melonJS
    Preparing search index...

    Class BloomEffect

    A shader effect that adds a bloom: the bright parts of what it is applied to bleed light into the pixels around them.

    Reach for it on the CAMERA, where it works on the whole frame and makes emitters, neon, fire and specular highlights read as light rather than as bright paint. It works on a single renderable too, where it blooms only that sprite's own bright pixels.

    Not to be confused with GlowEffect, which draws an outline OUTSIDE a sprite's silhouette and does nothing at all on an opaque frame.

    textureSize must match what is being filtered, since the tap offsets are in texels; it defaults to the renderer's own size, which is what a camera effect wants. Call BloomEffect#setTextureSize from an event.ONRESIZE handler, or after applying it to something smaller.

    // whole-frame bloom, the usual case
    game.viewport.addPostEffect(new BloomEffect(renderer));
    // only the brightest highlights, and a wide soft halo
    game.viewport.addPostEffect(
    new BloomEffect(renderer, { threshold: 0.85, radius: 4, intensity: 1.4 })
    );

    Hierarchy (View Summary)

    Index
    • Parameters

      • renderer: Renderer

        the current renderer instance

      • Optionaloptions: {
            intensity?: number;
            radius?: number;
            textureSize?: number[];
            threshold?: number;
        } = {}

        effect options

        • Optionalintensity?: number

          how much of the gathered light is added back

        • Optionalradius?: number

          halo reach, in texels

        • OptionaltextureSize?: number[]

          dimensions of what is being filtered, [width, height]; defaults to the renderer's size

        • Optionalthreshold?: number

          luminance a pixel must pass before it blooms, 0 (everything blooms) to 1 (only white does)

      Returns BloomEffect

    destroyed: boolean = false

    true once destroy has been called. Distinct from enabled — which also toggles transiently across a context lost / restored cycle — to give callers a stable signal for "this effect has been explicitly released."

    enabled: boolean = false

    whether this effect is active (false in Canvas mode, false after destroy, and false while the WebGL context is suspended between an ONCONTEXT_LOST and the matching ONCONTEXT_RESTORED event).

    intensity: number
    radius: number
    shared: boolean = false

    When true, a renderable will NOT auto-destroy this effect when it is removed from its postEffects (via the shader setter, Renderable#removePostEffect, Renderable#clearPostEffects) or when the renderable itself is destroyed. Set this on an effect shared across several renderables so one of them going away doesn't free the GL program still used by the others — you then own its lifecycle and call destroy yourself.

    false
    
    threshold: number
    • Create an independent copy of this effect, compiled as its own GL program. Use it when several renderables need the same effect with different uniform values — a single instance has a single set of uniforms, shared by everything it is assigned to.

      The clone copies the recipe: the fragment source, float precision, every uniform value set so far, and any extra textures bound via setTexture (the clone uploads and owns its own GL copies). It does NOT copy ownership or lifecycle state — in particular the clone's shared flag is always reset to false, even when cloning a shared shader (such as one returned by loader.getShader()): the clone is caller-owned and will be auto-destroyed by the renderable it is assigned to, exactly like a hand-constructed effect. Set shared = true on the clone yourself if you intend to reuse it across several renderables.

      Returns ShaderEffect

      a new, caller-owned effect (shared === false)

      // the loader's shader is ONE shared program — one uniform state for all
      sprite.addPostEffect(loader.getShader("flash"));
      // the boss needs its own intensity — clone a private, caller-owned copy
      const bossFlash = loader.getShader("flash").clone();
      boss.addPostEffect(bossFlash);
      bossFlash.setUniform("uIntensity", 0.9);
    • Bind an extra texture to a named sampler2D uniform in this shader, so a custom effect can read a second texture — a noise map, mask, gradient, flow/lookup table — besides the sprite/target it post-processes (uSampler). The engine uploads, caches, and re-binds it to a reserved texture unit each time the effect draws, and points the sampler uniform at it — no raw WebGL texture-unit juggling.

      Declare the sampler in your fragment (uniform sampler2D <name>;) and pass that name here. Any engine texture works — a Texture2d asset (NoiseTexture2d, TextureAtlas, …) can be passed directly, or a raw drawable source. No-op in Canvas mode.

      Parameters

      • name: string

        the sampler2D uniform name declared in the fragment

      • image: HTMLCanvasElement | HTMLImageElement | OffscreenCanvas | ImageBitmap | Texture2d

        the texture: an engine texture asset, or a raw drawable source

      • Optionalrepeat: "repeat" | "no-repeat" | "repeat-x" | "repeat-y" = "no-repeat"

        wrap mode; use "repeat" for a tiled/scrolled texture

      Returns ShaderEffect

      this effect for chaining

      // "water": distort the sprite by a static noise texture scrolled over time
      const noise = new me.NoiseTexture2d({ width: 256, height: 256, seamless: true });
      const water = new me.ShaderEffect(renderer, `
      uniform sampler2D uNoise;
      uniform float uTime;
      vec4 apply(vec4 color, vec2 uv) {
      vec2 flow = texture2D(uNoise, uv + uTime * 0.03).rg - 0.5;
      return texture2D(uSampler, uv + flow * 0.02);
      }`);
      water.setTexture("uNoise", noise, "repeat");
      waterSprite.addPostEffect(water);
      // each frame, in your Stage's update(dt):
      water.setTime(me.timer.getTime() / 1000);
    • set the dimensions of what is being filtered. The tap offsets are in texels, so a stale size makes the halo the wrong width after a resize.

      Parameters

      • width: number

        width in pixels

      • height: number

        height in pixels

      Returns void

    • set the luminance a pixel must pass before it contributes

      Parameters

      • threshold: number

        0 (everything blooms) to 1 (only white does)

      Returns void

    • Set the shader's uTime uniform (elapsed time, in seconds). A convenience over setUniform("uTime", ...); call it once per frame from your update loop to animate a shader that declares uniform float uTime (e.g. scrolling a static noise texture's UVs, pulsing, waving). Drive it with whatever clock you like — real time, a paused/scaled/scrubbed one.

      No-op if the shader does not declare a uTime uniform (nothing to update), or in Canvas mode. The engine does NOT call this for you — animation is opt-in, exactly like re-baking a NoiseTexture2d with update(dt).

      Parameters

      • seconds: number

        elapsed time in seconds

      Returns ShaderEffect

      this effect for chaining

      // a shader that scrolls a static seamless noise texture over time
      const flow = new me.ShaderEffect(renderer, `
      uniform float uTime;
      vec4 apply(vec4 color, vec2 uv) {
      return texture2D(uSampler, uv + vec2(uTime * 0.05, 0.0));
      }`);
      mySprite.addPostEffect(flow);
      // then in your Stage's update(dt):
      flow.setTime(me.timer.getTime() / 1000);
    • Set the uniform to the given value

      Parameters

      • name: string

        the uniform name

      • value: number | boolean | object | number[] | Float32Array<ArrayBufferLike>

        the value to assign to that uniform. Scalars (float, int, bool) take a number or a boolean; vectors and matrices take an array, a Float32Array, or any object exposing toArray() — which is every Vector2d, Vector3d, Color and Matrix3d.

      Returns void

      // a scalar the body declares as `uniform float uStrength;`
      fx.setUniform("uStrength", 0.5);
      // a vec3 — an array, or anything with toArray()
      fx.setUniform("uTint", [1.0, 0.82, 0.55]);
      fx.setUniform("uOrigin", new me.Vector2d(0.5, 0.5));