/** * Ignores the integer part of texture coordinates, using only the fractional part. * * @type {number} * @category Graphics */ export const ADDRESS_REPEAT: number; /** * Clamps texture coordinate to the range 0 to 1. * * @type {number} * @category Graphics */ export const ADDRESS_CLAMP_TO_EDGE: number; /** * Texture coordinate to be set to the fractional part if the integer part is even. If the integer * part is odd, then the texture coordinate is set to 1 minus the fractional part. * * @type {number} * @category Graphics */ export const ADDRESS_MIRRORED_REPEAT: number; /** * Multiply all fragment components by zero. * * @type {number} * @category Graphics */ export const BLENDMODE_ZERO: number; /** * Multiply all fragment components by one. * * @type {number} * @category Graphics */ export const BLENDMODE_ONE: number; /** * Multiply all fragment components by the components of the source fragment. * * @type {number} * @category Graphics */ export const BLENDMODE_SRC_COLOR: number; /** * Multiply all fragment components by one minus the components of the source fragment. * * @type {number} * @category Graphics */ export const BLENDMODE_ONE_MINUS_SRC_COLOR: number; /** * Multiply all fragment components by the components of the destination fragment. * * @type {number} * @category Graphics */ export const BLENDMODE_DST_COLOR: number; /** * Multiply all fragment components by one minus the components of the destination fragment. * * @type {number} * @category Graphics */ export const BLENDMODE_ONE_MINUS_DST_COLOR: number; /** * Multiply all fragment components by the alpha value of the source fragment. * * @type {number} * @category Graphics */ export const BLENDMODE_SRC_ALPHA: number; /** * Multiply all fragment components by the alpha value of the source fragment. * * @type {number} * @category Graphics */ export const BLENDMODE_SRC_ALPHA_SATURATE: number; /** * Multiply all fragment components by one minus the alpha value of the source fragment. * * @type {number} * @category Graphics */ export const BLENDMODE_ONE_MINUS_SRC_ALPHA: number; /** * Multiply all fragment components by the alpha value of the destination fragment. * * @type {number} * @category Graphics */ export const BLENDMODE_DST_ALPHA: number; /** * Multiply all fragment components by one minus the alpha value of the destination fragment. * * @type {number} * @category Graphics */ export const BLENDMODE_ONE_MINUS_DST_ALPHA: number; /** * Multiplies all fragment components by a constant. * * @type {number} * @category Graphics */ export const BLENDMODE_CONSTANT: number; /** * Multiplies all fragment components by 1 minus a constant. * * @type {number} * @category Graphics */ export const BLENDMODE_ONE_MINUS_CONSTANT: number; /** * Add the results of the source and destination fragment multiplies. * * @type {number} * @category Graphics */ export const BLENDEQUATION_ADD: number; /** * Subtract the results of the source and destination fragment multiplies. * * @type {number} * @category Graphics */ export const BLENDEQUATION_SUBTRACT: number; /** * Reverse and subtract the results of the source and destination fragment multiplies. * * @type {number} * @category Graphics */ export const BLENDEQUATION_REVERSE_SUBTRACT: number; /** * Use the smallest value. Check app.graphicsDevice.extBlendMinmax for support. * * @type {number} * @category Graphics */ export const BLENDEQUATION_MIN: number; /** * Use the largest value. Check app.graphicsDevice.extBlendMinmax for support. * * @type {number} * @category Graphics */ export const BLENDEQUATION_MAX: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to make it available for read * access by CPU. * * @type {number} * @category Graphics */ export const BUFFERUSAGE_READ: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to make it available for write * access by CPU. * * @type {number} * @category Graphics */ export const BUFFERUSAGE_WRITE: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to ensure its compatibility * when used as a source of a copy operation. * * @type {number} * @category Graphics */ export const BUFFERUSAGE_COPY_SRC: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to ensure its compatibility * when used as a destination of a copy operation, or as a target of a write operation. * * @type {number} * @category Graphics */ export const BUFFERUSAGE_COPY_DST: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to ensure its compatibility * when used as an index buffer. * * @type {number} * @category Graphics */ export const BUFFERUSAGE_INDEX: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to ensure its compatibility * when used as a vertex buffer. * * @type {number} * @category Graphics */ export const BUFFERUSAGE_VERTEX: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to ensure its compatibility * when used as an uniform buffer. * * @type {number} * @category Graphics */ export const BUFFERUSAGE_UNIFORM: number; /** * An internal flag utilized during the construction of a {@link StorageBuffer} to ensure its * compatibility when used as a storage buffer. * This flag is hidden as it's automatically used by the StorageBuffer constructor. * * @type {number} * @category Graphics * @ignore */ export const BUFFERUSAGE_STORAGE: number; /** * A flag utilized during the construction of a {@link StorageBuffer} to allow it to store indirect * command arguments. * TODO: This flag is hidden till the feature is implemented. * * @type {number} * @category Graphics * @ignore */ export const BUFFERUSAGE_INDIRECT: number; /** * The data store contents will be modified once and used many times. * * @type {number} * @category Graphics */ export const BUFFER_STATIC: number; /** * The data store contents will be modified repeatedly and used many times. * * @type {number} * @category Graphics */ export const BUFFER_DYNAMIC: number; /** * The data store contents will be modified once and used at most a few times. * * @type {number} * @category Graphics */ export const BUFFER_STREAM: number; /** * The data store contents will be modified repeatedly on the GPU and used many times. Optimal for * transform feedback usage (WebGL2 only). * * @type {number} * @category Graphics */ export const BUFFER_GPUDYNAMIC: number; /** * Clear the color buffer. * * @type {number} * @category Graphics */ export const CLEARFLAG_COLOR: number; /** * Clear the depth buffer. * * @type {number} * @category Graphics */ export const CLEARFLAG_DEPTH: number; /** * Clear the stencil buffer. * * @type {number} * @category Graphics */ export const CLEARFLAG_STENCIL: number; /** * The positive X face of a cubemap. * * @type {number} * @category Graphics */ export const CUBEFACE_POSX: number; /** * The negative X face of a cubemap. * * @type {number} * @category Graphics */ export const CUBEFACE_NEGX: number; /** * The positive Y face of a cubemap. * * @type {number} * @category Graphics */ export const CUBEFACE_POSY: number; /** * The negative Y face of a cubemap. * * @type {number} * @category Graphics */ export const CUBEFACE_NEGY: number; /** * The positive Z face of a cubemap. * * @type {number} * @category Graphics */ export const CUBEFACE_POSZ: number; /** * The negative Z face of a cubemap. * * @type {number} * @category Graphics */ export const CUBEFACE_NEGZ: number; /** * No triangles are culled. * * @type {number} * @category Graphics */ export const CULLFACE_NONE: number; /** * Triangles facing away from the view direction are culled. * * @type {number} * @category Graphics */ export const CULLFACE_BACK: number; /** * Triangles facing the view direction are culled. * * @type {number} * @category Graphics */ export const CULLFACE_FRONT: number; /** * Triangles are culled regardless of their orientation with respect to the view direction. Note * that point or line primitives are unaffected by this render state. * * @type {number} * @ignore * @category Graphics */ export const CULLFACE_FRONTANDBACK: number; /** * Point sample filtering. * * @type {number} * @category Graphics */ export const FILTER_NEAREST: number; /** * Bilinear filtering. * * @type {number} * @category Graphics */ export const FILTER_LINEAR: number; /** * Use the nearest neighbor in the nearest mipmap level. * * @type {number} * @category Graphics */ export const FILTER_NEAREST_MIPMAP_NEAREST: number; /** * Linearly interpolate in the nearest mipmap level. * * @type {number} * @category Graphics */ export const FILTER_NEAREST_MIPMAP_LINEAR: number; /** * Use the nearest neighbor after linearly interpolating between mipmap levels. * * @type {number} * @category Graphics */ export const FILTER_LINEAR_MIPMAP_NEAREST: number; /** * Linearly interpolate both the mipmap levels and between texels. * * @type {number} * @category Graphics */ export const FILTER_LINEAR_MIPMAP_LINEAR: number; /** * Never pass. * * @type {number} * @category Graphics */ export const FUNC_NEVER: number; /** * Pass if (ref & mask) < (stencil & mask). * * @type {number} * @category Graphics */ export const FUNC_LESS: number; /** * Pass if (ref & mask) == (stencil & mask). * * @type {number} * @category Graphics */ export const FUNC_EQUAL: number; /** * Pass if (ref & mask) <= (stencil & mask). * * @type {number} * @category Graphics */ export const FUNC_LESSEQUAL: number; /** * Pass if (ref & mask) > (stencil & mask). * * @type {number} * @category Graphics */ export const FUNC_GREATER: number; /** * Pass if (ref & mask) != (stencil & mask). * * @type {number} * @category Graphics */ export const FUNC_NOTEQUAL: number; /** * Pass if (ref & mask) >= (stencil & mask). * * @type {number} * @category Graphics */ export const FUNC_GREATEREQUAL: number; /** * Always pass. * * @type {number} * @category Graphics */ export const FUNC_ALWAYS: number; /** * 8-bit unsigned vertex indices (0 to 255). * * @type {number} * @category Graphics */ export const INDEXFORMAT_UINT8: number; /** * 16-bit unsigned vertex indices (0 to 65,535). * * @type {number} * @category Graphics */ export const INDEXFORMAT_UINT16: number; /** * 32-bit unsigned vertex indices (0 to 4,294,967,295). * * @type {number} * @category Graphics */ export const INDEXFORMAT_UINT32: number; /** * 8-bit alpha. * * @type {number} * @category Graphics */ export const PIXELFORMAT_A8: number; /** * 8-bit luminance. * * @type {number} * @category Graphics */ export const PIXELFORMAT_L8: number; /** * 8-bit luminance with 8-bit alpha. * * @type {number} * @category Graphics */ export const PIXELFORMAT_LA8: number; /** * 16-bit RGB (5-bits for red channel, 6 for green and 5 for blue). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGB565: number; /** * 16-bit RGBA (5-bits for red channel, 5 for green, 5 for blue with 1-bit alpha). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGBA5551: number; /** * 16-bit RGBA (4-bits for red channel, 4 for green, 4 for blue with 4-bit alpha). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGBA4: number; /** * 24-bit RGB (8-bits for red channel, 8 for green and 8 for blue). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGB8: number; /** * 32-bit RGBA (8-bits for red channel, 8 for green, 8 for blue with 8-bit alpha). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGBA8: number; /** * Block compressed format storing 16 input pixels in 64 bits of output, consisting of two 16-bit * RGB 5:6:5 color values and a 4x4 two bit lookup table. * * @type {number} * @category Graphics */ export const PIXELFORMAT_DXT1: number; /** * Block compressed format storing 16 input pixels (corresponding to a 4x4 pixel block) into 128 * bits of output, consisting of 64 bits of alpha channel data (4 bits for each pixel) followed by * 64 bits of color data; encoded the same way as DXT1. * * @type {number} * @category Graphics */ export const PIXELFORMAT_DXT3: number; /** * Block compressed format storing 16 input pixels into 128 bits of output, consisting of 64 bits * of alpha channel data (two 8 bit alpha values and a 4x4 3 bit lookup table) followed by 64 bits * of color data (encoded the same way as DXT1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_DXT5: number; /** * 16-bit floating point RGB (16-bit float for each red, green and blue channels). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGB16F: number; /** * 16-bit floating point RGBA (16-bit float for each red, green, blue and alpha channels). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGBA16F: number; /** * 32-bit floating point RGB (32-bit float for each red, green and blue channels). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGB32F: number; /** * 32-bit floating point RGBA (32-bit float for each red, green, blue and alpha channels). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGBA32F: number; /** * 32-bit floating point single channel format (WebGL2 only). * * @type {number} * @category Graphics */ export const PIXELFORMAT_R32F: number; /** * A readable depth buffer format. * * @type {number} * @category Graphics */ export const PIXELFORMAT_DEPTH: number; /** * A readable depth/stencil buffer format (WebGL2 only). * * @type {number} * @category Graphics */ export const PIXELFORMAT_DEPTHSTENCIL: number; /** * A floating-point color-only format with 11 bits for red and green channels and 10 bits for the * blue channel (WebGL2 only). * * @type {number} * @category Graphics */ export const PIXELFORMAT_111110F: number; /** * Color-only sRGB format (WebGL2 only). * * @type {number} * @category Graphics */ export const PIXELFORMAT_SRGB: number; /** * Color sRGB format with additional alpha channel (WebGL2 only). * * @type {number} * @category Graphics */ export const PIXELFORMAT_SRGBA: number; /** * ETC1 compressed format. * * @type {number} * @category Graphics */ export const PIXELFORMAT_ETC1: number; /** * ETC2 (RGB) compressed format. * * @type {number} * @category Graphics */ export const PIXELFORMAT_ETC2_RGB: number; /** * ETC2 (RGBA) compressed format. * * @type {number} * @category Graphics */ export const PIXELFORMAT_ETC2_RGBA: number; /** * PVRTC (2BPP RGB) compressed format. * * @type {number} * @category Graphics */ export const PIXELFORMAT_PVRTC_2BPP_RGB_1: number; /** * PVRTC (2BPP RGBA) compressed format. * * @type {number} * @category Graphics */ export const PIXELFORMAT_PVRTC_2BPP_RGBA_1: number; /** * PVRTC (4BPP RGB) compressed format. * * @type {number} * @category Graphics */ export const PIXELFORMAT_PVRTC_4BPP_RGB_1: number; /** * PVRTC (4BPP RGBA) compressed format. * * @type {number} * @category Graphics */ export const PIXELFORMAT_PVRTC_4BPP_RGBA_1: number; /** * ATC compressed format with alpha channel in blocks of 4x4. * * @type {number} * @category Graphics */ export const PIXELFORMAT_ASTC_4x4: number; /** * ATC compressed format with no alpha channel. * * @type {number} * @category Graphics */ export const PIXELFORMAT_ATC_RGB: number; /** * ATC compressed format with alpha channel. * * @type {number} * @category Graphics */ export const PIXELFORMAT_ATC_RGBA: number; /** * 32-bit BGRA (8-bits for blue channel, 8 for green, 8 for red with 8-bit alpha). * * @type {number} * @ignore * @category Graphics */ export const PIXELFORMAT_BGRA8: number; /** * 8-bit signed integer single-channel (R) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_R8I: number; /** * 8-bit unsigned integer single-channel (R) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_R8U: number; /** * 16-bit signed integer single-channel (R) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_R16I: number; /** * 16-bit unsigned integer single-channel (R) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_R16U: number; /** * 32-bit signed integer single-channel (R) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_R32I: number; /** * 32-bit unsigned integer single-channel (R) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_R32U: number; /** * 8-bit per-channel signed integer (RG) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RG8I: number; /** * 8-bit per-channel unsigned integer (RG) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RG8U: number; /** * 16-bit per-channel signed integer (RG) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RG16I: number; /** * 16-bit per-channel unsigned integer (RG) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RG16U: number; /** * 32-bit per-channel signed integer (RG) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RG32I: number; /** * 32-bit per-channel unsigned integer (RG) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RG32U: number; /** * 8-bit per-channel signed integer (RGBA) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGBA8I: number; /** * 8-bit per-channel unsigned integer (RGBA) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGBA8U: number; /** * 16-bit per-channel signed integer (RGBA) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGBA16I: number; /** * 16-bit per-channel unsigned integer (RGBA) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGBA16U: number; /** * 32-bit per-channel signed integer (RGBA) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGBA32I: number; /** * 32-bit per-channel unsigned integer (RGBA) format (Not supported by WebGL1). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RGBA32U: number; /** * 16-bit floating point R (16-bit float for red channel). * * @type {number} * @category Graphics */ export const PIXELFORMAT_R16F: number; /** * 16-bit floating point RG (16-bit float for each red and green channels). * * @type {number} * @category Graphics */ export const PIXELFORMAT_RG16F: number; export const pixelFormatInfo: Map; export function isCompressedPixelFormat(format: any): boolean; export function isIntegerPixelFormat(format: any): boolean; export function getPixelFormatArrayType(format: any): Int8ArrayConstructor | Uint8ArrayConstructor | Int16ArrayConstructor | Uint16ArrayConstructor | Int32ArrayConstructor | Uint32ArrayConstructor | Float32ArrayConstructor; /** * List of distinct points. * * @type {number} * @category Graphics */ export const PRIMITIVE_POINTS: number; /** * Discrete list of line segments. * * @type {number} * @category Graphics */ export const PRIMITIVE_LINES: number; /** * List of points that are linked sequentially by line segments, with a closing line segment * between the last and first points. * * @type {number} * @category Graphics */ export const PRIMITIVE_LINELOOP: number; /** * List of points that are linked sequentially by line segments. * * @type {number} * @category Graphics */ export const PRIMITIVE_LINESTRIP: number; /** * Discrete list of triangles. * * @type {number} * @category Graphics */ export const PRIMITIVE_TRIANGLES: number; /** * Connected strip of triangles where a specified vertex forms a triangle using the previous two. * * @type {number} * @category Graphics */ export const PRIMITIVE_TRISTRIP: number; /** * Connected fan of triangles where the first vertex forms triangles with the following pairs of vertices. * * @type {number} * @category Graphics */ export const PRIMITIVE_TRIFAN: number; /** * Vertex attribute to be treated as a position. * * @type {string} * @category Graphics */ export const SEMANTIC_POSITION: string; /** * Vertex attribute to be treated as a normal. * * @type {string} * @category Graphics */ export const SEMANTIC_NORMAL: string; /** * Vertex attribute to be treated as a tangent. * * @type {string} * @category Graphics */ export const SEMANTIC_TANGENT: string; /** * Vertex attribute to be treated as skin blend weights. * * @type {string} * @category Graphics */ export const SEMANTIC_BLENDWEIGHT: string; /** * Vertex attribute to be treated as skin blend indices. * * @type {string} * @category Graphics */ export const SEMANTIC_BLENDINDICES: string; /** * Vertex attribute to be treated as a color. * * @type {string} * @category Graphics */ export const SEMANTIC_COLOR: string; export const SEMANTIC_TEXCOORD: "TEXCOORD"; /** * Vertex attribute to be treated as a texture coordinate (set 0). * * @type {string} * @category Graphics */ export const SEMANTIC_TEXCOORD0: string; /** * Vertex attribute to be treated as a texture coordinate (set 1). * * @type {string} * @category Graphics */ export const SEMANTIC_TEXCOORD1: string; /** * Vertex attribute to be treated as a texture coordinate (set 2). * * @type {string} * @category Graphics */ export const SEMANTIC_TEXCOORD2: string; /** * Vertex attribute to be treated as a texture coordinate (set 3). * * @type {string} * @category Graphics */ export const SEMANTIC_TEXCOORD3: string; /** * Vertex attribute to be treated as a texture coordinate (set 4). * * @type {string} * @category Graphics */ export const SEMANTIC_TEXCOORD4: string; /** * Vertex attribute to be treated as a texture coordinate (set 5). * * @type {string} * @category Graphics */ export const SEMANTIC_TEXCOORD5: string; /** * Vertex attribute to be treated as a texture coordinate (set 6). * * @type {string} * @category Graphics */ export const SEMANTIC_TEXCOORD6: string; /** * Vertex attribute to be treated as a texture coordinate (set 7). * * @type {string} * @category Graphics */ export const SEMANTIC_TEXCOORD7: string; export const SEMANTIC_ATTR: "ATTR"; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR0: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR1: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR2: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR3: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR4: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR5: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR6: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR7: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR8: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR9: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR10: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR11: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR12: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR13: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR14: string; /** * Vertex attribute with a user defined semantic. * * @type {string} * @category Graphics */ export const SEMANTIC_ATTR15: string; export const SHADERTAG_MATERIAL: 1; /** * Don't change the stencil buffer value. * * @type {number} * @category Graphics */ export const STENCILOP_KEEP: number; /** * Set value to zero. * * @type {number} * @category Graphics */ export const STENCILOP_ZERO: number; /** * Replace value with the reference value (see {@link StencilParameters}). * * @type {number} * @category Graphics */ export const STENCILOP_REPLACE: number; /** * Increment the value. * * @type {number} * @category Graphics */ export const STENCILOP_INCREMENT: number; /** * Increment the value but wrap it to zero when it's larger than a maximum representable value. * * @type {number} * @category Graphics */ export const STENCILOP_INCREMENTWRAP: number; /** * Decrement the value. * * @type {number} * @category Graphics */ export const STENCILOP_DECREMENT: number; /** * Decrement the value but wrap it to a maximum representable value if the current value is 0. * * @type {number} * @category Graphics */ export const STENCILOP_DECREMENTWRAP: number; /** * Invert the value bitwise. * * @type {number} * @category Graphics */ export const STENCILOP_INVERT: number; /** * The texture is not in a locked state. * * @type {number} */ export const TEXTURELOCK_NONE: number; /** * Read only. Any changes to the locked mip level's pixels will not update the texture. * * @type {number} * @category Graphics */ export const TEXTURELOCK_READ: number; /** * Write only. The contents of the specified mip level will be entirely replaced. * * @type {number} * @category Graphics */ export const TEXTURELOCK_WRITE: number; /** * Texture is a default type. * * @type {string} * @category Graphics */ export const TEXTURETYPE_DEFAULT: string; /** * Texture stores high dynamic range data in RGBM format. * * @type {string} * @category Graphics */ export const TEXTURETYPE_RGBM: string; /** * Texture stores high dynamic range data in RGBE format. * * @type {string} * @category Graphics */ export const TEXTURETYPE_RGBE: string; /** * Texture stores high dynamic range data in RGBP encoding. * * @type {string} * @category Graphics */ export const TEXTURETYPE_RGBP: string; /** * Texture stores normalmap data swizzled in GGGR format. This is used for tangent space normal * maps. The R component is stored in alpha and G is stored in RGB. This packing can result in * higher quality when the texture data is compressed. * * @type {string} * @category Graphics */ export const TEXTURETYPE_SWIZZLEGGGR: string; export const TEXHINT_NONE: 0; export const TEXHINT_SHADOWMAP: 1; export const TEXHINT_ASSET: 2; export const TEXHINT_LIGHTMAP: 3; /** * Texture data is stored in a 1-dimensional texture. * * @type {string} * @category Graphics */ export const TEXTUREDIMENSION_1D: string; /** * Texture data is stored in a 2-dimensional texture. * * @type {string} * @category Graphics */ export const TEXTUREDIMENSION_2D: string; /** * Texture data is stored in an array of 2-dimensional textures. * * @type {string} * @category Graphics */ export const TEXTUREDIMENSION_2D_ARRAY: string; /** * Texture data is stored in a cube texture. * * @type {string} * @category Graphics */ export const TEXTUREDIMENSION_CUBE: string; /** * Texture data is stored in an array of cube textures. * * @type {string} * @category Graphics */ export const TEXTUREDIMENSION_CUBE_ARRAY: string; /** * Texture data is stored in a 3-dimensional texture. * * @type {string} * @category Graphics */ export const TEXTUREDIMENSION_3D: string; /** * A sampler type of a texture that contains floating-point data. Typically stored for color * textures, where data can be filtered. * * @type {number} * @category Graphics */ export const SAMPLETYPE_FLOAT: number; /** * A sampler type of a texture that contains floating-point data, but cannot be filtered. Typically * used for textures storing data that cannot be interpolated. * * @type {number} * @category Graphics */ export const SAMPLETYPE_UNFILTERABLE_FLOAT: number; /** * A sampler type of a texture that contains depth data. Typically used for depth textures. * * @type {number} * @category Graphics */ export const SAMPLETYPE_DEPTH: number; /** * A sampler type of a texture that contains signed integer data. * * @type {number} * @category Graphics */ export const SAMPLETYPE_INT: number; /** * A sampler type of a texture that contains unsigned integer data. * * @type {number} * @category Graphics */ export const SAMPLETYPE_UINT: number; /** * Texture data is not stored a specific projection format. * * @type {string} * @category Graphics */ export const TEXTUREPROJECTION_NONE: string; /** * Texture data is stored in cubemap projection format. * * @type {string} * @category Graphics */ export const TEXTUREPROJECTION_CUBE: string; /** * Texture data is stored in equirectangular projection format. * * @type {string} * @category Graphics */ export const TEXTUREPROJECTION_EQUIRECT: string; /** * Texture data is stored in octahedral projection format. * * @type {string} * @category Graphics */ export const TEXTUREPROJECTION_OCTAHEDRAL: string; /** * Shader source code uses GLSL language. * * @type {string} * @category Graphics */ export const SHADERLANGUAGE_GLSL: string; /** * Shader source code uses WGSL language. * * @type {string} * @category Graphics */ export const SHADERLANGUAGE_WGSL: string; /** * Signed byte vertex element type. * * @type {number} * @category Graphics */ export const TYPE_INT8: number; /** * Unsigned byte vertex element type. * * @type {number} * @category Graphics */ export const TYPE_UINT8: number; /** * Signed short vertex element type. * * @type {number} * @category Graphics */ export const TYPE_INT16: number; /** * Unsigned short vertex element type. * * @type {number} * @category Graphics */ export const TYPE_UINT16: number; /** * Signed integer vertex element type. * * @type {number} * @category Graphics */ export const TYPE_INT32: number; /** * Unsigned integer vertex element type. * * @type {number} * @category Graphics */ export const TYPE_UINT32: number; /** * Floating point vertex element type. * * @type {number} * @category Graphics */ export const TYPE_FLOAT32: number; /** * 16-bit floating point vertex element type (not supported by WebGL1). * * @type {number} * @category Graphics */ export const TYPE_FLOAT16: number; /** * Boolean uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_BOOL: number; /** * Integer uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_INT: number; /** * Float uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_FLOAT: number; /** * 2 x Float uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_VEC2: number; /** * 3 x Float uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_VEC3: number; /** * 4 x Float uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_VEC4: number; /** * 2 x Integer uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_IVEC2: number; /** * 3 x Integer uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_IVEC3: number; /** * 4 x Integer uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_IVEC4: number; /** * 2 x Boolean uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_BVEC2: number; /** * 3 x Boolean uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_BVEC3: number; /** * 4 x Boolean uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_BVEC4: number; /** * 2 x 2 x Float uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_MAT2: number; /** * 3 x 3 x Float uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_MAT3: number; /** * 4 x 4 x Float uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_MAT4: number; export const UNIFORMTYPE_TEXTURE2D: 15; export const UNIFORMTYPE_TEXTURECUBE: 16; export const UNIFORMTYPE_FLOATARRAY: 17; export const UNIFORMTYPE_TEXTURE2D_SHADOW: 18; export const UNIFORMTYPE_TEXTURECUBE_SHADOW: 19; export const UNIFORMTYPE_TEXTURE3D: 20; export const UNIFORMTYPE_VEC2ARRAY: 21; export const UNIFORMTYPE_VEC3ARRAY: 22; export const UNIFORMTYPE_VEC4ARRAY: 23; export const UNIFORMTYPE_MAT4ARRAY: 24; export const UNIFORMTYPE_TEXTURE2D_ARRAY: 25; /** * Unsigned integer uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_UINT: number; /** * 2 x Unsigned integer uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_UVEC2: number; /** * 3 x Unsigned integer uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_UVEC3: number; /** * 4 x Unsigned integer uniform type. * * @type {number} * @category Graphics */ export const UNIFORMTYPE_UVEC4: number; export const UNIFORMTYPE_INTARRAY: 30; export const UNIFORMTYPE_UINTARRAY: 31; export const UNIFORMTYPE_BOOLARRAY: 32; export const UNIFORMTYPE_IVEC2ARRAY: 33; export const UNIFORMTYPE_UVEC2ARRAY: 34; export const UNIFORMTYPE_BVEC2ARRAY: 35; export const UNIFORMTYPE_IVEC3ARRAY: 36; export const UNIFORMTYPE_UVEC3ARRAY: 37; export const UNIFORMTYPE_BVEC3ARRAY: 38; export const UNIFORMTYPE_IVEC4ARRAY: 39; export const UNIFORMTYPE_UVEC4ARRAY: 40; export const UNIFORMTYPE_BVEC4ARRAY: 41; export const UNIFORMTYPE_ITEXTURE2D: 42; export const UNIFORMTYPE_UTEXTURE2D: 43; export const UNIFORMTYPE_ITEXTURECUBE: 44; export const UNIFORMTYPE_UTEXTURECUBE: 45; export const UNIFORMTYPE_ITEXTURE3D: 46; export const UNIFORMTYPE_UTEXTURE3D: 47; export const UNIFORMTYPE_ITEXTURE2D_ARRAY: 48; export const UNIFORMTYPE_UTEXTURE2D_ARRAY: 49; export const uniformTypeToName: string[]; export const uniformTypeToStorage: Uint8Array; /** * A WebGL 1 device type. * * @type {string} * @category Graphics */ export const DEVICETYPE_WEBGL1: string; /** * A WebGL 2 device type. * * @type {string} * @category Graphics */ export const DEVICETYPE_WEBGL2: string; /** * A WebGPU device type. * * @type {string} * @category Graphics */ export const DEVICETYPE_WEBGPU: string; /** * A Null device type. * * @type {string} * @category Graphics */ export const DEVICETYPE_NULL: string; /** * The resource is visible to the vertex shader. * * @type {number} * @category Graphics */ export const SHADERSTAGE_VERTEX: number; /** * The resource is visible to the fragment shader. * * @type {number} * @category Graphics */ export const SHADERSTAGE_FRAGMENT: number; /** * The resource is visible to the compute shader. * * @type {number} * @category Graphics */ export const SHADERSTAGE_COMPUTE: number; export const BINDGROUP_MESH: 0; export const BINDGROUP_VIEW: 1; export const bindGroupNames: string[]; export const UNIFORM_BUFFER_DEFAULT_SLOT_NAME: "default"; export const typedArrayTypes: (Int8ArrayConstructor | Uint8ArrayConstructor | Int16ArrayConstructor | Uint16ArrayConstructor | Int32ArrayConstructor | Uint32ArrayConstructor | Float32ArrayConstructor)[]; export const typedArrayTypesByteSize: number[]; export const vertexTypesNames: string[]; export namespace typedArrayToType { export { TYPE_INT8 as Int8Array }; export { TYPE_UINT8 as Uint8Array }; export { TYPE_INT16 as Int16Array }; export { TYPE_UINT16 as Uint16Array }; export { TYPE_INT32 as Int32Array }; export { TYPE_UINT32 as Uint32Array }; export { TYPE_FLOAT32 as Float32Array }; } export const typedArrayIndexFormats: (Uint8ArrayConstructor | Uint16ArrayConstructor | Uint32ArrayConstructor)[]; export const typedArrayIndexFormatsByteSize: number[]; /** * Map of engine semantics into location on device in range 0..15 (note - semantics mapping to the * same location cannot be used at the same time) organized in a way that ATTR0-ATTR7 do not * overlap with common important semantics. * * @type {object} * @ignore * @category Graphics */ export const semanticToLocation: object; /** * Chunk API versions * * @type {string} * @category Graphics */ export const CHUNKAPI_1_51: string; export const CHUNKAPI_1_55: "1.55"; export const CHUNKAPI_1_56: "1.56"; export const CHUNKAPI_1_57: "1.57"; export const CHUNKAPI_1_58: "1.58"; export const CHUNKAPI_1_60: "1.60"; export const CHUNKAPI_1_62: "1.62"; export const CHUNKAPI_1_65: "1.65"; export const CHUNKAPI_1_70: "1.70";