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@awayjs/renderer

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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; } //# sourceMappingURL=CacheRenderer.d.ts.map