varying on its own.
39
+ * @see {@link https://www.w3.org/TR/compositing-1/#blending}
40
+ * @ignore
41
+ */
42
+ export default class BlendEffect extends ShaderEffect {
43
+ /**
44
+ * @param {import("../webgl/webgl_renderer.js").default|import("../webgpu/webgpu_renderer.js").default} renderer - the renderer that owns this effect
45
+ */
46
+ constructor(renderer: import("../webgl/webgl_renderer.js").default | import("../webgpu/webgpu_renderer.js").default);
47
+ /**
48
+ * Select which of the six formulas the shader evaluates.
49
+ * @param {string} mode - one of the modes in {@link ADVANCED_BLEND_MODES}
50
+ * @returns {boolean} false when the mode is not an advanced blend mode, in
51
+ * which case the uniform is left untouched
52
+ * @ignore
53
+ */
54
+ setBlendMode(mode: string): boolean;
55
+ }
56
+ import ShaderEffect from "./shadereffect.js";
57
+ //# sourceMappingURL=blendEffect.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"blendEffect.d.ts","sourceRoot":"","sources":["../../../src/video/effects/blendEffect.js"],"names":[],"mappings":"AAgBA,soEAwDE;AAEF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH;IACC;;OAEG;IACH,sBAFW,OAAO,4BAA4B,EAAE,OAAO,GAAC,OAAO,8BAA8B,EAAE,OAAO,EA4DrG;IAED;;;;;;OAMG;IACH,mBALW,MAAM,GACJ,OAAO,CAWnB;CACD;yBAhMwB,mBAAmB"}
@@ -3,19 +3,19 @@
3
3
  * Commonly used for background defocus, depth-of-field simulation,
4
4
  * or UI backdrop blur.
5
5
  * @category Effects
6
- * @see {@link Renderable.shader} for usage
6
+ * @see {@link Renderable#addPostEffect} for usage
7
7
  * @example
8
8
  * // moderate blur
9
- * mySprite.shader = new BlurEffect(renderer, { strength: 2.0 });
9
+ * mySprite.addPostEffect(new BlurEffect(renderer, { strength: 2.0 }));
10
10
  */
11
11
  export default class BlurEffect extends ShaderEffect {
12
12
  /**
13
- * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
13
+ * @param {WebGLRenderer|WebGPURenderer|CanvasRenderer} renderer - the current renderer instance
14
14
  * @param {object} [options] - effect options
15
15
  * @param {number} [options.strength=1.0] - blur strength in texels
16
16
  * @param {number[]} [options.textureSize=[256, 256]] - texture dimensions [width, height]
17
17
  */
18
- constructor(renderer: any, options?: {
18
+ constructor(renderer: WebGLRenderer | WebGPURenderer | CanvasRenderer, options?: {
19
19
  strength?: number | undefined;
20
20
  textureSize?: number[] | undefined;
21
21
  });
@@ -1 +1 @@
1
- {"version":3,"file":"blur.d.ts","sourceRoot":"","sources":["../../../src/video/effects/blur.js"],"names":[],"mappings":"AA4BA;;;;;;;;;GASG;AACH;IACC;;;;;OAKG;IACH,qCAHG;QAAyB,QAAQ;QACN,WAAW;KACxC,EA8BA;IALA,iBAAuC;IAOxC;;;OAGG;IACH,sBAFW,MAAM,QAKhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,UACN,MAAM,QAIhB;CACD;yBA7FwB,mBAAmB"}
1
+ {"version":3,"file":"blur.d.ts","sourceRoot":"","sources":["../../../src/video/effects/blur.js"],"names":[],"mappings":"AA4BA;;;;;;;;;GASG;AACH;IACC;;;;;OAKG;IACH,sBALW,aAAa,GAAC,cAAc,GAAC,cAAc,YAEnD;QAAyB,QAAQ;QACN,WAAW;KACxC,EA8BA;IALA,iBAAuC;IAOxC;;;OAGG;IACH,sBAFW,MAAM,QAKhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,UACN,MAAM,QAIhB;CACD;yBA7FwB,mBAAmB"}
@@ -3,22 +3,22 @@
3
3
  * chromatic aberration (color fringe) effect. Commonly used for
4
4
  * impact feedback, glitch effects, or damage indicators.
5
5
  * @category Effects
6
- * @see {@link Renderable.shader} for usage
6
+ * @see {@link Renderable#addPostEffect} for usage
7
7
  * @example
8
8
  * // subtle chromatic aberration
9
- * mySprite.shader = new ChromaticAberrationEffect(renderer, { offset: 2.0 });
9
+ * mySprite.addPostEffect(new ChromaticAberrationEffect(renderer, { offset: 2.0 }));
10
10
  * @example
11
11
  * // strong glitch effect
12
- * mySprite.shader = new ChromaticAberrationEffect(renderer, { offset: 5.0 });
12
+ * mySprite.addPostEffect(new ChromaticAberrationEffect(renderer, { offset: 5.0 }));
13
13
  */
14
14
  export default class ChromaticAberrationEffect extends ShaderEffect {
15
15
  /**
16
- * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
16
+ * @param {WebGLRenderer|WebGPURenderer|CanvasRenderer} renderer - the current renderer instance
17
17
  * @param {object} [options] - effect options
18
18
  * @param {number} [options.offset=3.0] - channel offset in texels
19
19
  * @param {number[]} [options.textureSize=[256, 256]] - texture dimensions [width, height]
20
20
  */
21
- constructor(renderer: any, options?: {
21
+ constructor(renderer: WebGLRenderer | WebGPURenderer | CanvasRenderer, options?: {
22
22
  offset?: number | undefined;
23
23
  textureSize?: number[] | undefined;
24
24
  });
@@ -1 +1 @@
1
- {"version":3,"file":"chromaticAberration.d.ts","sourceRoot":"","sources":["../../../src/video/effects/chromaticAberration.js"],"names":[],"mappings":"AAqBA;;;;;;;;;;;;GAYG;AACH;IACC;;;;;OAKG;IACH,qCAHG;QAAyB,MAAM;QACJ,WAAW;KACxC,EAuBA;IALA,eAAmC;IAOpC;;;OAGG;IACH,kBAFW,MAAM,QAKhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,UACN,MAAM,QAIhB;CACD;yBAlFwB,mBAAmB"}
1
+ {"version":3,"file":"chromaticAberration.d.ts","sourceRoot":"","sources":["../../../src/video/effects/chromaticAberration.js"],"names":[],"mappings":"AAqBA;;;;;;;;;;;;GAYG;AACH;IACC;;;;;OAKG;IACH,sBALW,aAAa,GAAC,cAAc,GAAC,cAAc,YAEnD;QAAyB,MAAM;QACJ,WAAW;KACxC,EAuBA;IALA,eAAmC;IAOpC;;;OAGG;IACH,kBAFW,MAAM,QAKhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,UACN,MAAM,QAIhB;CACD;yBAlFwB,mBAAmB"}
@@ -2,24 +2,24 @@
2
2
  * A shader effect that applies a 4x4 color transformation matrix.
3
3
  * Provides chainable color adjustment methods that automatically update the GPU uniform.
4
4
  * @category Effects
5
- * @see {@link Renderable.shader} for usage
5
+ * @see {@link Renderable#addPostEffect} for usage
6
6
  * @example
7
7
  * // desaturate a sprite
8
- * mySprite.shader = new ColorMatrixEffect(renderer).saturate(0.0);
8
+ * mySprite.addPostEffect(new ColorMatrixEffect(renderer).saturate(0.0));
9
9
  * @example
10
10
  * // combine brightness + contrast on a camera
11
- * camera.shader = new ColorMatrixEffect(renderer).brightness(1.3).contrast(1.5);
11
+ * camera.addPostEffect(new ColorMatrixEffect(renderer).brightness(1.3).contrast(1.5));
12
12
  * @example
13
13
  * // update dynamically
14
14
  * effect.reset().brightness(1.5).saturate(0.5);
15
15
  */
16
16
  export default class ColorMatrixEffect extends ShaderEffect {
17
17
  /**
18
- * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
18
+ * @param {WebGLRenderer|WebGPURenderer|CanvasRenderer} renderer - the current renderer instance
19
19
  * @param {object} [options] - effect options
20
20
  * @param {ColorMatrix} [options.matrix] - an initial color matrix. Defaults to identity.
21
21
  */
22
- constructor(renderer: any, options?: {
22
+ constructor(renderer: WebGLRenderer | WebGPURenderer | CanvasRenderer, options?: {
23
23
  matrix?: ColorMatrix | undefined;
24
24
  });
25
25
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"colorMatrix.d.ts","sourceRoot":"","sources":["../../../src/video/effects/colorMatrix.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;GAcG;AACH;IACC;;;;OAIG;IACH,qCAFG;QAA8B,MAAM;KACtC,EAkBA;IANA;;;OAGG;IACH,qBAAkD;IAInD;;;OAGG;IACH,qBAEC;IAED;;;OAGG;IACH,SAFa,IAAI,CAMhB;IAED;;;;OAIG;IACH,mBAHW,MAAM,GACJ,IAAI,CAMhB;IAED;;;;OAIG;IACH,iBAHW,MAAM,GACJ,IAAI,CAMhB;IAED;;;;OAIG;IACH,iBAHW,MAAM,GACJ,IAAI,CAMhB;IAED;;;;OAIG;IACH,iBAHW,MAAM,GACJ,IAAI,CAMhB;IAED;;;;OAIG;IACH,eAHW,MAAM,GACJ,IAAI,CAMhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,GACJ,IAAI,CAMhB;IAED;;;;OAIG;IACH,iBAHW,WAAW,GACT,IAAI,CAMhB;IAED;;;;;OAKG;IACH,mBAHc,MAAM,EAAA,GACP,IAAI,CAMhB;CACD;yBAjKwB,mBAAmB;4BADhB,4BAA4B"}
1
+ {"version":3,"file":"colorMatrix.d.ts","sourceRoot":"","sources":["../../../src/video/effects/colorMatrix.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;GAcG;AACH;IACC;;;;OAIG;IACH,sBAJW,aAAa,GAAC,cAAc,GAAC,cAAc,YAEnD;QAA8B,MAAM;KACtC,EAkBA;IANA;;;OAGG;IACH,qBAAkD;IAInD;;;OAGG;IACH,qBAEC;IAED;;;OAGG;IACH,SAFa,IAAI,CAMhB;IAED;;;;OAIG;IACH,mBAHW,MAAM,GACJ,IAAI,CAMhB;IAED;;;;OAIG;IACH,iBAHW,MAAM,GACJ,IAAI,CAMhB;IAED;;;;OAIG;IACH,iBAHW,MAAM,GACJ,IAAI,CAMhB;IAED;;;;OAIG;IACH,iBAHW,MAAM,GACJ,IAAI,CAMhB;IAED;;;;OAIG;IACH,eAHW,MAAM,GACJ,IAAI,CAMhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,GACJ,IAAI,CAMhB;IAED;;;;OAIG;IACH,iBAHW,WAAW,GACT,IAAI,CAMhB;IAED;;;;;OAKG;IACH,mBAHc,MAAM,EAAA,GACP,IAAI,CAMhB;CACD;yBAjKwB,mBAAmB;4BADhB,4BAA4B"}
@@ -2,21 +2,21 @@
2
2
  * A shader effect that desaturates (grayscales) the sprite.
3
3
  * Commonly used for disabled states, death effects, or petrification.
4
4
  * @category Effects
5
- * @see {@link Renderable.shader} for usage
5
+ * @see {@link Renderable#addPostEffect} for usage
6
6
  * @example
7
7
  * // full grayscale
8
- * mySprite.shader = new DesaturateEffect(renderer);
8
+ * mySprite.addPostEffect(new DesaturateEffect(renderer));
9
9
  * @example
10
10
  * // partial desaturation (50%)
11
- * mySprite.shader = new DesaturateEffect(renderer, { intensity: 0.5 });
11
+ * mySprite.addPostEffect(new DesaturateEffect(renderer, { intensity: 0.5 }));
12
12
  */
13
13
  export default class DesaturateEffect extends ColorMatrixEffect {
14
14
  /**
15
- * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
15
+ * @param {WebGLRenderer|WebGPURenderer|CanvasRenderer} renderer - the current renderer instance
16
16
  * @param {object} [options] - effect options
17
17
  * @param {number} [options.intensity=1.0] - desaturation intensity (0.0 = full color, 1.0 = grayscale)
18
18
  */
19
- constructor(renderer: any, options?: {
19
+ constructor(renderer: WebGLRenderer | WebGPURenderer | CanvasRenderer, options?: {
20
20
  intensity?: number | undefined;
21
21
  });
22
22
  intensity: number;
@@ -1 +1 @@
1
- {"version":3,"file":"desaturate.d.ts","sourceRoot":"","sources":["../../../src/video/effects/desaturate.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;GAWG;AACH;IACC;;;;OAIG;IACH,qCAFG;QAAyB,SAAS;KACpC,EAMA;IAHA,kBACgE;IAIjE;;;OAGG;IACH,oBAFW,MAAM,QAKhB;CACD;8BAnC6B,kBAAkB"}
1
+ {"version":3,"file":"desaturate.d.ts","sourceRoot":"","sources":["../../../src/video/effects/desaturate.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;GAWG;AACH;IACC;;;;OAIG;IACH,sBAJW,aAAa,GAAC,cAAc,GAAC,cAAc,YAEnD;QAAyB,SAAS;KACpC,EAMA;IAHA,kBACgE;IAIjE;;;OAGG;IACH,oBAFW,MAAM,QAKhB;CACD;8BAnC6B,kBAAkB"}
@@ -4,24 +4,24 @@
4
4
  * `progress` value increases from 0 to 1.
5
5
  * Commonly used for death, spawn, or teleport effects.
6
6
  * @category Effects
7
- * @see {@link Renderable.shader} for usage
7
+ * @see {@link Renderable#addPostEffect} for usage
8
8
  * @example
9
9
  * // create a dissolve effect
10
10
  * const dissolve = new DissolveEffect(renderer);
11
- * mySprite.shader = dissolve;
11
+ * mySprite.addPostEffect(dissolve);
12
12
  *
13
13
  * // animate the dissolve (0 = fully visible, 1 = fully dissolved)
14
14
  * dissolve.setProgress(0.5);
15
15
  */
16
16
  export default class DissolveEffect extends ShaderEffect {
17
17
  /**
18
- * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
18
+ * @param {WebGLRenderer|WebGPURenderer|CanvasRenderer} renderer - the current renderer instance
19
19
  * @param {object} [options] - effect options
20
20
  * @param {number} [options.progress=0.0] - dissolve progress (0.0 = visible, 1.0 = dissolved)
21
21
  * @param {number[]} [options.edgeColor=[1.0, 0.5, 0.0]] - color of the dissolve edge
22
22
  * @param {number} [options.edgeWidth=0.1] - width of the colored edge (0.0–1.0)
23
23
  */
24
- constructor(renderer: any, options?: {
24
+ constructor(renderer: WebGLRenderer | WebGPURenderer | CanvasRenderer, options?: {
25
25
  progress?: number | undefined;
26
26
  edgeColor?: number[] | undefined;
27
27
  edgeWidth?: number | undefined;
@@ -1 +1 @@
1
- {"version":3,"file":"dissolve.d.ts","sourceRoot":"","sources":["../../../src/video/effects/dissolve.js"],"names":[],"mappings":"AA8DA;;;;;;;;;;;;;;GAcG;AACH;IACC;;;;;;OAMG;IACH,qCAJG;QAAyB,QAAQ;QACN,SAAS;QACX,SAAS;KACpC,EA0DA;IAPA,iBAAuC;IASxC;;;OAGG;IACH,mBAFW,MAAM,QAKhB;IAED;;;OAGG;IACH,oBAFW,MAAM,EAAE,QAIlB;CACD;yBAhKwB,mBAAmB"}
1
+ {"version":3,"file":"dissolve.d.ts","sourceRoot":"","sources":["../../../src/video/effects/dissolve.js"],"names":[],"mappings":"AA8DA;;;;;;;;;;;;;;GAcG;AACH;IACC;;;;;;OAMG;IACH,sBANW,aAAa,GAAC,cAAc,GAAC,cAAc,YAEnD;QAAyB,QAAQ;QACN,SAAS;QACX,SAAS;KACpC,EA0DA;IAPA,iBAAuC;IASxC;;;OAGG;IACH,mBAFW,MAAM,QAKhB;IAED;;;OAGG;IACH,oBAFW,MAAM,EAAE,QAIlB;CACD;yBAhKwB,mBAAmB"}
@@ -3,19 +3,19 @@
3
3
  * Works by sampling the texture at an offset — if the offset position
4
4
  * has an opaque pixel but the current position doesn't, the shadow is drawn.
5
5
  * @category Effects
6
- * @see {@link Renderable.shader} for usage
6
+ * @see {@link Renderable#addPostEffect} for usage
7
7
  * @example
8
8
  * // dark shadow offset to the bottom-right
9
- * mySprite.shader = new DropShadowEffect(renderer, {
9
+ * mySprite.addPostEffect(new DropShadowEffect(renderer, {
10
10
  * offsetX: 3.0,
11
11
  * offsetY: 3.0,
12
12
  * color: [0.0, 0.0, 0.0],
13
13
  * opacity: 0.5,
14
- * });
14
+ * }));
15
15
  */
16
16
  export default class DropShadowEffect extends ShaderEffect {
17
17
  /**
18
- * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
18
+ * @param {WebGLRenderer|WebGPURenderer|CanvasRenderer} renderer - the current renderer instance
19
19
  * @param {object} [options] - effect options
20
20
  * @param {number} [options.offsetX=2.0] - shadow x offset in texels
21
21
  * @param {number} [options.offsetY=2.0] - shadow y offset in texels
@@ -23,7 +23,7 @@ export default class DropShadowEffect extends ShaderEffect {
23
23
  * @param {number} [options.opacity=0.5] - shadow opacity (0.0–1.0)
24
24
  * @param {number[]} [options.textureSize=[256, 256]] - texture dimensions [width, height]
25
25
  */
26
- constructor(renderer: any, options?: {
26
+ constructor(renderer: WebGLRenderer | WebGPURenderer | CanvasRenderer, options?: {
27
27
  offsetX?: number | undefined;
28
28
  offsetY?: number | undefined;
29
29
  color?: number[] | undefined;
@@ -1 +1 @@
1
- {"version":3,"file":"dropShadow.d.ts","sourceRoot":"","sources":["../../../src/video/effects/dropShadow.js"],"names":[],"mappings":"AAkCA;;;;;;;;;;;;;;GAcG;AACH;IACC;;;;;;;;OAQG;IACH,qCANG;QAAyB,OAAO;QACP,OAAO;QACL,KAAK;QACP,OAAO;QACL,WAAW;KACxC,EA0CA;IAED;;;;OAIG;IACH,aAHW,MAAM,KACN,MAAM,QAIhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,UACN,MAAM,QAIhB;CACD;yBAvHwB,mBAAmB"}
1
+ {"version":3,"file":"dropShadow.d.ts","sourceRoot":"","sources":["../../../src/video/effects/dropShadow.js"],"names":[],"mappings":"AAkCA;;;;;;;;;;;;;;GAcG;AACH;IACC;;;;;;;;OAQG;IACH,sBARW,aAAa,GAAC,cAAc,GAAC,cAAc,YAEnD;QAAyB,OAAO;QACP,OAAO;QACL,KAAK;QACP,OAAO;QACL,WAAW;KACxC,EA0CA;IAED;;;;OAIG;IACH,aAHW,MAAM,KACN,MAAM,QAIhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,UACN,MAAM,QAIhB;CACD;yBAvHwB,mBAAmB"}
@@ -4,11 +4,11 @@
4
4
  * The `intensity` uniform controls how much of the flash color is mixed in
5
5
  * (0.0 = original sprite, 1.0 = fully colored).
6
6
  * @category Effects
7
- * @see {@link Renderable.shader} for usage
7
+ * @see {@link Renderable#addPostEffect} for usage
8
8
  * @example
9
9
  * // create a white flash effect
10
10
  * const flash = new FlashEffect(renderer);
11
- * mySprite.shader = flash;
11
+ * mySprite.addPostEffect(flash);
12
12
  *
13
13
  * // trigger the flash (e.g. on hit)
14
14
  * flash.setIntensity(1.0);
@@ -21,12 +21,12 @@
21
21
  */
22
22
  export default class FlashEffect extends ShaderEffect {
23
23
  /**
24
- * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
24
+ * @param {WebGLRenderer|WebGPURenderer|CanvasRenderer} renderer - the current renderer instance
25
25
  * @param {object} [options] - effect options
26
26
  * @param {number[]} [options.color=[1.0, 1.0, 1.0]] - flash color as [r, g, b] (0.0–1.0)
27
27
  * @param {number} [options.intensity=0.0] - initial flash intensity (0.0–1.0)
28
28
  */
29
- constructor(renderer: any, options?: {
29
+ constructor(renderer: WebGLRenderer | WebGPURenderer | CanvasRenderer, options?: {
30
30
  color?: number[] | undefined;
31
31
  intensity?: number | undefined;
32
32
  });
@@ -1 +1 @@
1
- {"version":3,"file":"flash.d.ts","sourceRoot":"","sources":["../../../src/video/effects/flash.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IACC;;;;;OAKG;IACH,qCAHG;QAA2B,KAAK;QACP,SAAS;KACpC,EAkBA;IAJA,kBAAyC;IAM1C;;;OAGG;IACH,oBAFW,MAAM,QAKhB;IAED;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;CACD;yBA/EwB,mBAAmB"}
1
+ {"version":3,"file":"flash.d.ts","sourceRoot":"","sources":["../../../src/video/effects/flash.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IACC;;;;;OAKG;IACH,sBALW,aAAa,GAAC,cAAc,GAAC,cAAc,YAEnD;QAA2B,KAAK;QACP,SAAS;KACpC,EAkBA;IAJA,kBAAyC;IAM1C;;;OAGG;IACH,oBAFW,MAAM,QAKhB;IAED;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;CACD;yBA/EwB,mBAAmB"}
@@ -3,24 +3,24 @@
3
3
  * Similar to OutlineEffect but with a soft, blurred edge instead of a hard line.
4
4
  * Commonly used for power-ups, magic items, or selection highlights.
5
5
  * @category Effects
6
- * @see {@link Renderable.shader} for usage
6
+ * @see {@link Renderable#addPostEffect} for usage
7
7
  * @example
8
8
  * // blue glow for a magic item
9
- * mySprite.shader = new GlowEffect(renderer, {
9
+ * mySprite.addPostEffect(new GlowEffect(renderer, {
10
10
  * color: [0.2, 0.5, 1.0],
11
11
  * intensity: 1.5,
12
- * });
12
+ * }));
13
13
  */
14
14
  export default class GlowEffect extends ShaderEffect {
15
15
  /**
16
- * @param {import("../webgl_renderer.js").default} renderer - the current renderer instance
16
+ * @param {WebGLRenderer|WebGPURenderer|CanvasRenderer} renderer - the current renderer instance
17
17
  * @param {object} [options] - effect options
18
18
  * @param {number[]} [options.color=[1.0, 1.0, 1.0]] - glow color as [r, g, b] (0.0–1.0)
19
19
  * @param {number} [options.width=3.0] - glow spread in pixels
20
20
  * @param {number} [options.intensity=1.0] - glow brightness multiplier
21
21
  * @param {number[]} [options.textureSize=[256, 256]] - texture dimensions [width, height]
22
22
  */
23
- constructor(renderer: any, options?: {
23
+ constructor(renderer: WebGLRenderer | WebGPURenderer | CanvasRenderer, options?: {
24
24
  color?: number[] | undefined;
25
25
  width?: number | undefined;
26
26
  intensity?: number | undefined;
@@ -1 +1 @@
1
- {"version":3,"file":"glow.d.ts","sourceRoot":"","sources":["../../../src/video/effects/glow.js"],"names":[],"mappings":"AAgCA;;;;;;;;;;;;GAYG;AACH;IACC;;;;;;;OAOG;IACH,qCALG;QAA2B,KAAK;QACP,KAAK;QACL,SAAS;QACP,WAAW;KACxC,EAsCA;IANA,kBAAyC;IAQ1C;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;IAED;;;OAGG;IACH,oBAFW,MAAM,QAKhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,UACN,MAAM,QAIhB;CACD;yBAtHwB,mBAAmB"}
1
+ {"version":3,"file":"glow.d.ts","sourceRoot":"","sources":["../../../src/video/effects/glow.js"],"names":[],"mappings":"AAgCA;;;;;;;;;;;;GAYG;AACH;IACC;;;;;;;OAOG;IACH,sBAPW,aAAa,GAAC,cAAc,GAAC,cAAc,YAEnD;QAA2B,KAAK;QACP,KAAK;QACL,SAAS;QACP,WAAW;KACxC,EAsCA;IANA,kBAAyC;IAQ1C;;;OAGG;IACH,gBAFW,MAAM,EAAE,QAIlB;IAED;;;OAGG;IACH,oBAFW,MAAM,QAKhB;IAED;;;;OAIG;IACH,sBAHW,MAAM,UACN,MAAM,QAIhB;CACD;yBAtHwB,mBAAmB"}