@galacean/engine-core 1.3.0-alpha.0 → 1.3.0-alpha.2
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 +720 -144
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +720 -144
- package/dist/module.js +718 -145
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/Camera.d.ts +18 -7
- package/types/RenderPipeline/PipelinePass.d.ts +1 -1
- package/types/RenderPipeline/index.d.ts +1 -1
- package/types/enums/ReplacementFailureStrategy.d.ts +9 -0
- package/types/index.d.ts +2 -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/shader/ShaderPass.d.ts +10 -0
- package/types/shader/enums/ShaderPlatformTarget.d.ts +4 -0
- package/types/shader/index.d.ts +1 -0
- package/types/shaderlib/ShaderFactory.d.ts +2 -1
- package/types/texture/enums/TextureFormat.d.ts +2 -0
- package/types/2d/text/CharRenderData.d.ts +0 -1
- package/types/2d/text/CharRenderDataPool.d.ts +0 -1
- package/types/Deprecated.d.ts +0 -101
- package/types/RenderPipeline/Basic2DBatcher.d.ts +0 -19
- package/types/RenderPipeline/Chunk.d.ts +0 -1
- package/types/RenderPipeline/ClassPool.d.ts +0 -19
- package/types/RenderPipeline/DynamicGeometryData.d.ts +0 -1
- package/types/RenderPipeline/DynamicGeometryDataManager.d.ts +0 -1
- package/types/RenderPipeline/IPoolElement.d.ts +0 -3
- package/types/RenderPipeline/RenderData.d.ts +0 -14
- package/types/RenderPipeline/RenderData2D.d.ts +0 -14
- package/types/RenderPipeline/RenderPass.d.ts +0 -55
- package/types/RenderPipeline/SpriteBatcher.d.ts +0 -1
- package/types/RenderPipeline/SpriteMaskBatcher.d.ts +0 -11
- package/types/RenderPipeline/SpriteMaskManager.d.ts +0 -1
- package/types/RenderPipeline/SpriteMaskRenderData.d.ts +0 -12
- package/types/RenderPipeline/SpriteRenderData.d.ts +0 -14
- package/types/RenderPipeline/TextRenderData.d.ts +0 -8
- package/types/RenderPipeline/batcher/MeshBuffer.d.ts +0 -1
- package/types/RenderPipeline/enums/ForceUploadShaderDataFlag.d.ts +0 -15
- package/types/RenderPipeline/enums/RenderDataUsage.d.ts +0 -13
- package/types/animation/AnimatorTransition.d.ts +0 -14
- package/types/renderingHardwareInterface/IHardwareRenderer.d.ts +0 -6
- package/types/texture/enums/PixelFormat.d.ts +0 -73
- package/types/utils/Pool.d.ts +0 -12
- /package/types/{2d/assembler/IAssembler.d.ts → postProcess/PostProcessManager.d.ts} +0 -0
- /package/types/{2d/data/VertexData2D.d.ts → shader/enums/ShaderType.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": "1.3.0-alpha.
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"version": "1.3.0-alpha.2",
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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": "1.3.0-alpha.
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"@galacean/engine-math": "1.3.0-alpha.2"
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},
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"devDependencies": {
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"@galacean/engine-design": "1.3.0-alpha.
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"@galacean/engine-design": "1.3.0-alpha.2"
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},
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"scripts": {
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"b:types": "tsc"
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package/types/Camera.d.ts
CHANGED
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@@ -5,6 +5,7 @@ import { CameraClearFlags } from "./enums/CameraClearFlags";
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import { DepthTextureMode } from "./enums/DepthTextureMode";
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import { Downsampling } from "./enums/Downsampling";
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import { MSAASamples } from "./enums/MSAASamples";
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import { ReplacementFailureStrategy } from "./enums/ReplacementFailureStrategy";
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import { Shader } from "./shader/Shader";
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import { ShaderData } from "./shader/ShaderData";
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import { ShaderTagKey } from "./shader/ShaderTagKey";
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@@ -64,6 +65,8 @@ export declare class Camera extends Component {
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private _renderTarget;
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private _depthBufferParams;
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private _opaqueTextureEnabled;
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private _enableHDR;
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private _enablePostProcess;
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private _frustumChangeFlag;
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private _transform;
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private _isViewMatrixDirty;
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@@ -77,7 +80,6 @@ export declare class Camera extends Component {
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* If enabled, the opaque texture can be accessed in the shader using `camera_OpaqueTexture`.
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*
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* @defaultValue `false`
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*
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* @remarks If enabled, the `independentCanvasEnabled` property will be forced to be true.
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*/
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get opaqueTextureEnabled(): boolean;
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@@ -153,10 +155,18 @@ export declare class Camera extends Component {
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set projectionMatrix(value: Matrix);
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/**
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* Whether to enable HDR.
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-
* @
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* @defaultValue `false`
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* @remarks If enabled, the `independentCanvasEnabled` property will be forced to be true.
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*/
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get enableHDR(): boolean;
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set enableHDR(value: boolean);
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/**
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* Whether to enable post process.
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* @defaultValue `false`
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* @remarks If enabled, the `independentCanvasEnabled` property will be forced to be true.
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*/
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get enablePostProcess(): boolean;
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set enablePostProcess(value: boolean);
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/**
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* RenderTarget. After setting, it will be rendered to the renderTarget. If it is empty, it will be rendered to the main canvas.
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*/
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* Set the replacement shader.
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* @param shader - Replacement shader
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* @param replacementTagName - Sub shader tag name
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* @param failureStrategy - Replacement failure strategy, @defaultValue `ReplacementFailureStrategy.KeepOriginalShader`
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*
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* @remarks
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* If replacementTagName is not specified, the first sub shader will be replaced.
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* If replacementTagName is specified, the replacement shader will find the first sub shader which has the same tag value get by replacementTagKey.
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* If replacementTagName is specified, the replacement shader will find the first sub shader which has the same tag value get by replacementTagKey. If failed to find the sub shader, the strategy will be determined by failureStrategy.
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*/
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setReplacementShader(shader: Shader, replacementTagName?: string): any;
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setReplacementShader(shader: Shader, replacementTagName?: string, failureStrategy?: ReplacementFailureStrategy): any;
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/**
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* Set the replacement shader.
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* @param shader - Replacement shader
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* @param replacementTag - Sub shader tag
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* @param failureStrategy - Replacement failure strategy, @defaultValue `ReplacementFailureStrategy.KeepOriginalShader`
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*
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* @remarks
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* If replacementTag is not specified, the first sub shader will be replaced.
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* If replacementTag is specified, the replacement shader will find the first sub shader which has the same tag value get by replacementTagKey.
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* If replacementTag is specified, the replacement shader will find the first sub shader which has the same tag value get by replacementTagKey. If failed to find the sub shader, the strategy will be determined by failureStrategy.
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*/
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setReplacementShader(shader: Shader, replacementTag?: ShaderTagKey): any;
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setReplacementShader(shader: Shader, replacementTag?: ShaderTagKey, failureStrategy?: ReplacementFailureStrategy): any;
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/**
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* Reset and clear the replacement shader.
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*/
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* The inverse of the projection matrix.
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*/
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private _getInverseProjectionMatrix;
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private _forceUseInternalCanvas;
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private _onPixelViewportChanged;
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private _checkMainCanvasAntialiasWaste;
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}
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@@ -5,7 +5,7 @@ import { RenderContext } from "../RenderPipeline/RenderContext";
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* PipelinePass is a base class for all pipeline passes.
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*/
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export declare abstract class PipelinePass {
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-
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readonly engine: Engine;
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constructor(engine: Engine);
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/**
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* Called before rendering a camera, override this method to configure the camera If you need to configure the camera clear flag or render target.
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package/types/index.d.ts
CHANGED
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@@ -31,6 +31,7 @@ export { FogMode } from "./enums/FogMode";
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export { CameraClearFlags } from "./enums/CameraClearFlags";
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export { CameraType } from "./enums/CameraType";
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export { MSAASamples } from "./enums/MSAASamples";
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export { ReplacementFailureStrategy } from "./enums/ReplacementFailureStrategy";
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export { Downsampling } from "./enums/Downsampling";
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export { ColorSpace } from "./enums/ColorSpace";
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export { BackgroundTextureFillMode } from "./enums/BackgroundTextureFillMode";
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export * from "./physics/index";
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export * from "./Utils";
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export { ShaderMacroCollection } from "./shader/ShaderMacroCollection";
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export * from "./postProcess";
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import { Color } from "@galacean/engine-math";
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import { RenderContext } from "../../RenderPipeline/RenderContext";
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import { Material } from "../../material";
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import { Texture2D } from "../../texture";
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/**
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* This controls the size of the bloom texture.
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*/
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export declare enum BloomDownScaleMode {
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/**
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* Use this to select half size as the starting resolution.
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*/
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Half = 0,
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/**
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* Use this to select quarter size as the starting resolution.
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*/
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Quarter = 1
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}
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export declare class BloomEffect {
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private _uberMaterial;
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static readonly SHADER_NAME = "PostProcessEffect Bloom";
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private static _hqMacro;
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private static _dirtMacro;
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private static _bloomParams;
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private static _lowMipTextureProp;
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private static _lowMipTexelSizeProp;
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private static _enableMacro;
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private static _bloomTextureProp;
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private static _dirtTextureProp;
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private static _tintProp;
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private static _bloomIntensityParams;
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private static _dirtTilingOffsetProp;
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private _bloomMaterial;
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private _threshold;
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private _scatter;
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private _highQualityFiltering;
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private _mipDownRT;
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private _mipUpRT;
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private _maxIterations;
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private _enabled;
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/**
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* Controls the starting resolution that this effect begins processing.
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*/
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downScale: BloomDownScaleMode;
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/**
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* Indicates whether the post process effect is enabled.
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*/
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get enabled(): boolean;
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set enabled(value: boolean);
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/**
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* Set the level of brightness to filter out pixels under this level.
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* @remarks This value is expressed in gamma-space.
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*/
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get threshold(): number;
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set threshold(value: number);
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/**
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* Controls the radius of the bloom effect.
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*/
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get scatter(): number;
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set scatter(value: number);
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/**
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* Controls the strength of the bloom effect.
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*/
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get intensity(): number;
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set intensity(value: number);
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/**
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* Specifies the tint of the bloom effect.
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*/
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get tint(): Color;
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set tint(value: Color);
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/**
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* Controls whether to use bicubic sampling instead of bilinear sampling for the upSampling passes.
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* @remarks This is slightly more expensive but helps getting smoother visuals.
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*/
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get highQualityFiltering(): boolean;
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set highQualityFiltering(value: boolean);
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/**
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* Specifies a Texture to add smudges or dust to the bloom effect.
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*/
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get dirtTexture(): Texture2D;
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set dirtTexture(value: Texture2D);
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/**
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* Controls the strength of the lens dirt.
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*/
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get dirtIntensity(): number;
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set dirtIntensity(value: number);
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constructor(_uberMaterial: Material);
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onRender(context: RenderContext, srcTexture: Texture2D): void;
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private _calculateMipCount;
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private _prefilter;
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private _downsample;
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private _upsample;
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private _setupUber;
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private _releaseRenderTargets;
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}
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import { Material } from "../../material";
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/**
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* Options to select a tonemapping algorithm to use.
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*/
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export declare enum TonemappingMode {
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/**
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* Neutral tonemapper
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* @remarks Use this option if you only want range-remapping with minimal impact on color hue and saturation.
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*/
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Neutral = 0,
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/**
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* ACES Filmic reference tonemapper (custom approximation)
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* @remarks
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* Use this option to apply a close approximation of the reference ACES tonemapper for a more filmic look.
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* It is more contrasted than Neutral and has an effect on actual color hue and saturation.
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*/
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ACES = 1
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}
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export declare class TonemappingEffect {
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private _uberMaterial;
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private static _enableMacro;
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private _mode;
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private _enabled;
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/**
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* Indicates whether the post process effect is enabled.
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*/
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get enabled(): boolean;
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set enabled(value: boolean);
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/**
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* Use this to select a tonemapping algorithm to use.
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*/
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get mode(): TonemappingMode;
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set mode(value: TonemappingMode);
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constructor(_uberMaterial: Material);
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}
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private static _shaderPassCounter;
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private _vertexSource;
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private _fragmentSource;
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private readonly _type;
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private readonly _shaderLabSource;
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private readonly _vertexEntry;
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private readonly _fragmentEntry;
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private _platformMacros;
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/**
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* Create a shader pass.
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* @param name - Shader pass name
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* @param tags - Tags
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*/
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constructor(vertexSource: string, fragmentSource: string, tags?: Record<string, number | string | boolean>);
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/**
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* Shader Lab compilation
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*/
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private _compileShaderProgram;
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private _getCanonicalShaderProgram;
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}
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package/types/shader/index.d.ts
CHANGED
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@@ -7,6 +7,7 @@ export { RenderStateElementKey as RenderStateDataKey } from "./enums/RenderState
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|
|
7
7
|
export { RenderQueueType } from "./enums/RenderQueueType";
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|
8
8
|
export { ShaderPropertyType } from "./enums/ShaderPropertyType";
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|
9
9
|
export { StencilOperation } from "./enums/StencilOperation";
|
|
10
|
+
export { ShaderPlatformTarget } from "./enums/ShaderPlatformTarget";
|
|
10
11
|
export { Shader } from "./Shader";
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|
11
12
|
export { ShaderData } from "./ShaderData";
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|
12
13
|
export { ShaderMacro } from "./ShaderMacro";
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|
@@ -1,6 +1,7 @@
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|
|
1
|
+
import { ShaderMacro } from "../shader/ShaderMacro";
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|
1
2
|
export declare class ShaderFactory {
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|
2
3
|
private static readonly _has300OutInFragReg;
|
|
3
|
-
static parseCustomMacros(macros:
|
|
4
|
+
static parseCustomMacros(macros: ShaderMacro[]): string;
|
|
4
5
|
static registerInclude(includeName: string, includeSource: string): void;
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|
5
6
|
static unRegisterInclude(includeName: string): void;
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|
6
7
|
/**
|
|
@@ -22,6 +22,8 @@ export declare enum TextureFormat {
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|
|
22
22
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R32G32B32A32 = 8,
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|
23
23
|
/** RGBA unsigned integer format, 32 bits per channel. */
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|
24
24
|
R32G32B32A32_UInt = 9,
|
|
25
|
+
/** RGB unsigned float format, 11 bits in R channel, 11 bits in G channel, 10 bits in B channel. */
|
|
26
|
+
R11G11B10_UFloat = 35,
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|
25
27
|
/** RGB compressed format, 4 bits per pixel. */
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|
26
28
|
BC1 = 10,
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|
27
29
|
/** RGBA compressed format, 8 bits per pixel. */
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|
@@ -1 +0,0 @@
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|
1
|
-
export {};
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|
@@ -1 +0,0 @@
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1
|
-
export {};
|
package/types/Deprecated.d.ts
DELETED
|
@@ -1,101 +0,0 @@
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|
|
1
|
-
/**
|
|
2
|
-
* @deprecated Please use `PixelFormat` instead.
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|
3
|
-
* Defines various pixel formats.
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|
4
|
-
*/
|
|
5
|
-
export declare enum TextureFormat {
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|
6
|
-
/** RGB format, 8 bits per channel. */
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|
7
|
-
R8G8B8 = 0,
|
|
8
|
-
/** RGBA format, 8 bits per channel. */
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|
9
|
-
R8G8B8A8 = 1,
|
|
10
|
-
/** RGBA format, 4 bits per channel. */
|
|
11
|
-
R4G4B4A4 = 2,
|
|
12
|
-
/** RGBA format, 5 bits in R channel, 5 bits in G channel, 5 bits in B channel, 1 bit in A channel. */
|
|
13
|
-
R5G5B5A1 = 3,
|
|
14
|
-
/** RGB format, 5 bits in R channel, 6 bits in G channel, 5 bits in B channel. */
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|
15
|
-
R5G6B5 = 4,
|
|
16
|
-
/** Transparent format, 8 bits. */
|
|
17
|
-
Alpha8 = 5,
|
|
18
|
-
/** Luminance/alpha in RGB channel, alpha in A channel. */
|
|
19
|
-
LuminanceAlpha = 6,
|
|
20
|
-
/** RGBA format, 16 bits per channel. */
|
|
21
|
-
R16G16B16A16 = 7,
|
|
22
|
-
/** RGBA format, 32 bits per channel. */
|
|
23
|
-
R32G32B32A32 = 8,
|
|
24
|
-
/** RGB compressed format, 4 bits per pixel. */
|
|
25
|
-
BC1 = 9,
|
|
26
|
-
/** RGBA compressed format, 8 bits per pixel. */
|
|
27
|
-
BC3 = 10,
|
|
28
|
-
/** RGB(A) compressed format, 128 bits per 4x4 pixel block. */
|
|
29
|
-
BC7 = 11,
|
|
30
|
-
/** RGB compressed format, 4 bits per pixel. */
|
|
31
|
-
ETC1_RGB = 12,
|
|
32
|
-
/** RGB compressed format, 4 bits per pixel. */
|
|
33
|
-
ETC2_RGB = 13,
|
|
34
|
-
/** RGBA compressed format, 5 bits per pixel, 4 bit in RGB, 1 bit in A. */
|
|
35
|
-
ETC2_RGBA5 = 14,
|
|
36
|
-
/** RGB compressed format, 8 bits per pixel. */
|
|
37
|
-
ETC2_RGBA8 = 15,
|
|
38
|
-
/** RGB compressed format, 2 bits per pixel. */
|
|
39
|
-
PVRTC_RGB2 = 16,
|
|
40
|
-
/** RGBA compressed format, 2 bits per pixel. */
|
|
41
|
-
PVRTC_RGBA2 = 17,
|
|
42
|
-
/** RGB compressed format, 4 bits per pixel. */
|
|
43
|
-
PVRTC_RGB4 = 18,
|
|
44
|
-
/** RGBA compressed format, 4 bits per pixel. */
|
|
45
|
-
PVRTC_RGBA4 = 19,
|
|
46
|
-
/** RGB(A) compressed format, 128 bits per 4x4 pixel block. */
|
|
47
|
-
ASTC_4x4 = 20,
|
|
48
|
-
/** RGB(A) compressed format, 128 bits per 5x5 pixel block. */
|
|
49
|
-
ASTC_5x5 = 21,
|
|
50
|
-
/** RGB(A) compressed format, 128 bits per 6x6 pixel block. */
|
|
51
|
-
ASTC_6x6 = 22,
|
|
52
|
-
/** RGB(A) compressed format, 128 bits per 8x8 pixel block. */
|
|
53
|
-
ASTC_8x8 = 23,
|
|
54
|
-
/** 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
|
-
}
|
|
@@ -1,19 +0,0 @@
|
|
|
1
|
-
import { Camera } from "../Camera";
|
|
2
|
-
import { Engine } from "../Engine";
|
|
3
|
-
import { ShaderTagKey } from "../shader/ShaderTagKey";
|
|
4
|
-
import { RenderElement } from "./RenderElement";
|
|
5
|
-
export declare abstract class Basic2DBatcher {
|
|
6
|
-
protected static _disableBatchTag: ShaderTagKey;
|
|
7
|
-
/** The maximum number of vertex. */
|
|
8
|
-
static MAX_VERTEX_COUNT: number;
|
|
9
|
-
static _canUploadSameBuffer: boolean;
|
|
10
|
-
constructor(engine: Engine);
|
|
11
|
-
drawElement(element: RenderElement, camera: Camera): void;
|
|
12
|
-
flush(camera: Camera): void;
|
|
13
|
-
clear(): void;
|
|
14
|
-
destroy(): void;
|
|
15
|
-
private _drawSubElement;
|
|
16
|
-
private _createMesh;
|
|
17
|
-
private _updateData;
|
|
18
|
-
private _getSubMeshFromPool;
|
|
19
|
-
}
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
export {};
|
|
@@ -1,19 +0,0 @@
|
|
|
1
|
-
import { IPoolElement } from "./IPoolElement";
|
|
2
|
-
/**
|
|
3
|
-
* Class pool utils.
|
|
4
|
-
*/
|
|
5
|
-
export declare class ClassPool<T extends IPoolElement> {
|
|
6
|
-
private _elementPoolIndex;
|
|
7
|
-
private _elementPool;
|
|
8
|
-
private _type;
|
|
9
|
-
constructor(type: new () => T);
|
|
10
|
-
/**
|
|
11
|
-
* Get element from pool.
|
|
12
|
-
*/
|
|
13
|
-
getFromPool(): T;
|
|
14
|
-
/**
|
|
15
|
-
* Reset pool.
|
|
16
|
-
*/
|
|
17
|
-
resetPool(): void;
|
|
18
|
-
garbageCollection(): void;
|
|
19
|
-
}
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
export {};
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
export {};
|
|
@@ -1,14 +0,0 @@
|
|
|
1
|
-
import { SubMesh } from "../graphic";
|
|
2
|
-
import { Primitive } from "../graphic/Primitive";
|
|
3
|
-
import { Material } from "../material";
|
|
4
|
-
import { Renderer } from "../Renderer";
|
|
5
|
-
import { IPoolElement } from "./IPoolElement";
|
|
6
|
-
export declare class RenderData implements IPoolElement {
|
|
7
|
-
component: Renderer;
|
|
8
|
-
material: Material;
|
|
9
|
-
primitive: Primitive;
|
|
10
|
-
subPrimitive: SubMesh;
|
|
11
|
-
multiRenderData: boolean;
|
|
12
|
-
setX(component: Renderer, material: Material, primitive: Primitive, subPrimitive: SubMesh): void;
|
|
13
|
-
dispose(): void;
|
|
14
|
-
}
|
|
@@ -1,14 +0,0 @@
|
|
|
1
|
-
import { Primitive, SubMesh } from "../graphic";
|
|
2
|
-
import { Material } from "../material/Material";
|
|
3
|
-
import { Renderer } from "../Renderer";
|
|
4
|
-
import { Texture2D } from "../texture";
|
|
5
|
-
import { IPoolElement } from "../utils/Pool";
|
|
6
|
-
import { Chunk } from "./DynamicGeometryData";
|
|
7
|
-
import { RenderData } from "./RenderData";
|
|
8
|
-
export declare class RenderData2D extends RenderData implements IPoolElement {
|
|
9
|
-
texture: Texture2D;
|
|
10
|
-
chunk: Chunk;
|
|
11
|
-
constructor();
|
|
12
|
-
set(component: Renderer, material: Material, primitive: Primitive, subPrimitive: SubMesh, texture?: Texture2D, chunk?: Chunk): void;
|
|
13
|
-
dispose(): void;
|
|
14
|
-
}
|
|
@@ -1,55 +0,0 @@
|
|
|
1
|
-
import { Color } from "@galacean/engine-math";
|
|
2
|
-
import { Camera } from "../Camera";
|
|
3
|
-
import { CameraClearFlags } from "../enums/CameraClearFlags";
|
|
4
|
-
import { Layer } from "../Layer";
|
|
5
|
-
import { Material } from "../material/Material";
|
|
6
|
-
import { RenderTarget } from "../texture/RenderTarget";
|
|
7
|
-
import { RenderQueue } from "./RenderQueue";
|
|
8
|
-
/**
|
|
9
|
-
* RenderPass.
|
|
10
|
-
*/
|
|
11
|
-
declare class RenderPass {
|
|
12
|
-
name: string;
|
|
13
|
-
enabled: boolean;
|
|
14
|
-
priority: number;
|
|
15
|
-
renderTarget: RenderTarget;
|
|
16
|
-
replaceMaterial: Material;
|
|
17
|
-
mask: Layer;
|
|
18
|
-
renderOverride: boolean;
|
|
19
|
-
clearFlags: CameraClearFlags | undefined;
|
|
20
|
-
clearColor: Color | undefined;
|
|
21
|
-
/**
|
|
22
|
-
* Create a RenderPass.
|
|
23
|
-
* @param name - Pass name
|
|
24
|
-
* @param priority - Priority, less than 0 before the default pass, greater than 0 after the default pass
|
|
25
|
-
* @param renderTarget - The specified Render Target
|
|
26
|
-
* @param replaceMaterial - Replaced material
|
|
27
|
-
* @param mask - Perform bit and operations with Entity.Layer to filter the objects that this Pass needs to render
|
|
28
|
-
*/
|
|
29
|
-
constructor(name?: string, priority?: number, renderTarget?: any, replaceMaterial?: any, mask?: any);
|
|
30
|
-
/**
|
|
31
|
-
* Rendering callback, will be executed if renderOverride is set to true.
|
|
32
|
-
* @param camera - Camera
|
|
33
|
-
* @param opaqueQueue - Opaque queue
|
|
34
|
-
* @param alphaTestQueue - Alpha test queue
|
|
35
|
-
* @param transparentQueue - Transparent queue
|
|
36
|
-
*/
|
|
37
|
-
render(camera: Camera, opaqueQueue: RenderQueue, alphaTestQueue: RenderQueue, transparentQueue: RenderQueue): void;
|
|
38
|
-
/**
|
|
39
|
-
* Post rendering callback.
|
|
40
|
-
* @param camera - Camera
|
|
41
|
-
* @param opaqueQueue - Opaque queue
|
|
42
|
-
* @param alphaTestQueue - Alpha test queue
|
|
43
|
-
* @param transparentQueue - Transparent queue
|
|
44
|
-
*/
|
|
45
|
-
preRender(camera: Camera, opaqueQueue: RenderQueue, alphaTestQueue: RenderQueue, transparentQueue: RenderQueue): void;
|
|
46
|
-
/**
|
|
47
|
-
* Post rendering callback.
|
|
48
|
-
* @param camera - Camera
|
|
49
|
-
* @param opaqueQueue - Opaque queue
|
|
50
|
-
* @param alphaTestQueue - Alpha test queue
|
|
51
|
-
* @param transparentQueue - Transparent queue
|
|
52
|
-
*/
|
|
53
|
-
postRender(camera: Camera, opaqueQueue: RenderQueue, alphaTestQueue: RenderQueue, transparentQueue: RenderQueue): void;
|
|
54
|
-
}
|
|
55
|
-
export { RenderPass };
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
export {};
|
|
@@ -1,11 +0,0 @@
|
|
|
1
|
-
import { Camera } from "../Camera";
|
|
2
|
-
import { VertexElement } from "../graphic/VertexElement";
|
|
3
|
-
import { Basic2DBatcher } from "./Basic2DBatcher";
|
|
4
|
-
import { RenderElement } from "./RenderElement";
|
|
5
|
-
import { SpriteMaskRenderData } from "./SpriteMaskRenderData";
|
|
6
|
-
export declare class SpriteMaskBatcher extends Basic2DBatcher {
|
|
7
|
-
createVertexElements(vertexElements: VertexElement[]): number;
|
|
8
|
-
canBatch(preElement: RenderElement, curElement: RenderElement): boolean;
|
|
9
|
-
updateVertices(element: SpriteMaskRenderData, vertices: Float32Array, vertexIndex: number): number;
|
|
10
|
-
drawBatches(camera: Camera): void;
|
|
11
|
-
}
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
export {};
|
|
@@ -1,12 +0,0 @@
|
|
|
1
|
-
import { VertexData2D } from "../2d/data/VertexData2D";
|
|
2
|
-
import { Material } from "../material/Material";
|
|
3
|
-
import { Renderer } from "../Renderer";
|
|
4
|
-
import { IPoolElement } from "./IPoolElement";
|
|
5
|
-
import { RenderData } from "./RenderData";
|
|
6
|
-
export declare class SpriteMaskRenderData extends RenderData implements IPoolElement {
|
|
7
|
-
isAdd: boolean;
|
|
8
|
-
verticesData: VertexData2D;
|
|
9
|
-
constructor();
|
|
10
|
-
set(component: Renderer, material: Material, verticesData: VertexData2D): void;
|
|
11
|
-
dispose(): void;
|
|
12
|
-
}
|
|
@@ -1,14 +0,0 @@
|
|
|
1
|
-
import { VertexData2D } from "../2d/data/VertexData2D";
|
|
2
|
-
import { Material } from "../material/Material";
|
|
3
|
-
import { Renderer } from "../Renderer";
|
|
4
|
-
import { Texture2D } from "../texture";
|
|
5
|
-
import { IPoolElement } from "./IPoolElement";
|
|
6
|
-
import { RenderData } from "./RenderData";
|
|
7
|
-
export declare class SpriteRenderData extends RenderData implements IPoolElement {
|
|
8
|
-
verticesData: VertexData2D;
|
|
9
|
-
texture: Texture2D;
|
|
10
|
-
dataIndex: number;
|
|
11
|
-
constructor();
|
|
12
|
-
set(component: Renderer, material: Material, verticesData: VertexData2D, texture: Texture2D, dataIndex?: number): void;
|
|
13
|
-
dispose(): void;
|
|
14
|
-
}
|
|
@@ -1,8 +0,0 @@
|
|
|
1
|
-
import { IPoolElement } from "./IPoolElement";
|
|
2
|
-
import { RenderData } from "./RenderData";
|
|
3
|
-
import { SpriteRenderData } from "./SpriteRenderData";
|
|
4
|
-
export declare class TextRenderData extends RenderData implements IPoolElement {
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5
|
-
charsData: SpriteRenderData[];
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|
6
|
-
constructor();
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|
7
|
-
dispose(): void;
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|
8
|
-
}
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@@ -1 +0,0 @@
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|
|
1
|
-
export {};
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