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playcanvas

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PlayCanvas WebGL game engine

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import { PIXELFORMAT_DEPTH, PIXELFORMAT_DEPTH16, PIXELFORMAT_RGBA16F, PIXELFORMAT_RGBA32F, PIXELFORMAT_R32F } from '../platform/graphics/constants.js'; /** * Subtract the color of the source fragment from the destination fragment and write the result to * the frame buffer. * * @category Graphics */ const BLEND_SUBTRACTIVE = 0; /** * Add the color of the source fragment to the destination fragment and write the result to the * frame buffer. * * @category Graphics */ const BLEND_ADDITIVE = 1; /** * Enable simple translucency for materials such as glass. This is equivalent to enabling a source * blend mode of {@link BLENDMODE_SRC_ALPHA} and a destination blend mode of * {@link BLENDMODE_ONE_MINUS_SRC_ALPHA}. * * @category Graphics */ const BLEND_NORMAL = 2; /** * Disable blending. * * @category Graphics */ const BLEND_NONE = 3; /** * Similar to {@link BLEND_NORMAL} expect the source fragment is assumed to have already been * multiplied by the source alpha value. * * @category Graphics */ const BLEND_PREMULTIPLIED = 4; /** * Multiply the color of the source fragment by the color of the destination fragment and write the * result to the frame buffer. * * @category Graphics */ const BLEND_MULTIPLICATIVE = 5; /** * Same as {@link BLEND_ADDITIVE} except the source RGB is multiplied by the source alpha. * * @category Graphics */ const BLEND_ADDITIVEALPHA = 6; /** * Multiplies colors and doubles the result. * * @category Graphics */ const BLEND_MULTIPLICATIVE2X = 7; /** * Softer version of additive. * * @category Graphics */ const BLEND_SCREEN = 8; /** * Minimum color. * * @category Graphics */ const BLEND_MIN = 9; /** * Maximum color. * * @category Graphics */ const BLEND_MAX = 10; const blendNames = { [BLEND_SUBTRACTIVE]: 'SUBTRACTIVE', [BLEND_ADDITIVE]: 'ADDITIVE', [BLEND_NORMAL]: 'NORMAL', [BLEND_NONE]: 'NONE', [BLEND_PREMULTIPLIED]: 'PREMULTIPLIED', [BLEND_MULTIPLICATIVE]: 'MULTIPLICATIVE', [BLEND_ADDITIVEALPHA]: 'ADDITIVEALPHA', [BLEND_MULTIPLICATIVE2X]: 'MULTIPLICATIVE2X', [BLEND_SCREEN]: 'SCREEN', [BLEND_MIN]: 'MIN', [BLEND_MAX]: 'MAX' }; /** * No fog is applied to the scene. * * @category Graphics */ const FOG_NONE = 'none'; /** * Fog rises linearly from zero to 1 between a start and end depth. * * @category Graphics */ const FOG_LINEAR = 'linear'; /** * Fog rises according to an exponential curve controlled by a density value. * * @category Graphics */ const FOG_EXP = 'exp'; /** * Fog rises according to an exponential curve controlled by a density value. * * @category Graphics */ const FOG_EXP2 = 'exp2'; /** * No Fresnel. * * @category Graphics */ const FRESNEL_NONE = 0; /** * Schlick's approximation of Fresnel. * * @category Graphics */ const FRESNEL_SCHLICK = 2; const fresnelNames = { [FRESNEL_NONE]: 'NONE', [FRESNEL_SCHLICK]: 'SCHLICK' }; // Legacy const LAYER_HUD = 0; const LAYER_GIZMO = 1; // 3 - 14 are custom user layers const LAYER_WORLD = 15; // New layers /** * The world layer. * * @category Graphics */ const LAYERID_WORLD = 0; /** * The depth layer. * * @category Graphics */ const LAYERID_DEPTH = 1; /** * The skybox layer. * * @category Graphics */ const LAYERID_SKYBOX = 2; /** * The immediate layer. * * @category Graphics */ const LAYERID_IMMEDIATE = 3; /** * The UI layer. * * @category Graphics */ const LAYERID_UI = 4; /** * Directional (global) light source. * * @category Graphics */ const LIGHTTYPE_DIRECTIONAL = 0; /** * Omni-directional (local) light source. * * @category Graphics */ const LIGHTTYPE_OMNI = 1; /** * Point (local) light source. * * @ignore * @category Graphics */ const LIGHTTYPE_POINT = LIGHTTYPE_OMNI; /** * Spot (local) light source. * * @category Graphics */ const LIGHTTYPE_SPOT = 2; // private - the number of light types const LIGHTTYPE_COUNT = 3; const lightTypeNames = { [LIGHTTYPE_DIRECTIONAL]: 'DIRECTIONAL', [LIGHTTYPE_OMNI]: 'OMNI', [LIGHTTYPE_SPOT]: 'SPOT' }; // a divider clustered lights use to bring physical light intensity to half-float range const LIGHT_COLOR_DIVIDER = 100; /** * Infinitesimally small point light source shape. * * @category Graphics */ const LIGHTSHAPE_PUNCTUAL = 0; /** * Rectangle shape of light source. * * @category Graphics */ const LIGHTSHAPE_RECT = 1; /** * Disk shape of light source. * * @category Graphics */ const LIGHTSHAPE_DISK = 2; /** * Sphere shape of light source. * * @category Graphics */ const LIGHTSHAPE_SPHERE = 3; const lightShapeNames = { [LIGHTSHAPE_PUNCTUAL]: 'PUNCTUAL', [LIGHTSHAPE_RECT]: 'RECT', [LIGHTSHAPE_DISK]: 'DISK', [LIGHTSHAPE_SPHERE]: 'SPHERE' }; /** * Linear distance falloff model for light attenuation. * * @category Graphics */ const LIGHTFALLOFF_LINEAR = 0; /** * Inverse squared distance falloff model for light attenuation. * * @category Graphics */ const LIGHTFALLOFF_INVERSESQUARED = 1; const lightFalloffNames = { [LIGHTFALLOFF_LINEAR]: 'LINEAR', [LIGHTFALLOFF_INVERSESQUARED]: 'INVERSESQUARED' }; /** * A shadow sampling technique using 32bit shadow map that averages depth comparisons from a 3x3 * grid of texels for softened shadow edges. * * @category Graphics */ const SHADOW_PCF3_32F = 0; /** * @deprecated * @ignore */ const SHADOW_PCF3 = 0; // alias for SHADOW_PCF3_32F for backwards compatibility /** * A shadow sampling technique using a 16-bit exponential variance shadow map that leverages * variance to approximate shadow boundaries, enabling soft shadows. Only supported when * {@link GraphicsDevice#textureHalfFloatRenderable} is true. Falls back to {@link SHADOW_PCF3_32F}, * if not supported. * * @category Graphics */ const SHADOW_VSM_16F = 2; /** * @deprecated * @ignore */ const SHADOW_VSM16 = 2; // alias for SHADOW_VSM_16F for backwards compatibility /** * A shadow sampling technique using a 32-bit exponential variance shadow map that leverages * variance to approximate shadow boundaries, enabling soft shadows. Only supported when * {@link GraphicsDevice#textureFloatRenderable} is true. Falls back to {@link SHADOW_VSM_16F}, if * not supported. * * @category Graphics */ const SHADOW_VSM_32F = 3; /** * @deprecated * @ignore */ const SHADOW_VSM32 = 3; // alias for SHADOW_VSM_32F for backwards compatibility /** * A shadow sampling technique using 32bit shadow map that averages depth comparisons from a 5x5 * grid of texels for softened shadow edges. * * @category Graphics */ const SHADOW_PCF5_32F = 4; /** * @deprecated * @ignore */ const SHADOW_PCF5 = 4; // alias for SHADOW_PCF5_32F for backwards compatibility /** * A shadow sampling technique using a 32-bit shadow map that performs a single depth comparison for * sharp shadow edges. * * @category Graphics */ const SHADOW_PCF1_32F = 5; /** * @deprecated * @ignore */ const SHADOW_PCF1 = 5; // alias for SHADOW_PCF1_32F for backwards compatibility /** * A shadow sampling technique using a 32-bit shadow map that adjusts filter size based on blocker * distance, producing realistic, soft shadow edges that vary with the light's occlusion. Note that * this technique requires both {@link GraphicsDevice#textureFloatRenderable} and * {@link GraphicsDevice#textureFloatFilterable} to be true, and falls back to * {@link SHADOW_PCF3_32F} otherwise. * * @category Graphics */ const SHADOW_PCSS_32F = 6; /** * A shadow sampling technique using a 16-bit shadow map that performs a single depth comparison for * sharp shadow edges. * * @category Graphics */ const SHADOW_PCF1_16F = 7; /** * A shadow sampling technique using 16-bit shadow map that averages depth comparisons from a 3x3 * grid of texels for softened shadow edges. * * @category Graphics */ const SHADOW_PCF3_16F = 8; /** * A shadow sampling technique using 16-bit shadow map that averages depth comparisons from a 3x3 * grid of texels for softened shadow edges. * * @category Graphics */ const SHADOW_PCF5_16F = 9; /** * Information about shadow types. * * @type {Map<number, { name: string, format: number, pcf?: boolean, vsm?: boolean }>} * @ignore */ const shadowTypeInfo = new Map([ [ SHADOW_PCF1_32F, { name: 'PCF1_32F', kind: 'PCF1', format: PIXELFORMAT_DEPTH, pcf: true } ], [ SHADOW_PCF3_32F, { name: 'PCF3_32F', kind: 'PCF3', format: PIXELFORMAT_DEPTH, pcf: true } ], [ SHADOW_PCF5_32F, { name: 'PCF5_32F', kind: 'PCF5', format: PIXELFORMAT_DEPTH, pcf: true } ], [ SHADOW_PCF1_16F, { name: 'PCF1_16F', kind: 'PCF1', format: PIXELFORMAT_DEPTH16, pcf: true } ], [ SHADOW_PCF3_16F, { name: 'PCF3_16F', kind: 'PCF3', format: PIXELFORMAT_DEPTH16, pcf: true } ], [ SHADOW_PCF5_16F, { name: 'PCF5_16F', kind: 'PCF5', format: PIXELFORMAT_DEPTH16, pcf: true } ], [ SHADOW_VSM_16F, { name: 'VSM_16F', kind: 'VSM', format: PIXELFORMAT_RGBA16F, vsm: true } ], [ SHADOW_VSM_32F, { name: 'VSM_32F', kind: 'VSM', format: PIXELFORMAT_RGBA32F, vsm: true } ], [ SHADOW_PCSS_32F, { name: 'PCSS_32F', kind: 'PCSS', format: PIXELFORMAT_R32F, pcss: true } ] ]); /** * The flag that controls shadow rendering for the 0 cascade * * @category Graphics */ const SHADOW_CASCADE_0 = 1; /** * The flag that controls shadow rendering for the 1 cascade * * @category Graphics */ const SHADOW_CASCADE_1 = 2; /** * The flag that controls shadow rendering for the 2 cascade * * @category Graphics */ const SHADOW_CASCADE_2 = 4; /** * The flag that controls shadow rendering for the 3 cascade * * @category Graphics */ const SHADOW_CASCADE_3 = 8; /** * The flag that controls shadow rendering for the all cascades * * @category Graphics */ const SHADOW_CASCADE_ALL = 255; /** * Box filter. * * @category Graphics */ const BLUR_BOX = 0; /** * Gaussian filter. May look smoother than box, but requires more samples. * * @category Graphics */ const BLUR_GAUSSIAN = 1; /** * No sorting, particles are drawn in arbitrary order. Can be simulated on GPU. * * @category Graphics */ const PARTICLESORT_NONE = 0; /** * Sorting based on distance to the camera. CPU only. * * @category Graphics */ const PARTICLESORT_DISTANCE = 1; /** * Newer particles are drawn first. CPU only. * * @category Graphics */ const PARTICLESORT_NEWER_FIRST = 2; /** * Older particles are drawn first. CPU only. * * @category Graphics */ const PARTICLESORT_OLDER_FIRST = 3; const PARTICLEMODE_GPU = 0; const PARTICLEMODE_CPU = 1; /** * Box shape parameterized by emitterExtents. Initial velocity is directed towards local Z axis. * * @category Graphics */ const EMITTERSHAPE_BOX = 0; /** * Sphere shape parameterized by emitterRadius. Initial velocity is directed outwards from the * center. * * @category Graphics */ const EMITTERSHAPE_SPHERE = 1; /** * Particles are facing camera. * * @category Graphics */ const PARTICLEORIENTATION_SCREEN = 0; /** * User defines world space normal (particleNormal) to set planes orientation. * * @category Graphics */ const PARTICLEORIENTATION_WORLD = 1; /** * Similar to previous, but the normal is affected by emitter(entity) transformation. * * @category Graphics */ const PARTICLEORIENTATION_EMITTER = 2; /** * A perspective camera projection where the frustum shape is essentially pyramidal. * * @category Graphics */ const PROJECTION_PERSPECTIVE = 0; /** * An orthographic camera projection where the frustum shape is essentially a cuboid. * * @category Graphics */ const PROJECTION_ORTHOGRAPHIC = 1; /** * Render mesh instance as solid geometry. * * @category Graphics */ const RENDERSTYLE_SOLID = 0; /** * Render mesh instance as wireframe. * * @category Graphics */ const RENDERSTYLE_WIREFRAME = 1; /** * Render mesh instance as points. * * @category Graphics */ const RENDERSTYLE_POINTS = 2; /** * The cube map is treated as if it is infinitely far away. * * @category Graphics */ const CUBEPROJ_NONE = 0; /** * The cube map is box-projected based on a world space axis-aligned bounding box. * * @category Graphics */ const CUBEPROJ_BOX = 1; // names of the cubemap projection const cubemaProjectionNames = { [CUBEPROJ_NONE]: 'NONE', [CUBEPROJ_BOX]: 'BOX' }; /** * Multiply together the primary and secondary colors. * * @category Graphics */ const DETAILMODE_MUL = 'mul'; /** * Add together the primary and secondary colors. * * @category Graphics */ const DETAILMODE_ADD = 'add'; /** * Softer version of {@link DETAILMODE_ADD}. * * @category Graphics */ const DETAILMODE_SCREEN = 'screen'; /** * Multiplies or screens the colors, depending on the primary color. * * @category Graphics */ const DETAILMODE_OVERLAY = 'overlay'; /** * Select whichever of the primary and secondary colors is darker, component-wise. * * @category Graphics */ const DETAILMODE_MIN = 'min'; /** * Select whichever of the primary and secondary colors is lighter, component-wise. * * @category Graphics */ const DETAILMODE_MAX = 'max'; /** * No gamma correction. * * @category Graphics */ const GAMMA_NONE = 0; /** * Apply sRGB gamma correction. * * @category Graphics */ const GAMMA_SRGB = 1; // names of the gamma correction modes const gammaNames = { [GAMMA_NONE]: 'NONE', [GAMMA_SRGB]: 'SRGB' }; /** * Linear tonemapping. The colors are preserved, but the exposure is applied. * * @category Graphics */ const TONEMAP_LINEAR = 0; /** * Filmic tonemapping curve. * * @category Graphics */ const TONEMAP_FILMIC = 1; /** * Hejl filmic tonemapping curve. * * @category Graphics */ const TONEMAP_HEJL = 2; /** * ACES filmic tonemapping curve. * * @category Graphics */ const TONEMAP_ACES = 3; /** * ACES v2 filmic tonemapping curve. * * @category Graphics */ const TONEMAP_ACES2 = 4; /** * Khronos PBR Neutral tonemapping curve. * * @category Graphics */ const TONEMAP_NEUTRAL = 5; /** * No tonemapping or exposure is applied. Used for HDR rendering. * * @category Graphics */ const TONEMAP_NONE = 6; // names of the tonemaps const tonemapNames = [ 'LINEAR', 'FILMIC', 'HEJL', 'ACES', 'ACES2', 'NEUTRAL', 'NONE' ]; /** * No specular occlusion. * * @category Graphics */ const SPECOCC_NONE = 0; /** * Use AO directly to occlude specular. * * @category Graphics */ const SPECOCC_AO = 1; /** * Modify AO based on material glossiness/view angle to occlude specular. * * @category Graphics */ const SPECOCC_GLOSSDEPENDENT = 2; const specularOcclusionNames = { [SPECOCC_NONE]: 'NONE', [SPECOCC_AO]: 'AO', [SPECOCC_GLOSSDEPENDENT]: 'GLOSSDEPENDENT' }; // reflection source used by the shader generation const REFLECTIONSRC_NONE = 'none'; const REFLECTIONSRC_ENVATLAS = 'envAtlas'; const REFLECTIONSRC_ENVATLASHQ = 'envAtlasHQ'; const REFLECTIONSRC_CUBEMAP = 'cubeMap'; const REFLECTIONSRC_SPHEREMAP = 'sphereMap'; const reflectionSrcNames = { [REFLECTIONSRC_NONE]: 'NONE', [REFLECTIONSRC_ENVATLAS]: 'ENVATLAS', [REFLECTIONSRC_ENVATLASHQ]: 'ENVATLASHQ', [REFLECTIONSRC_CUBEMAP]: 'CUBEMAP', [REFLECTIONSRC_SPHEREMAP]: 'SPHEREMAP' }; // ambient source used by the shader generation const AMBIENTSRC_AMBIENTSH = 'ambientSH'; const AMBIENTSRC_ENVALATLAS = 'envAtlas'; const AMBIENTSRC_CONSTANT = 'constant'; const ambientSrcNames = { [AMBIENTSRC_AMBIENTSH]: 'AMBIENTSH', [AMBIENTSRC_ENVALATLAS]: 'ENVALATLAS', [AMBIENTSRC_CONSTANT]: 'CONSTANT' }; // 16 bits for shader defs const SHADERDEF_NOSHADOW = 1; const SHADERDEF_SKIN = 2; const SHADERDEF_UV0 = 4; const SHADERDEF_UV1 = 8; const SHADERDEF_VCOLOR = 16; const SHADERDEF_INSTANCING = 32; const SHADERDEF_LM = 64; const SHADERDEF_DIRLM = 128; const SHADERDEF_SCREENSPACE = 256; const SHADERDEF_TANGENTS = 512; const SHADERDEF_MORPH_POSITION = 1024; const SHADERDEF_MORPH_NORMAL = 2048; const SHADERDEF_LMAMBIENT = 4096; // lightmaps contain ambient const SHADERDEF_MORPH_TEXTURE_BASED_INT = 8192; const SHADERDEF_BATCH = 16384; /** * The shadow map is not to be updated. * * @category Graphics */ const SHADOWUPDATE_NONE = 0; /** * The shadow map is regenerated this frame and not on subsequent frames. * * @category Graphics */ const SHADOWUPDATE_THISFRAME = 1; /** * The shadow map is regenerated every frame. * * @category Graphics */ const SHADOWUPDATE_REALTIME = 2; // flags used on the mask property of the Light, and also on mask property of the MeshInstance const MASK_AFFECT_DYNAMIC = 1; const MASK_AFFECT_LIGHTMAPPED = 2; const MASK_BAKE = 4; /** * Render shaded materials using forward rendering. * * @category Graphics */ const SHADER_FORWARD = 0; const SHADER_PREPASS = 1; // shadow pass used by the shadow rendering code const SHADER_SHADOW = 2; // shader pass used by the Picker class to render mesh ID const SHADER_PICK = 3; // shader pass used by the Picker class to render mesh ID and depth const SHADER_DEPTH_PICK = 4; /** * Shader that performs forward rendering. * * @category Graphics */ const SHADERPASS_FORWARD = 'forward'; /** * Shader used for debug rendering of albedo. * * @category Graphics */ const SHADERPASS_ALBEDO = 'debug_albedo'; /** * Shader used for debug rendering of world normal. * * @category Graphics */ const SHADERPASS_WORLDNORMAL = 'debug_world_normal'; /** * Shader used for debug rendering of opacity. * * @category Graphics */ const SHADERPASS_OPACITY = 'debug_opacity'; /** * Shader used for debug rendering of specularity. * * @category Graphics */ const SHADERPASS_SPECULARITY = 'debug_specularity'; /** * Shader used for debug rendering of gloss. * * @category Graphics */ const SHADERPASS_GLOSS = 'debug_gloss'; /** * Shader used for debug rendering of metalness. * * @category Graphics */ const SHADERPASS_METALNESS = 'debug_metalness'; /** * Shader used for debug rendering of ao. * * @category Graphics */ const SHADERPASS_AO = 'debug_ao'; /** * Shader used for debug rendering of emission. * * @category Graphics */ const SHADERPASS_EMISSION = 'debug_emission'; /** * Shader used for debug rendering of lighting. * * @category Graphics */ const SHADERPASS_LIGHTING = 'debug_lighting'; /** * Shader used for debug rendering of UV0 texture coordinates. * * @category Graphics */ const SHADERPASS_UV0 = 'debug_uv0'; /** * This mode renders a sprite as a simple quad. * * @category Graphics */ const SPRITE_RENDERMODE_SIMPLE = 0; /** * This mode renders a sprite using 9-slicing in 'sliced' mode. Sliced mode stretches the top and * bottom regions of the sprite horizontally, the left and right regions vertically and the middle * region both horizontally and vertically. * * @category Graphics */ const SPRITE_RENDERMODE_SLICED = 1; /** * This mode renders a sprite using 9-slicing in 'tiled' mode. Tiled mode tiles the top and bottom * regions of the sprite horizontally, the left and right regions vertically and the middle region * both horizontally and vertically. * * @category Graphics */ const SPRITE_RENDERMODE_TILED = 2; const spriteRenderModeNames = { [SPRITE_RENDERMODE_SIMPLE]: 'SIMPLE', [SPRITE_RENDERMODE_SLICED]: 'SLICED', [SPRITE_RENDERMODE_TILED]: 'TILED' }; /** * Single color lightmap. * * @category Graphics */ const BAKE_COLOR = 0; /** * Single color lightmap + dominant light direction (used for bump/specular). * * @category Graphics */ const BAKE_COLORDIR = 1; /** * Center of view. * * @category Graphics */ const VIEW_CENTER = 0; /** * Left of view. Only used in stereo rendering. * * @category Graphics */ const VIEW_LEFT = 1; /** * Right of view. Only used in stereo rendering. * * @category Graphics */ const VIEW_RIGHT = 2; /** * No sorting is applied. Mesh instances are rendered in the same order they were added to a layer. * * @category Graphics */ const SORTMODE_NONE = 0; /** * Mesh instances are sorted based on {@link MeshInstance#drawOrder}. * * @category Graphics */ const SORTMODE_MANUAL = 1; /** * Mesh instances are sorted to minimize switching between materials and meshes to improve * rendering performance. * * @category Graphics */ const SORTMODE_MATERIALMESH = 2; /** * Mesh instances are sorted back to front. This is the way to properly render many * semi-transparent objects on different depth, one is blended on top of another. * * @category Graphics */ const SORTMODE_BACK2FRONT = 3; /** * Mesh instances are sorted front to back. Depending on GPU and the scene, this option may give * better performance than {@link SORTMODE_MATERIALMESH} due to reduced overdraw. * * @category Graphics */ const SORTMODE_FRONT2BACK = 4; /** * Provide custom functions for sorting drawcalls and calculating distance. * * @ignore * @category Graphics */ const SORTMODE_CUSTOM = 5; /** * Automatically set aspect ratio to current render target's width divided by height. * * @category Graphics */ const ASPECT_AUTO = 0; /** * Use the manual aspect ratio value. * * @category Graphics */ const ASPECT_MANUAL = 1; /** * Horizontal orientation. * * @category Graphics */ const ORIENTATION_HORIZONTAL = 0; /** * Vertical orientation. * * @category Graphics */ const ORIENTATION_VERTICAL = 1; /** * A sky texture is rendered using an infinite projection. * * @category Graphics */ const SKYTYPE_INFINITE = 'infinite'; /** * A sky texture is rendered using a box projection. This is generally suitable for interior * environments. * * @category Graphics */ const SKYTYPE_BOX = 'box'; /** * A sky texture is rendered using a dome projection. This is generally suitable for exterior * environments. * * @category Graphics */ const SKYTYPE_DOME = 'dome'; /** * Opacity dithering is disabled. * * @category Graphics */ const DITHER_NONE = 'none'; /** * Opacity is dithered using a Bayer 8 matrix. * * @category Graphics */ const DITHER_BAYER8 = 'bayer8'; /** * Opacity is dithered using a blue noise. * * @category Graphics */ const DITHER_BLUENOISE = 'bluenoise'; /** * Opacity is dithered using an interleaved gradient noise. * * @category Graphics */ const DITHER_IGNNOISE = 'ignnoise'; const ditherNames = { [DITHER_NONE]: 'NONE', [DITHER_BAYER8]: 'BAYER8', [DITHER_BLUENOISE]: 'BLUENOISE', [DITHER_IGNNOISE]: 'IGNNOISE' }; /** * Name of event fired before the camera renders the scene. * * @ignore */ const EVENT_PRERENDER = 'prerender'; /** * Name of event fired after the camera renders the scene. * * @ignore */ const EVENT_POSTRENDER = 'postrender'; /** * Name of event fired before a layer is rendered by a camera. * * @ignore */ const EVENT_PRERENDER_LAYER = 'prerender:layer'; /** * Name of event fired after a layer is rendered by a camera. * * @ignore */ const EVENT_POSTRENDER_LAYER = 'postrender:layer'; /** * Name of event fired before visibility culling is performed for the camera. * * @ignore */ const EVENT_PRECULL = 'precull'; /** * Name of event after visibility culling is performed for the camera. * * @ignore */ const EVENT_POSTCULL = 'postcull'; /** * Name of event after the engine has finished culling all cameras. * * @ignore */ const EVENT_CULL_END = 'cull:end'; export { AMBIENTSRC_AMBIENTSH, AMBIENTSRC_CONSTANT, AMBIENTSRC_ENVALATLAS, ASPECT_AUTO, ASPECT_MANUAL, BAKE_COLOR, BAKE_COLORDIR, BLEND_ADDITIVE, BLEND_ADDITIVEALPHA, BLEND_MAX, BLEND_MIN, BLEND_MULTIPLICATIVE, BLEND_MULTIPLICATIVE2X, BLEND_NONE, BLEND_NORMAL, BLEND_PREMULTIPLIED, BLEND_SCREEN, BLEND_SUBTRACTIVE, BLUR_BOX, BLUR_GAUSSIAN, CUBEPROJ_BOX, CUBEPROJ_NONE, DETAILMODE_ADD, DETAILMODE_MAX, DETAILMODE_MIN, DETAILMODE_MUL, DETAILMODE_OVERLAY, DETAILMODE_SCREEN, DITHER_BAYER8, DITHER_BLUENOISE, DITHER_IGNNOISE, DITHER_NONE, EMITTERSHAPE_BOX, EMITTERSHAPE_SPHERE, EVENT_CULL_END, EVENT_POSTCULL, EVENT_POSTRENDER, EVENT_POSTRENDER_LAYER, EVENT_PRECULL, EVENT_PRERENDER, EVENT_PRERENDER_LAYER, FOG_EXP, FOG_EXP2, FOG_LINEAR, FOG_NONE, FRESNEL_NONE, FRESNEL_SCHLICK, GAMMA_NONE, GAMMA_SRGB, LAYERID_DEPTH, LAYERID_IMMEDIATE, LAYERID_SKYBOX, LAYERID_UI, LAYERID_WORLD, LAYER_GIZMO, LAYER_HUD, LAYER_WORLD, LIGHTFALLOFF_INVERSESQUARED, LIGHTFALLOFF_LINEAR, LIGHTSHAPE_DISK, LIGHTSHAPE_PUNCTUAL, LIGHTSHAPE_RECT, LIGHTSHAPE_SPHERE, LIGHTTYPE_COUNT, LIGHTTYPE_DIRECTIONAL, LIGHTTYPE_OMNI, LIGHTTYPE_POINT, LIGHTTYPE_SPOT, LIGHT_COLOR_DIVIDER, MASK_AFFECT_DYNAMIC, MASK_AFFECT_LIGHTMAPPED, MASK_BAKE, ORIENTATION_HORIZONTAL, ORIENTATION_VERTICAL, PARTICLEMODE_CPU, PARTICLEMODE_GPU, PARTICLEORIENTATION_EMITTER, PARTICLEORIENTATION_SCREEN, PARTICLEORIENTATION_WORLD, PARTICLESORT_DISTANCE, PARTICLESORT_NEWER_FIRST, PARTICLESORT_NONE, PARTICLESORT_OLDER_FIRST, PROJECTION_ORTHOGRAPHIC, PROJECTION_PERSPECTIVE, REFLECTIONSRC_CUBEMAP, REFLECTIONSRC_ENVATLAS, REFLECTIONSRC_ENVATLASHQ, REFLECTIONSRC_NONE, REFLECTIONSRC_SPHEREMAP, RENDERSTYLE_POINTS, RENDERSTYLE_SOLID, RENDERSTYLE_WIREFRAME, SHADERDEF_BATCH, SHADERDEF_DIRLM, SHADERDEF_INSTANCING, SHADERDEF_LM, SHADERDEF_LMAMBIENT, SHADERDEF_MORPH_NORMAL, SHADERDEF_MORPH_POSITION, SHADERDEF_MORPH_TEXTURE_BASED_INT, SHADERDEF_NOSHADOW, SHADERDEF_SCREENSPACE, SHADERDEF_SKIN, SHADERDEF_TANGENTS, SHADERDEF_UV0, SHADERDEF_UV1, SHADERDEF_VCOLOR, SHADERPASS_ALBEDO, SHADERPASS_AO, SHADERPASS_EMISSION, SHADERPASS_FORWARD, SHADERPASS_GLOSS, SHADERPASS_LIGHTING, SHADERPASS_METALNESS, SHADERPASS_OPACITY, SHADERPASS_SPECULARITY, SHADERPASS_UV0, SHADERPASS_WORLDNORMAL, SHADER_DEPTH_PICK, SHADER_FORWARD, SHADER_PICK, SHADER_PREPASS, SHADER_SHADOW, SHADOWUPDATE_NONE, SHADOWUPDATE_REALTIME, SHADOWUPDATE_THISFRAME, SHADOW_CASCADE_0, SHADOW_CASCADE_1, SHADOW_CASCADE_2, SHADOW_CASCADE_3, SHADOW_CASCADE_ALL, SHADOW_PCF1, SHADOW_PCF1_16F, SHADOW_PCF1_32F, SHADOW_PCF3, SHADOW_PCF3_16F, SHADOW_PCF3_32F, SHADOW_PCF5, SHADOW_PCF5_16F, SHADOW_PCF5_32F, SHADOW_PCSS_32F, SHADOW_VSM16, SHADOW_VSM32, SHADOW_VSM_16F, SHADOW_VSM_32F, SKYTYPE_BOX, SKYTYPE_DOME, SKYTYPE_INFINITE, SORTMODE_BACK2FRONT, SORTMODE_CUSTOM, SORTMODE_FRONT2BACK, SORTMODE_MANUAL, SORTMODE_MATERIALMESH, SORTMODE_NONE, SPECOCC_AO, SPECOCC_GLOSSDEPENDENT, SPECOCC_NONE, SPRITE_RENDERMODE_SIMPLE, SPRITE_RENDERMODE_SLICED, SPRITE_RENDERMODE_TILED, TONEMAP_ACES, TONEMAP_ACES2, TONEMAP_FILMIC, TONEMAP_HEJL, TONEMAP_LINEAR, TONEMAP_NEUTRAL, TONEMAP_NONE, VIEW_CENTER, VIEW_LEFT, VIEW_RIGHT, ambientSrcNames, blendNames, cubemaProjectionNames, ditherNames, fresnelNames, gammaNames, lightFalloffNames, lightShapeNames, lightTypeNames, reflectionSrcNames, shadowTypeInfo, specularOcclusionNames, spriteRenderModeNames, tonemapNames };