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playcanvas

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PlayCanvas WebGL game engine

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/** * Logs a frame number. * * @type {string} * @category Debug */ declare const TRACEID_RENDER_FRAME: string; /** * Logs a frame time. * * @type {string} * @category Debug */ declare const TRACEID_RENDER_FRAME_TIME: string; /** * Logs basic information about generated render passes. * * @type {string} * @category Debug */ declare const TRACEID_RENDER_PASS: string; /** * Logs additional detail for render passes. * * @type {string} * @category Debug */ declare const TRACEID_RENDER_PASS_DETAIL: string; /** * Logs render actions created by the layer composition. Only executes when the * layer composition changes. * * @type {string} * @category Debug */ declare const TRACEID_RENDER_ACTION: string; /** * Logs the allocation of render targets. * * @type {string} * @category Debug */ declare const TRACEID_RENDER_TARGET_ALLOC: string; /** * Logs the allocation of textures. * * @type {string} * @category Debug */ declare const TRACEID_TEXTURE_ALLOC: string; /** * Logs the creation of shaders. * * @type {string} * @category Debug */ declare const TRACEID_SHADER_ALLOC: string; /** * Logs the compilation time of shaders. * * @type {string} * @category Debug */ declare const TRACEID_SHADER_COMPILE: string; /** * Logs the vram use by the textures. * * @type {string} * @category Debug */ declare const TRACEID_VRAM_TEXTURE: string; /** * Logs the vram use by the vertex buffers. * * @type {string} * @category Debug */ declare const TRACEID_VRAM_VB: string; /** * Logs the vram use by the index buffers. * * @type {string} * @category Debug */ declare const TRACEID_VRAM_IB: string; /** * Logs the vram use by the storage buffers. * * @type {string} * @category Debug */ declare const TRACEID_VRAM_SB: string; /** * Logs the creation of bind groups. * * @type {string} * @category Debug */ declare const TRACEID_BINDGROUP_ALLOC: string; /** * Logs the creation of bind group formats. * * @type {string} * @category Debug */ declare const TRACEID_BINDGROUPFORMAT_ALLOC: string; /** * Logs the creation of render pipelines. WebBPU only. * * @type {string} * @category Debug */ declare const TRACEID_RENDERPIPELINE_ALLOC: string; /** * Logs the creation of compute pipelines. WebGPU only. * * @type {string} * @category Debug */ declare const TRACEID_COMPUTEPIPELINE_ALLOC: string; /** * Logs the creation of pipeline layouts. WebBPU only. * * @type {string} * @category Debug */ declare const TRACEID_PIPELINELAYOUT_ALLOC: string; /** * Logs the internal debug information for Elements. * * @type {string} * @category Debug */ declare const TRACE_ID_ELEMENT: string; /** * Logs the vram use by all textures in memory. * * @type {string} * @category Debug */ declare const TRACEID_TEXTURES: string; /** * Logs the render queue commands. * * @type {string} * @category Debug */ declare const TRACEID_RENDER_QUEUE: string; /** * Logs the GPU timings. * * @type {string} * @category Debug */ declare const TRACEID_GPU_TIMINGS: string; /** * A linear interpolation scheme. * * @type {number} * @category Math */ declare const CURVE_LINEAR: number; /** * A smooth step interpolation scheme. * * @type {number} * @category Math */ declare const CURVE_SMOOTHSTEP: number; /** * Cardinal spline interpolation scheme. For a Catmull-Rom spline, specify a curve tension of 0.5. * * @type {number} * @category Math */ declare const CURVE_SPLINE: number; /** * A stepped interpolator that does not perform any blending. * * @type {number} * @category Math */ declare const CURVE_STEP: number; /** * Linear distance model. * * @type {string} * @category Sound */ declare const DISTANCE_LINEAR: string; /** * Inverse distance model. * * @type {string} * @category Sound */ declare const DISTANCE_INVERSE: string; /** * Exponential distance model. * * @type {string} * @category Sound */ declare const DISTANCE_EXPONENTIAL: string; /** * Ignores the integer part of texture coordinates, using only the fractional part. * * @type {number} * @category Graphics */ declare const ADDRESS_REPEAT: number; /** * Clamps texture coordinate to the range 0 to 1. * * @type {number} * @category Graphics */ declare const ADDRESS_CLAMP_TO_EDGE: number; /** * Texture coordinate to be set to the fractional part if the integer part is even. If the integer * part is odd, then the texture coordinate is set to 1 minus the fractional part. * * @type {number} * @category Graphics */ declare const ADDRESS_MIRRORED_REPEAT: number; /** * Multiply all fragment components by zero. * * @type {number} * @category Graphics */ declare const BLENDMODE_ZERO: number; /** * Multiply all fragment components by one. * * @type {number} * @category Graphics */ declare const BLENDMODE_ONE: number; /** * Multiply all fragment components by the components of the source fragment. * * @type {number} * @category Graphics */ declare const BLENDMODE_SRC_COLOR: number; /** * Multiply all fragment components by one minus the components of the source fragment. * * @type {number} * @category Graphics */ declare const BLENDMODE_ONE_MINUS_SRC_COLOR: number; /** * Multiply all fragment components by the components of the destination fragment. * * @type {number} * @category Graphics */ declare const BLENDMODE_DST_COLOR: number; /** * Multiply all fragment components by one minus the components of the destination fragment. * * @type {number} * @category Graphics */ declare const BLENDMODE_ONE_MINUS_DST_COLOR: number; /** * Multiply all fragment components by the alpha value of the source fragment. * * @type {number} * @category Graphics */ declare const BLENDMODE_SRC_ALPHA: number; /** * Multiply all fragment components by the alpha value of the source fragment. * * @type {number} * @category Graphics */ declare const BLENDMODE_SRC_ALPHA_SATURATE: number; /** * Multiply all fragment components by one minus the alpha value of the source fragment. * * @type {number} * @category Graphics */ declare const BLENDMODE_ONE_MINUS_SRC_ALPHA: number; /** * Multiply all fragment components by the alpha value of the destination fragment. * * @type {number} * @category Graphics */ declare const BLENDMODE_DST_ALPHA: number; /** * Multiply all fragment components by one minus the alpha value of the destination fragment. * * @type {number} * @category Graphics */ declare const BLENDMODE_ONE_MINUS_DST_ALPHA: number; /** * Multiplies all fragment components by a constant. * * @type {number} * @category Graphics */ declare const BLENDMODE_CONSTANT: number; /** * Multiplies all fragment components by 1 minus a constant. * * @type {number} * @category Graphics */ declare const BLENDMODE_ONE_MINUS_CONSTANT: number; /** * Add the results of the source and destination fragment multiplies. * * @type {number} * @category Graphics */ declare const BLENDEQUATION_ADD: number; /** * Subtract the results of the source and destination fragment multiplies. * * @type {number} * @category Graphics */ declare const BLENDEQUATION_SUBTRACT: number; /** * Reverse and subtract the results of the source and destination fragment multiplies. * * @type {number} * @category Graphics */ declare const BLENDEQUATION_REVERSE_SUBTRACT: number; /** * Use the smallest value. * * @type {number} * @category Graphics */ declare const BLENDEQUATION_MIN: number; /** * Use the largest value. * * @type {number} * @category Graphics */ declare const BLENDEQUATION_MAX: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to make it available for read * access by CPU. * * @type {number} * @category Graphics */ declare const BUFFERUSAGE_READ: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to make it available for write * access by CPU. * * @type {number} * @category Graphics */ declare const BUFFERUSAGE_WRITE: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to ensure its compatibility * when used as a source of a copy operation. * * @type {number} * @category Graphics */ declare const BUFFERUSAGE_COPY_SRC: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to ensure its compatibility * when used as a destination of a copy operation, or as a target of a write operation. * * @type {number} * @category Graphics */ declare const BUFFERUSAGE_COPY_DST: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to ensure its compatibility * when used as an index buffer. * * @type {number} * @category Graphics */ declare const BUFFERUSAGE_INDEX: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to ensure its compatibility * when used as a vertex buffer. * * @type {number} * @category Graphics */ declare const BUFFERUSAGE_VERTEX: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to ensure its compatibility * when used as an uniform buffer. * * @type {number} * @category Graphics */ declare const BUFFERUSAGE_UNIFORM: number; /** * An internal flag utilized during the construction of a {@link StorageBuffer} to ensure its * compatibility when used as a storage buffer. * This flag is hidden as it's automatically used by the StorageBuffer constructor. * * @type {number} * @category Graphics * @ignore */ declare const BUFFERUSAGE_STORAGE: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to allow it to store indirect * command arguments. * TODO: This flag is hidden till the feature is implemented. * * @type {number} * @category Graphics * @ignore */ declare const BUFFERUSAGE_INDIRECT: number; /** * The data store contents will be modified once and used many times. * * @type {number} * @category Graphics */ declare const BUFFER_STATIC: number; /** * The data store contents will be modified repeatedly and used many times. * * @type {number} * @category Graphics */ declare const BUFFER_DYNAMIC: number; /** * The data store contents will be modified once and used at most a few times. * * @type {number} * @category Graphics */ declare const BUFFER_STREAM: number; /** * The data store contents will be modified repeatedly on the GPU and used many times. Optimal for * transform feedback usage. * * @type {number} * @category Graphics */ declare const BUFFER_GPUDYNAMIC: number; /** * Clear the color buffer. * * @type {number} * @category Graphics */ declare const CLEARFLAG_COLOR: number; /** * Clear the depth buffer. * * @type {number} * @category Graphics */ declare const CLEARFLAG_DEPTH: number; /** * Clear the stencil buffer. * * @type {number} * @category Graphics */ declare const CLEARFLAG_STENCIL: number; /** * The positive X face of a cubemap. * * @type {number} * @category Graphics */ declare const CUBEFACE_POSX: number; /** * The negative X face of a cubemap. * * @type {number} * @category Graphics */ declare const CUBEFACE_NEGX: number; /** * The positive Y face of a cubemap. * * @type {number} * @category Graphics */ declare const CUBEFACE_POSY: number; /** * The negative Y face of a cubemap. * * @type {number} * @category Graphics */ declare const CUBEFACE_NEGY: number; /** * The positive Z face of a cubemap. * * @type {number} * @category Graphics */ declare const CUBEFACE_POSZ: number; /** * The negative Z face of a cubemap. * * @type {number} * @category Graphics */ declare const CUBEFACE_NEGZ: number; /** * No triangles are culled. * * @type {number} * @category Graphics */ declare const CULLFACE_NONE: number; /** * Triangles facing away from the view direction are culled. * * @type {number} * @category Graphics */ declare const CULLFACE_BACK: number; /** * Triangles facing the view direction are culled. * * @type {number} * @category Graphics */ declare const CULLFACE_FRONT: number; /** * Triangles are culled regardless of their orientation with respect to the view direction. Note * that point or line primitives are unaffected by this render state. * * @type {number} * @ignore * @category Graphics */ declare const CULLFACE_FRONTANDBACK: number; /** * Point sample filtering. * * @type {number} * @category Graphics */ declare const FILTER_NEAREST: number; /** * Bilinear filtering. * * @type {number} * @category Graphics */ declare const FILTER_LINEAR: number; /** * Use the nearest neighbor in the nearest mipmap level. * * @type {number} * @category Graphics */ declare const FILTER_NEAREST_MIPMAP_NEAREST: number; /** * Linearly interpolate in the nearest mipmap level. * * @type {number} * @category Graphics */ declare const FILTER_NEAREST_MIPMAP_LINEAR: number; /** * Use the nearest neighbor after linearly interpolating between mipmap levels. * * @type {number} * @category Graphics */ declare const FILTER_LINEAR_MIPMAP_NEAREST: number; /** * Linearly interpolate both the mipmap levels and between texels. * * @type {number} * @category Graphics */ declare const FILTER_LINEAR_MIPMAP_LINEAR: number; /** * Never pass. * * @type {number} * @category Graphics */ declare const FUNC_NEVER: number; /** * Pass if (ref & mask) < (stencil & mask). * * @type {number} * @category Graphics */ declare const FUNC_LESS: number; /** * Pass if (ref & mask) == (stencil & mask). * * @type {number} * @category Graphics */ declare const FUNC_EQUAL: number; /** * Pass if (ref & mask) <= (stencil & mask). * * @type {number} * @category Graphics */ declare const FUNC_LESSEQUAL: number; /** * Pass if (ref & mask) > (stencil & mask). * * @type {number} * @category Graphics */ declare const FUNC_GREATER: number; /** * Pass if (ref & mask) != (stencil & mask). * * @type {number} * @category Graphics */ declare const FUNC_NOTEQUAL: number; /** * Pass if (ref & mask) >= (stencil & mask). * * @type {number} * @category Graphics */ declare const FUNC_GREATEREQUAL: number; /** * Always pass. * * @type {number} * @category Graphics */ declare const FUNC_ALWAYS: number; /** * 8-bit unsigned vertex indices (0 to 255). * * @type {number} * @category Graphics */ declare const INDEXFORMAT_UINT8: number; /** * 16-bit unsigned vertex indices (0 to 65,535). * * @type {number} * @category Graphics */ declare const INDEXFORMAT_UINT16: number; /** * 32-bit unsigned vertex indices (0 to 4,294,967,295). * * @type {number} * @category Graphics */ declare const INDEXFORMAT_UINT32: number; declare const PIXELFORMAT_A8: 0; declare const PIXELFORMAT_L8: 1; declare const PIXELFORMAT_LA8: 2; /** * 16-bit RGB (5-bits for red channel, 6 for green and 5 for blue). * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGB565: number; /** * 16-bit RGBA (5-bits for red channel, 5 for green, 5 for blue with 1-bit alpha). * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGBA5551: number; /** * 16-bit RGBA (4-bits for red channel, 4 for green, 4 for blue with 4-bit alpha). * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGBA4: number; /** * 24-bit RGB (8-bits for red channel, 8 for green and 8 for blue). * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGB8: number; /** * 32-bit RGBA (8-bits for red channel, 8 for green, 8 for blue with 8-bit alpha). * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGBA8: number; /** * Block compressed format storing 16 input pixels in 64 bits of output, consisting of two 16-bit * RGB 5:6:5 color values and a 4x4 two bit lookup table. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_DXT1: number; /** * Block compressed format storing 16 input pixels (corresponding to a 4x4 pixel block) into 128 * bits of output, consisting of 64 bits of alpha channel data (4 bits for each pixel) followed by * 64 bits of color data; encoded the same way as DXT1. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_DXT3: number; /** * Block compressed format storing 16 input pixels into 128 bits of output, consisting of 64 bits * of alpha channel data (two 8 bit alpha values and a 4x4 3 bit lookup table) followed by 64 bits * of color data (encoded the same way as DXT1). * * @type {number} * @category Graphics */ declare const PIXELFORMAT_DXT5: number; /** * 16-bit floating point RGB (16-bit float for each red, green and blue channels). * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGB16F: number; /** * 16-bit floating point RGBA (16-bit float for each red, green, blue and alpha channels). * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGBA16F: number; /** * 32-bit floating point RGB (32-bit float for each red, green and blue channels). * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGB32F: number; /** * 32-bit floating point RGBA (32-bit float for each red, green, blue and alpha channels). * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGBA32F: number; /** * 32-bit floating point single channel format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_R32F: number; /** * A readable depth buffer format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_DEPTH: number; /** * A readable depth/stencil buffer format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_DEPTHSTENCIL: number; /** * A floating-point color-only format with 11 bits for red and green channels and 10 bits for the * blue channel. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_111110F: number; /** * Color-only sRGB format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_SRGB8: number; /** * Color sRGB format with additional alpha channel. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_SRGBA8: number; /** * ETC1 compressed format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_ETC1: number; /** * ETC2 (RGB) compressed format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_ETC2_RGB: number; /** * ETC2 (RGBA) compressed format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_ETC2_RGBA: number; /** * PVRTC (2BPP RGB) compressed format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_PVRTC_2BPP_RGB_1: number; /** * PVRTC (2BPP RGBA) compressed format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_PVRTC_2BPP_RGBA_1: number; /** * PVRTC (4BPP RGB) compressed format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_PVRTC_4BPP_RGB_1: number; /** * PVRTC (4BPP RGBA) compressed format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_PVRTC_4BPP_RGBA_1: number; /** * ATC compressed format with alpha channel in blocks of 4x4. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_ASTC_4x4: number; /** * ATC compressed format with no alpha channel. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_ATC_RGB: number; /** * ATC compressed format with alpha channel. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_ATC_RGBA: number; /** * 32-bit BGRA (8-bits for blue channel, 8 for green, 8 for red with 8-bit alpha). This is an * internal format used by the WebGPU's backbuffer only. * * @type {number} * @ignore * @category Graphics */ declare const PIXELFORMAT_BGRA8: number; /** * 8-bit signed integer single-channel (R) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_R8I: number; /** * 8-bit unsigned integer single-channel (R) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_R8U: number; /** * 16-bit signed integer single-channel (R) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_R16I: number; /** * 16-bit unsigned integer single-channel (R) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_R16U: number; /** * 32-bit signed integer single-channel (R) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_R32I: number; /** * 32-bit unsigned integer single-channel (R) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_R32U: number; /** * 8-bit per-channel signed integer (RG) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RG8I: number; /** * 8-bit per-channel unsigned integer (RG) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RG8U: number; /** * 16-bit per-channel signed integer (RG) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RG16I: number; /** * 16-bit per-channel unsigned integer (RG) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RG16U: number; /** * 32-bit per-channel signed integer (RG) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RG32I: number; /** * 32-bit per-channel unsigned integer (RG) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RG32U: number; /** * 8-bit per-channel signed integer (RGBA) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGBA8I: number; /** * 8-bit per-channel unsigned integer (RGBA) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGBA8U: number; /** * 16-bit per-channel signed integer (RGBA) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGBA16I: number; /** * 16-bit per-channel unsigned integer (RGBA) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGBA16U: number; /** * 32-bit per-channel signed integer (RGBA) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGBA32I: number; /** * 32-bit per-channel unsigned integer (RGBA) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RGBA32U: number; /** * 16-bit floating point R (16-bit float for red channel). * * @type {number} * @category Graphics */ declare const PIXELFORMAT_R16F: number; /** * 16-bit floating point RG (16-bit float for each red and green channels). * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RG16F: number; /** * 8-bit per-channel (R) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_R8: number; /** * 8-bit per-channel (RG) format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_RG8: number; /** * Format equivalent to {@link PIXELFORMAT_DXT1} but sampled in linear color space. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_DXT1_SRGB: number; /** * Format equivalent to {@link PIXELFORMAT_DXT3} but sampled in linear color space. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_DXT3_SRGBA: number; /** * Format equivalent to {@link PIXELFORMAT_DXT5} but sampled in linear color space. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_DXT5_SRGBA: number; /** * Format equivalent to {@link PIXELFORMAT_ETC2_RGB} but sampled in linear color space. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_ETC2_SRGB: number; /** * Format equivalent to {@link PIXELFORMAT_ETC2_RGBA} but sampled in linear color space. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_ETC2_SRGBA: number; /** * Format equivalent to {@link PIXELFORMAT_ASTC_4x4} but sampled in linear color space. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_ASTC_4x4_SRGB: number; /** * 32-bit BGRA sRGB format. This is an internal format used by the WebGPU's backbuffer only. * * @type {number} * @ignore * @category Graphics */ declare const PIXELFORMAT_SBGRA8: number; /** * Compressed high dynamic range signed floating point format storing RGB values. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_BC6F: number; /** * Compressed high dynamic range unsigned floating point format storing RGB values. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_BC6UF: number; /** * Compressed 8-bit fixed-point data. Each 4x4 block of texels consists of 128 bits of RGBA data. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_BC7: number; /** * Compressed 8-bit fixed-point data. Each 4x4 block of texels consists of 128 bits of SRGB_ALPHA * data. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_BC7_SRGBA: number; /** * A 16-bit depth buffer format. * * @type {number} * @category Graphics */ declare const PIXELFORMAT_DEPTH16: number; /** * Information about pixel formats. * * ldr: whether the format is low dynamic range (LDR), which typically means it's not HDR, and uses * sRGB color space to store the color values * srgbFormat: the corresponding sRGB format (which automatically converts the sRGB value to linear) * * @type {Map<number, { name: string, size?: number, blockSize?: number, ldr?: boolean, srgb?: boolean, srgbFormat?: number, isInt?: boolean }>} * @ignore */ declare const pixelFormatInfo: Map<number, { name: string; size?: number; blockSize?: number; ldr?: boolean; srgb?: boolean; srgbFormat?: number; isInt?: boolean; }>; declare function isCompressedPixelFormat(format: any): boolean; declare function isSrgbPixelFormat(format: any): boolean; declare function isIntegerPixelFormat(format: any): boolean; declare function pixelFormatLinearToGamma(format: number): number; declare function pixelFormatGammaToLinear(format: number): number; declare function requiresManualGamma(format: number): boolean; declare function getPixelFormatArrayType(format: any): Int8ArrayConstructor | Uint8ArrayConstructor | Int16ArrayConstructor | Uint16ArrayConstructor | Int32ArrayConstructor | Uint32ArrayConstructor | Float32ArrayConstructor; /** * List of distinct points. * * @type {number} * @category Graphics */ declare const PRIMITIVE_POINTS: number; /** * Discrete list of line segments. * * @type {number} * @category Graphics */ declare const PRIMITIVE_LINES: number; /** * List of points that are linked sequentially by line segments, with a closing line segment * between the last and first points. * * @type {number} * @category Graphics */ declare const PRIMITIVE_LINELOOP: number; /** * List of points that are linked sequentially by line segments. * * @type {number} * @category Graphics */ declare const PRIMITIVE_LINESTRIP: number; /** * Discrete list of triangles. * * @type {number} * @category Graphics */ declare const PRIMITIVE_TRIANGLES: number; /** * Connected strip of triangles where a specified vertex forms a triangle using the previous two. * * @type {number} * @category Graphics */ declare const PRIMITIVE_TRISTRIP: number; /** * Connected fan of triangles where the first vertex forms triangles with the following pairs of vertices. * * @type {number} * @category Graphics */ declare const PRIMITIVE_TRIFAN: number; /** * Vertex attribute to be treated as a position. * * @type {string} * @category Graphics */ declare const SEMANTIC_POSITION: string; /** * Vertex attribute to be treated as a normal. * * @type {string} * @category Graphics */ declare const SEMANTIC_NORMAL: string; /** * Vertex attribute to be treated as a tangent. * * @type {string} * @category Graphics */ declare const SEMANTIC_TANGENT: string; /** * Vertex attribute to be treated as skin blend weights. * * @type {string} * @category Graphics */ declare const SEMANTIC_BLENDWEIGHT: string; /** * Vertex attribute to be treated as skin blend indices. * * @type {string} * @category Graphics */ declare const SEMANTIC_BLENDINDICES: string; /** * Vertex attribute to be treated as a color. * * @type {string} * @category Graphics */ declare const SEMANTIC_COLOR: string; declare const SEMANTIC_TEXCOORD: "TEXCOORD"; /** * Vertex attribute to be treated as a texture coordinate (set 0). * * @type {string} * @category Graphics */ declare const SEMANTIC_TEXCOORD0: string; /** * Vertex attribute to be treated as a texture coordinate (set 1). * * @type {string} * @category Graphics */ declare const SEMANTIC_TEXCOORD1: string; /** * Vertex attribute to be treated as a texture coordinate (set 2). * * @type {string} * @category Graphics */ declare const SEMANTIC_TEXCOORD2: string; /** * Vertex attribute to be treated as a texture coordinate (set 3). * * @type {string} * @category Graphics */ declare const SEMANTIC_TEXCOORD3: string; /** * Vertex attribute to be treated as a texture coordinate (set 4). * * @type {string} * @category Graphics */ declare const SEMANTIC_TEXCOORD4: string; /** * Vertex attribute to be treated as a texture coordinate (set 5). * * @type {string} * @category Graphics */ declare const SEMANTIC_TEXCOORD5: string; /** * Vertex attribute to be treated as a texture coordinate (set 6). * * @type {string} * @category Graphics */ declare const SEMANTIC_TEXCOORD6: string; /** * Vertex attribute to be treated as a texture coordinate (set 7). * * @type {string} * @category Graphics */ declare const SEMANTIC_TEXCOORD7: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR0: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR1: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR2: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR3: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR4: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR5: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR6: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR7: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR8: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR9: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR10: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR11: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR12: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR13: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR14: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ declare const SEMANTIC_ATTR15: string; declare const SHADERTAG_MATERIAL: 1; /** * Don't change the stencil buffer value. * * @type {number} * @category Graphics */ declare const STENCILOP_KEEP: number; /** * Set value to zero. * * @type {number} * @category Graphics */ declare const STENCILOP_ZERO: number; /** * Replace value with the reference value (see {@link StencilParameters}). * * @type {number} * @category Graphics */ declare const STENCILOP_REPLACE: number; /** * Increment the value. * * @type {number} * @category Graphics */ declare const STENCILOP_INCREMENT: number; /** * Increment the value but wrap it to zero when it's larger than a maximum representable value. * * @type {number} * @category Graphics */ declare const STENCILOP_INCREMENTWRAP: number; /** * Decrement the value. * * @type {number} * @category Graphics */ declare const STENCILOP_DECREMENT: number; /** * Decrement the value but wrap it to a maximum representable value if the current value is 0. * * @type {number} * @category Graphics */ declare const STENCILOP_DECREMENTWRAP: number; /** * Invert the value bitwise. * * @type {number} * @category Graphics */ declare const STENCILOP_INVERT: number; /** * The texture is not in a locked state. * * @type {number} */ declare const TEXTURELOCK_NONE: number; /** * Read only. Any changes to the locked mip level's pixels will not update the texture. * * @type {number} * @category Graphics */ declare const TEXTURELOCK_READ: number; /** * Write only. The contents of the specified mip level will be entirely replaced. * * @type {number} * @category Graphics */ declare const TEXTURELOCK_WRITE: number; /** * Texture is a default type. * * @type {string} * @category Graphics */ declare const TEXTURETYPE_DEFAULT: string; /** * Texture stores high dynamic range data in RGBM format. * * @type {string} * @category Graphics */ declare const TEXTURETYPE_RGBM: string; /** * Texture stores high dynamic range data in RGBE format. * * @type {string} * @category Graphics */ declare const TEXTURETYPE_RGBE: string; /** * Texture stores high dynamic range data in RGBP encoding. * * @type {string} * @category Graphics */ declare const TEXTURETYPE_RGBP: string; /** * Texture stores normalmap data swizzled in GGGR format. This is used for tangent space normal * maps. The R component is stored in alpha and G is stored in RGB. This packing can result in * higher quality when the texture data is compressed. * * @type {string} * @category Graphics */ declare const TEXTURETYPE_SWIZZLEGGGR: string; declare const TEXHINT_NONE: 0; declare const TEXHINT_SHADOWMAP: 1; declare const TEXHINT_ASSET: 2; declare const TEXHINT_LIGHTMAP: 3; /** * Texture data is stored in a 1-dimensional texture. * * @type {string} * @category Graphics */ declare const TEXTUREDIMENSION_1D: string; /** * Texture data is stored in a 2-dimensional texture. * * @type {string} * @category Graphics */ declare const TEXTUREDIMENSION_2D: string; /** * Texture data is stored in an array of 2-dimensional textures. * * @type {string} * @category Graphics */ declare const TEXTUREDIMENSION_2D_ARRAY: string; /** * Texture data is stored in a cube texture. * * @type {string} * @category Graphics */ declare const TEXTUREDIMENSION_CUBE: string; /** * Texture data is stored in an array of cube textures. * * @type {string} * @category Graphics */ declare const TEXTUREDIMENSION_CUBE_ARRAY: string; /** * Texture data is stored in a 3-dimensional texture. * * @type {string} * @category Graphics */ declare const TEXTUREDIMENSION_3D: string; /** * A sampler type of a texture that contains floating-point data. Typically stored for color * textures, where data can be filtered. * * @type {number} * @category Graphics */ declare const SAMPLETYPE_FLOAT: number; /** * A sampler type of a texture that contains floating-point data, but cannot be filtered. Typically * used for textures storing data that cannot be interpolated. * * @type {number} * @category Graphics */ declare const SAMPLETYPE_UNFILTERABLE_FLOAT: number; /** * A sampler type of a texture that contains depth data. Typically used for depth textures. * * @type {number} * @category Graphics */ declare const SAMPLETYPE_DEPTH: number; /** * A sampler type of a texture that contains signed integer data. * * @type {number} * @category Graphics */ declare const SAMPLETYPE_INT: number; /** * A sampler type of a texture that contains unsigned integer data. * * @type {number} * @category Graphics */ declare const SAMPLETYPE_UINT: number; /** * Texture data is not stored a specific projection format. * * @type {string} * @category Graphics */ declare const TEXTUREPROJECTION_NONE: string; /** * Texture data is stored in cubemap projection format. * * @type {string} * @category Graphics */ declare const TEXTUREPROJECTION_CUBE: string; /** * Texture data is stored in equirectangular projection format. * * @type {string} * @category Graphics */ declare const TEXTUREPROJECTION_EQUIRECT: string; /** * Texture data is stored in octahedral projection format. * * @type {string} * @category Graphics */ declare const TEXTUREPROJECTION_OCTAHEDRAL: string; /** * Shader source code uses GLSL language. * * @type {string} * @category Graphics */ declare const SHADERLANGUAGE_GLSL: string; /** * Shader source code uses WGSL language. * * @type {string} * @category Graphics */ declare const SHADERLANGUAGE_WGSL: string; /** * Signed byte vertex element type. * * @type {number} * @category Graphics */ declare const TYPE_INT8: number; /** * Unsigned byte vertex element type. * * @type {number} * @category Graphics */ declare const TYPE_UINT8: number; /** * Signed short vertex element type. * * @type {number} * @category Graphics */ declare const TYPE_INT16: number; /** * Unsigned short vertex element type. * * @type {number} * @category Graphics */ declare const TYPE_UINT16: number; /** * Signed integer vertex element type. * * @type {number} * @category Graphics */ declare const TYPE_INT32: number; /** * Unsigned integer vertex element type. * * @type {number} * @category Graphics */ declare const TYPE_UINT32: number; /** * Floating point vertex element type. * * @type {number} * @category Graphics */ declare const TYPE_FLOAT32: number; /** * 16-bit floating point vertex element type. * * @type {number} * @category Graphics */ declare const TYPE_FLOAT16: number; /** * Boolean uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_BOOL: number; /** * Integer uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_INT: number; /** * Float uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_FLOAT: number; /** * 2 x Float uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_VEC2: number; /** * 3 x Float uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_VEC3: number; /** * 4 x Float uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_VEC4: number; /** * 2 x Integer uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_IVEC2: number; /** * 3 x Integer uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_IVEC3: number; /** * 4 x Integer uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_IVEC4: number; /** * 2 x Boolean uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_BVEC2: number; /** * 3 x Boolean uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_BVEC3: number; /** * 4 x Boolean uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_BVEC4: number; /** * 2 x 2 x Float uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_MAT2: number; /** * 3 x 3 x Float uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_MAT3: number; /** * 4 x 4 x Float uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_MAT4: number; declare const UNIFORMTYPE_TEXTURE2D: 15; declare const UNIFORMTYPE_TEXTURECUBE: 16; declare const UNIFORMTYPE_FLOATARRAY: 17; declare const UNIFORMTYPE_TEXTURE2D_SHADOW: 18; declare const UNIFORMTYPE_TEXTURECUBE_SHADOW: 19; declare const UNIFORMTYPE_TEXTURE3D: 20; declare const UNIFORMTYPE_VEC2ARRAY: 21; declare const UNIFORMTYPE_VEC3ARRAY: 22; declare const UNIFORMTYPE_VEC4ARRAY: 23; declare const UNIFORMTYPE_MAT4ARRAY: 24; declare const UNIFORMTYPE_TEXTURE2D_ARRAY: 25; /** * Unsigned integer uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_UINT: number; /** * 2 x Unsigned integer uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_UVEC2: number; /** * 3 x Unsigned integer uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_UVEC3: number; /** * 4 x Unsigned integer uniform type. * * @type {number} * @category Graphics */ declare const UNIFORMTYPE_UVEC4: number; declare const UNIFORMTYPE_INTARRAY: 30; declare const UNIFORMTYPE_UINTARRAY: 31; declare const UNIFORMTYPE_BOOLARRAY: 32; declare const UNIFORMTYPE_IVEC2ARRAY: 33; declare const UNIFORMTYPE_UVEC2ARRAY: 34; declare const UNIFORMTYPE_BVEC2ARRAY: 35; declare const UNIFORMTYPE_IVEC3ARRAY: 36; declare const UNIFORMTYPE_UVEC3ARRAY: 37; declare const UNIFORMTYPE_BVEC3ARRAY: 38; declare const UNIFORMTYPE_IVEC4ARRAY: 39; declare const UNIFORMTYPE_UVEC4ARRAY: 40; declare const UNIFORMTYPE_BVEC4ARRAY: 41; declare const UNIFORMTYPE_ITEXTURE2D: 42; declare const UNIFORMTYPE_UTEXTURE2D: 43; declare const UNIFORMTYPE_ITEXTURECUBE: 44; declare const UNIFORMTYPE_UTEXTURECUBE: 45; declare const UNIFORMTYPE_ITEXTURE3D: 46; declare const UNIFORMTYPE_UTEXTURE3D: 47; declare const UNIFORMTYPE_ITEXTURE2D_ARRAY: 48; declare const UNIFORMTYPE_UTEXTURE2D_ARRAY: 49; declare const uniformTypeToName: string[]; declare const uniformTypeToNameWGSL: string[][]; declare const uniformTypeToNameMapWGSL: Map<any, any>; declare const uniformTypeToStorage: Uint8Array<ArrayBuffer>; /** * A WebGL 2 device type. * * @type {string} * @category Graphics */ declare const DEVICETYPE_WEBGL2: string; /** * A WebGPU device type. * * @type {string} * @category Graphics */ declare const DEVICETYPE_WEBGPU: string; /** * A Null device type. * * @type {string} * @category Graphics */ declare const DEVICETYPE_NULL: string; /** * The resource is visible to the vertex shader. * * @type {number} * @category Graphics */ declare const SHADERSTAGE_VERTEX: number; /** * The resource is visible to the fragment shader. * * @type {number} * @category Graphics */ declare const SHADERSTAGE_FRAGMENT: number; /** * The resource is visible to the compute shader. * * @type {number} * @category Graphics */ declare const SHADERSTAGE_COMPUTE: number; /** * Display format for low dynamic range data. This is always supported; however, due to the cost, it * does not implement linear alpha blending on the main framebuffer. Instead, alpha blending occurs * in sRGB space. * * @type {string} * @category Graphics */ declare const DISPLAYFORMAT_LDR: string; /** * Display format for low dynamic range data in the sRGB color space. This format correctly * implements linear alpha blending on the main framebuffer, with the alpha blending occurring in * linear space. This is currently supported on WebGPU platform only. On unsupported platforms, it * silently falls back to {@link DISPLAYFORMAT_LDR}. * * @type {string} * @category Graphics */ declare const DISPLAYFORMAT_LDR_SRGB: string; /** * Display format for high dynamic range data, using 16bit floating point values. * Note: This is supported on WebGPU platform only, and ignored on other platforms. On displays * without HDR support, it silently falls back to {@link DISPLAYFORMAT_LDR}. Use * {@link GraphicsDevice.isHdr} to see if the HDR format is used. When it is, it's recommended to * use {@link TONEMAP_NONE} for the tonemapping mode, to avoid it clipping the high dynamic range. * * @type {string} * @category Graphics */ declare const DISPLAYFORMAT_HDR: string; declare const TEXPROPERTY_MIN_FILTER: 1; declare const TEXPROPERTY_MAG_FILTER: 2; declare const TEXPROPERTY_ADDRESS_U: 4; declare const TEXPROPERTY_ADDRESS_V: 8; declare const TEXPROPERTY_ADDRESS_W: 16; declare const TEXPROPERTY_COMPARE_ON_READ: 32; declare const TEXPROPERTY_COMPARE_FUNC: 64; declare const TEXPROPERTY_ANISOTROPY: 128; declare const TEXPROPERTY_ALL: 255; declare const BINDGROUP_VIEW: 0; declare const BINDGROUP_MESH: 1; declare const BINDGROUP_MESH_UB: 2; declare const bindGroupNames: string[]; declare const UNIFORM_BUFFER_DEFAULT_SLOT_NAME: "default"; declare const UNUSED_UNIFORM_NAME: "_unused_float_uniform"; declare const typedArrayTypes: (Int8ArrayConstructor | Uint8ArrayConstructor | Int16ArrayConstructor | Uint16ArrayConstructor | Int32ArrayConstructor | Uint32ArrayConstructor | Float32ArrayConstructor)[]; declare const typedArrayTypesByteSize: number[]; declare const vertexTypesNames: string[]; declare namespace typedArrayToType { export { TYPE_INT8 as Int8Array }; export { TYPE_UINT8 as Uint8Array }; export { TYPE_INT16 as Int16Array }; export { TYPE_UINT16 as Uint16Array }; export { TYPE_INT32 as Int32Array }; export { TYPE_UINT32 as Uint32Array }; export { TYPE_FLOAT32 as Float32Array }; } declare const typedArrayIndexFormats: (Uint8ArrayConstructor | Uint16ArrayConstructor | Uint32ArrayConstructor)[]; declare const typedArrayIndexFormatsByteSize: number[]; /** * Map of engine semantics into location on device in range 0..15 (note - semantics mapping to the * same location cannot be used at the same time) organized in a way that ATTR0-ATTR7 do not * overlap with common important semantics. * * @type {object} * @ignore * @category Graphics */ declare const semanticToLocation: object; /** * Chunk API versions * * @type {string} * @category Graphics */ declare const CHUNKAPI_1_51: string; declare const CHUNKAPI_1_55: "1.55"; declare const CHUNKAPI_1_56: "1.56"; declare const CHUNKAPI_1_57: "1.57"; declare const CHUNKAPI_1_58: "1.58"; declare const CHUNKAPI_1_60: "1.60"; declare const CHUNKAPI_1_62: "1.62"; declare const CHUNKAPI_1_65: "1.65"; declare const CHUNKAPI_1_70: "1.70"; declare const CHUNKAPI_2_1: "2.1"; declare const CHUNKAPI_2_3: "2.3"; declare const CHUNKAPI_2_5: "2.5"; declare const ACTION_MOUSE: "mouse"; declare const ACTION_KEYBOARD: "keyboard"; declare const ACTION_GAMEPAD: "gamepad"; declare const AXIS_MOUSE_X: "mousex"; declare const AXIS_MOUSE_Y: "mousey"; declare const AXIS_PAD_L_X: "padlx"; declare const AXIS_PAD_L_Y: "padly"; declare const AXIS_PAD_R_X: "padrx"; declare const AXIS_PAD_R_Y: "padry"; declare const AXIS_KEY: "key"; /** * Name of event fired when a key is pressed. * * @type {string} * @category Input */ declare const EVENT_KEYDOWN: string; /** * Name of event fired when a key is released. * * @type {string} * @category Input */ declare const EVENT_KEYUP: string; /** * Name of event fired when a mouse button is pressed. * * @type {string} * @category Input */ declare const EVENT_MOUSEDOWN: string; /** * Name of event fired when the mouse is moved. * * @type {string} * @category Input */ declare const EVENT_MOUSEMOVE: string; /** * Name of event fired when a mouse button is released. * * @type {string} * @category Input */ declare const EVENT_MOUSEUP: string; /** * Name of event fired when the mouse wheel is rotated. * * @type {string} * @category Input */ declare const EVENT_MOUSEWHEEL: string; /** * Name of event fired when a new touch occurs. For example, a finger is placed on the device. * * @type {string} * @category Input */ declare const EVENT_TOUCHSTART: string; /** * Name of event fired when touch ends. For example, a finger is lifted off the device. * * @type {string} * @category Input */ declare const EVENT_TOUCHEND: string; /** * Name of event fired when a touch moves. * * @type {string} * @category Input */ declare const EVENT_TOUCHMOVE: string; /** * Name of event fired when a touch point is interrupted in some way. The exact reasons for * canceling a touch can vary from device to device. For example, a modal alert pops up during the * interaction; the touch point leaves the document area, or there are more touch points than the * device supports, in which case the earliest touch point is canceled. * * @type {string} * @category Input */ declare const EVENT_TOUCHCANCEL: string; /** * Name of event fired when a new xr select occurs. For example, primary trigger was pressed. * * @type {string} * @category Input */ declare const EVENT_SELECT: string; /** * Name of event fired when a new xr select starts. For example, primary trigger is now pressed. * * @type {string} * @category Input */ declare const EVENT_SELECTSTART: string; /** * Name of event fired when xr select ends. For example, a primary trigger is now released. * * @type {string} * @category Input */ declare const EVENT_SELECTEND: string; /** * @type {number} * @category Input */ declare const KEY_BACKSPACE: number; /** * @type {number} * @category Input */ declare const KEY_TAB: number; /** * @type {number} * @category Input */ declare const KEY_RETURN: number; /** * @type {number} * @category Input */ declare const KEY_ENTER: number; /** * @type {number} * @category Input */ declare const KEY_SHIFT: number; /** * @type {number} * @category Input */ declare const KEY_CONTROL: number; /** * @type {number} * @category Input */ declare const KEY_ALT: number; /** * @type {number} * @category Input */ declare const KEY_PAUSE: number; /** * @type {number} * @category Input */ declare const KEY_CAPS_LOCK: number; /** * @type {number} * @category In