@types/three
Version:
TypeScript definitions for three
122 lines (119 loc) • 3.82 kB
TypeScript
import NodeMaterialObserver from "../../../materials/nodes/manager/NodeMaterialObserver.js";
import Node from "../../../nodes/core/Node.js";
import NodeAttribute from "../../../nodes/core/NodeAttribute.js";
import BindGroup from "../BindGroup.js";
/**
* This module represents the state of a node builder after it was
* used to build the nodes for a render object. The state holds the
* results of the build for further processing in the renderer.
*
* Render objects with identical cache keys share the same node builder state.
*
* @private
*/
declare class NodeBuilderState {
/**
* Constructs a new node builder state.
*
* @param {string} vertexShader - The native vertex shader code.
* @param {string} fragmentShader - The native fragment shader code.
* @param {string} computeShader - The native compute shader code.
* @param {Array<NodeAttribute>} nodeAttributes - An array of node attributes.
* @param {Array<BindGroup>} bindings - An array of bind groups.
* @param {Array<Node>} updateNodes - An array of nodes that implement their `update()` method.
* @param {Array<Node>} updateBeforeNodes - An array of nodes that implement their `updateBefore()` method.
* @param {Array<Node>} updateAfterNodes - An array of nodes that implement their `updateAfter()` method.
* @param {NodeMaterialObserver} observer - A node material observer.
* @param {Array<Object>} transforms - An array with transform attribute objects. Only relevant when using compute shaders with WebGL 2.
*/
constructor(
vertexShader: string,
fragmentShader: string,
computeShader: string,
nodeAttributes: NodeAttribute[],
bindings: BindGroup[],
updateNodes: Node[],
updateBeforeNodes: Node[],
updateAfterNodes: Node[],
observer: NodeMaterialObserver,
transforms?: unknown[],
);
/**
* The native vertex shader code.
*
* @type {string}
*/
vertexShader: string;
/**
* The native fragment shader code.
*
* @type {string}
*/
fragmentShader: string;
/**
* The native compute shader code.
*
* @type {string}
*/
computeShader: string;
/**
* An array with transform attribute objects.
* Only relevant when using compute shaders with WebGL 2.
*
* @type {Array<Object>}
*/
transforms: unknown[];
/**
* An array of node attributes representing
* the attributes of the shaders.
*
* @type {Array<NodeAttribute>}
*/
nodeAttributes: NodeAttribute[];
/**
* An array of bind groups representing the uniform or storage
* buffers, texture or samplers of the shader.
*
* @type {Array<BindGroup>}
*/
bindings: BindGroup[];
/**
* An array of nodes that implement their `update()` method.
*
* @type {Array<Node>}
*/
updateNodes: Node[];
/**
* An array of nodes that implement their `updateBefore()` method.
*
* @type {Array<Node>}
*/
updateBeforeNodes: Node[];
/**
* An array of nodes that implement their `updateAfter()` method.
*
* @type {Array<Node>}
*/
updateAfterNodes: Node[];
/**
* A node material observer.
*
* @type {NodeMaterialObserver}
*/
observer: NodeMaterialObserver;
/**
* How often this state is used by render objects.
*
* @type {number}
*/
usedTimes: number;
/**
* This method is used to create a array of bind groups based
* on the existing bind groups of this state. Shared groups are
* not cloned.
*
* @return {Array<BindGroup>} A array of bind groups.
*/
createBindings(): BindGroup[];
}
export default NodeBuilderState;