melonjs 20.3.0 → 20.5.0

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.
Files changed (454) hide show
  1. package/README.md +19 -19
  2. package/build/application/application.d.ts +0 -17
  3. package/build/application/application.d.ts.map +1 -1
  4. package/build/application/settings.d.ts +3 -0
  5. package/build/application/settings.d.ts.map +1 -1
  6. package/build/audio/audio.d.ts.map +1 -1
  7. package/build/audio/backend/engine.d.ts +0 -19
  8. package/build/audio/backend/engine.d.ts.map +1 -1
  9. package/build/audio/backend/sound.d.ts +1 -51
  10. package/build/audio/backend/sound.d.ts.map +1 -1
  11. package/build/audio/backend/spatial.d.ts.map +1 -1
  12. package/build/audio/backend/types.d.ts +11 -1
  13. package/build/audio/backend/types.d.ts.map +1 -1
  14. package/build/audio/backend/voice.d.ts +0 -25
  15. package/build/audio/backend/voice.d.ts.map +1 -1
  16. package/build/audio/playback.d.ts.map +1 -1
  17. package/build/audio/procedural.d.ts +7 -2
  18. package/build/audio/procedural.d.ts.map +1 -1
  19. package/build/audio/state.d.ts +6 -79
  20. package/build/audio/state.d.ts.map +1 -1
  21. package/build/audio/types.d.ts +22 -0
  22. package/build/audio/types.d.ts.map +1 -1
  23. package/build/camera/camera2d.d.ts +28 -68
  24. package/build/camera/camera2d.d.ts.map +1 -1
  25. package/build/camera/camera3d.d.ts +110 -82
  26. package/build/camera/camera3d.d.ts.map +1 -1
  27. package/build/camera/effects/fade_effect.d.ts +0 -5
  28. package/build/camera/effects/fade_effect.d.ts.map +1 -1
  29. package/build/camera/effects/mask_effect.d.ts +0 -5
  30. package/build/camera/effects/mask_effect.d.ts.map +1 -1
  31. package/build/camera/fog.d.ts +118 -0
  32. package/build/camera/fog.d.ts.map +1 -0
  33. package/build/geometries/box3d.d.ts +0 -28
  34. package/build/geometries/box3d.d.ts.map +1 -1
  35. package/build/geometries/ellipse.d.ts +0 -20
  36. package/build/geometries/ellipse.d.ts.map +1 -1
  37. package/build/geometries/observablePoint.d.ts +0 -3
  38. package/build/geometries/observablePoint.d.ts.map +1 -1
  39. package/build/geometries/path2d.d.ts +0 -19
  40. package/build/geometries/path2d.d.ts.map +1 -1
  41. package/build/geometries/polygon.d.ts +7 -13
  42. package/build/geometries/polygon.d.ts.map +1 -1
  43. package/build/geometries/roundrect.d.ts +0 -18
  44. package/build/geometries/roundrect.d.ts.map +1 -1
  45. package/build/geometries/sphere.d.ts +0 -9
  46. package/build/geometries/sphere.d.ts.map +1 -1
  47. package/build/geometries/toarccanvas.d.ts.map +1 -1
  48. package/build/index.d.ts +5 -0
  49. package/build/index.d.ts.map +1 -1
  50. package/build/index.js +3697 -563
  51. package/build/index.js.map +4 -4
  52. package/build/input/gamepad.d.ts.map +1 -1
  53. package/build/input/pointer.d.ts +0 -4
  54. package/build/input/pointer.d.ts.map +1 -1
  55. package/build/input/pointerevent.d.ts +0 -6
  56. package/build/input/pointerevent.d.ts.map +1 -1
  57. package/build/lang/deprecated.d.ts.map +1 -1
  58. package/build/level/gltf/GLTFModel.d.ts +44 -82
  59. package/build/level/gltf/GLTFModel.d.ts.map +1 -1
  60. package/build/level/gltf/GLTFScene.d.ts +1 -44
  61. package/build/level/gltf/GLTFScene.d.ts.map +1 -1
  62. package/build/level/gltf/gltf_sampler.d.ts +1 -48
  63. package/build/level/gltf/gltf_sampler.d.ts.map +1 -1
  64. package/build/level/level.d.ts +195 -113
  65. package/build/level/level.d.ts.map +1 -1
  66. package/build/level/tiled/TMXGroup.d.ts +1 -65
  67. package/build/level/tiled/TMXGroup.d.ts.map +1 -1
  68. package/build/level/tiled/TMXLayer.d.ts +0 -44
  69. package/build/level/tiled/TMXLayer.d.ts.map +1 -1
  70. package/build/level/tiled/TMXObject.d.ts +1 -136
  71. package/build/level/tiled/TMXObject.d.ts.map +1 -1
  72. package/build/level/tiled/TMXObjectFactory.d.ts +1 -40
  73. package/build/level/tiled/TMXObjectFactory.d.ts.map +1 -1
  74. package/build/level/tiled/TMXTile.d.ts +1 -30
  75. package/build/level/tiled/TMXTile.d.ts.map +1 -1
  76. package/build/level/tiled/TMXTileMap.d.ts +0 -10
  77. package/build/level/tiled/TMXTileMap.d.ts.map +1 -1
  78. package/build/level/tiled/TMXTileset.d.ts +0 -113
  79. package/build/level/tiled/TMXTileset.d.ts.map +1 -1
  80. package/build/level/tiled/TMXTilesetGroup.d.ts +0 -1
  81. package/build/level/tiled/TMXTilesetGroup.d.ts.map +1 -1
  82. package/build/level/tiled/TMXUtils.d.ts +1 -43
  83. package/build/level/tiled/TMXUtils.d.ts.map +1 -1
  84. package/build/level/tiled/factories/shape.d.ts +1 -7
  85. package/build/level/tiled/factories/shape.d.ts.map +1 -1
  86. package/build/level/tiled/factories/text.d.ts +1 -7
  87. package/build/level/tiled/factories/text.d.ts.map +1 -1
  88. package/build/level/tiled/factories/tile.d.ts +1 -7
  89. package/build/level/tiled/factories/tile.d.ts.map +1 -1
  90. package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts +0 -60
  91. package/build/level/tiled/renderer/TMXHexagonalRenderer.d.ts.map +1 -1
  92. package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts +0 -42
  93. package/build/level/tiled/renderer/TMXIsometricRenderer.d.ts.map +1 -1
  94. package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts +0 -5
  95. package/build/level/tiled/renderer/TMXObliqueRenderer.d.ts.map +1 -1
  96. package/build/level/tiled/renderer/TMXOrthogonalRenderer.d.ts +0 -31
  97. package/build/level/tiled/renderer/TMXOrthogonalRenderer.d.ts.map +1 -1
  98. package/build/level/tiled/renderer/TMXRenderer.d.ts +2 -2
  99. package/build/level/tiled/renderer/TMXRenderer.d.ts.map +1 -1
  100. package/build/level/tiled/renderer/TMXStaggeredRenderer.d.ts.map +1 -1
  101. package/build/level/tiled/renderer/autodetect.d.ts +1 -6
  102. package/build/level/tiled/renderer/autodetect.d.ts.map +1 -1
  103. package/build/lighting/light2d.d.ts +0 -25
  104. package/build/lighting/light2d.d.ts.map +1 -1
  105. package/build/lighting/light3d.d.ts +20 -63
  106. package/build/lighting/light3d.d.ts.map +1 -1
  107. package/build/loader/loader.d.ts +146 -37
  108. package/build/loader/loader.d.ts.map +1 -1
  109. package/build/loader/loadingscreen.d.ts +0 -33
  110. package/build/loader/loadingscreen.d.ts.map +1 -1
  111. package/build/loader/parsers/aseprite.d.ts +0 -13
  112. package/build/loader/parsers/aseprite.d.ts.map +1 -1
  113. package/build/loader/parsers/audio.d.ts +1 -30
  114. package/build/loader/parsers/audio.d.ts.map +1 -1
  115. package/build/loader/parsers/binary.d.ts +1 -10
  116. package/build/loader/parsers/binary.d.ts.map +1 -1
  117. package/build/loader/parsers/compressed_textures/compressed_image.d.ts.map +1 -1
  118. package/build/loader/parsers/compressed_textures/parseDDS.d.ts +1 -7
  119. package/build/loader/parsers/compressed_textures/parseDDS.d.ts.map +1 -1
  120. package/build/loader/parsers/compressed_textures/parseKTX.d.ts +1 -7
  121. package/build/loader/parsers/compressed_textures/parseKTX.d.ts.map +1 -1
  122. package/build/loader/parsers/compressed_textures/parseKTX2.d.ts +1 -7
  123. package/build/loader/parsers/compressed_textures/parseKTX2.d.ts.map +1 -1
  124. package/build/loader/parsers/compressed_textures/parsePKM.d.ts +1 -7
  125. package/build/loader/parsers/compressed_textures/parsePKM.d.ts.map +1 -1
  126. package/build/loader/parsers/compressed_textures/parsePVR.d.ts +1 -7
  127. package/build/loader/parsers/compressed_textures/parsePVR.d.ts.map +1 -1
  128. package/build/loader/parsers/fontface.d.ts +1 -13
  129. package/build/loader/parsers/fontface.d.ts.map +1 -1
  130. package/build/loader/parsers/gltf.d.ts +1 -70
  131. package/build/loader/parsers/gltf.d.ts.map +1 -1
  132. package/build/loader/parsers/image.d.ts +1 -22
  133. package/build/loader/parsers/image.d.ts.map +1 -1
  134. package/build/loader/parsers/json.d.ts +1 -10
  135. package/build/loader/parsers/json.d.ts.map +1 -1
  136. package/build/loader/parsers/mtl.d.ts +1 -28
  137. package/build/loader/parsers/mtl.d.ts.map +1 -1
  138. package/build/loader/parsers/obj.d.ts +1 -59
  139. package/build/loader/parsers/obj.d.ts.map +1 -1
  140. package/build/loader/parsers/pbr.d.ts +1 -62
  141. package/build/loader/parsers/pbr.d.ts.map +1 -1
  142. package/build/loader/parsers/script.d.ts +1 -10
  143. package/build/loader/parsers/script.d.ts.map +1 -1
  144. package/build/loader/parsers/shader.d.ts +1 -52
  145. package/build/loader/parsers/shader.d.ts.map +1 -1
  146. package/build/loader/parsers/tmx.d.ts +1 -10
  147. package/build/loader/parsers/tmx.d.ts.map +1 -1
  148. package/build/loader/parsers/video.d.ts +1 -10
  149. package/build/loader/parsers/video.d.ts.map +1 -1
  150. package/build/math/color.d.ts.map +1 -1
  151. package/build/math/noise.d.ts +0 -40
  152. package/build/math/noise.d.ts.map +1 -1
  153. package/build/math/observableVector2d.d.ts +0 -3
  154. package/build/math/observableVector2d.d.ts.map +1 -1
  155. package/build/math/observableVector3d.d.ts +0 -3
  156. package/build/math/observableVector3d.d.ts.map +1 -1
  157. package/build/math/vector2d.d.ts +0 -6
  158. package/build/math/vector2d.d.ts.map +1 -1
  159. package/build/math/vertex.d.ts +25 -0
  160. package/build/math/vertex.d.ts.map +1 -1
  161. package/build/particles/emitter.d.ts +0 -65
  162. package/build/particles/emitter.d.ts.map +1 -1
  163. package/build/particles/particle.d.ts +0 -81
  164. package/build/particles/particle.d.ts.map +1 -1
  165. package/build/physics/bounds.d.ts +0 -1
  166. package/build/physics/bounds.d.ts.map +1 -1
  167. package/build/physics/broadphase/broadphase.d.ts +0 -7
  168. package/build/physics/broadphase/broadphase.d.ts.map +1 -1
  169. package/build/physics/broadphase/octree.d.ts +0 -91
  170. package/build/physics/broadphase/octree.d.ts.map +1 -1
  171. package/build/physics/broadphase/quadtree.d.ts +0 -47
  172. package/build/physics/broadphase/quadtree.d.ts.map +1 -1
  173. package/build/physics/builtin/body.d.ts +2 -65
  174. package/build/physics/builtin/body.d.ts.map +1 -1
  175. package/build/physics/builtin/detector.d.ts +0 -312
  176. package/build/physics/builtin/detector.d.ts.map +1 -1
  177. package/build/physics/builtin/sat.d.ts +1 -48
  178. package/build/physics/builtin/sat.d.ts.map +1 -1
  179. package/build/physics/builtin/sat3d.d.ts +1 -56
  180. package/build/physics/builtin/sat3d.d.ts.map +1 -1
  181. package/build/physics/collision.d.ts +0 -2
  182. package/build/physics/collision.d.ts.map +1 -1
  183. package/build/physics/response.d.ts +0 -1
  184. package/build/physics/response.d.ts.map +1 -1
  185. package/build/physics/world.d.ts.map +1 -1
  186. package/build/renderable/anchorPoint.d.ts +1 -73
  187. package/build/renderable/anchorPoint.d.ts.map +1 -1
  188. package/build/renderable/animation.d.ts +21 -13
  189. package/build/renderable/animation.d.ts.map +1 -1
  190. package/build/renderable/colorlayer.d.ts +0 -5
  191. package/build/renderable/colorlayer.d.ts.map +1 -1
  192. package/build/renderable/container.d.ts +27 -60
  193. package/build/renderable/container.d.ts.map +1 -1
  194. package/build/renderable/draggable.d.ts +0 -5
  195. package/build/renderable/draggable.d.ts.map +1 -1
  196. package/build/renderable/dragndrop.d.ts +1 -12
  197. package/build/renderable/dragndrop.d.ts.map +1 -1
  198. package/build/renderable/entity/entity.d.ts +0 -8
  199. package/build/renderable/entity/entity.d.ts.map +1 -1
  200. package/build/renderable/frameAnimation.d.ts +0 -41
  201. package/build/renderable/frameAnimation.d.ts.map +1 -1
  202. package/build/renderable/groundshadow.d.ts +1 -91
  203. package/build/renderable/groundshadow.d.ts.map +1 -1
  204. package/build/renderable/imagelayer.d.ts +0 -29
  205. package/build/renderable/imagelayer.d.ts.map +1 -1
  206. package/build/renderable/instanced_mesh.d.ts +55 -108
  207. package/build/renderable/instanced_mesh.d.ts.map +1 -1
  208. package/build/renderable/mesh.d.ts +257 -231
  209. package/build/renderable/mesh.d.ts.map +1 -1
  210. package/build/renderable/nineslicesprite.d.ts +0 -4
  211. package/build/renderable/nineslicesprite.d.ts.map +1 -1
  212. package/build/renderable/renderable.d.ts +18 -44
  213. package/build/renderable/renderable.d.ts.map +1 -1
  214. package/build/renderable/sprite.d.ts +0 -45
  215. package/build/renderable/sprite.d.ts.map +1 -1
  216. package/build/renderable/sprite3d.d.ts +12 -97
  217. package/build/renderable/sprite3d.d.ts.map +1 -1
  218. package/build/renderable/text/bitmaptext.d.ts +32 -21
  219. package/build/renderable/text/bitmaptext.d.ts.map +1 -1
  220. package/build/renderable/text/bitmaptextdata.d.ts +0 -22
  221. package/build/renderable/text/bitmaptextdata.d.ts.map +1 -1
  222. package/build/renderable/text/glyph.d.ts +1 -39
  223. package/build/renderable/text/glyph.d.ts.map +1 -1
  224. package/build/renderable/text/text.d.ts +75 -20
  225. package/build/renderable/text/text.d.ts.map +1 -1
  226. package/build/renderable/text/textmetrics.d.ts +2 -0
  227. package/build/renderable/text/textmetrics.d.ts.map +1 -1
  228. package/build/renderable/text/textstyle.d.ts +1 -5
  229. package/build/renderable/text/textstyle.d.ts.map +1 -1
  230. package/build/renderable/trail.d.ts +0 -29
  231. package/build/renderable/trail.d.ts.map +1 -1
  232. package/build/renderable/trigger.d.ts +0 -6
  233. package/build/renderable/trigger.d.ts.map +1 -1
  234. package/build/renderable/ui/uibaseelement.d.ts +0 -40
  235. package/build/renderable/ui/uibaseelement.d.ts.map +1 -1
  236. package/build/renderable/ui/uispriteelement.d.ts +0 -35
  237. package/build/renderable/ui/uispriteelement.d.ts.map +1 -1
  238. package/build/state/stage.d.ts +5 -50
  239. package/build/state/stage.d.ts.map +1 -1
  240. package/build/state/state.d.ts.map +1 -1
  241. package/build/system/device.d.ts +1 -13
  242. package/build/system/device.d.ts.map +1 -1
  243. package/build/system/dom.d.ts +1 -8
  244. package/build/system/dom.d.ts.map +1 -1
  245. package/build/system/legacy_pool.d.ts +1 -6
  246. package/build/system/legacy_pool.d.ts.map +1 -1
  247. package/build/system/platform.d.ts +0 -1
  248. package/build/system/platform.d.ts.map +1 -1
  249. package/build/system/pool.d.ts +0 -9
  250. package/build/system/pool.d.ts.map +1 -1
  251. package/build/system/save.d.ts +44 -1
  252. package/build/system/save.d.ts.map +1 -1
  253. package/build/system/timer.d.ts +0 -20
  254. package/build/system/timer.d.ts.map +1 -1
  255. package/build/tweens/tween.d.ts +0 -62
  256. package/build/tweens/tween.d.ts.map +1 -1
  257. package/build/utils/array-multimap.d.ts +1 -13
  258. package/build/utils/array-multimap.d.ts.map +1 -1
  259. package/build/utils/decode.d.ts.map +1 -1
  260. package/build/utils/fetchdata.d.ts +1 -31
  261. package/build/utils/fetchdata.d.ts.map +1 -1
  262. package/build/utils/utils.d.ts +0 -13
  263. package/build/utils/utils.d.ts.map +1 -1
  264. package/build/video/blendmodes.d.ts +1 -106
  265. package/build/video/blendmodes.d.ts.map +1 -1
  266. package/build/video/buffer/index.d.ts +1 -39
  267. package/build/video/buffer/index.d.ts.map +1 -1
  268. package/build/video/buffer/vertex.d.ts +1 -82
  269. package/build/video/buffer/vertex.d.ts.map +1 -1
  270. package/build/video/canvas/canvas_renderer.d.ts +2 -23
  271. package/build/video/canvas/canvas_renderer.d.ts.map +1 -1
  272. package/build/video/canvas_factory.d.ts +1 -24
  273. package/build/video/canvas_factory.d.ts.map +1 -1
  274. package/build/video/effects/blendEffect.d.ts +0 -54
  275. package/build/video/effects/blendEffect.d.ts.map +1 -1
  276. package/build/video/effects/colorMatrix.d.ts +0 -10
  277. package/build/video/effects/colorMatrix.d.ts.map +1 -1
  278. package/build/video/effects/glsl_realization.d.ts +1 -17
  279. package/build/video/effects/glsl_realization.d.ts.map +1 -1
  280. package/build/video/effects/mesh_splice.d.ts +2 -0
  281. package/build/video/effects/mesh_splice.d.ts.map +1 -0
  282. package/build/video/effects/radialGradient.d.ts +0 -1
  283. package/build/video/effects/radialGradient.d.ts.map +1 -1
  284. package/build/video/effects/shadereffect.d.ts +12 -241
  285. package/build/video/effects/shadereffect.d.ts.map +1 -1
  286. package/build/video/effects/wgsl/layout.d.ts +1 -27
  287. package/build/video/effects/wgsl/layout.d.ts.map +1 -1
  288. package/build/video/effects/wgsl/parse.d.ts +1 -8
  289. package/build/video/effects/wgsl/parse.d.ts.map +1 -1
  290. package/build/video/effects/wgsl/scaffold.d.ts +1 -42
  291. package/build/video/effects/wgsl/scaffold.d.ts.map +1 -1
  292. package/build/video/effects/wgsl_realization.d.ts +1 -82
  293. package/build/video/effects/wgsl_realization.d.ts.map +1 -1
  294. package/build/video/gpu/batcher.d.ts +1 -13
  295. package/build/video/gpu/batcher.d.ts.map +1 -1
  296. package/build/video/gpu/instancerecord.d.ts +1 -163
  297. package/build/video/gpu/instancerecord.d.ts.map +1 -1
  298. package/build/video/gpu/meshchunk.d.ts +1 -48
  299. package/build/video/gpu/meshchunk.d.ts.map +1 -1
  300. package/build/video/gpu/meshvertex.d.ts +1 -53
  301. package/build/video/gpu/meshvertex.d.ts.map +1 -1
  302. package/build/video/gpu/primitives.d.ts +1 -59
  303. package/build/video/gpu/primitives.d.ts.map +1 -1
  304. package/build/video/gpu/quadcorners.d.ts +1 -10
  305. package/build/video/gpu/quadcorners.d.ts.map +1 -1
  306. package/build/video/gpu/textureslots.d.ts +1 -121
  307. package/build/video/gpu/textureslots.d.ts.map +1 -1
  308. package/build/video/gpu/texturestore.d.ts +1 -138
  309. package/build/video/gpu/texturestore.d.ts.map +1 -1
  310. package/build/video/gpu/topology.d.ts.map +1 -1
  311. package/build/video/gpu/vertexformat.d.ts +0 -28
  312. package/build/video/gpu/vertexformat.d.ts.map +1 -1
  313. package/build/video/gradient.d.ts +15 -77
  314. package/build/video/gradient.d.ts.map +1 -1
  315. package/build/video/renderer.d.ts +21 -102
  316. package/build/video/renderer.d.ts.map +1 -1
  317. package/build/video/renderstate.d.ts +0 -51
  318. package/build/video/renderstate.d.ts.map +1 -1
  319. package/build/video/rendertarget/canvasrendertarget.d.ts +0 -10
  320. package/build/video/rendertarget/canvasrendertarget.d.ts.map +1 -1
  321. package/build/video/rendertarget/render_target_pool.d.ts +1 -82
  322. package/build/video/rendertarget/render_target_pool.d.ts.map +1 -1
  323. package/build/video/rendertarget/webglrendertarget.d.ts +1 -64
  324. package/build/video/rendertarget/webglrendertarget.d.ts.map +1 -1
  325. package/build/video/rendertarget/webgpurendertarget.d.ts +0 -8
  326. package/build/video/rendertarget/webgpurendertarget.d.ts.map +1 -1
  327. package/build/video/texture/atlas.d.ts +1 -75
  328. package/build/video/texture/atlas.d.ts.map +1 -1
  329. package/build/video/texture/cache.d.ts +0 -136
  330. package/build/video/texture/cache.d.ts.map +1 -1
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  343. package/build/video/texture/texture2d.d.ts +0 -11
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  347. package/build/video/webgl/batchers/batcher.d.ts +0 -55
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  349. package/build/video/webgl/batchers/lit_mesh_batcher.d.ts +0 -14
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  405. package/build/video/webgpu/batchers/lit_mesh_batcher.d.ts +0 -6
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  407. package/build/video/webgpu/batchers/lit_quad_batcher.d.ts +0 -8
  408. package/build/video/webgpu/batchers/lit_quad_batcher.d.ts.map +1 -1
  409. package/build/video/webgpu/batchers/mesh_batcher.d.ts +7 -231
  410. package/build/video/webgpu/batchers/mesh_batcher.d.ts.map +1 -1
  411. package/build/video/webgpu/batchers/primitive_batcher.d.ts.map +1 -1
  412. package/build/video/webgpu/batchers/quad_batcher.d.ts +0 -82
  413. package/build/video/webgpu/batchers/quad_batcher.d.ts.map +1 -1
  414. package/build/video/webgpu/buffer/arena.d.ts +1 -63
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  416. package/build/video/webgpu/buffer/instance_buffer.d.ts +1 -64
  417. package/build/video/webgpu/buffer/instance_buffer.d.ts.map +1 -1
  418. package/build/video/webgpu/buffer/retained_geometry.d.ts +1 -54
  419. package/build/video/webgpu/buffer/retained_geometry.d.ts.map +1 -1
  420. package/build/video/webgpu/buffer/uniformring.d.ts +1 -67
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  422. package/build/video/webgpu/effect_binding.d.ts +1 -16
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  424. package/build/video/webgpu/pipeline/bindgroups.d.ts +1 -32
  425. package/build/video/webgpu/pipeline/bindgroups.d.ts.map +1 -1
  426. package/build/video/webgpu/pipeline/cache.d.ts +1 -163
  427. package/build/video/webgpu/pipeline/cache.d.ts.map +1 -1
  428. package/build/video/webgpu/renderers/tmxlayer/orthogonal.d.ts +1 -87
  429. package/build/video/webgpu/renderers/tmxlayer/orthogonal.d.ts.map +1 -1
  430. package/build/video/webgpu/shaders/mesh-instanced.d.ts +1 -43
  431. package/build/video/webgpu/shaders/mesh-instanced.d.ts.map +1 -1
  432. package/build/video/webgpu/texture/compressed.d.ts +1 -32
  433. package/build/video/webgpu/texture/compressed.d.ts.map +1 -1
  434. package/build/video/webgpu/texture/frametexture.d.ts +1 -62
  435. package/build/video/webgpu/texture/frametexture.d.ts.map +1 -1
  436. package/build/video/webgpu/texture/store.d.ts +1 -147
  437. package/build/video/webgpu/texture/store.d.ts.map +1 -1
  438. package/build/video/webgpu/webgpu_renderer.d.ts +1 -88
  439. package/build/video/webgpu/webgpu_renderer.d.ts.map +1 -1
  440. package/package.json +5 -4
  441. package/skills/melonjs/SKILL.md +1 -1
  442. package/skills/melonjs-3d/SKILL.md +453 -5
  443. package/skills/melonjs-3d-assets/SKILL.md +164 -6
  444. package/skills/melonjs-audio/SKILL.md +38 -0
  445. package/skills/melonjs-camera-and-drawing/SKILL.md +49 -0
  446. package/skills/melonjs-effects-and-shaders/SKILL.md +95 -2
  447. package/skills/melonjs-loading-assets/SKILL.md +127 -2
  448. package/skills/melonjs-performance/SKILL.md +60 -1
  449. package/skills/melonjs-physics/SKILL.md +78 -0
  450. package/skills/melonjs-renderables/SKILL.md +63 -1
  451. package/skills/melonjs-renderer-backends/SKILL.md +19 -0
  452. package/skills/melonjs-scenes-and-state/SKILL.md +56 -0
  453. package/skills/melonjs-tilemaps/SKILL.md +31 -11
  454. package/skills/melonjs-ui-and-text/SKILL.md +131 -117
@@ -1 +1 @@
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@@ -1,25 +1,2 @@
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- /**
2
- * Create and return a new Canvas element (or `OffscreenCanvas` when
3
- * supported and `returnOffscreenCanvas` is true). The single low-level
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- * allocator used by every renderer-side scratch / fallback / render-
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- * target canvas in the engine.
6
- *
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- * Lives in its own module (not on `Renderer` directly) to break the
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- * circular dependency between `Renderer` and `CanvasRenderTarget` —
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- * both can import this helper without referencing each other.
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- * `Renderer.createCanvas` re-exposes it as a static method for the
11
- * public-facing API; internal callers can import it directly.
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- *
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- * Gates the OffscreenCanvas path on `device.offscreenCanvas` (the
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- * vetted capability check — actually instantiates + verifies
15
- * `getContext("2d")` works inside a try/catch, covering historical
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- * Safari quirks).
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- * @param {number} width - canvas width in pixels
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- * @param {number} height - canvas height in pixels
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- * @param {boolean} [returnOffscreenCanvas=false] - return an
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- * `OffscreenCanvas` if the platform supports it
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- * @returns {HTMLCanvasElement|OffscreenCanvas} a new canvas of the given size
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- * @ignore
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- */
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- export function createCanvas(width: number, height: number, returnOffscreenCanvas?: boolean): HTMLCanvasElement | OffscreenCanvas;
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  //# sourceMappingURL=canvas_factory.d.ts.map
@@ -1 +1 @@
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@@ -1,57 +1,3 @@
1
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
2
  import ShaderEffect from "./shadereffect.js";
57
3
  //# sourceMappingURL=blendEffect.d.ts.map
@@ -1 +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"}
1
+ {"version":3,"file":"blendEffect.d.ts","sourceRoot":"","sources":["../../../src/video/effects/blendEffect.js"],"names":[],"mappings":"AAgBA,soEAwDE;AAEF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwCG;AACH;IACC;;OAEG;IACH,sBAFW,OAAO,4BAA4B,EAAE,OAAO,GAAC,OAAO,8BAA8B,EAAE,OAAO,EA4DrG;IAED;;;;;;;OAOG;IACH,mBANW,MAAM,GACJ,OAAO,CAYnB;CACD;yBAlMwB,mBAAmB"}
@@ -22,16 +22,6 @@ export default class ColorMatrixEffect extends ShaderEffect {
22
22
  constructor(renderer: WebGLRenderer | WebGPURenderer | CanvasRenderer, options?: {
23
23
  matrix?: ColorMatrix | undefined;
24
24
  });
25
- /**
26
- * the internal color matrix
27
- * @ignore
28
- */
29
- _matrix: ColorMatrix;
30
- /**
31
- * Push the current matrix values to the GPU.
32
- * @ignore
33
- */
34
- _syncUniform(): void;
35
25
  /**
36
26
  * Reset the color matrix to identity (no color change).
37
27
  * @returns {this} this instance for chaining
@@ -1 +1 @@
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"}
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,EAmBA;IAPA;;;;OAIG;IACH,qBAAkD;IAInD;;;;OAIG;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;yBAnKwB,mBAAmB;4BADhB,4BAA4B"}
@@ -1,18 +1,2 @@
1
- /**
2
- * Assemble the complete GLSL program sources for a ShaderEffect fragment
3
- * body: parse the builtins, build the vertex variant, and wrap the user's
4
- * `apply()` with the texture-sampling boilerplate.
5
- * @param {string} fragmentBody - the user body (GLSL, `vec4 apply(vec4, vec2)` convention)
6
- * @returns {{vertex: string, fragment: string, screenTextures: Array<{name: string, repeat: string}>, noiseUV: boolean}} the assembled sources + builtin usage
7
- * @ignore
8
- */
9
- export function buildGLSLProgram(fragmentBody: string): {
10
- vertex: string;
11
- fragment: string;
12
- screenTextures: Array<{
13
- name: string;
14
- repeat: string;
15
- }>;
16
- noiseUV: boolean;
17
- };
1
+
18
2
  //# sourceMappingURL=glsl_realization.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"glsl_realization.d.ts","sourceRoot":"","sources":["../../../src/video/effects/glsl_realization.js"],"names":[],"mappings":"AAiHA;;;;;;;GAOG;AACH,+CAJW,MAAM,GACJ;IAAC,MAAM,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,cAAc,EAAE,KAAK,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAC,CAAC,CAAC;IAAC,OAAO,EAAE,OAAO,CAAA;CAAC,CA6BvH"}
1
+ {"version":3,"file":"glsl_realization.d.ts","sourceRoot":"","sources":["../../../src/video/effects/glsl_realization.js"],"names":[],"mappings":"AAoHA;;;;;;;;GAQG;AACH,+CALW,MAAM,GACJ;IAAC,MAAM,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,cAAc,EAAE,KAAK,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAC,CAAC,CAAC;IAAC,OAAO,EAAE,OAAO,CAAA;CAAC,CAoCvH"}
@@ -0,0 +1,2 @@
1
+
2
+ //# sourceMappingURL=mesh_splice.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"mesh_splice.d.ts","sourceRoot":"","sources":["../../../src/video/effects/mesh_splice.js"],"names":[],"mappings":"AA4EA;;;;;;;;;;;;GAYG;AACH,6CAPW,MAAM,+BAEN,MAAM,GACJ,MAAM,GAAC,IAAI,CAmCvB;AAED;;;;;;GAMG;AACH,yCALW,MAAM,GACJ,OAAO,CAWnB;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,qCANW,MAAM,QACN,MAAM,GACJ,MAAM,GAAC,IAAI,CAgBvB;AAED;;;;;;;;;;;;;;;;GAgBG;AACH,kCANW,MAAM,SACN,MAAM,GACJ,MAAM,CAWlB"}
@@ -85,7 +85,6 @@ export default class RadialGradientEffect extends ShaderEffect {
85
85
  color?: Color | undefined;
86
86
  intensity?: number | undefined;
87
87
  });
88
- _colorBuf: Float32Array<ArrayBuffer>;
89
88
  /**
90
89
  * Set the center color. RGB only — alpha is ignored (the radial
91
90
  * falloff supplies the per-pixel alpha).
@@ -1 +1 @@
1
- {"version":3,"file":"radialGradient.d.ts","sourceRoot":"","sources":["../../../src/video/effects/radialGradient.js"],"names":[],"mappings":"AAEA;;;;GAIG;AAEH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsEG;AACH;IACC;;;;;OAKG;IACH,+CAHG;QAAwB,KAAK;QACJ,SAAS;KACpC,EA2DA;IAZA,qCAAoC;IAcrC;;;;OAIG;IACH,gBAFW,KAAK,QAOf;IAED;;;;OAIG;IACH,wBAFW,MAAM,QAIhB;CACD;yBAtKwB,mBAAmB;2BAIlB,qBAAqB"}
1
+ {"version":3,"file":"radialGradient.d.ts","sourceRoot":"","sources":["../../../src/video/effects/radialGradient.js"],"names":[],"mappings":"AAEA;;;;GAIG;AAEH;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsEG;AACH;IACC;;;;;OAKG;IACH,+CAHG;QAAwB,KAAK;QACJ,SAAS;KACpC,EA+DA;IAhBA;;;OAGG;IACH,qCAAoC;IAcrC;;;;OAIG;IACH,gBAFW,KAAK,QAOf;IAED;;;;OAIG;IACH,wBAFW,MAAM,QAIhB;CACD;yBA1KwB,mBAAmB;2BAIlB,qBAAqB"}
@@ -1,129 +1,3 @@
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.
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 });
15
- * ```
16
- *
17
- * The renderer compiles the body matching its
18
- * {@link Renderer#shaderLanguage}. When no matching body exists — a
19
- * GLSL-only effect on the WebGPU renderer, any effect on the Canvas
20
- * renderer — the effect warns once and stays **disabled**
21
- * (`enabled === false`, every method a safe no-op): the scene renders
22
- * without the effect, it never breaks.
23
- *
24
- * ## The WGSL convention
25
- *
26
- * A WGSL body mirrors the GLSL one — declarations plus an apply function,
27
- * compiled verbatim inside engine boilerplate:
28
- *
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`,
37
- * `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.
115
- * const water = new ShaderEffect(renderer, `
116
- * uniform sampler2D uNoise;
117
- * uniform sampler2D screenTex : screen_texture;
118
- * uniform float uTime;
119
- * vec4 apply(vec4 color, vec2 uv) {
120
- * vec2 flow = texture2D(uNoise, noise_uv + uTime * 0.25).rg;
121
- * vec4 refracted = texture2D(screenTex, screen_uv + flow * 0.005);
122
- * return refracted * texture2D(uSampler, uv + flow * 0.005);
123
- * }
124
- * `);
125
- * water.setTexture("uNoise", noiseTexture.getTexture(), "repeat");
126
- */
127
1
  export default class ShaderEffect {
128
2
  /**
129
3
  * @param {WebGLRenderer|WebGPURenderer|CanvasRenderer} renderer - the current renderer instance
@@ -170,61 +44,22 @@ export default class ShaderEffect {
170
44
  * @default false
171
45
  */
172
46
  shared: boolean;
173
- /**
174
- * the renderer this effect was created for — kept so destroy and
175
- * context-loss can release the texture units reserved on its cache
176
- * for extra samplers ({@link setTexture}), and so {@link clone} can
177
- * compile an independent copy
178
- * @ignore
179
- */
180
- _renderer: any;
181
- /**
182
- * the construction "recipe" (body + precision), kept VERBATIM so
183
- * {@link clone} can compile an independent copy. Stored before the
184
- * disabled-stub early return so cloning behaves consistently there too.
185
- * @ignore
186
- */
187
- _fragmentBody: string | {
188
- glsl?: string;
189
- wgsl?: string;
190
- };
191
- /** @ignore */
192
- _precision: string | undefined;
193
- /**
194
- * extra texture samplers bound via {@link setTexture}, keyed by the
195
- * uniform name → `{ image, repeat, tex }` (`tex` is the uploaded GL
196
- * texture, created lazily on first draw; unused on WebGPU, where the
197
- * bind group is built lazily instead)
198
- * @ignore
199
- */
200
- _extraTextures: Map<any, any> | undefined;
201
- /**
202
- * samplers annotated `: screen_texture` — the renderer checks this to
203
- * know when to refresh the shared frame capture before the effect draws
204
- * @type {Array<{name: string, repeat: string}>}
205
- * @ignore
206
- */
207
- _screenTextureUniforms: Array<{
208
- name: string;
209
- repeat: string;
210
- }>;
211
- /** @ignore */
212
- _hasNoiseUV: any;
213
- /** @ignore */
214
- _shader: GLShader | undefined;
215
- /** @ignore */
216
- wgslRealization: WGSLEffectRealization | undefined;
217
- /** @private */
218
- private _onContextLost;
219
- _enabledBeforeSuspend: boolean | undefined;
220
- /** @private */
221
- private _onContextRestored;
222
47
  /**
223
48
  * Set the uniform to the given value
224
49
  * @param {string} name - the uniform name
225
- * @param {object|Float32Array} value - the value to assign to that uniform
50
+ * @param {number|boolean|number[]|Float32Array|object} value - the value to assign to that
51
+ * uniform. Scalars (`float`, `int`, `bool`) take a number or a boolean;
52
+ * vectors and matrices take an array, a `Float32Array`, or any object
53
+ * exposing `toArray()` — which is every {@link Vector2d},
54
+ * {@link Vector3d}, {@link Color} and {@link Matrix3d}.
55
+ * @example
56
+ * // a scalar the body declares as `uniform float uStrength;`
57
+ * fx.setUniform("uStrength", 0.5);
58
+ * // a vec3 — an array, or anything with toArray()
59
+ * fx.setUniform("uTint", [1.0, 0.82, 0.55]);
60
+ * fx.setUniform("uOrigin", new me.Vector2d(0.5, 0.5));
226
61
  */
227
- setUniform(name: string, value: object | Float32Array): void;
62
+ setUniform(name: string, value: number | boolean | number[] | Float32Array | object): void;
228
63
  /**
229
64
  * Set the shader's `uTime` uniform (elapsed time, in seconds). A convenience
230
65
  * over `setUniform("uTime", ...)`; call it once per frame from your update
@@ -249,43 +84,6 @@ export default class ShaderEffect {
249
84
  * flow.setTime(me.timer.getTime() / 1000);
250
85
  */
251
86
  setTime(seconds: number): ShaderEffect;
252
- /**
253
- * Feed the UV y-direction of the space `apply()` is about to run in:
254
- * `+1` where `uv.y` grows downward (direct sprite sampling, and every
255
- * WebGPU path), `-1` on the WebGL pooled-blit path, whose capture FBOs
256
- * are bottom-up — there, y-directional UV arithmetic inside a body
257
- * runs vertically mirrored unless compensated. Directional bodies
258
- * (DropShadow) declare a `uUVYDir` uniform and multiply their y
259
- * offsets with it, so "down" means down on every path of every
260
- * backend. A silent no-op for bodies that don't declare the uniform.
261
- * @param {number} dir - +1 (uv.y grows downward) or -1 (upward)
262
- * @ignore
263
- */
264
- _setUVYDir(dir: number): void;
265
- _uvYDir: any;
266
- /**
267
- * Feed the `noise_uv` builtin's frame rect for the object about to draw:
268
- * the source texture dimensions, the destination (object) dimensions, and
269
- * the frame's top-left UV origin. Called by the quad batchers per draw;
270
- * a no-op unless this effect's fragment actually uses `noise_uv` (the
271
- * `ME_*` uniforms only exist — and are only active — then).
272
- * @param {number} sourceWidth - source texture width in pixels
273
- * @param {number} sourceHeight - source texture height in pixels
274
- * @param {number} objectWidth - destination (object) width in pixels
275
- * @param {number} objectHeight - destination (object) height in pixels
276
- * @param {number} u0 - the frame's left UV coordinate (flip-normalized)
277
- * @param {number} v0 - the frame's top UV coordinate (flip-normalized)
278
- * @ignore
279
- */
280
- _setNoiseUVRect(sourceWidth: number, sourceHeight: number, objectWidth: number, objectHeight: number, u0: number, v0: number): void;
281
- /**
282
- * Apply the wrap mode a `: screen_texture(<repeat>)` annotation asked for
283
- * onto the live capture handle. The unit is force-activated first: the
284
- * batcher's bind may have been skipped as redundant while the GL active
285
- * unit points elsewhere.
286
- * @ignore
287
- */
288
- _applyCaptureWrap(batcher: any, glTex: any, entry: any): void;
289
87
  /**
290
88
  * Bind an **extra** texture to a named `sampler2D` uniform in this shader, so
291
89
  * a custom effect can read a *second* texture — a noise map, mask, gradient,
@@ -318,17 +116,6 @@ export default class ShaderEffect {
318
116
  * water.setTime(me.timer.getTime() / 1000);
319
117
  */
320
118
  setTexture(name: string, image: Texture2d | HTMLImageElement | HTMLCanvasElement | OffscreenCanvas | ImageBitmap, repeat?: "repeat" | "repeat-x" | "repeat-y" | "no-repeat"): ShaderEffect;
321
- /**
322
- * (Re)bind this effect's extra textures ({@link setTexture}) to reserved GL
323
- * texture units and point their sampler uniforms at them. Called by the
324
- * renderer right after this effect's shader is bound — for both the
325
- * post-effect blit and the single-effect `customShader` sprite path — so the
326
- * bindings survive the batcher's rotating color-texture pool.
327
- * @param {object} batcher - the active batcher (owns the GL texture units)
328
- * @ignore
329
- */
330
- _prepareTextures(batcher: object): void;
331
- _textureOverflowWarned: boolean | undefined;
332
119
  /**
333
120
  * Create an independent copy of this effect, compiled as its own GL
334
121
  * program. Use it when several renderables need the same effect with
@@ -355,22 +142,6 @@ export default class ShaderEffect {
355
142
  * bossFlash.setUniform("uIntensity", 0.9);
356
143
  */
357
144
  clone(): ShaderEffect;
358
- /** @ignore */
359
- bind(): void;
360
- /** @ignore */
361
- getAttribLocation(name: any): number;
362
- /** @ignore */
363
- setVertexAttributes(gl: any, attributes: any, stride: any): void;
364
- /** @ignore */
365
- get program(): WebGLProgram | null;
366
- /** @ignore */
367
- get vertex(): any;
368
- /** @ignore */
369
- get fragment(): any;
370
- /** @ignore */
371
- get attributes(): {};
372
- /** @ignore */
373
- get uniforms(): object;
374
145
  /**
375
146
  * destroy this shader effect. Idempotent — calling destroy twice
376
147
  * is safe. Unsubscribes from the renderer's context-lost / restored
@@ -1 +1 @@
1
- {"version":3,"file":"shadereffect.d.ts","sourceRoot":"","sources":["../../../src/video/effects/shadereffect.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6HG;AACH;IAiCC;;;;;;;;;;;OAWG;IACH,sBAXW,aAAa,GAAC,cAAc,GAAC,cAAc,QAC3C,MAAM,GAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAA;KAAC,cAQrC,MAAM,EAqHhB;IA/JD;;;;;;OAMG;IACH,SAFU,OAAO,CAED;IAEhB;;;;;;;OAOG;IACH,oBAHU,OAAO,CAGC;IAElB;;;;;;;;;;OAUG;IACH,QAHU,OAAO,CAGF;IAed;;;;;;OAMG;IACH,eAAyB;IAEzB;;;;;OAKG;IACH;eA1ByB,MAAM;eAAS,MAAM;MA0BrB;IACzB,cAAc;IACd,+BAA2B;IAoB3B;;;;;;OAMG;IACH,0CAA+B;IAQ9B;;;;;OAKG;IACH,wBAHU,KAAK,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAC,CAAC,CAGK;IACpD,cAAc;IACd,iBAAkC;IAElC,cAAc;IACd,8BAKC;IAyBD,cAAc;IACd,mDAAkC;IAsBpC,eAAe;IACf,uBAkBC;IAbA,2CAAyC;IAe1C,eAAe;IACf,2BAQC;IAED;;;;OAIG;IACH,iBAHW,MAAM,SACN,MAAM,GAAC,YAAY,QAmB7B;IAED;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,iBAbW,MAAM,GACJ,YAAY,CAuCxB;IAED;;;;;;;;;;;OAWG;IACH,gBAHW,MAAM,QAqBhB;IATC,aAAkB;IAWpB;;;;;;;;;;;;;OAaG;IACH,6BARW,MAAM,gBACN,MAAM,eACN,MAAM,gBACN,MAAM,MACN,MAAM,MACN,MAAM,QAoDhB;IAED;;;;;;OAMG;IACH,8DAaC;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,CA0GxB;IAED;;;;;;;;OAQG;IACH,0BAHW,MAAM,QA2FhB;IA3DI,4CAAkC;IA6DvC;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,SATa,YAAY,CAsDxB;IAKD,cAAc;IACd,aAIC;IAED,cAAc;IACd,qCAIC;IAED,cAAc;IACd,iEAIC;IAED,cAAc;IACd,mCAEC;IAED,cAAc;IACd,kBAEC;IAED,cAAc;IACd,oBAEC;IAED,cAAc;IACd,qBAEC;IAED,cAAc;IACd,uBAEC;IAED;;;;OAIG;IACH,gBAyCC;CACD;qBA74BoB,sBAAsB;kCAET,uBAAuB;sBAHnC,yBAAyB"}
1
+ {"version":3,"file":"shadereffect.d.ts","sourceRoot":"","sources":["../../../src/video/effects/shadereffect.js"],"names":[],"mappings":"AAiJA;IAiCC;;;;;;;;;;;OAWG;IACH,sBAXW,aAAa,GAAC,cAAc,GAAC,cAAc,QAC3C,MAAM,GAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAA;KAAC,cAQrC,MAAM,EAiKhB;IA3MD;;;;;;OAMG;IACH,SAFU,OAAO,CAED;IAEhB;;;;;;;OAOG;IACH,oBAHU,OAAO,CAGC;IAElB;;;;;;;;;;OAUG;IACH,QAHU,OAAO,CAGF;IAed;;;;;;;OAOG;IACH,eAAyB;IAEzB;;;;;;OAMG;IACH;eA5ByB,MAAM;eAAS,MAAM;MA4BrB;IACzB;;;OAGG;IACH,+BAA2B;IAoB3B;;;;;;;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;;;;;;OAMG;IACH,eAA6B;IAC7B;;;OAGG;IACH,mBAAqC;IAErC;;;OAGG;IACH,8BAKC;IAyBD;;;OAGG;IACH,mDAAkC;IAsBpC;;;;OAIG;IACH,uBAsBC;IAjBA;;;OAGG;IACH,2CAAyC;IAe1C;;;;OAIG;IACH,2BAQC;IAED;;;;;;;;;;;;;;OAcG;IACH,iBAbW,MAAM,SACN,MAAM,GAAC,OAAO,GAAC,MAAM,EAAE,GAAC,YAAY,GAAC,MAAM,QAsCrD;IAED;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,iBAbW,MAAM,GACJ,YAAY,CAoDxB;IAED;;;;;;;;;;;;OAYG;IACH,gBAJW,MAAM,QA0BhB;IAbC;;;OAGG;IACH,aAAkB;IAWpB;;;;;;;;;;;;;;OAcG;IACH,6BATW,MAAM,gBACN,MAAM,eACN,MAAM,gBACN,MAAM,MACN,MAAM,MACN,MAAM,QAqDhB;IAED;;;;;;;OAOG;IACH,8DAaC;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,CA0GxB;IAED;;;;;;;;;OASG;IACH,0BAJW,MAAM,QAgGhB;IA/DI;;;OAGG;IACH,4CAAkC;IA6DvC;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,SATa,YAAY,CAsDxB;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;qBAjhCoB,sBAAsB;kCAET,uBAAuB;sBAHnC,yBAAyB"}
@@ -1,28 +1,2 @@
1
- /**
2
- * normalize the `vecN<f32>` / `matCxR<f32>` spellings onto the short forms
3
- * used as TYPE_LAYOUT keys
4
- * @param {string} type - a WGSL type token
5
- * @returns {string} the canonical spelling
6
- * @ignore
7
- */
8
- export function normalizeWGSLType(type: string): string;
9
- /**
10
- * Compute the uniform-buffer layout for a parsed struct member list.
11
- * @param {Array<{name: string, type: string}>} members - struct members in declaration order
12
- * @returns {{map: Map<string, {offset: number, size: number, type: string}>, size: number}|null}
13
- * the name → placement map and the total (16-byte-rounded) struct size,
14
- * or `null` when a member type is unsupported
15
- * @ignore
16
- */
17
- export function computeUniformLayout(members: Array<{
18
- name: string;
19
- type: string;
20
- }>): {
21
- map: Map<string, {
22
- offset: number;
23
- size: number;
24
- type: string;
25
- }>;
26
- size: number;
27
- } | null;
1
+
28
2
  //# sourceMappingURL=layout.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"layout.d.ts","sourceRoot":"","sources":["../../../../src/video/effects/wgsl/layout.js"],"names":[],"mappings":"AAqCA;;;;;;GAMG;AACH,wCAJW,MAAM,GACJ,MAAM,CAQlB;AAUD;;;;;;;GAOG;AACH,8CANW,KAAK,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAAC,GACjC;IAAC,GAAG,EAAE,GAAG,CAAC,MAAM,EAAE;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAA;KAAC,CAAC,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,GAAC,IAAI,CAuB/F"}
1
+ {"version":3,"file":"layout.d.ts","sourceRoot":"","sources":["../../../../src/video/effects/wgsl/layout.js"],"names":[],"mappings":"AAuCA;;;;;;;GAOG;AACH,wCALW,MAAM,GACJ,MAAM,CASlB;AAWD;;;;;;;;GAQG;AACH,8CAPW,KAAK,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAAC,GACjC;IAAC,GAAG,EAAE,GAAG,CAAC,MAAM,EAAE;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAA;KAAC,CAAC,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,GAAC,IAAI,CAwB/F"}
@@ -1,9 +1,2 @@
1
- /**
2
- * Parse a WGSL effect body's declarations.
3
- * @param {string} body - the user WGSL body
4
- * @returns {object} `{ok: true, layout, structSize, uniformVar, textures, builtins, maxUserBinding}`
5
- * or `{ok: false, error}`
6
- * @ignore
7
- */
8
- export function parseWGSLBody(body: string): object;
1
+
9
2
  //# sourceMappingURL=parse.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"parse.d.ts","sourceRoot":"","sources":["../../../../src/video/effects/wgsl/parse.js"],"names":[],"mappings":"AAoHA;;;;;;GAMG;AACH,oCALW,MAAM,GACJ,MAAM,CAqKlB"}
1
+ {"version":3,"file":"parse.d.ts","sourceRoot":"","sources":["../../../../src/video/effects/wgsl/parse.js"],"names":[],"mappings":"AAwHA;;;;;;;GAOG;AACH,oCANW,MAAM,GACJ,MAAM,CAsKlB"}
@@ -1,43 +1,2 @@
1
- /**
2
- * WGSL module assembly for a ShaderEffect body — the WGSL counterpart of
3
- * `glsl_realization.js`'s source templating. The user body is embedded
4
- * VERBATIM (WGSL module-scope declarations are order-independent); the
5
- * scaffold contributes the vertex/fragment entry points over the frozen
6
- * 28-byte quad layout, the frame-globals and material groups, and the
7
- * builtin declarations the parser detected.
8
- *
9
- * Frozen conventions carried over from the core quad shader:
10
- * - clip-z remap `(z + w) * 0.5` (GL-convention [-w, w] → WebGPU [0, w])
11
- * - packed-ARGB attribute read as (B,G,R,A) → `.bgr * .a` premultiply
12
- * - `screen_uv` is y-down (`0.5 - ndc.y * 0.5`): WebGPU texture row 0 is
13
- * the top, so the capture is sampled without any flip
14
- * @ignore
15
- */
16
- /**
17
- * builtin group-3 bindings are assigned ABOVE the highest user binding so
18
- * they can never collide: ME uniform first, then the capture texture and
19
- * its sampler variants
20
- * @param {object} parsed - the parseWGSLBody result
21
- * @returns {{me: number, screenTexture: number, screenSamplerClamp: number, screenSamplerRepeat: number}}
22
- * assigned binding indices (-1 when the builtin is unused)
23
- * @ignore
24
- */
25
- export function assignBuiltinBindings(parsed: object): {
26
- me: number;
27
- screenTexture: number;
28
- screenSamplerClamp: number;
29
- screenSamplerRepeat: number;
30
- };
31
- /**
32
- * Assemble the complete WGSL module for an effect body.
33
- * @param {string} body - the user WGSL body (embedded verbatim)
34
- * @param {object} parsed - the parseWGSLBody result
35
- * @returns {{code: string, bindings: object}} the module text and the
36
- * builtin binding assignment (consumed when building the bind group)
37
- * @ignore
38
- */
39
- export function buildWGSLModule(body: string, parsed: object): {
40
- code: string;
41
- bindings: object;
42
- };
1
+
43
2
  //# sourceMappingURL=scaffold.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"scaffold.d.ts","sourceRoot":"","sources":["../../../../src/video/effects/wgsl/scaffold.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAEH;;;;;;;;GAQG;AACH,8CALW,MAAM,GACJ;IAAC,EAAE,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,CAAC;IAAC,kBAAkB,EAAE,MAAM,CAAC;IAAC,mBAAmB,EAAE,MAAM,CAAA;CAAC,CA0BxG;AAED;;;;;;;GAOG;AACH,sCANW,MAAM,UACN,MAAM,GACJ;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CAyG5C"}
1
+ {"version":3,"file":"scaffold.d.ts","sourceRoot":"","sources":["../../../../src/video/effects/wgsl/scaffold.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH;;;;;;;;;GASG;AACH,8CANW,MAAM,GACJ;IAAC,EAAE,EAAE,MAAM,CAAC;IAAC,aAAa,EAAE,MAAM,CAAC;IAAC,kBAAkB,EAAE,MAAM,CAAC;IAAC,mBAAmB,EAAE,MAAM,CAAA;CAAC,CA2BxG;AAED;;;;;;;;GAQG;AACH,sCAPW,MAAM,UACN,MAAM,GACJ;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CA0G5C"}