phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* @author Benjamin D. Richards <benjamindrichards@gmail.com>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
/**
* Self-shadowing options for quad rendering.
*
* @typedef {object} Phaser.Types.Renderer.WebGL.RenderNodes.BatchHandlerQuadRenderOptionsSelfShadow
* @since 4.0.0
*
* @property {boolean} enabled - Whether to use self-shadowing.
* @property {number} penumbra - Self-shadowing penumbra strength.
* @property {number} diffuseFlatThreshold - Self-shadowing texture brightness equivalent to a flat surface.
*/
/**
* Lighting options for quad rendering.
*
* @typedef {object} Phaser.Types.Renderer.WebGL.RenderNodes.BatchHandlerQuadRenderOptionsLighting
* @since 4.0.0
*
* @property {Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper} normalGLTexture - The normal map texture to render.
* @property {number} normalMapRotation - The rotation of the normal map texture.
* @property {Phaser.Types.Renderer.WebGL.RenderNodes.BatchHandlerQuadRenderOptionsSelfShadow} [selfShadow] - Self-shadowing options.
*/
/**
* Options to configure shader capabilities for quad rendering.
*
* @typedef {object} Phaser.Types.Renderer.WebGL.RenderNodes.BatchHandlerQuadRenderOptions
* @since 4.0.0
*
* @property {boolean} [multiTexturing] - Whether to use multi-texturing.
* @property {Phaser.Types.Renderer.WebGL.RenderNodes.BatchHandlerQuadRenderOptionsLighting} [lighting] - How to treat lighting. If this object is defined, lighting will be activated, and multi-texturing disabled.
* @property {boolean} [smoothPixelArt] - Whether to use the smooth pixel art algorithm.
* @param {boolean} [clampFrame] - Whether to clamp the texture frame. This prevents bleeding due to linear filtering. It is mostly useful for tiles.
* @param {boolean} [wrapFrame] - Whether to wrap the texture frame. This is necessary for TileSprites.
*/