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lcc-render.d.ts 26.61 KB
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Nomat 提交于 2020-11-19 18:41 . 添加效果,下雨波纹特效
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declare module lcc.Utils {
function getAssetByUUID<T extends cc.Asset>(uuid: string): Promise<T>;
}
declare module lcc.render {
let UUID: {
effects: {
"lcc-2d-flash_light": string;
"lcc-2d-fluxay_super": string;
"lcc-2d-sprite_mask": string;
"lcc-2d_glow_inner": string;
"lcc-2d_glow_outter": string;
"lcc-2d_mosaic": string;
"lcc-2d_photo": string;
"lcc-2d_outline": string;
"lcc-2d_gaussian_blur": string;
"lcc-2d_round_corner_crop": string;
"lcc-2d_dissolve": string;
"lcc-2d_transform": string;
"lcc-2d_rain_drop_ripples": string;
};
materials: {
"lcc-2d-flash_light": string;
"lcc-2d-fluxay_super": string;
"lcc-2d-sprite_mask": string;
"lcc-2d_glow_inner": string;
"lcc-2d_glow_outter": string;
"lcc-2d_mosaic": string;
"lcc-2d_photo": string;
"lcc-2d_outline": string;
"lcc-2d_gaussian_blur": string;
"lcc-2d_round_corner_crop": string;
"lcc-2d_dissolve": string;
"lcc-2d_transform": string;
"lcc-2d_rain_drop_ripples": string;
};
};
}
declare module lcc.render {
class MacroConfig {
name: string;
checkOnly: boolean;
constructor(...params: any);
}
enum VariableType {
ATTRIBUTE = 1,
UNIFORM = 2
}
enum ValueType {
SINGLE = 0,
VERTEX = 1
}
class VariableConfig {
_typesel: boolean;
type: VariableType;
attrMacro: MacroConfig;
attrName: string;
unifMacro: MacroConfig;
unifName: string;
constructor(...params: any);
}
class ShaderComponent extends cc.Component {
_tag: string;
get tag(): string;
set tag(value: string);
protected checkMaterialMacro(material: cc.Material, macro: MacroConfig): boolean;
protected defineMaterialMacro(material: cc.Material, macro: MacroConfig, value: number | boolean): void;
protected getShaderComponent<T extends ShaderComponent>(type: {
prototype: T;
}, tag?: string): T;
protected getShaderComponents<T extends ShaderComponent>(type: {
prototype: T;
}, tag?: string): T[];
}
}
declare module lcc.render {
class EffectDissolve extends ShaderComponent {
_material: cc.Material;
get material(): cc.Material;
set material(value: cc.Material);
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
_noiseFrame: cc.SpriteFrame;
get noiseFrame(): cc.SpriteFrame;
set noiseFrame(value: cc.SpriteFrame);
_degree: number;
get degree(): number;
set degree(value: number);
renderSystem: RenderSystem;
shaderSpriteFrame: ShaderSpriteFrame;
shaderNoiseFrame: ShaderSpriteFrame;
shaderDegree: ShaderFloat;
onEnable(): void;
private checkNoiseFrame;
checkMaterial(): Promise<void>;
}
}
declare module lcc.render {
class EffectFlashLight extends ShaderComponent {
_material: cc.Material;
get material(): cc.Material;
set material(value: cc.Material);
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
_lightColor: cc.Color;
get lightColor(): cc.Color;
set lightColor(value: cc.Color);
_lightAngle: number;
get lightAngle(): number;
set lightAngle(value: number);
_lightWidth: number;
get lightWidth(): number;
set lightWidth(value: number);
_enableGradient: boolean;
get enableGradient(): boolean;
set enableGradient(value: boolean);
_cropAlpha: boolean;
get cropAlpha(): boolean;
set cropAlpha(value: boolean);
_moveSpeed: number;
get moveSpeed(): number;
set moveSpeed(value: number);
_moveWidth: number;
get moveWidth(): number;
set moveWidth(value: number);
_lightLines: number;
get lightLines(): number;
set lightLines(value: number);
_lightSpace: number;
get lightSpace(): number;
set lightSpace(value: number);
renderSystem: RenderSystem;
shaderSpriteFrame: ShaderSpriteFrame;
shaderLightColor: ShaderColor;
shaderLightAngle: ShaderFloat;
shaderLightWidth: ShaderFloat;
shaderEnableGradient: ShaderFloat;
shaderCropAlpha: ShaderFloat;
shaderMoveSpeed: ShaderFloat;
shaderMoveWidth: ShaderFloat;
shaderLightLines: ShaderFloat;
shaderLightSpace: ShaderFloat;
onEnable(): void;
checkMaterial(): Promise<void>;
}
}
declare module lcc.render {
class EffectFluxaySuper extends ShaderComponent {
_material: cc.Material;
get material(): cc.Material;
set material(value: cc.Material);
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
_speed: number;
get speed(): number;
set speed(value: number);
renderSystem: RenderSystem;
shaderSpriteFrame: ShaderSpriteFrame;
shaderSpeed: ShaderFloat;
onEnable(): void;
checkMaterial(): Promise<void>;
}
}
declare module lcc.render {
class EffectGaussianBlur extends ShaderComponent {
_material: cc.Material;
get material(): cc.Material;
set material(value: cc.Material);
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
renderSystem: RenderSystem;
shaderSpriteFrame: ShaderSpriteFrame;
onEnable(): void;
checkMaterial(): Promise<void>;
}
}
declare module lcc.render {
class EffectGlowInner extends ShaderComponent {
_material: cc.Material;
get material(): cc.Material;
set material(value: cc.Material);
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
_glowColor: cc.Color;
get glowColor(): cc.Color;
set glowColor(value: cc.Color);
_glowColorSize: number;
get glowColorSize(): number;
set glowColorSize(value: number);
_glowThreshold: number;
get glowThreshold(): number;
set glowThreshold(value: number);
_glowFlash: number;
get glowFlash(): number;
set glowFlash(value: number);
renderSystem: RenderSystem;
shaderSpriteFrame: ShaderSpriteFrame;
shaderGlowColor: ShaderColor;
shaderGlowColorSize: ShaderFloat;
shaderGlowThreshold: ShaderFloat;
shaderGlowFlash: ShaderFloat;
onEnable(): void;
checkMaterial(): Promise<void>;
}
}
declare module lcc.render {
class EffectGlowOutter extends ShaderComponent {
_material: cc.Material;
get material(): cc.Material;
set material(value: cc.Material);
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
_glowColor: cc.Color;
get glowColor(): cc.Color;
set glowColor(value: cc.Color);
_glowColorSize: number;
get glowColorSize(): number;
set glowColorSize(value: number);
_glowThreshold: number;
get glowThreshold(): number;
set glowThreshold(value: number);
_glowFlash: number;
get glowFlash(): number;
set glowFlash(value: number);
renderSystem: RenderSystem;
shaderSpriteFrame: ShaderSpriteFrame;
shaderGlowColor: ShaderColor;
shaderGlowColorSize: ShaderFloat;
shaderGlowThreshold: ShaderFloat;
shaderGlowFlash: ShaderFloat;
onEnable(): void;
checkMaterial(): Promise<void>;
}
}
declare module lcc.render {
class EffectMosaic extends ShaderComponent {
_material: cc.Material;
get material(): cc.Material;
set material(value: cc.Material);
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
_degree: number;
get degree(): number;
set degree(value: number);
renderSystem: RenderSystem;
shaderSpriteFrame: ShaderSpriteFrame;
shaderDegree: ShaderFloat;
onEnable(): void;
checkMaterial(): Promise<void>;
}
}
declare module lcc.render {
class EffectOutline extends ShaderComponent {
_material: cc.Material;
get material(): cc.Material;
set material(value: cc.Material);
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
_outlineColor: cc.Color;
get outlineColor(): cc.Color;
set outlineColor(value: cc.Color);
_outlineWidth: number;
get outlineWidth(): number;
set outlineWidth(value: number);
_glowFlash: number;
get glowFlash(): number;
set glowFlash(value: number);
renderSystem: RenderSystem;
shaderSpriteFrame: ShaderSpriteFrame;
shaderOutlineColor: ShaderColor;
shaderOutlineWidth: ShaderFloat;
shaderGlowFlash: ShaderFloat;
onEnable(): void;
checkMaterial(): Promise<void>;
}
}
declare module lcc.render {
enum ColorType {
OLD = 0,
GRAY = 1,
REVERSAL = 2,
FROZEN = 3,
CARTOON = 4
}
export class EffectPhoto extends ShaderComponent {
_material: cc.Material;
get material(): cc.Material;
set material(value: cc.Material);
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
_colorType: ColorType;
get colorType(): ColorType;
set colorType(value: ColorType);
_degree: number;
get degree(): number;
set degree(value: number);
renderSystem: RenderSystem;
shaderSpriteFrame: ShaderSpriteFrame;
shaderColorType: ShaderFloat;
shaderDegree: ShaderFloat;
onEnable(): void;
checkMaterial(): Promise<void>;
}
export {};
}
declare module lcc.render {
class EffectRainDropRipples extends ShaderComponent {
_material: cc.Material;
get material(): cc.Material;
set material(value: cc.Material);
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
_density: number;
get density(): number;
set density(value: number);
_change: boolean;
get change(): boolean;
set change(value: boolean);
renderSystem: RenderSystem;
shaderSpriteFrame: ShaderSpriteFrame;
shaderDensity: ShaderFloat;
shaderChange: ShaderFloat;
onEnable(): void;
checkMaterial(): Promise<void>;
}
}
declare module lcc.render {
class EffectRoundCornerCrop extends ShaderComponent {
_material: cc.Material;
get material(): cc.Material;
set material(value: cc.Material);
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
_degree: number;
get degree(): number;
set degree(value: number);
renderSystem: RenderSystem;
shaderSpriteFrame: ShaderSpriteFrame;
shaderDegree: ShaderFloat;
onEnable(): void;
checkMaterial(): Promise<void>;
}
}
declare module lcc.render {
enum FadeDirect {
LEFT_TO_RIGHT = 0,
RIGHT_TO_LEFT = 1,
TOP_TO_BOTTOM = 2,
BOTTOM_TO_TOP = 3
}
export class EffectSmoothTransform extends ShaderComponent {
_material: cc.Material;
get material(): cc.Material;
set material(value: cc.Material);
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
_fadeWidth: number;
get fadeWidth(): number;
set fadeWidth(value: number);
_fadeDirect: FadeDirect;
get fadeDirect(): FadeDirect;
set fadeDirect(value: FadeDirect);
_degree: number;
get degree(): number;
set degree(value: number);
renderSystem: RenderSystem;
shaderSpriteFrame: ShaderSpriteFrame;
shaderFadeWidth: ShaderFloat;
shaderFadeDirect: ShaderFloat;
shaderDegree: ShaderFloat;
onEnable(): void;
checkMaterial(): Promise<void>;
}
export {};
}
declare module lcc.render {
class EffectSpriteMask extends ShaderComponent {
_material: cc.Material;
get material(): cc.Material;
set material(value: cc.Material);
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
_maskFrame: cc.SpriteFrame;
get maskFrame(): cc.SpriteFrame;
set maskFrame(value: cc.SpriteFrame);
renderSystem: RenderSystem;
shaderSpriteFrame: ShaderSpriteFrame;
shaderMaskFrame: ShaderSpriteFrame;
onEnable(): void;
checkMaterial(): Promise<void>;
}
}
declare module lcc.render {
class ShaderColor extends ShaderComponent {
_tag: string;
_colorVar: VariableConfig;
get colorVar(): VariableConfig;
set colorVar(value: VariableConfig);
_applyNodeColor: boolean;
get applyNodeColor(): boolean;
set applyNodeColor(value: boolean);
nodeColor: cc.Color;
_colorType: ValueType;
get colorType(): ValueType;
set colorType(value: ValueType);
_color: cc.Color;
get color(): cc.Color;
set color(value: cc.Color);
_vertexColors: cc.Color[];
get vertexColors(): cc.Color[];
set vertexColors(value: cc.Color[]);
private _colorOffset;
onLoad(): void;
onDestroy(): void;
onEnable(): void;
onDisable(): void;
private onStateUpdate;
private checkVertexColors;
private onNodeColorChanged;
private premultiplyAlpha;
private getAttributeColors;
private getUniformColor;
private onRenderUpdateMaterial;
private onRenderUpdateAttribute;
private onRenderUpdateRenderData;
}
}
declare module lcc.render {
const VC: {
tag: string;
varSelect: boolean;
varDeftype: VariableType;
varAttrMacro: string;
varAttrMacroCheckOnly: boolean;
varAttrName: string;
varUnifMacro: string;
varUnifMacroCheckOnly: boolean;
varUnifName: string;
valDefault: number;
valNew: () => number;
valType: string;
typeSize: number;
toArray: (arr: number[], value: number, offest: number) => void;
};
export class ShaderFloat extends ShaderComponent {
_tag: string;
_valueVar: VariableConfig;
get valueVar(): VariableConfig;
set valueVar(value: VariableConfig);
_valueType: ValueType;
get valueType(): ValueType;
set valueType(value: ValueType);
_value: typeof VC.valDefault;
get value(): typeof VC.valDefault;
set value(value_: typeof VC.valDefault);
_vertexValues: typeof VC.valDefault[];
get vertexValues(): typeof VC.valDefault[];
set vertexValues(value: typeof VC.valDefault[]);
private _valueOffset;
onLoad(): void;
onDestroy(): void;
onEnable(): void;
onDisable(): void;
private onStateUpdate;
private checkVertexValues;
private onRenderUpdateMaterial;
private getAttributeValues;
private onRenderUpdateAttribute;
private onRenderUpdateRenderData;
}
export {};
}
declare module lcc.render {
enum MacroValueType {
BOOL = 0,
VALUE = 1
}
export class ShaderMacro extends ShaderComponent {
_tag: string;
_checkMacro: string;
get checkMacro(): string;
set checkMacro(value: string);
_macroName: string;
get macroName(): string;
set macroName(value: string);
_valueType: MacroValueType;
get valueType(): MacroValueType;
set valueType(value_: MacroValueType);
_bool: boolean;
get bool(): boolean;
set bool(value: boolean);
_value: number;
get value(): number;
set value(value: number);
onLoad(): void;
onDestroy(): void;
onEnable(): void;
onDisable(): void;
private onStateUpdate;
private onRenderUpdateMaterial;
}
export {};
}
declare module lcc.render {
enum ShapeType {
NODE = 0,
CUSTOM = 1
}
enum SizeMode {
CUSTOM = 0,
TRIMMED = 1,
RAW = 2
}
export class ShaderSpriteFrame extends ShaderComponent {
_tag: string;
_textureVar: VariableConfig;
get textureVar(): VariableConfig;
set textureVar(value: VariableConfig);
_atlas: cc.SpriteAtlas;
_spriteFrame: cc.SpriteFrame;
get spriteFrame(): cc.SpriteFrame;
set spriteFrame(value: cc.SpriteFrame);
_applyShape: boolean;
get applyShape(): boolean;
set applyShape(value: boolean);
_shapeType: ShapeType;
get shapeType(): ShapeType;
set shapeType(value: ShapeType);
_size: cc.Size;
get size(): cc.Size;
set size(value: cc.Size);
_anchor: cc.Vec2;
get anchor(): cc.Vec2;
set anchor(value: cc.Vec2);
_syncSizeToNode: boolean;
get syncSizeToNode(): boolean;
set syncSizeToNode(value: boolean);
_sizeMode: SizeMode;
get sizeMode(): SizeMode;
set sizeMode(value: SizeMode);
_isTrimmedMode: boolean;
get trim(): boolean;
set trim(value: boolean);
_applyUV: boolean;
get applyUV(): boolean;
set applyUV(value: boolean);
_uvVar: VariableConfig;
get uvVar(): VariableConfig;
set uvVar(value: VariableConfig);
_customUV: boolean;
get customUV(): boolean;
set customUV(value: boolean);
_uvIndexes: number[];
get uvIndexes(): number[];
set uvIndexes(value: number[]);
_applyUVRect: boolean;
get applyUVRect(): boolean;
set applyUVRect(value: boolean);
_uvRectVar: VariableConfig;
get uvRectVar(): VariableConfig;
set uvRectVar(value: VariableConfig);
_applyFrameSize: boolean;
get applyFrameSize(): boolean;
set applyFrameSize(value: boolean);
_frameSizeVar: VariableConfig;
get frameSizeVar(): VariableConfig;
set frameSizeVar(value: VariableConfig);
_shapeRect: number[];
private _uvOffest;
private _uvrOffset;
private _fsOffset;
onLoad(): void;
onDestroy(): void;
onEnable(): void;
onDisable(): void;
private onStateUpdate;
private checkUVIndexes;
private onShaderApplyShape;
private onRenderCheckShape;
private onRenderPrepare;
private getUVRect;
private onRenderUpdateMaterial;
private onRenderUpdateAttribute;
private onRenderUpdateShape;
private onRenderUpdateVertex;
updateWorldVerts(comp: RenderSystem): void;
updateWorldVertsWebGL(comp: RenderSystem): void;
updateWorldVertsNative(comp: RenderSystem): void;
private onRenderValidateRender;
packToDynamicAtlas(comp: any, frame: any): void;
private _applySpriteSize;
private _applySpriteFrame;
private _applyAtlas;
}
export {};
}
declare module lcc.render {
const VC: {
tag: string;
varSelect: boolean;
varDeftype: VariableType;
varAttrMacro: string;
varAttrMacroCheckOnly: boolean;
varAttrName: string;
varUnifMacro: string;
varUnifMacroCheckOnly: boolean;
varUnifName: string;
valDefault: cc.Vec2;
valNew: () => cc.Vec2;
valType: typeof cc.Vec2;
typeSize: number;
toArray: (arr: number[], value: cc.Vec2, offest: number) => void;
};
export class ShaderVec2 extends ShaderComponent {
_tag: string;
_valueVar: VariableConfig;
get valueVar(): VariableConfig;
set valueVar(value: VariableConfig);
_valueType: ValueType;
get valueType(): ValueType;
set valueType(value: ValueType);
_value: typeof VC.valDefault;
get value(): typeof VC.valDefault;
set value(value_: typeof VC.valDefault);
_vertexValues: typeof VC.valDefault[];
get vertexValues(): typeof VC.valDefault[];
set vertexValues(value: typeof VC.valDefault[]);
private _valueOffset;
onLoad(): void;
onDestroy(): void;
onEnable(): void;
onDisable(): void;
private onStateUpdate;
private checkVertexValues;
private onRenderUpdateMaterial;
private getAttributeValues;
private onRenderUpdateAttribute;
private onRenderUpdateRenderData;
}
export {};
}
declare module lcc.render {
const VC: {
tag: string;
varSelect: boolean;
varDeftype: VariableType;
varAttrMacro: string;
varAttrMacroCheckOnly: boolean;
varAttrName: string;
varUnifMacro: string;
varUnifMacroCheckOnly: boolean;
varUnifName: string;
valDefault: cc.Vec3;
valNew: () => cc.Vec3;
valType: typeof cc.Vec3;
typeSize: number;
toArray: (arr: number[], value: cc.Vec3, offest: number) => void;
};
export class ShaderVec3 extends ShaderComponent {
_tag: string;
_valueVar: VariableConfig;
get valueVar(): VariableConfig;
set valueVar(value: VariableConfig);
_valueType: ValueType;
get valueType(): ValueType;
set valueType(value: ValueType);
_value: typeof VC.valDefault;
get value(): typeof VC.valDefault;
set value(value_: typeof VC.valDefault);
_vertexValues: typeof VC.valDefault[];
get vertexValues(): typeof VC.valDefault[];
set vertexValues(value: typeof VC.valDefault[]);
private _valueOffset;
onLoad(): void;
onDestroy(): void;
onEnable(): void;
onDisable(): void;
private onStateUpdate;
private checkVertexValues;
private onRenderUpdateMaterial;
private getAttributeValues;
private onRenderUpdateAttribute;
private onRenderUpdateRenderData;
}
export {};
}
declare module lcc.render {
const VC: {
tag: string;
varSelect: boolean;
varDeftype: VariableType;
varAttrMacro: string;
varAttrMacroCheckOnly: boolean;
varAttrName: string;
varUnifMacro: string;
varUnifMacroCheckOnly: boolean;
varUnifName: string;
valDefault: cc.Vec4;
valNew: () => cc.Vec4;
valType: typeof cc.Vec4;
typeSize: number;
toArray: (arr: number[], value: cc.Vec4, offest: number) => void;
};
export class ShaderVec4 extends ShaderComponent {
_tag: string;
_valueVar: VariableConfig;
get valueVar(): VariableConfig;
set valueVar(value: VariableConfig);
_valueType: ValueType;
get valueType(): ValueType;
set valueType(value: ValueType);
_value: typeof VC.valDefault;
get value(): typeof VC.valDefault;
set value(value_: typeof VC.valDefault);
_vertexValues: typeof VC.valDefault[];
get vertexValues(): typeof VC.valDefault[];
set vertexValues(value: typeof VC.valDefault[]);
private _valueOffset;
onLoad(): void;
onDestroy(): void;
onEnable(): void;
onDisable(): void;
private onStateUpdate;
private checkVertexValues;
private onRenderUpdateMaterial;
private getAttributeValues;
private onRenderUpdateAttribute;
private onRenderUpdateRenderData;
}
export {};
}
declare module lcc.render {
export interface VertexAttribute {
name: string;
type: number;
num: number;
normalize?: boolean;
}
export enum ShaderVariableType {
ATTRIBUTE = 0,
UNIFORM = 1
}
enum ShapeType {
SHADER = 0,
NODE = 1
}
export class RenderSystem extends cc.RenderComponent {
attrsSize: number;
_matsDirty: boolean;
_shapeDirty: boolean;
_attrsDirty: boolean;
_vFormat: any;
_vAttributes: VertexAttribute[];
_shapeType: ShapeType;
_verticesCount: number;
_indicesCount: number;
_nodeRect: number[];
onEnable(): void;
onDisable(): void;
setMatsDirty(): void;
setAttrsDirty(): void;
setShapeDirty(): void;
private checkRenderShape;
setShaderShape(verticesCount: number, indicesCount: number): void;
private onNodeSizeChanged;
setVertsDirty(): void;
setDirty(): void;
protected updateToNodeShape(): void;
protected updateNodeVertex(): void;
updateRenderData(): void;
protected prepareRender(): void;
protected updateMaterial(): void;
checkVertexAttributeName(name: string): boolean;
addVertexAttribute(vattr: VertexAttribute, floatsize: number): number;
getVfmt(): any;
protected updateAttribute(): void;
protected updateShape(): void;
protected updateVertex(): void;
updateWorldVerts(): void;
updateNodeWorldVertsWebGL(): void;
updateNodeWorldVertsNative(): void;
protected getShaderComponent<T extends ShaderComponent>(type: {
prototype: T;
}, tag?: string): T;
protected getShaderComponents<T extends ShaderComponent>(type: {
prototype: T;
}, tag?: string): T[];
_activateMaterial(): void;
_updateMaterial(): void;
_validateRender(): any;
_srcBlendFactor: cc.macro.BlendFactor;
get srcBlendFactor(): cc.macro.BlendFactor;
set srcBlendFactor(value: cc.macro.BlendFactor);
_dstBlendFactor: cc.macro.BlendFactor;
get dstBlendFactor(): cc.macro.BlendFactor;
set dstBlendFactor(value: cc.macro.BlendFactor);
setMaterial(index: any, material: any): cc.Material;
_updateBlendFunc(force: any): void;
_updateMaterialBlendFunc(material: any): void;
}
export {};
}
declare module lcc.render {
}
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