playcanvas
Version:
PlayCanvas WebGL game engine
2,158 lines (2,154 loc) • 1.76 MB
TypeScript
/**
* 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