@galacean/engine 2.0.0-alpha.18 → 2.0.0-alpha.19
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/browser.js +121 -125
- package/dist/browser.js.map +1 -1
- package/dist/browser.min.js +1 -1
- package/dist/browser.min.js.map +1 -1
- package/dist/bundled.module.js +121 -125
- package/dist/bundled.module.js.map +1 -1
- package/dist/bundled.module.min.js +1 -1
- package/dist/bundled.module.min.js.map +1 -1
- package/dist/main.js +1 -1
- package/dist/module.js +1 -1
- package/package.json +5 -5
package/dist/bundled.module.js
CHANGED
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@@ -17940,118 +17940,13 @@ __decorate$1([
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17940
17940
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this._fixedTimeStep = 1 / 60;
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17941
17941
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this._colliders = new DisorderedArray();
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17942
17942
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this._gravity = new Vector3(0, -9.81, 0);
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17943
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-
this._onContactEnter = function(nativeCollision) {
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17944
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-
var physicalObjectsMap = Engine._physicalObjectsMap;
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17945
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-
var shape0Id = nativeCollision.shape0Id, shape1Id = nativeCollision.shape1Id;
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17946
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-
var shape1 = physicalObjectsMap[shape0Id];
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17947
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-
var shape2 = physicalObjectsMap[shape1Id];
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17948
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-
var collision = PhysicsScene._collision;
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17949
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-
collision._nativeCollision = nativeCollision;
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17950
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-
shape1.collider.entity._scripts.forEach(function(element) {
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17951
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-
collision.shape = shape2;
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17952
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-
element.onCollisionEnter(collision);
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17953
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-
}, function(element, index) {
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17954
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-
element._entityScriptsIndex = index;
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17955
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-
});
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17956
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-
shape2.collider.entity._scripts.forEach(function(element) {
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17957
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-
collision.shape = shape1;
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17958
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element.onCollisionEnter(collision);
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17959
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-
}, function(element, index) {
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17960
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-
element._entityScriptsIndex = index;
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17961
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-
});
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17962
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-
};
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17963
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-
this._onContactExit = function(nativeCollision) {
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17964
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-
var physicalObjectsMap = Engine._physicalObjectsMap;
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17965
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var shape0Id = nativeCollision.shape0Id, shape1Id = nativeCollision.shape1Id;
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17966
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-
var shape1 = physicalObjectsMap[shape0Id];
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17967
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-
var shape2 = physicalObjectsMap[shape1Id];
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17968
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var collision = PhysicsScene._collision;
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17969
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collision._nativeCollision = nativeCollision;
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17970
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-
shape1.collider.entity._scripts.forEach(function(element) {
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17971
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collision.shape = shape2;
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17972
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element.onCollisionExit(collision);
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17973
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}, function(element, index) {
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17974
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element._entityScriptsIndex = index;
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17975
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-
});
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17976
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-
shape2.collider.entity._scripts.forEach(function(element) {
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17977
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collision.shape = shape1;
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17978
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-
element.onCollisionExit(collision);
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17979
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-
}, function(element, index) {
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17980
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-
element._entityScriptsIndex = index;
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17981
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-
});
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17982
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-
};
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17983
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-
this._onContactStay = function(nativeCollision) {
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17984
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var physicalObjectsMap = Engine._physicalObjectsMap;
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17985
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-
var shape0Id = nativeCollision.shape0Id, shape1Id = nativeCollision.shape1Id;
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17986
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var shape1 = physicalObjectsMap[shape0Id];
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17987
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-
var shape2 = physicalObjectsMap[shape1Id];
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17988
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-
var collision = PhysicsScene._collision;
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17989
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-
collision._nativeCollision = nativeCollision;
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17990
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-
shape1.collider.entity._scripts.forEach(function(element) {
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17991
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-
collision.shape = shape2;
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17992
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-
element.onCollisionStay(collision);
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17993
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-
}, function(element, index) {
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17994
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-
element._entityScriptsIndex = index;
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17995
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-
});
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17996
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-
shape2.collider.entity._scripts.forEach(function(element) {
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17997
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-
collision.shape = shape1;
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17998
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-
element.onCollisionStay(collision);
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17999
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-
}, function(element, index) {
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18000
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-
element._entityScriptsIndex = index;
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18001
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-
});
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18002
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-
};
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18003
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-
this._onTriggerEnter = function(obj1, obj2) {
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18004
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-
var physicalObjectsMap = Engine._physicalObjectsMap;
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18005
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-
var shape1 = physicalObjectsMap[obj1];
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18006
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-
var shape2 = physicalObjectsMap[obj2];
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18007
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-
shape1.collider.entity._scripts.forEach(function(element) {
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18008
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element.onTriggerEnter(shape2);
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18009
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-
}, function(element, index) {
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18010
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-
element._entityScriptsIndex = index;
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18011
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-
});
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18012
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-
shape2.collider.entity._scripts.forEach(function(element) {
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18013
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element.onTriggerEnter(shape1);
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18014
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-
}, function(element, index) {
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18015
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-
element._entityScriptsIndex = index;
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18016
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-
});
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18017
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-
};
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18018
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-
this._onTriggerExit = function(obj1, obj2) {
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18019
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-
var physicalObjectsMap = Engine._physicalObjectsMap;
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18020
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-
var shape1 = physicalObjectsMap[obj1];
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18021
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-
var shape2 = physicalObjectsMap[obj2];
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18022
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-
shape1.collider.entity._scripts.forEach(function(element) {
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18023
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-
element.onTriggerExit(shape2);
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18024
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-
}, function(element, index) {
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18025
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-
element._entityScriptsIndex = index;
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18026
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-
});
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18027
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-
shape2.collider.entity._scripts.forEach(function(element) {
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18028
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-
element.onTriggerExit(shape1);
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18029
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-
}, function(element, index) {
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18030
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-
element._entityScriptsIndex = index;
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18031
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-
});
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18032
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-
};
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18033
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-
this._onTriggerStay = function(obj1, obj2) {
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18034
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-
var physicalObjectsMap = Engine._physicalObjectsMap;
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18035
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-
var shape1 = physicalObjectsMap[obj1];
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18036
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-
var shape2 = physicalObjectsMap[obj2];
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18037
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-
shape1.collider.entity._scripts.forEach(function(element) {
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18038
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-
element.onTriggerStay(shape2);
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18039
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-
}, function(element, index) {
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18040
|
-
element._entityScriptsIndex = index;
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18041
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-
});
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18042
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-
shape2.collider.entity._scripts.forEach(function(element) {
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18043
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-
element.onTriggerStay(shape1);
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18044
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-
}, function(element, index) {
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18045
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-
element._entityScriptsIndex = index;
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18046
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-
});
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18047
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-
};
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18048
17943
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this._scene = scene;
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18049
17944
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this._setGravity = this._setGravity.bind(this);
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18050
17945
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//@ts-ignore
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18051
17946
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this._gravity._onValueChanged = this._setGravity;
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18052
17947
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var engine = scene.engine;
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18053
17948
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if (engine._physicsInitialized) {
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18054
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-
this._nativePhysicsScene = Engine._nativePhysics.createPhysicsScene(engine._nativePhysicsManager
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17949
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+
this._nativePhysicsScene = Engine._nativePhysics.createPhysicsScene(engine._nativePhysicsManager);
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18055
17950
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}
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18056
17951
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}
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18057
17952
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var _proto = PhysicsScene.prototype;
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@@ -18263,6 +18158,7 @@ __decorate$1([
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18263
18158
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this._callColliderOnUpdate();
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18264
18159
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nativePhysicsManager.update(fixedTimeStep);
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18265
18160
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this._callColliderOnLateUpdate();
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18161
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+
this._dispatchEvents(nativePhysicsManager.updateEvents());
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18266
18162
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}
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18267
18163
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};
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18268
18164
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/**
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@@ -18326,7 +18222,9 @@ __decorate$1([
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18326
18222
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/**
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18327
18223
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* @internal
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18328
18224
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*/ _proto._gc = function _gc() {
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18225
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+
var _this__nativePhysicsScene;
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18329
18226
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this._colliders.garbageCollection();
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18227
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+
(_this__nativePhysicsScene = this._nativePhysicsScene) == null ? void 0 : _this__nativePhysicsScene.gc();
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18330
18228
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};
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18331
18229
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/**
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18332
18230
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* @internal
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@@ -18334,6 +18232,92 @@ __decorate$1([
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18334
18232
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var _this__nativePhysicsScene;
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18335
18233
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(_this__nativePhysicsScene = this._nativePhysicsScene) == null ? void 0 : _this__nativePhysicsScene.destroy();
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18336
18234
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};
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18235
|
+
_proto._dispatchEvents = function _dispatchEvents(events) {
|
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18236
|
+
var _loop = function _loop(i, n) {
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18237
|
+
var _shape1_collider, _shape2_collider;
|
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18238
|
+
var event = contactEvents[i];
|
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18239
|
+
var shape1 = physicalObjectsMap[event.shape0Id];
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18240
|
+
var shape2 = physicalObjectsMap[event.shape1Id];
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18241
|
+
// entity.destroy() is deferred, so shapes/colliders stay valid through the dispatch loop
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18242
|
+
// This guard covers synchronous removeShape()/clearShapes() which sets shape._collider = null
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18243
|
+
if (!(shape1 == null ? void 0 : (_shape1_collider = shape1.collider) == null ? void 0 : _shape1_collider.entity) || !(shape2 == null ? void 0 : (_shape2_collider = shape2.collider) == null ? void 0 : _shape2_collider.entity)) return "continue";
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18244
|
+
collision._nativeCollision = event;
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18245
|
+
switch(event.state){
|
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18246
|
+
case 0:
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18247
|
+
shape1.collider.entity._scripts.forEach(function(element) {
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18248
|
+
collision.shape = shape2;
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18249
|
+
element.onCollisionEnter(collision);
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18250
|
+
}, scriptIndexSetter);
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18251
|
+
shape2.collider.entity._scripts.forEach(function(element) {
|
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18252
|
+
collision.shape = shape1;
|
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18253
|
+
element.onCollisionEnter(collision);
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18254
|
+
}, scriptIndexSetter);
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18255
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+
break;
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18256
|
+
case 1:
|
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18257
|
+
shape1.collider.entity._scripts.forEach(function(element) {
|
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18258
|
+
collision.shape = shape2;
|
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18259
|
+
element.onCollisionStay(collision);
|
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18260
|
+
}, scriptIndexSetter);
|
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18261
|
+
shape2.collider.entity._scripts.forEach(function(element) {
|
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18262
|
+
collision.shape = shape1;
|
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18263
|
+
element.onCollisionStay(collision);
|
|
18264
|
+
}, scriptIndexSetter);
|
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18265
|
+
break;
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18266
|
+
case 2:
|
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18267
|
+
shape1.collider.entity._scripts.forEach(function(element) {
|
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18268
|
+
collision.shape = shape2;
|
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18269
|
+
element.onCollisionExit(collision);
|
|
18270
|
+
}, scriptIndexSetter);
|
|
18271
|
+
shape2.collider.entity._scripts.forEach(function(element) {
|
|
18272
|
+
collision.shape = shape1;
|
|
18273
|
+
element.onCollisionExit(collision);
|
|
18274
|
+
}, scriptIndexSetter);
|
|
18275
|
+
break;
|
|
18276
|
+
}
|
|
18277
|
+
}, _loop1 = function _loop1(i1, n1) {
|
|
18278
|
+
var _shape1_collider, _shape2_collider;
|
|
18279
|
+
var event = triggerEvents[i1];
|
|
18280
|
+
var shape1 = physicalObjectsMap[event.index1];
|
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18281
|
+
var shape2 = physicalObjectsMap[event.index2];
|
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18282
|
+
// entity.destroy() is deferred, so shapes/colliders stay valid through the dispatch loop
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18283
|
+
// This guard covers synchronous removeShape()/clearShapes() which sets shape._collider = null
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|
18284
|
+
if (!(shape1 == null ? void 0 : (_shape1_collider = shape1.collider) == null ? void 0 : _shape1_collider.entity) || !(shape2 == null ? void 0 : (_shape2_collider = shape2.collider) == null ? void 0 : _shape2_collider.entity)) return "continue";
|
|
18285
|
+
switch(event.dispatchState){
|
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18286
|
+
case 0:
|
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18287
|
+
shape1.collider.entity._scripts.forEach(function(element) {
|
|
18288
|
+
element.onTriggerEnter(shape2);
|
|
18289
|
+
}, scriptIndexSetter);
|
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18290
|
+
shape2.collider.entity._scripts.forEach(function(element) {
|
|
18291
|
+
element.onTriggerEnter(shape1);
|
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18292
|
+
}, scriptIndexSetter);
|
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18293
|
+
break;
|
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18294
|
+
case 1:
|
|
18295
|
+
shape1.collider.entity._scripts.forEach(function(element) {
|
|
18296
|
+
element.onTriggerStay(shape2);
|
|
18297
|
+
}, scriptIndexSetter);
|
|
18298
|
+
shape2.collider.entity._scripts.forEach(function(element) {
|
|
18299
|
+
element.onTriggerStay(shape1);
|
|
18300
|
+
}, scriptIndexSetter);
|
|
18301
|
+
break;
|
|
18302
|
+
case 2:
|
|
18303
|
+
shape1.collider.entity._scripts.forEach(function(element) {
|
|
18304
|
+
element.onTriggerExit(shape2);
|
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18305
|
+
}, scriptIndexSetter);
|
|
18306
|
+
shape2.collider.entity._scripts.forEach(function(element) {
|
|
18307
|
+
element.onTriggerExit(shape1);
|
|
18308
|
+
}, scriptIndexSetter);
|
|
18309
|
+
break;
|
|
18310
|
+
}
|
|
18311
|
+
};
|
|
18312
|
+
var physicalObjectsMap = Engine._physicalObjectsMap;
|
|
18313
|
+
var collision = PhysicsScene._collision;
|
|
18314
|
+
var scriptIndexSetter = PhysicsScene._scriptIndexSetter;
|
|
18315
|
+
var contactEvents = events.contactEvents, contactEventCount = events.contactEventCount, triggerEvents = events.triggerEvents;
|
|
18316
|
+
// Dispatch contact events
|
|
18317
|
+
for(var i = 0, n = contactEventCount; i < n; i++)_loop(i);
|
|
18318
|
+
// Dispatch trigger events
|
|
18319
|
+
for(var i1 = 0, n1 = triggerEvents.length; i1 < n1; i1++)_loop1(i1);
|
|
18320
|
+
};
|
|
18337
18321
|
_proto._setGravity = function _setGravity() {
|
|
18338
18322
|
this._nativePhysicsScene.setGravity(this._gravity);
|
|
18339
18323
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};
|
|
@@ -18393,6 +18377,9 @@ __decorate$1([
|
|
|
18393
18377
|
}();
|
|
18394
18378
|
PhysicsScene._collision = new Collision();
|
|
18395
18379
|
PhysicsScene._identityQuaternion = new Quaternion(0, 0, 0, 1);
|
|
18380
|
+
PhysicsScene._scriptIndexSetter = function(element, index) {
|
|
18381
|
+
element._entityScriptsIndex = index;
|
|
18382
|
+
};
|
|
18396
18383
|
/**
|
|
18397
18384
|
* A static collider component that will not move.
|
|
18398
18385
|
* @remarks Mostly used for object which always stays at the same place and never moves around.
|
|
@@ -31826,6 +31813,11 @@ ShaderPool.init();
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|
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31826
31813
|
this._textSubRenderElementPool.garbageCollection();
|
|
31827
31814
|
this._renderElementPool.garbageCollection();
|
|
31828
31815
|
this._renderContext.garbageCollection();
|
|
31816
|
+
var scenes = this._sceneManager._scenes.getLoopArray();
|
|
31817
|
+
for(var i = 0, n = scenes.length; i < n; i++){
|
|
31818
|
+
var _scenes_i_physics, _scenes_i;
|
|
31819
|
+
(_scenes_i = scenes[i]) == null ? void 0 : (_scenes_i_physics = _scenes_i.physics) == null ? void 0 : _scenes_i_physics._gc();
|
|
31820
|
+
}
|
|
31829
31821
|
};
|
|
31830
31822
|
_create_class$2(Engine, [
|
|
31831
31823
|
{
|
|
@@ -45844,7 +45836,9 @@ var GLBuffer = /*#__PURE__*/ function() {
|
|
|
45844
45836
|
_proto._bindMainFBO = function _bindMainFBO() {
|
|
45845
45837
|
var gl = this._gl;
|
|
45846
45838
|
var isWebGL2 = this._isWebGL2;
|
|
45847
|
-
/** @ts-ignore */ var _this__target = this._target, _depth = _this__target._depth, colorTextureCount = _this__target.colorTextureCount
|
|
45839
|
+
/** @ts-ignore */ var _this__target = this._target, _depth = _this__target._depth, colorTextureCount = _this__target.colorTextureCount;
|
|
45840
|
+
_this__target.width;
|
|
45841
|
+
_this__target.height;
|
|
45848
45842
|
var drawBuffers = new Array(colorTextureCount);
|
|
45849
45843
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this._frameBuffer);
|
|
45850
45844
|
/** color render buffer */ for(var i = 0; i < colorTextureCount; i++){
|
|
@@ -45866,11 +45860,7 @@ var GLBuffer = /*#__PURE__*/ function() {
|
|
|
45866
45860
|
gl.framebufferTexture2D(gl.FRAMEBUFFER, platformTexture._formatDetail.attachment, gl.TEXTURE_2D, platformTexture._glTexture, 0);
|
|
45867
45861
|
} else if (this._target.antiAliasing <= 1) {
|
|
45868
45862
|
var _GLTexture__getRenderBufferDepthFormatDetail = GLTexture._getRenderBufferDepthFormatDetail(_depth, gl, isWebGL2), internalFormat = _GLTexture__getRenderBufferDepthFormatDetail.internalFormat, attachment1 = _GLTexture__getRenderBufferDepthFormatDetail.attachment;
|
|
45869
|
-
|
|
45870
|
-
this._depthRenderBuffer = depthRenderBuffer;
|
|
45871
|
-
gl.bindRenderbuffer(gl.RENDERBUFFER, depthRenderBuffer);
|
|
45872
|
-
gl.renderbufferStorage(gl.RENDERBUFFER, internalFormat, width, height);
|
|
45873
|
-
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment1, gl.RENDERBUFFER, depthRenderBuffer);
|
|
45863
|
+
this._depthRenderBuffer = this._createRenderBuffer(internalFormat, attachment1);
|
|
45874
45864
|
}
|
|
45875
45865
|
}
|
|
45876
45866
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
|
@@ -45879,32 +45869,38 @@ var GLBuffer = /*#__PURE__*/ function() {
|
|
|
45879
45869
|
_proto._bindMSAAFBO = function _bindMSAAFBO() {
|
|
45880
45870
|
var gl = this._gl;
|
|
45881
45871
|
var isWebGL2 = this._isWebGL2;
|
|
45882
|
-
var
|
|
45883
|
-
/** @ts-ignore */ var _this__target = this._target, _depth = _this__target._depth, colorTextureCount = _this__target.colorTextureCount, antiAliasing = _this__target.antiAliasing, width = _this__target.width, height = _this__target.height;
|
|
45872
|
+
/** @ts-ignore */ var _this__target = this._target, _depth = _this__target._depth, colorTextureCount = _this__target.colorTextureCount;
|
|
45884
45873
|
this._blitDrawBuffers = new Array(colorTextureCount);
|
|
45885
|
-
this._MSAADepthRenderBuffer = MSAADepthRenderBuffer;
|
|
45886
45874
|
gl.bindFramebuffer(gl.FRAMEBUFFER, this._MSAAFrameBuffer);
|
|
45887
45875
|
// prepare MRT+MSAA color RBOs
|
|
45888
45876
|
for(var i = 0; i < colorTextureCount; i++){
|
|
45889
|
-
var MSAAColorRenderBuffer = gl.createRenderbuffer();
|
|
45890
|
-
this._MSAAColorRenderBuffers[i] = MSAAColorRenderBuffer;
|
|
45891
45877
|
this._blitDrawBuffers[i] = gl.NONE;
|
|
45892
|
-
|
|
45893
|
-
|
|
45894
|
-
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, gl.RENDERBUFFER, MSAAColorRenderBuffer);
|
|
45878
|
+
var internalFormat = /** @ts-ignore */ this._target.getColorTexture(i)._platformTexture._formatDetail.internalFormat;
|
|
45879
|
+
this._MSAAColorRenderBuffers[i] = this._createRenderBuffer(internalFormat, gl.COLOR_ATTACHMENT0 + i);
|
|
45895
45880
|
}
|
|
45896
45881
|
gl.drawBuffers(this._oriDrawBuffers);
|
|
45897
45882
|
// prepare MSAA depth RBO
|
|
45898
45883
|
if (_depth !== null) {
|
|
45899
|
-
var _ref = _instanceof1$1(_depth, Texture) ? /** @ts-ignore */ _depth._platformTexture._formatDetail : GLTexture._getRenderBufferDepthFormatDetail(_depth, gl, isWebGL2),
|
|
45900
|
-
|
|
45901
|
-
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, antiAliasing, internalFormat, width, height);
|
|
45902
|
-
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, MSAADepthRenderBuffer);
|
|
45884
|
+
var _ref = _instanceof1$1(_depth, Texture) ? /** @ts-ignore */ _depth._platformTexture._formatDetail : GLTexture._getRenderBufferDepthFormatDetail(_depth, gl, isWebGL2), internalFormat1 = _ref.internalFormat, attachment = _ref.attachment;
|
|
45885
|
+
this._MSAADepthRenderBuffer = this._createRenderBuffer(internalFormat1, attachment);
|
|
45903
45886
|
}
|
|
45904
45887
|
this._checkFrameBuffer();
|
|
45905
45888
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
|
45906
45889
|
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
|
|
45907
45890
|
};
|
|
45891
|
+
_proto._createRenderBuffer = function _createRenderBuffer(internalFormat, attachment) {
|
|
45892
|
+
var gl = this._gl;
|
|
45893
|
+
var _this__target = this._target, width = _this__target.width, height = _this__target.height, antiAliasing = _this__target.antiAliasing;
|
|
45894
|
+
var renderBuffer = gl.createRenderbuffer();
|
|
45895
|
+
gl.bindRenderbuffer(gl.RENDERBUFFER, renderBuffer);
|
|
45896
|
+
if (antiAliasing > 1) {
|
|
45897
|
+
gl.renderbufferStorageMultisample(gl.RENDERBUFFER, antiAliasing, internalFormat, width, height);
|
|
45898
|
+
} else {
|
|
45899
|
+
gl.renderbufferStorage(gl.RENDERBUFFER, internalFormat, width, height);
|
|
45900
|
+
}
|
|
45901
|
+
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, renderBuffer);
|
|
45902
|
+
return renderBuffer;
|
|
45903
|
+
};
|
|
45908
45904
|
_proto._checkFrameBuffer = function _checkFrameBuffer() {
|
|
45909
45905
|
var gl = this._gl;
|
|
45910
45906
|
var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
|
|
@@ -54053,7 +54049,7 @@ EXT_texture_webp = __decorate([
|
|
|
54053
54049
|
], EXT_texture_webp);
|
|
54054
54050
|
|
|
54055
54051
|
//@ts-ignore
|
|
54056
|
-
var version = "2.0.0-alpha.
|
|
54052
|
+
var version = "2.0.0-alpha.19";
|
|
54057
54053
|
console.log("Galacean Engine Version: " + version);
|
|
54058
54054
|
for(var key in CoreObjects){
|
|
54059
54055
|
Loader.registerClass(key, CoreObjects[key]);
|