@galacean/engine-core 0.9.0-beta.80 → 1.0.0-alpha.6
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/dist/main.js +17814 -16665
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +17814 -16665
- package/dist/module.js +17808 -16663
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/2d/atlas/SpriteAtlas.d.ts +2 -6
- package/types/2d/enums/SpriteDrawMode.d.ts +4 -2
- package/types/2d/index.d.ts +1 -0
- package/types/2d/sprite/Sprite.d.ts +2 -6
- package/types/2d/sprite/SpriteMask.d.ts +4 -4
- package/types/2d/sprite/SpriteRenderer.d.ts +18 -1
- package/types/2d/text/Font.d.ts +2 -7
- package/types/2d/text/TextRenderer.d.ts +4 -0
- package/types/2d/text/index.d.ts +1 -0
- package/types/Camera.d.ts +28 -2
- package/types/Component.d.ts +0 -8
- package/types/ComponentsDependencies.d.ts +17 -9
- package/types/Engine.d.ts +31 -39
- package/types/RenderPipeline/Basic2DBatcher.d.ts +6 -7
- package/types/RenderPipeline/BasicRenderPipeline.d.ts +8 -6
- package/types/RenderPipeline/RenderElement.d.ts +5 -7
- package/types/RenderPipeline/RenderPass.d.ts +1 -1
- package/types/RenderPipeline/RenderQueue.d.ts +3 -5
- package/types/RenderPipeline/SpriteMaskBatcher.d.ts +4 -3
- package/types/Renderer.d.ts +2 -2
- package/types/Script.d.ts +18 -15
- package/types/Transform.d.ts +9 -12
- package/types/animation/AnimationClip.d.ts +2 -1
- package/types/asset/AssetType.d.ts +16 -16
- package/types/asset/ResourceManager.d.ts +17 -9
- package/types/base/Constant.d.ts +2 -1
- package/types/base/EngineObject.d.ts +1 -0
- package/types/base/EventDispatcher.d.ts +1 -14
- package/types/base/Time.d.ts +27 -24
- package/types/base/index.d.ts +0 -1
- package/types/graphic/Buffer.d.ts +5 -9
- package/types/graphic/Mesh.d.ts +4 -5
- package/types/index.d.ts +7 -7
- package/types/input/InputManager.d.ts +1 -1
- package/types/input/interface/IInput.d.ts +1 -1
- package/types/lighting/DirectLight.d.ts +0 -1
- package/types/lighting/SpotLight.d.ts +0 -1
- package/types/material/BaseMaterial.d.ts +8 -8
- package/types/material/Material.d.ts +3 -7
- package/types/mesh/BlendShape.d.ts +1 -1
- package/types/mesh/BlendShapeFrame.d.ts +28 -6
- package/types/mesh/ModelMesh.d.ts +5 -5
- package/types/mesh/PrimitiveMesh.d.ts +4 -2
- package/types/mesh/SkinnedMeshRenderer.d.ts +0 -1
- package/types/particle/ParticleRenderer.d.ts +2 -2
- package/types/physics/Collider.d.ts +1 -1
- package/types/physics/PhysicsManager.d.ts +1 -20
- package/types/physics/joint/Joint.d.ts +2 -2
- package/types/renderingHardwareInterface/index.d.ts +1 -0
- package/types/shader/Shader.d.ts +32 -23
- package/types/shader/ShaderData.d.ts +24 -24
- package/types/shader/ShaderMacro.d.ts +16 -0
- package/types/shader/ShaderPass.d.ts +9 -2
- package/types/shader/ShaderProperty.d.ts +7 -0
- package/types/shader/index.d.ts +4 -1
- package/types/shadow/CascadedShadowCasterPass.d.ts +0 -1
- package/types/texture/RenderTarget.d.ts +4 -4
- package/types/texture/Texture.d.ts +2 -6
- package/types/texture/Texture2DArray.d.ts +4 -0
- package/types/texture/TextureCube.d.ts +4 -0
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@@ -1,4 +1,3 @@
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import { IPhysics } from "@galacean/engine-design";
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import { Ray, Vector3 } from "@galacean/engine-math";
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import { Engine } from "../Engine";
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import { Layer } from "../Layer";
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@@ -7,6 +6,7 @@ import { HitResult } from "./HitResult";
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* A physics manager is a collection of colliders and constraints which can interact.
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*/
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export declare class PhysicsManager {
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private static _collision;
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private _engine;
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private _restTime;
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private _colliders;
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private _onTriggerStay;
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/** The fixed time step in seconds at which physics are performed. */
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fixedTimeStep: number;
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/**
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* The max allowed time step in seconds one frame.
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*
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* @remarks
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* When the frame rate is low or stutter occurs, the maximum execution time of physics will not exceed this value.
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* So physics will slow down a bit when performance hitch occurs.
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*/
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maxAllowedTimeStep: number;
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/**
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* The gravity of physics scene.
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*/
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get gravity(): Vector3;
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set gravity(value: Vector3);
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/**
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* @deprecated
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* Please use `maxAllowedTimeStep` instead.
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*/
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get maxSumTimeStep(): number;
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set maxSumTimeStep(value: number);
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constructor(engine: Engine);
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/**
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* initialize PhysicsManager.
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* @param physics - Physics Engine
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*/
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initialize(physics: IPhysics): void;
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/**
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* Casts a ray through the Scene and returns the first hit.
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* @param ray - The ray
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import { IJoint } from "@galacean/engine-design";
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import { Vector3 } from "@galacean/engine-math";
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import { Component } from "../../Component";
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import { Collider } from "../Collider";
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import { Entity } from "../../Entity";
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import { Collider } from "../Collider";
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/**
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* A base class providing common functionality for joints.
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* @decorator `@dependentComponents(Collider)`
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* @decorator `@dependentComponents(Collider, DependentMode.CheckOnly)`
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*/
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export declare class Joint extends Component {
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protected _connectedCollider: JointCollider;
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export type { IHardwareRenderer } from "./IHardwareRenderer";
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export type { IPlatformBuffer } from "./IPlatformBuffer";
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export type { IPlatformRenderTarget } from "./IPlatformRenderTarget";
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export type { IPlatformTexture } from "./IPlatformTexture";
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export type { IPlatformTexture2D } from "./IPlatformTexture2D";
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package/types/shader/Shader.d.ts
CHANGED
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import { ShaderMacro } from "./ShaderMacro";
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import { ShaderPass } from "./ShaderPass";
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import { ShaderProperty } from "./ShaderProperty";
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import { SubShader } from "./SubShader";
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/**
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* Shader for rendering.
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*/
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export declare class Shader {
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readonly name: string;
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private static _shaderMap;
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private static _propertyNameMap;
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private static _macroMaskMap;
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private static _macroCounter;
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private static _macroMap;
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/**
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* Create a shader.
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* @param name - Name of the shader
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* @returns Shader
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*/
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static create(name: string, shaderPasses: ShaderPass[]): Shader;
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/**
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* Create a shader.
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* @param name - Name of the shader
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* @param subShaders - Sub shaders
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* @returns Shader
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*/
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static create(name: string, subShaders: SubShader[]): Shader;
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/**
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* Find a shader by name.
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* @param name - Name of the shader
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*/
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static find(name: string): Shader;
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private _subShaders;
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/**
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* Sub shaders of the shader.
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*/
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get subShaders(): ReadonlyArray<SubShader>;
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private constructor();
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/**
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* Compile shader variant by macro name list.
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*
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* @remarks
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* Usually a shader contains some macros,any combination of macros is called shader variant.
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*
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* @param engine - Engine to which the shader variant belongs
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* @param macros - Macro name list
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* @returns Is the compiled shader variant valid
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*/
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compileVariant(engine: Engine, macros: string[]): boolean;
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/**
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* @deprecated Please use `ShaderMacro.getByName` instead
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*
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* Get shader macro by name.
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* @param name - Name of the shader macro
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* @returns Shader macro
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*/
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static getMacroByName(name: string): ShaderMacro;
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/**
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* @deprecated Please use `ShaderMacro.getByName` instead
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*
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* Get shader macro by name.
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* @param name - Name of the shader macro
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* @param value - Value of the shader macro
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*/
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static getMacroByName(name: string, value: string): ShaderMacro;
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/**
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* @deprecated Please use `ShaderProperty.getByName` instead
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*
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* Get shader property by name.
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* @param name - Name of the shader property
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* @returns Shader property
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*/
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static getPropertyByName(name: string): ShaderProperty;
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/** The name of shader. */
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* Shader passes.
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get passes(): ReadonlyArray<ShaderPass>;
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private constructor();
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compileVariant(engine: Engine, macros: string[]): boolean;
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}
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import { IClone } from "@galacean/engine-design";
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import { Color, Matrix, Vector2, Vector3, Vector4 } from "@galacean/engine-math";
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import {
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import { IReferable } from "../asset/IReferable";
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import { Texture } from "../texture/Texture";
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import { ShaderMacro } from "./ShaderMacro";
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import { ShaderProperty } from "./ShaderProperty";
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* Shader data collection,Correspondence includes shader properties data and macros data.
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export declare class ShaderData implements
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export declare class ShaderData implements IReferable, IClone {
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getFloat(propertyName: string): number;
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/**
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* @param property - Shader property, use `ShaderProperty.getByName` to get
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getFloat(property: ShaderProperty): number;
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setFloat(property: ShaderProperty, value: number): void;
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getInt(propertyName: string): number;
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setInt(property: ShaderProperty, value: number): void;
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getFloatArray(propertyName: string): Float32Array;
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getFloatArray(property: ShaderProperty): Float32Array;
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* @remarks Correspondence includes float array、vec2 array、vec3 array、vec4 array and matrix array shader property type.
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getIntArray(propertyName: string): Int32Array;
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* @remarks Correspondence includes bool array、int array、bvec2 array、bvec3 array、bvec4 array、ivec2 array、ivec3 array and ivec4 array shader property type.
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setIntArray(property: ShaderProperty, value: Int32Array): void;
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getVector2(propertyName: string): Vector2;
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getVector2(property: ShaderProperty): Vector2;
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* @remarks Correspondence includes vec2、ivec2 and bvec2 shader property type.
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getVector4(property: ShaderProperty): Vector4;
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* @param property - Shader property, use `
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*/
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getMatrix(property: ShaderProperty): Matrix;
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* @param property - Shader property, use `
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+
* @param property - Shader property, use `ShaderProperty.getByName` to get
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*/
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setMatrix(property: ShaderProperty, value: Matrix): any;
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@@ -226,7 +226,7 @@ export declare class ShaderData implements IRefObject, IClone {
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getColor(propertyName: string): Color;
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/**
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* @param property - Shader property, use `
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+
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*/
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getColor(property: ShaderProperty): Color;
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@@ -240,7 +240,7 @@ export declare class ShaderData implements IRefObject, IClone {
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/**
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* Set color by shader property.
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* @remarks Correspondence includes vec4 shader property type.
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* @param property - Shader property, use `
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+
* @param property - Shader property, use `ShaderProperty.getByName` to get
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* @param value - Color
|
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*/
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setColor(property: ShaderProperty, value: Color): void;
|
|
@@ -252,7 +252,7 @@ export declare class ShaderData implements IRefObject, IClone {
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getTexture(propertyName: string): Texture;
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/**
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* Get texture by shader property.
|
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* @param property - Shader property, use `
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+
* @param property - Shader property, use `ShaderProperty.getByName` to get
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* @returns Texture
|
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*/
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getTexture(property: ShaderProperty): Texture;
|
|
@@ -264,7 +264,7 @@ export declare class ShaderData implements IRefObject, IClone {
|
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setTexture(propertyName: string, value: Texture): void;
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/**
|
|
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* Set texture by shader property.
|
|
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* @param property - Shader property, use `
|
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+
* @param property - Shader property, use `ShaderProperty.getByName` to get
|
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|
* @param value - Texture
|
|
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|
*/
|
|
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|
setTexture(property: ShaderProperty, value: Texture): void;
|
|
@@ -276,7 +276,7 @@ export declare class ShaderData implements IRefObject, IClone {
|
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|
getTextureArray(propertyName: string): Texture[];
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/**
|
|
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|
* Get texture array by shader property.
|
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|
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* @param property - Shader property, use `
|
|
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|
+
* @param property - Shader property, use `ShaderProperty.getByName` to get
|
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|
* @returns Texture array
|
|
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|
*/
|
|
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|
getTextureArray(property: ShaderProperty): Texture[];
|
|
@@ -288,7 +288,7 @@ export declare class ShaderData implements IRefObject, IClone {
|
|
|
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|
setTextureArray(propertyName: string, value: Texture[]): void;
|
|
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|
/**
|
|
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|
* Set texture array by shader property.
|
|
291
|
-
* @param property - Shader property, use `
|
|
291
|
+
* @param property - Shader property, use `ShaderProperty.getByName` to get
|
|
292
292
|
* @param value - Texture array
|
|
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|
*/
|
|
294
294
|
setTextureArray(property: ShaderProperty, value: Texture[]): void;
|
|
@@ -3,8 +3,24 @@
|
|
|
3
3
|
*/
|
|
4
4
|
export declare class ShaderMacro {
|
|
5
5
|
private static _macroNameCounter;
|
|
6
|
+
private static _macroCounter;
|
|
7
|
+
private static _macroMap;
|
|
8
|
+
/**
|
|
9
|
+
* Get shader macro by name.
|
|
10
|
+
* @param name - Name of the shader macro
|
|
11
|
+
* @returns Shader macro
|
|
12
|
+
*/
|
|
13
|
+
static getByName(name: string): ShaderMacro;
|
|
14
|
+
/**
|
|
15
|
+
* Get shader macro by name.
|
|
16
|
+
* @param name - Name of the shader macro
|
|
17
|
+
* @param value - Value of the shader macro
|
|
18
|
+
* @returns Shader macro
|
|
19
|
+
*/
|
|
20
|
+
static getByName(name: string, value: string): ShaderMacro;
|
|
6
21
|
/** Name. */
|
|
7
22
|
readonly name: string;
|
|
8
23
|
/** Value. */
|
|
9
24
|
readonly value: string;
|
|
25
|
+
private constructor();
|
|
10
26
|
}
|
|
@@ -1,9 +1,16 @@
|
|
|
1
|
+
import { ShaderPart } from "./ShaderPart";
|
|
1
2
|
/**
|
|
2
3
|
* Shader pass containing vertex and fragment source.
|
|
3
4
|
*/
|
|
4
|
-
export declare class ShaderPass {
|
|
5
|
+
export declare class ShaderPass extends ShaderPart {
|
|
5
6
|
private static _shaderPassCounter;
|
|
6
7
|
private _vertexSource;
|
|
7
8
|
private _fragmentSource;
|
|
8
|
-
|
|
9
|
+
/**
|
|
10
|
+
* Create a shader pass.
|
|
11
|
+
* @param vertexSource - Vertex shader source
|
|
12
|
+
* @param fragmentSource - Fragment shader source
|
|
13
|
+
* @param tags - Tags
|
|
14
|
+
*/
|
|
15
|
+
constructor(vertexSource: string, fragmentSource: string, tags?: Record<string, number | string | boolean>);
|
|
9
16
|
}
|
|
@@ -4,6 +4,13 @@ import { ShaderPropertyType } from "./enums/ShaderPropertyType";
|
|
|
4
4
|
*/
|
|
5
5
|
export declare class ShaderProperty {
|
|
6
6
|
private static _propertyNameCounter;
|
|
7
|
+
private static _propertyNameMap;
|
|
8
|
+
/**
|
|
9
|
+
* Get shader property by name.
|
|
10
|
+
* @param name - Name of the shader property
|
|
11
|
+
* @returns Shader property
|
|
12
|
+
*/
|
|
13
|
+
static getByName(name: string): ShaderProperty;
|
|
7
14
|
/** Shader property name. */
|
|
8
15
|
readonly name: string;
|
|
9
16
|
/**
|
package/types/shader/index.d.ts
CHANGED
|
@@ -1,12 +1,15 @@
|
|
|
1
|
-
export { RenderQueueType } from "./enums/RenderQueueType";
|
|
2
1
|
export { BlendFactor } from "./enums/BlendFactor";
|
|
3
2
|
export { BlendOperation } from "./enums/BlendOperation";
|
|
4
3
|
export { ColorWriteMask } from "./enums/ColorWriteMask";
|
|
5
4
|
export { CompareFunction } from "./enums/CompareFunction";
|
|
6
5
|
export { CullMode } from "./enums/CullMode";
|
|
6
|
+
export { RenderQueueType } from "./enums/RenderQueueType";
|
|
7
7
|
export { ShaderPropertyType } from "./enums/ShaderPropertyType";
|
|
8
8
|
export { StencilOperation } from "./enums/StencilOperation";
|
|
9
9
|
export { Shader } from "./Shader";
|
|
10
10
|
export { ShaderData } from "./ShaderData";
|
|
11
|
+
export { ShaderMacro } from "./ShaderMacro";
|
|
11
12
|
export { ShaderPass } from "./ShaderPass";
|
|
12
13
|
export { ShaderProperty } from "./ShaderProperty";
|
|
14
|
+
export { ShaderTagKey } from "./ShaderTagKey";
|
|
15
|
+
export { SubShader } from "./SubShader";
|
|
@@ -17,7 +17,6 @@ export declare class CascadedShadowCasterPass {
|
|
|
17
17
|
private static _tempMatrix0;
|
|
18
18
|
private readonly _camera;
|
|
19
19
|
private readonly _engine;
|
|
20
|
-
private readonly _shadowCasterShader;
|
|
21
20
|
private readonly _supportDepthTexture;
|
|
22
21
|
private _shadowMapResolution;
|
|
23
22
|
private _shadowMapSize;
|
|
@@ -1,11 +1,11 @@
|
|
|
1
|
-
import {
|
|
1
|
+
import { GraphicsResource } from "../asset/GraphicsResource";
|
|
2
2
|
import { Engine } from "../Engine";
|
|
3
3
|
import { RenderBufferDepthFormat } from "./enums/RenderBufferDepthFormat";
|
|
4
4
|
import { Texture } from "./Texture";
|
|
5
5
|
/**
|
|
6
6
|
* The render target used for off-screen rendering.
|
|
7
7
|
*/
|
|
8
|
-
export declare class RenderTarget extends
|
|
8
|
+
export declare class RenderTarget extends GraphicsResource {
|
|
9
9
|
private _autoGenerateMipmaps;
|
|
10
10
|
private _width;
|
|
11
11
|
private _height;
|
|
@@ -89,7 +89,7 @@ export declare class RenderTarget extends EngineObject {
|
|
|
89
89
|
*/
|
|
90
90
|
generateMipmaps(): void;
|
|
91
91
|
/**
|
|
92
|
-
*
|
|
92
|
+
* @override
|
|
93
93
|
*/
|
|
94
|
-
|
|
94
|
+
protected _onDestroy(): void;
|
|
95
95
|
}
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import {
|
|
1
|
+
import { GraphicsResource } from "../asset/GraphicsResource";
|
|
2
2
|
import { TextureDepthCompareFunction } from "./enums/TextureDepthCompareFunction";
|
|
3
3
|
import { TextureFilterMode } from "./enums/TextureFilterMode";
|
|
4
4
|
import { TextureFormat } from "./enums/TextureFormat";
|
|
@@ -6,7 +6,7 @@ import { TextureWrapMode } from "./enums/TextureWrapMode";
|
|
|
6
6
|
/**
|
|
7
7
|
* The base class of texture, contains some common functions of texture-related classes.
|
|
8
8
|
*/
|
|
9
|
-
export declare abstract class Texture extends
|
|
9
|
+
export declare abstract class Texture extends GraphicsResource {
|
|
10
10
|
name: string;
|
|
11
11
|
protected _format: TextureFormat;
|
|
12
12
|
protected _width: number;
|
|
@@ -64,10 +64,6 @@ export declare abstract class Texture extends RefObject {
|
|
|
64
64
|
* Generate multi-level textures based on the 0th level data.
|
|
65
65
|
*/
|
|
66
66
|
generateMipmaps(): void;
|
|
67
|
-
/**
|
|
68
|
-
* @override
|
|
69
|
-
*/
|
|
70
|
-
_onDestroy(): void;
|
|
71
67
|
/**
|
|
72
68
|
* Get the maximum mip level of the corresponding size:rounding down.
|
|
73
69
|
* @remarks http://download.nvidia.com/developer/Papers/2005/NP2_Mipmapping/NP2_Mipmap_Creation.pdf
|
|
@@ -78,4 +78,8 @@ export declare class Texture2DArray extends Texture {
|
|
|
78
78
|
* @param out - Color buffer
|
|
79
79
|
*/
|
|
80
80
|
getPixelBuffer(elementIndex: number, x: number, y: number, width: number, height: number, mipLevel: number, out: ArrayBufferView): void;
|
|
81
|
+
/**
|
|
82
|
+
* @override
|
|
83
|
+
*/
|
|
84
|
+
_rebuild(): void;
|
|
81
85
|
}
|
|
@@ -67,4 +67,8 @@ export declare class TextureCube extends Texture {
|
|
|
67
67
|
* @param out - Color buffer
|
|
68
68
|
*/
|
|
69
69
|
getPixelBuffer(face: TextureCubeFace, x: number, y: number, width: number, height: number, mipLevel: number, out: ArrayBufferView): void;
|
|
70
|
+
/**
|
|
71
|
+
* @override
|
|
72
|
+
*/
|
|
73
|
+
_rebuild(): void;
|
|
70
74
|
}
|