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@@ -8905,7 +8905,7 @@ declare module "babylonjs/Materials/materialHelper" {
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import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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import { Light } from "babylonjs/Lights/light";
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import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
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- import { Effect, EffectCreationOptions } from "babylonjs/Materials/effect";
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+ import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
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import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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import { MaterialDefines } from "babylonjs/Materials/materialDefines";
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import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
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@@ -9039,7 +9039,7 @@ declare module "babylonjs/Materials/materialHelper" {
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* @param defines The defines helping in the list generation
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* @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
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*/
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- static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
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+ static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
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/**
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* This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
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* @param defines The defines to update while falling back
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@@ -28787,7 +28787,7 @@ declare module "babylonjs/Materials/effect" {
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/**
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* Options to be used when creating an effect.
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*/
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- export class EffectCreationOptions {
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+ export interface IEffectCreationOptions {
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/**
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* Atrributes that will be used in the shader.
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*/
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@@ -28927,7 +28927,7 @@ declare module "babylonjs/Materials/effect" {
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* @param onError Callback that will be called if an error occurs during shader compilation.
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* @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
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*/
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- constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
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+ constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
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private _useFinalCode;
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/**
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* Unique key for this effect
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@@ -29004,12 +29004,7 @@ declare module "babylonjs/Materials/effect" {
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*/
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executeWhenCompiled(func: (effect: Effect) => void): void;
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private _checkIsReady;
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- /** @hidden */
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- _loadVertexShader(vertex: any, callback: (data: any) => void): void;
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- /** @hidden */
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- _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
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- /** @hidden */
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- _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
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+ private _loadShader;
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/**
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* Recompiles the webGL program
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* @param vertexSourceCode The source code for the vertex shader.
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@@ -29694,7 +29689,7 @@ declare module "babylonjs/Materials/Textures/videoTexture" {
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}
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declare module "babylonjs/Engines/thinEngine" {
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import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
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- import { Effect, EffectCreationOptions } from "babylonjs/Materials/effect";
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+ import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
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import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
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import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
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import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
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@@ -30323,7 +30318,7 @@ declare module "babylonjs/Engines/thinEngine" {
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/**
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* Create a new effect (used to store vertex/fragment shaders)
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* @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
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- * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
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+ * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
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* @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
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* @param samplers defines an array of string used to represent textures
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* @param defines defines the string containing the defines to use to compile the shaders
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@@ -30333,7 +30328,7 @@ declare module "babylonjs/Engines/thinEngine" {
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* @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
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* @returns the new Effect
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*/
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- createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
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+ createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
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protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
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private _compileShader;
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private _compileRawShader;
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@@ -38497,6 +38492,11 @@ declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
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* This is the threshold from when moving starts to be accounted for for to prevent jittering.
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*/
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gamepadMoveSensibility: number;
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+ private _yAxisScale;
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+ /**
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+ * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
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+ */
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+ invertYAxis: boolean;
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private _onGamepadConnectedObserver;
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private _onGamepadDisconnectedObserver;
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/**
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@@ -39543,6 +39543,11 @@ declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
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* This is the threshold from when moving starts to be accounted for for to prevent jittering.
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*/
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gamepadMoveSensibility: number;
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+ private _yAxisScale;
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+ /**
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+ * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
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+ */
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+ invertYAxis: boolean;
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private _onGamepadConnectedObserver;
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private _onGamepadDisconnectedObserver;
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private _cameraTransform;
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@@ -75723,7 +75728,7 @@ declare module BABYLON {
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* @param defines The defines helping in the list generation
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* @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
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*/
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- static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
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+ static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
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/**
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* This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
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* @param defines The defines to update while falling back
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@@ -94761,7 +94766,7 @@ declare module BABYLON {
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/**
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* Options to be used when creating an effect.
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*/
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- export class EffectCreationOptions {
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+ export interface IEffectCreationOptions {
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/**
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* Atrributes that will be used in the shader.
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*/
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@@ -94901,7 +94906,7 @@ declare module BABYLON {
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* @param onError Callback that will be called if an error occurs during shader compilation.
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* @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
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*/
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- constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
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+ constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
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private _useFinalCode;
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/**
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* Unique key for this effect
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@@ -94978,12 +94983,7 @@ declare module BABYLON {
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*/
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executeWhenCompiled(func: (effect: Effect) => void): void;
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private _checkIsReady;
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- /** @hidden */
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- _loadVertexShader(vertex: any, callback: (data: any) => void): void;
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- /** @hidden */
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- _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
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- /** @hidden */
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- _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
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+ private _loadShader;
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/**
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* Recompiles the webGL program
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* @param vertexSourceCode The source code for the vertex shader.
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@@ -96262,7 +96262,7 @@ declare module BABYLON {
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/**
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* Create a new effect (used to store vertex/fragment shaders)
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* @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
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- * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
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+ * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
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* @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
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* @param samplers defines an array of string used to represent textures
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* @param defines defines the string containing the defines to use to compile the shaders
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@@ -96272,7 +96272,7 @@ declare module BABYLON {
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* @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
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* @returns the new Effect
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*/
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- createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
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+ createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
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protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
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private _compileShader;
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private _compileRawShader;
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@@ -104153,6 +104153,11 @@ declare module BABYLON {
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* This is the threshold from when moving starts to be accounted for for to prevent jittering.
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*/
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gamepadMoveSensibility: number;
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+ private _yAxisScale;
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+ /**
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+ * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
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+ */
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+ invertYAxis: boolean;
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private _onGamepadConnectedObserver;
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private _onGamepadDisconnectedObserver;
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/**
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@@ -105153,6 +105158,11 @@ declare module BABYLON {
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* This is the threshold from when moving starts to be accounted for for to prevent jittering.
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*/
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gamepadMoveSensibility: number;
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+ private _yAxisScale;
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+ /**
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+ * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
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+ */
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+ invertYAxis: boolean;
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private _onGamepadConnectedObserver;
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private _onGamepadDisconnectedObserver;
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private _cameraTransform;
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