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@awayjs/renderer

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import { IAsset } from '@awayjs/core'; import { ShaderRegisterCache, ShaderRegisterData, ShaderRegisterElement } from '@awayjs/stage'; import { ShaderBase } from './ShaderBase'; /** * Provides an interface for data set classes that hold animation data for use in animator classes. * * @see away.animators.AnimatorBase */ export interface IAnimationSet extends IAsset { /** * Check to determine whether a state is registered in the animation set under the given name. * * @param stateName The name of the animation state object to be checked. */ hasAnimation(name: string): boolean; /** * Indicates whether the properties of the animation data contained within the set combined with * the vertex registers aslready in use on shading materials allows the animation data to utilise * GPU calls. */ usesCPU: boolean; /** * Called by the material to reset the GPU indicator before testing whether register space in the shader * is available for running GPU-based animation code. * * @private */ resetGPUCompatibility(): any; /** * Called by the animator to void the GPU indicator when register space in the shader * is no longer available for running GPU-based animation code. * * @private */ cancelGPUCompatibility(): any; /** * @inheritDoc */ getAGALVertexCode(shader: ShaderBase, registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string; /** * @inheritDoc */ getAGALFragmentCode(shader: ShaderBase, registerCache: ShaderRegisterCache, shadedTarget: ShaderRegisterElement): string; /** * @inheritDoc */ getAGALUVCode(shader: ShaderBase, registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string; /** * @inheritDoc */ doneAGALCode(shader: ShaderBase): void; } //# sourceMappingURL=IAnimationSet.d.ts.map