starling-framework
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A fast, productive library for 2D cross-platform development.
171 lines • 7.83 kB
TypeScript
import VertexDataFormat from "./VertexDataFormat";
import VertexData from "./VertexData";
import IndexData from "./IndexData";
import Matrix3D from "openfl/geom/Matrix3D";
declare namespace starling.rendering {
/**
* An effect encapsulates all steps of a Stage3D draw operation. It configures the
* * render context and sets up shader programs as well as index- and vertex-buffers, thus
* * providing the basic mechanisms of all low-level rendering.
* *
* * <p><strong>Using the Effect class</strong></p>
* *
* * <p>Effects are mostly used by the <code>MeshStyle</code> and <code>FragmentFilter</code>
* * classes. When you extend those classes, you'll be required to provide a custom effect.
* * Setting it up for rendering is done by the base class, though, so you rarely have to
* * initiate the rendering yourself. Nevertheless, it's good to know how an effect is doing
* * its work.</p>
* *
* * <p>Using an effect always follows steps shown in the example below. You create the
* * effect, configure it, upload vertex data and then: draw!</p>
* *
* * <listing>
* * // create effect
* * var effect:MeshEffect = new MeshEffect();
* *
* * // configure effect
* * effect.mvpMatrix3D = painter.state.mvpMatrix3D;
* * effect.texture = getHeroTexture();
* * effect.color = 0xf0f0f0;
* *
* * // upload vertex data
* * effect.uploadIndexData(indexData);
* * effect.uploadVertexData(vertexData);
* *
* * // draw!
* * effect.render(0, numTriangles);</listing>
* *
* * <p>Note that the <code>VertexData</code> being uploaded has to be created with the same
* * format as the one returned by the effect's <code>vertexFormat</code> property.</p>
* *
* * <p><strong>Extending the Effect class</strong></p>
* *
* * <p>The base <code>Effect</code>-class can only render white triangles, which is not much
* * use in itself. However, it is designed to be extended; subclasses can easily implement any
* * kinds of shaders.</p>
* *
* * <p>Normally, you won't extend this class directly, but either <code>FilterEffect</code>
* * or <code>MeshEffect</code>, depending on your needs (i.e. if you want to create a new
* * fragment filter or a new mesh style). Whichever base class you're extending, you should
* * override the following methods:</p>
* *
* * <ul>
* * <li><code>createProgram():Program</code> — must create the actual program containing
* * vertex- and fragment-shaders. A program will be created only once for each render
* * context; this is taken care of by the base class.</li>
* * <li><code>get programVariantName():UInt</code> (optional) — override this if your
* * effect requires different programs, depending on its settings. The recommended
* * way to do this is via a bit-mask that uniquely encodes the current settings.</li>
* * <li><code>get vertexFormat():String</code> (optional) — must return the
* * <code>VertexData</code> format that this effect requires for its vertices. If
* * the effect does not require any special attributes, you can leave this out.</li>
* * <li><code>beforeDraw(context:Context3D):Void</code> — Set up your context by
* * configuring program constants and buffer attributes.</li>
* * <li><code>afterDraw(context:Context3D):Void</code> — Will be called directly after
* * <code>context.drawTriangles()</code>. Clean up any context configuration here.</li>
* * </ul>
* *
* * <p>Furthermore, you need to add properties that manage the data you require on rendering,
* * e.g. the texture(s) that should be used, program constants, etc. I recommend looking at
* * the implementations of Starling's <code>FilterEffect</code> and <code>MeshEffect</code>
* * classes to see how to approach sub-classing.</p>
* *
* * @see FilterEffect
* * @see MeshEffect
* * @see starling.styles.MeshStyle
* * @see starling.filters.FragmentFilter
* * @see starling.utils.RenderUtil
*
*/
export class Effect {
/**
* Creates a new effect.
*/
constructor();
/**
* The vertex format expected by <code>uploadVertexData</code>:
* * <code>"position:float2"</code>
*/
static VERTEX_FORMAT: VertexDataFormat;
/**
* Purges the index- and vertex-buffers.
*/
dispose(): void;
/**
* Purges one or both of the vertex- and index-buffers.
*/
purgeBuffers(vertexBuffer?: boolean, indexBuffer?: boolean): void;
/**
* Uploads the given index data to the internal index buffer. If the buffer is too
* * small, a new one is created automatically.
* *
* * @param indexData The IndexData instance to upload.
* * @param bufferUsage The expected buffer usage. Use one of the constants defined in
* * <code>Context3DBufferUsage</code>. Only used when the method call
* * causes the creation of a new index buffer.
*
*/
uploadIndexData(indexData: IndexData, bufferUsage?: string): void;
/**
* Uploads the given vertex data to the internal vertex buffer. If the buffer is too
* * small, a new one is created automatically.
* *
* * @param vertexData The VertexData instance to upload.
* * @param bufferUsage The expected buffer usage. Use one of the constants defined in
* * <code>Context3DBufferUsage</code>. Only used when the method call
* * causes the creation of a new vertex buffer.
*
*/
uploadVertexData(vertexData: VertexData, bufferUsage?: string): void;
/**
* Draws the triangles described by the index- and vertex-buffers, or a range of them.
* * This calls <code>beforeDraw</code>, <code>context.drawTriangles</code>, and
* * <code>afterDraw</code>, in this order.
*/
render(firstIndex?: number, numTriangles?: number): void;
/**
* Override this method if the effect requires a different program depending on the
* * current settings. Ideally, you do this by creating a bit mask encoding all the options.
* * This method is called often, so do not allocate any temporary objects when overriding.
* *
* * @default 0
*
*/
get programVariantName(): number;
/**
* Returns the base name for the program.
* * @default the fully qualified class name
*
*/
get programBaseName(): string;
set programBaseName(value: string)
/**
* Returns the full name of the program, which is used to register it at the current
* * <code>Painter</code>.
* *
* * <p>The default implementation efficiently combines the program's base and variant
* * names (e.g. <code>LightEffect#42</code>). It shouldn't be necessary to override
* * this method.</p>
*
*/
get programName(): string;
/**
* The function that you provide here will be called after a context loss.
* * Call both "upload..." methods from within the callback to restore any vertex or
* * index buffers. The callback will be executed with the effect as its sole parameter.
*/
get onRestore(): (arg0: Effect) => void;
set onRestore(value: (arg0: Effect) => void)
/**
* The data format that this effect requires from the VertexData that it renders:
* * <code>"position:float2"</code>
*/
get vertexFormat(): VertexDataFormat;
/**
* The MVP (modelview-projection) matrix transforms vertices into clipspace.
*/
get mvpMatrix3D(): Matrix3D;
set mvpMatrix3D(value: Matrix3D)
}
}
export default starling.rendering.Effect;