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- import type { Nullable } from "../types";
- import { Scene } from "../scene";
- import type { ISceneComponent } from "../sceneComponent";
- import { PrePassRenderer } from "./prePassRenderer";
- import type { PrePassRenderTarget } from "../Materials/Textures/prePassRenderTarget";
- declare module "../abstractScene" {
- interface AbstractScene {
- /** @internal (Backing field) */
- _prePassRenderer: Nullable<PrePassRenderer>;
- /**
- * Gets or Sets the current prepass renderer associated to the scene.
- */
- prePassRenderer: Nullable<PrePassRenderer>;
- /**
- * Enables the prepass and associates it with the scene
- * @returns the PrePassRenderer
- */
- enablePrePassRenderer(): Nullable<PrePassRenderer>;
- /**
- * Disables the prepass associated with the scene
- */
- disablePrePassRenderer(): void;
- }
- }
- declare module "../Materials/Textures/renderTargetTexture" {
- interface RenderTargetTexture {
- /**
- * Gets or sets a boolean indicating that the prepass renderer should not be used with this render target
- */
- noPrePassRenderer: boolean;
- /** @internal */
- _prePassRenderTarget: Nullable<PrePassRenderTarget>;
- }
- }
- /**
- * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
- * in several rendering techniques.
- */
- export declare class PrePassRendererSceneComponent implements ISceneComponent {
- /**
- * The component name helpful to identify the component in the list of scene components.
- */
- readonly name = "PrePassRenderer";
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- private _beforeRenderTargetDraw;
- private _afterRenderTargetDraw;
- private _beforeRenderTargetClearStage;
- private _beforeCameraDraw;
- private _afterCameraDraw;
- private _beforeClearStage;
- private _beforeRenderingMeshStage;
- private _afterRenderingMeshStage;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Disposes the component and the associated resources
- */
- dispose(): void;
- }
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