@awayjs/renderer
Version:
Renderer for AwayJS
69 lines • 2.75 kB
TypeScript
import { IAssetClass } from '@awayjs/core';
import { ContainerNode, INode } from '@awayjs/view';
import { IMaterial } from './base/IMaterial';
import { ITexture } from './base/ITexture';
import { Style } from './base/Style';
import { _IRender_MaterialClass } from './base/_IRender_MaterialClass';
import { _Render_RenderableBase } from './base/_Render_RenderableBase';
import { _Render_RendererMaterial } from './base/_Render_RendererMaterial';
import { _Stage_ElementsBase } from './base/_Stage_ElementsBase';
import { RendererBase } from './RendererBase';
import { RenderGroup } from './RenderGroup';
import { ImageTexture2D } from './textures/ImageTexture2D';
import { IRenderable } from './base/IRenderable';
export declare class CacheRenderer extends RendererBase implements IMaterial, IRenderable {
static assetType: string;
private _texture;
private _textures;
private _onTextureInvalidate;
private _onInvalidateSceneTransform;
private _onInvalidateColorTransform;
animateUVs: boolean;
bothSides: boolean;
curves: boolean;
imageRect: boolean;
useColorTransform: boolean;
alphaBlending: boolean;
alphaThreshold: number;
get assetType(): string;
/**
* The 2d texture to use as a bitmap cache.
*/
get texture(): ImageTexture2D;
set texture(value: ImageTexture2D);
constructor();
_onInvalidateElements(): void;
_onInvalidateMaterial(): void;
init(node: INode, group: RenderGroup): void;
render(enableDepthAndStencil?: boolean, surfaceSelector?: number, mipmapSelector?: number, maskConfig?: number): void;
_updateBounds(): void;
preActivateRenderPass(): void;
getNumTextures(): number;
getTextureAt(index: number): ITexture;
addTexture(texture: ITexture): void;
removeTexture(texture: ITexture): void;
/**
* Marks the shader programs for all passes as invalid, so they will be recompiled before the next use.
*
* @private
*/
invalidatePasses(): void;
/**
*
*/
enterNode(node: ContainerNode): boolean;
onInvalidate(): void;
onInvalidateSceneTransform(): void;
onInvalidateColorTransform(): void;
onClear(): void;
static registerMaterial(renderMaterialClass: _IRender_MaterialClass, materialClass: IAssetClass): void;
}
export declare class _Render_Renderer extends _Render_RenderableBase {
static assetType: string;
private _elements;
protected _getStageElements(): _Stage_ElementsBase;
draw(enableDepthAndStencil?: boolean, surfaceSelector?: number, mipmapSelector?: number, maskConfig?: number): void;
protected _getRenderMaterial(): _Render_RendererMaterial;
protected _getStyle(): Style;
}
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