@babylonjs/core
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TypeScript
import type { IMultiRenderTargetOptions } from "./multiRenderTarget.js";
import { MultiRenderTarget } from "./multiRenderTarget.js";
import type { Engine } from "../../Engines/engine.js";
import type { RenderTargetTexture } from "./renderTargetTexture.js";
import type { Scene } from "../../scene.js";
import type { PostProcess } from "../../PostProcesses/postProcess.js";
import { ImageProcessingPostProcess } from "../../PostProcesses/imageProcessingPostProcess.js";
import type { Nullable } from "../../types.js";
/**
* 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);
/**
* 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;
}