@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
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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 { AnimatorState } from "./AnimatorState";
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/**
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* Transitions define when and how the state machine switch from on state to another. AnimatorTransition always originate from a StateMachine or a StateMachine entry.
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*/
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export declare class AnimatorStateTransition {
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/** The duration of the transition. This is represented in normalized time. */
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duration: number;
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/** The time at which the destination state will start. This is represented in normalized time. */
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offset: number;
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/** ExitTime represents the exact time at which the transition can take effect. This is represented in normalized time. */
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exitTime: number;
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/** The destination state of the transition. */
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destinationState: AnimatorState;
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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/utils/Pool.d.ts
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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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