/*! * @pixi/constants - v6.5.10 * Compiled Thu, 06 Jul 2023 15:25:11 UTC * * @pixi/constants is licensed under the MIT License. * http://www.opensource.org/licenses/mit-license */ this.PIXI = this.PIXI || {}; var _pixi_constants = (function (exports) { 'use strict'; /** * Different types of environments for WebGL. * @static * @memberof PIXI * @name ENV * @enum {number} * @property {number} WEBGL_LEGACY - Used for older v1 WebGL devices. PixiJS will aim to ensure compatibility * with older / less advanced devices. If you experience unexplained flickering prefer this environment. * @property {number} WEBGL - Version 1 of WebGL * @property {number} WEBGL2 - Version 2 of WebGL */ exports.ENV = void 0; (function (ENV) { ENV[ENV["WEBGL_LEGACY"] = 0] = "WEBGL_LEGACY"; ENV[ENV["WEBGL"] = 1] = "WEBGL"; ENV[ENV["WEBGL2"] = 2] = "WEBGL2"; })(exports.ENV || (exports.ENV = {})); /** * Constant to identify the Renderer Type. * @static * @memberof PIXI * @name RENDERER_TYPE * @enum {number} * @property {number} UNKNOWN - Unknown render type. * @property {number} WEBGL - WebGL render type. * @property {number} CANVAS - Canvas render type. */ exports.RENDERER_TYPE = void 0; (function (RENDERER_TYPE) { RENDERER_TYPE[RENDERER_TYPE["UNKNOWN"] = 0] = "UNKNOWN"; RENDERER_TYPE[RENDERER_TYPE["WEBGL"] = 1] = "WEBGL"; RENDERER_TYPE[RENDERER_TYPE["CANVAS"] = 2] = "CANVAS"; })(exports.RENDERER_TYPE || (exports.RENDERER_TYPE = {})); /** * Bitwise OR of masks that indicate the buffers to be cleared. * @static * @memberof PIXI * @name BUFFER_BITS * @enum {number} * @property {number} COLOR - Indicates the buffers currently enabled for color writing. * @property {number} DEPTH - Indicates the depth buffer. * @property {number} STENCIL - Indicates the stencil buffer. */ exports.BUFFER_BITS = void 0; (function (BUFFER_BITS) { BUFFER_BITS[BUFFER_BITS["COLOR"] = 16384] = "COLOR"; BUFFER_BITS[BUFFER_BITS["DEPTH"] = 256] = "DEPTH"; BUFFER_BITS[BUFFER_BITS["STENCIL"] = 1024] = "STENCIL"; })(exports.BUFFER_BITS || (exports.BUFFER_BITS = {})); /** * Various blend modes supported by PIXI. * * IMPORTANT - The WebGL renderer only supports the NORMAL, ADD, MULTIPLY and SCREEN blend modes. * Anything else will silently act like NORMAL. * @memberof PIXI * @name BLEND_MODES * @enum {number} * @property {number} NORMAL - * @property {number} ADD - * @property {number} MULTIPLY - * @property {number} SCREEN - * @property {number} OVERLAY - * @property {number} DARKEN - * @property {number} LIGHTEN - * @property {number} COLOR_DODGE - * @property {number} COLOR_BURN - * @property {number} HARD_LIGHT - * @property {number} SOFT_LIGHT - * @property {number} DIFFERENCE - * @property {number} EXCLUSION - * @property {number} HUE - * @property {number} SATURATION - * @property {number} COLOR - * @property {number} LUMINOSITY - * @property {number} NORMAL_NPM - * @property {number} ADD_NPM - * @property {number} SCREEN_NPM - * @property {number} NONE - * @property {number} SRC_IN - * @property {number} SRC_OUT - * @property {number} SRC_ATOP - * @property {number} DST_OVER - * @property {number} DST_IN - * @property {number} DST_OUT - * @property {number} DST_ATOP - * @property {number} SUBTRACT - * @property {number} SRC_OVER - * @property {number} ERASE - * @property {number} XOR - */ exports.BLEND_MODES = void 0; (function (BLEND_MODES) { BLEND_MODES[BLEND_MODES["NORMAL"] = 0] = "NORMAL"; BLEND_MODES[BLEND_MODES["ADD"] = 1] = "ADD"; BLEND_MODES[BLEND_MODES["MULTIPLY"] = 2] = "MULTIPLY"; BLEND_MODES[BLEND_MODES["SCREEN"] = 3] = "SCREEN"; BLEND_MODES[BLEND_MODES["OVERLAY"] = 4] = "OVERLAY"; BLEND_MODES[BLEND_MODES["DARKEN"] = 5] = "DARKEN"; BLEND_MODES[BLEND_MODES["LIGHTEN"] = 6] = "LIGHTEN"; BLEND_MODES[BLEND_MODES["COLOR_DODGE"] = 7] = "COLOR_DODGE"; BLEND_MODES[BLEND_MODES["COLOR_BURN"] = 8] = "COLOR_BURN"; BLEND_MODES[BLEND_MODES["HARD_LIGHT"] = 9] = "HARD_LIGHT"; BLEND_MODES[BLEND_MODES["SOFT_LIGHT"] = 10] = "SOFT_LIGHT"; BLEND_MODES[BLEND_MODES["DIFFERENCE"] = 11] = "DIFFERENCE"; BLEND_MODES[BLEND_MODES["EXCLUSION"] = 12] = "EXCLUSION"; BLEND_MODES[BLEND_MODES["HUE"] = 13] = "HUE"; BLEND_MODES[BLEND_MODES["SATURATION"] = 14] = "SATURATION"; BLEND_MODES[BLEND_MODES["COLOR"] = 15] = "COLOR"; BLEND_MODES[BLEND_MODES["LUMINOSITY"] = 16] = "LUMINOSITY"; BLEND_MODES[BLEND_MODES["NORMAL_NPM"] = 17] = "NORMAL_NPM"; BLEND_MODES[BLEND_MODES["ADD_NPM"] = 18] = "ADD_NPM"; BLEND_MODES[BLEND_MODES["SCREEN_NPM"] = 19] = "SCREEN_NPM"; BLEND_MODES[BLEND_MODES["NONE"] = 20] = "NONE"; BLEND_MODES[BLEND_MODES["SRC_OVER"] = 0] = "SRC_OVER"; BLEND_MODES[BLEND_MODES["SRC_IN"] = 21] = "SRC_IN"; BLEND_MODES[BLEND_MODES["SRC_OUT"] = 22] = "SRC_OUT"; BLEND_MODES[BLEND_MODES["SRC_ATOP"] = 23] = "SRC_ATOP"; BLEND_MODES[BLEND_MODES["DST_OVER"] = 24] = "DST_OVER"; BLEND_MODES[BLEND_MODES["DST_IN"] = 25] = "DST_IN"; BLEND_MODES[BLEND_MODES["DST_OUT"] = 26] = "DST_OUT"; BLEND_MODES[BLEND_MODES["DST_ATOP"] = 27] = "DST_ATOP"; BLEND_MODES[BLEND_MODES["ERASE"] = 26] = "ERASE"; BLEND_MODES[BLEND_MODES["SUBTRACT"] = 28] = "SUBTRACT"; BLEND_MODES[BLEND_MODES["XOR"] = 29] = "XOR"; })(exports.BLEND_MODES || (exports.BLEND_MODES = {})); /** * Various webgl draw modes. These can be used to specify which GL drawMode to use * under certain situations and renderers. * @memberof PIXI * @static * @name DRAW_MODES * @enum {number} * @property {number} POINTS - * @property {number} LINES - * @property {number} LINE_LOOP - * @property {number} LINE_STRIP - * @property {number} TRIANGLES - * @property {number} TRIANGLE_STRIP - * @property {number} TRIANGLE_FAN - */ exports.DRAW_MODES = void 0; (function (DRAW_MODES) { DRAW_MODES[DRAW_MODES["POINTS"] = 0] = "POINTS"; DRAW_MODES[DRAW_MODES["LINES"] = 1] = "LINES"; DRAW_MODES[DRAW_MODES["LINE_LOOP"] = 2] = "LINE_LOOP"; DRAW_MODES[DRAW_MODES["LINE_STRIP"] = 3] = "LINE_STRIP"; DRAW_MODES[DRAW_MODES["TRIANGLES"] = 4] = "TRIANGLES"; DRAW_MODES[DRAW_MODES["TRIANGLE_STRIP"] = 5] = "TRIANGLE_STRIP"; DRAW_MODES[DRAW_MODES["TRIANGLE_FAN"] = 6] = "TRIANGLE_FAN"; })(exports.DRAW_MODES || (exports.DRAW_MODES = {})); /** * Various GL texture/resources formats. * @memberof PIXI * @static * @name FORMATS * @enum {number} * @property {number} [RGBA=6408] - * @property {number} [RGB=6407] - * @property {number} [RG=33319] - * @property {number} [RED=6403] - * @property {number} [RGBA_INTEGER=36249] - * @property {number} [RGB_INTEGER=36248] - * @property {number} [RG_INTEGER=33320] - * @property {number} [RED_INTEGER=36244] - * @property {number} [ALPHA=6406] - * @property {number} [LUMINANCE=6409] - * @property {number} [LUMINANCE_ALPHA=6410] - * @property {number} [DEPTH_COMPONENT=6402] - * @property {number} [DEPTH_STENCIL=34041] - */ exports.FORMATS = void 0; (function (FORMATS) { FORMATS[FORMATS["RGBA"] = 6408] = "RGBA"; FORMATS[FORMATS["RGB"] = 6407] = "RGB"; FORMATS[FORMATS["RG"] = 33319] = "RG"; FORMATS[FORMATS["RED"] = 6403] = "RED"; FORMATS[FORMATS["RGBA_INTEGER"] = 36249] = "RGBA_INTEGER"; FORMATS[FORMATS["RGB_INTEGER"] = 36248] = "RGB_INTEGER"; FORMATS[FORMATS["RG_INTEGER"] = 33320] = "RG_INTEGER"; FORMATS[FORMATS["RED_INTEGER"] = 36244] = "RED_INTEGER"; FORMATS[FORMATS["ALPHA"] = 6406] = "ALPHA"; FORMATS[FORMATS["LUMINANCE"] = 6409] = "LUMINANCE"; FORMATS[FORMATS["LUMINANCE_ALPHA"] = 6410] = "LUMINANCE_ALPHA"; FORMATS[FORMATS["DEPTH_COMPONENT"] = 6402] = "DEPTH_COMPONENT"; FORMATS[FORMATS["DEPTH_STENCIL"] = 34041] = "DEPTH_STENCIL"; })(exports.FORMATS || (exports.FORMATS = {})); /** * Various GL target types. * @memberof PIXI * @static * @name TARGETS * @enum {number} * @property {number} [TEXTURE_2D=3553] - * @property {number} [TEXTURE_CUBE_MAP=34067] - * @property {number} [TEXTURE_2D_ARRAY=35866] - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_X=34069] - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_X=34070] - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Y=34071] - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Y=34072] - * @property {number} [TEXTURE_CUBE_MAP_POSITIVE_Z=34073] - * @property {number} [TEXTURE_CUBE_MAP_NEGATIVE_Z=34074] - */ exports.TARGETS = void 0; (function (TARGETS) { TARGETS[TARGETS["TEXTURE_2D"] = 3553] = "TEXTURE_2D"; TARGETS[TARGETS["TEXTURE_CUBE_MAP"] = 34067] = "TEXTURE_CUBE_MAP"; TARGETS[TARGETS["TEXTURE_2D_ARRAY"] = 35866] = "TEXTURE_2D_ARRAY"; TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_X"] = 34069] = "TEXTURE_CUBE_MAP_POSITIVE_X"; TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_X"] = 34070] = "TEXTURE_CUBE_MAP_NEGATIVE_X"; TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Y"] = 34071] = "TEXTURE_CUBE_MAP_POSITIVE_Y"; TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Y"] = 34072] = "TEXTURE_CUBE_MAP_NEGATIVE_Y"; TARGETS[TARGETS["TEXTURE_CUBE_MAP_POSITIVE_Z"] = 34073] = "TEXTURE_CUBE_MAP_POSITIVE_Z"; TARGETS[TARGETS["TEXTURE_CUBE_MAP_NEGATIVE_Z"] = 34074] = "TEXTURE_CUBE_MAP_NEGATIVE_Z"; })(exports.TARGETS || (exports.TARGETS = {})); /** * Various GL data format types. * @memberof PIXI * @static * @name TYPES * @enum {number} * @property {number} [UNSIGNED_BYTE=5121] - * @property {number} [UNSIGNED_SHORT=5123] - * @property {number} [UNSIGNED_SHORT_5_6_5=33635] - * @property {number} [UNSIGNED_SHORT_4_4_4_4=32819] - * @property {number} [UNSIGNED_SHORT_5_5_5_1=32820] - * @property {number} [UNSIGNED_INT=5125] - * @property {number} [UNSIGNED_INT_10F_11F_11F_REV=35899] - * @property {number} [UNSIGNED_INT_2_10_10_10_REV=33640] - * @property {number} [UNSIGNED_INT_24_8=34042] - * @property {number} [UNSIGNED_INT_5_9_9_9_REV=35902] - * @property {number} [BYTE=5120] - * @property {number} [SHORT=5122] - * @property {number} [INT=5124] - * @property {number} [FLOAT=5126] - * @property {number} [FLOAT_32_UNSIGNED_INT_24_8_REV=36269] - * @property {number} [HALF_FLOAT=36193] - */ exports.TYPES = void 0; (function (TYPES) { TYPES[TYPES["UNSIGNED_BYTE"] = 5121] = "UNSIGNED_BYTE"; TYPES[TYPES["UNSIGNED_SHORT"] = 5123] = "UNSIGNED_SHORT"; TYPES[TYPES["UNSIGNED_SHORT_5_6_5"] = 33635] = "UNSIGNED_SHORT_5_6_5"; TYPES[TYPES["UNSIGNED_SHORT_4_4_4_4"] = 32819] = "UNSIGNED_SHORT_4_4_4_4"; TYPES[TYPES["UNSIGNED_SHORT_5_5_5_1"] = 32820] = "UNSIGNED_SHORT_5_5_5_1"; TYPES[TYPES["UNSIGNED_INT"] = 5125] = "UNSIGNED_INT"; TYPES[TYPES["UNSIGNED_INT_10F_11F_11F_REV"] = 35899] = "UNSIGNED_INT_10F_11F_11F_REV"; TYPES[TYPES["UNSIGNED_INT_2_10_10_10_REV"] = 33640] = "UNSIGNED_INT_2_10_10_10_REV"; TYPES[TYPES["UNSIGNED_INT_24_8"] = 34042] = "UNSIGNED_INT_24_8"; TYPES[TYPES["UNSIGNED_INT_5_9_9_9_REV"] = 35902] = "UNSIGNED_INT_5_9_9_9_REV"; TYPES[TYPES["BYTE"] = 5120] = "BYTE"; TYPES[TYPES["SHORT"] = 5122] = "SHORT"; TYPES[TYPES["INT"] = 5124] = "INT"; TYPES[TYPES["FLOAT"] = 5126] = "FLOAT"; TYPES[TYPES["FLOAT_32_UNSIGNED_INT_24_8_REV"] = 36269] = "FLOAT_32_UNSIGNED_INT_24_8_REV"; TYPES[TYPES["HALF_FLOAT"] = 36193] = "HALF_FLOAT"; })(exports.TYPES || (exports.TYPES = {})); /** * Various sampler types. Correspond to `sampler`, `isampler`, `usampler` GLSL types respectively. * WebGL1 works only with FLOAT. * @memberof PIXI * @static * @name SAMPLER_TYPES * @enum {number} * @property {number} [FLOAT=0] - * @property {number} [INT=1] - * @property {number} [UINT=2] - */ exports.SAMPLER_TYPES = void 0; (function (SAMPLER_TYPES) { SAMPLER_TYPES[SAMPLER_TYPES["FLOAT"] = 0] = "FLOAT"; SAMPLER_TYPES[SAMPLER_TYPES["INT"] = 1] = "INT"; SAMPLER_TYPES[SAMPLER_TYPES["UINT"] = 2] = "UINT"; })(exports.SAMPLER_TYPES || (exports.SAMPLER_TYPES = {})); /** * The scale modes that are supported by pixi. * * The {@link PIXI.settings.SCALE_MODE} scale mode affects the default scaling mode of future operations. * It can be re-assigned to either LINEAR or NEAREST, depending upon suitability. * @memberof PIXI * @static * @name SCALE_MODES * @enum {number} * @property {number} LINEAR Smooth scaling * @property {number} NEAREST Pixelating scaling */ exports.SCALE_MODES = void 0; (function (SCALE_MODES) { SCALE_MODES[SCALE_MODES["NEAREST"] = 0] = "NEAREST"; SCALE_MODES[SCALE_MODES["LINEAR"] = 1] = "LINEAR"; })(exports.SCALE_MODES || (exports.SCALE_MODES = {})); /** * The wrap modes that are supported by pixi. * * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wrapping mode of future operations. * It can be re-assigned to either CLAMP or REPEAT, depending upon suitability. * If the texture is non power of two then clamp will be used regardless as WebGL can * only use REPEAT if the texture is po2. * * This property only affects WebGL. * @name WRAP_MODES * @memberof PIXI * @static * @enum {number} * @property {number} CLAMP - The textures uvs are clamped * @property {number} REPEAT - The texture uvs tile and repeat * @property {number} MIRRORED_REPEAT - The texture uvs tile and repeat with mirroring */ exports.WRAP_MODES = void 0; (function (WRAP_MODES) { WRAP_MODES[WRAP_MODES["CLAMP"] = 33071] = "CLAMP"; WRAP_MODES[WRAP_MODES["REPEAT"] = 10497] = "REPEAT"; WRAP_MODES[WRAP_MODES["MIRRORED_REPEAT"] = 33648] = "MIRRORED_REPEAT"; })(exports.WRAP_MODES || (exports.WRAP_MODES = {})); /** * Mipmap filtering modes that are supported by pixi. * * The {@link PIXI.settings.MIPMAP_TEXTURES} affects default texture filtering. * Mipmaps are generated for a baseTexture if its `mipmap` field is `ON`, * or its `POW2` and texture dimensions are powers of 2. * Due to platform restriction, `ON` option will work like `POW2` for webgl-1. * * This property only affects WebGL. * @name MIPMAP_MODES * @memberof PIXI * @static * @enum {number} * @property {number} OFF - No mipmaps * @property {number} POW2 - Generate mipmaps if texture dimensions are pow2 * @property {number} ON - Always generate mipmaps * @property {number} ON_MANUAL - Use mipmaps, but do not auto-generate them; this is used with a resource * that supports buffering each level-of-detail. */ exports.MIPMAP_MODES = void 0; (function (MIPMAP_MODES) { MIPMAP_MODES[MIPMAP_MODES["OFF"] = 0] = "OFF"; MIPMAP_MODES[MIPMAP_MODES["POW2"] = 1] = "POW2"; MIPMAP_MODES[MIPMAP_MODES["ON"] = 2] = "ON"; MIPMAP_MODES[MIPMAP_MODES["ON_MANUAL"] = 3] = "ON_MANUAL"; })(exports.MIPMAP_MODES || (exports.MIPMAP_MODES = {})); /** * How to treat textures with premultiplied alpha * @name ALPHA_MODES * @memberof PIXI * @static * @enum {number} * @property {number} NO_PREMULTIPLIED_ALPHA - Source is not premultiplied, leave it like that. * Option for compressed and data textures that are created from typed arrays. * @property {number} PREMULTIPLY_ON_UPLOAD - Source is not premultiplied, premultiply on upload. * Default option, used for all loaded images. * @property {number} PREMULTIPLIED_ALPHA - Source is already premultiplied * Example: spine atlases with `_pma` suffix. * @property {number} NPM - Alias for NO_PREMULTIPLIED_ALPHA. * @property {number} UNPACK - Default option, alias for PREMULTIPLY_ON_UPLOAD. * @property {number} PMA - Alias for PREMULTIPLIED_ALPHA. */ exports.ALPHA_MODES = void 0; (function (ALPHA_MODES) { ALPHA_MODES[ALPHA_MODES["NPM"] = 0] = "NPM"; ALPHA_MODES[ALPHA_MODES["UNPACK"] = 1] = "UNPACK"; ALPHA_MODES[ALPHA_MODES["PMA"] = 2] = "PMA"; ALPHA_MODES[ALPHA_MODES["NO_PREMULTIPLIED_ALPHA"] = 0] = "NO_PREMULTIPLIED_ALPHA"; ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ON_UPLOAD"] = 1] = "PREMULTIPLY_ON_UPLOAD"; ALPHA_MODES[ALPHA_MODES["PREMULTIPLY_ALPHA"] = 2] = "PREMULTIPLY_ALPHA"; ALPHA_MODES[ALPHA_MODES["PREMULTIPLIED_ALPHA"] = 2] = "PREMULTIPLIED_ALPHA"; })(exports.ALPHA_MODES || (exports.ALPHA_MODES = {})); /** * Configure whether filter textures are cleared after binding. * * Filter textures need not be cleared if the filter does not use pixel blending. {@link CLEAR_MODES.BLIT} will detect * this and skip clearing as an optimization. * @name CLEAR_MODES * @memberof PIXI * @static * @enum {number} * @property {number} BLEND - Do not clear the filter texture. The filter's output will blend on top of the output texture. * @property {number} CLEAR - Always clear the filter texture. * @property {number} BLIT - Clear only if {@link FilterSystem.forceClear} is set or if the filter uses pixel blending. * @property {number} NO - Alias for BLEND, same as `false` in earlier versions * @property {number} YES - Alias for CLEAR, same as `true` in earlier versions * @property {number} AUTO - Alias for BLIT */ exports.CLEAR_MODES = void 0; (function (CLEAR_MODES) { CLEAR_MODES[CLEAR_MODES["NO"] = 0] = "NO"; CLEAR_MODES[CLEAR_MODES["YES"] = 1] = "YES"; CLEAR_MODES[CLEAR_MODES["AUTO"] = 2] = "AUTO"; CLEAR_MODES[CLEAR_MODES["BLEND"] = 0] = "BLEND"; CLEAR_MODES[CLEAR_MODES["CLEAR"] = 1] = "CLEAR"; CLEAR_MODES[CLEAR_MODES["BLIT"] = 2] = "BLIT"; })(exports.CLEAR_MODES || (exports.CLEAR_MODES = {})); /** * The gc modes that are supported by pixi. * * The {@link PIXI.settings.GC_MODE} Garbage Collection mode for PixiJS textures is AUTO * If set to GC_MODE, the renderer will occasionally check textures usage. If they are not * used for a specified period of time they will be removed from the GPU. They will of course * be uploaded again when they are required. This is a silent behind the scenes process that * should ensure that the GPU does not get filled up. * * Handy for mobile devices! * This property only affects WebGL. * @name GC_MODES * @enum {number} * @static * @memberof PIXI * @property {number} AUTO - Garbage collection will happen periodically automatically * @property {number} MANUAL - Garbage collection will need to be called manually */ exports.GC_MODES = void 0; (function (GC_MODES) { GC_MODES[GC_MODES["AUTO"] = 0] = "AUTO"; GC_MODES[GC_MODES["MANUAL"] = 1] = "MANUAL"; })(exports.GC_MODES || (exports.GC_MODES = {})); /** * Constants that specify float precision in shaders. * @name PRECISION * @memberof PIXI * @constant * @static * @enum {string} * @property {string} [LOW='lowp'] - * @property {string} [MEDIUM='mediump'] - * @property {string} [HIGH='highp'] - */ exports.PRECISION = void 0; (function (PRECISION) { PRECISION["LOW"] = "lowp"; PRECISION["MEDIUM"] = "mediump"; PRECISION["HIGH"] = "highp"; })(exports.PRECISION || (exports.PRECISION = {})); /** * Constants for mask implementations. * We use `type` suffix because it leads to very different behaviours * @name MASK_TYPES * @memberof PIXI * @static * @enum {number} * @property {number} NONE - Mask is ignored * @property {number} SCISSOR - Scissor mask, rectangle on screen, cheap * @property {number} STENCIL - Stencil mask, 1-bit, medium, works only if renderer supports stencil * @property {number} SPRITE - Mask that uses SpriteMaskFilter, uses temporary RenderTexture * @property {number} COLOR - Color mask (RGBA) */ exports.MASK_TYPES = void 0; (function (MASK_TYPES) { MASK_TYPES[MASK_TYPES["NONE"] = 0] = "NONE"; MASK_TYPES[MASK_TYPES["SCISSOR"] = 1] = "SCISSOR"; MASK_TYPES[MASK_TYPES["STENCIL"] = 2] = "STENCIL"; MASK_TYPES[MASK_TYPES["SPRITE"] = 3] = "SPRITE"; MASK_TYPES[MASK_TYPES["COLOR"] = 4] = "COLOR"; })(exports.MASK_TYPES || (exports.MASK_TYPES = {})); /** * Bitwise OR of masks that indicate the color channels that are rendered to. * @static * @memberof PIXI * @name COLOR_MASK_BITS * @enum {number} * @property {number} RED - Red channel. * @property {number} GREEN - Green channel * @property {number} BLUE - Blue channel. * @property {number} ALPHA - Alpha channel. */ exports.COLOR_MASK_BITS = void 0; (function (COLOR_MASK_BITS) { COLOR_MASK_BITS[COLOR_MASK_BITS["RED"] = 1] = "RED"; COLOR_MASK_BITS[COLOR_MASK_BITS["GREEN"] = 2] = "GREEN"; COLOR_MASK_BITS[COLOR_MASK_BITS["BLUE"] = 4] = "BLUE"; COLOR_MASK_BITS[COLOR_MASK_BITS["ALPHA"] = 8] = "ALPHA"; })(exports.COLOR_MASK_BITS || (exports.COLOR_MASK_BITS = {})); /** * Constants for multi-sampling antialiasing. * @see PIXI.Framebuffer#multisample * @name MSAA_QUALITY * @memberof PIXI * @static * @enum {number} * @property {number} NONE - No multisampling for this renderTexture * @property {number} LOW - Try 2 samples * @property {number} MEDIUM - Try 4 samples * @property {number} HIGH - Try 8 samples */ exports.MSAA_QUALITY = void 0; (function (MSAA_QUALITY) { MSAA_QUALITY[MSAA_QUALITY["NONE"] = 0] = "NONE"; MSAA_QUALITY[MSAA_QUALITY["LOW"] = 2] = "LOW"; MSAA_QUALITY[MSAA_QUALITY["MEDIUM"] = 4] = "MEDIUM"; MSAA_QUALITY[MSAA_QUALITY["HIGH"] = 8] = "HIGH"; })(exports.MSAA_QUALITY || (exports.MSAA_QUALITY = {})); /** * Constants for various buffer types in Pixi * @see PIXI.BUFFER_TYPE * @name BUFFER_TYPE * @memberof PIXI * @static * @enum {number} * @property {number} ELEMENT_ARRAY_BUFFER - buffer type for using as an index buffer * @property {number} ARRAY_BUFFER - buffer type for using attribute data * @property {number} UNIFORM_BUFFER - the buffer type is for uniform buffer objects */ exports.BUFFER_TYPE = void 0; (function (BUFFER_TYPE) { BUFFER_TYPE[BUFFER_TYPE["ELEMENT_ARRAY_BUFFER"] = 34963] = "ELEMENT_ARRAY_BUFFER"; BUFFER_TYPE[BUFFER_TYPE["ARRAY_BUFFER"] = 34962] = "ARRAY_BUFFER"; // NOT YET SUPPORTED BUFFER_TYPE[BUFFER_TYPE["UNIFORM_BUFFER"] = 35345] = "UNIFORM_BUFFER"; })(exports.BUFFER_TYPE || (exports.BUFFER_TYPE = {})); Object.defineProperty(exports, '__esModule', { value: true }); return exports; })({}); Object.assign(this.PIXI, _pixi_constants); //# sourceMappingURL=constants.js.map