@galacean/engine-core 1.2.0-beta.5 → 1.2.0-beta.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 +97 -104
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +97 -104
- package/dist/module.js +97 -104
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/2d/text/CharRenderInfo.d.ts +1 -0
- package/types/DisorderedArray.d.ts +2 -2
- package/types/RenderPipeline/BatcherManager.d.ts +12 -0
- package/types/RenderPipeline/DynamicGeometryData.d.ts +1 -0
- package/types/RenderPipeline/DynamicGeometryDataManager.d.ts +1 -0
- package/types/RenderPipeline/RenderData2D.d.ts +14 -0
- package/types/RenderPipeline/enums/ForceUploadShaderDataFlag.d.ts +15 -0
- package/types/RenderPipeline/enums/RenderDataUsage.d.ts +13 -0
- package/types/input/pointer/PointerEvent.d.ts +4 -0
- package/types/input/pointer/PointerEventType.d.ts +7 -0
- package/types/ui/Image.d.ts +41 -0
- package/types/ui/RedBlackTree.d.ts +2 -0
- package/types/ui/UICanvas.d.ts +49 -0
- package/types/ui/UIRenderer.d.ts +20 -0
- package/types/ui/UITransform.d.ts +20 -0
- package/types/ui/enums/BlockingObjects.d.ts +6 -0
- package/types/ui/enums/CanvasRenderMode.d.ts +8 -0
- package/types/ui/enums/ResolutionAdaptationStrategy.d.ts +10 -0
- package/types/ui/index.d.ts +6 -0
- package/types/utils/Pool.d.ts +12 -0
- package/types/Deprecated.d.ts +0 -101
- package/types/texture/enums/PixelFormat.d.ts +0 -73
- /package/types/{RenderPipeline/batcher/MeshBuffer.d.ts → 2d/assembler/ISpriteAssembler.d.ts} +0 -0
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@galacean/engine-core",
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"version": "1.2.0-beta.
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"version": "1.2.0-beta.6",
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"publishConfig": {
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"access": "public",
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"registry": "https://registry.npmjs.org"
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@@ -15,10 +15,10 @@
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"types/**/*"
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],
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"dependencies": {
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-
"@galacean/engine-math": "1.2.0-beta.
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"@galacean/engine-math": "1.2.0-beta.6"
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},
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"devDependencies": {
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"@galacean/engine-design": "1.2.0-beta.
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"@galacean/engine-design": "1.2.0-beta.6"
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},
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"scripts": {
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"b:types": "tsc"
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@@ -0,0 +1 @@
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export {};
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@@ -18,10 +18,10 @@ export declare class DisorderedArray<T> {
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*/
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deleteByIndex(index: number): T;
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forEach(callbackFn: (element: T) => void, swapFn: (element: T, index: number) => void): void;
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forEachAndClean(callbackFn: (e: T) => void): void;
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forEachAndClean(callbackFn: (e: T) => void, swapFn: (element: T, index: number) => void): void;
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sort(compareFn: (a: T, b: T) => number): void;
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garbageCollection(): void;
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private _startLoop;
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private _endLoop;
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private
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private _endLoopAndClean;
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}
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@@ -0,0 +1,12 @@
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import { Engine } from "../Engine";
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import { RenderContext } from "./RenderContext";
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import { RenderData } from "./RenderData";
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import { RenderElement } from "./RenderElement";
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export declare class BatcherManager {
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constructor(engine: Engine);
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destroy(): void;
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commitRenderData(context: RenderContext, data: RenderData): void;
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batch(elements: Array<RenderElement>, batchedElements: Array<RenderElement>): void;
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uploadBuffer(): void;
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clear(): void;
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}
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export {};
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export {};
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import { Primitive, SubMesh } from "../graphic";
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import { Material } from "../material/Material";
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import { Renderer } from "../Renderer";
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import { Texture2D } from "../texture";
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import { IPoolElement } from "../utils/Pool";
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import { Chunk } from "./DynamicGeometryData";
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import { RenderData } from "./RenderData";
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export declare class RenderData2D extends RenderData implements IPoolElement {
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texture: Texture2D;
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chunk: Chunk;
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constructor();
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set(component: Renderer, material: Material, primitive: Primitive, subPrimitive: SubMesh, texture?: Texture2D, chunk?: Chunk): void;
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dispose(): void;
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}
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/**
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* Force upload shader data flag.
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*/
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export declare enum ForceUploadShaderDataFlag {
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/** Upload nothing. */
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None = 0,
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/** Upload scene shader data. */
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Scene = 1,
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/** Upload camera shader data. */
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Camera = 2,
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/** Upload renderer shader data. */
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Renderer = 4,
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/** Upload material shader data. */
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Material = 8
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}
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import { Color } from "@galacean/engine-math";
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import { Sprite, SpriteDrawMode, SpriteTileMode } from "../2d";
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import { RenderElement } from "../RenderPipeline/RenderElement";
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import { UIRenderer } from "./UIRenderer";
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export declare class Image extends UIRenderer {
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private _color;
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private _sprite;
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private _drawMode;
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private _assembler;
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private _tileMode;
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private _tiledAdaptiveThreshold;
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/**
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* The draw mode of the sprite renderer.
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*/
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get drawMode(): SpriteDrawMode;
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set drawMode(value: SpriteDrawMode);
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/**
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* The tiling mode of the sprite renderer. (Only works in tiled mode.)
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*/
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get tileMode(): SpriteTileMode;
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set tileMode(value: SpriteTileMode);
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/**
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* Stretch Threshold in Tile Adaptive Mode, specified in normalized. (Only works in tiled adaptive mode.)
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*/
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get tiledAdaptiveThreshold(): number;
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set tiledAdaptiveThreshold(value: number);
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/**
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* The Sprite to render.
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*/
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get sprite(): Sprite;
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set sprite(value: Sprite | null);
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/**
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* Rendering color for the Sprite graphic.
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*/
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get color(): Color;
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set color(value: Color);
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protected _canBatch(elementA: RenderElement, elementB: RenderElement): boolean;
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protected _batchRenderElement(elementA: RenderElement, elementB?: RenderElement): void;
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protected _onDestroy(): void;
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private _onSpriteChange;
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}
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import { Vector2 } from "@galacean/engine-math";
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import { Camera } from "../Camera";
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import { Component } from "../Component";
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import { Entity } from "../Entity";
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import { RenderContext } from "../RenderPipeline/RenderContext";
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import { CanvasRenderMode } from "./enums/CanvasRenderMode";
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import { ResolutionAdaptationStrategy } from "./enums/ResolutionAdaptationStrategy";
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export declare class UICanvas extends Component {
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private _renderMode;
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private _renderCamera;
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private _resolutionAdaptationStrategy;
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private _sortOrder;
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private _distance;
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private _renderers;
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private _transform;
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private _uiTransform;
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private _referenceResolution;
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private _isRootCanvas;
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private _enableBlocked;
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private _canvasHierarchyDirty;
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get enableBlocked(): boolean;
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set enableBlocked(value: boolean);
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get referenceResolution(): Vector2;
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set referenceResolution(val: Vector2);
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get renderMode(): CanvasRenderMode;
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set renderMode(mode: CanvasRenderMode);
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get renderCamera(): Camera;
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set renderCamera(val: Camera);
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get resolutionAdaptationStrategy(): ResolutionAdaptationStrategy;
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set resolutionAdaptationStrategy(val: ResolutionAdaptationStrategy);
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get sortOrder(): number;
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set sortOrder(val: number);
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get distance(): number;
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set distance(val: number);
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constructor(entity: Entity);
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_prepareRender(context: RenderContext): void;
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private _onReferenceResolutionChanged;
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private _onCameraTransformChange;
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private _onCameraPropertyChange;
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private _onCanvasSizeChange;
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private _adapterPoseInScreenSpace;
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private _adapterSizeInScreenSpace;
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private _walk;
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private _addCameraListener;
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private _addCanvasListener;
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private _removeCameraListener;
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private _removeCanvasListener;
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_onParentChange(seniority: number): void;
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}
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import { BoundingBox, Vector4 } from "@galacean/engine-math";
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import { Renderer } from "../Renderer";
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import { UICanvas } from "./UICanvas";
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import { UITransform, UITransformModifyFlags } from "./UITransform";
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export declare class UIRenderer extends Renderer {
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private static _uiCanvas;
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protected _canvas: UICanvas;
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protected _uiTransform: UITransform;
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protected _localBounds: BoundingBox;
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protected _rayCastTarget: boolean;
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protected _rayCastPadding: Vector4;
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get canvas(): UICanvas;
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set canvas(val: UICanvas);
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get rayCastTarget(): boolean;
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set rayCastTarget(value: boolean);
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get rayCastPadding(): Vector4;
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set rayCastPadding(value: Vector4);
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_onParentChange(seniority: number): void;
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protected _onUITransformChanged(flag: UITransformModifyFlags): void;
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}
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import { Vector2 } from "@galacean/engine-math";
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import { Component } from "../Component";
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import { Entity } from "../Entity";
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export declare class UITransform extends Component {
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private _rect;
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private _pivot;
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get rect(): Vector2;
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set rect(val: Vector2);
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get pivot(): Vector2;
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set pivot(val: Vector2);
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constructor(entity: Entity);
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private _onRectChange;
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private _onPivotChange;
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}
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export declare enum UITransformModifyFlags {
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/** Rect. */
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Rect = 1,
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/** Pivot. */
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Pivot = 2
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}
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export { CanvasRenderMode } from "./enums/CanvasRenderMode";
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export { ResolutionAdaptationStrategy } from "./enums/ResolutionAdaptationStrategy";
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export { UICanvas } from "./UICanvas";
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export { UIRenderer } from "./UIRenderer";
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export { Image } from "./Image";
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export { UITransform } from "./UITransform";
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export interface IPoolElement {
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dispose?(): void;
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}
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export declare class Pool<T extends IPoolElement> {
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private _type;
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private _elementPool;
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private _elementPoolIndex;
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constructor(type: new () => T, count?: number);
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alloc(): T;
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free(element: T): void;
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dispose(): void;
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}
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package/types/Deprecated.d.ts
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/**
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* @deprecated Please use `PixelFormat` instead.
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* Defines various pixel formats.
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*/
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export declare enum TextureFormat {
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/** RGB format, 8 bits per channel. */
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R8G8B8 = 0,
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/** RGBA format, 8 bits per channel. */
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R8G8B8A8 = 1,
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/** RGBA format, 4 bits per channel. */
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R4G4B4A4 = 2,
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/** RGBA format, 5 bits in R channel, 5 bits in G channel, 5 bits in B channel, 1 bit in A channel. */
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R5G5B5A1 = 3,
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/** RGB format, 5 bits in R channel, 6 bits in G channel, 5 bits in B channel. */
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R5G6B5 = 4,
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/** Transparent format, 8 bits. */
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Alpha8 = 5,
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/** Luminance/alpha in RGB channel, alpha in A channel. */
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LuminanceAlpha = 6,
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/** RGBA format, 16 bits per channel. */
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R16G16B16A16 = 7,
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/** RGBA format, 32 bits per channel. */
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R32G32B32A32 = 8,
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/** RGB compressed format, 4 bits per pixel. */
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BC1 = 9,
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/** RGBA compressed format, 8 bits per pixel. */
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BC3 = 10,
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/** RGB(A) compressed format, 128 bits per 4x4 pixel block. */
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BC7 = 11,
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/** RGB compressed format, 4 bits per pixel. */
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ETC1_RGB = 12,
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/** RGB compressed format, 4 bits per pixel. */
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ETC2_RGB = 13,
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/** RGBA compressed format, 5 bits per pixel, 4 bit in RGB, 1 bit in A. */
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ETC2_RGBA5 = 14,
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/** RGB compressed format, 8 bits per pixel. */
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ETC2_RGBA8 = 15,
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/** RGB compressed format, 2 bits per pixel. */
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PVRTC_RGB2 = 16,
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/** RGBA compressed format, 2 bits per pixel. */
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PVRTC_RGBA2 = 17,
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/** RGB compressed format, 4 bits per pixel. */
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PVRTC_RGB4 = 18,
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/** RGBA compressed format, 4 bits per pixel. */
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PVRTC_RGBA4 = 19,
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/** RGB(A) compressed format, 128 bits per 4x4 pixel block. */
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ASTC_4x4 = 20,
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/** RGB(A) compressed format, 128 bits per 5x5 pixel block. */
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ASTC_5x5 = 21,
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/** RGB(A) compressed format, 128 bits per 6x6 pixel block. */
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ASTC_6x6 = 22,
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/** RGB(A) compressed format, 128 bits per 8x8 pixel block. */
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ASTC_8x8 = 23,
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-
/** RGB(A) compressed format, 128 bits per 10x10 pixel block. */
|
|
55
|
-
ASTC_10x10 = 24,
|
|
56
|
-
/** RGB(A) compressed format, 128 bits per 12x12 pixel block. */
|
|
57
|
-
ASTC_12x12 = 25,
|
|
58
|
-
/** Automatic depth format, engine will automatically select the supported precision. */
|
|
59
|
-
Depth = 26,
|
|
60
|
-
/** Render to stencil buffer. */
|
|
61
|
-
Stencil = 27,
|
|
62
|
-
/** Automatic depth stencil format, engine will automatically select the supported precision. */
|
|
63
|
-
DepthStencil = 28,
|
|
64
|
-
/** 16-bit depth format. */
|
|
65
|
-
Depth16 = 29,
|
|
66
|
-
/** 24-bit depth format. */
|
|
67
|
-
Depth24 = 30,
|
|
68
|
-
/** 32-bit depth format. */
|
|
69
|
-
Depth32 = 31,
|
|
70
|
-
/** 16-bit depth + 8-bit stencil format. */
|
|
71
|
-
Depth24Stencil8 = 32,
|
|
72
|
-
/** 32-bit depth + 8-bit stencil format. */
|
|
73
|
-
Depth32Stencil8 = 33,
|
|
74
|
-
/** @deprecated Use `PixelFormat.BC1` instead. */
|
|
75
|
-
DXT1 = 9,
|
|
76
|
-
/** @deprecated Use `PixelFormat.BC3` instead. */
|
|
77
|
-
DXT5 = 10
|
|
78
|
-
}
|
|
79
|
-
/**
|
|
80
|
-
* @deprecated Use `PixelFormat` instead.
|
|
81
|
-
*
|
|
82
|
-
* Render buffer depth format enumeration.
|
|
83
|
-
*/
|
|
84
|
-
export declare enum RenderBufferDepthFormat {
|
|
85
|
-
/** Render to depth buffer,engine will automatically select the supported precision. */
|
|
86
|
-
Depth = 26,
|
|
87
|
-
/** Render to stencil buffer. */
|
|
88
|
-
Stencil = 27,
|
|
89
|
-
/** Render to depth stencil buffer, engine will automatically select the supported precision. */
|
|
90
|
-
DepthStencil = 28,
|
|
91
|
-
/** Force 16-bit depth buffer. */
|
|
92
|
-
Depth16 = 29,
|
|
93
|
-
/** Force 24-bit depth buffer. */
|
|
94
|
-
Depth24 = 30,
|
|
95
|
-
/** Force 32-bit depth buffer. */
|
|
96
|
-
Depth32 = 31,
|
|
97
|
-
/** Force 16-bit depth + 8-bit stencil buffer. */
|
|
98
|
-
Depth24Stencil8 = 32,
|
|
99
|
-
/** Force 32-bit depth + 8-bit stencil buffer. */
|
|
100
|
-
Depth32Stencil8 = 33
|
|
101
|
-
}
|
|
@@ -1,73 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* Defines various pixel formats.
|
|
3
|
-
*/
|
|
4
|
-
export declare enum PixelFormat {
|
|
5
|
-
/** RGB format, 8 bits per channel. */
|
|
6
|
-
R8G8B8 = 0,
|
|
7
|
-
/** RGBA format, 8 bits per channel. */
|
|
8
|
-
R8G8B8A8 = 1,
|
|
9
|
-
/** RGBA format, 4 bits per channel. */
|
|
10
|
-
R4G4B4A4 = 2,
|
|
11
|
-
/** RGBA format, 5 bits in R channel, 5 bits in G channel, 5 bits in B channel, 1 bit in A channel. */
|
|
12
|
-
R5G5B5A1 = 3,
|
|
13
|
-
/** RGB format, 5 bits in R channel, 6 bits in G channel, 5 bits in B channel. */
|
|
14
|
-
R5G6B5 = 4,
|
|
15
|
-
/** Transparent format, 8 bits. */
|
|
16
|
-
Alpha8 = 5,
|
|
17
|
-
/** Luminance/alpha in RGB channel, alpha in A channel. */
|
|
18
|
-
LuminanceAlpha = 6,
|
|
19
|
-
/** RGBA format, 16 bits per channel. */
|
|
20
|
-
R16G16B16A16 = 7,
|
|
21
|
-
/** RGBA format, 32 bits per channel. */
|
|
22
|
-
R32G32B32A32 = 8,
|
|
23
|
-
/** RGB compressed format, 4 bits per pixel. */
|
|
24
|
-
BC1 = 9,
|
|
25
|
-
/** RGBA compressed format, 8 bits per pixel. */
|
|
26
|
-
BC3 = 10,
|
|
27
|
-
/** RGB(A) compressed format, 128 bits per 4x4 pixel block. */
|
|
28
|
-
BC7 = 11,
|
|
29
|
-
/** RGB compressed format, 4 bits per pixel. */
|
|
30
|
-
ETC1_RGB = 12,
|
|
31
|
-
/** RGB compressed format, 4 bits per pixel. */
|
|
32
|
-
ETC2_RGB = 13,
|
|
33
|
-
/** RGBA compressed format, 5 bits per pixel, 4 bit in RGB, 1 bit in A. */
|
|
34
|
-
ETC2_RGBA5 = 14,
|
|
35
|
-
/** RGB compressed format, 8 bits per pixel. */
|
|
36
|
-
ETC2_RGBA8 = 15,
|
|
37
|
-
/** RGB compressed format, 2 bits per pixel. */
|
|
38
|
-
PVRTC_RGB2 = 16,
|
|
39
|
-
/** RGBA compressed format, 2 bits per pixel. */
|
|
40
|
-
PVRTC_RGBA2 = 17,
|
|
41
|
-
/** RGB compressed format, 4 bits per pixel. */
|
|
42
|
-
PVRTC_RGB4 = 18,
|
|
43
|
-
/** RGBA compressed format, 4 bits per pixel. */
|
|
44
|
-
PVRTC_RGBA4 = 19,
|
|
45
|
-
/** RGB(A) compressed format, 128 bits per 4x4 pixel block. */
|
|
46
|
-
ASTC_4x4 = 20,
|
|
47
|
-
/** RGB(A) compressed format, 128 bits per 5x5 pixel block. */
|
|
48
|
-
ASTC_5x5 = 21,
|
|
49
|
-
/** RGB(A) compressed format, 128 bits per 6x6 pixel block. */
|
|
50
|
-
ASTC_6x6 = 22,
|
|
51
|
-
/** RGB(A) compressed format, 128 bits per 8x8 pixel block. */
|
|
52
|
-
ASTC_8x8 = 23,
|
|
53
|
-
/** RGB(A) compressed format, 128 bits per 10x10 pixel block. */
|
|
54
|
-
ASTC_10x10 = 24,
|
|
55
|
-
/** RGB(A) compressed format, 128 bits per 12x12 pixel block. */
|
|
56
|
-
ASTC_12x12 = 25,
|
|
57
|
-
/** Automatic depth format, engine will automatically select the supported precision. */
|
|
58
|
-
Depth = 26,
|
|
59
|
-
/** Render to stencil buffer. */
|
|
60
|
-
Stencil = 27,
|
|
61
|
-
/** Automatic depth stencil format, engine will automatically select the supported precision. */
|
|
62
|
-
DepthStencil = 28,
|
|
63
|
-
/** 16-bit depth format. */
|
|
64
|
-
Depth16 = 29,
|
|
65
|
-
/** 24-bit depth format. */
|
|
66
|
-
Depth24 = 30,
|
|
67
|
-
/** 32-bit depth format. */
|
|
68
|
-
Depth32 = 31,
|
|
69
|
-
/** 16-bit depth + 8-bit stencil format. */
|
|
70
|
-
Depth24Stencil8 = 32,
|
|
71
|
-
/** 32-bit depth + 8-bit stencil format. */
|
|
72
|
-
Depth32Stencil8 = 33
|
|
73
|
-
}
|
/package/types/{RenderPipeline/batcher/MeshBuffer.d.ts → 2d/assembler/ISpriteAssembler.d.ts}
RENAMED
|
File without changes
|