three
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JavaScript 3D library
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JavaScript
export const REVISION = '175';
/**
* Represents mouse buttons and interaction types in context of controls.
*
* @type {ConstantsMouse}
* @constant
*/
export const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
/**
* Represents touch interaction types in context of controls.
*
* @type {ConstantsTouch}
* @constant
*/
export const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
/**
* Disables face culling.
*
* @type {number}
* @constant
*/
export const CullFaceNone = 0;
/**
* Culls back faces.
*
* @type {number}
* @constant
*/
export const CullFaceBack = 1;
/**
* Culls front faces.
*
* @type {number}
* @constant
*/
export const CullFaceFront = 2;
/**
* Culls both front and back faces.
*
* @type {number}
* @constant
*/
export const CullFaceFrontBack = 3;
/**
* Gives unfiltered shadow maps - fastest, but lowest quality.
*
* @type {number}
* @constant
*/
export const BasicShadowMap = 0;
/**
* Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm.
*
* @type {number}
* @constant
*/
export const PCFShadowMap = 1;
/**
* Filters shadow maps using the Percentage-Closer Filtering (PCF) algorithm with
* better soft shadows especially when using low-resolution shadow maps.
*
* @type {number}
* @constant
*/
export const PCFSoftShadowMap = 2;
/**
* Filters shadow maps using the Variance Shadow Map (VSM) algorithm.
* When using VSMShadowMap all shadow receivers will also cast shadows.
*
* @type {number}
* @constant
*/
export const VSMShadowMap = 3;
/**
* Only front faces are rendered.
*
* @type {number}
* @constant
*/
export const FrontSide = 0;
/**
* Only back faces are rendered.
*
* @type {number}
* @constant
*/
export const BackSide = 1;
/**
* Both front and back faces are rendered.
*
* @type {number}
* @constant
*/
export const DoubleSide = 2;
/**
* No blending is performed which effectively disables
* alpha transparency.
*
* @type {number}
* @constant
*/
export const NoBlending = 0;
/**
* The default blending.
*
* @type {number}
* @constant
*/
export const NormalBlending = 1;
/**
* Represents additive blending.
*
* @type {number}
* @constant
*/
export const AdditiveBlending = 2;
/**
* Represents subtractive blending.
*
* @type {number}
* @constant
*/
export const SubtractiveBlending = 3;
/**
* Represents multiply blending.
*
* @type {number}
* @constant
*/
export const MultiplyBlending = 4;
/**
* Represents custom blending.
*
* @type {number}
* @constant
*/
export const CustomBlending = 5;
/**
* A `source + destination` blending equation.
*
* @type {number}
* @constant
*/
export const AddEquation = 100;
/**
* A `source - destination` blending equation.
*
* @type {number}
* @constant
*/
export const SubtractEquation = 101;
/**
* A `destination - source` blending equation.
*
* @type {number}
* @constant
*/
export const ReverseSubtractEquation = 102;
/**
* A blend equation that uses the minimum of source and destination.
*
* @type {number}
* @constant
*/
export const MinEquation = 103;
/**
* A blend equation that uses the maximum of source and destination.
*
* @type {number}
* @constant
*/
export const MaxEquation = 104;
/**
* Multiplies all colors by `0`.
*
* @type {number}
* @constant
*/
export const ZeroFactor = 200;
/**
* Multiplies all colors by `1`.
*
* @type {number}
* @constant
*/
export const OneFactor = 201;
/**
* Multiplies all colors by the source colors.
*
* @type {number}
* @constant
*/
export const SrcColorFactor = 202;
/**
* Multiplies all colors by `1` minus each source color.
*
* @type {number}
* @constant
*/
export const OneMinusSrcColorFactor = 203;
/**
* Multiplies all colors by the source alpha value.
*
* @type {number}
* @constant
*/
export const SrcAlphaFactor = 204;
/**
* Multiplies all colors by 1 minus the source alpha value.
*
* @type {number}
* @constant
*/
export const OneMinusSrcAlphaFactor = 205;
/**
* Multiplies all colors by the destination alpha value.
*
* @type {number}
* @constant
*/
export const DstAlphaFactor = 206;
/**
* Multiplies all colors by `1` minus the destination alpha value.
*
* @type {number}
* @constant
*/
export const OneMinusDstAlphaFactor = 207;
/**
* Multiplies all colors by the destination color.
*
* @type {number}
* @constant
*/
export const DstColorFactor = 208;
/**
* Multiplies all colors by `1` minus each destination color.
*
* @type {number}
* @constant
*/
export const OneMinusDstColorFactor = 209;
/**
* Multiplies the RGB colors by the smaller of either the source alpha
* value or the value of `1` minus the destination alpha value. The alpha
* value is multiplied by `1`.
*
* @type {number}
* @constant
*/
export const SrcAlphaSaturateFactor = 210;
/**
* Multiplies all colors by a constant color.
*
* @type {number}
* @constant
*/
export const ConstantColorFactor = 211;
/**
* Multiplies all colors by `1` minus a constant color.
*
* @type {number}
* @constant
*/
export const OneMinusConstantColorFactor = 212;
/**
* Multiplies all colors by a constant alpha value.
*
* @type {number}
* @constant
*/
export const ConstantAlphaFactor = 213;
/**
* Multiplies all colors by 1 minus a constant alpha value.
*
* @type {number}
* @constant
*/
export const OneMinusConstantAlphaFactor = 214;
/**
* Never pass.
*
* @type {number}
* @constant
*/
export const NeverDepth = 0;
/**
* Always pass.
*
* @type {number}
* @constant
*/
export const AlwaysDepth = 1;
/**
* Pass if the incoming value is less than the depth buffer value.
*
* @type {number}
* @constant
*/
export const LessDepth = 2;
/**
* Pass if the incoming value is less than or equal to the depth buffer value.
*
* @type {number}
* @constant
*/
export const LessEqualDepth = 3;
/**
* Pass if the incoming value equals the depth buffer value.
*
* @type {number}
* @constant
*/
export const EqualDepth = 4;
/**
* Pass if the incoming value is greater than or equal to the depth buffer value.
*
* @type {number}
* @constant
*/
export const GreaterEqualDepth = 5;
/**
* Pass if the incoming value is greater than the depth buffer value.
*
* @type {number}
* @constant
*/
export const GreaterDepth = 6;
/**
* Pass if the incoming value is not equal to the depth buffer value.
*
* @type {number}
* @constant
*/
export const NotEqualDepth = 7;
/**
* Multiplies the environment map color with the surface color.
*
* @type {number}
* @constant
*/
export const MultiplyOperation = 0;
/**
* Uses reflectivity to blend between the two colors.
*
* @type {number}
* @constant
*/
export const MixOperation = 1;
/**
* Adds the two colors.
*
* @type {number}
* @constant
*/
export const AddOperation = 2;
/**
* No tone mapping is applied.
*
* @type {number}
* @constant
*/
export const NoToneMapping = 0;
/**
* Linear tone mapping.
*
* @type {number}
* @constant
*/
export const LinearToneMapping = 1;
/**
* Reinhard tone mapping.
*
* @type {number}
* @constant
*/
export const ReinhardToneMapping = 2;
/**
* Cineon tone mapping.
*
* @type {number}
* @constant
*/
export const CineonToneMapping = 3;
/**
* ACES Filmic tone mapping.
*
* @type {number}
* @constant
*/
export const ACESFilmicToneMapping = 4;
/**
* Custom tone mapping.
*
* Expects a custom implementation by modifying shader code of the material's fragment shader.
*
* @type {number}
* @constant
*/
export const CustomToneMapping = 5;
/**
* AgX tone mapping.
*
* @type {number}
* @constant
*/
export const AgXToneMapping = 6;
/**
* Neutral tone mapping.
*
* Implementation based on the Khronos 3D Commerce Group standard tone mapping.
*
* @type {number}
* @constant
*/
export const NeutralToneMapping = 7;
/**
* The skinned mesh shares the same world space as the skeleton.
*
* @type {string}
* @constant
*/
export const AttachedBindMode = 'attached';
/**
* The skinned mesh does not share the same world space as the skeleton.
* This is useful when a skeleton is shared across multiple skinned meshes.
*
* @type {string}
* @constant
*/
export const DetachedBindMode = 'detached';
/**
* Maps textures using the geometry's UV coordinates.
*
* @type {number}
* @constant
*/
export const UVMapping = 300;
/**
* Reflection mapping for cube textures.
*
* @type {number}
* @constant
*/
export const CubeReflectionMapping = 301;
/**
* Refraction mapping for cube textures.
*
* @type {number}
* @constant
*/
export const CubeRefractionMapping = 302;
/**
* Reflection mapping for equirectangular textures.
*
* @type {number}
* @constant
*/
export const EquirectangularReflectionMapping = 303;
/**
* Refraction mapping for equirectangular textures.
*
* @type {number}
* @constant
*/
export const EquirectangularRefractionMapping = 304;
/**
* Reflection mapping for PMREM textures.
*
* @type {number}
* @constant
*/
export const CubeUVReflectionMapping = 306;
/**
* The texture will simply repeat to infinity.
*
* @type {number}
* @constant
*/
export const RepeatWrapping = 1000;
/**
* The last pixel of the texture stretches to the edge of the mesh.
*
* @type {number}
* @constant
*/
export const ClampToEdgeWrapping = 1001;
/**
* The texture will repeats to infinity, mirroring on each repeat.
*
* @type {number}
* @constant
*/
export const MirroredRepeatWrapping = 1002;
/**
* Returns the value of the texture element that is nearest (in Manhattan distance)
* to the specified texture coordinates.
*
* @type {number}
* @constant
*/
export const NearestFilter = 1003;
/**
* Chooses the mipmap that most closely matches the size of the pixel being textured
* and uses the `NearestFilter` criterion (the texel nearest to the center of the pixel)
* to produce a texture value.
*
* @type {number}
* @constant
*/
export const NearestMipmapNearestFilter = 1004;
export const NearestMipMapNearestFilter = 1004; // legacy
/**
* Chooses the two mipmaps that most closely match the size of the pixel being textured and
* uses the `NearestFilter` criterion to produce a texture value from each mipmap.
* The final texture value is a weighted average of those two values.
*
* @type {number}
* @constant
*/
export const NearestMipmapLinearFilter = 1005;
export const NearestMipMapLinearFilter = 1005; // legacy
/**
* Returns the weighted average of the four texture elements that are closest to the specified
* texture coordinates, and can include items wrapped or repeated from other parts of a texture,
* depending on the values of `wrapS` and `wrapT`, and on the exact mapping.
*
* @type {number}
* @constant
*/
export const LinearFilter = 1006;
/**
* Chooses the mipmap that most closely matches the size of the pixel being textured and uses
* the `LinearFilter` criterion (a weighted average of the four texels that are closest to the
* center of the pixel) to produce a texture value.
*
* @type {number}
* @constant
*/
export const LinearMipmapNearestFilter = 1007;
export const LinearMipMapNearestFilter = 1007; // legacy
/**
* Chooses the two mipmaps that most closely match the size of the pixel being textured and uses
* the `LinearFilter` criterion to produce a texture value from each mipmap. The final texture value
* is a weighted average of those two values.
*
* @type {number}
* @constant
*/
export const LinearMipmapLinearFilter = 1008;
export const LinearMipMapLinearFilter = 1008; // legacy
/**
* An unsigned byte data type for textures.
*
* @type {number}
* @constant
*/
export const UnsignedByteType = 1009;
/**
* A byte data type for textures.
*
* @type {number}
* @constant
*/
export const ByteType = 1010;
/**
* A short data type for textures.
*
* @type {number}
* @constant
*/
export const ShortType = 1011;
/**
* An unsigned short data type for textures.
*
* @type {number}
* @constant
*/
export const UnsignedShortType = 1012;
/**
* An int data type for textures.
*
* @type {number}
* @constant
*/
export const IntType = 1013;
/**
* An unsigned int data type for textures.
*
* @type {number}
* @constant
*/
export const UnsignedIntType = 1014;
/**
* A float data type for textures.
*
* @type {number}
* @constant
*/
export const FloatType = 1015;
/**
* A half float data type for textures.
*
* @type {number}
* @constant
*/
export const HalfFloatType = 1016;
/**
* An unsigned short 4_4_4_4 (packed) data type for textures.
*
* @type {number}
* @constant
*/
export const UnsignedShort4444Type = 1017;
/**
* An unsigned short 5_5_5_1 (packed) data type for textures.
*
* @type {number}
* @constant
*/
export const UnsignedShort5551Type = 1018;
/**
* An unsigned int 24_8 data type for textures.
*
* @type {number}
* @constant
*/
export const UnsignedInt248Type = 1020;
/**
* An unsigned int 5_9_9_9 (packed) data type for textures.
*
* @type {number}
* @constant
*/
export const UnsignedInt5999Type = 35902;
/**
* Discards the red, green and blue components and reads just the alpha component.
*
* @type {number}
* @constant
*/
export const AlphaFormat = 1021;
/**
* Discards the alpha component and reads the red, green and blue component.
*
* @type {number}
* @constant
*/
export const RGBFormat = 1022;
/**
* Reads the red, green, blue and alpha components.
*
* @type {number}
* @constant
*/
export const RGBAFormat = 1023;
/**
* reads each element as a single luminance component. This is then converted to a floating point,
* clamped to the range `[0,1]`, and then assembled into an RGBA element by placing the luminance value
* in the red, green and blue channels, and attaching 1.0 to the alpha channel.
*
* @type {number}
* @constant
*/
export const LuminanceFormat = 1024;
/**
* Reads each element as a luminance/alpha double. The same process occurs as for the `LuminanceFormat`,
* except that the alpha channel may have values other than `1.0`.
*
* @type {number}
* @constant
*/
export const LuminanceAlphaFormat = 1025;
/**
* Reads each element as a single depth value, converts it to floating point, and clamps to the range `[0,1]`.
*
* @type {number}
* @constant
*/
export const DepthFormat = 1026;
/**
* Reads each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
* in `DepthFormat`. The stencil component is interpreted based on the depth + stencil internal format.
*
* @type {number}
* @constant
*/
export const DepthStencilFormat = 1027;
/**
* Discards the green, blue and alpha components and reads just the red component.
*
* @type {number}
* @constant
*/
export const RedFormat = 1028;
/**
* Discards the green, blue and alpha components and reads just the red component. The texels are read as integers instead of floating point.
*
* @type {number}
* @constant
*/
export const RedIntegerFormat = 1029;
/**
* Discards the alpha, and blue components and reads the red, and green components.
*
* @type {number}
* @constant
*/
export const RGFormat = 1030;
/**
* Discards the alpha, and blue components and reads the red, and green components. The texels are read as integers instead of floating point.
*
* @type {number}
* @constant
*/
export const RGIntegerFormat = 1031;
/**
* Discards the alpha component and reads the red, green and blue component. The texels are read as integers instead of floating point.
*
* @type {number}
* @constant
*/
export const RGBIntegerFormat = 1032;
/**
* Reads the red, green, blue and alpha components. The texels are read as integers instead of floating point.
*
* @type {number}
* @constant
*/
export const RGBAIntegerFormat = 1033;
/**
* A DXT1-compressed image in an RGB image format.
*
* @type {number}
* @constant
*/
export const RGB_S3TC_DXT1_Format = 33776;
/**
* A DXT1-compressed image in an RGB image format with a simple on/off alpha value.
*
* @type {number}
* @constant
*/
export const RGBA_S3TC_DXT1_Format = 33777;
/**
* A DXT3-compressed image in an RGBA image format. Compared to a 32-bit RGBA texture, it offers 4:1 compression.
*
* @type {number}
* @constant
*/
export const RGBA_S3TC_DXT3_Format = 33778;
/**
* A DXT5-compressed image in an RGBA image format. It also provides a 4:1 compression, but differs to the DXT3
* compression in how the alpha compression is done.
*
* @type {number}
* @constant
*/
export const RGBA_S3TC_DXT5_Format = 33779;
/**
* PVRTC RGB compression in 4-bit mode. One block for each 4×4 pixels.
*
* @type {number}
* @constant
*/
export const RGB_PVRTC_4BPPV1_Format = 35840;
/**
* PVRTC RGB compression in 2-bit mode. One block for each 8×4 pixels.
*
* @type {number}
* @constant
*/
export const RGB_PVRTC_2BPPV1_Format = 35841;
/**
* PVRTC RGBA compression in 4-bit mode. One block for each 4×4 pixels.
*
* @type {number}
* @constant
*/
export const RGBA_PVRTC_4BPPV1_Format = 35842;
/**
* PVRTC RGBA compression in 2-bit mode. One block for each 8×4 pixels.
*
* @type {number}
* @constant
*/
export const RGBA_PVRTC_2BPPV1_Format = 35843;
/**
* ETC1 RGB format.
*
* @type {number}
* @constant
*/
export const RGB_ETC1_Format = 36196;
/**
* ETC2 RGB format.
*
* @type {number}
* @constant
*/
export const RGB_ETC2_Format = 37492;
/**
* ETC2 RGBA format.
*
* @type {number}
* @constant
*/
export const RGBA_ETC2_EAC_Format = 37496;
/**
* ASTC RGBA 4x4 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_4x4_Format = 37808;
/**
* ASTC RGBA 5x4 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_5x4_Format = 37809;
/**
* ASTC RGBA 5x5 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_5x5_Format = 37810;
/**
* ASTC RGBA 6x5 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_6x5_Format = 37811;
/**
* ASTC RGBA 6x6 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_6x6_Format = 37812;
/**
* ASTC RGBA 8x5 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_8x5_Format = 37813;
/**
* ASTC RGBA 8x6 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_8x6_Format = 37814;
/**
* ASTC RGBA 8x8 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_8x8_Format = 37815;
/**
* ASTC RGBA 10x5 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_10x5_Format = 37816;
/**
* ASTC RGBA 10x6 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_10x6_Format = 37817;
/**
* ASTC RGBA 10x8 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_10x8_Format = 37818;
/**
* ASTC RGBA 10x10 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_10x10_Format = 37819;
/**
* ASTC RGBA 12x10 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_12x10_Format = 37820;
/**
* ASTC RGBA 12x12 format.
*
* @type {number}
* @constant
*/
export const RGBA_ASTC_12x12_Format = 37821;
/**
* BPTC RGBA format.
*
* @type {number}
* @constant
*/
export const RGBA_BPTC_Format = 36492;
/**
* BPTC Signed RGB format.
*
* @type {number}
* @constant
*/
export const RGB_BPTC_SIGNED_Format = 36494;
/**
* BPTC Unsigned RGB format.
*
* @type {number}
* @constant
*/
export const RGB_BPTC_UNSIGNED_Format = 36495;
/**
* RGTC1 Red format.
*
* @type {number}
* @constant
*/
export const RED_RGTC1_Format = 36283;
/**
* RGTC1 Signed Red format.
*
* @type {number}
* @constant
*/
export const SIGNED_RED_RGTC1_Format = 36284;
/**
* RGTC2 Red Green format.
*
* @type {number}
* @constant
*/
export const RED_GREEN_RGTC2_Format = 36285;
/**
* RGTC2 Signed Red Green format.
*
* @type {number}
* @constant
*/
export const SIGNED_RED_GREEN_RGTC2_Format = 36286;
/**
* Animations are played once.
*
* @type {number}
* @constant
*/
export const LoopOnce = 2200;
/**
* Animations are played with a chosen number of repetitions, each time jumping from
* the end of the clip directly to its beginning.
*
* @type {number}
* @constant
*/
export const LoopRepeat = 2201;
/**
* Animations are played with a chosen number of repetitions, alternately playing forward
* and backward.
*
* @type {number}
* @constant
*/
export const LoopPingPong = 2202;
/**
* Discrete interpolation mode for keyframe tracks.
*
* @type {number}
* @constant
*/
export const InterpolateDiscrete = 2300;
/**
* Linear interpolation mode for keyframe tracks.
*
* @type {number}
* @constant
*/
export const InterpolateLinear = 2301;
/**
* Smooth interpolation mode for keyframe tracks.
*
* @type {number}
* @constant
*/
export const InterpolateSmooth = 2302;
/**
* Zero curvature ending for animations.
*
* @type {number}
* @constant
*/
export const ZeroCurvatureEnding = 2400;
/**
* Zero slope ending for animations.
*
* @type {number}
* @constant
*/
export const ZeroSlopeEnding = 2401;
/**
* Wrap around ending for animations.
*
* @type {number}
* @constant
*/
export const WrapAroundEnding = 2402;
/**
* Default animation blend mode.
*
* @type {number}
* @constant
*/
export const NormalAnimationBlendMode = 2500;
/**
* Additive animation blend mode. Can be used to layer motions on top of
* each other to build complex performances from smaller re-usable assets.
*
* @type {number}
* @constant
*/
export const AdditiveAnimationBlendMode = 2501;
/**
* For every three vertices draw a single triangle.
*
* @type {number}
* @constant
*/
export const TrianglesDrawMode = 0;
/**
* For each vertex draw a triangle from the last three vertices.
*
* @type {number}
* @constant
*/
export const TriangleStripDrawMode = 1;
/**
* For each vertex draw a triangle from the first vertex and the last two vertices.
*
* @type {number}
* @constant
*/
export const TriangleFanDrawMode = 2;
/**
* Basic depth packing.
*
* @type {number}
* @constant
*/
export const BasicDepthPacking = 3200;
/**
* A depth value is packed into 32 bit RGBA.
*
* @type {number}
* @constant
*/
export const RGBADepthPacking = 3201;
/**
* A depth value is packed into 24 bit RGB.
*
* @type {number}
* @constant
*/
export const RGBDepthPacking = 3202;
/**
* A depth value is packed into 16 bit RG.
*
* @type {number}
* @constant
*/
export const RGDepthPacking = 3203;
/**
* Normal information is relative to the underlying surface.
*
* @type {number}
* @constant
*/
export const TangentSpaceNormalMap = 0;
/**
* Normal information is relative to the object orientation.
*
* @type {number}
* @constant
*/
export const ObjectSpaceNormalMap = 1;
// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
/**
* No color space.
*
* @type {string}
* @constant
*/
export const NoColorSpace = '';
/**
* sRGB color space.
*
* @type {string}
* @constant
*/
export const SRGBColorSpace = 'srgb';
/**
* sRGB-linear color space.
*
* @type {string}
* @constant
*/
export const LinearSRGBColorSpace = 'srgb-linear';
/**
* Linear transfer function.
*
* @type {string}
* @constant
*/
export const LinearTransfer = 'linear';
/**
* sRGB transfer function.
*
* @type {string}
* @constant
*/
export const SRGBTransfer = 'srgb';
/**
* Sets the stencil buffer value to `0`.
*
* @type {number}
* @constant
*/
export const ZeroStencilOp = 0;
/**
* Keeps the current value.
*
* @type {number}
* @constant
*/
export const KeepStencilOp = 7680;
/**
* Sets the stencil buffer value to the specified reference value.
*
* @type {number}
* @constant
*/
export const ReplaceStencilOp = 7681;
/**
* Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
*
* @type {number}
* @constant
*/
export const IncrementStencilOp = 7682;
/**
* Decrements the current stencil buffer value. Clamps to `0`.
*
* @type {number}
* @constant
*/
export const DecrementStencilOp = 7683;
/**
* Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing
* the maximum representable unsigned value.
*
* @type {number}
* @constant
*/
export const IncrementWrapStencilOp = 34055;
/**
* Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable
* unsigned value when decrementing a stencil buffer value of `0`.
*
* @type {number}
* @constant
*/
export const DecrementWrapStencilOp = 34056;
/**
* Inverts the current stencil buffer value bitwise.
*
* @type {number}
* @constant
*/
export const InvertStencilOp = 5386;
/**
* Will never return true.
*
* @type {number}
* @constant
*/
export const NeverStencilFunc = 512;
/**
* Will return true if the stencil reference value is less than the current stencil value.
*
* @type {number}
* @constant
*/
export const LessStencilFunc = 513;
/**
* Will return true if the stencil reference value is equal to the current stencil value.
*
* @type {number}
* @constant
*/
export const EqualStencilFunc = 514;
/**
* Will return true if the stencil reference value is less than or equal to the current stencil value.
*
* @type {number}
* @constant
*/
export const LessEqualStencilFunc = 515;
/**
* Will return true if the stencil reference value is greater than the current stencil value.
*
* @type {number}
* @constant
*/
export const GreaterStencilFunc = 516;
/**
* Will return true if the stencil reference value is not equal to the current stencil value.
*
* @type {number}
* @constant
*/
export const NotEqualStencilFunc = 517;
/**
* Will return true if the stencil reference value is greater than or equal to the current stencil value.
*
* @type {number}
* @constant
*/
export const GreaterEqualStencilFunc = 518;
/**
* Will always return true.
*
* @type {number}
* @constant
*/
export const AlwaysStencilFunc = 519;
/**
* Never pass.
*
* @type {number}
* @constant
*/
export const NeverCompare = 512;
/**
* Pass if the incoming value is less than the texture value.
*
* @type {number}
* @constant
*/
export const LessCompare = 513;
/**
* Pass if the incoming value equals the texture value.
*
* @type {number}
* @constant
*/
export const EqualCompare = 514;
/**
* Pass if the incoming value is less than or equal to the texture value.
*
* @type {number}
* @constant
*/
export const LessEqualCompare = 515;
/**
* Pass if the incoming value is greater than the texture value.
*
* @type {number}
* @constant
*/
export const GreaterCompare = 516;
/**
* Pass if the incoming value is not equal to the texture value.
*
* @type {number}
* @constant
*/
export const NotEqualCompare = 517;
/**
* Pass if the incoming value is greater than or equal to the texture value.
*
* @type {number}
* @constant
*/
export const GreaterEqualCompare = 518;
/**
* Always pass.
*
* @type {number}
* @constant
*/
export const AlwaysCompare = 519;
/**
* The contents are intended to be specified once by the application, and used many
* times as the source for drawing and image specification commands.
*
* @type {number}
* @constant
*/
export const StaticDrawUsage = 35044;
/**
* The contents are intended to be respecified repeatedly by the application, and
* used many times as the source for drawing and image specification commands.
*
* @type {number}
* @constant
*/
export const DynamicDrawUsage = 35048;
/**
* The contents are intended to be specified once by the application, and used at most
* a few times as the source for drawing and image specification commands.
*
* @type {number}
* @constant
*/
export const StreamDrawUsage = 35040;
/**
* The contents are intended to be specified once by reading data from the 3D API, and queried
* many times by the application.
*
* @type {number}
* @constant
*/
export const StaticReadUsage = 35045;
/**
* The contents are intended to be respecified repeatedly by reading data from the 3D API, and queried
* many times by the application.
*
* @type {number}
* @constant
*/
export const DynamicReadUsage = 35049;
/**
* The contents are intended to be specified once by reading data from the 3D API, and queried at most
* a few times by the application
*
* @type {number}
* @constant
*/
export const StreamReadUsage = 35041;
/**
* The contents are intended to be specified once by reading data from the 3D API, and used many times as
* the source for WebGL drawing and image specification commands.
*
* @type {number}
* @constant
*/
export const StaticCopyUsage = 35046;
/**
* The contents are intended to be respecified repeatedly by reading data from the 3D API, and used many times
* as the source for WebGL drawing and image specification commands.
*
* @type {number}
* @constant
*/
export const DynamicCopyUsage = 35050;
/**
* The contents are intended to be specified once by reading data from the 3D API, and used at most a few times
* as the source for WebGL drawing and image specification commands.
*
* @type {number}
* @constant
*/
export const StreamCopyUsage = 35042;
/**
* GLSL 1 shader code.
*
* @type {string}
* @constant
*/
export const GLSL1 = '100';
/**
* GLSL 3 shader code.
*
* @type {string}
* @constant
*/
export const GLSL3 = '300 es';
/**
* WebGL coordinate system.
*
* @type {number}
* @constant
*/
export const WebGLCoordinateSystem = 2000;
/**
* WebGPU coordinate system.
*
* @type {number}
* @constant
*/
export const WebGPUCoordinateSystem = 2001;
/**
* Represents the different timestamp query types.
*
* @type {ConstantsTimestampQuery}
* @constant
*/
export const TimestampQuery = {
COMPUTE: 'compute',
RENDER: 'render'
};
/**
* This type represents mouse buttons and interaction types in context of controls.
*
* @typedef {Object} ConstantsMouse
* @property {number} MIDDLE - The left mouse button.
* @property {number} LEFT - The middle mouse button.
* @property {number} RIGHT - The right mouse button.
* @property {number} ROTATE - A rotate interaction.
* @property {number} DOLLY - A dolly interaction.
* @property {number} PAN - A pan interaction.
**/
/**
* This type represents touch interaction types in context of controls.
*
* @typedef {Object} ConstantsTouch
* @property {number} ROTATE - A rotate interaction.
* @property {number} PAN - A pan interaction.
* @property {number} DOLLY_PAN - The dolly-pan interaction.
* @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
**/
/**
* This type represents the different timestamp query types.
*
* @typedef {Object} ConstantsTimestampQuery
* @property {string} COMPUTE - A `compute` timestamp query.
* @property {string} RENDER - A `render` timestamp query.
**/