@galacean/engine-core 1.2.0-beta.5 → 1.2.0-beta.7
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 +248 -157
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +248 -157
- package/dist/module.js +249 -158
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/2d/text/CharRenderInfo.d.ts +1 -0
- package/types/Camera.d.ts +7 -4
- package/types/DisorderedArray.d.ts +2 -2
- package/types/Entity.d.ts +4 -1
- package/types/RenderPipeline/BatchUtils.d.ts +1 -0
- package/types/RenderPipeline/BatcherManager.d.ts +1 -0
- package/types/RenderPipeline/DynamicGeometryData.d.ts +1 -0
- package/types/RenderPipeline/DynamicGeometryDataManager.d.ts +1 -0
- package/types/RenderPipeline/MaskManager.d.ts +1 -0
- package/types/RenderPipeline/PrimitiveChunk.d.ts +1 -0
- package/types/RenderPipeline/PrimitiveChunkManager.d.ts +1 -0
- package/types/RenderPipeline/RenderData2D.d.ts +14 -0
- package/types/RenderPipeline/SubPrimitiveChunk.d.ts +1 -0
- package/types/RenderPipeline/SubRenderElement.d.ts +22 -0
- package/types/RenderPipeline/VertexArea.d.ts +1 -0
- package/types/RenderPipeline/enums/ForceUploadShaderDataFlag.d.ts +15 -0
- package/types/RenderPipeline/enums/RenderDataUsage.d.ts +13 -0
- package/types/animation/AnimatorCondition.d.ts +13 -0
- package/types/animation/AnimatorControllerParameter.d.ts +10 -0
- package/types/animation/AnimatorStateTransition.d.ts +51 -0
- package/types/asset/ResourceManager.d.ts +3 -1
- package/types/enums/ReplacementFailureStrategy.d.ts +9 -0
- package/types/index.d.ts +1 -0
- package/types/input/pointer/PointerEvent.d.ts +4 -0
- package/types/input/pointer/PointerEventType.d.ts +7 -0
- package/types/postProcess/PostProcessManager.d.ts +1 -0
- package/types/postProcess/effects/BloomEffect.d.ts +94 -0
- package/types/postProcess/effects/TonemappingEffect.d.ts +35 -0
- package/types/postProcess/effects/index.d.ts +2 -0
- package/types/postProcess/index.d.ts +3 -0
- package/types/ui/Image.d.ts +38 -0
- package/types/ui/RedBlackTree.d.ts +2 -0
- package/types/ui/UICanvas.d.ts +55 -0
- package/types/ui/UIRenderer.d.ts +14 -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/ClearableObjectPool.d.ts +16 -0
- package/types/utils/ObjectPool.d.ts +16 -0
- package/types/utils/Pool.d.ts +12 -0
- package/types/utils/ReturnableObjectPool.d.ts +16 -0
- package/types/utils/index.d.ts +3 -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
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export declare abstract class ObjectPool<T extends IPoolElement> {
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protected _type: new () => T;
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protected _elements: T[];
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constructor(type: new () => T);
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garbageCollection(): void;
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abstract get(): T;
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}
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/**
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* The basic interface for Object Pool's element.
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*/
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export interface IPoolElement {
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/**
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* Called when the object need be release.
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*/
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dispose?(): void;
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}
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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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import { IPoolElement, ObjectPool } from "./ObjectPool";
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/**
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* Returnable Object Pool.
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*/
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export declare class ReturnableObjectPool<T extends IPoolElement> extends ObjectPool<T> {
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private _lastElementIndex;
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constructor(type: new () => T, initializeCount?: number);
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/**
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* Get an object from the pool.
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*/
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get(): T;
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/**
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* Return an object to the pool.
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*/
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return(element: T): 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. */
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ASTC_10x10 = 24,
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/** RGB(A) compressed format, 128 bits per 12x12 pixel block. */
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ASTC_12x12 = 25,
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/** Automatic depth format, engine will automatically select the supported precision. */
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Depth = 26,
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/** Render to stencil buffer. */
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Stencil = 27,
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/** Automatic depth stencil format, engine will automatically select the supported precision. */
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DepthStencil = 28,
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/** 16-bit depth format. */
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Depth16 = 29,
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/** 24-bit depth format. */
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Depth24 = 30,
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/** 32-bit depth format. */
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Depth32 = 31,
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/** 16-bit depth + 8-bit stencil format. */
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Depth24Stencil8 = 32,
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/** 32-bit depth + 8-bit stencil format. */
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Depth32Stencil8 = 33,
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/** @deprecated Use `PixelFormat.BC1` instead. */
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DXT1 = 9,
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/** @deprecated Use `PixelFormat.BC3` instead. */
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DXT5 = 10
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}
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/**
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* @deprecated Use `PixelFormat` instead.
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*
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* Render buffer depth format enumeration.
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export declare enum RenderBufferDepthFormat {
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/** Render to depth buffer,engine will automatically select the supported precision. */
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Depth = 26,
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/** Render to stencil buffer. */
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Stencil = 27,
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/** Render to depth stencil buffer, engine will automatically select the supported precision. */
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DepthStencil = 28,
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/** Force 16-bit depth buffer. */
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Depth16 = 29,
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/** Force 24-bit depth buffer. */
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Depth24 = 30,
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/** Force 32-bit depth buffer. */
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Depth32 = 31,
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/** Force 16-bit depth + 8-bit stencil buffer. */
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Depth24Stencil8 = 32,
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/** Force 32-bit depth + 8-bit stencil buffer. */
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Depth32Stencil8 = 33
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}
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/**
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* Defines various pixel formats.
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*/
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export declare enum PixelFormat {
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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. */
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ASTC_10x10 = 24,
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/** RGB(A) compressed format, 128 bits per 12x12 pixel block. */
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ASTC_12x12 = 25,
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/** Automatic depth format, engine will automatically select the supported precision. */
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Depth = 26,
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/** Render to stencil buffer. */
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Stencil = 27,
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/** Automatic depth stencil format, engine will automatically select the supported precision. */
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DepthStencil = 28,
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/** 16-bit depth format. */
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Depth16 = 29,
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/** 24-bit depth format. */
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Depth24 = 30,
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/** 32-bit depth format. */
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Depth32 = 31,
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/** 16-bit depth + 8-bit stencil format. */
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Depth24Stencil8 = 32,
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/** 32-bit depth + 8-bit stencil format. */
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Depth32Stencil8 = 33
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}
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/package/types/{RenderPipeline/batcher/MeshBuffer.d.ts → 2d/assembler/ISpriteAssembler.d.ts}
RENAMED
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File without changes
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