/** * Constant to identify the Renderer Type. * * @static * @constant * @memberof PIXI * @name RENDERER_TYPE * @type {object} * @property {number} UNKNOWN - Unknown render type. * @property {number} WEBGL - WebGL render type. * @property {number} CANVAS - Canvas render type. */ export const RENDERER_TYPE = { UNKNOWN: 0, WEBGL: 1, CANVAS: 2, }; /** * 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. * * @static * @constant * @memberof PIXI * @name BLEND_MODES * @type {object} * @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 */ export const BLEND_MODES = { NORMAL: 0, ADD: 1, MULTIPLY: 2, SCREEN: 3, OVERLAY: 4, DARKEN: 5, LIGHTEN: 6, COLOR_DODGE: 7, COLOR_BURN: 8, HARD_LIGHT: 9, SOFT_LIGHT: 10, DIFFERENCE: 11, EXCLUSION: 12, HUE: 13, SATURATION: 14, COLOR: 15, LUMINOSITY: 16, NORMAL_NPM: 17, ADD_NPM: 18, SCREEN_NPM: 19, }; /** * Various webgl draw modes. These can be used to specify which GL drawMode to use * under certain situations and renderers. * * @static * @constant * @memberof PIXI * @name DRAW_MODES * @type {object} * @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 */ export const DRAW_MODES = { POINTS: 0, LINES: 1, LINE_LOOP: 2, LINE_STRIP: 3, TRIANGLES: 4, TRIANGLE_STRIP: 5, TRIANGLE_FAN: 6, }; export const FORMATS = { RGBA: 6408, RGB: 6407, ALPHA: 6406, LUMINANCE: 6409, LUMINANCE_ALPHA: 6410, DEPTH_COMPONENT: 6402, DEPTH_STENCIL: 34041, }; export const TARGETS = { TEXTURE_2D: 3553, TEXTURE_CUBE_MAP: 34067, TEXTURE_2D_ARRAY: 35866, TEXTURE_CUBE_MAP_POSITIVE_X: 34069, TEXTURE_CUBE_MAP_NEGATIVE_X: 34070, TEXTURE_CUBE_MAP_POSITIVE_Y: 34071, TEXTURE_CUBE_MAP_NEGATIVE_Y: 34072, TEXTURE_CUBE_MAP_POSITIVE_Z: 34073, TEXTURE_CUBE_MAP_NEGATIVE_Z: 34074, }; export const TYPES = { UNSIGNED_BYTE: 5121, UNSIGNED_SHORT: 5123, UNSIGNED_SHORT_5_6_5: 33635, UNSIGNED_SHORT_4_4_4_4: 32819, UNSIGNED_SHORT_5_5_5_1: 32820, FLOAT: 5126, HALF_FLOAT: 36193, }; /** * 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. * * @static * @constant * @memberof PIXI * @name SCALE_MODES * @type {object} * @property {number} LINEAR Smooth scaling * @property {number} NEAREST Pixelating scaling */ export const SCALE_MODES = { LINEAR: 1, NEAREST: 0, }; /** * The wrap modes that are supported by pixi. * * The {@link PIXI.settings.WRAP_MODE} wrap mode affects the default wraping 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. * * @static * @constant * @name WRAP_MODES * @memberof PIXI * @type {object} * @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 */ export const WRAP_MODES = { CLAMP: 33071, REPEAT: 10497, MIRRORED_REPEAT: 33648, }; /** * 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. * * @static * @constant * @name GC_MODES * @memberof PIXI * @type {object} * @property {number} AUTO - Garbage collection will happen periodically automatically * @property {number} MANUAL - Garbage collection will need to be called manually */ export const GC_MODES = { AUTO: 0, MANUAL: 1, }; /** * Constants that specify float precision in shaders. * * @static * @constant * @name PRECISION * @memberof PIXI * @type {object} * @property {string} LOW='lowp' * @property {string} MEDIUM='mediump' * @property {string} HIGH='highp' */ export const PRECISION = { LOW: 'lowp', MEDIUM: 'mediump', HIGH: 'highp', };