starling-framework
Version:
A fast, productive library for 2D cross-platform development.
216 lines • 9.4 kB
TypeScript
import Texture from "../textures/Texture";
import Vector3D from "openfl/geom/Vector3D";
import Rectangle from "openfl/geom/Rectangle";
import Matrix3D from "openfl/geom/Matrix3D";
import Matrix from "openfl/geom/Matrix";
declare namespace starling.rendering {
/**
* The RenderState stores a combination of settings that are currently used for rendering.
* * This includes modelview and transformation matrices as well as context3D related settings.
* *
* * <p>Starling's Painter instance stores a reference to the current RenderState.
* * Via a stack mechanism, you can always save a specific state and restore it later.
* * That makes it easy to write rendering code that doesn't have any side effects.</p>
* *
* * <p>Beware that any context-related settings are not applied on the context
* * right away, but only after calling <code>painter.prepareToDraw()</code>.
* * However, the Painter recognizes changes to those settings and will finish the current
* * batch right away if necessary.</p>
* *
* * <strong>Matrix Magic</strong>
* *
* * <p>On rendering, Starling traverses the display tree, constantly moving from one
* * coordinate system to the next. Each display object stores its vertex coordinates
* * in its local coordinate system; on rendering, they must be moved to a global,
* * 2D coordinate space (the so-called "clip-space"). To handle these calculations,
* * the RenderState contains a set of matrices.</p>
* *
* * <p>By multiplying vertex coordinates with the <code>modelviewMatrix</code>, you'll get the
* * coordinates in "screen-space", or in other words: in stage coordinates. (Optionally,
* * there's also a 3D version of this matrix. It comes into play when you're working with
* * <code>Sprite3D</code> containers.)</p>
* *
* * <p>By feeding the result of the previous transformation into the
* * <code>projectionMatrix</code>, you'll end up with so-called "clipping coordinates",
* * which are in the range <code>[-1, 1]</code> (just as needed by the graphics pipeline).
* * If you've got vertices in the 3D space, this matrix will also execute a perspective
* * projection.</p>
* *
* * <p>Finally, there's the <code>mvpMatrix</code>, which is short for
* * "modelviewProjectionMatrix". This is simply a combination of <code>modelview-</code> and
* * <code>projectionMatrix</code>, combining the effects of both. Pass this matrix
* * to the vertex shader and all your vertices will automatically end up at the right
* * position.</p>
* *
* * @see Painter
* * @see starling.display.Sprite3D
*
*/
export class RenderState {
/**
* Creates a new render state with the default settings.
*/
constructor();
/**
* Duplicates all properties of another instance on the current instance.
*/
copyFrom(renderState: RenderState): void;
/**
* Resets the RenderState to the default settings.
* * (Check each property documentation for its default value.)
*/
reset(): void;
/**
* Prepends the given matrix to the 2D modelview matrix.
*/
transformModelviewMatrix(matrix: Matrix): void;
/**
* Prepends the given matrix to the 3D modelview matrix.
* * The current contents of the 2D modelview matrix is stored in the 3D modelview matrix
* * before doing so; the 2D modelview matrix is then reset to the identity matrix.
*
*/
transformModelviewMatrix3D(matrix: Matrix3D): void;
/**
* Creates a perspective projection matrix suitable for 2D and 3D rendering.
* *
* * <p>The first 4 parameters define which area of the stage you want to view (the camera
* * will 'zoom' to exactly this region). The final 3 parameters determine the perspective
* * in which you're looking at the stage.</p>
* *
* * <p>The stage is always on the rectangle that is spawned up between x- and y-axis (with
* * the given size). All objects that are exactly on that rectangle (z equals zero) will be
* * rendered in their true size, without any distortion.</p>
* *
* * <p>If you pass only the first 4 parameters, the camera will be set up above the center
* * of the stage, with a field of view of 1.0 rad.</p>
*
*/
setProjectionMatrix(x: number, y: number, width: number, height: number, stageWidth?: number, stageHeight?: number, cameraPos?: Vector3D): void;
/**
* This method needs to be called whenever <code>projectionMatrix3D</code> was changed
* * other than via <code>setProjectionMatrix</code>.
*
*/
setProjectionMatrixChanged(): void;
/**
* Changes the modelview matrices (2D and, if available, 3D) to identity matrices.
* * An object transformed an identity matrix performs no transformation.
*
*/
setModelviewMatricesToIdentity(): void;
/**
* Returns the current 2D modelview matrix.
* * CAUTION: Use with care! Each call returns the same instance.
* * @default identity matrix
*/
get modelviewMatrix(): Matrix;
set modelviewMatrix(value: Matrix)
/**
* Returns the current 3D modelview matrix, if there have been 3D transformations.
* * CAUTION: Use with care! Each call returns the same instance.
* * @default null
*/
get modelviewMatrix3D(): Matrix3D;
set modelviewMatrix3D(value: Matrix3D)
/**
* Returns the current projection matrix. You can use the method 'setProjectionMatrix3D'
* * to set it up in an intuitive way.
* * CAUTION: Use with care! Each call returns the same instance. If you modify the matrix
* * in place, you have to call <code>setProjectionMatrixChanged</code>.
* * @default identity matrix
*/
get projectionMatrix3D(): Matrix3D;
set projectionMatrix3D(value: Matrix3D)
/**
* Calculates the product of modelview and projection matrix and stores it in a 3D matrix.
* * CAUTION: Use with care! Each call returns the same instance.
*/
get mvpMatrix3D(): Matrix3D;
/**
* Changes the the current render target.
* *
* * @param target Either a texture or <code>null</code> to render into the back buffer.
* * @param enableDepthAndStencil Indicates if depth and stencil testing will be available.
* * This parameter affects only texture targets.
* * @param antiAlias The anti-aliasing quality (range: <code>0 - 4</code>).
* * This parameter affects only texture targets. Note that at the time
* * of this writing, AIR supports anti-aliasing only on Desktop.
*
*/
setRenderTarget(target: Texture, enableDepthAndStencil?: boolean, antiAlias?: number): void;
/**
* The current, cumulated alpha value. Beware that, in a standard 'render' method,
* * this already includes the current object! The value is the product of current object's
* * alpha value and all its parents. @default 1.0
*
*/
get alpha(): number;
set alpha(value: number)
/**
* The blend mode to be used on rendering. A value of "auto" is ignored, since it
* * means that the mode should remain unchanged.
* *
* * @default BlendMode.NORMAL
* * @see starling.display.BlendMode
*
*/
get blendMode(): string;
set blendMode(value: string)
/**
* The texture that is currently being rendered into, or <code>null</code>
* * to render into the back buffer. On assignment, calls <code>setRenderTarget</code>
* * with its default parameters.
*/
get renderTarget(): Texture;
set renderTarget(value: Texture)
/**
* Sets the triangle culling mode. Allows to exclude triangles from rendering based on
* * their orientation relative to the view plane.
* * @default Context3DTriangleFace.NONE
*
*/
get culling(): string;
set culling(value: string)
/**
* Enables or disables depth buffer writes.
* * @default false
*
*/
get depthMask(): boolean;
set depthMask(value: boolean)
/**
* Sets type of comparison used for depth testing.
* * @default Context3DCompareMode.ALWAYS
*
*/
get depthTest(): string;
set depthTest(value: string)
/**
* The clipping rectangle can be used to limit rendering in the current render target to
* * a certain area. This method expects the rectangle in stage coordinates. To prevent
* * any clipping, assign <code>null</code>.
* *
* * @default null
*
*/
get clipRect(): Rectangle;
set clipRect(value: Rectangle)
/**
* The anti-alias setting used when setting the current render target
* * via <code>setRenderTarget</code>.
*/
get renderTargetAntiAlias(): number;
/**
* Indicates if the render target (set via <code>setRenderTarget</code>)
* * has its depth and stencil buffers enabled.
*/
get renderTargetSupportsDepthAndStencil(): boolean;
/**
* Indicates if there have been any 3D transformations.
* * Returns <code>true</code> if the 3D modelview matrix contains a value.
*/
get is3D(): boolean;
}
}
export default starling.rendering.RenderState;