Compare commits

...
28 Commits
Author SHA1 Message Date
James ChenandGitHub e1ee5ad00a Update swig to v1.1.5, fix https://github.com/cocos/cocos-engine/issues/15583 (#373) 2023-06-30 10:36:46 +08:00
Ling ZhanandGitHub d47e2cb22c [fix] physx wasm remove new function (#371) 2023-06-27 09:35:19 +08:00
James ChenandGitHub 7dfba29388 Rebuild spine.wasm with -s MIN_SAFARI_VERSION=110000 (#370)
* Rebuild spine.wasm with -s MIN_SAFARI_VERSION=110000

* Remove execute permission
2023-06-21 19:40:31 +08:00
PPandGitHub 680cd32d00 add wasm.fallback module (#369) 2023-06-21 16:09:53 +08:00
zhakesiandGitHub dbc64aaa87 fix spine wasm with bad performance (#368) 2023-06-19 23:26:31 +08:00
PPandGitHub 246787c1e7 Revert "compress spine.asm.js for Taobao platform (#366)" (#367)
This reverts commit c96e5cf50d.
2023-06-19 15:32:02 +08:00
PPandGitHub c96e5cf50d compress spine.asm.js for Taobao platform (#366) 2023-06-19 15:09:48 +08:00
PPandGitHub 8e867c50ca remove spine.js (#365) 2023-06-19 14:46:45 +08:00
PPandGitHub 9d201cd6d3 add spine js mem (#364)
update
2023-06-16 14:14:17 +08:00
qiuguohuaandGitHub 712e10655a Fix harmonyos platform compilation failure. (#356) (#363) 2023-06-14 10:28:03 +08:00
zhakesiandGitHub 19a1c59135 update spine wasm files (#361) 2023-06-09 11:27:54 +08:00
zhakesiandGitHub 04d8e0f33b support spine wasm (#359) 2023-06-07 18:42:17 +08:00
YiwenandGitHub 9bd15d56cb update bullet package (#360) 2023-06-07 18:03:14 +08:00
YiwenandGitHub 11b4056e55 tune bullet asm,wasm library performance (#355) 2023-05-24 18:06:46 +08:00
YiwenandGitHub 813fe376d4 update bullet library (#354)
* update bullet library

* fix bullet.d.ts export
2023-05-18 11:06:02 +08:00
YiwenandGitHub e764488e44 Revert "Revert "update physics libraries for 3.8.0 new features (#349)" (#351)" (#352)
This reverts commit d853c83526.
2023-05-16 10:51:56 +08:00
minggoandGitHub 6423a0d5c4 Merge pull request #353 from cocos/v3.7.3
Merge pull request #342 from jk20012001/vscode
2023-05-16 10:50:25 +08:00
YiwenandGitHub d853c83526 Revert "update physics libraries for 3.8.0 new features (#349)" (#351)
This reverts commit 5bfcf7000b.
2023-05-15 14:57:46 +08:00
YiwenandGitHub 5bfcf7000b update physics libraries for 3.8.0 new features (#349) 2023-05-14 23:17:00 +08:00
zhakesiandGitHub f28ffe31d2 add spine wasm (#350) 2023-05-14 23:11:18 +08:00
James ChenandGitHub 3117b1218c Update swig to cocos-v1.1.4, fix the binding of static variables. (#348)
* Update swig to cocos-v1.1.4

* Revert permission

* Update version.txt
2023-05-11 14:24:36 +08:00
PPandGitHub e8baa90bc4 add wasm .d.ts file (#347) 2023-05-08 15:40:25 +08:00
PPandGitHub bb9ad44d82 add bullet and physx wasm lib (#346)
* add bullet wasm lib

* add physx wasm lib
2023-05-06 09:18:09 +08:00
江战andPatrice Jiang 5a5df06e18 Merge pull request #342 from jk20012001/vscode
add support for effect vscode plugins
2023-04-19 09:29:32 +08:00
江战andGitHub 2ed8497b5d Merge pull request #342 from jk20012001/vscode
add support for effect vscode plugins
2023-04-19 09:19:28 +08:00
jk20012001 90727b557e add support for effect vscode plugins 2023-04-17 18:08:47 +08:00
minggoandGitHub 678ad9588e Merge pull request #340 from cocos/v3.7.2
feat: remove xr library since version 3.7.2 (#337)
2023-03-24 15:32:17 +08:00
fqamicandGitHub 88b32a1cdf feat: remove xr library since version 3.7.2 (#337) 2023-03-02 10:21:49 +08:00
48 changed files with 1551853 additions and 176 deletions
-41
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@@ -63,35 +63,6 @@ target_include_directories(android_platform PUBLIC
# android log dl
# )
if(USE_XR)
include(${CMAKE_CURRENT_LIST_DIR}/xr.cmake)
if(BUILD_XR_NATIVE)
list(APPEND XR_EXTERNAL_SOURCES ${CMAKE_CURRENT_LIST_DIR}/../../cocos/xr/Xr.h)
list(APPEND XR_EXTERNAL_SOURCES ${CMAKE_CURRENT_LIST_DIR}/../../cocos/platform/interfaces/modules/XRCommon.h)
list(APPEND XR_EXTERNAL_INCLUDES ${CMAKE_CURRENT_LIST_DIR}/../../cocos/xr)
list(APPEND XR_EXTERNAL_INCLUDES ${CMAKE_CURRENT_LIST_DIR}/../../cocos/platform/interfaces/modules)
include(${CMAKE_CURRENT_LIST_DIR}/../../../../CCOpenXR/internal/CMakeLists.txt)
else()
add_library(xr STATIC IMPORTED GLOBAL)
set_target_properties(xr PROPERTIES
IMPORTED_LOCATION ${platform_spec_path}/xr/${XR_FOLDER}/libxr.a
INTERFACE_INCLUDE_DIRECTORIES ${CMAKE_CURRENT_LIST_DIR}/../../cocos/xr
)
set_property(TARGET xr APPEND PROPERTY
INTERFACE_INCLUDE_DIRECTORIES ${CMAKE_CURRENT_LIST_DIR}/../../cocos/platform/interfaces/modules
)
target_link_libraries(xr INTERFACE
${XR_EXTERNAL_LIBS}
)
endif()
list(APPEND CC_EXTERNAL_LIBS
xr
)
endif()
set(se_libs_name)
if(USE_SE_V8)
@@ -160,17 +131,6 @@ else()
set(PhysXSDK)
endif()
if(USE_AR_MODULE)
set(ARSDK libAR)
add_library(libAR STATIC IMPORTED GLOBAL)
set_target_properties(libAR PROPERTIES
IMPORTED_LOCATION ${platform_spec_path}/ar/libar.a
INTERFACE_INCLUDE_DIRECTORIES ${CMAKE_CURRENT_LIST_DIR}/../../cocos/xr
)
else()
set(ARSDK)
endif()
if (USE_DEBUG_RENDERER)
list(APPEND CC_EXTERNAL_LIBS
freetype
@@ -184,7 +144,6 @@ list(APPEND CC_EXTERNAL_LIBS
uv
android_platform
${PhysXSDK}
${ARSDK}
)
if(USE_JOB_SYSTEM_TBB OR CC_USE_VULKAN) ## VKDevice.cpp use tbb_allocator.h
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-117
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@@ -1,117 +0,0 @@
################################# options ############################################
# default fallback options
cc_set_if_undefined(BUILD_XR_NATIVE OFF)
cc_set_if_undefined(XR_OEM_META OFF)
cc_set_if_undefined(XR_OEM_HUAWEIVR OFF)
cc_set_if_undefined(XR_OEM_PICO OFF)
cc_set_if_undefined(XR_OEM_ROKID OFF)
cc_set_if_undefined(XR_OEM_SEED OFF)
cc_set_if_undefined(XR_OEM_SNAPDRAGON_SPACES OFF)
cc_set_if_undefined(XR_USE_GRAPHICS_API_OPENGL_ES ON)
cc_set_if_undefined(XR_USE_GRAPHICS_API_VULKAN ON)
cc_set_if_undefined(XR_USE_GRAPHICS_API_OPENGL OFF)
cc_set_if_undefined(XR_USE_GRAPHICS_API_D3D11 OFF)
cc_set_if_undefined(XR_USE_GRAPHICS_API_D3D12 OFF)
# Several files use these compile time platform switches
if(WIN32)
cc_set_if_undefined(XR_USE_PLATFORM_WIN32 ON)
elseif(ANDROID)
cc_set_if_undefined(XR_USE_PLATFORM_ANDROID ON)
elseif(PRESENTATION_BACKEND MATCHES "xlib")
cc_set_if_undefined(XR_USE_PLATFORM_XLIB ON)
elseif(PRESENTATION_BACKEND MATCHES "xcb")
cc_set_if_undefined(XR_USE_PLATFORM_XCB ON)
elseif(PRESENTATION_BACKEND MATCHES "wayland")
cc_set_if_undefined(XR_USE_PLATFORM_WAYLAND ON)
endif()
################################# list all option values ##############################
cc_inspect_values(
BUILD_XR_NATIVE
XR_OEM_META
XR_OEM_HUAWEIVR
XR_OEM_PICO
XR_OEM_ROKID
XR_OEM_SEED
XR_OEM_SNAPDRAGON_SPACES
XR_USE_GRAPHICS_API_OPENGL_ES
XR_USE_GRAPHICS_API_VULKAN
XR_USE_GRAPHICS_API_OPENGL
XR_USE_GRAPHICS_API_D3D11
XR_USE_GRAPHICS_API_D3D12
XR_USE_PLATFORM_WIN32
XR_USE_PLATFORM_ANDROID
XR_USE_PLATFORM_XLIB
XR_USE_PLATFORM_XCB
XR_USE_PLATFORM_WAYLAND
)
################################# cc_xr_apply_definations ###################################
function(cc_xr_apply_definations target)
target_compile_definitions(${target} PUBLIC
$<IF:$<BOOL:${XR_OEM_META}>,XR_OEM_META=1,XR_OEM_META=0>
$<IF:$<BOOL:${XR_OEM_HUAWEIVR}>,XR_OEM_HUAWEIVR=1,XR_OEM_HUAWEIVR=0>
$<IF:$<BOOL:${XR_OEM_PICO}>,XR_OEM_PICO=1,XR_OEM_PICO=0>
$<IF:$<BOOL:${XR_OEM_ROKID}>,XR_OEM_ROKID=1,XR_OEM_ROKID=0>
$<IF:$<BOOL:${XR_OEM_SEED}>,XR_OEM_SEED=1,XR_OEM_SEED=0>
$<IF:$<BOOL:${XR_OEM_SNAPDRAGON_SPACES}>,XR_OEM_SNAPDRAGON_SPACES=1,XR_OEM_SNAPDRAGON_SPACES=0>
$<$<BOOL:${XR_USE_GRAPHICS_API_OPENGL_ES}>:XR_USE_GRAPHICS_API_OPENGL_ES=1>
$<$<BOOL:${XR_USE_GRAPHICS_API_VULKAN}>:XR_USE_GRAPHICS_API_VULKAN=1>
$<$<BOOL:${XR_USE_GRAPHICS_API_OPENGL}>:XR_USE_GRAPHICS_API_OPENGL=1>
$<$<BOOL:${XR_USE_GRAPHICS_API_D3D11}>:XR_USE_GRAPHICS_API_D3D11=1>
$<$<BOOL:${XR_USE_GRAPHICS_API_D3D12}>:XR_USE_GRAPHICS_API_D3D12=1>
$<$<BOOL:${XR_USE_PLATFORM_WIN32}>:XR_USE_PLATFORM_WIN32=1>
$<$<BOOL:${XR_USE_PLATFORM_ANDROID}>:XR_USE_PLATFORM_ANDROID=1>
$<$<BOOL:${XR_USE_PLATFORM_XLIB}>:XR_USE_PLATFORM_XLIB=1>
$<$<BOOL:${XR_USE_PLATFORM_XCB}>:XR_USE_PLATFORM_XCB=1>
$<$<BOOL:${XR_USE_PLATFORM_WAYLAND}>:XR_USE_PLATFORM_WAYLAND=1>
)
endfunction()
set(XR_EXTERNAL_LIBS)
set(XR_EXTERNAL_INCLUDES)
set(XR_EXTERNAL_SOURCES)
list(APPEND XR_EXTERNAL_INCLUDES
${CMAKE_CURRENT_LIST_DIR}
)
set(XR_OEM_LOADER_NAME openxr_loader)
if(XR_OEM_META)
set(XR_OEM_FOLDER meta)
set(XR_FOLDER meta)
elseif(XR_OEM_HUAWEIVR)
set(XR_OEM_FOLDER huaweivr)
set(XR_OEM_LOADER_NAME xr_loader)
set(XR_FOLDER huaweivr)
elseif(XR_OEM_PICO)
set(XR_OEM_FOLDER pico)
set(XR_FOLDER pico)
elseif(XR_OEM_ROKID)
set(XR_OEM_FOLDER rokid)
set(XR_FOLDER rokid)
elseif(XR_OEM_SEED)
set(XR_OEM_FOLDER monado)
set(XR_FOLDER seed)
elseif(XR_OEM_SNAPDRAGON_SPACES)
set(XR_OEM_FOLDER spaces)
set(XR_FOLDER spaces)
else()
set(XR_OEM_FOLDER monado)
set(XR_FOLDER monado)
endif()
add_library(openxr SHARED IMPORTED GLOBAL)
set_target_properties(openxr PROPERTIES
IMPORTED_LOCATION ${platform_spec_path}/xr/${XR_OEM_FOLDER}/lib${XR_OEM_LOADER_NAME}.so
)
list(APPEND XR_EXTERNAL_LIBS
openxr
)
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+284
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@@ -0,0 +1,284 @@
declare module 'external:emscripten/bullet/bullet.asm.js' {
function factory (env: any, wasmMemory: ArrayBuffer): Bullet.instance;
export default factory;
}
declare namespace Bullet {
type ptr = number;
interface instance {
_malloc(bytes: number): ptr;
_free(p: ptr): void;
_read_f32(p: ptr): void;
_write_f32(p: ptr, v: number): void;
_safe_delete(p: ptr, bulletType: number): void;
Vec3_new(x: number, y: number, z: number): ptr;
Vec3_x(p: ptr): number;
Vec3_y(p: ptr): number;
Vec3_z(p: ptr): number;
Vec3_set(p: ptr, x: number, y: number, z: number): void;
Quat_new(x: number, y: number, z: number, w: number): ptr;
Quat_x(p: ptr): number;
Quat_y(p: ptr): number;
Quat_z(p: ptr): number;
Quat_w(p: ptr): number;
Quat_set(p: ptr, x: number, y: number, z: number, w: number): void;
Transform_new(): ptr;
Transform_setIdentity(p: ptr): void;
Transform_getOrigin(p: ptr): ptr;
Transform_setRotation(p: ptr, quate: ptr): void;
Transform_getRotation(p: ptr, quate: ptr): void;
MotionState_getWorldTransform(p: ptr, transform: ptr): void;
MotionState_setWorldTransform(p: ptr, transform: ptr): void;
ccMotionState_new(id: number, initTrans: ptr): ptr;
int_array_size(p: ptr): number;
int_array_at(p: ptr, index: number): number;
Vec3_array_at(p: ptr, index: number): ptr;
// constraints
TypedConstraint_getFixedBody(): ptr;
HingeConstraint_new(ptr0: ptr, ptr1: ptr, ptr2: ptr, ptr3: ptr): ptr;
HingeConstraint_setFrames(ptr0: ptr, ptr1: ptr, ptr2: ptr): void;
HingeConstraint_setLimit(p: ptr, low: number, upper: number, softness: number, biasFactor: number, relaxationFactor: number): void;
HingeConstraint_setAngularOnly(p: ptr, angular: number): void;
HingeConstraint_enableMotor(p: ptr, enable: boolean): void;
HingeConstraint_setMotorVelocity(p: ptr, velocity: number): void;
HingeConstraint_setMaxMotorImpulse(p: ptr, maxImpulse: number): void;
HingeConstraint_setMotorTarget(p: ptr, target: number, dt: number): void;
P2PConstraint_new(ptr0: ptr, ptr1: ptr, ptr2: ptr, ptr3: ptr): ptr;
P2PConstraint_setPivotA(ptr0: ptr, ptr1: ptr): void;
P2PConstraint_setPivotB(ptr0: ptr, ptr1: ptr): void;
TypedConstraint_setMaxImpulseThreshold(ptr0: ptr, maxImpulse: number): void;
FixedConstraint_new(ptr0: ptr, ptr1: ptr, ptr2: ptr, ptr3: ptr): ptr;
FixedConstraint_setFrames(ptr0: ptr, ptr1: ptr, ptr2: ptr): void;
Generic6DofSpring2Constraint_new(ptr0: ptr, ptr1: ptr, ptr2: ptr, ptr3: ptr, rotateOrder: number): ptr;
Generic6DofSpring2Constraint_setFrames(ptr0: ptr, ptr1: ptr, ptr2: ptr): void;
Generic6DofSpring2Constraint_setLimit(ptr0: ptr, index: number, lo: number, hi: number): void;
Generic6DofSpring2Constraint_enableSpring(ptr0: ptr, index: number, onOff: boolean): void;
Generic6DofSpring2Constraint_setStiffness(ptr0: ptr, index: number, stiffness: number): void;
Generic6DofSpring2Constraint_setDamping(ptr0: ptr, index: number, damping: number): void;
Generic6DofSpring2Constraint_setBounce(ptr0: ptr, index: number, bounce: number): void;
Generic6DofSpring2Constraint_setEquilibriumPoint(ptr0: ptr, index: number, val: number): void;
Generic6DofSpring2Constraint_enableMotor(ptr0: ptr, index: number, onOff: boolean): void;
Generic6DofSpring2Constraint_setMaxMotorForce(ptr0: ptr, index: number, force: number): void;
Generic6DofSpring2Constraint_setTargetVelocity(ptr0: ptr, index: number, velocity: number): void;
Generic6DofSpring2Constraint_setServo(ptr0: ptr, index: number, onOff: boolean): number;
Generic6DofSpring2Constraint_setServoTarget(ptr0: ptr, index: number, target: number): number;
// shapes
// CollisionShape_getUserIndex(p: ptr): number;
// CollisionShape_setUserIndex(p: ptr, i: number): void;
CollisionShape_isCompound(p: ptr): boolean;
CollisionShape_setLocalScaling(p: ptr, scale: ptr): void;
CollisionShape_calculateLocalInertia(p: ptr, mass: number, localInertia: ptr): void;
CollisionShape_getAabb(p: ptr, t: ptr, min: ptr, max: ptr): void;
CollisionShape_getLocalBoundingSphere(p: ptr): number;
CollisionShape_setMargin(p: ptr, margin: number): void;
CollisionShape_setMaterial(p: ptr, mat: ptr): void;
CollisionShape_setUserPointer(p: ptr, p0: ptr): void;
EmptyShape_static(): ptr;
ConvexInternalShape_getImplicitShapeDimensions(p: ptr): ptr;
BoxShape_new(p: ptr): ptr;
BoxShape_setUnscaledHalfExtents(p: ptr, halfExtents: ptr): void;
SphereShape_new(radius: number): ptr;
SphereShape_setUnscaledRadius(p: ptr, radius: number): void;
CylinderShape_new(halfExtents: ptr): ptr;
CylinderShape_updateProp(p: ptr, r: number, g: number, d: number): void;
CapsuleShape_new(radius: number, height: number): ptr;
CapsuleShape_updateProp(p: ptr, r: number, g: number, d: number): void;
ConeShape_new(radius: number, height: number): ptr;
ConeShape_setRadius(p: ptr, v: number): void;
ConeShape_setHeight(p: ptr, v: number): void;
ConeShape_setConeUpIndex(p: ptr, v: number): void;
StaticPlaneShape_new(normal: ptr, constant: number): ptr;
StaticPlaneShape_getPlaneNormal(p: ptr): ptr;
StaticPlaneShape_setPlaneConstant(p: ptr, constant: number): void;
TerrainShape_new(i: number, j: number, p: ptr, hs: number, min: number, max: number): ptr;
TriangleMesh_new(): ptr;
TriangleMesh_addTriangle(p: ptr, v0: ptr, v1: ptr, v2: ptr): void;
BvhTriangleMeshShape_new(p: ptr, c: boolean, bvh: boolean): ptr;
BvhTriangleMeshShape_getOptimizedBvh(p: ptr): ptr;
BvhTriangleMeshShape_setOptimizedBvh(p: ptr, p1: ptr, scaleX: number, scaleY: number, scaleZ: number);
ScaledBvhTriangleMeshShape_new(p: ptr, scaleX: number, scaleY: number, scaleZ: number): ptr;
ConvexTriangleMeshShape_new(p: ptr): ptr;
SimplexShape_new(): ptr;
SimplexShape_addVertex(p: ptr, pt: ptr): void;
ccCompoundShape_new(): ptr;
CompoundShape_getNumChildShapes(p: ptr): number;
CompoundShape_getChildShape(p: ptr, i: number): ptr;
CompoundShape_addChildShape(p: ptr, local: ptr, shape: ptr): void;
CompoundShape_removeChildShape(p: ptr, shape: ptr): void;
CompoundShape_updateChildTransform(p: ptr, i: number, trans: ptr, shouldRecalculateLocalAabb: boolean): void;
CompoundShape_setMaterial(p: ptr, i: number, f: number, r: number, rf: number, sf: number): void;
// collision
CollisionObject_new(): number;
CollisionObject_getCollisionShape(p: ptr): ptr;
CollisionObject_setContactProcessingThreshold(p: ptr, contactProcessingThreshold: number): void;
CollisionObject_getActivationState(p: ptr): number;
CollisionObject_setActivationState(p: ptr, newState: number): void;
CollisionObject_forceActivationState(p: ptr, newState: number): void;
CollisionObject_activate(p: ptr, forceActivation?: boolean): void;
CollisionObject_isActive(p: ptr): boolean;
CollisionObject_isKinematicObject(p: ptr): boolean;
CollisionObject_isStaticObject(p: ptr): boolean;
CollisionObject_isStaticOrKinematicObject(p: ptr): boolean;
CollisionObject_getWorldTransform(p: ptr): ptr;
CollisionObject_getCollisionFlags(p: ptr): number;
CollisionObject_setCollisionFlags(p: ptr, flags: number): void;
CollisionObject_setWorldTransform(p: ptr, transform: ptr): void;
CollisionObject_setCollisionShape(p: ptr, shape: ptr): void;
CollisionObject_setCcdMotionThreshold(p: ptr, ccdMotionThreshold: number): void;
CollisionObject_setCcdSweptSphereRadius(p: ptr, radius: number): void;
CollisionObject_getUserIndex(p: ptr): number;
CollisionObject_setUserIndex(p: ptr, index: number): void;
CollisionObject_getUserPointer(p: ptr): number;
CollisionObject_setUserPointer(p: ptr, userPointer: number): void;
CollisionObject_setMaterial(p: ptr, f: number, r: number, rf: number, sf: number): void;
CollisionObject_setIgnoreCollisionCheck(p: ptr, p0: ptr, v: boolean): void;
RigidBody_new(m: number, ms: number): ptr;
RigidBody_getFlags(p: ptr): number;
RigidBody_setFlags(p: ptr, flags: number): void;
RigidBody_setGravity(p: ptr, g: ptr): number;
RigidBody_setDamping(p: ptr, lin: number, ang: number): void;
RigidBody_setMass(p: ptr, m: number);
RigidBody_setMassProps(p: ptr, m: number, localInertia: ptr): void;
RigidBody_setLinearFactor(p: ptr, f: ptr): number;
RigidBody_setAngularFactor(p: ptr, f: ptr): number;
RigidBody_getLinearVelocity(p: ptr): ptr;
RigidBody_getAngularVelocity(p: ptr): ptr;
RigidBody_setLinearVelocity(p: ptr, v: ptr): void;
RigidBody_setAngularVelocity(p: ptr, v: ptr): void;
RigidBody_clearState(p: ptr): void;
RigidBody_clearForces(p: ptr): void;
RigidBody_wantsSleeping(p: ptr): boolean;
RigidBody_setSleepingThresholds(p: ptr, linear: number, angular: number): void;
RigidBody_getLinearSleepingThreshold(p: ptr): number;
RigidBody_getMotionState(p: ptr): ptr;
RigidBody_applyTorque(p: ptr, f: ptr): void;
RigidBody_applyForce(p: ptr, f: ptr, rp: ptr): void;
RigidBody_applyImpulse(p: ptr, f: ptr, rp: ptr): void;
// dynamic
DefaultCollisionConfiguration_static(): ptr;
CollisionDispatcher_new(): ptr;
Dispatcher_getNumManifolds(p: ptr): number;
Dispatcher_getManifoldByIndexInternal(p: ptr, i: number): ptr;
ManifoldPoint_getShape0(p: ptr): ptr;
ManifoldPoint_getShape1(p: ptr): ptr;
ManifoldPoint_get_m_index0(p: ptr): number;
ManifoldPoint_get_m_index1(p: ptr): number;
PersistentManifold_getBody0(p: ptr): ptr;
PersistentManifold_getBody1(p: ptr): ptr;
PersistentManifold_getNumContacts(p: ptr): number;
PersistentManifold_getContactPoint(p: ptr, i: number): ptr;
ManifoldPoint_get_m_localPointA(p: ptr): ptr;
ManifoldPoint_get_m_localPointB(p: ptr): ptr;
ManifoldPoint_get_m_positionWorldOnA(p: ptr): ptr;
ManifoldPoint_get_m_positionWorldOnB(p: ptr): ptr;
ManifoldPoint_get_m_normalWorldOnB(p: ptr): ptr;
ManifoldPoint_get_m_positionWorldOnB(p: ptr): ptr;
DbvtBroadphase_new(): ptr;
SequentialImpulseConstraintSolver_new(): ptr;
CollisionWorld_addCollisionObject(p: ptr, body: ptr, g: number, m: number): void;
CollisionWorld_removeCollisionObject(p: ptr, body: ptr): void;
CollisionWorld_rayTest(p: ptr, p0: ptr, p1: ptr, p2: ptr): void;
CollisionWorld_convexSweepTest(p: ptr, castShape: ptr, from: ptr, to: ptr, resultCallback: ptr, allowedCcdPenetration: ptr): void;
ccDiscreteDynamicsWorld_new(dispatcher: ptr, pairCache: ptr, solver: ptr): ptr;
ccDiscreteDynamicsWorld_setAllowSleep(p: ptr, v: boolean): void;
DynamicsWorld_setGravity(p: ptr, g: ptr): void;
DynamicsWorld_stepSimulation(p: ptr, timeStep: number, maxSubSteps: number, fixedTimeStep: number): ptr;
DynamicsWorld_addRigidBody(p: ptr, body: ptr, g: number, m: number): void;
DynamicsWorld_removeRigidBody(p: ptr, body: ptr): void;
DynamicsWorld_addConstraint(p: ptr, p2: ptr, v: boolean): void;
DynamicsWorld_removeConstraint(p: ptr, p2: ptr): void;
DynamicsWorld_addAction(p: ptr, action: ptr): void;
DynamicsWorld_removeAction(p: ptr, action: ptr): void;
RayCallback_hasHit(p: ptr): boolean;
ConvexCallback_hasHit(p: ptr): boolean;
ccAllRayCallback_static(): ptr;
ccAllRayCallback_setFlags(p: ptr, flag: number): void;
ccAllRayCallback_reset(p: ptr, p0: ptr, p1: ptr, m: number, q: boolean): void;
ccAllRayCallback_getHitPointWorld(p: ptr): ptr;
ccAllRayCallback_getHitNormalWorld(p: ptr): ptr;
ccAllRayCallback_getCollisionShapePtrs(p: ptr): ptr;
ccClosestRayCallback_static(): ptr;
ccClosestRayCallback_setFlags(p: ptr, flag: number): void;
ccClosestRayCallback_reset(p: ptr, p0: ptr, p1: ptr, m: number, q: boolean): void;
ccClosestRayCallback_getHitPointWorld(p: ptr): ptr;
ccClosestRayCallback_getHitNormalWorld(p: ptr): ptr;
ccClosestRayCallback_getCollisionShapePtr(p: ptr): ptr;
ccAllConvexCallback_static(): ptr;
ccAllConvexCallback_reset(p: ptr, p0: ptr, p1: ptr, m: number, q: boolean): void;
ccAllConvexCallback_getHitPointWorld(p: ptr): ptr;
ccAllConvexCallback_getHitNormalWorld(p: ptr): ptr;
ccAllConvexCallback_getCollisionShapePtrs(p: ptr): ptr;
ccClosestConvexCallback_static(): ptr;
ccClosestConvexCallback_reset(p: ptr, p0: ptr, p1: ptr, m: number, q: boolean): void;
ccClosestConvexCallback_getHitPointWorld(p: ptr): ptr;
ccClosestConvexCallback_getHitNormalWorld(p: ptr): ptr;
ccClosestConvexCallback_getCollisionShapePtr(p: ptr): ptr;
ccMaterial_new(): ptr;
ccMaterial_set(p: ptr, r: number, f: number, rf: number, sf: number): void;
// CharacterController
ControllerHitReport_new(): ptr;
CharacterController_getGhostObject(ptrCCT: ptr): ptr;
ControllerHit_getCurrentController(p: ptr): ptr;
ControllerHit_getHitWorldPos(p: ptr): ptr;
ControllerHit_getHitWorldNormal(p: ptr): ptr;
ControllerHit_getHitMotionDir(p: ptr): ptr; //CCT hit Motion direction
ControllerHit_getHitMotionLength(p: ptr): number; //CCT hit Motion length
ControllerShapeHit_getHitShape(p: ptr): ptr;
ControllerShapeHit_getHitCollisionObject(p: ptr): ptr;
CharacterController_move(ptrCCT: ptr, ptrMovement: ptr, minDist: number, deltaTime: number):number;
CharacterController_getPosition(ptrCCT: ptr);
CharacterController_setContactOffset(ptrCCT: ptr, v: number);
CharacterController_setStepOffset(ptrCCT: ptr, v: number);
CharacterController_setSlopeLimit(ptrCCT: ptr, v: number);
CharacterController_setCollision(ptrCCT: ptr, collision: boolean);
CharacterController_setOverlapRecovery(ptrCCT: ptr, value: boolean);
CapsuleCharacterControllerDesc_new(maxSlopeRadians: number, stepHeight: number, contactOffset: number,
ptrUpAxis: ptr, ptrInitPos: ptr, ptruUserControllerHitReport: ptr, radius: number, height: number): ptr;
CapsuleCharacterController_new(collisionWorld: ptr, ptrBtCapsuleCharacterControllerDesc: ptr, userObjectPointer: ptr): ptr;
CapsuleCharacterController_setRadius(ptrCCT: ptr, radius: number): void;
CapsuleCharacterController_setHeight(ptrCCT: ptr, height: number): void;
BoxCharacterControllerDesc_new(maxSlopeRadians: number, stepHeight: number, contactOffset: number,
ptrUpAxis: ptr, ptrInitPos: ptr, ptruUserControllerHitReport: ptr, halfHeight: number, halfSideExtent: number, halfForwardExtent: number): ptr;
BoxCharacterController_new(collisionWorld: ptr, ptrBtBoxCharacterControllerDesc: ptr, userObjectPointer: ptr): ptr;
BoxCharacterController_setHalfHeight(ptrCCT: ptr, v: number): void;
BoxCharacterController_setHalfSideExtent(ptrCCT: ptr, v: number): void;
BoxCharacterController_setHalfForwardExtent(ptrCCT: ptr, v: number): void;
}
}
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declare module 'external:emscripten/*.wasm' {
/**
* This is a wasm url relative from build output chunk.
*/
const wasmPath: string;
export default wasmPath;
}
declare module 'external:emscripten/*.wasm.fallback' {
/**
* This is a wasm fallback url relative from build output chunk.
*/
const wasmFallbackPath: string;
export default wasmFallbackPath;
}
declare module 'external:emscripten/*.js.mem' {
/**
* This is a js.mem url relative from build output chunk.
*/
const jsMemPath: string;
export default jsMemPath;
}
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@@ -0,0 +1,103 @@
/// <reference path="./phy.d.ts" />
declare module 'external:emscripten/physx/physx.release.asm.js' {
export default PhysX;
}
declare module 'external:emscripten/physx/physx.release.wasm.js' {
export default PhysX;
}
// tslint:disable
declare function PhysX (moduleOptions?: any): Promise<void>;
declare namespace PhysX {
type Constructor<T = {}> = new (...args: any[]) => T;
type VoidPtr = number;
const NULL: {};
const HEAPF32: Float32Array;
function destroy (obj: PhysX.Type): void;
function castObject<T1, T2 extends PhysX.Type> (obj: T1, fun: Constructor<T2>): T2;
function wrapPointer<T extends PhysX.Type> (params: number, obj: Constructor<T>): T;
function addFunction (params: Function): number;
function getClass (obj: PhysX.Type): void;
function getPointer (obj: PhysX.Type): void;
function getCache (fun: Constructor<PhysX.Type>): void;
function _malloc (byte: number): number;
function _free (...args: any): any;
function compare (obj1: PhysX.Type, obj2: PhysX.Type): boolean;
class GeometryType {
Enum: {
eSPHERE: number,
ePLANE: number,
eCAPSULE: number,
eBOX: number,
eCONVEXMESH: number,
eTRIANGLEMESH: number,
eHEIGHTFIELD: number,
eGEOMETRY_COUNT: number, //!< internal use only!
eINVALID: number //= -1 //!< internal use only!
}
}
const PX_PHYSICS_VERSION: number
interface AllocatorCallback { }
class DefaultErrorCallback implements AllocatorCallback { }
interface ErrorCallback { }
class DefaultAllocator implements ErrorCallback { }
class Foundation { }
function createFoundation (a: number, b: AllocatorCallback, c: ErrorCallback): Foundation
class Transform {
constructor (p: number[], q: number[]);
setPosition (t: number[]): void;
getPosition (): number[];
setQuaternion (t: number[]): void;
getQuaternion (): number[];
}
class Base { }
class Geometry { getType (): number }
class BoxGeometry extends Geometry { constructor (x: number, y: number, z: number); }
class SphereGeometry extends Geometry { constructor (r: number); }
class Material extends Base { }
class Shape extends Base { }
class Actor extends Base {
getGlobalPose (): Transform;
}
class RigidActor extends Actor {
attachShape (shape: Shape): void;
detachShape (shape: Shape, wakeOnLostTouch?: boolean | true): void;
}
class RigidBody extends RigidActor { }
class RigidStatic extends RigidBody { }
class RigidDynamic extends RigidBody { }
class SceneDesc { }
class Scene {
simulate (timeStep: number): void;
fetchResults (b: boolean): void;
getActiveActors (len: number): Actor[];
}
class Physics {
createSceneDesc (): SceneDesc;
createScene (a: SceneDesc): Scene;
createRigidDynamic (a: Transform): RigidDynamic;
createRigidStatic (a: Transform): RigidStatic;
createMaterial (staticFriction: number, dynamicFriction: number, restitution: number): Material;
//shapeFlags = PxShapeFlag:: eVISUALIZATION | PxShapeFlag:: eSCENE_QUERY_SHAPE | PxShapeFlag:: eSIMULATION_SHAPE
createShape (geometry: Geometry, material: Material, isExclusive: boolean | false, shapeFlags: number): Shape;
}
class TolerancesScale { length: number | 1.0; speed: number | 10.0 }
class Pvd { }
function createPhysics (a?: number, b?: Foundation, c?: TolerancesScale, trackOutstandingAllocations?: boolean, e?: Pvd): Physics;
type Type = {}
}
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declare module 'external:emscripten/spine/spine.asm.js' {
export default SpineWasm;
}
declare module 'external:emscripten/spine/spine.wasm.js' {
export default SpineWasm;
}
declare module 'external:emscripten/spine/spine.wasm.fallback.js' {
export default SpineWasm;
}
// tslint:disable
declare function SpineWasm (moduleOptions?: any): Promise<void>;
declare namespace SpineWasm {
interface instance {
spineWasmInit(): void;
spineWasmDestroy(): void;
}
}
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declare module 'external:emscripten/webgpu/webgpu_wasm.js' {
function factory (gfx: any): Promise<any>;
export default factory;
}
declare module 'external:emscripten/webgpu/glslang.js' {
function factory (wasmUrl: string): Promise<any>;
export default factory;
}
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@@ -206,17 +206,6 @@ else()
set(PhysXSDK)
endif()
if(USE_AR_MODULE)
set(ARSDK libAR)
add_library(libAR STATIC IMPORTED GLOBAL)
set_target_properties(libAR PROPERTIES
IMPORTED_LOCATION ${CMAKE_CURRENT_LIST_DIR}/libs/ar/libar.a
INTERFACE_INCLUDE_DIRECTORIES ${CMAKE_CURRENT_LIST_DIR}/../../cocos/xr
)
else()
set(ARSDK)
endif()
list(APPEND CC_EXTERNAL_INCLUDES
${CMAKE_CURRENT_LIST_DIR}/include
)
@@ -235,7 +224,6 @@ list(APPEND CC_EXTERNAL_LIBS
${spirv-cross_libs_name}
${tbb_libs_name}
${PhysXSDK}
${ARSDK}
)
set(ZLIB z)
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@@ -143,7 +143,8 @@ add_library(glslang-default-resource-limits STATIC IMPORTED GLOBAL)
set_target_properties(glslang-default-resource-limits PROPERTIES
IMPORTED_LOCATION ${ohos_lib_dir}/libglslang-default-resource-limits.a
)
set(glslang_libs_name glslang OGLCompiler OSDependent SPIRV glslang-default-resource-limits MachineIndependent GenericCodeGen)
# Unable to link MachineIndependent with GenericCodeGen
set(glslang_libs_name glslang OGLCompiler OSDependent SPIRV glslang-default-resource-limits)
if(USE_PHYSICS_PHYSX)
set(PhysXSDK PhysXCooking PhysXCharacterKinematic PhysXVehicle PhysXExtensions PhysX PhysXPvdSDK PhysXCommon PhysXFoundation)
@@ -214,7 +215,8 @@ list(APPEND CC_EXTERNAL_INCLUDES
${platform_spec_path}/include/v8
${platform_spec_path}/include/sqlite
${platform_spec_path}/include/png16
${platform_spec_path}/include/uv
# Will conflict with the header file of harmonyos' standard library (error.h).
# ${platform_spec_path}/include/uv
)
#TODO: remove in future version
+4 -4
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@@ -139,7 +139,7 @@ glslang (Built using https://github.com/YunHsiao/glslang/tree/build)
linux: 11.5.0
openharmony:11.5.0 (commit: 1978c76)
swig ( Built using https://github.com/cocos/swig/tree/cocos-se, executable files are downloaded from https://github.com/cocos/swig/releases/tag/cocos-v1.1.2 )
win64: cocos-v1.1.2 (commit: 5c7c430)
mac: cocos-v1.1.2 (commit: 5c7c430)
linux: cocos-v1.1.2 (commit: 5c7c430)
swig ( Built using https://github.com/cocos/swig/tree/cocos-se, executable files are downloaded from https://github.com/cocos/swig/releases/tag/cocos-v1.1.5 )
win64: cocos-v1.1.5 (commit: 42543c0)
mac: cocos-v1.1.5 (commit: 42543c0)
linux: cocos-v1.1.5 (commit: 42543c0)
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;添加项目时需要仿照[不带路径的文件名|备注]的格式添加一行标题
;文件名相同而备注不同的视为多套配置, 此配置为最优先
;将common.chunk改坏保存,Creator中会有编译错误,展开代码,将前面所有的#define语句复制到标题行的下方
;这个是公用的,如果没有特殊的宏集合,会自动查找此处
[common|前向BasePass效果全开]
2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
9 #define CC_USE_MORPH 1
10 #define CC_MORPH_TARGET_COUNT 2
11 #define CC_MORPH_PRECOMPUTED 1
12 #define CC_MORPH_TARGET_HAS_POSITION 1
13 #define CC_MORPH_TARGET_HAS_NORMAL 1
14 #define CC_MORPH_TARGET_HAS_TANGENT 1
15 #define CC_USE_SKINNING 1
16 #define CC_USE_BAKED_ANIMATION 1
18 #define USE_BATCHING 0
21 #define CC_FORWARD_ADD 0
22 #define CC_RECEIVE_SHADOW 1
30 #define CC_ENABLE_DIR_SHADOW 1
50 #define CC_FOG_LINEAR 0
51 #define CC_FOG_EXP 1
52 #define CC_FOG_EXP_SQUARED 2
53 #define CC_FOG_LAYERED 3
54 #define CC_FOG_NONE 4
43 #define CC_PIPELINE_TYPE 0
44 #define CC_FORCE_FORWARD_SHADING 1
45 #define CC_SUPPORT_CASCADED_SHADOW_MAP 1
46 #define CC_DIR_SHADOW_PCF_TYPE 1
[common|前向AddPass效果全开]
2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
9 #define CC_USE_MORPH 1
10 #define CC_MORPH_TARGET_COUNT 2
11 #define CC_MORPH_PRECOMPUTED 1
12 #define CC_MORPH_TARGET_HAS_POSITION 1
13 #define CC_MORPH_TARGET_HAS_NORMAL 1
14 #define CC_MORPH_TARGET_HAS_TANGENT 1
15 #define CC_USE_SKINNING 1
16 #define CC_USE_BAKED_ANIMATION 1
22 #define CC_RECEIVE_SHADOW 1
30 #define CC_ENABLE_DIR_SHADOW 1
50 #define CC_FOG_LINEAR 0
51 #define CC_FOG_EXP 1
52 #define CC_FOG_EXP_SQUARED 2
53 #define CC_FOG_LAYERED 3
54 #define CC_FOG_NONE 4
43 #define CC_PIPELINE_TYPE 0
44 #define CC_FORCE_FORWARD_SHADING 1
21 #define CC_FORWARD_ADD 1
18 #define USE_BATCHING 0
45 #define CC_SUPPORT_CASCADED_SHADOW_MAP 1
46 #define CC_DIR_SHADOW_PCF_TYPE 1
[common|延迟效果全开]
2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
9 #define CC_USE_MORPH 1
10 #define CC_MORPH_TARGET_COUNT 2
11 #define CC_MORPH_PRECOMPUTED 1
12 #define CC_MORPH_TARGET_HAS_POSITION 1
13 #define CC_MORPH_TARGET_HAS_NORMAL 1
14 #define CC_MORPH_TARGET_HAS_TANGENT 1
15 #define CC_USE_SKINNING 1
16 #define CC_USE_BAKED_ANIMATION 1
22 #define CC_RECEIVE_SHADOW 1
30 #define CC_ENABLE_DIR_SHADOW 1
50 #define CC_FOG_LINEAR 0
51 #define CC_FOG_EXP 1
52 #define CC_FOG_EXP_SQUARED 2
53 #define CC_FOG_LAYERED 3
54 #define CC_FOG_NONE 4
43 #define CC_PIPELINE_TYPE 1
44 #define CC_FORCE_FORWARD_SHADING 0
21 #define CC_FORWARD_ADD 0
18 #define USE_BATCHING 0
45 #define CC_SUPPORT_CASCADED_SHADOW_MAP 1
46 #define CC_DIR_SHADOW_PCF_TYPE 1
[builtin-terrain.effect|前向效果全开]
2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
9 #define CC_USE_MORPH 0
15 #define CC_USE_SKINNING 0
16 #define CC_USE_BAKED_ANIMATION 0
22 #define CC_RECEIVE_SHADOW 1
30 #define CC_ENABLE_DIR_SHADOW 1
43 #define CC_PIPELINE_TYPE 1
44 #define CC_FORCE_FORWARD_SHADING 0
21 #define CC_FORWARD_ADD 0
18 #define USE_BATCHING 0
19 #define USE_INSTANCING 0
[instanced-color.effect|前向效果全开]
2 #define USE_INSTANCING 1
3 #define USE_BATCHING 1
4 #define USE_LIGHTMAP 1
5 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
6 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
7 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
8 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
9 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
10 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
11 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
12 #define CC_USE_MORPH 1
13 #define CC_MORPH_TARGET_COUNT 2
14 #define CC_MORPH_PRECOMPUTED 1
15 #define CC_MORPH_TARGET_HAS_POSITION 1
16 #define CC_MORPH_TARGET_HAS_NORMAL 1
17 #define CC_MORPH_TARGET_HAS_TANGENT 1
18 #define CC_USE_SKINNING 1
19 #define CC_USE_BAKED_ANIMATION 1
[builtin-reflection-deferred.effect|前向效果全开]
2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
9 #define CC_USE_MORPH 1
10 #define CC_MORPH_TARGET_COUNT 2
11 #define CC_MORPH_PRECOMPUTED 1
12 #define CC_MORPH_TARGET_HAS_POSITION 1
13 #define CC_MORPH_TARGET_HAS_NORMAL 1
14 #define CC_MORPH_TARGET_HAS_TANGENT 1
15 #define CC_USE_SKINNING 1
16 #define CC_USE_BAKED_ANIMATION 1
21 #define CC_FORWARD_ADD 1
22 #define CC_RECEIVE_SHADOW 1
27 #define CC_ENABLE_DIR_SHADOW 1
[deferred-lighting.effect|前向效果全开]
2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
9 #define CC_RECEIVE_SHADOW 1
13 #define CC_FORWARD_ADD 1
14 #define CC_ENABLE_DIR_SHADOW 1
16 #define CC_PIPELINE_TYPE 0
17 #define CC_FORCE_FORWARD_SHADING 1
[skybox|前向效果全开]
2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
[builtin-sprite.effect|前向效果全开]
4 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
5 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
6 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
7 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
8 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
9 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
10 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
12 #define CC_USE_EMBEDDED_ALPHA 1
[builtin-sprite-gpu.effect|前向效果全开]
2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
11 #define CC_USE_EMBEDDED_ALPHA 1
[builtin-wireframe.effect|前向效果全开]
2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
9 #define CC_USE_MORPH 1
10 #define CC_MORPH_TARGET_COUNT 2
11 #define CC_MORPH_PRECOMPUTED 1
12 #define CC_MORPH_TARGET_HAS_POSITION 1
13 #define CC_MORPH_TARGET_HAS_NORMAL 1
14 #define CC_MORPH_TARGET_HAS_TANGENT 1
15 #define CC_USE_SKINNING 1
16 #define CC_USE_BAKED_ANIMATION 1
[planar-shadow.effect|前向效果全开]
2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
9 #define CC_USE_MORPH 1
10 #define CC_MORPH_TARGET_COUNT 2
11 #define CC_MORPH_PRECOMPUTED 1
12 #define CC_MORPH_TARGET_HAS_POSITION 1
13 #define CC_MORPH_TARGET_HAS_NORMAL 1
14 #define CC_MORPH_TARGET_HAS_TANGENT 1
15 #define CC_USE_SKINNING 1
16 #define CC_USE_BAKED_ANIMATION 1
[batched-unlit.effect|前向效果全开]
2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1
3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024
4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024
5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128
6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128
7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0
8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0
9 #define CC_USE_MORPH 1
10 #define CC_MORPH_TARGET_COUNT 2
11 #define CC_MORPH_PRECOMPUTED 1
12 #define CC_MORPH_TARGET_HAS_POSITION 1
13 #define CC_MORPH_TARGET_HAS_NORMAL 1
14 #define CC_MORPH_TARGET_HAS_TANGENT 1
15 #define CC_USE_SKINNING 1
16 #define CC_USE_BAKED_ANIMATION 1
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