@defold-typescript/types 0.5.4 → 0.6.0

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Files changed (59) hide show
  1. package/api-targets.json +1 -1
  2. package/generated/b2d.d.ts +3 -0
  3. package/generated/buffer.d.ts +44 -38
  4. package/generated/builtin-messages.d.ts +1 -1
  5. package/generated/camera.d.ts +3 -0
  6. package/generated/collectionfactory.d.ts +47 -40
  7. package/generated/collectionproxy.d.ts +23 -18
  8. package/generated/crash.d.ts +3 -0
  9. package/generated/factory.d.ts +32 -24
  10. package/generated/go.d.ts +293 -293
  11. package/generated/graphics.d.ts +3 -0
  12. package/generated/gui.d.ts +303 -283
  13. package/generated/http.d.ts +26 -16
  14. package/generated/iac.d.ts +3 -0
  15. package/generated/iap.d.ts +6 -3
  16. package/generated/image.d.ts +30 -26
  17. package/generated/json.d.ts +36 -32
  18. package/generated/kinds/gui-script.d.ts +7 -5
  19. package/generated/kinds/render-script.d.ts +7 -5
  20. package/generated/kinds/script.d.ts +7 -5
  21. package/generated/label.d.ts +16 -9
  22. package/generated/liveupdate.d.ts +29 -26
  23. package/generated/model.d.ts +57 -45
  24. package/generated/msg.d.ts +12 -9
  25. package/generated/particlefx.d.ts +50 -34
  26. package/generated/physics.d.ts +153 -133
  27. package/generated/profiler.d.ts +45 -41
  28. package/generated/push.d.ts +5 -2
  29. package/generated/render.d.ts +410 -349
  30. package/generated/resource.d.ts +619 -572
  31. package/generated/socket.d.ts +49 -33
  32. package/generated/sound.d.ts +83 -72
  33. package/generated/sprite.d.ts +36 -32
  34. package/generated/sys.d.ts +198 -189
  35. package/generated/tilemap.d.ts +43 -39
  36. package/generated/timer.d.ts +42 -36
  37. package/generated/vmath.d.ts +254 -229
  38. package/generated/webview.d.ts +3 -0
  39. package/generated/window.d.ts +23 -17
  40. package/generated/zlib.d.ts +15 -12
  41. package/index.d.ts +3 -1
  42. package/package.json +6 -2
  43. package/scripts/example-store-io.ts +18 -0
  44. package/scripts/fidelity-audit.ts +61 -1
  45. package/scripts/fidelity-baseline.json +10 -10
  46. package/scripts/ref-doc-delta.ts +143 -0
  47. package/scripts/regen.ts +23 -10
  48. package/src/core-types.ts +14 -0
  49. package/src/doc-comment.ts +2 -1
  50. package/src/emit-dts.ts +238 -18
  51. package/src/engine-globals.d.ts +2 -0
  52. package/src/example-store.ts +44 -0
  53. package/src/go-overloads.d.ts +73 -0
  54. package/src/index.ts +5 -0
  55. package/src/lifecycle.ts +157 -16
  56. package/src/message-dispatch.d.ts +21 -0
  57. package/src/message-guard.d.ts +19 -0
  58. package/src/msg-overloads.d.ts +20 -0
  59. package/src/publish-dts.ts +1 -1
@@ -2,6 +2,15 @@
2
2
  import type { Hash, Matrix4, Opaque, Url } from "../src/core-types";
3
3
 
4
4
  declare global {
5
+ /**
6
+ * Rendering functions, messages and constants. The "render" namespace is
7
+ * accessible only from render scripts.
8
+ * The rendering API was originally built on top of OpenGL ES 2.0, and it uses a subset of the
9
+ * OpenGL computer graphics rendering API for rendering 2D and 3D computer
10
+ * graphics. Our current target is OpenGLES 3.0 with fallbacks to 2.0 on some platforms.
11
+ * [icon:attention] It is possible to create materials and write shaders that
12
+ * require features not in OpenGL ES 2.0, but those will not work cross platform.
13
+ */
5
14
  namespace render {
6
15
  type constant_buffer = Opaque<"constant_buffer">;
7
16
  type render_target = Opaque<"render_target">;
@@ -30,9 +39,12 @@ declare global {
30
39
  * - `graphics.BUFFER_TYPE_DEPTH_BIT`
31
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  * - `graphics.BUFFER_TYPE_STENCIL_BIT`
32
41
  * @example
33
- * ```lua
34
- * Clear the color buffer and the depth buffer.
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- * render.clear({[graphics.BUFFER_TYPE_COLOR0_BIT] = vmath.vector4(0, 0, 0, 0), [graphics.BUFFER_TYPE_DEPTH_BIT] = 1})
42
+ * ```ts
43
+ * // Clear the color buffer and the depth buffer.
44
+ * render.clear({
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+ * [graphics.BUFFER_TYPE_COLOR0_BIT]: vmath.vector4(0, 0, 0, 0),
46
+ * [graphics.BUFFER_TYPE_DEPTH_BIT]: 1,
47
+ * });
36
48
  * ```
37
49
  */
38
50
  function clear(buffers: Record<string | number, unknown>): void;
@@ -42,31 +54,31 @@ declare global {
42
54
  *
43
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  * @returns new constant buffer
44
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  * @example
45
- * ```lua
46
- * Set a "tint" constant in a constant buffer in the render script:
47
- * local constants = render.constant_buffer()
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- * constants.tint = vmath.vector4(1, 1, 1, 1)
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- *
50
- * Then use the constant buffer when drawing a predicate:
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- * render.draw(self.my_pred, {constants = constants})
52
- *
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- * The constant buffer also supports array values by specifying constants in a table:
54
- * local constants = render.constant_buffer()
55
- * constants.light_colors = {}
56
- * constants.light_colors[1] = vmath.vector4(1, 0, 0, 1)
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- * constants.light_colors[2] = vmath.vector4(0, 1, 0, 1)
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- * constants.light_colors[3] = vmath.vector4(0, 0, 1, 1)
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- *
60
- * You can also create the table by passing the vectors directly when creating the table:
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- * local constants = render.constant_buffer()
62
- * constants.light_colors = {
63
- * vmath.vector4(1, 0, 0, 1)
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- * vmath.vector4(0, 1, 0, 1)
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- * vmath.vector4(0, 0, 1, 1)
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- * }
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- *
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- * -- Add more constant to the array
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- * constants.light_colors[4] = vmath.vector4(1, 1, 1, 1)
57
+ * ```ts
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+ * // Set a "tint" constant in a constant buffer in the render script:
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+ * const constants = render.constant_buffer();
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+ * constants.tint = vmath.vector4(1, 1, 1, 1);
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+ *
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+ * // Then use the constant buffer when drawing a predicate:
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+ * render.draw(self.my_pred, { constants });
64
+ *
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+ * // The constant buffer also supports array values by specifying constants in an array:
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+ * const constants2 = render.constant_buffer();
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+ * constants2.light_colors = [];
68
+ * constants2.light_colors[0] = vmath.vector4(1, 0, 0, 1);
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+ * constants2.light_colors[1] = vmath.vector4(0, 1, 0, 1);
70
+ * constants2.light_colors[2] = vmath.vector4(0, 0, 1, 1);
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+ *
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+ * // You can also create the array by passing the vectors directly:
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+ * const constants3 = render.constant_buffer();
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+ * constants3.light_colors = [
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+ * vmath.vector4(1, 0, 0, 1),
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+ * vmath.vector4(0, 1, 0, 1),
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+ * vmath.vector4(0, 0, 1, 1),
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+ * ];
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+ *
80
+ * // Add more constants to the array
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+ * constants3.light_colors[3] = vmath.vector4(1, 1, 1, 1);
70
82
  * ```
71
83
  */
72
84
  function constant_buffer(): Opaque<"constant_buffer">;
@@ -76,9 +88,9 @@ declare global {
76
88
  *
77
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  * @param render_target - render target to delete
78
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  * @example
79
- * ```lua
80
- * How to delete a render target:
81
- * render.delete_render_target(self.my_render_target)
91
+ * ```ts
92
+ * // How to delete a render target:
93
+ * render.delete_render_target(self.my_render_target);
82
94
  * ```
83
95
  */
84
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  function delete_render_target(render_target: Opaque<"render_target">): void;
@@ -88,11 +100,11 @@ declare global {
88
100
  * in the "game.project" setting.
89
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  *
90
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  * @example
91
- * ```lua
92
- * Enable material named "glow", then draw my_pred with it.
93
- * render.enable_material("glow")
94
- * render.draw(self.my_pred)
95
- * render.disable_material()
103
+ * ```ts
104
+ * // Enable material named "glow", then draw my_pred with it.
105
+ * render.enable_material("glow");
106
+ * render.draw(self.my_pred);
107
+ * render.disable_material();
96
108
  * ```
97
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  */
98
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  function disable_material(): void;
@@ -107,10 +119,10 @@ declare global {
107
119
  * - `graphics.STATE_CULL_FACE`
108
120
  * - `graphics.STATE_POLYGON_OFFSET_FILL`
109
121
  * @example
110
- * ```lua
111
- * Disable face culling when drawing the tile predicate:
112
- * render.disable_state(graphics.STATE_CULL_FACE)
113
- * render.draw(self.tile_pred)
122
+ * ```ts
123
+ * // Disable face culling when drawing the tile predicate:
124
+ * render.disable_state(graphics.STATE_CULL_FACE);
125
+ * render.draw(self.tile_pred);
114
126
  * ```
115
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  */
116
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  function disable_state(state: Opaque<"constant">): void;
@@ -119,15 +131,17 @@ declare global {
119
131
  *
120
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  * @param binding - texture binding, either by texture unit, string or hash that should be disabled
121
133
  * @example
122
- * ```lua
123
- * function update(self, dt)
124
- * render.enable_texture(0, self.my_render_target, graphics.BUFFER_TYPE_COLOR0_BIT)
125
- * -- draw a predicate with the render target available as texture 0 in the predicate
126
- * -- material shader.
127
- * render.draw(self.my_pred)
128
- * -- done, disable the texture
129
- * render.disable_texture(0)
130
- * end
134
+ * ```ts
135
+ * export default defineScript({
136
+ * update(self, dt) {
137
+ * render.enable_texture(0, self.my_render_target, graphics.BUFFER_TYPE_COLOR0_BIT);
138
+ * // draw a predicate with the render target available as texture 0 in the predicate
139
+ * // material shader.
140
+ * render.draw(self.my_pred);
141
+ * // done, disable the texture
142
+ * render.disable_texture(0);
143
+ * },
144
+ * });
131
145
  * ```
132
146
  */
133
147
  function disable_texture(binding: Opaque<"texture"> | string | Hash): void;
@@ -145,26 +159,32 @@ declare global {
145
159
  * `constants`
146
160
  * constant_buffer optional constants to use while rendering
147
161
  * @example
148
- * ```lua
149
- * function init(self)
150
- * local color_params = { format = graphics.TEXTURE_FORMAT_RGBA,
151
- * width = render.get_window_width(),
152
- * height = render.get_window_height()}
153
- * self.scene_rt = render.render_target({[graphics.BUFFER_TYPE_COLOR0_BIT] = color_params})
154
- * end
155
- *
156
- * function update(self, dt)
157
- * render.set_compute("bloom")
158
- * render.enable_texture(0, self.backing_texture)
159
- * render.enable_texture(1, self.scene_rt)
160
- * render.dispatch_compute(128, 128, 1)
161
- * render.set_compute()
162
- * end
163
- *
164
- * Dispatch a compute program with a constant buffer:
165
- * local constants = render.constant_buffer()
166
- * constants.tint = vmath.vector4(1, 1, 1, 1)
167
- * render.dispatch_compute(32, 32, 32, {constants = constants})
162
+ * ```ts
163
+ * export default defineScript({
164
+ * init() {
165
+ * const color_params = {
166
+ * format: graphics.TEXTURE_FORMAT_RGBA,
167
+ * width: render.get_window_width(),
168
+ * height: render.get_window_height(),
169
+ * };
170
+ * return {
171
+ * scene_rt: render.render_target({ [graphics.BUFFER_TYPE_COLOR0_BIT]: color_params }),
172
+ * };
173
+ * },
174
+ *
175
+ * update(self, dt) {
176
+ * render.set_compute("bloom");
177
+ * render.enable_texture(0, self.backing_texture);
178
+ * render.enable_texture(1, self.scene_rt);
179
+ * render.dispatch_compute(128, 128, 1);
180
+ * render.set_compute();
181
+ * },
182
+ * });
183
+ *
184
+ * // Dispatch a compute program with a constant buffer:
185
+ * const constants = render.constant_buffer();
186
+ * constants.tint = vmath.vector4(1, 1, 1, 1);
187
+ * render.dispatch_compute(32, 32, 32, { constants });
168
188
  * ```
169
189
  */
170
190
  function dispatch_compute(x: number, y: number, z: number, options?: { constants?: Opaque<"constant_buffer"> }): void;
@@ -187,29 +207,31 @@ declare global {
187
207
  * `sort_order`
188
208
  * int How to sort draw order for world-ordered entries. Default uses the renderer's preferred world sorting (back-to-front).
189
209
  * @example
190
- * ```lua
191
- * function init(self)
192
- * -- define a predicate matching anything with material tag "my_tag"
193
- * self.my_pred = render.predicate({hash("my_tag")})
194
- * end
195
- *
196
- * function update(self, dt)
197
- * -- draw everything in the my_pred predicate
198
- * render.draw(self.my_pred)
199
- * end
200
- *
201
- * Draw predicate with constants:
202
- * local constants = render.constant_buffer()
203
- * constants.tint = vmath.vector4(1, 1, 1, 1)
204
- * render.draw(self.my_pred, {constants = constants})
205
- *
206
- * Draw with predicate and frustum culling (without near+far planes):
207
- * local frustum = self.proj * self.view
208
- * render.draw(self.my_pred, {frustum = frustum})
209
- *
210
- * Draw with predicate and frustum culling (with near+far planes):
211
- * local frustum = self.proj * self.view
212
- * render.draw(self.my_pred, {frustum = frustum, frustum_planes = render.FRUSTUM_PLANES_ALL})
210
+ * ```ts
211
+ * export default defineScript({
212
+ * init() {
213
+ * // define a predicate matching anything with material tag "my_tag"
214
+ * return { my_pred: render.predicate([hash("my_tag")]) };
215
+ * },
216
+ *
217
+ * update(self, dt) {
218
+ * // draw everything in the my_pred predicate
219
+ * render.draw(self.my_pred);
220
+ * },
221
+ * });
222
+ *
223
+ * // Draw predicate with constants:
224
+ * const constants = render.constant_buffer();
225
+ * constants.tint = vmath.vector4(1, 1, 1, 1);
226
+ * render.draw(self.my_pred, { constants });
227
+ *
228
+ * // Draw with predicate and frustum culling (without near+far planes):
229
+ * const frustum = self.proj.mul(self.view);
230
+ * render.draw(self.my_pred, { frustum });
231
+ *
232
+ * // Draw with predicate and frustum culling (with near+far planes):
233
+ * const frustum2 = self.proj.mul(self.view);
234
+ * render.draw(self.my_pred, { frustum: frustum2, frustum_planes: render.FRUSTUM_PLANES_ALL });
213
235
  * ```
214
236
  */
215
237
  function draw(predicate: number, options?: { frustum?: Matrix4; frustum_planes?: number; constants?: Opaque<"constant_buffer">; sort_order?: number }): void;
@@ -224,11 +246,13 @@ declare global {
224
246
  * - render.FRUSTUM_PLANES_SIDES : The left, right, top and bottom sides of the frustum.
225
247
  * - render.FRUSTUM_PLANES_ALL : All sides of the frustum.
226
248
  * @example
227
- * ```lua
228
- * function update(self, dt)
229
- * -- draw debug visualization
230
- * render.draw_debug3d()
231
- * end
249
+ * ```ts
250
+ * export default defineScript({
251
+ * update(self, dt) {
252
+ * // draw debug visualization
253
+ * render.draw_debug3d();
254
+ * },
255
+ * });
232
256
  * ```
233
257
  */
234
258
  function draw_debug3d(options?: { frustum?: Matrix4; frustum_planes?: number }): void;
@@ -240,11 +264,11 @@ declare global {
240
264
  *
241
265
  * @param material_id - material id to enable
242
266
  * @example
243
- * ```lua
244
- * Enable material named "glow", then draw my_pred with it.
245
- * render.enable_material("glow")
246
- * render.draw(self.my_pred)
247
- * render.disable_material()
267
+ * ```ts
268
+ * // Enable material named "glow", then draw my_pred with it.
269
+ * render.enable_material("glow");
270
+ * render.draw(self.my_pred);
271
+ * render.disable_material();
248
272
  * ```
249
273
  */
250
274
  function enable_material(material_id: string | Hash): void;
@@ -259,11 +283,11 @@ declare global {
259
283
  * - `graphics.STATE_CULL_FACE`
260
284
  * - `graphics.STATE_POLYGON_OFFSET_FILL`
261
285
  * @example
262
- * ```lua
263
- * Enable stencil test when drawing the gui predicate, then disable it:
264
- * render.enable_state(graphics.STATE_STENCIL_TEST)
265
- * render.draw(self.gui_pred)
266
- * render.disable_state(graphics.STATE_STENCIL_TEST)
286
+ * ```ts
287
+ * // Enable stencil test when drawing the gui predicate, then disable it:
288
+ * render.enable_state(graphics.STATE_STENCIL_TEST);
289
+ * render.draw(self.gui_pred);
290
+ * render.disable_state(graphics.STATE_STENCIL_TEST);
267
291
  * ```
268
292
  */
269
293
  function enable_state(state: Opaque<"constant">): void;
@@ -294,41 +318,48 @@ declare global {
294
318
  * - `graphics.BUFFER_TYPE_COLOR2_BIT`
295
319
  * - `graphics.BUFFER_TYPE_COLOR3_BIT`
296
320
  * @example
297
- * ```lua
298
- * function update(self, dt)
299
- * -- enable target so all drawing is done to it
300
- * render.set_render_target(self.my_render_target)
301
- *
302
- * -- draw a predicate to the render target
303
- * render.draw(self.my_pred)
304
- *
305
- * -- disable target
306
- * render.set_render_target(render.RENDER_TARGET_DEFAULT)
307
- *
308
- * render.enable_texture(0, self.my_render_target, graphics.BUFFER_TYPE_COLOR0_BIT)
309
- * -- draw a predicate with the render target available as texture 0 in the predicate
310
- * -- material shader.
311
- * render.draw(self.my_pred)
312
- * end
313
- *
314
- * function update(self, dt)
315
- * -- enable render target by resource id
316
- * render.set_render_target('my_rt_resource')
317
- * render.draw(self.my_pred)
318
- * render.set_render_target(render.RENDER_TARGET_DEFAULT)
319
- *
320
- * render.enable_texture(0, 'my_rt_resource', graphics.BUFFER_TYPE_COLOR0_BIT)
321
- * -- draw a predicate with the render target available as texture 0 in the predicate
322
- * -- material shader.
323
- * render.draw(self.my_pred)
324
- * end
325
- *
326
- * function update(self, dt)
327
- * -- bind a texture to the texture unit 0
328
- * render.enable_texture(0, self.my_texture_handle)
329
- * -- bind the same texture to a named sampler
330
- * render.enable_texture("my_texture_sampler", self.my_texture_handle)
331
- * end
321
+ * ```ts
322
+ * export default defineScript({
323
+ * update(self, dt) {
324
+ * // enable target so all drawing is done to it
325
+ * render.set_render_target(self.my_render_target);
326
+ *
327
+ * // draw a predicate to the render target
328
+ * render.draw(self.my_pred);
329
+ *
330
+ * // disable target
331
+ * render.set_render_target(render.RENDER_TARGET_DEFAULT);
332
+ *
333
+ * render.enable_texture(0, self.my_render_target, graphics.BUFFER_TYPE_COLOR0_BIT);
334
+ * // draw a predicate with the render target available as texture 0 in the predicate
335
+ * // material shader.
336
+ * render.draw(self.my_pred);
337
+ * },
338
+ * });
339
+ *
340
+ * // Or enable a render target by resource id:
341
+ * export default defineScript({
342
+ * update(self, dt) {
343
+ * render.set_render_target("my_rt_resource");
344
+ * render.draw(self.my_pred);
345
+ * render.set_render_target(render.RENDER_TARGET_DEFAULT);
346
+ *
347
+ * render.enable_texture(0, "my_rt_resource", graphics.BUFFER_TYPE_COLOR0_BIT);
348
+ * // draw a predicate with the render target available as texture 0 in the predicate
349
+ * // material shader.
350
+ * render.draw(self.my_pred);
351
+ * },
352
+ * });
353
+ *
354
+ * // Or bind a texture handle directly:
355
+ * export default defineScript({
356
+ * update(self, dt) {
357
+ * // bind a texture to the texture unit 0
358
+ * render.enable_texture(0, self.my_texture_handle);
359
+ * // bind the same texture to a named sampler
360
+ * render.enable_texture("my_texture_sampler", self.my_texture_handle);
361
+ * },
362
+ * });
332
363
  * ```
333
364
  */
334
365
  function enable_texture(binding: number | string | Hash, handle_or_name: Opaque<"texture"> | string | Hash, buffer_type?: number & { readonly __brand: "graphics.BUFFER_TYPE_COLOR0_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_COLOR1_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_COLOR2_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_COLOR3_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_DEPTH_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_STENCIL_BIT" }): void;
@@ -339,9 +370,9 @@ declare global {
339
370
  *
340
371
  * @returns specified window height
341
372
  * @example
342
- * ```lua
343
- * Get the height of the window
344
- * local h = render.get_height()
373
+ * ```ts
374
+ * // Get the height of the window
375
+ * const h = render.get_height();
345
376
  * ```
346
377
  */
347
378
  function get_height(): number;
@@ -355,11 +386,11 @@ declare global {
355
386
  * - `graphics.BUFFER_TYPE_STENCIL_BIT`
356
387
  * @returns the height of the render target buffer texture
357
388
  * @example
358
- * ```lua
359
- * -- get the height of the render target color buffer
360
- * local h = render.get_render_target_height(self.target_right, graphics.BUFFER_TYPE_COLOR0_BIT)
361
- * -- get the height of a render target resource
362
- * local w = render.get_render_target_height('my_rt_resource', graphics.BUFFER_TYPE_COLOR0_BIT)
389
+ * ```ts
390
+ * // get the height of the render target color buffer
391
+ * const h = render.get_render_target_height(self.target_right, graphics.BUFFER_TYPE_COLOR0_BIT);
392
+ * // get the height of a render target resource
393
+ * const w = render.get_render_target_height("my_rt_resource", graphics.BUFFER_TYPE_COLOR0_BIT);
363
394
  * ```
364
395
  */
365
396
  function get_render_target_height(render_target: Opaque<"render_target">, buffer_type: number & { readonly __brand: "graphics.BUFFER_TYPE_COLOR0_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_COLOR1_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_COLOR2_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_COLOR3_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_DEPTH_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_STENCIL_BIT" }): number;
@@ -374,11 +405,11 @@ declare global {
374
405
  * - `graphics.BUFFER_TYPE_STENCIL_BIT`
375
406
  * @returns the width of the render target buffer texture
376
407
  * @example
377
- * ```lua
378
- * -- get the width of the render target color buffer
379
- * local w = render.get_render_target_width(self.target_right, graphics.BUFFER_TYPE_COLOR0_BIT)
380
- * -- get the width of a render target resource
381
- * local w = render.get_render_target_width('my_rt_resource', graphics.BUFFER_TYPE_COLOR0_BIT)
408
+ * ```ts
409
+ * // get the width of the render target color buffer
410
+ * const w = render.get_render_target_width(self.target_right, graphics.BUFFER_TYPE_COLOR0_BIT);
411
+ * // get the width of a render target resource
412
+ * const w2 = render.get_render_target_width("my_rt_resource", graphics.BUFFER_TYPE_COLOR0_BIT);
382
413
  * ```
383
414
  */
384
415
  function get_render_target_width(render_target: Opaque<"render_target">, buffer_type: number & { readonly __brand: "graphics.BUFFER_TYPE_COLOR0_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_COLOR1_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_COLOR2_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_COLOR3_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_DEPTH_BIT" } | number & { readonly __brand: "graphics.BUFFER_TYPE_STENCIL_BIT" }): number;
@@ -389,9 +420,9 @@ declare global {
389
420
  *
390
421
  * @returns specified window width (number)
391
422
  * @example
392
- * ```lua
393
- * Get the width of the window.
394
- * local w = render.get_width()
423
+ * ```ts
424
+ * // Get the width of the window.
425
+ * const w = render.get_width();
395
426
  * ```
396
427
  */
397
428
  function get_width(): number;
@@ -402,9 +433,9 @@ declare global {
402
433
  *
403
434
  * @returns actual window height
404
435
  * @example
405
- * ```lua
406
- * Get the actual height of the window
407
- * local h = render.get_window_height()
436
+ * ```ts
437
+ * // Get the actual height of the window
438
+ * const h = render.get_window_height();
408
439
  * ```
409
440
  */
410
441
  function get_window_height(): number;
@@ -415,9 +446,9 @@ declare global {
415
446
  *
416
447
  * @returns actual window width
417
448
  * @example
418
- * ```lua
419
- * Get the actual width of the window
420
- * local w = render.get_window_width()
449
+ * ```ts
450
+ * // Get the actual width of the window
451
+ * const w = render.get_window_width();
421
452
  * ```
422
453
  */
423
454
  function get_window_width(): number;
@@ -431,10 +462,10 @@ declare global {
431
462
  * @param tags - table of tags that the predicate should match. The tags can be of either hash or string type
432
463
  * @returns new predicate
433
464
  * @example
434
- * ```lua
435
- * Create a new render predicate containing all visual objects that
436
- * have a material with material tags "opaque" AND "smoke".
437
- * local p = render.predicate({hash("opaque"), hash("smoke")})
465
+ * ```ts
466
+ * // Create a new render predicate containing all visual objects that
467
+ * // have a material with material tags "opaque" AND "smoke".
468
+ * const p = render.predicate([hash("opaque"), hash("smoke")]);
438
469
  * ```
439
470
  */
440
471
  function predicate(tags: Record<string | number, unknown>): number;
@@ -492,66 +523,86 @@ declare global {
492
523
  * @param parameters - table of buffer parameters, see the description for available keys and values
493
524
  * @returns new render target
494
525
  * @example
495
- * ```lua
496
- * How to create a new render target and draw to it:
497
- * function init(self)
498
- * -- render target buffer parameters
499
- * local color_params = { format = graphics.TEXTURE_FORMAT_RGBA,
500
- * width = render.get_window_width(),
501
- * height = render.get_window_height(),
502
- * min_filter = graphics.TEXTURE_FILTER_LINEAR,
503
- * mag_filter = graphics.TEXTURE_FILTER_LINEAR,
504
- * u_wrap = graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
505
- * v_wrap = graphics.TEXTURE_WRAP_CLAMP_TO_EDGE }
506
- * local depth_params = { format = graphics.TEXTURE_FORMAT_DEPTH,
507
- * width = render.get_window_width(),
508
- * height = render.get_window_height(),
509
- * u_wrap = graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
510
- * v_wrap = graphics.TEXTURE_WRAP_CLAMP_TO_EDGE }
511
- * self.my_render_target = render.render_target({[graphics.BUFFER_TYPE_COLOR0_BIT] = color_params, [graphics.BUFFER_TYPE_DEPTH_BIT] = depth_params })
512
- * end
513
- *
514
- * function update(self, dt)
515
- * -- enable target so all drawing is done to it
516
- * render.set_render_target(self.my_render_target)
517
- *
518
- * -- draw a predicate to the render target
519
- * render.draw(self.my_pred)
520
- * end
521
- *
522
- * How to create a render target with multiple outputs:
523
- * function init(self)
524
- * -- render target buffer parameters
525
- * local color_params_rgba = { format = graphics.TEXTURE_FORMAT_RGBA,
526
- * width = render.get_window_width(),
527
- * height = render.get_window_height(),
528
- * min_filter = graphics.TEXTURE_FILTER_LINEAR,
529
- * mag_filter = graphics.TEXTURE_FILTER_LINEAR,
530
- * u_wrap = graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
531
- * v_wrap = graphics.TEXTURE_WRAP_CLAMP_TO_EDGE }
532
- * local color_params_float = { format = graphics.TEXTURE_FORMAT_RG32F,
533
- * width = render.get_window_width(),
534
- * height = render.get_window_height(),
535
- * min_filter = graphics.TEXTURE_FILTER_LINEAR,
536
- * mag_filter = graphics.TEXTURE_FILTER_LINEAR,
537
- * u_wrap = graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
538
- * v_wrap = graphics.TEXTURE_WRAP_CLAMP_TO_EDGE }
539
- *
540
- * -- Create a render target with three color attachments
541
- * -- Note: No depth buffer is attached here
542
- * self.my_render_target = render.render_target({
543
- * [graphics.BUFFER_TYPE_COLOR0_BIT] = color_params_rgba,
544
- * [graphics.BUFFER_TYPE_COLOR1_BIT] = color_params_rgba,
545
- * [graphics.BUFFER_TYPE_COLOR2_BIT] = color_params_float, })
546
- * end
547
- *
548
- * function update(self, dt)
549
- * -- enable target so all drawing is done to it
550
- * render.enable_render_target(self.my_render_target)
551
- *
552
- * -- draw a predicate to the render target
553
- * render.draw(self.my_pred)
554
- * end
526
+ * ```ts
527
+ * // How to create a new render target and draw to it:
528
+ * export default defineScript({
529
+ * init() {
530
+ * // render target buffer parameters
531
+ * const color_params = {
532
+ * format: graphics.TEXTURE_FORMAT_RGBA,
533
+ * width: render.get_window_width(),
534
+ * height: render.get_window_height(),
535
+ * min_filter: graphics.TEXTURE_FILTER_LINEAR,
536
+ * mag_filter: graphics.TEXTURE_FILTER_LINEAR,
537
+ * u_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
538
+ * v_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
539
+ * };
540
+ * const depth_params = {
541
+ * format: graphics.TEXTURE_FORMAT_DEPTH,
542
+ * width: render.get_window_width(),
543
+ * height: render.get_window_height(),
544
+ * u_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
545
+ * v_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
546
+ * };
547
+ * return {
548
+ * my_render_target: render.render_target({
549
+ * [graphics.BUFFER_TYPE_COLOR0_BIT]: color_params,
550
+ * [graphics.BUFFER_TYPE_DEPTH_BIT]: depth_params,
551
+ * }),
552
+ * };
553
+ * },
554
+ *
555
+ * update(self, dt) {
556
+ * // enable target so all drawing is done to it
557
+ * render.set_render_target(self.my_render_target);
558
+ *
559
+ * // draw a predicate to the render target
560
+ * render.draw(self.my_pred);
561
+ * },
562
+ * });
563
+ *
564
+ * // How to create a render target with multiple outputs:
565
+ * export default defineScript({
566
+ * init() {
567
+ * // render target buffer parameters
568
+ * const color_params_rgba = {
569
+ * format: graphics.TEXTURE_FORMAT_RGBA,
570
+ * width: render.get_window_width(),
571
+ * height: render.get_window_height(),
572
+ * min_filter: graphics.TEXTURE_FILTER_LINEAR,
573
+ * mag_filter: graphics.TEXTURE_FILTER_LINEAR,
574
+ * u_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
575
+ * v_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
576
+ * };
577
+ * const color_params_float = {
578
+ * format: graphics.TEXTURE_FORMAT_RG32F,
579
+ * width: render.get_window_width(),
580
+ * height: render.get_window_height(),
581
+ * min_filter: graphics.TEXTURE_FILTER_LINEAR,
582
+ * mag_filter: graphics.TEXTURE_FILTER_LINEAR,
583
+ * u_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
584
+ * v_wrap: graphics.TEXTURE_WRAP_CLAMP_TO_EDGE,
585
+ * };
586
+ *
587
+ * // Create a render target with three color attachments
588
+ * // Note: No depth buffer is attached here
589
+ * return {
590
+ * my_render_target: render.render_target({
591
+ * [graphics.BUFFER_TYPE_COLOR0_BIT]: color_params_rgba,
592
+ * [graphics.BUFFER_TYPE_COLOR1_BIT]: color_params_rgba,
593
+ * [graphics.BUFFER_TYPE_COLOR2_BIT]: color_params_float,
594
+ * }),
595
+ * };
596
+ * },
597
+ *
598
+ * update(self, dt) {
599
+ * // enable target so all drawing is done to it
600
+ * render.enable_render_target(self.my_render_target);
601
+ *
602
+ * // draw a predicate to the render target
603
+ * render.draw(self.my_pred);
604
+ * },
605
+ * });
555
606
  * ```
556
607
  */
557
608
  function render_target(name: string, parameters: Record<string | number, unknown>): Opaque<"render_target">;
@@ -614,9 +665,9 @@ declare global {
614
665
  * @param source_factor - source factor
615
666
  * @param destination_factor - destination factor
616
667
  * @example
617
- * ```lua
618
- * Set the blend func to the most common one:
619
- * render.set_blend_func(graphics.BLEND_FACTOR_SRC_ALPHA, graphics.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA)
668
+ * ```ts
669
+ * // Set the blend func to the most common one:
670
+ * render.set_blend_func(graphics.BLEND_FACTOR_SRC_ALPHA, graphics.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA);
620
671
  * ```
621
672
  */
622
673
  function set_blend_func(source_factor: number, destination_factor: number): void;
@@ -634,18 +685,18 @@ declare global {
634
685
  * `use_frustum`
635
686
  * boolean If true, the renderer will use the cameras view-projection matrix for frustum culling (default: false)
636
687
  * @example
637
- * ```lua
638
- * Set the current camera to be used for rendering
639
- * render.set_camera("main:/my_go#camera")
640
- * render.draw(self.my_pred)
641
- * render.set_camera(nil)
642
- *
643
- * Use the camera frustum for frustum culling together with a specific frustum plane option for the draw command
644
- * -- The camera frustum will take precedence over the frustum plane option in render.draw
645
- * render.set_camera("main:/my_go#camera", { use_frustum = true })
646
- * -- However, we can still customize the frustum planes regardless of the camera option!
647
- * render.draw(self.my_pred, { frustum_planes = render.FRUSTUM_PLANES_ALL })
648
- * render.set_camera()
688
+ * ```ts
689
+ * // Set the current camera to be used for rendering
690
+ * render.set_camera("main:/my_go#camera");
691
+ * render.draw(self.my_pred);
692
+ * render.set_camera(undefined);
693
+ *
694
+ * // Use the camera frustum for frustum culling together with a specific frustum plane option for the draw command
695
+ * // The camera frustum will take precedence over the frustum plane option in render.draw
696
+ * render.set_camera("main:/my_go#camera", { use_frustum: true });
697
+ * // However, we can still customize the frustum planes regardless of the camera option!
698
+ * render.draw(self.my_pred, { frustum_planes: render.FRUSTUM_PLANES_ALL });
699
+ * render.set_camera();
649
700
  * ```
650
701
  */
651
702
  function set_camera(camera?: Url | number, options?: { use_frustum?: boolean }): void;
@@ -658,9 +709,9 @@ declare global {
658
709
  * @param blue - blue mask
659
710
  * @param alpha - alpha mask
660
711
  * @example
661
- * ```lua
662
- * -- alpha cannot be written to frame buffer
663
- * render.set_color_mask(true, true, true, false)
712
+ * ```ts
713
+ * // alpha cannot be written to frame buffer
714
+ * render.set_color_mask(true, true, true, false);
664
715
  * ```
665
716
  */
666
717
  function set_color_mask(red: boolean, green: boolean, blue: boolean, alpha: boolean): void;
@@ -671,12 +722,12 @@ declare global {
671
722
  *
672
723
  * @param compute - compute id to use, or nil to disable
673
724
  * @example
674
- * ```lua
675
- * Enable compute program named "fractals", then dispatch it.
676
- * render.set_compute("fractals")
677
- * render.enable_texture(0, self.backing_texture)
678
- * render.dispatch_compute(128, 128, 1)
679
- * render.set_compute()
725
+ * ```ts
726
+ * // Enable compute program named "fractals", then dispatch it.
727
+ * render.set_compute("fractals");
728
+ * render.enable_texture(0, self.backing_texture);
729
+ * render.dispatch_compute(128, 128, 1);
730
+ * render.set_compute();
680
731
  * ```
681
732
  */
682
733
  function set_compute(compute?: string | Hash): void;
@@ -692,10 +743,10 @@ declare global {
692
743
  * - `graphics.FACE_TYPE_BACK`
693
744
  * - `graphics.FACE_TYPE_FRONT_AND_BACK`
694
745
  * @example
695
- * ```lua
696
- * How to enable polygon culling and set front face culling:
697
- * render.enable_state(graphics.STATE_CULL_FACE)
698
- * render.set_cull_face(graphics.FACE_TYPE_FRONT)
746
+ * ```ts
747
+ * // How to enable polygon culling and set front face culling:
748
+ * render.enable_state(graphics.STATE_CULL_FACE);
749
+ * render.set_cull_face(graphics.FACE_TYPE_FRONT);
699
750
  * ```
700
751
  */
701
752
  function set_cull_face(face_type: number): void;
@@ -717,10 +768,10 @@ declare global {
717
768
  *
718
769
  * @param func - depth test function, see the description for available values
719
770
  * @example
720
- * ```lua
721
- * Enable depth test and set the depth test function to "not equal".
722
- * render.enable_state(graphics.STATE_DEPTH_TEST)
723
- * render.set_depth_func(graphics.COMPARE_FUNC_NOTEQUAL)
771
+ * ```ts
772
+ * // Enable depth test and set the depth test function to "not equal".
773
+ * render.enable_state(graphics.STATE_DEPTH_TEST);
774
+ * render.set_depth_func(graphics.COMPARE_FUNC_NOTEQUAL);
724
775
  * ```
725
776
  */
726
777
  function set_depth_func(func: number): void;
@@ -731,9 +782,9 @@ declare global {
731
782
  *
732
783
  * @param depth - depth mask
733
784
  * @example
734
- * ```lua
735
- * How to turn off writing to the depth buffer:
736
- * render.set_depth_mask(false)
785
+ * ```ts
786
+ * // How to turn off writing to the depth buffer:
787
+ * render.set_depth_mask(false);
737
788
  * ```
738
789
  */
739
790
  function set_depth_mask(depth: boolean): void;
@@ -750,18 +801,20 @@ declare global {
750
801
  * `event_type`
751
802
  * string Rendering event. Possible values: `render.CONTEXT_EVENT_CONTEXT_LOST`, `render.CONTEXT_EVENT_CONTEXT_RESTORED`
752
803
  * @example
753
- * ```lua
754
- * Set listener and handle render context events.
755
- * --- custom.render_script
756
- * function init(self)
757
- * render.set_listener(function(self, event_type)
758
- * if event_type == render.CONTEXT_EVENT_CONTEXT_LOST then
759
- * --- Some stuff when rendering context is lost
760
- * elseif event_type == render.CONTEXT_EVENT_CONTEXT_RESTORED then
761
- * --- Start reload resources, reload game, etc.
762
- * end
763
- * end)
764
- * end
804
+ * ```ts
805
+ * // Set listener and handle render context events.
806
+ * // custom.render_script
807
+ * export default defineScript({
808
+ * init() {
809
+ * render.set_listener((self, event_type) => {
810
+ * if (event_type === render.CONTEXT_EVENT_CONTEXT_LOST) {
811
+ * // Some stuff when rendering context is lost
812
+ * } else if (event_type === render.CONTEXT_EVENT_CONTEXT_RESTORED) {
813
+ * // Start reload resources, reload game, etc.
814
+ * }
815
+ * });
816
+ * },
817
+ * });
765
818
  * ```
766
819
  */
767
820
  function set_listener(callback?: (self: unknown, event_type: unknown) => void): void;
@@ -787,9 +840,9 @@ declare global {
787
840
  * @param factor - polygon offset factor
788
841
  * @param units - polygon offset units
789
842
  * @example
790
- * ```lua
791
- * render.enable_state(graphics.STATE_POLYGON_OFFSET_FILL)
792
- * render.set_polygon_offset(1.0, 1.0)
843
+ * ```ts
844
+ * render.enable_state(graphics.STATE_POLYGON_OFFSET_FILL);
845
+ * render.set_polygon_offset(1.0, 1.0);
793
846
  * ```
794
847
  */
795
848
  function set_polygon_offset(factor: number, units: number): void;
@@ -798,10 +851,10 @@ declare global {
798
851
  *
799
852
  * @param matrix - projection matrix
800
853
  * @example
801
- * ```lua
802
- * How to set the projection to orthographic with world origo at lower left,
803
- * width and height as set in project settings and depth (z) between -1 and 1:
804
- * render.set_projection(vmath.matrix4_orthographic(0, render.get_width(), 0, render.get_height(), -1, 1))
854
+ * ```ts
855
+ * // How to set the projection to orthographic with world origo at lower left,
856
+ * // width and height as set in project settings and depth (z) between -1 and 1:
857
+ * render.set_projection(vmath.matrix4_orthographic(0, render.get_width(), 0, render.get_height(), -1, 1));
805
858
  * ```
806
859
  */
807
860
  function set_projection(matrix: Matrix4): void;
@@ -820,33 +873,37 @@ declare global {
820
873
  * - `graphics.BUFFER_TYPE_DEPTH_BIT`
821
874
  * - `graphics.BUFFER_TYPE_STENCIL_BIT`
822
875
  * @example
823
- * ```lua
824
- * How to set a render target and draw to it and then switch back to the default render target
825
- * The render target defines the depth/stencil buffers as transient, when set_render_target is called the next time the buffers may be invalidated and allow for optimisations depending on driver support
826
- * function update(self, dt)
827
- * -- set render target so all drawing is done to it
828
- * render.set_render_target(self.my_render_target, { transient = { graphics.BUFFER_TYPE_DEPTH_BIT, graphics.BUFFER_TYPE_STENCIL_BIT } } )
829
- *
830
- * -- draw a predicate to the render target
831
- * render.draw(self.my_pred)
832
- *
833
- * -- set default render target. This also invalidates the depth and stencil buffers of the current target (self.my_render_target)
834
- * -- which can be an optimisation on some hardware
835
- * render.set_render_target(render.RENDER_TARGET_DEFAULT)
836
- *
837
- * end
838
- *
839
- * function update(self, dt)
840
- * -- set render target by a render target resource identifier
841
- * render.set_render_target('my_rt_resource')
842
- *
843
- * -- draw a predicate to the render target
844
- * render.draw(self.my_pred)
845
- *
846
- * -- reset the render target to the default backbuffer
847
- * render.set_render_target(render.RENDER_TARGET_DEFAULT)
848
- *
849
- * end
876
+ * ```ts
877
+ * // How to set a render target and draw to it and then switch back to the default render target
878
+ * // The render target defines the depth/stencil buffers as transient, when set_render_target is called the next time the buffers may be invalidated and allow for optimisations depending on driver support
879
+ * export default defineScript({
880
+ * update(self, dt) {
881
+ * // set render target so all drawing is done to it
882
+ * render.set_render_target(self.my_render_target, {
883
+ * transient: [graphics.BUFFER_TYPE_DEPTH_BIT, graphics.BUFFER_TYPE_STENCIL_BIT],
884
+ * });
885
+ *
886
+ * // draw a predicate to the render target
887
+ * render.draw(self.my_pred);
888
+ *
889
+ * // set default render target. This also invalidates the depth and stencil buffers of the current target (self.my_render_target)
890
+ * // which can be an optimisation on some hardware
891
+ * render.set_render_target(render.RENDER_TARGET_DEFAULT);
892
+ * },
893
+ * });
894
+ *
895
+ * // Or set the render target by a render target resource identifier:
896
+ * export default defineScript({
897
+ * update(self, dt) {
898
+ * render.set_render_target("my_rt_resource");
899
+ *
900
+ * // draw a predicate to the render target
901
+ * render.draw(self.my_pred);
902
+ *
903
+ * // reset the render target to the default backbuffer
904
+ * render.set_render_target(render.RENDER_TARGET_DEFAULT);
905
+ * },
906
+ * });
850
907
  * ```
851
908
  */
852
909
  function set_render_target(render_target: Opaque<"render_target">, options?: { transient?: Record<string | number, unknown> }): void;
@@ -858,10 +915,10 @@ declare global {
858
915
  * @param width - new render target width
859
916
  * @param height - new render target height
860
917
  * @example
861
- * ```lua
862
- * Resize render targets to the current window size:
863
- * render.set_render_target_size(self.my_render_target, render.get_window_width(), render.get_window_height())
864
- * render.set_render_target_size('my_rt_resource', render.get_window_width(), render.get_window_height())
918
+ * ```ts
919
+ * // Resize render targets to the current window size:
920
+ * render.set_render_target_size(self.my_render_target, render.get_window_width(), render.get_window_height());
921
+ * render.set_render_target_size("my_rt_resource", render.get_window_width(), render.get_window_height());
865
922
  * ```
866
923
  */
867
924
  function set_render_target_size(render_target: Opaque<"render_target">, width: number, height: number): void;
@@ -893,9 +950,9 @@ declare global {
893
950
  * @param ref - reference value for the stencil test
894
951
  * @param mask - mask that is ANDed with both the reference value and the stored stencil value when the test is done
895
952
  * @example
896
- * ```lua
897
- * -- let only 0's pass the stencil test
898
- * render.set_stencil_func(graphics.COMPARE_FUNC_EQUAL, 0, 1)
953
+ * ```ts
954
+ * // let only 0's pass the stencil test
955
+ * render.set_stencil_func(graphics.COMPARE_FUNC_EQUAL, 0, 1);
899
956
  * ```
900
957
  */
901
958
  function set_stencil_func(func: number, ref: number, mask: number): void;
@@ -910,9 +967,9 @@ declare global {
910
967
  *
911
968
  * @param mask - stencil mask
912
969
  * @example
913
- * ```lua
914
- * -- set the stencil mask to all 1:s
915
- * render.set_stencil_mask(0xff)
970
+ * ```ts
971
+ * // set the stencil mask to all 1:s
972
+ * render.set_stencil_mask(0xff);
916
973
  * ```
917
974
  */
918
975
  function set_stencil_mask(mask: number): void;
@@ -941,12 +998,12 @@ declare global {
941
998
  * @param dpfail - the stencil action when the stencil test passes
942
999
  * @param dppass - the stencil action when both the stencil test and the depth test pass, or when the stencil test passes and either there is no depth buffer or depth testing is not enabled
943
1000
  * @example
944
- * ```lua
945
- * Set the stencil function to never pass and operator to always draw 1's
946
- * on test fail.
947
- * render.set_stencil_func(graphics.COMPARE_FUNC_NEVER, 1, 0xFF)
948
- * -- always draw 1's on test fail
949
- * render.set_stencil_op(graphics.STENCIL_OP_REPLACE, graphics.STENCIL_OP_KEEP, graphics.STENCIL_OP_KEEP)
1001
+ * ```ts
1002
+ * // Set the stencil function to never pass and operator to always draw 1's
1003
+ * // on test fail.
1004
+ * render.set_stencil_func(graphics.COMPARE_FUNC_NEVER, 1, 0xFF);
1005
+ * // always draw 1's on test fail
1006
+ * render.set_stencil_op(graphics.STENCIL_OP_REPLACE, graphics.STENCIL_OP_KEEP, graphics.STENCIL_OP_KEEP);
950
1007
  * ```
951
1008
  */
952
1009
  function set_stencil_op(sfail: number, dpfail: number, dppass: number): void;
@@ -955,27 +1012,31 @@ declare global {
955
1012
  *
956
1013
  * @param matrix - view matrix to set
957
1014
  * @example
958
- * ```lua
959
- * How to set the view and projection matrices according to
960
- * the values supplied by a camera.
961
- * function init(self)
962
- * self.view = vmath.matrix4()
963
- * self.projection = vmath.matrix4()
964
- * end
965
- *
966
- * function update(self, dt)
967
- * -- set the view to the stored view value
968
- * render.set_view(self.view)
969
- * -- now we can draw with this view
970
- * end
971
- *
972
- * function on_message(self, message_id, message)
973
- * if message_id == hash("set_view_projection") then
974
- * -- camera view and projection arrives here.
975
- * self.view = message.view
976
- * self.projection = message.projection
977
- * end
978
- * end
1015
+ * ```ts
1016
+ * // How to set the view and projection matrices according to
1017
+ * // the values supplied by a camera.
1018
+ * export default defineScript({
1019
+ * init() {
1020
+ * return {
1021
+ * view: vmath.matrix4(),
1022
+ * projection: vmath.matrix4(),
1023
+ * };
1024
+ * },
1025
+ *
1026
+ * update(self, dt) {
1027
+ * // set the view to the stored view value
1028
+ * render.set_view(self.view);
1029
+ * // now we can draw with this view
1030
+ * },
1031
+ *
1032
+ * on_message(self, message_id, message) {
1033
+ * if (message_id === hash("set_view_projection")) {
1034
+ * // camera view and projection arrives here.
1035
+ * self.view = message.view;
1036
+ * self.projection = message.projection;
1037
+ * }
1038
+ * },
1039
+ * });
979
1040
  * ```
980
1041
  */
981
1042
  function set_view(matrix: Matrix4): void;
@@ -987,9 +1048,9 @@ declare global {
987
1048
  * @param width - viewport width
988
1049
  * @param height - viewport height
989
1050
  * @example
990
- * ```lua
991
- * -- Set the viewport to the window dimensions.
992
- * render.set_viewport(0, 0, render.get_window_width(), render.get_window_height())
1051
+ * ```ts
1052
+ * // Set the viewport to the window dimensions.
1053
+ * render.set_viewport(0, 0, render.get_window_width(), render.get_window_height());
993
1054
  * ```
994
1055
  */
995
1056
  function set_viewport(x: number, y: number, width: number, height: number): void;