@allincart-ag/dive
Version:
Allincart Spatial Framework
82 lines (81 loc) • 2.1 kB
TypeScript
import { WebGLRenderer } from 'three';
import { DIVEScene } from '../scene/Scene.ts';
import { DIVEPerspectiveCamera } from '../camera/PerspectiveCamera.ts';
export type DIVERenderPipelineSettings = {
/**
* The canvas to render to. When undefined, the canvas will be created automatically and reachable via the `diveInstance.canvas` property.
*
* @default undefined
*/
canvas: HTMLCanvasElement | undefined;
/**
* Whether to enable antialiasing
*
* @default true
*/
antialias: boolean;
/** Whether to enable alpha channel */
alpha: boolean;
/**
* Power preference for the WebGL context
*
* @default 'high-performance'
*/
powerPreference: 'high-performance' | 'low-power';
/**
* Precision of the shader
*
* @default 'highp'
*/
precision: 'highp' | 'mediump' | 'lowp';
/**
* Whether to enable stencil buffer
*
* @default false
*/
stencil: boolean;
/**
* Whether to enable depth buffer
*
* @default true
*/
depth: boolean;
/**
* Whether to use logarithmic depth buffer
*
* @default false
*/
logarithmicDepthBuffer: boolean;
/**
* Whether to enable shadows
*
* @default true
*/
shadows: boolean;
/**
* The quality of the shadows
*
* @default 'high'
*/
shadowQuality: 'high' | 'medium' | 'low';
};
export declare const DIVERenderPipelineDefaultSettings: Required<DIVERenderPipelineSettings>;
/**
* A changed version of the WebGLRenderer.
*
* Has to be started manually by calling StartRenderer().
*
* @module
*/
export declare class DIVERenderPipeline {
private _scene;
private _camera;
private _webglrenderer;
private _settings;
constructor(_scene: DIVEScene, _camera: DIVEPerspectiveCamera, settings?: Partial<DIVERenderPipelineSettings>);
get webglrenderer(): WebGLRenderer;
setCanvas(canvas: HTMLCanvasElement): void;
render(): void;
onResize(width: number, height: number): void;
dispose(): void;
}