@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/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.3",
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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.3"
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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.3"
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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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@@ -254,22 +255,24 @@ export declare class Camera extends Component {
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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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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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@@ -21,11 +21,13 @@ export declare abstract class Light extends Component {
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shadowNormalBias: number;
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/** Near plane value to use for shadow frustums. */
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shadowNearPlane: number;
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-
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shadowStrength: number;
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private _shadowStrength;
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private _color;
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private _viewMat;
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private _inverseViewMat;
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/** Shadow intensity, the larger the value, the clearer and darker the shadow, range [0,1]. */
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get shadowStrength(): number;
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set shadowStrength(value: number);
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/**
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* Light Color.
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*/
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@@ -6,6 +6,11 @@ export declare class ShaderPass extends ShaderPart {
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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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export { RenderQueueType } from "./enums/RenderQueueType";
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export { ShaderPropertyType } from "./enums/ShaderPropertyType";
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export { StencilOperation } from "./enums/StencilOperation";
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export { ShaderPlatformTarget } from "./enums/ShaderPlatformTarget";
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export { Shader } from "./Shader";
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export { ShaderData } from "./ShaderData";
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export { ShaderMacro } from "./ShaderMacro";
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import { ShaderMacro } from "../shader/ShaderMacro";
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export declare class ShaderFactory {
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private static readonly _has300OutInFragReg;
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static parseCustomMacros(macros:
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static parseCustomMacros(macros: ShaderMacro[]): string;
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static registerInclude(includeName: string, includeSource: string): void;
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static unRegisterInclude(includeName: string): void;
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/**
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import { Color } from "@galacean/engine-math";
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import { Sprite, SpriteDrawMode, SpriteTileMode } from "../2d";
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import { UIRenderer } from "./UIRenderer";
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export declare class Image extends UIRenderer {
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private _color;
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private _sprite;
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private _drawMode;
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private _assembler;
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private _tileMode;
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private _tiledAdaptiveThreshold;
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/**
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* The draw mode of the sprite renderer.
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*/
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get drawMode(): SpriteDrawMode;
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set drawMode(value: SpriteDrawMode);
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/**
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* The tiling mode of the sprite renderer. (Only works in tiled mode.)
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*/
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get tileMode(): SpriteTileMode;
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set tileMode(value: SpriteTileMode);
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/**
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* Stretch Threshold in Tile Adaptive Mode, specified in normalized. (Only works in tiled adaptive mode.)
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*/
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get tiledAdaptiveThreshold(): number;
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set tiledAdaptiveThreshold(value: number);
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/**
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* The Sprite to render.
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*/
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get sprite(): Sprite;
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set sprite(value: Sprite | null);
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/**
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* Rendering color for the Sprite graphic.
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*/
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get color(): Color;
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set color(value: Color);
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protected _onDestroy(): void;
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private _onSpriteChange;
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}
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import { Vector2 } from "@galacean/engine-math";
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import { Camera } from "../Camera";
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import { Component } from "../Component";
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import { Entity } from "../Entity";
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import { RenderContext } from "../RenderPipeline/RenderContext";
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import { CanvasRenderMode } from "./enums/CanvasRenderMode";
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import { ResolutionAdaptationStrategy } from "./enums/ResolutionAdaptationStrategy";
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export declare class UICanvas extends Component {
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private _renderMode;
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private _renderCamera;
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private _resolutionAdaptationStrategy;
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private _sortOrder;
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private _distance;
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private _renderers;
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private _transform;
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private _uiTransform;
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private _referenceResolution;
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private _isRootCanvas;
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private _enableBlocked;
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private _parents;
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private _hierarchyDirty;
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get enableBlocked(): boolean;
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set enableBlocked(value: boolean);
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get referenceResolution(): Vector2;
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set referenceResolution(val: Vector2);
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get renderMode(): CanvasRenderMode;
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set renderMode(mode: CanvasRenderMode);
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get renderCamera(): Camera;
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set renderCamera(val: Camera);
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get resolutionAdaptationStrategy(): ResolutionAdaptationStrategy;
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set resolutionAdaptationStrategy(val: ResolutionAdaptationStrategy);
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get sortOrder(): number;
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set sortOrder(val: number);
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get distance(): number;
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set distance(val: number);
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constructor(entity: Entity);
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_prepareRender(context: RenderContext): void;
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private _adapterPoseInScreenSpace;
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private _adapterSizeInScreenSpace;
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private _walk;
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private _addCameraListener;
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private _removeCameraListener;
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private _onCameraPropertyListener;
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private _onCameraTransformListener;
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private _addCanvasListener;
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private _removeCanvasListener;
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private _onCanvasSizeListener;
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private _addParentListener;
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private _removeParentListener;
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private _onEntityListener;
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private _onParentListener;
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private _onReferenceResolutionChanged;
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private _checkIsRootCanvas;
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private _setIsRootCanvas;
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}
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import { BoundingBox, Vector4 } from "@galacean/engine-math";
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import { Renderer } from "../Renderer";
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import { UITransform, UITransformModifyFlags } from "./UITransform";
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export declare class UIRenderer extends Renderer {
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protected _uiTransform: UITransform;
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protected _localBounds: BoundingBox;
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protected _rayCastTarget: boolean;
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protected _rayCastPadding: Vector4;
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get rayCastTarget(): boolean;
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set rayCastTarget(value: boolean);
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get rayCastPadding(): Vector4;
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set rayCastPadding(value: Vector4);
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protected _onUITransformChanged(flag: UITransformModifyFlags): void;
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}
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import { Vector2 } from "@galacean/engine-math";
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import { Component } from "../Component";
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import { Entity } from "../Entity";
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export declare class UITransform extends Component {
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private _rect;
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private _pivot;
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get rect(): Vector2;
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set rect(val: Vector2);
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get pivot(): Vector2;
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set pivot(val: Vector2);
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constructor(entity: Entity);
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private _onRectChange;
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private _onPivotChange;
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}
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export declare enum UITransformModifyFlags {
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/** Rect. */
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Rect = 1,
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/** Pivot. */
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Pivot = 2
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}
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export { CanvasRenderMode } from "./enums/CanvasRenderMode";
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export { ResolutionAdaptationStrategy } from "./enums/ResolutionAdaptationStrategy";
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export { UICanvas } from "./UICanvas";
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export { UIRenderer } from "./UIRenderer";
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export { Image } from "./Image";
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export { UITransform } from "./UITransform";
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package/types/Deprecated.d.ts
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/**
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* @deprecated Please use `PixelFormat` instead.
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* Defines various pixel formats.
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*/
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export declare enum TextureFormat {
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/** RGB format, 8 bits per channel. */
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R8G8B8 = 0,
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/** RGBA format, 8 bits per channel. */
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R8G8B8A8 = 1,
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/** RGBA format, 4 bits per channel. */
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R4G4B4A4 = 2,
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/** RGBA format, 5 bits in R channel, 5 bits in G channel, 5 bits in B channel, 1 bit in A channel. */
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R5G5B5A1 = 3,
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/** RGB format, 5 bits in R channel, 6 bits in G channel, 5 bits in B channel. */
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R5G6B5 = 4,
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/** Transparent format, 8 bits. */
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Alpha8 = 5,
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/** Luminance/alpha in RGB channel, alpha in A channel. */
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LuminanceAlpha = 6,
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/** RGBA format, 16 bits per channel. */
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R16G16B16A16 = 7,
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/** RGBA format, 32 bits per channel. */
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-
R32G32B32A32 = 8,
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24
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/** RGB compressed format, 4 bits per pixel. */
|
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25
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BC1 = 9,
|
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26
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/** RGBA compressed format, 8 bits per pixel. */
|
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27
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BC3 = 10,
|
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28
|
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/** RGB(A) compressed format, 128 bits per 4x4 pixel block. */
|
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29
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BC7 = 11,
|
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30
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/** RGB compressed format, 4 bits per pixel. */
|
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31
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ETC1_RGB = 12,
|
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32
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/** RGB compressed format, 4 bits per pixel. */
|
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33
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ETC2_RGB = 13,
|
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34
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/** RGBA compressed format, 5 bits per pixel, 4 bit in RGB, 1 bit in A. */
|
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35
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ETC2_RGBA5 = 14,
|
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36
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/** RGB compressed format, 8 bits per pixel. */
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37
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ETC2_RGBA8 = 15,
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38
|
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/** RGB compressed format, 2 bits per pixel. */
|
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39
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PVRTC_RGB2 = 16,
|
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40
|
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/** RGBA compressed format, 2 bits per pixel. */
|
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41
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PVRTC_RGBA2 = 17,
|
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42
|
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/** RGB compressed format, 4 bits per pixel. */
|
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43
|
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PVRTC_RGB4 = 18,
|
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44
|
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/** RGBA compressed format, 4 bits per pixel. */
|
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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. */
|
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49
|
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ASTC_5x5 = 21,
|
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50
|
-
/** RGB(A) compressed format, 128 bits per 6x6 pixel block. */
|
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51
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ASTC_6x6 = 22,
|
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52
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-
/** RGB(A) compressed format, 128 bits per 8x8 pixel block. */
|
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53
|
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ASTC_8x8 = 23,
|
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54
|
-
/** RGB(A) compressed format, 128 bits per 10x10 pixel block. */
|
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55
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ASTC_10x10 = 24,
|
|
56
|
-
/** RGB(A) compressed format, 128 bits per 12x12 pixel block. */
|
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57
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ASTC_12x12 = 25,
|
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58
|
-
/** Automatic depth format, engine will automatically select the supported precision. */
|
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59
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Depth = 26,
|
|
60
|
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/** Render to stencil buffer. */
|
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61
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Stencil = 27,
|
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62
|
-
/** Automatic depth stencil format, engine will automatically select the supported precision. */
|
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63
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DepthStencil = 28,
|
|
64
|
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/** 16-bit depth format. */
|
|
65
|
-
Depth16 = 29,
|
|
66
|
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/** 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 +0,0 @@
|
|
|
1
|
-
export {};
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
export {};
|
|
@@ -1,13 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* This enum describes what should be done on the render target when the GPU is done rendering into it.
|
|
3
|
-
*/
|
|
4
|
-
export declare enum RenderBufferStoreAction {
|
|
5
|
-
/**
|
|
6
|
-
* Do nothing after rendering.
|
|
7
|
-
*/
|
|
8
|
-
DontCare = 0,
|
|
9
|
-
/**
|
|
10
|
-
* Blit the MSAA render target after rendering.
|
|
11
|
-
*/
|
|
12
|
-
BlitMSAA = 1
|
|
13
|
-
}
|
|
@@ -1,13 +0,0 @@
|
|
|
1
|
-
import { RenderContext } from "../RenderPipeline/RenderContext";
|
|
2
|
-
import { RenderTarget, Texture2D } from "../texture";
|
|
3
|
-
export declare abstract class PostProcessEffect {
|
|
4
|
-
readonly engine: any;
|
|
5
|
-
private _enabled;
|
|
6
|
-
/**
|
|
7
|
-
* Indicates whether the post process effect is enabled.
|
|
8
|
-
*/
|
|
9
|
-
get enabled(): boolean;
|
|
10
|
-
set enabled(value: boolean);
|
|
11
|
-
constructor(engine: any);
|
|
12
|
-
abstract onRender(context: RenderContext, srcTexture: Texture2D, destRenderTarget: RenderTarget): void;
|
|
13
|
-
}
|
|
@@ -1,55 +0,0 @@
|
|
|
1
|
-
import { Engine } from "../Engine";
|
|
2
|
-
import { PipelinePass } from "../RenderPipeline/PipelinePass";
|
|
3
|
-
import { RenderContext } from "../RenderPipeline/RenderContext";
|
|
4
|
-
import { PostProcessEffect } from "./PostProcessEffect";
|
|
5
|
-
export declare class PostProcessPass extends PipelinePass {
|
|
6
|
-
private _isActive;
|
|
7
|
-
private _effects;
|
|
8
|
-
/** The name of pass. */
|
|
9
|
-
name: string;
|
|
10
|
-
/**
|
|
11
|
-
* Whether to activate current post process.
|
|
12
|
-
*/
|
|
13
|
-
get isActive(): boolean;
|
|
14
|
-
set isActive(value: boolean);
|
|
15
|
-
/**
|
|
16
|
-
* Get the post process effect list.
|
|
17
|
-
*/
|
|
18
|
-
get effects(): ReadonlyArray<PostProcessEffect>;
|
|
19
|
-
/**
|
|
20
|
-
* Create a post process pass.
|
|
21
|
-
* @param engine - The engine the pass belongs to
|
|
22
|
-
* @param name - The pass name if need
|
|
23
|
-
*/
|
|
24
|
-
constructor(engine: Engine, name?: string);
|
|
25
|
-
onRender(context: RenderContext): void;
|
|
26
|
-
/**
|
|
27
|
-
* Get post process effect which match the type.
|
|
28
|
-
* @param type - The type of the post process effect
|
|
29
|
-
* @returns The first post process effect which match type
|
|
30
|
-
*/
|
|
31
|
-
getEffect(type: typeof PostProcessEffect): PostProcessEffect | null;
|
|
32
|
-
/**
|
|
33
|
-
* Get post process effects which match the type.
|
|
34
|
-
* @param type - The type of the post process effect
|
|
35
|
-
* @param results - The effects which match type
|
|
36
|
-
* @returns The effects which match type
|
|
37
|
-
*/
|
|
38
|
-
getEffects(type: typeof PostProcessEffect, results: PostProcessEffect[]): PostProcessEffect[];
|
|
39
|
-
/**
|
|
40
|
-
* Add post process effect.
|
|
41
|
-
* @param effect - The post process effect want to be added
|
|
42
|
-
*/
|
|
43
|
-
addEffect(effect: PostProcessEffect): void;
|
|
44
|
-
/**
|
|
45
|
-
* Add post process at specified index.
|
|
46
|
-
* @param indexOrEffect - Specified index
|
|
47
|
-
* @param effect - The post process effect want to be added
|
|
48
|
-
*/
|
|
49
|
-
addEffect(index: number, effect: PostProcessEffect): void;
|
|
50
|
-
/**
|
|
51
|
-
* Remove post process effect.
|
|
52
|
-
* @param effect - The post process effect want to be removed
|
|
53
|
-
*/
|
|
54
|
-
removeEffect(effect: PostProcessEffect): void;
|
|
55
|
-
}
|
|
@@ -1,73 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* Defines various pixel formats.
|
|
3
|
-
*/
|
|
4
|
-
export declare enum PixelFormat {
|
|
5
|
-
/** RGB format, 8 bits per channel. */
|
|
6
|
-
R8G8B8 = 0,
|
|
7
|
-
/** RGBA format, 8 bits per channel. */
|
|
8
|
-
R8G8B8A8 = 1,
|
|
9
|
-
/** RGBA format, 4 bits per channel. */
|
|
10
|
-
R4G4B4A4 = 2,
|
|
11
|
-
/** RGBA format, 5 bits in R channel, 5 bits in G channel, 5 bits in B channel, 1 bit in A channel. */
|
|
12
|
-
R5G5B5A1 = 3,
|
|
13
|
-
/** RGB format, 5 bits in R channel, 6 bits in G channel, 5 bits in B channel. */
|
|
14
|
-
R5G6B5 = 4,
|
|
15
|
-
/** Transparent format, 8 bits. */
|
|
16
|
-
Alpha8 = 5,
|
|
17
|
-
/** Luminance/alpha in RGB channel, alpha in A channel. */
|
|
18
|
-
LuminanceAlpha = 6,
|
|
19
|
-
/** RGBA format, 16 bits per channel. */
|
|
20
|
-
R16G16B16A16 = 7,
|
|
21
|
-
/** RGBA format, 32 bits per channel. */
|
|
22
|
-
R32G32B32A32 = 8,
|
|
23
|
-
/** RGB compressed format, 4 bits per pixel. */
|
|
24
|
-
BC1 = 9,
|
|
25
|
-
/** RGBA compressed format, 8 bits per pixel. */
|
|
26
|
-
BC3 = 10,
|
|
27
|
-
/** RGB(A) compressed format, 128 bits per 4x4 pixel block. */
|
|
28
|
-
BC7 = 11,
|
|
29
|
-
/** RGB compressed format, 4 bits per pixel. */
|
|
30
|
-
ETC1_RGB = 12,
|
|
31
|
-
/** RGB compressed format, 4 bits per pixel. */
|
|
32
|
-
ETC2_RGB = 13,
|
|
33
|
-
/** RGBA compressed format, 5 bits per pixel, 4 bit in RGB, 1 bit in A. */
|
|
34
|
-
ETC2_RGBA5 = 14,
|
|
35
|
-
/** RGB compressed format, 8 bits per pixel. */
|
|
36
|
-
ETC2_RGBA8 = 15,
|
|
37
|
-
/** RGB compressed format, 2 bits per pixel. */
|
|
38
|
-
PVRTC_RGB2 = 16,
|
|
39
|
-
/** RGBA compressed format, 2 bits per pixel. */
|
|
40
|
-
PVRTC_RGBA2 = 17,
|
|
41
|
-
/** RGB compressed format, 4 bits per pixel. */
|
|
42
|
-
PVRTC_RGB4 = 18,
|
|
43
|
-
/** RGBA compressed format, 4 bits per pixel. */
|
|
44
|
-
PVRTC_RGBA4 = 19,
|
|
45
|
-
/** RGB(A) compressed format, 128 bits per 4x4 pixel block. */
|
|
46
|
-
ASTC_4x4 = 20,
|
|
47
|
-
/** RGB(A) compressed format, 128 bits per 5x5 pixel block. */
|
|
48
|
-
ASTC_5x5 = 21,
|
|
49
|
-
/** RGB(A) compressed format, 128 bits per 6x6 pixel block. */
|
|
50
|
-
ASTC_6x6 = 22,
|
|
51
|
-
/** RGB(A) compressed format, 128 bits per 8x8 pixel block. */
|
|
52
|
-
ASTC_8x8 = 23,
|
|
53
|
-
/** RGB(A) compressed format, 128 bits per 10x10 pixel block. */
|
|
54
|
-
ASTC_10x10 = 24,
|
|
55
|
-
/** RGB(A) compressed format, 128 bits per 12x12 pixel block. */
|
|
56
|
-
ASTC_12x12 = 25,
|
|
57
|
-
/** Automatic depth format, engine will automatically select the supported precision. */
|
|
58
|
-
Depth = 26,
|
|
59
|
-
/** Render to stencil buffer. */
|
|
60
|
-
Stencil = 27,
|
|
61
|
-
/** Automatic depth stencil format, engine will automatically select the supported precision. */
|
|
62
|
-
DepthStencil = 28,
|
|
63
|
-
/** 16-bit depth format. */
|
|
64
|
-
Depth16 = 29,
|
|
65
|
-
/** 24-bit depth format. */
|
|
66
|
-
Depth24 = 30,
|
|
67
|
-
/** 32-bit depth format. */
|
|
68
|
-
Depth32 = 31,
|
|
69
|
-
/** 16-bit depth + 8-bit stencil format. */
|
|
70
|
-
Depth24Stencil8 = 32,
|
|
71
|
-
/** 32-bit depth + 8-bit stencil format. */
|
|
72
|
-
Depth32Stencil8 = 33
|
|
73
|
-
}
|