melonjs 20.13.0 → 20.14.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +65 -22
- package/build/application/application.d.ts +6 -1
- package/build/application/application.d.ts.map +1 -1
- package/build/application/header.d.ts.map +1 -1
- package/build/application/resize.d.ts.map +1 -1
- package/build/application/settings.d.ts +13 -8
- package/build/application/settings.d.ts.map +1 -1
- package/build/audio/audio.d.ts +8 -4
- package/build/audio/audio.d.ts.map +1 -1
- package/build/audio/backend/engine.d.ts.map +1 -1
- package/build/audio/playback.d.ts +2 -2
- package/build/audio/playback.d.ts.map +1 -1
- package/build/audio/spatial.d.ts.map +1 -1
- package/build/audio/types.d.ts +15 -5
- package/build/audio/types.d.ts.map +1 -1
- package/build/camera/camera2d.d.ts +10 -9
- package/build/camera/camera2d.d.ts.map +1 -1
- package/build/camera/camera3d.d.ts +11 -8
- package/build/camera/camera3d.d.ts.map +1 -1
- package/build/geometries/path2d.d.ts +9 -8
- package/build/geometries/path2d.d.ts.map +1 -1
- package/build/index.d.ts +1 -1
- package/build/index.d.ts.map +1 -1
- package/build/index.js +40993 -39738
- package/build/index.js.map +4 -4
- package/build/input/keyboard.d.ts.map +1 -1
- package/build/input/pointerevent.d.ts.map +1 -1
- package/build/level/gltf/GLTFModel.d.ts.map +1 -1
- package/build/level/level.d.ts.map +1 -1
- package/build/level/tiled/TMXLayer.d.ts +2 -1
- package/build/level/tiled/TMXLayer.d.ts.map +1 -1
- package/build/level/tiled/TMXTileMap.d.ts +13 -3
- package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
- package/build/level/tiled/TMXTileset.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts +1 -0
- package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts.map +1 -1
- package/build/level/tiled/renderer/TMXRenderer.d.ts +7 -3
- package/build/level/tiled/renderer/TMXRenderer.d.ts.map +1 -1
- package/build/lighting/light3d.d.ts +55 -0
- package/build/lighting/light3d.d.ts.map +1 -1
- package/build/loader/cache.d.ts +146 -97
- package/build/loader/cache.d.ts.map +1 -1
- package/build/loader/internal-types.d.ts +69 -0
- package/build/loader/internal-types.d.ts.map +1 -0
- package/build/loader/loader.d.ts +584 -292
- package/build/loader/loader.d.ts.map +1 -1
- package/build/loader/parsers/audio.d.ts.map +1 -1
- package/build/loader/parsers/fontface.d.ts.map +1 -1
- package/build/loader/parsers/gltf.d.ts.map +1 -1
- package/build/loader/parsers/tmx.d.ts.map +1 -1
- package/build/math/color.d.ts +4 -0
- package/build/math/color.d.ts.map +1 -1
- package/build/math/noise.d.ts +16 -16
- package/build/math/noise.d.ts.map +1 -1
- package/build/physics/adapter.d.ts +64 -25
- package/build/physics/adapter.d.ts.map +1 -1
- package/build/physics/builtin/body.d.ts +9 -0
- package/build/physics/builtin/body.d.ts.map +1 -1
- package/build/physics/builtin/builtin-adapter.d.ts +25 -3
- package/build/physics/builtin/builtin-adapter.d.ts.map +1 -1
- package/build/physics/builtin/detector.d.ts.map +1 -1
- package/build/physics/builtin/raycast.d.ts.map +1 -1
- package/build/physics/world.d.ts +40 -10
- package/build/physics/world.d.ts.map +1 -1
- package/build/renderable/container.d.ts +1 -0
- package/build/renderable/container.d.ts.map +1 -1
- package/build/renderable/draggable.d.ts.map +1 -1
- package/build/renderable/frameAnimation.d.ts.map +1 -1
- package/build/renderable/instanced_mesh.d.ts +16 -14
- package/build/renderable/instanced_mesh.d.ts.map +1 -1
- package/build/renderable/mesh.d.ts +62 -5
- package/build/renderable/mesh.d.ts.map +1 -1
- package/build/renderable/trigger.d.ts +5 -0
- package/build/renderable/trigger.d.ts.map +1 -1
- package/build/renderable/ui/uibaseelement.d.ts +8 -1
- package/build/renderable/ui/uibaseelement.d.ts.map +1 -1
- package/build/renderable/ui/uicheckbox.d.ts.map +1 -1
- package/build/system/device.d.ts +11 -2
- package/build/system/device.d.ts.map +1 -1
- package/build/system/fullscreen.d.ts.map +1 -1
- package/build/system/pool.d.ts.map +1 -1
- package/build/utils/utils.d.ts.map +1 -1
- package/build/video/canvas/canvas_renderer.d.ts +16 -14
- package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
- package/build/video/canvas_factory.d.ts.map +1 -1
- package/build/video/effects/shadereffect.d.ts +127 -0
- package/build/video/effects/shadereffect.d.ts.map +1 -1
- package/build/video/renderer.d.ts.map +1 -1
- package/build/video/webgl/batchers/lit_mesh_batcher.d.ts.map +1 -1
- package/build/video/webgl/webgl_renderer.d.ts.map +1 -1
- package/build/video/webgpu/batchers/lit_mesh_batcher.d.ts.map +1 -1
- package/build/video/webgpu/webgpu_renderer.d.ts.map +1 -1
- package/package.json +1 -1
- package/skills/melonjs/SKILL.md +38 -14
- package/skills/melonjs-20-migration/SKILL.md +50 -7
- package/skills/melonjs-3d/SKILL.md +138 -38
- package/skills/melonjs-3d-assets/SKILL.md +83 -33
- package/skills/melonjs-audio/SKILL.md +55 -14
- package/skills/melonjs-camera-and-drawing/SKILL.md +95 -8
- package/skills/melonjs-deployment/SKILL.md +92 -14
- package/skills/melonjs-display-and-scaling/SKILL.md +8 -3
- package/skills/melonjs-effects-and-shaders/SKILL.md +46 -15
- package/skills/melonjs-events/SKILL.md +3 -2
- package/skills/melonjs-getting-started/SKILL.md +5 -0
- package/skills/melonjs-input/SKILL.md +65 -15
- package/skills/melonjs-lighting/SKILL.md +13 -1
- package/skills/melonjs-loading-assets/SKILL.md +202 -27
- package/skills/melonjs-math/SKILL.md +12 -5
- package/skills/melonjs-particles-and-trails/SKILL.md +7 -3
- package/skills/melonjs-performance/SKILL.md +18 -8
- package/skills/melonjs-physics/SKILL.md +385 -127
- package/skills/melonjs-plugins/SKILL.md +45 -11
- package/skills/melonjs-renderables/SKILL.md +24 -7
- package/skills/melonjs-renderer-backends/SKILL.md +38 -17
- package/skills/melonjs-scenes-and-state/SKILL.md +30 -5
- package/skills/melonjs-sprites-and-animation/SKILL.md +23 -2
- package/skills/melonjs-tilemaps/SKILL.md +56 -18
- package/skills/melonjs-ui-and-text/SKILL.md +120 -25
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/**
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* Everything {@link InstancedMesh} takes: the instancing settings, plus every
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* {@link MeshSettings} — they are handed to {@link Mesh} whole, so the type
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* says so by intersection rather than by copying the list.
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* @typedef {object} InstancedMeshOwnSettings
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* @property {number} [instanceCount=0] - number of instances to pre-allocate. Instances start at the group origin (identity transform) until placed; `addInstance` grows past this.
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* @property {boolean} [instanceColors=false] - give each instance its own colour (16 bytes per instance), multiplied into the mesh tint
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* @property {boolean} [instanceData=false] - give each instance an opaque `vec4` (16 bytes per instance). Read as emissive by the built-in lit shading, or as anything at all by a custom mesh shader.
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*/
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/**
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* @typedef {InstancedMeshOwnSettings & import("./mesh.js").MeshSettings} InstancedMeshSettings
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*/
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/**
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* A {@link Mesh} drawn many times from one copy of its geometry.
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*
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* instance with one uniform write and re-uploads nothing.
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*
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* Requires a GPU backend (`renderer.supportsInstancing`). Under the Canvas
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* renderer the instances are drawn one at a time through
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* mesh path
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* renderer (2D camera only) the instances are drawn one at a time through
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* the ordinary CPU mesh path: a last-resort fallback that keeps them
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* visible, without any of the benefit, and whose cost grows with every
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* instance.
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* ### When a plain {@link Mesh} each is the better answer
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* forest.visibleInstanceCount = 1200;
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* app.world.addChild(forest, 10);
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* Everything {@link InstancedMesh} takes: the instancing settings, plus every
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* {@link MeshSettings} — they are handed to {@link Mesh} whole, so the type
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* says so by intersection rather than by copying the list.
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* @typedef {object} InstancedMeshOwnSettings
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* @property {number} [instanceCount=0] - number of instances to pre-allocate. Instances start at the group origin (identity transform) until placed; `addInstance` grows past this.
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* @property {boolean} [instanceColors=false] - give each instance its own colour (16 bytes per instance), multiplied into the mesh tint
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* @property {boolean} [instanceData=false] - give each instance an opaque `vec4` (16 bytes per instance). Read as emissive by the built-in lit shading, or as anything at all by a custom mesh shader.
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*/
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/**
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* @typedef {InstancedMeshOwnSettings & import("./mesh.js").MeshSettings} InstancedMeshSettings
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export default class InstancedMesh extends Mesh {
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* @param {number} x - the x coordinate of the group origin
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{"version":3,"file":"instanced_mesh.d.ts","sourceRoot":"","sources":["../../src/renderable/instanced_mesh.js"],"names":[],"mappings":"AA6CA
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{"version":3,"file":"instanced_mesh.d.ts","sourceRoot":"","sources":["../../src/renderable/instanced_mesh.js"],"names":[],"mappings":"AA6CA;;;;;;;;GAQG;AAEH;;GAEG;AAEH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkFG;AACH;IACC;;;;OAIG;IACH,eAJW,MAAM,KACN,MAAM,YACN,qBAAqB,EAyF/B;IApFA;;;;;;;OAOG;IACH,gBAJU,MAAM,CAOf;IAED;;;;;;;OAOG;IACH,gBAFU,YAAY,CAEmB;IAEzC;;;;;;OAMG;IACH,kBAJU,MAAM,CAIS;IAUzB;;;OAGG;IACH,0BAA0B;IAG1B;;;OAGG;IACH,0BAA0B;IAE1B;;;OAGG;IACH,oBAA2B;IAC3B;;;OAGG;IACH,mBAAmB;IAEnB;;;OAGG;IACH,uBAAuB;IACvB;;;OAGG;IACH,8BAA+B;IAE/B;;;OAGG;IACH,sBAAuB;IAoBxB,yBANU,MAAM,EAgDf;IAvDD;;;;;;;;OAQG;IACH,qBAFU,MAAM,CAIf;IA8DD,gCAVU,MAAM,EAiBf;IAvBD;;;;;;;;;OASG;IACH,4BAJU,MAAM,CAQf;IAWD;;;;;;;OAOG;IACH,wBANW,QAAQ,YAEhB;QAAwB,KAAK;QACF,IAAI;KAC/B,GAAU,MAAM,CAqBlB;IAED;;;;;;;;;OASG;IACH,sBAFW,MAAM,QAiBhB;IAED;;;;OAIG;IACH,mBAHW,MAAM,aACN,QAAQ,QAYlB;IAED;;;;;OAKG;IACH,mBAJW,MAAM,QACN,QAAQ,GACN,QAAQ,GAAC,SAAS,CAW9B;IAED;;;;OAIG;IACH,wBAHW,MAAM,SACN,KAAK,QAaf;IAED;;;;;;;OAOG;IACH,uBANW,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,MACN,MAAM,QAahB;IAED;;;;;;OAMG;IACH,0BAHW,MAAM,SACN,MAAM,QAyBhB;IAED;;;;;;;;OAQG;IAEH,oCAIC;IAED;;;;;;OAMG;IACH,cAJa,MAAM,EAAE,CAapB;IAED;;;;;;;;OAQG;IACH,iCALW,MAAM,GACJ,MAAM,CAelB;IAED;;;;OAIG;IACH,2BAIC;IAED;;;;;;;;OAQG;IACH;;;;;;;;;;;;OAYG;IACH,yCAkCC;IAdC;;;OAGG;IACH,gCAAsC;IAyFxC;;;;;;;;;;OAUG;IACH,qCALW,cAAc,aACd,QAAQ,QA8BlB;IAED;;;;OAIG;IACH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA+BG;IACH;;;;;;;;;;;;;;;OAeG;IACH,6BAHW,MAAM,EAAE,GAAC,QAAQ,GAAC,SAAS,EASrC;IAED,cAAc;IACd,yBAZW,MAAM,EAAE,GAAC,QAAQ,GAAC,SAAS,CAcrC;IAED,gDAyOC;CAOD;;;;;;;;;;oBAj9Ba,MAAM;;;;qBACN,OAAO;;;;mBACP,OAAO;;oCAIR,wBAAwB,GAAG,OAAO,WAAW,EAAE,YAAY;iBAvCvD,WAAW;yBAfH,qBAAqB;2BAqBtB,kBAAkB;4BAEjB,sBAAsB;gCAHhB,oCAAoC;0BAD1C,uBAAuB"}
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/**
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* A renderable object for displaying textured triangle meshes.
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* Supports loading from Wavefront OBJ models (via `loader.preload` with type "obj")
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* or from raw geometry data (vertices, uvs, indices).
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* Includes a built-in perspective projection and supports 3D transforms
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* through the standard Renderable API (`rotate`, `scale`, `translate`).
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* Built for the GPU backends, WebGL 2 and WebGPU, with hardware depth
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* testing, lighting and the full material set: target one of them. The
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* Canvas renderer still draws a mesh under a 2D camera, as a last-resort
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* fallback rather than a target: CPU-projected, sorted a triangle at a time
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* slower as the triangle count grows. It does not draw under a
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* {@link Camera3d}, which needs a depth buffer.
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*
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* **Retained rendering** — under a {@link Camera3d} on a GPU backend
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* uploaded to GPU buffers **once** and every frame just draws it by
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* reference: placement, camera, tint, alpha and emissive all ride
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* per-draw uniforms, so moving, rotating, scaling or re-tinting a mesh
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* never re-uploads geometry (near-zero per-frame allocation). Editing
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* the geometry itself in place is still possible — signal it with
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* {@link Mesh#needsUpdate} and the GPU copy refreshes on the next draw.
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* Under a 2D camera (or on Canvas) the mesh instead re-projects its
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* vertices on the CPU each frame — same API, the camera and backend
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* decide the path.
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*
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* **Pivot — transforms are applied about the mesh's local origin `(0, 0, 0)`,
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* NOT a normalized anchor point.** Unlike a {@link Sprite} (whose
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* real vertex coordinates, so rotation and scale pivot around the model origin
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* the geometry is authored against — the standard convention for 3D meshes.
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* Place the origin where you want the pivot at authoring time (or nest the
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* mesh under a transformed parent to pivot elsewhere). Consequently, on the
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* (see {@link Renderable#applyAnchorTransform}); the legacy 2D path still
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* honors `anchorPoint` for backward compatibility. Subclasses that bake the
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* anchor into their vertex data instead (e.g. {@link Sprite3d}, via the
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* internal `_anchorBaked` flag) opt out on **both** paths — for those, the
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* vertex bake is the single anchoring mechanism.
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* @example
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* // meshes are built for the GPU backends: AUTO picks WebGPU or WebGL 2,
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* // and only falls back to Canvas on a device with neither
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* parent: "screen",
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* renderer: video.AUTO,
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* cameraClass: Camera3d,
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* });
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* await app.init();
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* if (!app.renderer.supportsDepthBuffer) {
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* }
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* @category Game Objects
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*/
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export default class Mesh extends Renderable {
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{"version":3,"file":"mesh.d.ts","sourceRoot":"","sources":["../../src/renderable/mesh.js"],"names":[],"mappings":"
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{"version":3,"file":"mesh.d.ts","sourceRoot":"","sources":["../../src/renderable/mesh.js"],"names":[],"mappings":"AA2gBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsDG;AACH;IACC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAgDG;IACH,eAhDW,MAAM,KACN,MAAM,YACN,YAAY,EAyjCtB;IA1/BC;;;OAGG;IACH,kBAFU,YAAY,CAEkB;IAExC;;;OAGG;IACH,KAFU,YAAY,CAEA;IAqBtB;;;OAGG;IACH,aAFU,MAAM,CAEsB;IAmCvC;;;OAGG;IACH,2BAAoC;IAIpC;;;;;;;;;;;;;;OAcG;IACH,UAFU,YAAY,CAEgC;IAEtD;;;;;OAKG;IACH,iBAFU,YAAY,GAAC,SAAS,CAclB;IAEd;;;;;;;;;OASG;IACH,SAFU,YAAY,CAE+B;IAErD;;;;;;;;;OASG;IACH,KAHU,OAAO,CAGe;IAEhC;;;;;;;;;OASG;IACH,aAHU,MAAM,CAIoD;IAEpE;;;;;;;;;OASG;IACH,UAFU,YAAY,GAAC,SAAS,CAEa;IAE7C;;;;;;;;;;;;OAYG;IACH,UAHU,YAAY,GAAC,SAAS,CAGa;IAE7C;;;;;;;;OAQG;IACH,WAHU,MAAM,CAIgD;IAWhE;;;;;;;;;;OAUG;IACH,UAFU,YAAY,GAAC,SAAS,CAEP;IAEzB;;;;;;;;;;;;;;;OAeG;IACH,WAFU,YAAY,GAAC,SAAS,CAEN;IAE1B;;;;;;;;;;;;;;;;;;;;;;;OAuBG;IACH,kBAJU,OAAO,GAAC,SAAS,CAOd;IAEb;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAkCG;IACH,KAfU,OAAO,GAAC,SAAS,CAe4C;IAEvE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA0DG;IACH,aAhBU,OAAO,GAAC,SAAS,CAmBd;IAEb;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAqCG;IACH,WAdU,OAAO,CAc4B;IAE7C;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,eAXU,MAAM,GAAC,SAAS,CAWiB;IAE3C;;;;;OAKG;IACH,eAHU,MAAM,CAMR;IAER;;;;;;;;;;;;;OAaG;IACH,aAPU,MAAM,CAQoD;IAEpE;;;;;;;;;;;;;;;;;;;;;;;;;OAyBG;IACH,cAHU,MAAM,CAIsD;IAEtE;;;;;;;;;;;;;;OAcG;IACH,eAHU,MAAM,CAIwD;IAExE;;;;;OAKG;IACH,kBAJU,MAAM,CAOX;IAEL;;;;;;;OAOG;IACH,kBAJU,MAAM,CAOX;IAEL;;;;;;;;;;;;;;;;;;;;;;;OAuBG;IACH,aAhBU,OAAO,GAAC,SAAS,CAgBY;IAEvC,yCAAmC;IAy4CpC;;;;;;;;;;;OAWG;IACH,6BAPW,MAAM,EAAE,GAAC,QAAQ,GAAC,SAAS,EAUrC;IA9CD;;;;;;;;;;;;;;;;;;;;;;;;;;OA0BG;IACH,yBALU,QAAQ,GAAC,SAAS,CAO3B;IAn4CA,0CAAoC;IAq1CrC;;;;;;;;;;;OAWG;IACH,8BARW,MAAM,EAAE,GAAC,QAAQ,GAAC,SAAS,EAWrC;IAvDD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAmCG;IACH,0BAPU,QAAQ,GAAC,SAAS,CAS3B;IA90CA;;;;;;;OAOG;IACH,qBAAsB;IACtB;;;OAGG;IACH,qBAAsB;IAMtB;;;OAGG;IACH,2BAA4B;IAC5B;;;OAGG;IACH,0BAA6B;IAE7B;;;;OAIG;IACH,eAHU,OAAO,CAIoD;IAErE;;;;;;;;;;OAUG;IACH,aAHU,OAAO,CAG+B;IAEhD;;;;;;;;;OASG;IACH,WAHU,MAAM,CAIiD;IAyBhE;;;;;;;;;;;;;;;;;;OAkBG;IACH,QAJU,KAAK,CAAC;QAAC,YAAY,EAAE,MAAM,GAAC,IAAI,CAAC;QAAC,KAAK,EAAE,MAAM,CAAC;QACrD,KAAK,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,KAAK,CAAC;QAAC,OAAO,EAAE,MAAM,CAAC;QAC5C,OAAO,EAAE,YAAY,GAAC,SAAS,CAAA;KAAC,CAAC,CAIpC;IA+BF;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,cAHU,WAAW,GAAC,SAAS,CAGsB;IA2FtD,aAIC;IAsCD;;;;;;;;;;;;;;;;;OAiBG;IACH,eAFU,KAAK,CAAC;QAAC,OAAO,EAAE,YAAY,CAAC;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,SAAS,EAAE,YAAY,GAAC,SAAS,CAAA;KAAC,CAAC,GAAC,SAAS,CAYtG;IAYb;;;;;;;;;;;;;;;;;OAiBG;IACH,eAFU,MAAM,GAAC,SAAS,CAKb;IAgCb;;;;;;OAMG;IACH,kBAFU,QAAQ,CAEoB;IA2BtC;;;OAGG;IACH,sBAAyB;IAOzB;;;OAGG;IACH,wBAEE;IACF;;;OAGG;IACH,6BAAwB;IAKxB;;;OAGG;IACH,yBAAyB;IAG1B;;;;;;;;OAQG;IACH,2BANW,MAAM,YACN,MAAM,WACN,MAAM,QAkBhB;IAED;;;;;;;;;;;;;OAaG;IAKH,4BAIC;IAED;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,sBATW,MAAM,SACN,KAAK,QAiBf;IA2BD,kBAdU,QAAQ,GAAC,SAAS,EAgB3B;IA3BD;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,cAVU,QAAQ,GAAC,SAAS,CAY3B;IAMD;;;;;;;;;;;;;;;;OAgBG;IACH,uBAJa,QAAQ,CA+BpB;IAzBC;;;OAGG;IACH,mCAAkC;IAuBpC;;;;;;;;;;;;;;;;;OAiBG;IACH,+BANW,MAAM,WACN,MAAM,WACN,MAAM,QAsChB;IAED;;;;;;;;;;;;;OAaG;IACH,6BA8BC;IAED;;;;;;;;;;;;;;;;;;;;OAoBG;IACH,wCAJW,OAAO,QAsCjB;IAXC;;;OAGG;IACH,sBAA2B;IAE5B;;;OAGG;IACH,iCAAuB;IAqBvB;;;OAGG;IACH,oCAAuD;IAsBxD;;;;;;;;;;;;;;;;;OAiBG;IACH,2BA2CC;IAJA,yBAA2D;IAC3D,yBAA2D;IAC3D,yBAA2D;IAC3D,gBAAuC;IAGxC;;;;;;;;;;;;;OAaG;IACH,eAFa,MAAM,CAmBlB;IAfC;;;OAGG;IACH,8BAA6B;IAkC/B;;;;;;;;;;;;;;OAcG;IACH,6BALW,aAAa,GAAC,cAAc,GAC1B,OAAO,CAkBnB;IAED;;;;;OAKG;IACH,gCA0BC;IAED;;;;;;;;;OASG;IACH,4BAJW,aAAa,QAyTvB;IA2GD;;;;;;;;;;;;;;;;;;;;;;;;;;OA0BG;IACH,2BARW,MAAM,EAAE,GAAC,YAAY,GACnB,IAAI,CAWhB;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAkCG;IACH,eAHW,QAAQ,aACR,QAAQ,QAuFlB;IAkCD;;;;;;;;;;;;OAYG;IACH,YATa,iBAAiB,CAuH7B;IAED;;;;;;;OAOG;IACH,iBALa,OAAO,CAAC,WAAW,CAAC,CAOhC;IAED;;;;;OAKG;IACH,gBAMC;CACD;;;;;;;;;;;;YAz/Ea,MAAM;;;;eACN,YAAY,GAAC,MAAM,EAAE;;;;UACrB,YAAY,GAAC,MAAM,EAAE;;;;cACrB,WAAW,GAAC,WAAW,GAAC,MAAM,EAAE;;;;cAChC,gBAAgB,GAAC,iBAAiB,GAAC,SAAS,GAAC,YAAY,GAAC,MAAM;;;;eAChE,MAAM;;;;YACN,MAAM;;;;aACN,MAAM;;;;oBACN,OAAO;;;;gBACP,OAAO;;;;YACP,MAAM;;;;kBACN,OAAO;;;;oBACP,MAAM;;;;oBACN,MAAM;;;;kBACN,MAAM;;;;eACN,MAAM,EAAE,GAAC,YAAY;;;;UACrB,OAAO;;;;mBACP,WAAW,GAAC,KAAK,EAAE,GAAC,MAAM,EAAE;;;;cAC5B,MAAM,EAAE,GAAC,YAAY;;;;sBACrB,MAAM,EAAE,GAAC,YAAY,GAAC,SAAS;;;;eAC/B,MAAM,EAAE,GAAC,YAAY;;;;gBACrB,MAAM;;;;gBACN,MAAM,GAAC,YAAY,GAAC,gBAAgB;;;;eACpC,MAAM,GAAC,YAAY,GAAC,gBAAgB;;;;uBACpC,OAAO;;;;kBACP,OAAO;;;;gBACP,OAAO;;;;UACP,OAAO;;;;oBACP,MAAM;;;;oBACN,MAAM;;;;kBACN,MAAM;;;;mBACN,MAAM;;;;oBACN,MAAM;;;;uBACN,MAAM;;;;uBACN,MAAM;;;;wBACN,MAAM,EAAE,GAAC,QAAQ;;;;yBACjB,MAAM,EAAE,GAAC,QAAQ;;;;kBACjB,OAAO;;uBAvaE,iBAAiB;6BAVX,6BAA6B;6BAiBhC,wBAAwB;yBA5BzB,qBAAqB;sBAHxB,kBAAkB;yBACf,qBAAqB;yBACrB,qBAAqB;wBANtB,0BAA0B;0BAoCzB,4BAA4B;uBAtB9B,iCAAiC;+BAmB1B,oCAAoC;qBAhB7C,wBAAwB;0BAiBpB,uBAAuB;sBAf1B,iCAAiC"}
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@@ -1,3 +1,8 @@
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|
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1
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+
/**
|
|
2
|
+
* Trigger an event when colliding with another object.
|
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3
|
+
* Supports both fade and mask-based transitions when loading a new level.
|
|
4
|
+
* @category Game Objects
|
|
5
|
+
*/
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1
6
|
export default class Trigger extends Renderable {
|
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2
7
|
/**
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3
8
|
* @param {number} x - the x coordinates of the trigger area
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"trigger.d.ts","sourceRoot":"","sources":["../../src/renderable/trigger.js"],"names":[],"mappings":"
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1
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+
{"version":3,"file":"trigger.d.ts","sourceRoot":"","sources":["../../src/renderable/trigger.js"],"names":[],"mappings":"AA6DA;;;;GAIG;AACH;IACC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA8DG;IACH,eA9DW,MAAM,KACN,MAAM,YAEd;QAA0B,KAAK;QACL,MAAM;QACqB,MAAM;QACjC,QAAQ;QACF,KAAK;QACX,UAAU;QACD,KAAK;QACd,KAAK;QACL,EAAE;QACQ,SAAS;QACjB,QAAQ;QACT,OAAO;QACP,iBAAiB;QAClB,KAAK;QACJ,WAAW;QACX,MAAM;QACP,mBAAmB;QAClB,gBAAgB;QACjB,aAAa;QACb,aAAa;QACb,WAAW;QACX,YAAY;QACZ,aAAa;QACb,gBAAgB;QAChB,gBAAgB;QACL,kBAAkB;QAC5B,WAAW;KACtC,EAyFF;IApDA,WAA4C;IAC5C,6BAAiC;IACjC,mBAA+C;IAC/C,+CAAqC;IACrC,gBAAmB;IAInB,UAAyB;IACzB,QAAqB;IACrB,8BAA4B;IAG5B;;MAEC;IAwBD;;;;;;MAMC;IASF;;;OAGG;IACH;;MAQC;IAED;;;OAGG;IACH,+BAwFC;IAED;;;;;OAKG;IACH,yBAIC;CACD;uBA5SsB,iBAAiB;6BAUd,0BAA0B;6BAH1B,0BAA0B;0BAI7B,4BAA4B;0BAH5B,uBAAuB;2BAHtB,kBAAkB;2BAChB,gBAAgB;8BAGf,qBAAqB"}
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@@ -47,7 +47,8 @@ export interface UIJuiceSettings {
|
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47
47
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* - {@link UIBaseElement#onRelease}: the press ended: the pointer came up,
|
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48
48
|
* left the element while held, or the browser cancelled it.
|
|
49
49
|
* - {@link UIBaseElement#onOver} / {@link UIBaseElement#onOut}: the pointer
|
|
50
|
-
* came in / went out. `hover` is `true` in between.
|
|
50
|
+
* came in / went out. `hover` is `true` in between. An element removed
|
|
51
|
+
* while hovered gets its `onOut` too.
|
|
51
52
|
* - {@link UIBaseElement#onHold}: held for `holdThreshold` ms, when
|
|
52
53
|
* `isHoldable` is set.
|
|
53
54
|
* - {@link UIBaseElement#onCancel}: the press was called off without a
|
|
@@ -490,6 +491,12 @@ export default class UIBaseElement extends Container {
|
|
|
490
491
|
* has stopped the move, since the pointer is then over that instead. A
|
|
491
492
|
* press in progress ends first, through `onRelease`.
|
|
492
493
|
*
|
|
494
|
+
* It also fires, with no event, when the element is removed from the
|
|
495
|
+
* world while the pointer is on it (on its own, with a panel or container
|
|
496
|
+
* holding it, or with the scene), after a press in progress was called
|
|
497
|
+
* off through `onCancel`: undo there whatever `onOver` set up, and it
|
|
498
|
+
* cannot be left behind.
|
|
499
|
+
*
|
|
493
500
|
* Unlike {@link UIBaseElement#onOver} it cannot stop the event: an
|
|
494
501
|
* element that skipped its own leave would stay lit after the pointer
|
|
495
502
|
* had gone.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"uibaseelement.d.ts","sourceRoot":"","sources":["../../../src/renderable/ui/uibaseelement.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,OAAO,MAAM,0BAA0B,CAAC;AACpD,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,wBAAwB,CAAC;AAKvD,OAAO,KAAK,QAAQ,MAAM,yBAAyB,CAAC;AACpD,OAAO,SAAS,MAAM,iBAAiB,CAAC;AAExC,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,cAAc,CAAC;AAYhD;;;;;;;;;;;;;GAaG;AACH,MAAM,WAAW,eAAe;IAC/B;;;;OAIG;IACH,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB;;;;OAIG;IACH,UAAU,CAAC,EAAE,MAAM,CAAC;CACpB;AAqFD
|
|
1
|
+
{"version":3,"file":"uibaseelement.d.ts","sourceRoot":"","sources":["../../../src/renderable/ui/uibaseelement.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,OAAO,MAAM,0BAA0B,CAAC;AACpD,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,wBAAwB,CAAC;AAKvD,OAAO,KAAK,QAAQ,MAAM,yBAAyB,CAAC;AACpD,OAAO,SAAS,MAAM,iBAAiB,CAAC;AAExC,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,cAAc,CAAC;AAYhD;;;;;;;;;;;;;GAaG;AACH,MAAM,WAAW,eAAe;IAC/B;;;;OAIG;IACH,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB;;;;OAIG;IACH,UAAU,CAAC,EAAE,MAAM,CAAC;CACpB;AAqFD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqJG;AACH,MAAM,CAAC,OAAO,OAAO,aAAc,SAAQ,SAAS;IACnD;;;;;;OAMG;IACM,QAAQ,UAAQ;IAEzB;;;;;;OAMG;IACH,WAAW,EAAE,OAAO,CAAC;IAErB;;;;;OAKG;IACH,WAAW,EAAE,OAAO,CAAC;IAErB;;;;OAIG;IACH,aAAa,EAAE,MAAM,CAAC;IAEtB;;;;OAIG;IACH,UAAU,EAAE,OAAO,CAAC;IAEpB;;;;;OAKG;IACH,KAAK,EAAE,OAAO,CAAC;IAEf;;;;;;OAMG;IACH,QAAQ,EAAE,OAAO,CAAC;IAElB;;;OAGG;IACH,WAAW,EAAE,MAAM,CAAC;IAEpB;;;OAGG;IACH,UAAU,EAAE,QAAQ,GAAG,SAAS,CAAC;IAEjC;;;;;OAKG;gBACS,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,CAAC,EAAE,MAAM;IAoDxD;;;;;;;;;;;;;;;;;OAiBG;IACH,SAAS,UAAS;IAElB,cAAc;IACd,SAAS,CAAC,QAAQ,UAAQ;IAE1B;;;;;;;;;;;;OAYG;IACH,UAAU,SAAK;IAEf;;;;OAIG;IACH,UAAU,SAAK;IAEf,wDAAwD;IACxD,OAAO,CAAC,MAAM,CAAK;IAEnB;;;;;;OAMG;IACH,SAAS,UAAS;IAElB;;;;;;OAMG;IACH,MAAM,CAAC,cAAc,SAAa;IAElC;;;;;;;;OAQG;IACH,MAAM,KAAK,UAAU,IAAI,aAAa,GAAG,SAAS,CAEjD;IAED,mEAAmE;IACnE,IAAI,OAAO,IAAI,OAAO,CAErB;IAED;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,KAAK,IAAI,IAAI;IAMb;;;;;;;OAOG;IACH,IAAI,IAAI,IAAI;IAMZ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA8BG;IACH,UAAU,CAAC,OAAO,EAAE,WAAW,GAAG,OAAO;IAIzC;;;;;OAKG;IACH,UAAU,IAAI,OAAO;IAYrB;;;;;;OAMG;IACH,YAAY,IAAI,IAAI;IAQpB;;;;OAIG;IACM,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO;IAsBpC;;;;;;;OAOG;IACM,OAAO,CAAC,QAAQ,EAAE,QAAQ,GAAG,IAAI;IA2B1C;;;;;;;;;;;;;;;;;OAiBG;IACH,IAAI,OAAO,IAAI,OAAO,CAErB;IAED,IAAI,OAAO,CAAC,KAAK,EAAE,OAAO,EAOzB;IAED,sCAAsC;IACtC,OAAO,CAAC,cAAc,CAAS;IAkC/B;;;;;;;;;;OAUG;IACH,WAAW,IAAI,IAAI;IAUnB;;;;OAIG;IACH,QAAQ,IAAI,IAAI;IAIhB;;;;;;;;;;;OAWG;IAEH,OAAO,CAAC,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAyClC;;;;;OAKG;IAEH,MAAM,CAAC,MAAM,CAAC,EAAE,OAAO,GAAG,IAAI;IAI9B;;;;;;;;;;;OAWG;IAEH,MAAM,CAAC,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO,GAAG,IAAI;IAiBxC;;;;;;;;;;;;;;;;;OAiBG;IAEH,KAAK,CAAC,MAAM,CAAC,EAAE,OAAO,GAAG,IAAI;IAmB7B;;;;;;;;;;;;;OAaG;IAEH,SAAS,CAAC,MAAM,CAAC,EAAE,OAAO,GAAG,OAAO;IAkBpC;;;OAGG;IACH,MAAM,IAAI,IAAI;CAyEd"}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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|
package/build/system/device.d.ts
CHANGED
|
@@ -4,7 +4,12 @@ import * as device_platform from "./platform.ts";
|
|
|
4
4
|
*/
|
|
5
5
|
export declare const platform: typeof device_platform;
|
|
6
6
|
/**
|
|
7
|
-
* True if the browser supports Touch Events
|
|
7
|
+
* True if the browser supports Touch Events.
|
|
8
|
+
*
|
|
9
|
+
* Without a DOM (nx.js on the Nintendo Switch, for example), a global
|
|
10
|
+
* `TouchEvent` also counts: such a runtime has no `ontouchstart` property to
|
|
11
|
+
* detect, but dispatches touch events on the display canvas. Browsers, which
|
|
12
|
+
* all have a DOM, are detected exactly as before.
|
|
8
13
|
*/
|
|
9
14
|
export declare const touchEvent: boolean;
|
|
10
15
|
/**
|
|
@@ -215,7 +220,7 @@ export declare function getParentElement(element: string | HTMLElement): HTMLEle
|
|
|
215
220
|
/**
|
|
216
221
|
* return the DOM element for the given element name or HTMLElement object
|
|
217
222
|
* @param element - the parent element name or a HTMLElement object
|
|
218
|
-
* @returns the corresponding DOM Element (falls back to `document.body` when the lookup fails or the input isn't an HTMLElement)
|
|
223
|
+
* @returns the corresponding DOM Element (falls back to `document.body` when the lookup fails or the input isn't an HTMLElement). In a runtime with no DOM (a Web Worker, nx.js), a name finds nothing and there is no `document.body`, so the result is `undefined` unless an element object was given.
|
|
219
224
|
* @category Application
|
|
220
225
|
*/
|
|
221
226
|
export declare function getElement(element: string | HTMLElement): HTMLElement;
|
|
@@ -246,6 +251,10 @@ export declare function getParentBounds(element: string | HTMLElement): DOMRect;
|
|
|
246
251
|
* renderer and `renderer: video.WEBGL` throws at construction time.
|
|
247
252
|
* @param [options] - context creation options
|
|
248
253
|
* @param [options.failIfMajorPerformanceCaveat=true] - if true, report WebGL as unsupported when the browser warns that a context would perform dramatically worse than a native application (e.g. a software rasterizer). Set false to accept WebGL on blocklisted drivers or software renderers.
|
|
254
|
+
*
|
|
255
|
+
* Without a DOM (a Web Worker, nx.js) there is no canvas to probe, so this
|
|
256
|
+
* returns whether the runtime exposes WebGL 2 at all, and creating the
|
|
257
|
+
* renderer is the real test.
|
|
249
258
|
* @returns true if WebGL 2 is supported
|
|
250
259
|
* @category Application
|
|
251
260
|
*/
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"device.d.ts","sourceRoot":"","sources":["../../src/system/device.ts"],"names":[],"mappings":"AAGA,OAAO,KAAK,eAAe,MAAM,eAAe,CAAC;
|
|
1
|
+
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|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"fullscreen.d.ts","sourceRoot":"","sources":["../../src/system/fullscreen.ts"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"fullscreen.d.ts","sourceRoot":"","sources":["../../src/system/fullscreen.ts"],"names":[],"mappings":"AAqBA;;;GAGG;AACH,eAAO,MAAM,oBAAoB,SAO/B,CAAC;AAEH;;;;;;;;GAQG;AACH,wBAAgB,YAAY,IAAI,OAAO,CAStC"}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pool.d.ts","sourceRoot":"","sources":["../../src/system/pool.ts"],"names":[],"mappings":"AAOA,MAAM,WAAW,IAAI,CAAC,CAAC,SAAS,MAAM,EAAE,CAAC,SAAS,OAAO,EAAE;IAC1D,GAAG,CAAC,GAAG,IAAI,EAAE,CAAC,GAAG,CAAC,CAAC;IACnB,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI,CAAC;IACzB,KAAK,IAAI,IAAI,CAAC;IACd,IAAI,IAAI,MAAM,CAAC;IACf,IAAI,IAAI,MAAM,CAAC;CACf;AAKD,MAAM,WAAW,iBAAiB,CAAC,CAAC,SAAS,MAAM,EAAE,CAAC,SAAS,OAAO,EAAE;IACvE,QAAQ,EAAE,CAAC,CAAC;IAIZ,KAAK,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,EAAE,CAAC,KAAK,IAAI,CAAC,GAAG,SAAS,CAAC;IAC3C,OAAO,CAAC,EAAE,CAAC,MAAM,IAAI,CAAC,GAAG,SAAS,CAAC;CACnC;AAKD;;;;;;;;GAQG;AACH,eAAO,MAAM,YAAY,GAAI,KAAK,MAAM,EAAE,MAAM,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,SAE/D,CAAC;
|
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1
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+
{"version":3,"file":"pool.d.ts","sourceRoot":"","sources":["../../src/system/pool.ts"],"names":[],"mappings":"AAOA,MAAM,WAAW,IAAI,CAAC,CAAC,SAAS,MAAM,EAAE,CAAC,SAAS,OAAO,EAAE;IAC1D,GAAG,CAAC,GAAG,IAAI,EAAE,CAAC,GAAG,CAAC,CAAC;IACnB,OAAO,CAAC,MAAM,EAAE,CAAC,GAAG,IAAI,CAAC;IACzB,KAAK,IAAI,IAAI,CAAC;IACd,IAAI,IAAI,MAAM,CAAC;IACf,IAAI,IAAI,MAAM,CAAC;CACf;AAKD,MAAM,WAAW,iBAAiB,CAAC,CAAC,SAAS,MAAM,EAAE,CAAC,SAAS,OAAO,EAAE;IACvE,QAAQ,EAAE,CAAC,CAAC;IAIZ,KAAK,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,EAAE,CAAC,KAAK,IAAI,CAAC,GAAG,SAAS,CAAC;IAC3C,OAAO,CAAC,EAAE,CAAC,MAAM,IAAI,CAAC,GAAG,SAAS,CAAC;CACnC;AAKD;;;;;;;;GAQG;AACH,eAAO,MAAM,YAAY,GAAI,KAAK,MAAM,EAAE,MAAM,IAAI,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,SAE/D,CAAC;AAwGF,eAAO,MAAM,UAAU,GAAI,CAAC,SAAS,MAAM,EAAE,CAAC,SAAS,OAAO,EAAE,EAC/D,SAAS,CAAC,GAAG,IAAI,EAAE,CAAC,KAAK,iBAAiB,CAAC,CAAC,EAAE,CAAC,CAAC,KAC9C,IAAI,CAAC,CAAC,EAAE,CAAC,CAqHX,CAAC"}
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{"version":3,"file":"utils.d.ts","sourceRoot":"","sources":["../../src/utils/utils.ts"],"names":[],"mappings":"
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{"version":3,"file":"utils.d.ts","sourceRoot":"","sources":["../../src/utils/utils.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,KAAK,MAAM,YAAY,CAAC;AACpC,OAAO,KAAK,KAAK,MAAM,YAAY,CAAC;AACpC,OAAO,KAAK,IAAI,MAAM,WAAW,CAAC;AAClC,OAAO,KAAK,QAAQ,MAAM,eAAe,CAAC;AAC1C,OAAO,KAAK,MAAM,MAAM,aAAa,CAAC;AAWtC;;;;;;;;;;;GAWG;AACH,wBAAgB,YAAY,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,cAalD;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,cAAc,CAAC,GAAG,CAAC,EAAE,MAAM,oCA2C1C;AA8CD,eAAO,MAAM,aAAa,GAAI,OAAO,OAAO,KAAG,KAAK,IAAI,MAAM,EAO7D,CAAC"}
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@@ -88,10 +88,8 @@ export default class CanvasRenderer extends Renderer {
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*/
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drawPattern(pattern: CanvasPattern, x: number, y: number, width: number, height: number): void;
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* not a target to design for.
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* buffer
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*
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* buffer, and the cost grows with the triangle count. A triangle whose
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* along that line, as the GPU renderers interpolate them.
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* triangle share one material color, so `vertexColors[v0]` is read.
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* A mesh with no texture (Kd-only materials, which carry the 1×1
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* white-pixel fallback) is filled with that color per triangle
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* instead. Canvas can't do per-material textures; if you need that,
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* use the WebGL renderer.
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{"version":3,"file":"canvas_renderer.d.ts","sourceRoot":"","sources":["../../../src/video/canvas/canvas_renderer.js"],"names":[],"mappings":"
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{"version":3,"file":"canvas_renderer.d.ts","sourceRoot":"","sources":["../../../src/video/canvas/canvas_renderer.js"],"names":[],"mappings":"AA8FA;;;;;;;;;;;;;;;GAeG;AAEH;;;GAGG;AACH;IAiBE;;;OAGG;IACH,oBAAmC;IA4BnC,wBAEC;IAyoDF;;;OAGG;IACH,oBAXU,MAAM,EAcf;IAjBD;;;;;OAKG;IACH,gBAHU,MAAM,CAKf;IAnlDA;;;OAGG;IACH,8CAA4B;IAG7B;;;;;;;;;;;;;;;;;OAiBG;IACH,yBATG;QAAiC,MAAM;QAIwC,MAAM;eAAlE,MAAM;eAAK,MAAM;mBAAS,MAAM;oBAAU,MAAM;;KAGnE,GAAU,SAAS,CA8ErB;IAxBE;;;OAGG;IACH,mBAA0B;IAkD3B,mDAAsC;IASxC;;;;;;;;OAQG;IACH,uEAuCC;IAED;;;;;;;;;;;;;;;;;;OAkBG;IACH,kBAVW,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,QACN,MAAM,GACJ,YAAY,GAAC,IAAI,CAsC7B;IAZC;;;OAGG;IACH,iDAAoC;IAUtC;;;OAGG;IACH,kCAOC;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAuCG;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;IAsID;;;;;;;OAOG;IACH,4HAoEC;IAtDC,gEAAgD;IAwDlD;;;;;;;;OAQG;IACH,qBAPW,aAAa,KACb,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,QA0BhB;IAED;;;;;;;;;;;;;;;;;;;;;;;OAuBG;IACH,eAFW,IAAI,QAyPd;IAnMC;;;OAGG;IACH,oDAAkD;IAiMpD;;;;;;;OAOG;IACH,qJAwEC;IAED;;;;;OAKG;IACH,uBA6BC;IA3BC;;;OAGG;IACH,8CAAgC;IAyBlC;;;;;;;;;;;;;;;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,SACN,MAAM,QAIhB;IAmDD;;OAEG;IACH,kBAEC;IAED;;;;;;;;;OASG;IACH,aARW,MAAM,KACN,MAAM,UACN,MAAM,SACN,MAAM,OACN,MAAM,kBACN,OAAO,SACP,OAAO,QAqBjB;IAED;;;;;;;;OAQG;IACH,WAPW,MAAM,KACN,MAAM,UACN,MAAM,SACN,MAAM,OACN,MAAM,kBACN,OAAO,QAIjB;IAqED;;;;;;OAMG;IACH,iBALW,MAAM,UACN,MAAM,QACN,MAAM,QACN,MAAM,QAIhB;IAmBD;;;;OAIG;IACH,oBAHW,OAAO,SACP,OAAO,QAmCjB;IAED;;;OAGG;IACH,kBAFW,OAAO,QAIjB;IA2CD;;;;;;;;OAQG;IACH,mBAPW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,UACN,MAAM,SACN,OAAO,QAwBjB;IAED;;;;;;;OAOG;IACH,iBANW,MAAM,KACN,MAAM,SACN,MAAM,UACN,MAAM,UACN,MAAM,QAIhB;IAED;;;;OAIG;IACH,eAHW,MAAM,KACN,MAAM,QAIhB;IAED;;;;OAIG;IACH,aAHW,MAAM,KACN,MAAM,QAIhB;IA2JD;;;;;;;;;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,QA0BhB;IAwHC;;;OAGG;IACH,2CAAkC;;CA6GpC;qBAvkEoB,kBAAkB;yBACd,uBAAuB;0CA2FT,yBAAyB;4BADvC,yBAAyB;sBAtG5B,uBAAuB;sBAyGxB,0BAA0B;6BAPrB,6BAA6B;8BAG5B,wBAAwB;8BAGxB,wBAAwB"}
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{"version":3,"file":"canvas_factory.d.ts","sourceRoot":"","sources":["../../src/video/canvas_factory.js"],"names":[],"mappings":"
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{"version":3,"file":"canvas_factory.d.ts","sourceRoot":"","sources":["../../src/video/canvas_factory.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,oCARW,MAAM,UACN,MAAM,0BACN,OAAO,GAEL,iBAAiB,GAAC,eAAe,CAoC7C"}
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@@ -1,3 +1,130 @@
|
|
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1
|
+
/**
|
|
2
|
+
* A simplified shader class for applying custom fragment effects to renderables.
|
|
3
|
+
* Only requires a fragment `apply()` function — the vertex shader, uniforms, and
|
|
4
|
+
* texture sampling boilerplate are handled automatically.
|
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5
|
+
*
|
|
6
|
+
* ## Dual-language bodies
|
|
7
|
+
*
|
|
8
|
+
* An effect body is written in the active renderer's shading language:
|
|
9
|
+
* GLSL on the WebGL renderer, WGSL on the WebGPU renderer. Pass a plain
|
|
10
|
+
* string for a GLSL-only effect (the historical form), or one body per
|
|
11
|
+
* language for an effect that runs on both backends:
|
|
12
|
+
*
|
|
13
|
+
* ```js
|
|
14
|
+
* new ShaderEffect(renderer, { glsl: glslBody, wgsl: wgslBody });
|
|
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|
+
* ```
|
|
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|
+
*
|
|
17
|
+
* The renderer compiles the body matching its
|
|
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|
+
* {@link Renderer#shaderLanguage}. When no matching body exists — a
|
|
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|
+
* GLSL-only effect on the WebGPU renderer, any effect on the Canvas
|
|
20
|
+
* renderer — the effect warns once and stays **disabled**
|
|
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|
+
* (`enabled === false`, every method a safe no-op): the scene renders
|
|
22
|
+
* without the effect, it never breaks.
|
|
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|
+
*
|
|
24
|
+
* ## The WGSL convention
|
|
25
|
+
*
|
|
26
|
+
* A WGSL body mirrors the GLSL one — declarations plus an apply function,
|
|
27
|
+
* compiled verbatim inside engine boilerplate:
|
|
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|
+
*
|
|
29
|
+
* - `fn apply(color : vec4f, uv : vec2f) -> vec4f` — required; receives
|
|
30
|
+
* the sampled, tinted pixel and its UV, returns the modified color.
|
|
31
|
+
* - Uniforms are the members of ONE struct bound as
|
|
32
|
+
* `@group(3) @binding(0) var<uniform> fx : MyUniforms;` — member names
|
|
33
|
+
* are the {@link ShaderEffect#setUniform} names, so a dual-language
|
|
34
|
+
* effect uses the same uniform names in both bodies and one
|
|
35
|
+
* `setUniform` call serves both. Supported member types: `f32`, `i32`,
|
|
36
|
+
* `u32`, `vec2f`, `vec3f`, `vec4f`, `mat3x3f`, `mat4x4f`,
|
|
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|
+
* `array<vec4f, N>`.
|
|
38
|
+
* - Extra {@link ShaderEffect#setTexture} samplers are texture/sampler
|
|
39
|
+
* pairs at explicit consecutive group-3 bindings (from 1):
|
|
40
|
+
* `@group(3) @binding(1) var uNoise : texture_2d<f32>;`
|
|
41
|
+
* `@group(3) @binding(2) var uNoiseSampler : sampler;`
|
|
42
|
+
* - The source texture is available as `uTexture` with `uSampler`
|
|
43
|
+
* (`textureSample(uTexture, uSampler, uv)` — the WGSL spelling of
|
|
44
|
+
* GLSL's `texture2D(uSampler, uv)`), and the interpolated tint as
|
|
45
|
+
* `vColor`, under the same names as the GLSL side.
|
|
46
|
+
* - The shader builtins keep their names: `screen_uv`, `noise_uv`, and
|
|
47
|
+
* `screen_texture` — sampled through `screen_sampler` (clamped) or
|
|
48
|
+
* `screen_sampler_repeat` (wrapping), replacing the GLSL
|
|
49
|
+
* `: screen_texture(repeat)` annotation.
|
|
50
|
+
* - Porting note: a texture sampled after a non-uniform `return` or
|
|
51
|
+
* inside a varying branch must use
|
|
52
|
+
* `textureSampleLevel(uTexture, uSampler, uv, 0.0)` (a WGSL
|
|
53
|
+
* uniform-control-flow rule; identical output for sprite textures).
|
|
54
|
+
*
|
|
55
|
+
* ## Directional UV arithmetic (`uUVYDir`)
|
|
56
|
+
*
|
|
57
|
+
* The vertical orientation of `apply()`'s UV space depends on the draw
|
|
58
|
+
* path: sampling the sprite directly, `uv.y` grows downward, but the
|
|
59
|
+
* WebGL multi-effect (pooled) path composites through capture FBOs whose
|
|
60
|
+
* rows are bottom-up — there `uv.y` grows upward. A body that offsets its
|
|
61
|
+
* sampling coordinate vertically (a drop shadow, a directional smear)
|
|
62
|
+
* would render mirrored on that path. Declare a `float uUVYDir` uniform
|
|
63
|
+
* (WGSL: `uUVYDir : f32` in the uniform struct) and multiply vertical UV
|
|
64
|
+
* offsets by it: the renderer feeds `+1` where `uv.y` grows downward —
|
|
65
|
+
* including every WebGPU path — and `-1` on the WebGL pooled path, so
|
|
66
|
+
* "down" stays down everywhere. Initialize it to `1.0` with `setUniform`;
|
|
67
|
+
* bodies that don't declare it are unaffected. The built-in
|
|
68
|
+
* {@link DropShadowEffect} is the reference use.
|
|
69
|
+
* @category Rendering
|
|
70
|
+
* @example
|
|
71
|
+
* // one effect, both backends: dual-language body
|
|
72
|
+
* const fx = new ShaderEffect(renderer, {
|
|
73
|
+
* glsl: `
|
|
74
|
+
* uniform float uStrength;
|
|
75
|
+
* vec4 apply(vec4 color, vec2 uv) {
|
|
76
|
+
* return vec4(color.rgb * uStrength, color.a);
|
|
77
|
+
* }
|
|
78
|
+
* `,
|
|
79
|
+
* wgsl: `
|
|
80
|
+
* struct Fx { uStrength : f32, };
|
|
81
|
+
* @group(3) @binding(0) var<uniform> fx : Fx;
|
|
82
|
+
* fn apply(color : vec4f, uv : vec2f) -> vec4f {
|
|
83
|
+
* return vec4f(color.rgb * fx.uStrength, color.a);
|
|
84
|
+
* }
|
|
85
|
+
* `,
|
|
86
|
+
* });
|
|
87
|
+
* mySprite.addPostEffect(fx);
|
|
88
|
+
* fx.setUniform("uStrength", 0.5); // sets either backend
|
|
89
|
+
* @example
|
|
90
|
+
* // create a grayscale effect
|
|
91
|
+
* mySprite.addPostEffect(new ShaderEffect(renderer, `
|
|
92
|
+
* vec4 apply(vec4 color, vec2 uv) {
|
|
93
|
+
* float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
|
|
94
|
+
* return vec4(vec3(gray), color.a);
|
|
95
|
+
* }
|
|
96
|
+
* `));
|
|
97
|
+
* @example
|
|
98
|
+
* // create an effect with a custom uniform
|
|
99
|
+
* const pulse = new ShaderEffect(renderer, `
|
|
100
|
+
* uniform float uTime;
|
|
101
|
+
* vec4 apply(vec4 color, vec2 uv) {
|
|
102
|
+
* float brightness = 0.8 + 0.2 * sin(uTime * 3.0);
|
|
103
|
+
* return vec4(color.rgb * brightness, color.a);
|
|
104
|
+
* }
|
|
105
|
+
* `);
|
|
106
|
+
* mySprite.addPostEffect(pulse);
|
|
107
|
+
* // update the uniform each frame
|
|
108
|
+
* pulse.setUniform("uTime", time);
|
|
109
|
+
* @example
|
|
110
|
+
* // Shader builtins — no JS plumbing, no UV math:
|
|
111
|
+
* // `: screen_texture` keeps the sampler filled with everything drawn so
|
|
112
|
+
* // far (a back-buffer copy; one screen copy per draw of the effect),
|
|
113
|
+
* // `screen_uv` is this fragment's 0..1 screen position, and `noise_uv`
|
|
114
|
+
* // runs 0..1 across the sprite regardless of its atlas frame (and
|
|
115
|
+
* // across the renderable when it has several effects).
|
|
116
|
+
* const water = new ShaderEffect(renderer, `
|
|
117
|
+
* uniform sampler2D uNoise;
|
|
118
|
+
* uniform sampler2D screenTex : screen_texture;
|
|
119
|
+
* uniform float uTime;
|
|
120
|
+
* vec4 apply(vec4 color, vec2 uv) {
|
|
121
|
+
* vec2 flow = texture2D(uNoise, noise_uv + uTime * 0.25).rg;
|
|
122
|
+
* vec4 refracted = texture2D(screenTex, screen_uv + flow * 0.005);
|
|
123
|
+
* return refracted * texture2D(uSampler, uv + flow * 0.005);
|
|
124
|
+
* }
|
|
125
|
+
* `);
|
|
126
|
+
* water.setTexture("uNoise", noiseTexture.getTexture(), "repeat");
|
|
127
|
+
*/
|
|
1
128
|
export default class ShaderEffect {
|
|
2
129
|
/**
|
|
3
130
|
* @param {Renderer} renderer - the current renderer instance
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shadereffect.d.ts","sourceRoot":"","sources":["../../../src/video/effects/shadereffect.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"shadereffect.d.ts","sourceRoot":"","sources":["../../../src/video/effects/shadereffect.js"],"names":[],"mappings":"AAkDA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8HG;AACH;IAiCC;;;;;;;;;;;;;;;;;;OAkBG;IACH,sBAlBW,QAAQ,QACR,MAAM,GAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAA;KAAC,cAerC,MAAM,EAqNhB;IAtQD;;;;;;OAMG;IACH,SAFU,OAAO,CAED;IAEhB;;;;;;;OAOG;IACH,oBAHU,OAAO,CAGC;IAElB;;;;;;;;;;OAUG;IACH,QAHU,OAAO,CAGF;IAsBd;;;;;;;OAOG;IACH,oBAAyB;IAEzB;;;;;;OAMG;IACH;eAnCyB,MAAM;eAAS,MAAM;MAmCrB;IACzB;;;OAGG;IACH,+BAA2B;IAE3B;;;;;;;;;;;;OAYG;IACH,cAJU;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAC,CAIE;IAsBlC;;;;;;;OAOG;IACH,0CAA+B;IAE/B;;;;;OAKG;IACH,0CAA+B;IAE/B;;;;OAIG;IACH,8BAAgC;IAQ/B;;;;;;OAMG;IACH,wBAJU,KAAK,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAC,CAAC,CAIK;IACpD;;;OAGG;IACH,iBAAkC;IAClC;;;;;OAKG;IACH,oBAA+D;IAC/D;;;;;;OAMG;IACH,eAA6B;IAC7B;;;OAGG;IACH,mBAAqC;IAErC;;;OAGG;IACH,8BAKC;IAyBD;;;OAGG;IACH,mDAAkC;IA8BlC;;;OAGG;IACH,kDAAqC;IAgBvC;;;;OAIG;IACH,uBAsBC;IAjBA;;;OAGG;IACH,2CAAyC;IAe1C;;;;OAIG;IACH,2BAQC;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;OA2BG;IACH,iBA1BW,MAAM,SACN,MAAM,GAAC,OAAO,GAAC,MAAM,EAAE,GAAC,YAAY,GAAC,MAAM,QAyCrD;IAHC,iBAA4B;IAK9B;;;;;;OAMG;IACH,oBALW,MAAM,SACN,GAAC,QAqBX;IAED;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,iBAbW,MAAM,GACJ,YAAY,CAoDxB;IAED;;;;;;;;;;;;OAYG;IACH,gBAJW,MAAM,QAiDhB;IAtCC;;;OAGG;IACH,aAAkB;IAqBlB;;;OAGG;IACH,aAAkB;IAWpB;;;;;;;;;;;OAWG;IACH,sBAJW;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,EAAE,CAAC;QAAC,MAAM,EAAE,MAAM,EAAE,CAAC;QAAC,IAAI,EAAE,MAAM,EAAE,CAAC;QAAC,GAAG,EAAE,MAAM,EAAE,CAAA;KAAC,GAAC,IAAI,QAiEhG;IAED;;;;;;;;;;;;;OAaG;IACH,4BALW,MAAM,gBACN,MAAM,QAUhB;IAED;;;;;;;;;;;;OAYG;IACH,wBANW,MAAM,WACN,MAAM,UACN,MAAM,EAAE,GAAC,IAAI,QAavB;IAED;;;;;;;;;;;;OAYG;IACH,wBALW,MAAM,EAAE,YACR,MAAM,EAAE,QAiBlB;IAED;;;;;;;;;OASG;IACH,sBALW,MAAM,UACN,MAAM,QAiBhB;IAED;;;OAGG;IACH,8CAiBC;IAED;;;;;;;;;;;;;;OAcG;IACH,6BATW,MAAM,gBACN,MAAM,eACN,MAAM,gBACN,MAAM,MACN,MAAM,MACN,MAAM,QAyEhB;IAED;;;;;;;OAOG;IACH,8DAaC;IAED;;;;;;;OAOG;IACH,wBAJW,YAAY,QAgBtB;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA8BG;IACH,iBAnBW,MAAM,SACN,SAAS,GAAC,gBAAgB,GAAC,iBAAiB,GAAC,eAAe,GAAC,WAAW,WACxE,QAAQ,GAAC,UAAU,GAAC,UAAU,GAAC,WAAW,GACxC,YAAY,CA8GxB;IAED;;;;;;;;;OASG;IACH,0BAJW,MAAM,QAyFhB;IAED;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,SATa,YAAY,CAwDxB;IAED;;;;;;OAMG;IACH,yBAJW,YAAY,QAStB;IAKD;;;OAGG;IACH,aAIC;IAED;;;OAGG;IACH,qCAIC;IAED;;;OAGG;IACH,iEAIC;IAED;;;OAGG;IACH,mCAEC;IAED;;;OAGG;IACH,kBAEC;IAED;;;OAGG;IACH,oBAEC;IAED;;;OAGG;IACH,qBAEC;IAED;;;OAGG;IACH,uBAEC;IAED;;;;OAIG;IACH,gBAyCC;CACD;0BAj5CwB,gBAAgB;qBAVpB,sBAAsB;kCAGT,uBAAuB;sBAJnC,yBAAyB"}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"renderer.d.ts","sourceRoot":"","sources":["../../src/video/renderer.js"],"names":[],"mappings":"AAiDA;;;GAGG;AACH;
|
|
1
|
+
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