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starling-framework

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A fast, productive library for 2D cross-platform development.

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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;