playcanvas
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PlayCanvas WebGL game engine
158 lines (157 loc) • 5.34 kB
TypeScript
/**
* DepthState is a descriptor that defines how the depth value of the fragment is used by the
* rendering pipeline. A depth state can be set on a material using {@link Material#depthState},
* or in some cases on the graphics device using {@link GraphicsDevice#setDepthState}.
*
* For the best performance, do not modify depth state after it has been created, but create
* multiple depth states and assign them to the material or graphics device as needed.
*
* @category Graphics
*/
export class DepthState {
/**
* A default depth state that has the depth testing function set to {@link FUNC_LESSEQUAL} and
* depth writes enabled.
*
* @type {DepthState}
* @readonly
*/
static readonly DEFAULT: DepthState;
/**
* A depth state that always passes the fragment but does not write depth to the depth buffer.
*
* @type {DepthState}
* @readonly
*/
static readonly NODEPTH: DepthState;
/**
* A depth state that always passes the fragment and writes depth to the depth buffer.
*
* @type {DepthState}
* @readonly
*/
static readonly WRITEDEPTH: DepthState;
/**
* Create a new Depth State instance.
*
* @param {number} func - Controls how the depth of the fragment is compared against the
* current depth contained in the depth buffer. See {@link DepthState#func} for details.
* Defaults to {@link FUNC_LESSEQUAL}.
* @param {boolean} write - If true, depth values are written to the depth buffer of the
* currently active render target. Defaults to true.
*/
constructor(func?: number, write?: boolean);
/**
* Bit field representing the depth state.
*
* @private
*/
private data;
_depthBias: number;
_depthBiasSlope: number;
/**
* A unique number representing the depth state. You can use this number to quickly compare
* two depth states for equality. The key is always maintained valid without a dirty flag,
* to avoid condition check at runtime, considering these change rarely.
*
* @type {number}
*/
key: number;
/**
* Sets the depth testing function. Controls how the depth of the fragment is compared against
* the current depth contained in the depth buffer. Can be:
*
* - {@link FUNC_NEVER}: don't draw
* - {@link FUNC_LESS}: draw if new depth < depth buffer
* - {@link FUNC_EQUAL}: draw if new depth == depth buffer
* - {@link FUNC_LESSEQUAL}: draw if new depth <= depth buffer
* - {@link FUNC_GREATER}: draw if new depth > depth buffer
* - {@link FUNC_NOTEQUAL}: draw if new depth != depth buffer
* - {@link FUNC_GREATEREQUAL}: draw if new depth >= depth buffer
* - {@link FUNC_ALWAYS}: always draw
*
* @type {number}
*/
set func(value: number);
/**
* Gets the depth testing function.
*
* @type {number}
*/
get func(): number;
/**
* Sets whether depth writing is performed. If true, shader write a depth value to the depth
* buffer of the currently active render target. If false, no depth value is written.
*
* @type {boolean}
*/
set write(value: boolean);
/**
* Gets whether depth writing is performed.
*
* @type {boolean}
*/
get write(): boolean;
/**
* Sets whether depth testing is performed. If true, a shader fragment is only written to the
* current render target if it passes the depth test. If false, it is written regardless of
* what is in the depth buffer. Note that when depth testing is disabled, writes to the depth
* buffer are also disabled. Defaults to true.
*
* @type {boolean}
*/
set test(value: boolean);
/**
* Gets whether depth testing is performed.
*
* @type {boolean}
*/
get test(): boolean;
/**
* Sets the constant depth bias added to each fragment's depth. Useful for decals to prevent
* z-fighting. Typically a small negative value (-0.1) is used to render the mesh slightly
* closer to the camera. Defaults to 0.
*
* @type {number}
*/
set depthBias(value: number);
/**
* Gets the constant depth bias added to each fragment's depth.
*
* @type {number}
*/
get depthBias(): number;
/**
* Sets the depth bias that scales with the fragment's slope. Defaults to 0.
*
* @type {number}
*/
set depthBiasSlope(value: number);
/**
* Gets the depth bias that scales with the fragment's slope.
*
* @type {number}
*/
get depthBiasSlope(): number;
/**
* Copies the contents of a source depth state to this depth state.
*
* @param {DepthState} rhs - A depth state to copy from.
* @returns {DepthState} Self for chaining.
*/
copy(rhs: DepthState): DepthState;
/**
* Returns an identical copy of the specified depth state.
*
* @returns {this} The result of the cloning.
*/
clone(): this;
updateKey(): void;
/**
* Reports whether two DepthStates are equal.
*
* @param {DepthState} rhs - The depth state to compare to.
* @returns {boolean} True if the depth states are equal and false otherwise.
*/
equals(rhs: DepthState): boolean;
}