Variables
Const CAMERA_DEFAULT_MASK
CAMERA_DEFAULT_MASK: number = Layers.makeMaskExclude([Layers.BitMask.UI_2D, Layers.BitMask.GIZMOS, Layers.BitMask.EDITOR,Layers.BitMask.SCENE_GIZMO, Layers.BitMask.PROFILER])
Const CAMERA_EDITOR_MASK
CAMERA_EDITOR_MASK: number = Layers.makeMaskExclude([Layers.BitMask.UI_2D, Layers.BitMask.PROFILER])
Const GLOBAL_SAMPLER_COUNT
GLOBAL_SAMPLER_COUNT: number = PipelineGlobalBindings.COUNT - GLOBAL_UBO_COUNT
Const INST_JOINT_ANIM_INFO
INST_JOINT_ANIM_INFO: "a_jointAnimInfo" = "a_jointAnimInfo"
Const INST_MAT_WORLD
INST_MAT_WORLD: "a_matWorld0" = "a_matWorld0"
Const JOINT_UNIFORM_CAPACITY
JOINT_UNIFORM_CAPACITY: 30 = 30
Const LOCAL_SAMPLER_COUNT
LOCAL_SAMPLER_COUNT: number = ModelLocalBindings.COUNT - LOCAL_UBO_COUNT
Const MODEL_ALWAYS_MASK
MODEL_ALWAYS_MASK: number = Layers.Enum.ALL
Const PIPELINE_FLOW_FORWARD
PIPELINE_FLOW_FORWARD: "ForwardFlow" = "ForwardFlow"
Const PIPELINE_FLOW_SHADOW
PIPELINE_FLOW_SHADOW: "ShadowFlow" = "ShadowFlow"
Const PIPELINE_FLOW_SMAA
PIPELINE_FLOW_SMAA: "SMAAFlow" = "SMAAFlow"
Const PIPELINE_FLOW_TONEMAP
PIPELINE_FLOW_TONEMAP: "ToneMapFlow" = "ToneMapFlow"
Const UNIFORM_ENVIRONMENT_BINDING
Const UNIFORM_ENVIRONMENT_DESCRIPTOR
UNIFORM_
ENVIRONMENT_DESCRIPTOR: DescriptorSetLayoutBinding = new DescriptorSetLayoutBinding(UNIFORM_ENVIRONMENT_BINDING, DescriptorType.SAMPLER, 1, ShaderStageFlagBit.FRAGMENT)
Const UNIFORM_ENVIRONMENT_LAYOUT
UNIFORM_
ENVIRONMENT_LAYOUT: UniformSampler = new UniformSampler(SetIndex.GLOBAL, UNIFORM_ENVIRONMENT_BINDING, UNIFORM_ENVIRONMENT_NAME, Type.SAMPLER_CUBE, 1)
Const UNIFORM_ENVIRONMENT_NAME
UNIFORM_ENVIRONMENT_NAME: "cc_environment" = "cc_environment"
Const UNIFORM_JOINT_TEXTURE_BINDING
UNIFORM_
JOINT_TEXTURE_BINDING: SAMPLER_JOINTS = ModelLocalBindings.SAMPLER_JOINTS
Const UNIFORM_JOINT_TEXTURE_DESCRIPTOR
UNIFORM_
JOINT_TEXTURE_DESCRIPTOR: DescriptorSetLayoutBinding = new DescriptorSetLayoutBinding(UNIFORM_JOINT_TEXTURE_BINDING, DescriptorType.SAMPLER, 1, ShaderStageFlagBit.VERTEX)
Const UNIFORM_JOINT_TEXTURE_LAYOUT
UNIFORM_
JOINT_TEXTURE_LAYOUT: UniformSampler = new UniformSampler(SetIndex.LOCAL, UNIFORM_JOINT_TEXTURE_BINDING, UNIFORM_JOINT_TEXTURE_NAME, Type.SAMPLER2D, 1)
Const UNIFORM_JOINT_TEXTURE_NAME
UNIFORM_JOINT_TEXTURE_NAME: "cc_jointTexture" = "cc_jointTexture"
Const UNIFORM_LIGHTMAP_TEXTURE_BINDING
UNIFORM_
LIGHTMAP_TEXTURE_BINDING: SAMPLER_LIGHTMAP = ModelLocalBindings.SAMPLER_LIGHTMAP
Const UNIFORM_LIGHTMAP_TEXTURE_DESCRIPTOR
UNIFORM_
LIGHTMAP_TEXTURE_DESCRIPTOR: DescriptorSetLayoutBinding = new DescriptorSetLayoutBinding(UNIFORM_LIGHTMAP_TEXTURE_BINDING, DescriptorType.SAMPLER, 1, ShaderStageFlagBit.FRAGMENT)
Const UNIFORM_LIGHTMAP_TEXTURE_LAYOUT
UNIFORM_
LIGHTMAP_TEXTURE_LAYOUT: UniformSampler = new UniformSampler(SetIndex.LOCAL, UNIFORM_LIGHTMAP_TEXTURE_BINDING,UNIFORM_LIGHTMAP_TEXTURE_NAME, Type.SAMPLER2D, 1)
Const UNIFORM_LIGHTMAP_TEXTURE_NAME
UNIFORM_LIGHTMAP_TEXTURE_NAME: "cc_lightingMap" = "cc_lightingMap"
Const UNIFORM_NORMAL_MORPH_TEXTURE_BINDING
UNIFORM_
NORMAL_MORPH_TEXTURE_BINDING: SAMPLER_MORPH_NORMAL = ModelLocalBindings.SAMPLER_MORPH_NORMAL
Const UNIFORM_NORMAL_MORPH_TEXTURE_DESCRIPTOR
UNIFORM_
NORMAL_MORPH_TEXTURE_DESCRIPTOR: DescriptorSetLayoutBinding = new DescriptorSetLayoutBinding(UNIFORM_NORMAL_MORPH_TEXTURE_BINDING, DescriptorType.SAMPLER, 1, ShaderStageFlagBit.VERTEX)
Const UNIFORM_NORMAL_MORPH_TEXTURE_LAYOUT
UNIFORM_
NORMAL_MORPH_TEXTURE_LAYOUT: UniformSampler = new UniformSampler(SetIndex.LOCAL, UNIFORM_NORMAL_MORPH_TEXTURE_BINDING,UNIFORM_NORMAL_MORPH_TEXTURE_NAME, Type.SAMPLER2D, 1)
Const UNIFORM_NORMAL_MORPH_TEXTURE_NAME
UNIFORM_NORMAL_MORPH_TEXTURE_NAME: "cc_NormalDisplacements" = "cc_NormalDisplacements"
Const UNIFORM_POSITION_MORPH_TEXTURE_BINDING
Const UNIFORM_POSITION_MORPH_TEXTURE_DESCRIPTOR
UNIFORM_
POSITION_MORPH_TEXTURE_DESCRIPTOR: DescriptorSetLayoutBinding = new DescriptorSetLayoutBinding(UNIFORM_POSITION_MORPH_TEXTURE_BINDING, DescriptorType.SAMPLER, 1, ShaderStageFlagBit.VERTEX)
Const UNIFORM_POSITION_MORPH_TEXTURE_LAYOUT
UNIFORM_
POSITION_MORPH_TEXTURE_LAYOUT: UniformSampler = new UniformSampler(SetIndex.LOCAL, UNIFORM_POSITION_MORPH_TEXTURE_BINDING, UNIFORM_POSITION_MORPH_TEXTURE_NAME, Type.SAMPLER2D, 1)
Const UNIFORM_POSITION_MORPH_TEXTURE_NAME
UNIFORM_POSITION_MORPH_TEXTURE_NAME: "cc_PositionDisplacements" = "cc_PositionDisplacements"
Const UNIFORM_SHADOWMAP_BINDING
UNIFORM_
SHADOWMAP_BINDING: SAMPLER_SHADOWMAP = PipelineGlobalBindings.SAMPLER_SHADOWMAP
Const UNIFORM_SHADOWMAP_DESCRIPTOR
UNIFORM_
SHADOWMAP_DESCRIPTOR: DescriptorSetLayoutBinding = new DescriptorSetLayoutBinding(UNIFORM_SHADOWMAP_BINDING, DescriptorType.SAMPLER, 1, ShaderStageFlagBit.FRAGMENT)
Const UNIFORM_SHADOWMAP_LAYOUT
UNIFORM_
SHADOWMAP_LAYOUT: UniformSampler = new UniformSampler(SetIndex.GLOBAL, UNIFORM_SHADOWMAP_BINDING, UNIFORM_SHADOWMAP_NAME, Type.SAMPLER2D, 1)
Const UNIFORM_SHADOWMAP_NAME
UNIFORM_SHADOWMAP_NAME: "cc_shadowMap" = "cc_shadowMap"
Const UNIFORM_SPOT_LIGHTING_MAP_TEXTURE_BINDING
Const UNIFORM_SPOT_LIGHTING_MAP_TEXTURE_DESCRIPTOR
UNIFORM_
SPOT_LIGHTING_MAP_TEXTURE_DESCRIPTOR: DescriptorSetLayoutBinding = new DescriptorSetLayoutBinding(UNIFORM_SPOT_LIGHTING_MAP_TEXTURE_BINDING, DescriptorType.SAMPLER, 1, ShaderStageFlagBit.FRAGMENT)
Const UNIFORM_SPOT_LIGHTING_MAP_TEXTURE_LAYOUT
UNIFORM_
SPOT_LIGHTING_MAP_TEXTURE_LAYOUT: UniformSampler = new UniformSampler(SetIndex.GLOBAL, UNIFORM_SPOT_LIGHTING_MAP_TEXTURE_BINDING, UNIFORM_SPOT_LIGHTING_MAP_TEXTURE_NAME, Type.SAMPLER2D, 1)
Const UNIFORM_SPOT_LIGHTING_MAP_TEXTURE_NAME
UNIFORM_SPOT_LIGHTING_MAP_TEXTURE_NAME: "cc_spotLightingMap" = "cc_spotLightingMap"
Const UNIFORM_SPRITE_TEXTURE_BINDING
UNIFORM_
SPRITE_TEXTURE_BINDING: SAMPLER_SPRITE = ModelLocalBindings.SAMPLER_SPRITE
Const UNIFORM_SPRITE_TEXTURE_DESCRIPTOR
UNIFORM_
SPRITE_TEXTURE_DESCRIPTOR: DescriptorSetLayoutBinding = new DescriptorSetLayoutBinding(UNIFORM_SPRITE_TEXTURE_BINDING, DescriptorType.SAMPLER, 1, ShaderStageFlagBit.FRAGMENT)
Const UNIFORM_SPRITE_TEXTURE_LAYOUT
UNIFORM_
SPRITE_TEXTURE_LAYOUT: UniformSampler = new UniformSampler(SetIndex.LOCAL, UNIFORM_SPRITE_TEXTURE_BINDING, UNIFORM_SPRITE_TEXTURE_NAME, Type.SAMPLER2D, 1)
Const UNIFORM_SPRITE_TEXTURE_NAME
UNIFORM_SPRITE_TEXTURE_NAME: "cc_spriteTexture" = "cc_spriteTexture"
Const UNIFORM_TANGENT_MORPH_TEXTURE_BINDING
Const UNIFORM_TANGENT_MORPH_TEXTURE_DESCRIPTOR
UNIFORM_
TANGENT_MORPH_TEXTURE_DESCRIPTOR: DescriptorSetLayoutBinding = new DescriptorSetLayoutBinding(UNIFORM_TANGENT_MORPH_TEXTURE_BINDING, DescriptorType.SAMPLER, 1, ShaderStageFlagBit.VERTEX)
Const UNIFORM_TANGENT_MORPH_TEXTURE_LAYOUT
UNIFORM_
TANGENT_MORPH_TEXTURE_LAYOUT: UniformSampler = new UniformSampler(SetIndex.LOCAL, UNIFORM_TANGENT_MORPH_TEXTURE_BINDING,UNIFORM_TANGENT_MORPH_TEXTURE_NAME, Type.SAMPLER2D, 1)
Const UNIFORM_TANGENT_MORPH_TEXTURE_NAME
UNIFORM_TANGENT_MORPH_TEXTURE_NAME: "cc_TangentDisplacements" = "cc_TangentDisplacements"
Const _dynamicOffsets
_dynamicOffsets: number[] = []
Const _lightIndices
_lightIndices: number[] = []
Const _lightPassIndices
_lightPassIndices: number[] = []
Const _lightPassPool
_light
PassPool: Pool<IAdditiveLightPass> = new Pool<IAdditiveLightPass>(() => ({ subModel: null!, passIdx: -1, dynamicOffsets: [], lights: [] }), 16)
Const _matShadowView
_mat
ShadowView: Mat4 = new Mat4()
Const _matShadowView
_mat
ShadowView: Mat4 = new Mat4()
Const _matShadowViewProj
_mat
ShadowViewProj: Mat4 = new Mat4()
Const _matShadowViewProj
_mat
ShadowViewProj: Mat4 = new Mat4()
Const _phaseID
_phaseID: number = getPhaseID('shadow-caster')
Const _phaseID
_phaseID: number = getPhaseID('forward-add')
Let _shadowCameraView
_shadow
CameraView: Mat4 = new Mat4()
Const _shadowPassIndices
_shadowPassIndices: number[] = []
Const _sphere
_sphere
: sphere = Sphere.create(0, 0, 0, 1)
Const _vec3Center
_vec3
Center: Vec3 = new Vec3()
Const _vec4Array
_vec4Array: Float32Array = new Float32Array(4)
Const _vec4ShadowInfo
_vec4
ShadowInfo: Vec4 = new Vec4()
Const colors
colors
: Color[] = [new Color(0, 0, 0, 1)]
Const matShadowView
mat
ShadowView: Mat4 = new Mat4()
Const matShadowViewProj
mat
ShadowViewProj: Mat4 = new Mat4()
Const vec3_center
vec3_
center: Vec3 = new Vec3()
The sampler for joint texture
骨骼纹理采样器。