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: string = "ForwardFlow"
Const PIPELINE_FLOW_SHADOW
PIPELINE_FLOW_SHADOW: string = "ShadowFlow"
Const PIPELINE_FLOW_SMAA
PIPELINE_FLOW_SMAA: string = "SMAAFlow"
Const PIPELINE_FLOW_TONEMAP
PIPELINE_FLOW_TONEMAP: string = "ToneMapFlow"
Const _dynamicOffsets
_dynamicOffsets: number[] = []
Const _lightIndices
_lightIndices: number[] = []
Const _lightPassPool
_light
PassPool: Pool<IAdditiveLightPass> = new Pool<IAdditiveLightPass>(() => ({ subModel: null!, passIdx: -1, dynamicOffsets: [] }), 16)
Const _phaseID
_phaseID: number = getPhaseID('forward-add')
Const _sphere
_sphere
: sphere = sphere.create(0, 0, 0, 1)
Const _vec4Array
_vec4Array: Float32Array = new Float32Array(4)
Const colors
colors
: GFXColor[] = [ { r: 0, g: 0, b: 0, a: 1 } ]
Const matShadowView
mat
ShadowView: Mat4 = new Mat4()
Const matShadowViewProj
mat
ShadowViewProj: Mat4 = new Mat4()
Convert color in linear space to SRGB space