1537 lines
47 KiB
HTML
1537 lines
47 KiB
HTML
<!DOCTYPE html>
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<html lang="en"><head>
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<link href="https://fonts.googleapis.com/css?family=Open+Sans:300,400,600,700|Tangerine:700|Inconsolata" rel="stylesheet">
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<link href="main.css" rel="stylesheet" type="text/css">
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<style>
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li > p { margin: 0 }
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li { list-style-type: none }
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div.classdoc, div.funcdoc, div.enumdoc {
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background: #eee;
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padding-left: 10px;
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padding-top: 1px;
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padding-bottom: 1px;
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margin-bottom: 10px;
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}
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div.classdoc > h2, div.funcdoc > h2, div.enumdoc > h2 { margin-top: 10px; }
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.verbiage h3 a, .verbiage h2 a { color: #567 }
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</style>
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</head>
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<body class="verbiage">
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<p>All type names in this reference belong to the Filament namespace. For example, <strong><a href="#init">init</a></strong> actually refers to <strong>Filament.init</strong>.</p>
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<h3><a id="classes" href="#classes">Classes</a></h3>
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<table>
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<thead>
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<tr>
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<th align="left"></th>
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<th align="left"></th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td align="left"><a href="#BufferDescriptor">BufferDescriptor</a></td>
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<td align="left">Low level buffer wrapper.</td>
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</tr>
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<tr>
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<td align="left"><a href="#BufferObject">BufferObject</a></td>
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<td align="left">Represents a single GPU buffer.</td>
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</tr>
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<tr>
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<td align="left"><a href="#Camera">Camera</a></td>
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<td align="left">Represents the eye through which the scene is viewed.</td>
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</tr>
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<tr>
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<td align="left"><a href="#Engine">Engine</a></td>
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<td align="left">Central manager and resource owner.</td>
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</tr>
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<tr>
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<td align="left"><a href="#Entity">Entity</a></td>
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<td align="left">Handle to an object consisting of a set of components.</td>
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</tr>
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<tr>
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<td align="left"><a href="#EntityManager">EntityManager</a></td>
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<td align="left">Singleton used for constructing entities in Filament's ECS.</td>
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</tr>
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<tr>
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<td align="left"><a href="#Frustum">Frustum</a></td>
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<td align="left">Represents the six planes of a truncated viewing pyramid</td>
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</tr>
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<tr>
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<td align="left"><a href="#IcoSphere">IcoSphere</a></td>
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<td align="left">Utility class for constructing spheres (requires glMatrix).</td>
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</tr>
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<tr>
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<td align="left"><a href="#IndexBuffer">IndexBuffer</a></td>
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<td align="left">Array of 16-bit or 32-bit unsigned integers consumed by the GPU.</td>
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</tr>
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<tr>
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<td align="left"><a href="#KtxBundle">KtxBundle</a></td>
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<td align="left">In-memory representation of a KTX file.</td>
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</tr>
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<tr>
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<td align="left"><a href="#KtxInfo">KtxInfo</a></td>
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<td align="left">Property accessor for KTX header.</td>
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</tr>
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<tr>
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<td align="left"><a href="#LightManager%24Instance">LightManager$Instance</a></td>
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<td align="left">Component instance returned by <a href="#LightManager">LightManager</a></td>
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</tr>
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<tr>
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<td align="left"><a href="#PixelBufferDescriptor">PixelBufferDescriptor</a></td>
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<td align="left">Low level pixel buffer wrapper.</td>
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</tr>
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<tr>
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<td align="left"><a href="#RenderableManager">RenderableManager</a></td>
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<td align="left">Allows access to properties of drawable objects.</td>
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</tr>
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<tr>
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<td align="left"><a href="#RenderableManager%24Instance">RenderableManager$Instance</a></td>
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<td align="left">Component instance returned by <a href="#RenderableManager">RenderableManager</a></td>
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</tr>
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<tr>
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<td align="left"><a href="#Renderer">Renderer</a></td>
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<td align="left">Represents the platform's native window.</td>
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</tr>
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<tr>
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<td align="left"><a href="#Scene">Scene</a></td>
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<td align="left">Flat container of renderables and lights.</td>
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</tr>
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<tr>
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<td align="left"><a href="#SwapChain">SwapChain</a></td>
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<td align="left">Represents the platform's native rendering surface.</td>
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</tr>
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<tr>
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<td align="left"><a href="#Texture">Texture</a></td>
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<td align="left">2D image or cubemap that can be sampled by the GPU, possibly mipmapped.</td>
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</tr>
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<tr>
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<td align="left"><a href="#TransformManager">TransformManager</a></td>
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<td align="left">Adds transform components to entities.</td>
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</tr>
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<tr>
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<td align="left"><a href="#TransformManager%24Instance">TransformManager$Instance</a></td>
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<td align="left">Component instance returned by <a href="#TransformManager">TransformManager</a></td>
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</tr>
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<tr>
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<td align="left"><a href="#VertexBuffer">VertexBuffer</a></td>
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<td align="left">Bundle of buffers and associated vertex attributes.</td>
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</tr>
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<tr>
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<td align="left"><a href="#View">View</a></td>
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<td align="left">Encompasses all the state needed for rendering a Scene.</td>
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</tr>
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</tbody>
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</table>
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<h3><a id="functions" href="#functions">Free Functions</a></h3>
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<table>
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<thead>
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<tr>
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<th align="left"></th>
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<th align="left"></th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td align="left"><a href="#Buffer">Buffer</a></td>
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<td align="left">Constructs a <a href="#BufferDescriptor">BufferDescriptor</a> by copying a typed array into the WASM heap.</td>
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</tr>
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<tr>
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<td align="left"><a href="#CompressedPixelBuffer">CompressedPixelBuffer</a></td>
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<td align="left">Constructs a <a href="#PixelBufferDescriptor">PixelBufferDescriptor</a> for compressed texture</td>
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</tr>
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<tr>
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<td align="left"><a href="#PixelBuffer">PixelBuffer</a></td>
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<td align="left">Constructs a <a href="#PixelBufferDescriptor">PixelBufferDescriptor</a> by copying a typed array into the WASM heap.</td>
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</tr>
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<tr>
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<td align="left"><a href="#fetch">fetch</a></td>
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<td align="left">Downloads assets and invokes a callback when done.</td>
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</tr>
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<tr>
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<td align="left"><a href="#getSupportedFormatSuffix">getSupportedFormatSuffix</a></td>
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<td align="left">Generate a file suffix according to the texture format.</td>
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</tr>
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<tr>
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<td align="left"><a href="#getSupportedFormats">getSupportedFormats</a></td>
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<td align="left">Queries WebGL to check which compressed formats are supported.</td>
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</tr>
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<tr>
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<td align="left"><a href="#init">init</a></td>
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<td align="left">Downloads assets, loads the Filament module, and invokes a callback when done.</td>
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</tr>
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<tr>
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<td align="left"><a href="#loadMathExtensions">loadMathExtensions</a></td>
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<td align="left">Extends the <a href="http://glmatrix.net/">glMatrix</a> math library.</td>
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</tr>
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<tr>
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<td align="left"><a href="#packSnorm16">packSnorm16</a></td>
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<td align="left">Converts a float in [-1, +1] into a half-float.</td>
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</tr>
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</tbody>
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</table>
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<h3><a id="enums" href="#enums">Enumerations</a></h3>
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<table>
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<thead>
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<tr>
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<th align="left"></th>
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<th align="left"></th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td align="left"><a href="#BufferObject%24BindingType">BufferObject$BindingType</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#Camera%24Fov">Camera$Fov</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#Camera%24Projection">Camera$Projection</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#ColorGrading%24QualityLevel">ColorGrading$QualityLevel</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#ColorGrading%24ToneMapping">ColorGrading$ToneMapping</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#CompareFunc">CompareFunc</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#CompareMode">CompareMode</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#CompressedPixelDataType">CompressedPixelDataType</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#CullingMode">CullingMode</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#Frustum%24Plane">Frustum$Plane</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#IndexBuffer%24IndexType">IndexBuffer$IndexType</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#LightManager%24Type">LightManager$Type</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#MagFilter">MagFilter</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#MinFilter">MinFilter</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#PixelDataFormat">PixelDataFormat</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#PixelDataType">PixelDataType</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#RenderTarget%24AttachmentPoint">RenderTarget$AttachmentPoint</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#RenderableManager%24PrimitiveType">RenderableManager$PrimitiveType</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#RgbType">RgbType</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#RgbaType">RgbaType</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#Texture%24CubemapFace">Texture$CubemapFace</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#Texture%24InternalFormat">Texture$InternalFormat</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#Texture%24Sampler">Texture$Sampler</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#Texture%24Usage">Texture$Usage</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#VertexAttribute">VertexAttribute</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#VertexBuffer%24AttributeType">VertexBuffer$AttributeType</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#View%24AmbientOcclusion">View$AmbientOcclusion</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#View%24AntiAliasing">View$AntiAliasing</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#View%24BlendMode">View$BlendMode</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#View%24BloomOptions%24BlendMode">View$BloomOptions$BlendMode</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#View%24DepthOfFieldOptions%24Filter">View$DepthOfFieldOptions$Filter</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#View%24QualityLevel">View$QualityLevel</a></td>
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<td align="left"></td>
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</tr>
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<tr>
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<td align="left"><a href="#WrapMode">WrapMode</a></td>
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<td align="left"></td>
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</tr>
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</tbody>
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</table>
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<br>
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<div class='classdoc'>
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<h2>class <a id='BufferDescriptor' href='#BufferDescriptor'>BufferDescriptor</a></h2>
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<p>Low level buffer wrapper.</p>
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<ul>
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<li><strong>bufferDescriptor.getBytes()</strong>
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<ul>
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<li>Gets a view of the WASM heap referenced by the buffer descriptor.</li>
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<li><em>returns</em> Uint8Array</li>
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</ul>
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</li>
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</ul>
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<p>Clients should use the <a href="#Buffer">Buffer</a> helper function to contruct BufferDescriptor objects.</p>
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</div>
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<div class='classdoc'>
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<h2>class <a id='BufferObject' href='#BufferObject'>BufferObject</a></h2>
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<p>Represents a single GPU buffer.</p>
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<ul>
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<li><strong>bufferObject.setBuffer(engine, buffer, byteOffset)</strong>
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<ul>
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<li><em>engine</em> <a href="#Engine">Engine</a></li>
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<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a></li>
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<li><em>byteOffset</em> non-negative integer</li>
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</ul>
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</li>
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</ul>
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</div>
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<div class='classdoc'>
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<h2>class <a id='Camera' href='#Camera'>Camera</a></h2>
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<p>Represents the eye through which the scene is viewed.</p>
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<p>See also the <a href="#Engine">Engine</a> methods <code>createCamera</code> and <code>destroyCamera</code>.</p>
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</div>
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<div class='classdoc'>
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<h2>class <a id='Engine' href='#Engine'>Engine</a></h2>
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<p>Central manager and resource owner.</p>
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<ul>
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<li><strong>engine.addEntities(entities)</strong>
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<ul>
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<li><em>entities</em> array of entities</li>
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</ul>
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</li>
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<li><strong>Engine.create(canvas, options)</strong>
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<ul>
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<li>Creates an Engine instance for the given canvas.</li>
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<li><em>canvas</em> the canvas DOM element</li>
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<li><em>options</em> optional WebGL 2.0 context configuration</li>
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<li><em>returns</em> an instance of <a href="#Engine">Engine</a></li>
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</ul>
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</li>
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<li><strong>engine.createAssetLoader()</strong>
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<ul>
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<li><em>returns</em> an instance of <a href="#AssetLoader">AssetLoader</a></li>
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</ul>
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</li>
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<li><strong>engine.createCamera(entity)</strong>
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<ul>
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<li><em>entity</em> the <a href="#Entity">Entity</a> to add the camera component to</li>
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<li><em>returns</em> an instance of <a href="#Camera">Camera</a></li>
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</ul>
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</li>
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<li><strong>engine.createIblFromKtx(buffer, options)</strong>
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<ul>
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<li>Utility that creates an [IndirectLight] from a KTX file.</li>
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<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a> with KTX file contents</li>
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<li><em>options</em> Options dictionary.</li>
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<li><em>returns</em> <a href="#IndirectLight">IndirectLight</a></li>
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</ul>
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</li>
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<li><strong>engine.createMaterial(package)</strong>
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<ul>
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<li><em>package</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a> with filamat contents</li>
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<li><em>returns</em> an instance of <a href="#createMaterial">createMaterial</a></li>
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</ul>
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</li>
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<li><strong>engine.createRenderer()</strong>
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<ul>
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<li><em>returns</em> an instance of <a href="#Renderer">Renderer</a></li>
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</ul>
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</li>
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<li><strong>engine.createScene()</strong>
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<ul>
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<li><em>returns</em> an instance of <a href="#Scene">Scene</a></li>
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</ul>
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</li>
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<li><strong>engine.createSkyFromKtx(buffer, options)</strong>
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<ul>
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<li>Utility function that creates a [Skybox] from a KTX file.</li>
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<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a> with KTX file contents</li>
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<li><em>options</em> Options dictionary.</li>
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<li><em>returns</em> <a href="#Skybox">Skybox</a></li>
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</ul>
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</li>
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<li><strong>engine.createSwapChain()</strong>
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<ul>
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<li><em>returns</em> an instance of <a href="#SwapChain">SwapChain</a></li>
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</ul>
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</li>
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<li><strong>engine.createTextureFromJpeg(buffer, options)</strong>
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<ul>
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<li>Creates a 2D [Texture] from the contents of a JPEG file.</li>
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<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a> with JPEG file contents</li>
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<li><em>options</em> JavaScript object with optional <code>srgb</code> and <code>nomips</code> keys.</li>
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<li><em>returns</em> <a href="#Texture">Texture</a></li>
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</ul>
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</li>
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<li><strong>engine.createTextureFromKtx(buffer, options)</strong>
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<ul>
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<li>Utility function that creates a [Texture] from a KTX file.</li>
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<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a> with KTX file contents</li>
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<li><em>options</em> Options dictionary.</li>
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<li><em>returns</em> <a href="#Texture">Texture</a></li>
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</ul>
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</li>
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<li><strong>engine.createTextureFromPng(buffer, options)</strong>
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<ul>
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<li>Creates a 2D [Texture] from the raw contents of a PNG file.</li>
|
|
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a> with PNG file contents</li>
|
|
<li><em>options</em> object with optional <code>srgb</code>, <code>noalpha</code>, and <code>nomips</code> keys.</li>
|
|
<li><em>returns</em> <a href="#Texture">Texture</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.createView()</strong>
|
|
<ul>
|
|
<li><em>returns</em> an instance of <a href="#View">View</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>Engine.destroy(engine)</strong>
|
|
<ul>
|
|
<li>Destroys an engine instance and cleans up resources.</li>
|
|
<li><em>engine</em> the instance to destroy</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroyCameraComponent(camera)</strong>
|
|
<ul>
|
|
<li><em>camera</em> an <a href="#Entity">Entity</a> with a camera component</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroyColorGrading(entity)</strong>
|
|
<ul>
|
|
<li><em>entity</em> an <a href="#ColorGrading">ColorGrading</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroyEntity(entity)</strong>
|
|
<ul>
|
|
<li><em>entity</em> an <a href="#Entity">Entity</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroyIndexBuffer(ib)</strong>
|
|
<ul>
|
|
<li><em>ib</em> the <a href="#IndexBuffer">IndexBuffer</a> to destroy</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroyIndirectLight(light)</strong>
|
|
<ul>
|
|
<li><em>light</em> the <a href="#IndirectLight">IndirectLight</a> to destroy</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroyMaterial(material)</strong>
|
|
<ul>
|
|
<li><em>material</em> an instance of <a href="#Material">Material</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroyMaterial(instance)</strong>
|
|
<ul>
|
|
<li><em>instance</em> the <a href="#MaterialInstance">MaterialInstance</a> to destroy</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroyRenderTarget(rt)</strong>
|
|
<ul>
|
|
<li><em>rt</em> the <a href="#RenderTarget">RenderTarget</a> to destroy</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroyRenderer(renderer)</strong>
|
|
<ul>
|
|
<li><em>renderer</em> an instance of <a href="#Renderer">Renderer</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroyScene(scene)</strong>
|
|
<ul>
|
|
<li><em>scene</em> an instance of <a href="#Scene">Scene</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroySkybox(skybox)</strong>
|
|
<ul>
|
|
<li><em>skybox</em> the <a href="#Skybox">Skybox</a> to destroy</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroySwapChain(swapChain)</strong>
|
|
<ul>
|
|
<li><em>swapChain</em> an instance of <a href="#SwapChain">SwapChain</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroyTexture(texture)</strong>
|
|
<ul>
|
|
<li><em>texture</em> the <a href="#Texture">Texture</a> to destroy</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroyVertexBuffer(vb)</strong>
|
|
<ul>
|
|
<li><em>vb</em> the <a href="#VertexBuffer">VertexBuffer</a> to destroy</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.destroyView(view)</strong>
|
|
<ul>
|
|
<li><em>view</em> an instance of <a href="#View">View</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.getCameraComponent()</strong>
|
|
<ul>
|
|
<li><em>returns</em> an instance of <a href="#Camera">Camera</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.getEntityManager()</strong></li>
|
|
<li><strong>engine.getLightManager()</strong>
|
|
<ul>
|
|
<li><em>returns</em> an instance of <a href="#LightManager">LightManager</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.getRenderableManager()</strong>
|
|
<ul>
|
|
<li><em>returns</em> an instance of <a href="#RenderableManager">RenderableManager</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.getTransformManager()</strong>
|
|
<ul>
|
|
<li><em>returns</em> an instance of <a href="#TransformManager">TransformManager</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.loadFilamesh(buffer, definstance, matinstances)</strong>
|
|
<ul>
|
|
<li>Consumes the contents of a filamesh file and creates a renderable.</li>
|
|
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a> with filamesh contents</li>
|
|
<li><em>definstance</em> Optional default <a href="#MaterialInstance">MaterialInstance</a></li>
|
|
<li><em>matinstances</em> Optional in-out object that gets populated with a name-to-<a href="#MaterialInstance">MaterialInstance</a> mapping. Clients can also optionally provide individual material instances using this argument.</li>
|
|
<li><em>returns</em> JavaScript object with keys <code>renderable</code>, <code>vertexBuffer</code>, and <code>indexBuffer</code>. These are of type <a href="#Entity">Entity</a>, <a href="#VertexBuffer">VertexBuffer</a>, and <a href="#IndexBuffer">IndexBuffer</a>.</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.removeEntities(entities)</strong>
|
|
<ul>
|
|
<li><em>entities</em> array of entities</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.setAmbientOcclusionOptions(overrides)</strong>
|
|
<ul>
|
|
<li><em>overrides</em> Dictionary with one or more of the following properties: radius, power, bias, resolution, intensity, quality.</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.setBloomOptions(overrides)</strong>
|
|
<ul>
|
|
<li><em>overrides</em> Dictionary with one or more of the following properties: enabled, strength, resolution, anomorphism, levels, blendMode, threshold, highlight.</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.setClearOptions(overrides)</strong>
|
|
<ul>
|
|
<li><em>overrides</em> Dictionary with one or more of the following properties: clearColor, clear, discard.</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.setDepthOfFieldOptions(overrides)</strong>
|
|
<ul>
|
|
<li><em>overrides</em> Dictionary with one or more of the following properties: cocScale, maxApertureDiameter, enabled.</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.setFogOptions(overrides)</strong>
|
|
<ul>
|
|
<li><em>overrides</em> Dictionary with one or more of the following properties: distance, maximumOpacity, height, heightFalloff, color, density, inScatteringStart,</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.setMultiSampleAntiAliasingOptions(overrides)</strong>
|
|
<ul>
|
|
<li><em>overrides</em> Dictionary with one or more of the following properties: enabled, sampleCount, customResolve.</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.setShadowOptions(instance, overrides)</strong>
|
|
<ul>
|
|
<li><em>instance</em> Instance of a light component obtained from <code>getInstance</code>.</li>
|
|
<li><em>overrides</em> Dictionary with one or more of the following properties: mapSize, shadowCascades, constantBias, normalBias, shadowFar, shadowNearHint, shadowFarHint, stable, polygonOffsetConstant, polygonOffsetSlope, \</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.setTemporalAntiAliasingOptions(overrides)</strong>
|
|
<ul>
|
|
<li><em>overrides</em> Dictionary with one or more of the following properties: filterWidth, feedback, enabled.</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>engine.setVignetteOptions(overrides)</strong>
|
|
<ul>
|
|
<li><em>overrides</em> Dictionary with one or more of the following properties: midPoint, roundness, feather, color, enabled.</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='Entity' href='#Entity'>Entity</a></h2>
|
|
<p>Handle to an object consisting of a set of components.</p>
|
|
<ul>
|
|
<li><strong>entity.delete()</strong>
|
|
<ul>
|
|
<li>Frees an entity.</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>To create an entity with no components, use <a href="#EntityManager">EntityManager</a>.
|
|
TODO: It would be better to expose these as JS numbers rather than as JS objects.
|
|
This would also be more consistent with Filament's Java bindings.</p>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='EntityManager' href='#EntityManager'>EntityManager</a></h2>
|
|
<p>Singleton used for constructing entities in Filament's ECS.</p>
|
|
<ul>
|
|
<li><strong>entityManager.create()</strong>
|
|
<ul>
|
|
<li><em>returns</em> an <a href="#Entity">Entity</a> without any components</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>EntityManager.get()</strong>
|
|
<ul>
|
|
<li>Gets the singleton entity manager instance.</li>
|
|
<li><em>returns</em> the one and only entity manager</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='Frustum' href='#Frustum'>Frustum</a></h2>
|
|
<p>Represents the six planes of a truncated viewing pyramid</p>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='IcoSphere' href='#IcoSphere'>IcoSphere</a></h2>
|
|
<p>Utility class for constructing spheres (requires glMatrix).</p>
|
|
<p>The constructor takes an integer subdivision level, with 0 being an icosahedron.
|
|
Exposes three arrays as properties:</p>
|
|
<ul>
|
|
<li><code>icosphere.vertices</code> Float32Array of XYZ coordinates.</li>
|
|
<li><code>icosphere.tangents</code> Uint16Array (interpreted as half-floats) encoding the surface orientation
|
|
as quaternions.</li>
|
|
<li><code>icosphere.triangles</code> Uint16Array with triangle indices.</li>
|
|
</ul>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='IndexBuffer' href='#IndexBuffer'>IndexBuffer</a></h2>
|
|
<p>Array of 16-bit or 32-bit unsigned integers consumed by the GPU.</p>
|
|
<ul>
|
|
<li><strong>indexBuffer.setBuffer(engine, buffer, byteOffset)</strong>
|
|
<ul>
|
|
<li><em>engine</em> <a href="#Engine">Engine</a></li>
|
|
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a></li>
|
|
<li><em>byteOffset</em> non-negative integer</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='KtxBundle' href='#KtxBundle'>KtxBundle</a></h2>
|
|
<p>In-memory representation of a KTX file.</p>
|
|
<ul>
|
|
<li><strong>ktxBundle.getArrayLength()</strong>
|
|
<ul>
|
|
<li>Obtains length of the texture array.</li>
|
|
<li><em>returns</em> The number of elements in the texture array</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>ktxBundle.getCompressedPixelDataType()</strong>
|
|
<ul>
|
|
<li><em>returns</em> <a href="#CompressedPixelDataType">CompressedPixelDataType</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>ktxBundle.getInternalFormat(srgb)</strong>
|
|
<ul>
|
|
<li><em>srgb</em> boolean that forces the resulting format to SRGB if possible.</li>
|
|
<li><em>returns</em> <a href="#Texture%24InternalFormat">Texture$InternalFormat</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>ktxBundle.getMetadata(key)</strong>
|
|
<ul>
|
|
<li>Obtains arbitrary metadata from the KTX file.</li>
|
|
<li><em>key</em> string</li>
|
|
<li><em>returns</em> string</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>ktxBundle.getPixelDataFormat()</strong>
|
|
<ul>
|
|
<li><em>returns</em> <a href="#PixelDataFormat">PixelDataFormat</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>ktxBundle.getPixelDataType()</strong>
|
|
<ul>
|
|
<li><em>returns</em> <a href="#PixelDataType">PixelDataType</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>ktxBundle.info()</strong>
|
|
<ul>
|
|
<li>Obtains properties of the KTX header.</li>
|
|
<li><em>returns</em> The <a href="#KtxInfo">KtxInfo</a> property accessor object.</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>ktxBundle.info()</strong>
|
|
<ul>
|
|
<li>Obtains properties of the KTX header.</li>
|
|
<li><em>returns</em> The <a href="#KtxInfo">KtxInfo</a> property accessor object.</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>ktxBundle.isCompressed()</strong>
|
|
<ul>
|
|
<li><em>returns</em> boolean</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>Most clients should use one of the <code>create*FromKtx</code> utility methods in the JavaScript <a href="#Engine">Engine</a>
|
|
wrapper rather than interacting with <code>KtxBundle</code> directly.</p>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='KtxInfo' href='#KtxInfo'>KtxInfo</a></h2>
|
|
<p>Property accessor for KTX header.</p>
|
|
<ul>
|
|
<li><strong>ktxInfo.createAssetFromBinary(buffer)</strong>
|
|
<ul>
|
|
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a></li>
|
|
<li><em>returns</em> an instance of <a href="#FilamentAsset">FilamentAsset</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>ktxInfo.createAssetFromJson(buffer)</strong>
|
|
<ul>
|
|
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a></li>
|
|
<li><em>returns</em> an instance of <a href="#FilamentAsset">FilamentAsset</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>ktxInfo.createInstancedAsset(buffer)</strong>
|
|
<ul>
|
|
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a></li>
|
|
<li><em>returns</em> an instance of <a href="#FilamentAsset">FilamentAsset</a></li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>For example, <code>ktxbundle.info().pixelWidth</code>. See the
|
|
<a href="https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/">KTX spec</a> for the list of
|
|
properties.</p>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='LightManager$Instance' href='#LightManager$Instance'>LightManager$Instance</a></h2>
|
|
<p>Component instance returned by <a href="#LightManager">LightManager</a></p>
|
|
<ul>
|
|
<li><strong>lightManager$Instance.delete()</strong>
|
|
<ul>
|
|
<li>Frees an instance obtained via <code>getInstance</code></li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='PixelBufferDescriptor' href='#PixelBufferDescriptor'>PixelBufferDescriptor</a></h2>
|
|
<p>Low level pixel buffer wrapper.</p>
|
|
<ul>
|
|
<li><strong>pixelBufferDescriptor.getBytes()</strong>
|
|
<ul>
|
|
<li>Gets a view of the WASM heap referenced by the buffer descriptor.</li>
|
|
<li><em>returns</em> Uint8Array</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>Clients should use the <a href="#PixelBuffer">PixelBuffer</a> helper function to contruct PixelBufferDescriptor objects.</p>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='RenderableManager' href='#RenderableManager'>RenderableManager</a></h2>
|
|
<p>Allows access to properties of drawable objects.</p>
|
|
<ul>
|
|
<li><strong>renderableManager.getInstance(entity)</strong>
|
|
<ul>
|
|
<li>Gets an instance of the renderable component for an entity.</li>
|
|
<li><em>entity</em> an <a href="#Entity">Entity</a></li>
|
|
<li><em>returns</em> a renderable component</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='RenderableManager$Instance' href='#RenderableManager$Instance'>RenderableManager$Instance</a></h2>
|
|
<p>Component instance returned by <a href="#RenderableManager">RenderableManager</a></p>
|
|
<ul>
|
|
<li><strong>renderableManager$Instance.delete()</strong>
|
|
<ul>
|
|
<li>Frees an instance obtained via <code>getInstance</code></li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='Renderer' href='#Renderer'>Renderer</a></h2>
|
|
<p>Represents the platform's native window.</p>
|
|
<ul>
|
|
<li><strong>renderer.render(swapChain, view)</strong>
|
|
<ul>
|
|
<li>requests rendering for a single frame on the given [View]</li>
|
|
<li><em>swapChain</em> the <a href="#SwapChain">SwapChain</a> corresponding to the canvas</li>
|
|
<li><em>view</em> the <a href="#View">View</a> corresponding to the canvas</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>See also the <a href="#Engine">Engine</a> methods <code>createRenderer</code> and <code>destroyRenderer</code>.</p>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='Scene' href='#Scene'>Scene</a></h2>
|
|
<p>Flat container of renderables and lights.</p>
|
|
<p>See also the <a href="#Engine">Engine</a> methods <code>createScene</code> and <code>destroyScene</code>.</p>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='SwapChain' href='#SwapChain'>SwapChain</a></h2>
|
|
<p>Represents the platform's native rendering surface.</p>
|
|
<p>See also the <a href="#Engine">Engine</a> methods <code>createSwapChain</code> and <code>destroySwapChain</code>.</p>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='Texture' href='#Texture'>Texture</a></h2>
|
|
<p>2D image or cubemap that can be sampled by the GPU, possibly mipmapped.</p>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='TransformManager' href='#TransformManager'>TransformManager</a></h2>
|
|
<p>Adds transform components to entities.</p>
|
|
<ul>
|
|
<li><strong>transformManager.getInstance(entity)</strong>
|
|
<ul>
|
|
<li>Gets an instance representing the transform component for an entity.</li>
|
|
<li><em>entity</em> an <a href="#Entity">Entity</a></li>
|
|
<li><em>returns</em> a transform component that can be passed to <code>setTransform</code>.</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>transformManager.setTransform(instance, matrix)</strong>
|
|
<ul>
|
|
<li>Sets the mat4 value of a transform component.</li>
|
|
<li><em>instance</em> The transform instance of entity, obtained via <code>getInstance</code>.</li>
|
|
<li><em>matrix</em> Array of 16 numbers (mat4)</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='TransformManager$Instance' href='#TransformManager$Instance'>TransformManager$Instance</a></h2>
|
|
<p>Component instance returned by <a href="#TransformManager">TransformManager</a></p>
|
|
<ul>
|
|
<li><strong>transformManager$Instance.delete()</strong>
|
|
<ul>
|
|
<li>Frees an instance obtained via <code>getInstance</code></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>transformManager$Instance.getInstance(entity)</strong>
|
|
<ul>
|
|
<li>Gets an instance of the light component for an entity.</li>
|
|
<li><em>entity</em> an <a href="#Entity">Entity</a></li>
|
|
<li><em>returns</em> a light source component</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>Be sure to call the instance's <code>delete</code> method when you're done with it.</p>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='VertexBuffer' href='#VertexBuffer'>VertexBuffer</a></h2>
|
|
<p>Bundle of buffers and associated vertex attributes.</p>
|
|
<ul>
|
|
<li><strong>vertexBuffer.setBufferAt(engine, bufferIndex, buffer, byteOffset)</strong>
|
|
<ul>
|
|
<li><em>engine</em> <a href="#Engine">Engine</a></li>
|
|
<li><em>bufferIndex</em> non-negative integer</li>
|
|
<li><em>buffer</em> asset string, or Uint8Array, or <a href="#Buffer">Buffer</a></li>
|
|
<li><em>byteOffset</em> non-negative integer</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
</div>
|
|
<div class='classdoc'>
|
|
<h2>class <a id='View' href='#View'>View</a></h2>
|
|
<p>Encompasses all the state needed for rendering a Scene.</p>
|
|
<p>A view is associated with a particular <a href="#Scene">Scene</a>, <a href="#Camera">Camera</a>, and viewport.
|
|
See also the <a href="#Engine">Engine</a> methods <code>createView</code> and <code>destroyView</code>.</p>
|
|
</div>
|
|
<div class='funcdoc'>
|
|
<h2>function <a id='Buffer' href='#Buffer'>Buffer</a>(typedarray)</h2>
|
|
<p>Constructs a <a href="#BufferDescriptor">BufferDescriptor</a> by copying a typed array into the WASM heap.</p>
|
|
<ul>
|
|
<li><strong>typedarray</strong>
|
|
<ul>
|
|
<li>Data to consume (e.g. Uint8Array, Uint16Array, Float32Array)</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>returns</strong>
|
|
<ul>
|
|
<li><a href="#BufferDescriptor">BufferDescriptor</a></li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
</div>
|
|
<div class='funcdoc'>
|
|
<h2>function <a id='CompressedPixelBuffer' href='#CompressedPixelBuffer'>CompressedPixelBuffer</a>(typedarray, cdatatype, faceSize)</h2>
|
|
<p>Constructs a <a href="#PixelBufferDescriptor">PixelBufferDescriptor</a> for compressed texture</p>
|
|
<ul>
|
|
<li><strong>typedarray</strong>
|
|
<ul>
|
|
<li>Data to consume (e.g. Uint8Array, Uint16Array, Float32Array)</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>cdatatype</strong>
|
|
<ul>
|
|
<li><a href="#CompressedPixelDataType">CompressedPixelDataType</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>faceSize</strong>
|
|
<ul>
|
|
<li>Number of bytes in each face (cubemaps only)</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>returns</strong>
|
|
<ul>
|
|
<li><a href="#PixelBufferDescriptor">PixelBufferDescriptor</a></li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>data by copying a typed array into the WASM heap.</p>
|
|
</div>
|
|
<div class='funcdoc'>
|
|
<h2>function <a id='PixelBuffer' href='#PixelBuffer'>PixelBuffer</a>(typedarray, format, datatype)</h2>
|
|
<p>Constructs a <a href="#PixelBufferDescriptor">PixelBufferDescriptor</a> by copying a typed array into the WASM heap.</p>
|
|
<ul>
|
|
<li><strong>typedarray</strong>
|
|
<ul>
|
|
<li>Data to consume (e.g. Uint8Array, Uint16Array, Float32Array)</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>format</strong>
|
|
<ul>
|
|
<li><a href="#PixelDataFormat">PixelDataFormat</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>datatype</strong>
|
|
<ul>
|
|
<li><a href="#PixelDataType">PixelDataType</a></li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>returns</strong>
|
|
<ul>
|
|
<li><a href="#PixelBufferDescriptor">PixelBufferDescriptor</a></li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
</div>
|
|
<div class='funcdoc'>
|
|
<h2>function <a id='fetch' href='#fetch'>fetch</a>(assets, onDone, onFetched)</h2>
|
|
<p>Downloads assets and invokes a callback when done.</p>
|
|
<ul>
|
|
<li><strong>assets</strong>
|
|
<ul>
|
|
<li>Array of strings containing URL's of required assets.</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>onDone</strong>
|
|
<ul>
|
|
<li>callback that gets invoked after all assets have been downloaded.</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>onFetched</strong>
|
|
<ul>
|
|
<li>optional callback that's invoked after each asset is downloaded.</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>This utility consumes an array of URI strings and invokes callbacks after each asset is
|
|
downloaded. Additionally, each downloaded asset becomes available in the <code>Filament.assets</code>
|
|
global object, which is a mapping from URI strings to <code>Uint8Array</code>. If desired, clients can
|
|
pre-populate entries in <code>Filament.assets</code> to circumvent HTTP requests (this should be done after
|
|
calling <code>Filament.init</code>).
|
|
This function is used internally by <code>Filament.init</code> and <code>gltfio$FilamentAsset.loadResources</code>.</p>
|
|
</div>
|
|
<div class='funcdoc'>
|
|
<h2>function <a id='getSupportedFormatSuffix' href='#getSupportedFormatSuffix'>getSupportedFormatSuffix</a>(desiredFormats)</h2>
|
|
<p>Generate a file suffix according to the texture format.</p>
|
|
<ul>
|
|
<li><strong>desiredFormats</strong>
|
|
<ul>
|
|
<li>space-delimited string of desired formats</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>returns</strong>
|
|
<ul>
|
|
<li>empty string if there is no intersection of supported and desired formats.</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>Consumes a string describing desired formats and produces a file suffix depending on
|
|
which (if any) of the formats are actually supported by the WebGL implementation. This is
|
|
useful for compressed textures. For example, some platforms accept ETC and others accept S3TC.</p>
|
|
</div>
|
|
<div class='funcdoc'>
|
|
<h2>function <a id='getSupportedFormats' href='#getSupportedFormats'>getSupportedFormats</a>()</h2>
|
|
<p>Queries WebGL to check which compressed formats are supported.</p>
|
|
<ul>
|
|
<li><strong>returns</strong>
|
|
<ul>
|
|
<li>object with boolean values and the following keys: s3tc, astc, etc</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
</div>
|
|
<div class='funcdoc'>
|
|
<h2>function <a id='init' href='#init'>init</a>(assets, onready)</h2>
|
|
<p>Downloads assets, loads the Filament module, and invokes a callback when done.</p>
|
|
<ul>
|
|
<li><strong>assets</strong>
|
|
<ul>
|
|
<li>Array of strings containing URL's of required assets.</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>onready</strong>
|
|
<ul>
|
|
<li>callback that gets invoked after all assets have been downloaded and the Filament WebAssembly module has been loaded.</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<p>All JavaScript clients must call the init function, passing in a list of asset URL's and a
|
|
callback. This callback gets invoked only after all assets have been downloaded and the Filament
|
|
WebAssembly module has been loaded. Clients should only pass asset URL's that absolutely must
|
|
be ready at initialization time.
|
|
When the callback is called, each downloaded asset is available in the <code>Filament.assets</code> global
|
|
object, which contains a mapping from URL's to Uint8Array objects.</p>
|
|
</div>
|
|
<div class='funcdoc'>
|
|
<h2>function <a id='loadMathExtensions' href='#loadMathExtensions'>loadMathExtensions</a>()</h2>
|
|
<p>Extends the <a href="http://glmatrix.net/">glMatrix</a> math library.</p>
|
|
<p>Filament does not require its clients to use glMatrix, but if its usage is detected then
|
|
the <a href="#init">init</a> function will automatically call <code>loadMathExtensions</code>.
|
|
This defines the following functions:</p>
|
|
<ul>
|
|
<li><strong>vec4.packSnorm16</strong> can be used to create half-floats (see <a href="#packSnorm16">packSnorm16</a>)</li>
|
|
<li><strong>mat3.fromRotation</strong> now takes an arbitrary axis</li>
|
|
</ul>
|
|
</div>
|
|
<div class='funcdoc'>
|
|
<h2>function <a id='packSnorm16' href='#packSnorm16'>packSnorm16</a>(value)</h2>
|
|
<p>Converts a float in [-1, +1] into a half-float.</p>
|
|
<ul>
|
|
<li><strong>value</strong>
|
|
<ul>
|
|
<li>float</li>
|
|
</ul>
|
|
</li>
|
|
<li><strong>returns</strong>
|
|
<ul>
|
|
<li>half-float</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='BufferObject$BindingType' href='#BufferObject$BindingType'>BufferObject$BindingType</a></h2>
|
|
<ul>
|
|
<li>VERTEX</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='Camera$Fov' href='#Camera$Fov'>Camera$Fov</a></h2>
|
|
<ul>
|
|
<li>VERTICAL</li>
|
|
<li>HORIZONTAL</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='Camera$Projection' href='#Camera$Projection'>Camera$Projection</a></h2>
|
|
<ul>
|
|
<li>PERSPECTIVE</li>
|
|
<li>ORTHO</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='ColorGrading$QualityLevel' href='#ColorGrading$QualityLevel'>ColorGrading$QualityLevel</a></h2>
|
|
<ul>
|
|
<li>LOW</li>
|
|
<li>MEDIUM</li>
|
|
<li>HIGH</li>
|
|
<li>ULTRA</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='ColorGrading$ToneMapping' href='#ColorGrading$ToneMapping'>ColorGrading$ToneMapping</a></h2>
|
|
<ul>
|
|
<li>LINEAR</li>
|
|
<li>ACES_LEGACY</li>
|
|
<li>ACES</li>
|
|
<li>FILMIC</li>
|
|
<li>DISPLAY_RANGE</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='CompareFunc' href='#CompareFunc'>CompareFunc</a></h2>
|
|
<ul>
|
|
<li>LESS_EQUAL</li>
|
|
<li>GREATER_EQUAL</li>
|
|
<li>LESS</li>
|
|
<li>GREATER</li>
|
|
<li>EQUAL</li>
|
|
<li>NOT_EQUAL</li>
|
|
<li>ALWAYS</li>
|
|
<li>NEVER</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='CompareMode' href='#CompareMode'>CompareMode</a></h2>
|
|
<ul>
|
|
<li>NONE</li>
|
|
<li>COMPARE_TO_TEXTURE</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='CompressedPixelDataType' href='#CompressedPixelDataType'>CompressedPixelDataType</a></h2>
|
|
<ul>
|
|
<li>EAC_R11</li>
|
|
<li>EAC_R11_SIGNED</li>
|
|
<li>EAC_RG11</li>
|
|
<li>EAC_RG11_SIGNED</li>
|
|
<li>ETC2_RGB8</li>
|
|
<li>ETC2_SRGB8</li>
|
|
<li>ETC2_RGB8_A1</li>
|
|
<li>ETC2_SRGB8_A1</li>
|
|
<li>ETC2_EAC_RGBA8</li>
|
|
<li>ETC2_EAC_SRGBA8</li>
|
|
<li>DXT1_RGB</li>
|
|
<li>DXT1_RGBA</li>
|
|
<li>DXT3_RGBA</li>
|
|
<li>DXT5_RGBA</li>
|
|
<li>RGBA_ASTC_4x4</li>
|
|
<li>RGBA_ASTC_5x4</li>
|
|
<li>RGBA_ASTC_5x5</li>
|
|
<li>RGBA_ASTC_6x5</li>
|
|
<li>RGBA_ASTC_6x6</li>
|
|
<li>RGBA_ASTC_8x5</li>
|
|
<li>RGBA_ASTC_8x6</li>
|
|
<li>RGBA_ASTC_8x8</li>
|
|
<li>RGBA_ASTC_10x5</li>
|
|
<li>RGBA_ASTC_10x6</li>
|
|
<li>RGBA_ASTC_10x8</li>
|
|
<li>RGBA_ASTC_10x10</li>
|
|
<li>RGBA_ASTC_12x10</li>
|
|
<li>RGBA_ASTC_12x12</li>
|
|
<li>SRGB8_ALPHA8_ASTC_4x4</li>
|
|
<li>SRGB8_ALPHA8_ASTC_5x4</li>
|
|
<li>SRGB8_ALPHA8_ASTC_5x5</li>
|
|
<li>SRGB8_ALPHA8_ASTC_6x5</li>
|
|
<li>SRGB8_ALPHA8_ASTC_6x6</li>
|
|
<li>SRGB8_ALPHA8_ASTC_8x5</li>
|
|
<li>SRGB8_ALPHA8_ASTC_8x6</li>
|
|
<li>SRGB8_ALPHA8_ASTC_8x8</li>
|
|
<li>SRGB8_ALPHA8_ASTC_10x5</li>
|
|
<li>SRGB8_ALPHA8_ASTC_10x6</li>
|
|
<li>SRGB8_ALPHA8_ASTC_10x8</li>
|
|
<li>SRGB8_ALPHA8_ASTC_10x10</li>
|
|
<li>SRGB8_ALPHA8_ASTC_12x10</li>
|
|
<li>SRGB8_ALPHA8_ASTC_12x12</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='CullingMode' href='#CullingMode'>CullingMode</a></h2>
|
|
<ul>
|
|
<li>NONE</li>
|
|
<li>FRONT</li>
|
|
<li>BACK</li>
|
|
<li>FRONT_AND_BACK</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='Frustum$Plane' href='#Frustum$Plane'>Frustum$Plane</a></h2>
|
|
<ul>
|
|
<li>LEFT</li>
|
|
<li>RIGHT</li>
|
|
<li>BOTTOM</li>
|
|
<li>TOP</li>
|
|
<li>FAR</li>
|
|
<li>NEAR</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='IndexBuffer$IndexType' href='#IndexBuffer$IndexType'>IndexBuffer$IndexType</a></h2>
|
|
<ul>
|
|
<li>USHORT</li>
|
|
<li>UINT</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='LightManager$Type' href='#LightManager$Type'>LightManager$Type</a></h2>
|
|
<ul>
|
|
<li>SUN</li>
|
|
<li>DIRECTIONAL</li>
|
|
<li>POINT</li>
|
|
<li>FOCUSED_SPOT</li>
|
|
<li>SPOT</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='MagFilter' href='#MagFilter'>MagFilter</a></h2>
|
|
<ul>
|
|
<li>NEAREST</li>
|
|
<li>LINEAR</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='MinFilter' href='#MinFilter'>MinFilter</a></h2>
|
|
<ul>
|
|
<li>NEAREST</li>
|
|
<li>LINEAR</li>
|
|
<li>NEAREST_MIPMAP_NEAREST</li>
|
|
<li>LINEAR_MIPMAP_NEAREST</li>
|
|
<li>NEAREST_MIPMAP_LINEAR</li>
|
|
<li>LINEAR_MIPMAP_LINEAR</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='PixelDataFormat' href='#PixelDataFormat'>PixelDataFormat</a></h2>
|
|
<ul>
|
|
<li>R</li>
|
|
<li>R_INTEGER</li>
|
|
<li>RG</li>
|
|
<li>RG_INTEGER</li>
|
|
<li>RGB</li>
|
|
<li>RGB_INTEGER</li>
|
|
<li>RGBA</li>
|
|
<li>RGBA_INTEGER</li>
|
|
<li>DEPTH_COMPONENT</li>
|
|
<li>DEPTH_STENCIL</li>
|
|
<li>ALPHA</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='PixelDataType' href='#PixelDataType'>PixelDataType</a></h2>
|
|
<ul>
|
|
<li>UBYTE</li>
|
|
<li>BYTE</li>
|
|
<li>USHORT</li>
|
|
<li>SHORT</li>
|
|
<li>UINT</li>
|
|
<li>INT</li>
|
|
<li>HALF</li>
|
|
<li>FLOAT</li>
|
|
<li>UINT_10F_11F_11F_REV</li>
|
|
<li>USHORT_565</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='RenderTarget$AttachmentPoint' href='#RenderTarget$AttachmentPoint'>RenderTarget$AttachmentPoint</a></h2>
|
|
<ul>
|
|
<li>COLOR0</li>
|
|
<li>COLOR1</li>
|
|
<li>COLOR2</li>
|
|
<li>COLOR3</li>
|
|
<li>COLOR</li>
|
|
<li>DEPTH</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='RenderableManager$PrimitiveType' href='#RenderableManager$PrimitiveType'>RenderableManager$PrimitiveType</a></h2>
|
|
<ul>
|
|
<li>POINTS</li>
|
|
<li>LINES</li>
|
|
<li>TRIANGLES</li>
|
|
<li>NONE</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='RgbType' href='#RgbType'>RgbType</a></h2>
|
|
<ul>
|
|
<li>sRGB</li>
|
|
<li>LINEAR</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='RgbaType' href='#RgbaType'>RgbaType</a></h2>
|
|
<ul>
|
|
<li>sRGB</li>
|
|
<li>LINEAR</li>
|
|
<li>PREMULTIPLIED_sRGB</li>
|
|
<li>PREMULTIPLIED_LINEAR</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='Texture$CubemapFace' href='#Texture$CubemapFace'>Texture$CubemapFace</a></h2>
|
|
<ul>
|
|
<li>POSITIVE_X</li>
|
|
<li>NEGATIVE_X</li>
|
|
<li>POSITIVE_Y</li>
|
|
<li>NEGATIVE_Y</li>
|
|
<li>POSITIVE_Z</li>
|
|
<li>NEGATIVE_Z</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='Texture$InternalFormat' href='#Texture$InternalFormat'>Texture$InternalFormat</a></h2>
|
|
<ul>
|
|
<li>R8</li>
|
|
<li>R8_SNORM</li>
|
|
<li>R8UI</li>
|
|
<li>R8I</li>
|
|
<li>STENCIL8</li>
|
|
<li>R16F</li>
|
|
<li>R16UI</li>
|
|
<li>R16I</li>
|
|
<li>RG8</li>
|
|
<li>RG8_SNORM</li>
|
|
<li>RG8UI</li>
|
|
<li>RG8I</li>
|
|
<li>RGB565</li>
|
|
<li>RGB9_E5</li>
|
|
<li>RGB5_A1</li>
|
|
<li>RGBA4</li>
|
|
<li>DEPTH16</li>
|
|
<li>RGB8</li>
|
|
<li>SRGB8</li>
|
|
<li>RGB8_SNORM</li>
|
|
<li>RGB8UI</li>
|
|
<li>RGB8I</li>
|
|
<li>DEPTH24</li>
|
|
<li>R32F</li>
|
|
<li>R32UI</li>
|
|
<li>R32I</li>
|
|
<li>RG16F</li>
|
|
<li>RG16UI</li>
|
|
<li>RG16I</li>
|
|
<li>R11F_G11F_B10F</li>
|
|
<li>RGBA8</li>
|
|
<li>SRGB8_A8</li>
|
|
<li>RGBA8_SNORM</li>
|
|
<li>UNUSED</li>
|
|
<li>RGB10_A2</li>
|
|
<li>RGBA8UI</li>
|
|
<li>RGBA8I</li>
|
|
<li>DEPTH32F</li>
|
|
<li>DEPTH24_STENCIL8</li>
|
|
<li>DEPTH32F_STENCIL8</li>
|
|
<li>RGB16F</li>
|
|
<li>RGB16UI</li>
|
|
<li>RGB16I</li>
|
|
<li>RG32F</li>
|
|
<li>RG32UI</li>
|
|
<li>RG32I</li>
|
|
<li>RGBA16F</li>
|
|
<li>RGBA16UI</li>
|
|
<li>RGBA16I</li>
|
|
<li>RGB32F</li>
|
|
<li>RGB32UI</li>
|
|
<li>RGB32I</li>
|
|
<li>RGBA32F</li>
|
|
<li>RGBA32UI</li>
|
|
<li>RGBA32I</li>
|
|
<li>EAC_R11</li>
|
|
<li>EAC_R11_SIGNED</li>
|
|
<li>EAC_RG11</li>
|
|
<li>EAC_RG11_SIGNED</li>
|
|
<li>ETC2_RGB8</li>
|
|
<li>ETC2_SRGB8</li>
|
|
<li>ETC2_RGB8_A1</li>
|
|
<li>ETC2_SRGB8_A1</li>
|
|
<li>ETC2_EAC_RGBA8</li>
|
|
<li>ETC2_EAC_SRGBA8</li>
|
|
<li>DXT1_RGB</li>
|
|
<li>DXT1_RGBA</li>
|
|
<li>DXT3_RGBA</li>
|
|
<li>DXT5_RGBA</li>
|
|
<li>RGBA_ASTC_4x4</li>
|
|
<li>RGBA_ASTC_5x4</li>
|
|
<li>RGBA_ASTC_5x5</li>
|
|
<li>RGBA_ASTC_6x5</li>
|
|
<li>RGBA_ASTC_6x6</li>
|
|
<li>RGBA_ASTC_8x5</li>
|
|
<li>RGBA_ASTC_8x6</li>
|
|
<li>RGBA_ASTC_8x8</li>
|
|
<li>RGBA_ASTC_10x5</li>
|
|
<li>RGBA_ASTC_10x6</li>
|
|
<li>RGBA_ASTC_10x8</li>
|
|
<li>RGBA_ASTC_10x10</li>
|
|
<li>RGBA_ASTC_12x10</li>
|
|
<li>RGBA_ASTC_12x12</li>
|
|
<li>SRGB8_ALPHA8_ASTC_4x4</li>
|
|
<li>SRGB8_ALPHA8_ASTC_5x4</li>
|
|
<li>SRGB8_ALPHA8_ASTC_5x5</li>
|
|
<li>SRGB8_ALPHA8_ASTC_6x5</li>
|
|
<li>SRGB8_ALPHA8_ASTC_6x6</li>
|
|
<li>SRGB8_ALPHA8_ASTC_8x5</li>
|
|
<li>SRGB8_ALPHA8_ASTC_8x6</li>
|
|
<li>SRGB8_ALPHA8_ASTC_8x8</li>
|
|
<li>SRGB8_ALPHA8_ASTC_10x5</li>
|
|
<li>SRGB8_ALPHA8_ASTC_10x6</li>
|
|
<li>SRGB8_ALPHA8_ASTC_10x8</li>
|
|
<li>SRGB8_ALPHA8_ASTC_10x10</li>
|
|
<li>SRGB8_ALPHA8_ASTC_12x10</li>
|
|
<li>SRGB8_ALPHA8_ASTC_12x12</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='Texture$Sampler' href='#Texture$Sampler'>Texture$Sampler</a></h2>
|
|
<ul>
|
|
<li>SAMPLER_2D</li>
|
|
<li>SAMPLER_CUBEMAP</li>
|
|
<li>SAMPLER_EXTERNAL</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='Texture$Usage' href='#Texture$Usage'>Texture$Usage</a></h2>
|
|
<ul>
|
|
<li>DEFAULT</li>
|
|
<li>COLOR_ATTACHMENT</li>
|
|
<li>DEPTH_ATTACHMENT</li>
|
|
<li>STENCIL_ATTACHMENT</li>
|
|
<li>UPLOADABLE</li>
|
|
<li>SAMPLEABLE</li>
|
|
<li>SUBPASS_INPUT</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='VertexAttribute' href='#VertexAttribute'>VertexAttribute</a></h2>
|
|
<ul>
|
|
<li>POSITION</li>
|
|
<li>TANGENTS</li>
|
|
<li>COLOR</li>
|
|
<li>UV0</li>
|
|
<li>UV1</li>
|
|
<li>BONE_INDICES</li>
|
|
<li>BONE_WEIGHTS</li>
|
|
<li>CUSTOM0</li>
|
|
<li>CUSTOM1</li>
|
|
<li>CUSTOM2</li>
|
|
<li>CUSTOM3</li>
|
|
<li>CUSTOM4</li>
|
|
<li>CUSTOM5</li>
|
|
<li>CUSTOM6</li>
|
|
<li>CUSTOM7</li>
|
|
<li>MORPH_POSITION_0</li>
|
|
<li>MORPH_POSITION_1</li>
|
|
<li>MORPH_POSITION_2</li>
|
|
<li>MORPH_POSITION_3</li>
|
|
<li>MORPH_TANGENTS_0</li>
|
|
<li>MORPH_TANGENTS_1</li>
|
|
<li>MORPH_TANGENTS_2</li>
|
|
<li>MORPH_TANGENTS_3</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='VertexBuffer$AttributeType' href='#VertexBuffer$AttributeType'>VertexBuffer$AttributeType</a></h2>
|
|
<ul>
|
|
<li>BYTE</li>
|
|
<li>BYTE2</li>
|
|
<li>BYTE3</li>
|
|
<li>BYTE4</li>
|
|
<li>UBYTE</li>
|
|
<li>UBYTE2</li>
|
|
<li>UBYTE3</li>
|
|
<li>UBYTE4</li>
|
|
<li>SHORT</li>
|
|
<li>SHORT2</li>
|
|
<li>SHORT3</li>
|
|
<li>SHORT4</li>
|
|
<li>USHORT</li>
|
|
<li>USHORT2</li>
|
|
<li>USHORT3</li>
|
|
<li>USHORT4</li>
|
|
<li>INT</li>
|
|
<li>UINT</li>
|
|
<li>FLOAT</li>
|
|
<li>FLOAT2</li>
|
|
<li>FLOAT3</li>
|
|
<li>FLOAT4</li>
|
|
<li>HALF</li>
|
|
<li>HALF2</li>
|
|
<li>HALF3</li>
|
|
<li>HALF4</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='View$AmbientOcclusion' href='#View$AmbientOcclusion'>View$AmbientOcclusion</a></h2>
|
|
<ul>
|
|
<li>NONE</li>
|
|
<li>SSAO</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='View$AntiAliasing' href='#View$AntiAliasing'>View$AntiAliasing</a></h2>
|
|
<ul>
|
|
<li>NONE</li>
|
|
<li>FXAA</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='View$BlendMode' href='#View$BlendMode'>View$BlendMode</a></h2>
|
|
<ul>
|
|
<li>OPAQUE</li>
|
|
<li>TRANSLUCENT</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='View$BloomOptions$BlendMode' href='#View$BloomOptions$BlendMode'>View$BloomOptions$BlendMode</a></h2>
|
|
<ul>
|
|
<li>ADD</li>
|
|
<li>INTERPOLATE</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='View$DepthOfFieldOptions$Filter' href='#View$DepthOfFieldOptions$Filter'>View$DepthOfFieldOptions$Filter</a></h2>
|
|
<ul>
|
|
<li>NONE</li>
|
|
<li>MEDIAN</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='View$QualityLevel' href='#View$QualityLevel'>View$QualityLevel</a></h2>
|
|
<ul>
|
|
<li>LOW</li>
|
|
<li>MEDIUM</li>
|
|
<li>HIGH</li>
|
|
<li>ULTRA</li>
|
|
</ul>
|
|
</div>
|
|
<div class='enumdoc'>
|
|
<h2>enum <a id='WrapMode' href='#WrapMode'>WrapMode</a></h2>
|
|
<ul>
|
|
<li>CLAMP_TO_EDGE</li>
|
|
<li>REPEAT</li>
|
|
<li>MIRRORED_REPEAT</li>
|
|
</ul>
|
|
</div>
|
|
|
|
</body>
|
|
</html>
|