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Module pipeline

Index

References

Modules

Enumerations

Classes

Interfaces

Variables

Functions

Object literals

References

ForwardFlow

Re-exports ForwardFlow

ForwardPipeline

Re-exports ForwardPipeline

ForwardStage

Re-exports ForwardStage

RenderFlow

Re-exports RenderFlow

RenderPipeline

Re-exports RenderPipeline

RenderStage

Re-exports RenderStage

ShadowFlow

Re-exports ShadowFlow

ShadowStage

Re-exports ShadowStage

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 GLOBAL_UBO_COUNT

GLOBAL_UBO_COUNT: SAMPLER_SHADOWMAP = PipelineGlobalBindings.SAMPLER_SHADOWMAP

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 LOCAL_UBO_COUNT

LOCAL_UBO_COUNT: SAMPLER_JOINTS = ModelLocalBindings.SAMPLER_JOINTS

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

UNIFORM_ENVIRONMENT_BINDING: SAMPLER_ENVIRONMENT = PipelineGlobalBindings.SAMPLER_ENVIRONMENT

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"
en

The sampler for joint texture

zh

骨骼纹理采样器。

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"
en

The sampler for light map texture

zh

光照图纹理采样器。

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"
en

The sampler for morph texture of normal

zh

法线形变纹理采样器。

Const UNIFORM_POSITION_MORPH_TEXTURE_BINDING

UNIFORM_POSITION_MORPH_TEXTURE_BINDING: SAMPLER_MORPH_POSITION = ModelLocalBindings.SAMPLER_MORPH_POSITION

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"
en

The sampler for morph texture of position

zh

位置形变纹理采样器。

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"
en

The sampler for Main light shadow map

zn

主光源阴影纹理采样器

Const UNIFORM_SPOT_LIGHTING_MAP_TEXTURE_BINDING

UNIFORM_SPOT_LIGHTING_MAP_TEXTURE_BINDING: SAMPLER_SPOT_LIGHTING_MAP = PipelineGlobalBindings.SAMPLER_SPOT_LIGHTING_MAP

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"
en

The sampler for spot light shadow map

zn

聚光灯阴影纹理采样器

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"
en

The sampler for UI sprites.

zh

UI 精灵纹理采样器。

Const UNIFORM_TANGENT_MORPH_TEXTURE_BINDING

UNIFORM_TANGENT_MORPH_TEXTURE_BINDING: SAMPLER_MORPH_TANGENT = ModelLocalBindings.SAMPLER_MORPH_TANGENT

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"
en

The sampler for morph texture of tangent

zh

切线形变纹理采样器。

Const _dynamicOffsets

_dynamicOffsets: number[] = []

Const _lightIndices

_lightIndices: number[] = []

Const _lightPassIndices

_lightPassIndices: number[] = []

Const _lightPassPool

_lightPassPool: Pool<IAdditiveLightPass> = new Pool<IAdditiveLightPass>(() => ({ subModel: null!, passIdx: -1, dynamicOffsets: [], lights: [] }), 16)

Const _matShadowView

_matShadowView: Mat4 = new Mat4()

Const _matShadowView

_matShadowView: Mat4 = new Mat4()

Const _matShadowViewProj

_matShadowViewProj: Mat4 = new Mat4()

Const _matShadowViewProj

_matShadowViewProj: Mat4 = new Mat4()

Const _phaseID

_phaseID: number = getPhaseID('shadow-caster')

Const _phaseID

_phaseID: number = getPhaseID('forward-add')

Const _samplerInfo

_samplerInfo: (NONE | POINT | LINEAR | ANISOTROPIC | WRAP | MIRROR | CLAMP | BORDER)[] = [Filter.LINEAR,Filter.LINEAR,Filter.NONE,Address.CLAMP,Address.CLAMP,Address.CLAMP,]

Const _samplerInfo

_samplerInfo: (NONE | POINT | LINEAR | ANISOTROPIC | WRAP | MIRROR | CLAMP | BORDER)[] = [Filter.LINEAR,Filter.LINEAR,Filter.NONE,Address.CLAMP,Address.CLAMP,Address.CLAMP,]

Let _shadowCameraView

_shadowCameraView: Mat4 = new Mat4()

Const _shadowPassIndices

_shadowPassIndices: number[] = []

Const _sphere

_sphere: sphere = Sphere.create(0, 0, 0, 1)

Const _vec3Center

_vec3Center: Vec3 = new Vec3()

Const _vec4Array

_vec4Array: Float32Array = new Float32Array(4)

Const _vec4ShadowInfo

_vec4ShadowInfo: Vec4 = new Vec4()

Const bindingMappingInfo

bindingMappingInfo: BindingMappingInfo = new BindingMappingInfo()

Const colors

colors: Color[] = [new Color(0, 0, 0, 1)]

Const matShadowView

matShadowView: Mat4 = new Mat4()

Const matShadowViewProj

matShadowViewProj: Mat4 = new Mat4()

Const vec3_center

vec3_center: Vec3 = new Vec3()

Functions

LinearToSRGB

SRGBToLinear

cullSphereLight

  • cullSphereLight(light: SphereLight, model: Model): boolean

cullSpotLight

  • cullSpotLight(light: SpotLight, model: Model): boolean

getLightPassIndices

  • getLightPassIndices(subModels: SubModel[], lightPassIndices: number[]): boolean

getShadowPassIndex

  • getShadowPassIndex(subModels: SubModel[], shadowPassIndices: number[]): boolean

opaqueCompareFn

transparentCompareFn

Object literals

Const globalDescriptorSetLayout

globalDescriptorSetLayout: object

bindings

bindings: never[] = []

layouts

layouts: {}

Type declaration

Const localDescriptorSetLayout

localDescriptorSetLayout: object

bindings

bindings: never[] = []

layouts

layouts: {}

Type declaration

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