@galacean/engine-core 1.3.0-alpha.1 → 1.3.0-alpha.3
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 +198 -59
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +198 -59
- package/dist/module.js +199 -60
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/Camera.d.ts +7 -4
- 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/lighting/Light.d.ts +4 -2
- package/types/shader/ShaderPass.d.ts +10 -0
- package/types/shader/index.d.ts +1 -0
- package/types/shaderlib/ShaderFactory.d.ts +2 -1
- 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/Deprecated.d.ts +0 -101
- package/types/RenderPipeline/Chunk.d.ts +0 -1
- package/types/RenderPipeline/batcher/MeshBuffer.d.ts +0 -1
- package/types/RenderPipeline/enums/RenderBufferStoreAction.d.ts +0 -13
- package/types/postProcess/PostProcessEffect.d.ts +0 -13
- package/types/postProcess/PostProcessPass.d.ts +0 -55
- package/types/texture/enums/PixelFormat.d.ts +0 -73
package/dist/module.js
CHANGED
|
@@ -2990,6 +2990,51 @@ var RenderStateElementKey;
|
|
|
2990
2990
|
StencilOperation[StencilOperation[/** Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of 0. */ "DecrementWrap"] = 7] = "DecrementWrap";
|
|
2991
2991
|
})(StencilOperation || (StencilOperation = {}));
|
|
2992
2992
|
|
|
2993
|
+
var ShaderPlatformTarget;
|
|
2994
|
+
(function(ShaderPlatformTarget) {
|
|
2995
|
+
ShaderPlatformTarget[ShaderPlatformTarget["GLES100"] = 0] = "GLES100";
|
|
2996
|
+
ShaderPlatformTarget[ShaderPlatformTarget["GLES300"] = 1] = "GLES300";
|
|
2997
|
+
})(ShaderPlatformTarget || (ShaderPlatformTarget = {}));
|
|
2998
|
+
|
|
2999
|
+
function _array_like_to_array(arr, len) {
|
|
3000
|
+
if (len == null || len > arr.length) len = arr.length;
|
|
3001
|
+
|
|
3002
|
+
for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
|
|
3003
|
+
|
|
3004
|
+
return arr2;
|
|
3005
|
+
}
|
|
3006
|
+
|
|
3007
|
+
function _unsupported_iterable_to_array(o, minLen) {
|
|
3008
|
+
if (!o) return;
|
|
3009
|
+
if (typeof o === "string") return _array_like_to_array(o, minLen);
|
|
3010
|
+
|
|
3011
|
+
var n = Object.prototype.toString.call(o).slice(8, -1);
|
|
3012
|
+
|
|
3013
|
+
if (n === "Object" && o.constructor) n = o.constructor.name;
|
|
3014
|
+
if (n === "Map" || n === "Set") return Array.from(n);
|
|
3015
|
+
if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _array_like_to_array(o, minLen);
|
|
3016
|
+
}
|
|
3017
|
+
|
|
3018
|
+
function _create_for_of_iterator_helper_loose(o, allowArrayLike) {
|
|
3019
|
+
var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"];
|
|
3020
|
+
|
|
3021
|
+
if (it) return (it = it.call(o)).next.bind(it);
|
|
3022
|
+
// Fallback for engines without symbol support
|
|
3023
|
+
if (Array.isArray(o) || (it = _unsupported_iterable_to_array(o)) || allowArrayLike && o && typeof o.length === "number") {
|
|
3024
|
+
if (it) o = it;
|
|
3025
|
+
|
|
3026
|
+
var i = 0;
|
|
3027
|
+
|
|
3028
|
+
return function() {
|
|
3029
|
+
if (i >= o.length) return { done: true };
|
|
3030
|
+
|
|
3031
|
+
return { done: false, value: o[i++] };
|
|
3032
|
+
};
|
|
3033
|
+
}
|
|
3034
|
+
|
|
3035
|
+
throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
|
|
3036
|
+
}
|
|
3037
|
+
|
|
2993
3038
|
/**
|
|
2994
3039
|
* Shader macro。
|
|
2995
3040
|
*/ var ShaderMacro = /*#__PURE__*/ function() {
|
|
@@ -3019,14 +3064,14 @@ var RenderStateElementKey;
|
|
|
3019
3064
|
maskMap.length++;
|
|
3020
3065
|
maskMap[index] = new Array(32);
|
|
3021
3066
|
}
|
|
3022
|
-
maskMap[index][bit] =
|
|
3067
|
+
maskMap[index][bit] = macro;
|
|
3023
3068
|
ShaderMacro._macroCounter++;
|
|
3024
3069
|
}
|
|
3025
3070
|
return macro;
|
|
3026
3071
|
};
|
|
3027
3072
|
/**
|
|
3028
3073
|
* @internal
|
|
3029
|
-
*/ ShaderMacro.
|
|
3074
|
+
*/ ShaderMacro._getMacrosElements = function _getMacrosElements(macros, out) {
|
|
3030
3075
|
var maskMap = ShaderMacro._macroMaskMap;
|
|
3031
3076
|
var mask = macros._mask;
|
|
3032
3077
|
out.length = 0;
|
|
@@ -3209,15 +3254,6 @@ var RenderStateElementKey;
|
|
|
3209
3254
|
return ShaderMacroCollection;
|
|
3210
3255
|
}();
|
|
3211
3256
|
|
|
3212
|
-
/**
|
|
3213
|
-
* Pipeline stage.
|
|
3214
|
-
*/ var PipelineStage;
|
|
3215
|
-
(function(PipelineStage) {
|
|
3216
|
-
PipelineStage[/** DepthOnly stage. */ "DepthOnly"] = "DepthOnly";
|
|
3217
|
-
PipelineStage[/** Shadow caster stage. */ "ShadowCaster"] = "ShadowCaster";
|
|
3218
|
-
PipelineStage[/** Forward shading stage. */ "Forward"] = "Forward";
|
|
3219
|
-
})(PipelineStage || (PipelineStage = {}));
|
|
3220
|
-
|
|
3221
3257
|
function _extends() {
|
|
3222
3258
|
_extends = Object.assign || function assign(target) {
|
|
3223
3259
|
for (var i = 1; i < arguments.length; i++) {
|
|
@@ -3231,9 +3267,18 @@ function _extends() {
|
|
|
3231
3267
|
return _extends.apply(this, arguments);
|
|
3232
3268
|
}
|
|
3233
3269
|
|
|
3270
|
+
/**
|
|
3271
|
+
* Pipeline stage.
|
|
3272
|
+
*/ var PipelineStage;
|
|
3273
|
+
(function(PipelineStage) {
|
|
3274
|
+
PipelineStage[/** DepthOnly stage. */ "DepthOnly"] = "DepthOnly";
|
|
3275
|
+
PipelineStage[/** Shadow caster stage. */ "ShadowCaster"] = "ShadowCaster";
|
|
3276
|
+
PipelineStage[/** Forward shading stage. */ "Forward"] = "Forward";
|
|
3277
|
+
})(PipelineStage || (PipelineStage = {}));
|
|
3278
|
+
|
|
3234
3279
|
var camera_declare = "#define GLSLIFY 1\nuniform vec3 camera_Position;uniform vec3 camera_Forward;uniform vec4 camera_ProjectionParams;"; // eslint-disable-line
|
|
3235
3280
|
|
|
3236
|
-
var common = "#define GLSLIFY 1\n#define PI 3.14159265359\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n#define LOG2 1.442695\n#define saturate( a ) clamp( a, 0.0, 1.0 )\nfloat pow2(float x){return x*x;}vec4 RGBMToLinear(vec4 value,float maxRange){return vec4(value.rgb*value.a*maxRange,1.0);}vec4 gammaToLinear(vec4 srgbIn){return vec4(pow(srgbIn.rgb,vec3(2.2)),srgbIn.a);}vec4 linearToGamma(vec4 linearIn){return vec4(pow(linearIn.rgb,vec3(1.0/2.2)),linearIn.a);}uniform vec4 camera_DepthBufferParams;float remapDepthBufferLinear01(float z){return 1.0/(camera_DepthBufferParams.x*z+camera_DepthBufferParams.y);}\n#ifdef GRAPHICS_API_WEBGL2\n#define INVERSE_MAT(mat) inverse(mat)\n#else\nmat2 inverseMat(mat2 m){return mat2(m[1][1],-m[0][1],-m[1][0],m[0][0])/(m[0][0]*m[1][1]-m[0][1]*m[1][0]);}mat3 inverseMat(mat3 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2];float a10=m[1][0],a11=m[1][1],a12=m[1][2];float a20=m[2][0],a21=m[2][1],a22=m[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}mat4 inverseMat(mat4 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],a10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],a20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],a30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],b00=a00*a11-a01*a10,b01=a00*a12-a02*a10,b02=a00*a13-a03*a10,b03=a01*a12-a02*a11,b04=a01*a13-a03*a11,b05=a02*a13-a03*a12,b06=a20*a31-a21*a30,b07=a20*a32-a22*a30,b08=a20*a33-a23*a30,b09=a21*a32-a22*a31,b10=a21*a33-a23*a31,b11=a22*a33-a23*a32,det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;return mat4(a11*b11-a12*b10+a13*b09,a02*b10-a01*b11-a03*b09,a31*b05-a32*b04+a33*b03,a22*b04-a21*b05-a23*b03,a12*b08-a10*b11-a13*b07,a00*b11-a02*b08+a03*b07,a32*b02-a30*b05-a33*b01,a20*b05-a22*b02+a23*b01,a10*b10-a11*b08+a13*b06,a01*b08-a00*b10-a03*b06,a30*b04-a31*b02+a33*b00,a21*b02-a20*b04-a23*b00,a11*b07-a10*b09-a12*b06,a00*b09-a01*b07+a02*b06,a31*b01-a30*b03-a32*b00,a20*b03-a21*b01+a22*b00)/det;}\n#define INVERSE_MAT(mat) inverseMat(mat)\n#endif\n"; // eslint-disable-line
|
|
3281
|
+
var common = "#define GLSLIFY 1\n#define PI 3.14159265359\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n#define LOG2 1.442695\n#define saturate( a ) clamp( a, 0.0, 1.0 )\nfloat pow2(float x){return x*x;}vec4 RGBMToLinear(vec4 value,float maxRange){return vec4(value.rgb*value.a*maxRange,1.0);}vec4 gammaToLinear(vec4 srgbIn){return vec4(pow(srgbIn.rgb,vec3(2.2)),srgbIn.a);}vec4 linearToGamma(vec4 linearIn){linearIn=max(linearIn,0.0);return vec4(pow(linearIn.rgb,vec3(1.0/2.2)),linearIn.a);}uniform vec4 camera_DepthBufferParams;float remapDepthBufferLinear01(float z){return 1.0/(camera_DepthBufferParams.x*z+camera_DepthBufferParams.y);}\n#ifdef GRAPHICS_API_WEBGL2\n#define INVERSE_MAT(mat) inverse(mat)\n#else\nmat2 inverseMat(mat2 m){return mat2(m[1][1],-m[0][1],-m[1][0],m[0][0])/(m[0][0]*m[1][1]-m[0][1]*m[1][0]);}mat3 inverseMat(mat3 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2];float a10=m[1][0],a11=m[1][1],a12=m[1][2];float a20=m[2][0],a21=m[2][1],a22=m[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}mat4 inverseMat(mat4 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],a10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],a20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],a30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],b00=a00*a11-a01*a10,b01=a00*a12-a02*a10,b02=a00*a13-a03*a10,b03=a01*a12-a02*a11,b04=a01*a13-a03*a11,b05=a02*a13-a03*a12,b06=a20*a31-a21*a30,b07=a20*a32-a22*a30,b08=a20*a33-a23*a30,b09=a21*a32-a22*a31,b10=a21*a33-a23*a31,b11=a22*a33-a23*a32,det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;return mat4(a11*b11-a12*b10+a13*b09,a02*b10-a01*b11-a03*b09,a31*b05-a32*b04+a33*b03,a22*b04-a21*b05-a23*b03,a12*b08-a10*b11-a13*b07,a00*b11-a02*b08+a03*b07,a32*b02-a30*b05-a33*b01,a20*b05-a22*b02+a23*b01,a10*b10-a11*b08+a13*b06,a01*b08-a00*b10-a03*b06,a30*b04-a31*b02+a33*b00,a21*b02-a20*b04-a23*b00,a11*b07-a10*b09-a12*b06,a00*b09-a01*b07+a02*b06,a31*b01-a30*b03-a32*b00,a20*b03-a21*b01+a22*b00)/det;}\n#define INVERSE_MAT(mat) inverseMat(mat)\n#endif\n"; // eslint-disable-line
|
|
3237
3282
|
|
|
3238
3283
|
var common_vert = "#define GLSLIFY 1\nattribute vec3 POSITION;\n#ifdef RENDERER_HAS_UV\nattribute vec2 TEXCOORD_0;\n#endif\n#ifdef RENDERER_HAS_UV1\nattribute vec2 TEXCOORD_1;\n#endif\n#ifdef RENDERER_HAS_SKIN\nattribute vec4 JOINTS_0;attribute vec4 WEIGHTS_0;\n#ifdef RENDERER_USE_JOINT_TEXTURE\nuniform sampler2D renderer_JointSampler;uniform float renderer_JointCount;mat4 getJointMatrix(sampler2D smp,float index){float base=index/renderer_JointCount;float hf=0.5/renderer_JointCount;float v=base+hf;vec4 m0=texture2D(smp,vec2(0.125,v));vec4 m1=texture2D(smp,vec2(0.375,v));vec4 m2=texture2D(smp,vec2(0.625,v));vec4 m3=texture2D(smp,vec2(0.875,v));return mat4(m0,m1,m2,m3);}\n#else\nuniform mat4 renderer_JointMatrix[RENDERER_JOINTS_NUM];\n#endif\n#endif\n#ifdef RENDERER_ENABLE_VERTEXCOLOR\nattribute vec4 COLOR_0;\n#endif\n#include <transform_declare>\n#include <camera_declare>\nuniform vec4 material_TilingOffset;\n#ifndef MATERIAL_OMIT_NORMAL\n#ifdef RENDERER_HAS_NORMAL\nattribute vec3 NORMAL;\n#endif\n#ifdef RENDERER_HAS_TANGENT\nattribute vec4 TANGENT;\n#endif\n#endif\n"; // eslint-disable-line
|
|
3239
3284
|
|
|
@@ -3446,7 +3491,7 @@ var ShaderFactory = /*#__PURE__*/ function() {
|
|
|
3446
3491
|
function ShaderFactory() {}
|
|
3447
3492
|
ShaderFactory.parseCustomMacros = function parseCustomMacros(macros) {
|
|
3448
3493
|
return macros.map(function(m) {
|
|
3449
|
-
return "#define " + m + "\n";
|
|
3494
|
+
return "#define " + (m.value ? m.name + " " + m.value : m.name) + "\n";
|
|
3450
3495
|
}).join("");
|
|
3451
3496
|
};
|
|
3452
3497
|
ShaderFactory.registerInclude = function registerInclude(includeName, includeSource) {
|
|
@@ -4231,29 +4276,50 @@ var ShaderFactory = /*#__PURE__*/ function() {
|
|
|
4231
4276
|
ShaderProgram._counter = 0;
|
|
4232
4277
|
})();
|
|
4233
4278
|
|
|
4279
|
+
/**
|
|
4280
|
+
* @internal
|
|
4281
|
+
* Shader pass type
|
|
4282
|
+
*/ var ShaderType;
|
|
4283
|
+
(function(ShaderType) {
|
|
4284
|
+
ShaderType[ShaderType[/** init by glsl */ "Canonical"] = 0] = "Canonical";
|
|
4285
|
+
ShaderType[ShaderType[/** init by shader-lab */ "ShaderLab"] = 1] = "ShaderLab";
|
|
4286
|
+
})(ShaderType || (ShaderType = {}));
|
|
4287
|
+
|
|
4234
4288
|
/**
|
|
4235
4289
|
* Shader pass containing vertex and fragment source.
|
|
4236
4290
|
*/ var ShaderPass = /*#__PURE__*/ function(ShaderPart1) {
|
|
4237
4291
|
_inherits(ShaderPass, ShaderPart1);
|
|
4238
|
-
function ShaderPass(nameOrVertexSource,
|
|
4292
|
+
function ShaderPass(nameOrVertexSource, vertexSourceOrFragmentSourceOrCode, fragmentSourceOrTagsOrVertexEntry, fragmentEntryOrTags, tags) {
|
|
4239
4293
|
var _this;
|
|
4240
4294
|
_this = ShaderPart1.call(this) || this;
|
|
4241
4295
|
/** @internal */ _this._shaderPassId = 0;
|
|
4242
4296
|
/** @internal */ _this._renderStateDataMap = {};
|
|
4243
4297
|
/** @internal */ _this._shaderProgramPools = [];
|
|
4298
|
+
/** @internal */ _this._path = "";
|
|
4299
|
+
_this._platformMacros = [];
|
|
4244
4300
|
_this._shaderPassId = ShaderPass._shaderPassCounter++;
|
|
4245
|
-
|
|
4301
|
+
_this._type = ShaderType.Canonical;
|
|
4302
|
+
if (typeof fragmentEntryOrTags === "string") {
|
|
4246
4303
|
_this._name = nameOrVertexSource;
|
|
4247
|
-
_this.
|
|
4248
|
-
_this.
|
|
4249
|
-
|
|
4304
|
+
_this._shaderLabSource = vertexSourceOrFragmentSourceOrCode;
|
|
4305
|
+
_this._vertexEntry = fragmentSourceOrTagsOrVertexEntry;
|
|
4306
|
+
_this._fragmentEntry = fragmentEntryOrTags;
|
|
4307
|
+
tags = _extends({
|
|
4308
|
+
pipelineStage: PipelineStage.Forward
|
|
4309
|
+
}, tags);
|
|
4310
|
+
_this._type = ShaderType.ShaderLab;
|
|
4311
|
+
} else if (typeof fragmentSourceOrTagsOrVertexEntry === "string") {
|
|
4312
|
+
_this._name = nameOrVertexSource;
|
|
4313
|
+
_this._vertexSource = vertexSourceOrFragmentSourceOrCode;
|
|
4314
|
+
_this._fragmentSource = fragmentSourceOrTagsOrVertexEntry;
|
|
4315
|
+
tags = fragmentEntryOrTags != null ? fragmentEntryOrTags : {
|
|
4250
4316
|
pipelineStage: PipelineStage.Forward
|
|
4251
4317
|
};
|
|
4252
4318
|
} else {
|
|
4253
4319
|
_this._name = "Default";
|
|
4254
4320
|
_this._vertexSource = nameOrVertexSource;
|
|
4255
|
-
_this._fragmentSource =
|
|
4256
|
-
tags =
|
|
4321
|
+
_this._fragmentSource = vertexSourceOrFragmentSourceOrCode;
|
|
4322
|
+
tags = fragmentSourceOrTagsOrVertexEntry != null ? fragmentSourceOrTagsOrVertexEntry : {
|
|
4257
4323
|
pipelineStage: PipelineStage.Forward
|
|
4258
4324
|
};
|
|
4259
4325
|
}
|
|
@@ -4271,9 +4337,52 @@ var ShaderFactory = /*#__PURE__*/ function() {
|
|
|
4271
4337
|
if (shaderProgram) {
|
|
4272
4338
|
return shaderProgram;
|
|
4273
4339
|
}
|
|
4340
|
+
if (this._type === ShaderType.Canonical) {
|
|
4341
|
+
shaderProgram = this._getCanonicalShaderProgram(engine, macroCollection);
|
|
4342
|
+
} else {
|
|
4343
|
+
shaderProgram = this._compileShaderProgram(engine, macroCollection, this._vertexEntry, this._fragmentEntry);
|
|
4344
|
+
}
|
|
4345
|
+
shaderProgramPool.cache(shaderProgram);
|
|
4346
|
+
return shaderProgram;
|
|
4347
|
+
};
|
|
4348
|
+
/**
|
|
4349
|
+
* @internal
|
|
4350
|
+
*/ _proto._destroy = function _destroy() {
|
|
4351
|
+
var shaderProgramPools = this._shaderProgramPools;
|
|
4352
|
+
for(var i = 0, n = shaderProgramPools.length; i < n; i++){
|
|
4353
|
+
shaderProgramPools[i]._destroy();
|
|
4354
|
+
}
|
|
4355
|
+
shaderProgramPools.length = 0;
|
|
4356
|
+
};
|
|
4357
|
+
/**
|
|
4358
|
+
* Shader Lab compilation
|
|
4359
|
+
*/ _proto._compileShaderProgram = function _compileShaderProgram(engine, macroCollection, vertexEntry, fragmentEntry) {
|
|
4360
|
+
var _this = this, path = _this._path, platformMacros = _this._platformMacros;
|
|
4274
4361
|
var isWebGL2 = engine._hardwareRenderer.isWebGL2;
|
|
4275
|
-
var
|
|
4276
|
-
ShaderMacro.
|
|
4362
|
+
var macros = new Array();
|
|
4363
|
+
ShaderMacro._getMacrosElements(macroCollection, macros);
|
|
4364
|
+
platformMacros.length = 0;
|
|
4365
|
+
if (engine._hardwareRenderer.canIUse(GLCapabilityType.shaderTextureLod)) {
|
|
4366
|
+
platformMacros.push("HAS_TEX_LOD");
|
|
4367
|
+
}
|
|
4368
|
+
if (engine._hardwareRenderer.canIUse(GLCapabilityType.standardDerivatives)) {
|
|
4369
|
+
platformMacros.push("HAS_DERIVATIVES");
|
|
4370
|
+
}
|
|
4371
|
+
if (isWebGL2) {
|
|
4372
|
+
platformMacros.push("GRAPHICS_API_WEBGL2");
|
|
4373
|
+
} else {
|
|
4374
|
+
platformMacros.push("GRAPHICS_API_WEBGL1");
|
|
4375
|
+
}
|
|
4376
|
+
var start = performance.now();
|
|
4377
|
+
var _Shader__shaderLab__parseShaderPass = Shader._shaderLab._parseShaderPass(this._shaderLabSource, vertexEntry, fragmentEntry, macros, isWebGL2 ? ShaderPlatformTarget.GLES300 : ShaderPlatformTarget.GLES100, platformMacros, new URL(path, ShaderPass._shaderRootPath).href), vertex = _Shader__shaderLab__parseShaderPass.vertex, fragment = _Shader__shaderLab__parseShaderPass.fragment;
|
|
4378
|
+
Logger.info("[ShaderLab compilation] cost time: " + (performance.now() - start) + "ms");
|
|
4379
|
+
return new ShaderProgram(engine, vertex, fragment);
|
|
4380
|
+
};
|
|
4381
|
+
// TODO: remove it after migrate all shader to `ShaderLab`.
|
|
4382
|
+
_proto._getCanonicalShaderProgram = function _getCanonicalShaderProgram(engine, macroCollection) {
|
|
4383
|
+
var isWebGL2 = engine._hardwareRenderer.isWebGL2;
|
|
4384
|
+
var macroNameList = new Array();
|
|
4385
|
+
ShaderMacro._getMacrosElements(macroCollection, macroNameList);
|
|
4277
4386
|
var macroNameStr = ShaderFactory.parseCustomMacros(macroNameList);
|
|
4278
4387
|
var versionStr = isWebGL2 ? "#version 300 es" : "#version 100";
|
|
4279
4388
|
var graphicAPI = isWebGL2 ? "#define GRAPHICS_API_WEBGL2" : "#define GRAPHICS_API_WEBGL1";
|
|
@@ -4290,24 +4399,17 @@ var ShaderFactory = /*#__PURE__*/ function() {
|
|
|
4290
4399
|
vertexSource = ShaderFactory.convertTo300(vertexSource);
|
|
4291
4400
|
fragmentSource = ShaderFactory.convertTo300(fragmentSource, true);
|
|
4292
4401
|
}
|
|
4293
|
-
shaderProgram = new ShaderProgram(engine, vertexSource, fragmentSource);
|
|
4294
|
-
shaderProgramPool.cache(shaderProgram);
|
|
4402
|
+
var shaderProgram = new ShaderProgram(engine, vertexSource, fragmentSource);
|
|
4295
4403
|
return shaderProgram;
|
|
4296
4404
|
};
|
|
4297
|
-
/**
|
|
4298
|
-
* @internal
|
|
4299
|
-
*/ _proto._destroy = function _destroy() {
|
|
4300
|
-
var shaderProgramPools = this._shaderProgramPools;
|
|
4301
|
-
for(var i = 0, n = shaderProgramPools.length; i < n; i++){
|
|
4302
|
-
shaderProgramPools[i]._destroy();
|
|
4303
|
-
}
|
|
4304
|
-
shaderProgramPools.length = 0;
|
|
4305
|
-
};
|
|
4306
4405
|
return ShaderPass;
|
|
4307
4406
|
}(ShaderPart);
|
|
4308
4407
|
(function() {
|
|
4309
4408
|
ShaderPass._shaderPassCounter = 0;
|
|
4310
4409
|
})();
|
|
4410
|
+
(function() {
|
|
4411
|
+
/** @internal */ ShaderPass._shaderRootPath = "shaders://root/";
|
|
4412
|
+
})();
|
|
4311
4413
|
|
|
4312
4414
|
/**
|
|
4313
4415
|
* Sub shader.
|
|
@@ -4944,6 +5046,18 @@ __decorate([
|
|
|
4944
5046
|
}
|
|
4945
5047
|
var _proto = Shader.prototype;
|
|
4946
5048
|
/**
|
|
5049
|
+
* @internal
|
|
5050
|
+
* path should follow the specifications of [URL.origin](https://developer.mozilla.org/en-US/docs/Web/API/URL/origin), like: `shaders://root/`
|
|
5051
|
+
*/ _proto._registerPath = function _registerPath(path) {
|
|
5052
|
+
for(var _iterator = _create_for_of_iterator_helper_loose(this._subShaders), _step; !(_step = _iterator()).done;){
|
|
5053
|
+
var subShader = _step.value;
|
|
5054
|
+
for(var _iterator1 = _create_for_of_iterator_helper_loose(subShader.passes), _step1; !(_step1 = _iterator1()).done;){
|
|
5055
|
+
var shaderPass = _step1.value;
|
|
5056
|
+
shaderPass._path = path;
|
|
5057
|
+
}
|
|
5058
|
+
}
|
|
5059
|
+
};
|
|
5060
|
+
/**
|
|
4947
5061
|
* Compile shader variant by macro name list.
|
|
4948
5062
|
*
|
|
4949
5063
|
* @remarks
|
|
@@ -5006,45 +5120,44 @@ __decorate([
|
|
|
5006
5120
|
if (!Shader._shaderLab) {
|
|
5007
5121
|
throw "ShaderLab has not been set up yet.";
|
|
5008
5122
|
}
|
|
5009
|
-
var
|
|
5010
|
-
if (shaderMap[
|
|
5011
|
-
console.error('Shader named "' +
|
|
5123
|
+
var shaderContent = Shader._shaderLab._parseShaderContent(nameOrShaderSource);
|
|
5124
|
+
if (shaderMap[shaderContent.name]) {
|
|
5125
|
+
console.error('Shader named "' + shaderContent.name + '" already exists.');
|
|
5012
5126
|
return;
|
|
5013
5127
|
}
|
|
5014
|
-
var subShaderList =
|
|
5015
|
-
var passList =
|
|
5016
|
-
if (
|
|
5128
|
+
var subShaderList = shaderContent.subShaders.map(function(subShaderContent) {
|
|
5129
|
+
var passList = subShaderContent.passes.map(function(passInfo) {
|
|
5130
|
+
if (passInfo.isUsePass) {
|
|
5017
5131
|
var _Shader_find_subShaders_find, _Shader_find;
|
|
5018
5132
|
// Use pass reference
|
|
5019
|
-
var paths = passInfo.split("/");
|
|
5133
|
+
var paths = passInfo.name.split("/");
|
|
5020
5134
|
return (_Shader_find = Shader.find(paths[0])) == null ? void 0 : (_Shader_find_subShaders_find = _Shader_find.subShaders.find(function(subShader) {
|
|
5021
5135
|
return subShader.name === paths[1];
|
|
5022
5136
|
})) == null ? void 0 : _Shader_find_subShaders_find.passes.find(function(pass) {
|
|
5023
5137
|
return pass.name === paths[2];
|
|
5024
5138
|
});
|
|
5025
5139
|
}
|
|
5026
|
-
var
|
|
5140
|
+
var shaderPassContent = new ShaderPass(passInfo.name, passInfo.contents, passInfo.vertexEntry, passInfo.fragmentEntry, passInfo.tags);
|
|
5027
5141
|
var renderStates = passInfo.renderStates;
|
|
5028
5142
|
var renderState = new RenderState();
|
|
5029
|
-
|
|
5143
|
+
shaderPassContent._renderState = renderState;
|
|
5030
5144
|
// Parse const render state
|
|
5031
|
-
var
|
|
5032
|
-
for(var k in
|
|
5033
|
-
Shader._applyConstRenderStates(renderState, parseInt(k),
|
|
5145
|
+
var constantMap = renderStates.constantMap, variableMap = renderStates.variableMap;
|
|
5146
|
+
for(var k in constantMap){
|
|
5147
|
+
Shader._applyConstRenderStates(renderState, parseInt(k), constantMap[k]);
|
|
5034
5148
|
}
|
|
5035
5149
|
// Parse variable render state
|
|
5036
|
-
var variableRenderStateInfo = renderStates[1];
|
|
5037
5150
|
var renderStateDataMap = {};
|
|
5038
|
-
for(var k1 in
|
|
5039
|
-
renderStateDataMap[k1] = ShaderProperty.getByName(
|
|
5151
|
+
for(var k1 in variableMap){
|
|
5152
|
+
renderStateDataMap[k1] = ShaderProperty.getByName(variableMap[k1]);
|
|
5040
5153
|
}
|
|
5041
|
-
|
|
5042
|
-
return
|
|
5154
|
+
shaderPassContent._renderStateDataMap = renderStateDataMap;
|
|
5155
|
+
return shaderPassContent;
|
|
5043
5156
|
});
|
|
5044
|
-
return new SubShader(
|
|
5157
|
+
return new SubShader(subShaderContent.name, passList, subShaderContent.tags);
|
|
5045
5158
|
});
|
|
5046
|
-
shader = new Shader(
|
|
5047
|
-
shaderMap[
|
|
5159
|
+
shader = new Shader(shaderContent.name, subShaderList);
|
|
5160
|
+
shaderMap[shaderContent.name] = shader;
|
|
5048
5161
|
return shader;
|
|
5049
5162
|
} else {
|
|
5050
5163
|
if (shaderMap[nameOrShaderSource]) {
|
|
@@ -8134,6 +8247,14 @@ var /**
|
|
|
8134
8247
|
MSAASamples[MSAASamples[/** Multi-sample anti-aliasing with 8 samples. */ "EightX"] = 8] = "EightX";
|
|
8135
8248
|
})(MSAASamples || (MSAASamples = {}));
|
|
8136
8249
|
|
|
8250
|
+
/**
|
|
8251
|
+
* The strategy to use when a shader replacement fails.
|
|
8252
|
+
*/ var ReplacementFailureStrategy;
|
|
8253
|
+
(function(ReplacementFailureStrategy) {
|
|
8254
|
+
ReplacementFailureStrategy[ReplacementFailureStrategy[/** Keep the original shader. */ "KeepOriginalShader"] = 0] = "KeepOriginalShader";
|
|
8255
|
+
ReplacementFailureStrategy[ReplacementFailureStrategy[/** Do not render. */ "DoNotRender"] = 1] = "DoNotRender";
|
|
8256
|
+
})(ReplacementFailureStrategy || (ReplacementFailureStrategy = {}));
|
|
8257
|
+
|
|
8137
8258
|
var _Camera;
|
|
8138
8259
|
var MathTemp = function MathTemp() {
|
|
8139
8260
|
};
|
|
@@ -8183,6 +8304,7 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component1) {
|
|
|
8183
8304
|
/** @internal */ _this._virtualCamera = new VirtualCamera();
|
|
8184
8305
|
/** @internal */ _this._replacementShader = null;
|
|
8185
8306
|
/** @internal */ _this._replacementSubShaderTag = null;
|
|
8307
|
+
/** @internal */ _this._replacementFailureStrategy = null;
|
|
8186
8308
|
/** @internal */ _this._cameraIndex = -1;
|
|
8187
8309
|
_this._priority = 0;
|
|
8188
8310
|
_this._shaderData = new ShaderData(ShaderDataGroup.Camera);
|
|
@@ -8362,6 +8484,7 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component1) {
|
|
|
8362
8484
|
context.virtualCamera = virtualCamera;
|
|
8363
8485
|
context.replacementShader = this._replacementShader;
|
|
8364
8486
|
context.replacementTag = this._replacementSubShaderTag;
|
|
8487
|
+
context.replacementFailureStrategy = this._replacementFailureStrategy;
|
|
8365
8488
|
// compute cull frustum.
|
|
8366
8489
|
if (this.enableFrustumCulling && this._frustumChangeFlag.flag) {
|
|
8367
8490
|
this._frustum.calculateFromMatrix(virtualCamera.viewProjectionMatrix);
|
|
@@ -8381,15 +8504,18 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component1) {
|
|
|
8381
8504
|
this._renderPipeline.render(context, cubeFace, mipLevel, clearMask);
|
|
8382
8505
|
this._engine._renderCount++;
|
|
8383
8506
|
};
|
|
8384
|
-
_proto.setReplacementShader = function setReplacementShader(shader, replacementTag) {
|
|
8507
|
+
_proto.setReplacementShader = function setReplacementShader(shader, replacementTag, failureStrategy) {
|
|
8508
|
+
if (failureStrategy === void 0) failureStrategy = ReplacementFailureStrategy.KeepOriginalShader;
|
|
8385
8509
|
this._replacementShader = shader;
|
|
8386
8510
|
this._replacementSubShaderTag = typeof replacementTag === "string" ? ShaderTagKey.getByName(replacementTag) : replacementTag;
|
|
8511
|
+
this._replacementFailureStrategy = failureStrategy;
|
|
8387
8512
|
};
|
|
8388
8513
|
/**
|
|
8389
8514
|
* Reset and clear the replacement shader.
|
|
8390
8515
|
*/ _proto.resetReplacementShader = function resetReplacementShader() {
|
|
8391
8516
|
this._replacementShader = null;
|
|
8392
8517
|
this._replacementSubShaderTag = null;
|
|
8518
|
+
this._replacementFailureStrategy = null;
|
|
8393
8519
|
};
|
|
8394
8520
|
/**
|
|
8395
8521
|
* @inheritdoc
|
|
@@ -8503,7 +8629,7 @@ var Camera = (_Camera = /*#__PURE__*/ function(Component1) {
|
|
|
8503
8629
|
this._checkMainCanvasAntialiasWaste();
|
|
8504
8630
|
};
|
|
8505
8631
|
_proto._checkMainCanvasAntialiasWaste = function _checkMainCanvasAntialiasWaste() {
|
|
8506
|
-
if (this.independentCanvasEnabled && Vector4.equals(this._viewport, PipelineUtils.defaultViewport)) {
|
|
8632
|
+
if (this._phasedActiveInScene && this.independentCanvasEnabled && Vector4.equals(this._viewport, PipelineUtils.defaultViewport)) {
|
|
8507
8633
|
Logger.warn("Camera use independent canvas and viewport cover the whole screen, it is recommended to disable antialias, depth and stencil to save memory when create engine.");
|
|
8508
8634
|
}
|
|
8509
8635
|
};
|
|
@@ -10197,6 +10323,7 @@ var /**
|
|
|
10197
10323
|
break;
|
|
10198
10324
|
}
|
|
10199
10325
|
}
|
|
10326
|
+
context.replacementFailureStrategy === ReplacementFailureStrategy.KeepOriginalShader && this.pushRenderElementByType(renderElement, subRenderElement, materialSubShader.passes, renderStates);
|
|
10200
10327
|
} else {
|
|
10201
10328
|
this.pushRenderElementByType(renderElement, subRenderElement, replacementSubShaders[0].passes, renderStates);
|
|
10202
10329
|
}
|
|
@@ -23341,7 +23468,7 @@ ShaderPool.init();
|
|
|
23341
23468
|
*/ _proto._initialize = function _initialize(configuration) {
|
|
23342
23469
|
var _this = this;
|
|
23343
23470
|
var shaderLab = configuration.shaderLab, physics = configuration.physics;
|
|
23344
|
-
if (shaderLab) {
|
|
23471
|
+
if (shaderLab && !Shader._shaderLab) {
|
|
23345
23472
|
Shader._shaderLab = shaderLab;
|
|
23346
23473
|
}
|
|
23347
23474
|
var initializePromises = new Array();
|
|
@@ -24348,9 +24475,9 @@ ShaderPool.init();
|
|
|
24348
24475
|
/** Shadow bias.*/ _this.shadowBias = 1;
|
|
24349
24476
|
/** Shadow mapping normal-based bias. */ _this.shadowNormalBias = 1;
|
|
24350
24477
|
/** Near plane value to use for shadow frustums. */ _this.shadowNearPlane = 0.1;
|
|
24351
|
-
/** Shadow intensity, the larger the value, the clearer and darker the shadow. */ _this.shadowStrength = 1.0;
|
|
24352
24478
|
/** @internal */ _this._lightIndex = -1;
|
|
24353
24479
|
/** @internal */ _this._lightColor = new Color();
|
|
24480
|
+
_this._shadowStrength = 1.0;
|
|
24354
24481
|
_this._color = new Color(1, 1, 1, 1);
|
|
24355
24482
|
return _this;
|
|
24356
24483
|
}
|
|
@@ -24366,6 +24493,15 @@ ShaderPool.init();
|
|
|
24366
24493
|
return this._lightColor;
|
|
24367
24494
|
};
|
|
24368
24495
|
_create_class(Light, [
|
|
24496
|
+
{
|
|
24497
|
+
key: "shadowStrength",
|
|
24498
|
+
get: /** Shadow intensity, the larger the value, the clearer and darker the shadow, range [0,1]. */ function get() {
|
|
24499
|
+
return this._shadowStrength;
|
|
24500
|
+
},
|
|
24501
|
+
set: function set(value) {
|
|
24502
|
+
this._shadowStrength = MathUtil.clamp(value, 0, 1);
|
|
24503
|
+
}
|
|
24504
|
+
},
|
|
24369
24505
|
{
|
|
24370
24506
|
key: "color",
|
|
24371
24507
|
get: /**
|
|
@@ -25081,7 +25217,7 @@ var BloomEffect = /*#__PURE__*/ function() {
|
|
|
25081
25217
|
return this._scatter;
|
|
25082
25218
|
},
|
|
25083
25219
|
set: function set(value) {
|
|
25084
|
-
value =
|
|
25220
|
+
value = MathUtil.clamp(value, 0, 1);
|
|
25085
25221
|
if (value !== this._scatter) {
|
|
25086
25222
|
this._scatter = value;
|
|
25087
25223
|
var params = this._bloomMaterial.shaderData.getVector4(BloomEffect._bloomParams);
|
|
@@ -25280,6 +25416,9 @@ var TonemappingEffect = /*#__PURE__*/ function() {
|
|
|
25280
25416
|
*/ var _PostProcessManager = /*#__PURE__*/ function() {
|
|
25281
25417
|
function _PostProcessManager(scene) {
|
|
25282
25418
|
this.scene = scene;
|
|
25419
|
+
this./**
|
|
25420
|
+
* Whether the post process manager is active.
|
|
25421
|
+
*/ isActive = true;
|
|
25283
25422
|
var uberShader = Shader.find(_PostProcessManager.UBER_SHADER_NAME);
|
|
25284
25423
|
var uberMaterial = new Material(scene.engine, uberShader);
|
|
25285
25424
|
var depthState = uberMaterial.renderState.depthState;
|
|
@@ -25313,7 +25452,7 @@ var TonemappingEffect = /*#__PURE__*/ function() {
|
|
|
25313
25452
|
get: /**
|
|
25314
25453
|
* Whether has active post process effect.
|
|
25315
25454
|
*/ function get() {
|
|
25316
|
-
return this._bloomEffect.enabled || this._tonemappingEffect.enabled;
|
|
25455
|
+
return this.isActive && (this._bloomEffect.enabled || this._tonemappingEffect.enabled);
|
|
25317
25456
|
}
|
|
25318
25457
|
}
|
|
25319
25458
|
]);
|
|
@@ -34105,5 +34244,5 @@ var cacheDir = new Vector3();
|
|
|
34105
34244
|
return CubeProbe;
|
|
34106
34245
|
}(Probe);
|
|
34107
34246
|
|
|
34108
|
-
export { AmbientLight, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationRectCurve, AnimationRefCurve, AnimationStringCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorLayerMask, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AssetPromise, AssetType, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, BasicRenderPipeline, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, BloomDownScaleMode, BloomEffect, BoolUpdateFlag, BoxColliderShape, BoxShape, Buffer, BufferBindFlag, BufferMesh, BufferUsage, BufferUtil, Burst, Camera, CameraClearFlags, CameraType, Canvas, CapsuleColliderShape, CharacterController, CircleShape, ClearableObjectPool, CloneManager, Collider, ColliderShape, ColliderShapeUpAxis, CollisionDetectionMode, ColorOverLifetimeModule, ColorSpace, ColorWriteMask, CompareFunction, Component, ConeEmitType, ConeShape, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, CurveKey, DataType, DependentMode, DepthState, DepthTextureMode, DiffuseMode, DirectLight, Downsampling, DynamicCollider, DynamicColliderConstraints, EmissionModule, Engine, EngineObject, Entity, EventDispatcher, FixedJoint, FogMode, Font, FontStyle, GLCapabilityType, GradientAlphaKey, GradientColorKey, HemisphereShape, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolationType, Joint, JointLimits, JointMotor, Keyframe, Keys, Layer, Light, Loader, Logger, MSAASamples, MainModule, Material, Mesh, MeshRenderer, MeshTopology, ModelMesh, OverflowMode, PBRBaseMaterial, PBRMaterial, PBRSpecularMaterial, ParticleCompositeCurve, ParticleCompositeGradient, ParticleCurve, ParticleCurveMode, ParticleGenerator, ParticleGradient, ParticleGradientMode, ParticleMaterial, ParticleRenderMode, ParticleRenderer, ParticleScaleMode, ParticleShapeArcMode, ParticleShapeType, ParticleSimulationSpace, ParticleStopMode, PhysicsMaterial, PhysicsMaterialCombineMode, PhysicsScene, PipelineStage, PlaneColliderShape, Platform, PointLight, Pointer, PointerButton, PointerPhase, Primitive, PrimitiveMesh, Probe, RasterState, ReferResource, RenderBufferDepthFormat, RenderFace, RenderQueue, RenderQueueType, RenderState, RenderStateElementKey as RenderStateDataKey, RenderTarget, RenderTargetBlendState, Renderer, ResourceManager, ReturnableObjectPool, RotationOverLifetimeModule, Scene, SceneManager, Script, SetDataOptions, Shader, ShaderData, ShaderFactory, ShaderLib, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, SizeOverLifetimeModule, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SphereColliderShape, SphereShape, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubMesh, SubPrimitive, SubShader, SunMode, SystemInfo, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureSheetAnimationModule, TextureUsage, TextureWrapMode, Time, TonemappingEffect, TonemappingMode, TrailMaterial, TrailRenderer, Transform, UnlitMaterial, Utils, VelocityOverLifetimeModule, VertexAttribute, VertexBufferBinding, VertexElement, VertexElementFormat, WrapMode, XRManager, _PostProcessManager, assignmentClone, deepClone, dependentComponents, ignoreClone, request, resourceLoader, shallowClone };
|
|
34247
|
+
export { AmbientLight, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationRectCurve, AnimationRefCurve, AnimationStringCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorLayerMask, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AssetPromise, AssetType, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, BasicRenderPipeline, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, BloomDownScaleMode, BloomEffect, BoolUpdateFlag, BoxColliderShape, BoxShape, Buffer, BufferBindFlag, BufferMesh, BufferUsage, BufferUtil, Burst, Camera, CameraClearFlags, CameraType, Canvas, CapsuleColliderShape, CharacterController, CircleShape, ClearableObjectPool, CloneManager, Collider, ColliderShape, ColliderShapeUpAxis, CollisionDetectionMode, ColorOverLifetimeModule, ColorSpace, ColorWriteMask, CompareFunction, Component, ConeEmitType, ConeShape, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, CurveKey, DataType, DependentMode, DepthState, DepthTextureMode, DiffuseMode, DirectLight, Downsampling, DynamicCollider, DynamicColliderConstraints, EmissionModule, Engine, EngineObject, Entity, EventDispatcher, FixedJoint, FogMode, Font, FontStyle, GLCapabilityType, GradientAlphaKey, GradientColorKey, HemisphereShape, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolationType, Joint, JointLimits, JointMotor, Keyframe, Keys, Layer, Light, Loader, Logger, MSAASamples, MainModule, Material, Mesh, MeshRenderer, MeshTopology, ModelMesh, OverflowMode, PBRBaseMaterial, PBRMaterial, PBRSpecularMaterial, ParticleCompositeCurve, ParticleCompositeGradient, ParticleCurve, ParticleCurveMode, ParticleGenerator, ParticleGradient, ParticleGradientMode, ParticleMaterial, ParticleRenderMode, ParticleRenderer, ParticleScaleMode, ParticleShapeArcMode, ParticleShapeType, ParticleSimulationSpace, ParticleStopMode, PhysicsMaterial, PhysicsMaterialCombineMode, PhysicsScene, PipelineStage, PlaneColliderShape, Platform, PointLight, Pointer, PointerButton, PointerPhase, Primitive, PrimitiveMesh, Probe, RasterState, ReferResource, RenderBufferDepthFormat, RenderFace, RenderQueue, RenderQueueType, RenderState, RenderStateElementKey as RenderStateDataKey, RenderTarget, RenderTargetBlendState, Renderer, ReplacementFailureStrategy, ResourceManager, ReturnableObjectPool, RotationOverLifetimeModule, Scene, SceneManager, Script, SetDataOptions, Shader, ShaderData, ShaderFactory, ShaderLib, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderPlatformTarget, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, SizeOverLifetimeModule, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SphereColliderShape, SphereShape, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubMesh, SubPrimitive, SubShader, SunMode, SystemInfo, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureSheetAnimationModule, TextureUsage, TextureWrapMode, Time, TonemappingEffect, TonemappingMode, TrailMaterial, TrailRenderer, Transform, UnlitMaterial, Utils, VelocityOverLifetimeModule, VertexAttribute, VertexBufferBinding, VertexElement, VertexElementFormat, WrapMode, XRManager, _PostProcessManager, assignmentClone, deepClone, dependentComponents, ignoreClone, request, resourceLoader, shallowClone };
|
|
34109
34248
|
//# sourceMappingURL=module.js.map
|