@galacean/effects-core 2.8.0-alpha.1 → 2.8.0-alpha.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +279 -135
- package/dist/asset-manager.d.ts +1 -3
- package/dist/components/effect-component.d.ts +2 -1
- package/dist/components/mesh-component.d.ts +7 -1
- package/dist/composition.d.ts +0 -14
- package/dist/index.js +1095 -1523
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +1094 -1520
- package/dist/index.mjs.map +1 -1
- package/dist/plugin-system.d.ts +12 -20
- package/dist/plugins/plugin.d.ts +8 -64
- package/dist/render/create-copy-shader.d.ts +0 -2
- package/dist/render/draw-object-pass.d.ts +5 -4
- package/dist/render/index.d.ts +1 -0
- package/dist/render/post-process-pass.d.ts +11 -30
- package/dist/render/render-frame.d.ts +9 -118
- package/dist/render/render-pass.d.ts +7 -56
- package/dist/render/render-target-pool.d.ts +22 -0
- package/dist/render/renderer.d.ts +16 -5
- package/dist/scene.d.ts +1 -3
- package/package.json +1 -1
package/README.md
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# Galacean Effects Core
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The core runtime library for Galacean Effects, responsible for asset loading, scene management, and rendering.
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## Basic Concepts
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The **Composition** is the fundamental unit of animation playback in Galacean Effects. The `Composition` class manages the entire lifecycle from data parsing (JSON -> VFXItem -> RendererComponent) to the creation, updating, and destruction of render frames (`RenderFrame`) and render passes (`RenderPass`).
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### Core Architecture
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```
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Engine
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├── Composition
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│ ├── VFXItem (Element)
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│ │ ├── Component
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│ │ │ └── RendererComponent
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│ │ └── Transform
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│ ├── RenderFrame
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│ │ └── RenderPass
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│ └── Camera
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└── Resource Management
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├── Texture
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├── Material
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└── Geometry
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```
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Each composition contains different types of elements (`VFXItem`) and their components (`Component`), including:
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- Camera component
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- Sprite (layer) component
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- Particle system
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- Text component
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- Interactive component
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When a composition is created, it completes:
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1. Loading of data assets
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2. Creation of elements (`VFXItem`) and their components
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3. Loading and creation of textures (`Texture`)
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4. Initialization of `RenderFrame` and `RenderPass`
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## Core Modules
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### 1. Engine [Engine](./src/engine.ts)
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`Engine` is the core entry point, responsible for managing all GPU resources and the lifecycle of compositions.
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```typescript
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import { Engine } from '@galacean/effects-core';
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// Create engine
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const engine = Engine.create(canvas, {
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fps: 60,
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pixelRatio: window.devicePixelRatio,
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});
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```
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Main features:
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- Manages the renderer (`Renderer`)
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- Manages GPU resources (textures, materials, geometries)
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- Manages creation and destruction of compositions
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- Provides a ticker (`Ticker`) to drive the render loop
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- Handles interactive events
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### 2. Asset Management [AssetManager](./src/asset-manager.ts)
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Responsible for loading all resources needed for effects:
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```typescript
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import { AssetManager } from '@galacean/effects-core';
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const assetManager = new AssetManager(options);
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```
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Supported features:
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1. Loading JSON and binary resources
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2. Loading image and video resources
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3. Selective resource downloading based on render level
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4. Image/text template replacement
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5. Font loading (via `AssetManager.loadFontFamily`)
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### 3. Composition [Composition](./src/composition.ts)
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Manages data processing and rendering for animation playback:
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```typescript
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const composition = new Composition(props, scene);
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// Playback control
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composition.play();
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composition.pause();
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composition.resume();
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// Update
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composition.update(deltaTime);
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// Dispose
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composition.dispose();
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```
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Main properties:
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- `renderFrame`: The rendering data object for the current frame
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- `rootItem`: The root element of the composition
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- `camera`: The composition camera
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- `speed`: Playback speed
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### 4. VFX Element [VFXItem](./src/vfx-item.ts)
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The base class for all effect elements, supporting component-based architecture:
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```typescript
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// Get component
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const component = item.getComponent(SpriteComponent);
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// Iterate children
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item.children.forEach(child => {
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// ...
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});
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// Transform operations
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item.transform.setPosition(x, y, z);
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```
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Main properties:
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- `transform`: Position, rotation, scale transforms
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- `components`: Component list
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- `children`: Child element list
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### 5. Component System [Component](./src/components/component.ts)
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Components are functional units attached to VFXItem:
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```typescript
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abstract class Component extends EffectsObject {
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item: VFXItem; // Owner element
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enabled: boolean; // Whether enabled
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onAwake() {} // Initialization
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onEnable() {} // On enable
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onDisable() {} // On disable
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onStart() {} // Before first update
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onUpdate(dt: number) {} // Per-frame update
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onLateUpdate(dt: number) {} // Late update
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onDestroy() {} // On destroy
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}
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```
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### 6. Renderer Component [RendererComponent](./src/components/renderer-component.ts)
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The base class for all rendering components, responsible for adding renderable objects to render passes:
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```typescript
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class RendererComponent extends Component {
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material: Material; // Material
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materials: Material[]; // Material list
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priority: number; // Render priority
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render(renderer: Renderer): void {} // Render method
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}
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```
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When a component is enabled, it is automatically added to the default render pass of `RenderFrame`.
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### 7. Render Frame [RenderFrame](./src/render/render-frame.ts)
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The rendering data object for each frame, managing render passes and global uniforms:
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```typescript
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interface RenderFrameOptions {
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camera: Camera,
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renderer: Renderer,
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globalVolume?: PostProcessVolume,
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postProcessingEnabled?: boolean,
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}
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```
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Main features:
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- Manages `RenderPass` list
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- Stores camera properties
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- Manages global uniform variables (`GlobalUniforms`)
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- Supports post-processing (Bloom, ToneMapping)
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Main methods:
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- `addMeshToDefaultRenderPass(mesh: RendererComponent)`: Add renderer component to default render pass
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- `removeMeshFromDefaultRenderPass(mesh: RendererComponent)`: Remove renderer component from default render pass
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### 8. Render Pass [RenderPass](./src/render/render-pass.ts)
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Manages a group of objects to be rendered:
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```typescript
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interface RenderPassClearAction {
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clearColor?: vec4,
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colorAction?: TextureLoadAction,
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clearDepth?: number,
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depthAction?: TextureLoadAction,
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}
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```
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Features:
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- Manages render object list
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- Configures color, depth, stencil attachments
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- Sets clear behavior
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### 9. Geometry [Geometry](./src/render/geometry.ts)
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Abstract class for managing vertex and index data:
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```typescript
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const geometry = Geometry.create(engine, {
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attributes: {
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aPosition: { size: 3, data: positions },
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aTexCoord: { size: 2, data: texCoords },
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},
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indices: { data: indices },
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mode: WebGLRenderingContext.TRIANGLES,
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});
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// Update data
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geometry.setAttributeData('aPosition', newPositions);
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geometry.setAttributeSubData('aPosition', offset, partialData);
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geometry.setIndexData(newIndices);
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geometry.setDrawCount(count);
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```
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2. Implementation of `setter/getter` methods for states: The constant type passed is `glContext`, which may need to be converted to constants defined by the engine.
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3. `set[dataType]/get[dataType]` methods for uniforms: effects-core will invoke the corresponding methods based on the type of the uniform to set data.
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### 10. Material [Material](./src/material/material.ts)
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Abstract class for managing shaders and render states:
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```typescript
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const material = Material.create(engine, {
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shader: shaderSource,
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uniformValues: {
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uColor: [1, 0, 0, 1],
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},
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});
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// Set render states
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material.blending = true;
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material.depthTest = true;
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material.depthMask = true;
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```
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Render state properties:
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- `blending`: Color blending switch
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- `blendFunction`: Blend function
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- `depthTest`: Depth test switch
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- `depthMask`: Depth write switch
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- `stencilTest`: Stencil test switch
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- `culling`: Back-face culling switch
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### 11. Texture [Texture](./src/texture/texture.ts)
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Abstract class for managing GPU texture resources:
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```typescript
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// From image
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const texture = await Texture.fromImage(url, engine);
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// From video
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const texture = await Texture.fromVideo(url, engine);
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// From data
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const texture = Texture.create(engine, {
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sourceType: TextureSourceType.data,
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data: {
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width: 256,
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height: 256,
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data: pixelData,
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},
|
|
269
|
+
});
|
|
120
270
|
```
|
|
121
271
|
|
|
122
|
-
|
|
272
|
+
## Plugin System
|
|
273
|
+
|
|
274
|
+
Supports extending functionality through plugins:
|
|
275
|
+
|
|
276
|
+
```typescript
|
|
277
|
+
import { registerPlugin } from '@galacean/effects-core';
|
|
278
|
+
|
|
279
|
+
registerPlugin('custom', CustomLoader);
|
|
123
280
|
```
|
|
124
|
-
|
|
125
|
-
|
|
126
|
-
|
|
127
|
-
|
|
128
|
-
|
|
129
|
-
|
|
130
|
-
|
|
131
|
-
|
|
132
|
-
|
|
133
|
-
|
|
134
|
-
|
|
135
|
-
|
|
136
|
-
13. uOrbXByLifetimeValue: vec4
|
|
137
|
-
14. uOrbYByLifetimeValue: vec4
|
|
138
|
-
15. uOrbZByLifetimeValue: vec4
|
|
139
|
-
16. uSizeByLifetimeValue: vec4
|
|
140
|
-
17. uSizeYByLifetimeValue:vec4
|
|
141
|
-
18. uColorParams: vec4
|
|
142
|
-
19. uFSprite: vec4
|
|
143
|
-
20. uPreviewColor: vec4
|
|
144
|
-
21. uVCurveValues: vec4Array
|
|
145
|
-
22. uFCurveValues: vec4
|
|
146
|
-
23. uFinalTarget: vec3
|
|
147
|
-
24. uForceCurve: vec4
|
|
148
|
-
25. uOrbCenter: vec3
|
|
149
|
-
26. uTexOffset: vec2
|
|
150
|
-
27. uPeriodValue: vec4
|
|
151
|
-
28. uMovementValue: vec4
|
|
152
|
-
29. uStrengthValue: vec4
|
|
153
|
-
30. uWaveParams: vec4
|
|
281
|
+
|
|
282
|
+
Built-in plugins:
|
|
283
|
+
- `sprite`: Layer rendering
|
|
284
|
+
- `particle`: Particle system
|
|
285
|
+
- `text`: Text rendering
|
|
286
|
+
- `interact`: Interaction handling
|
|
287
|
+
- `camera`: Camera control
|
|
288
|
+
|
|
289
|
+
## Installation
|
|
290
|
+
|
|
291
|
+
```bash
|
|
292
|
+
npm install @galacean/effects-core
|
|
154
293
|
```
|
|
155
294
|
|
|
295
|
+
## Dependencies
|
|
296
|
+
|
|
297
|
+
- `@galacean/effects-specification`: Data specification definitions
|
|
298
|
+
- `@galacean/effects-math`: Math library
|
|
299
|
+
|
|
156
300
|
## [API Documentation](https://www.galacean.com/effects/api/effects-core)
|
package/dist/asset-manager.d.ts
CHANGED
|
@@ -58,9 +58,7 @@ export declare class AssetManager implements Disposable {
|
|
|
58
58
|
* @param options - 扩展参数
|
|
59
59
|
* @returns
|
|
60
60
|
*/
|
|
61
|
-
loadScene(url: Scene.LoadType, renderer?: Renderer
|
|
62
|
-
env?: string;
|
|
63
|
-
}): Promise<Scene>;
|
|
61
|
+
loadScene(url: Scene.LoadType, renderer?: Renderer): Promise<Scene>;
|
|
64
62
|
getAssets(): Record<string, ImageLike>;
|
|
65
63
|
private processJSON;
|
|
66
64
|
private processBins;
|
|
@@ -1,3 +1,4 @@
|
|
|
1
|
+
import * as spec from '@galacean/effects-specification';
|
|
1
2
|
import type { Engine } from '../engine';
|
|
2
3
|
import { MeshComponent } from './mesh-component';
|
|
3
4
|
/**
|
|
@@ -8,5 +9,5 @@ export declare class EffectComponent extends MeshComponent {
|
|
|
8
9
|
constructor(engine: Engine);
|
|
9
10
|
onStart(): void;
|
|
10
11
|
onUpdate(dt: number): void;
|
|
11
|
-
fromData(data:
|
|
12
|
+
fromData(data: spec.EffectComponentData): void;
|
|
12
13
|
}
|
|
@@ -1,3 +1,5 @@
|
|
|
1
|
+
import type { Engine } from '../engine';
|
|
2
|
+
import type { Maskable } from '../material/types';
|
|
1
3
|
import type { BoundingBoxTriangle, HitTestTriangleParams } from '../plugins';
|
|
2
4
|
import { MeshCollider } from '../plugins';
|
|
3
5
|
import type { Geometry } from '../render/geometry';
|
|
@@ -6,7 +8,7 @@ import { RendererComponent } from './renderer-component';
|
|
|
6
8
|
/**
|
|
7
9
|
* Mesh 组件
|
|
8
10
|
*/
|
|
9
|
-
export declare class MeshComponent extends RendererComponent {
|
|
11
|
+
export declare class MeshComponent extends RendererComponent implements Maskable {
|
|
10
12
|
/**
|
|
11
13
|
* 渲染的 Geometry
|
|
12
14
|
*/
|
|
@@ -15,7 +17,11 @@ export declare class MeshComponent extends RendererComponent {
|
|
|
15
17
|
* 用于点击测试的碰撞器
|
|
16
18
|
*/
|
|
17
19
|
protected meshCollider: MeshCollider;
|
|
20
|
+
private readonly maskManager;
|
|
21
|
+
constructor(engine: Engine);
|
|
18
22
|
render(renderer: Renderer): void;
|
|
23
|
+
drawStencilMask(renderer: Renderer): void;
|
|
19
24
|
getHitTestParams: (force?: boolean) => HitTestTriangleParams | void;
|
|
20
25
|
getBoundingBox(): BoundingBoxTriangle | void;
|
|
26
|
+
fromData(data: any): void;
|
|
21
27
|
}
|
package/dist/composition.d.ts
CHANGED
|
@@ -3,7 +3,6 @@ import type { Ray } from '@galacean/effects-math/es/core/ray';
|
|
|
3
3
|
import type { Matrix4 } from '@galacean/effects-math/es/core/matrix4';
|
|
4
4
|
import { Camera } from './camera';
|
|
5
5
|
import { CompositionComponent } from './comp-vfx-item';
|
|
6
|
-
import type { PluginSystem } from './plugin-system';
|
|
7
6
|
import type { EventSystem, Region } from './plugins';
|
|
8
7
|
import type { Renderer } from './render';
|
|
9
8
|
import { RenderFrame } from './render';
|
|
@@ -171,10 +170,6 @@ export declare class Composition extends EventEmitter<CompositionEvent<Compositi
|
|
|
171
170
|
* 鼠标和触屏处理系统
|
|
172
171
|
*/
|
|
173
172
|
readonly event?: EventSystem;
|
|
174
|
-
/**
|
|
175
|
-
* 插件系统,保存当前加载的插件对象,负责插件事件和创建插件的 Item 对象
|
|
176
|
-
*/
|
|
177
|
-
readonly pluginSystem: PluginSystem;
|
|
178
173
|
/**
|
|
179
174
|
* 当前合成名称
|
|
180
175
|
*/
|
|
@@ -223,10 +218,6 @@ export declare class Composition extends EventEmitter<CompositionEvent<Compositi
|
|
|
223
218
|
* 销毁状态位
|
|
224
219
|
*/
|
|
225
220
|
protected destroyed: boolean;
|
|
226
|
-
/**
|
|
227
|
-
* 是否是否每次渲染时清除 RenderFrame 颜色缓存
|
|
228
|
-
*/
|
|
229
|
-
protected readonly keepColorBuffer: boolean;
|
|
230
221
|
protected rootComposition: CompositionComponent;
|
|
231
222
|
/**
|
|
232
223
|
* 合成暂停/播放 标识
|
|
@@ -362,11 +353,6 @@ export declare class Composition extends EventEmitter<CompositionEvent<Compositi
|
|
|
362
353
|
* @override
|
|
363
354
|
*/
|
|
364
355
|
private updateCamera;
|
|
365
|
-
/**
|
|
366
|
-
* 插件更新,来自 CompVFXItem 的更新调用
|
|
367
|
-
* @param deltaTime - 更新的时间步长
|
|
368
|
-
*/
|
|
369
|
-
private updatePluginLoaders;
|
|
370
356
|
/**
|
|
371
357
|
* 更新主合成组件
|
|
372
358
|
*/
|