@galacean/engine-core 1.0.0-beta.11 → 1.0.0-beta.12

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.
@@ -799,6 +799,14 @@ __decorate([
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  TextureFormat[TextureFormat[/** 32-bit depth + 8-bit stencil format. */ "Depth32Stencil8"] = 31] = "Depth32Stencil8";
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  })(exports.TextureFormat || (exports.TextureFormat = {}));
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+ /**
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+ * Texture usage.
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+ */ exports.TextureUsage = void 0;
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+ (function(TextureUsage) {
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+ TextureUsage[TextureUsage[/** The content of the texture is intended to be specified once. */ "Static"] = 0] = "Static";
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+ TextureUsage[TextureUsage[/** The content of the texture is intended to be updated frequently, with better performance. */ "Dynamic"] = 1] = "Dynamic";
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+ })(exports.TextureUsage || (exports.TextureUsage = {}));
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+
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  /**
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  * Wrapping mode of the texture.
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  */ exports.TextureWrapMode = void 0;
@@ -939,6 +947,14 @@ var Logger = {
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  return this._height;
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  }
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  },
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+ {
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+ key: "usage",
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+ get: /**
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+ * The usage of the texture.
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+ */ function get() {
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+ return this._usage;
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+ }
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+ },
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  {
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  key: "wrapModeU",
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  get: /**
@@ -1182,14 +1198,16 @@ var Logger = {
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  * Two-dimensional texture.
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  */ var Texture2D = /*#__PURE__*/ function(Texture) {
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  _inherits(Texture2D, Texture);
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- function Texture2D(engine, width, height, format, mipmap) {
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+ function Texture2D(engine, width, height, format, mipmap, usage) {
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  if (format === void 0) format = exports.TextureFormat.R8G8B8A8;
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  if (mipmap === void 0) mipmap = true;
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+ if (usage === void 0) usage = exports.TextureUsage.Static;
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  var _this;
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  _this = Texture.call(this, engine) || this;
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  _this._mipmap = mipmap;
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  _this._width = width;
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  _this._height = height;
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+ _this._usage = usage;
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  _this._format = format;
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  _this._mipmapCount = _this._getMipmapCount();
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  _this._isDepthTexture = format == exports.TextureFormat.Depth || format == exports.TextureFormat.DepthStencil || format == exports.TextureFormat.Depth16 || format == exports.TextureFormat.Depth24 || format == exports.TextureFormat.Depth32 || format == exports.TextureFormat.Depth24Stencil8 || format == exports.TextureFormat.Depth32Stencil8;
package/dist/module.js CHANGED
@@ -794,6 +794,14 @@ __decorate([
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  TextureFormat[TextureFormat[/** 32-bit depth + 8-bit stencil format. */ "Depth32Stencil8"] = 31] = "Depth32Stencil8";
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  })(TextureFormat || (TextureFormat = {}));
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+ /**
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+ * Texture usage.
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+ */ var TextureUsage;
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+ (function(TextureUsage) {
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+ TextureUsage[TextureUsage[/** The content of the texture is intended to be specified once. */ "Static"] = 0] = "Static";
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+ TextureUsage[TextureUsage[/** The content of the texture is intended to be updated frequently, with better performance. */ "Dynamic"] = 1] = "Dynamic";
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+ })(TextureUsage || (TextureUsage = {}));
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+
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  /**
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  * Wrapping mode of the texture.
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  */ var TextureWrapMode;
@@ -934,6 +942,14 @@ var Logger = {
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  return this._height;
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  }
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  },
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+ {
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+ key: "usage",
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+ get: /**
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+ * The usage of the texture.
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+ */ function get() {
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+ return this._usage;
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+ }
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+ },
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  {
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  key: "wrapModeU",
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  get: /**
@@ -1177,14 +1193,16 @@ var Logger = {
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  * Two-dimensional texture.
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  */ var Texture2D = /*#__PURE__*/ function(Texture) {
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  _inherits(Texture2D, Texture);
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- function Texture2D(engine, width, height, format, mipmap) {
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+ function Texture2D(engine, width, height, format, mipmap, usage) {
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  if (format === void 0) format = TextureFormat.R8G8B8A8;
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  if (mipmap === void 0) mipmap = true;
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+ if (usage === void 0) usage = TextureUsage.Static;
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  var _this;
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  _this = Texture.call(this, engine) || this;
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  _this._mipmap = mipmap;
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  _this._width = width;
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  _this._height = height;
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+ _this._usage = usage;
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  _this._format = format;
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  _this._mipmapCount = _this._getMipmapCount();
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  _this._isDepthTexture = format == TextureFormat.Depth || format == TextureFormat.DepthStencil || format == TextureFormat.Depth16 || format == TextureFormat.Depth24 || format == TextureFormat.Depth32 || format == TextureFormat.Depth24Stencil8 || format == TextureFormat.Depth32Stencil8;
@@ -26366,5 +26384,5 @@ var cacheDir = new Vector3();
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  return CubeProbe;
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  }(Probe);
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- export { AmbientLight, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AssetPromise, AssetType, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, Basic2DBatcher, BasicRenderPipeline, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, BoolUpdateFlag, BoxColliderShape, Buffer, BufferBindFlag, BufferMesh, BufferUsage, BufferUtil, Camera, CameraClearFlags, CapsuleColliderShape, CharacterController, CloneManager, Collider, ColliderShape, ColliderShapeUpAxis, CollisionDetectionMode, ColorSpace, ColorWriteMask, CompareFunction, Component, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, DataType, DependentMode, DepthState, DiffuseMode, DirectLight, DynamicCollider, DynamicColliderConstraints, Engine, EngineObject, Entity, EventDispatcher, FixedJoint, FogMode, Font, FontStyle, GLCapabilityType, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolationType, Joint, JointLimits, JointMotor, Keyframe, Keys, Layer, Light, Loader, Logger, Material, Mesh, MeshRenderer, MeshTopology, ModelMesh, OverflowMode, PBRBaseMaterial, PBRMaterial, PBRSpecularMaterial, ParticleRenderer, ParticleRendererBlendMode, PhysicsManager, PhysicsMaterial, PhysicsMaterialCombineMode, PipelineStage, PlaneColliderShape, Platform, PointLight, Pointer, PointerButton, PointerPhase, PrimitiveMesh, Probe, RasterState, ReferResource, RenderBufferDepthFormat, RenderFace, RenderPass, RenderQueue, RenderQueueType, RenderState, RenderTarget, RenderTargetBlendState, Renderer, ResourceManager, Scene, SceneManager, Script, SetDataOptions, Shader, ShaderData, ShaderFactory, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SphereColliderShape, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubMesh, SubShader, SunMode, SystemInfo, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureWrapMode, Time, TrailMaterial, TrailRenderer, Transform, UnlitMaterial, Utils, VertexBufferBinding, VertexElement, VertexElementFormat, WrapMode, assignmentClone, deepClone, dependentComponents, ignoreClone, request, resourceLoader, shallowClone };
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+ export { AmbientLight, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AssetPromise, AssetType, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, Basic2DBatcher, BasicRenderPipeline, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, BoolUpdateFlag, BoxColliderShape, Buffer, BufferBindFlag, BufferMesh, BufferUsage, BufferUtil, Camera, CameraClearFlags, CapsuleColliderShape, CharacterController, CloneManager, Collider, ColliderShape, ColliderShapeUpAxis, CollisionDetectionMode, ColorSpace, ColorWriteMask, CompareFunction, Component, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, DataType, DependentMode, DepthState, DiffuseMode, DirectLight, DynamicCollider, DynamicColliderConstraints, Engine, EngineObject, Entity, EventDispatcher, FixedJoint, FogMode, Font, FontStyle, GLCapabilityType, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolationType, Joint, JointLimits, JointMotor, Keyframe, Keys, Layer, Light, Loader, Logger, Material, Mesh, MeshRenderer, MeshTopology, ModelMesh, OverflowMode, PBRBaseMaterial, PBRMaterial, PBRSpecularMaterial, ParticleRenderer, ParticleRendererBlendMode, PhysicsManager, PhysicsMaterial, PhysicsMaterialCombineMode, PipelineStage, PlaneColliderShape, Platform, PointLight, Pointer, PointerButton, PointerPhase, PrimitiveMesh, Probe, RasterState, ReferResource, RenderBufferDepthFormat, RenderFace, RenderPass, RenderQueue, RenderQueueType, RenderState, RenderTarget, RenderTargetBlendState, Renderer, ResourceManager, Scene, SceneManager, Script, SetDataOptions, Shader, ShaderData, ShaderFactory, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SphereColliderShape, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubMesh, SubShader, SunMode, SystemInfo, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureUsage, TextureWrapMode, Time, TrailMaterial, TrailRenderer, Transform, UnlitMaterial, Utils, VertexBufferBinding, VertexElement, VertexElementFormat, WrapMode, assignmentClone, deepClone, dependentComponents, ignoreClone, request, resourceLoader, shallowClone };
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  //# sourceMappingURL=module.js.map