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- import type { IMultiRenderTargetOptions } from "./multiRenderTarget";
- import { MultiRenderTarget } from "./multiRenderTarget";
- import type { Engine } from "../../Engines/engine";
- import type { RenderTargetTexture } from "./renderTargetTexture";
- import type { Scene } from "../../scene";
- import type { PostProcess } from "../../PostProcesses/postProcess";
- import { ImageProcessingPostProcess } from "../../PostProcesses/imageProcessingPostProcess";
- import type { Nullable } from "../../types";
- /**
- * A multi render target designed to render the prepass.
- * Prepass is a scene component used to render information in multiple textures
- * alongside with the scene materials rendering.
- * Note : This is an internal class, and you should NOT need to instanciate this.
- * Only the `PrePassRenderer` should instanciate this class.
- * It is more likely that you need a regular `MultiRenderTarget`
- * @internal
- */
- export declare class PrePassRenderTarget extends MultiRenderTarget {
- /**
- * @internal
- */
- _beforeCompositionPostProcesses: PostProcess[];
- /**
- * Image processing post process for composition
- */
- imageProcessingPostProcess: ImageProcessingPostProcess;
- /**
- * @internal
- */
- _engine: Engine;
- /**
- * @internal
- */
- _scene: Scene;
- /**
- * @internal
- */
- _outputPostProcess: Nullable<PostProcess>;
- /**
- * @internal
- */
- _internalTextureDirty: boolean;
- /**
- * Is this render target enabled for prepass rendering
- */
- enabled: boolean;
- /**
- * Render target associated with this prePassRenderTarget
- * If this is `null`, it means this prePassRenderTarget is associated with the scene
- */
- renderTargetTexture: Nullable<RenderTargetTexture>;
- constructor(name: string, renderTargetTexture: Nullable<RenderTargetTexture>, size: any, count: number, scene?: Scene, options?: IMultiRenderTargetOptions | undefined);
- /**
- * Creates a composition effect for this RT
- * @internal
- */
- _createCompositionEffect(): void;
- /**
- * Checks that the size of this RT is still adapted to the desired render size.
- * @internal
- */
- _checkSize(): void;
- /**
- * Changes the number of render targets in this MRT
- * Be careful as it will recreate all the data in the new texture.
- * @param count new texture count
- * @param options Specifies texture types and sampling modes for new textures
- * @param textureNames Specifies the names of the textures (optional)
- */
- updateCount(count: number, options?: IMultiRenderTargetOptions, textureNames?: string[]): void;
- /**
- * Resets the post processes chains applied to this RT.
- * @internal
- */
- _resetPostProcessChain(): void;
- /**
- * Diposes this render target
- */
- dispose(): void;
- }
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