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@types/three

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import { Camera } from "../../cameras/Camera.js"; import { ShadowMapType, TextureDataType, TimestampQuery, ToneMapping } from "../../constants.js"; import { BufferAttribute } from "../../core/BufferAttribute.js"; import { BufferGeometry, GeometryGroup } from "../../core/BufferGeometry.js"; import { Object3D } from "../../core/Object3D.js"; import { RenderTarget } from "../../core/RenderTarget.js"; import { Material } from "../../materials/Material.js"; import { Box2 } from "../../math/Box2.js"; import { Box3 } from "../../math/Box3.js"; import { ColorRepresentation } from "../../math/Color.js"; import { Vector2 } from "../../math/Vector2.js"; import { Vector3 } from "../../math/Vector3.js"; import { Vector4 } from "../../math/Vector4.js"; import MRTNode from "../../nodes/core/MRTNode.js"; import ComputeNode from "../../nodes/gpgpu/ComputeNode.js"; import LightsNode from "../../nodes/lighting/LightsNode.js"; import { Group } from "../../objects/Group.js"; import { Scene } from "../../scenes/Scene.js"; import { FramebufferTexture } from "../../textures/FramebufferTexture.js"; import { Texture } from "../../textures/Texture.js"; import Animation from "./Animation.js"; import Attributes from "./Attributes.js"; import Backend from "./Backend.js"; import Background from "./Background.js"; import Bindings from "./Bindings.js"; import ClippingContext from "./ClippingContext.js"; import Color4 from "./Color4.js"; import Geometries from "./Geometries.js"; import Info from "./Info.js"; import Lighting from "./Lighting.js"; import NodeLibrary from "./nodes/NodeLibrary.js"; import Nodes from "./nodes/Nodes.js"; import Pipelines from "./Pipelines.js"; import QuadMesh from "./QuadMesh.js"; import RenderBundle from "./RenderBundle.js"; import RenderBundles from "./RenderBundles.js"; import RenderContext from "./RenderContext.js"; import RenderContexts from "./RenderContexts.js"; import RenderList, { Bundle, RenderItem } from "./RenderList.js"; import RenderLists from "./RenderLists.js"; import RenderObjects from "./RenderObjects.js"; import Textures from "./Textures.js"; import XRManager from "./XRManager.js"; interface Rectangle { x: number; y: number; z: number; w: number; } interface DeviceLostInfo { api: "WebGL" | "WebGPU"; message: string; reason: string | null; originalEvent: unknown; } export interface RendererParameters { logarithmicDepthBuffer?: boolean | undefined; alpha?: boolean | undefined; depth?: boolean | undefined; stencil?: boolean | undefined; antialias?: boolean | undefined; samples?: number | undefined; getFallback?: ((error: unknown) => Backend) | null | undefined; colorBufferType?: TextureDataType | undefined; multiview?: boolean | undefined; } /** * Base class for renderers. */ declare class Renderer { readonly isRenderer: true; domElement: HTMLCanvasElement; backend: Backend; samples: number; autoClear: boolean; autoClearColor: boolean; autoClearDepth: boolean; autoClearStencil: boolean; alpha: boolean; logarithmicDepthBuffer: boolean; outputColorSpace: string; toneMapping: ToneMapping; toneMappingExposure: number; sortObjects: boolean; depth: boolean; stencil: boolean; info: Info; library: NodeLibrary; lighting: Lighting; _getFallback: ((error: unknown) => Backend) | null; _pixelRatio: number; _width: number; _height: number; _viewport: Vector4; _scissor: Vector4; _scissorTest: boolean; _attributes: Attributes | null; _geometries: Geometries | null; _nodes: Nodes | null; _animation: Animation | null; _bindings: Bindings | null; _objects: RenderObjects | null; _pipelines: Pipelines | null; _bundles: RenderBundles | null; _renderLists: RenderLists | null; _renderContexts: RenderContexts | null; _textures: Textures | null; _background: Background | null; _quad: QuadMesh; _currentRenderContext: RenderContext | null; _opaqueSort: ((a: RenderItem, b: RenderItem) => number) | null; _transparentSort: ((a: RenderItem, b: RenderItem) => number) | null; _frameBufferTarget: RenderTarget | null; _clearColor: Color4; _clearDepth: number; _clearStencil: number; _renderTarget: RenderTarget | null; _activeCubeFace: number; _activeMipmapLevel: number; _outputRenderTarget: RenderTarget | null; _mrt: MRTNode | null; _renderObjectFunction: | (( object: Object3D, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: GeometryGroup, lightsNode: LightsNode, clippingContext: ClippingContext | null, passId: string | null, ) => void) | null; _currentRenderObjectFunction: | (( object: Object3D, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: GeometryGroup, lightsNode: LightsNode, clippingContext: ClippingContext | null, passId: string | null, ) => void) | null; _currentRenderBundle: RenderBundle | null; _handleObjectFunction: ( object: Object3D, material: Material, scene: Scene, camera: Camera, lightsNode: LightsNode, group: GeometryGroup, clippingContext: ClippingContext | null, passId?: string, ) => void; _isDeviceLost: boolean; onDeviceLost: (info: DeviceLostInfo) => void; _colorBufferType: TextureDataType; _initialized: boolean; _initPromise: Promise<this> | null; _compilationPromises: Promise<void>[] | null; transparent: boolean; opaque: boolean; shadowMap: { enabled: boolean; type: ShadowMapType | null; }; xr: XRManager; debug: { checkShaderErrors: boolean; onShaderError: | (( gl: WebGL2RenderingContext, programGPU: WebGLProgram, glVertexShader: WebGLShader, glFragmentShader: WebGLShader, ) => void) | null; getShaderAsync: (scene: Scene, camera: Camera, object: Object3D) => Promise<{ fragmentShader: string | null; vertexShader: string | null; }>; }; localClippingEnabled?: boolean | undefined; /** * Renderer options. * * @typedef {Object} Renderer~Options * @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not. * @property {boolean} [alpha=true] - Whether the default framebuffer (which represents the final contents of the canvas) should be transparent or opaque. * @property {boolean} [depth=true] - Whether the default framebuffer should have a depth buffer or not. * @property {boolean} [stencil=false] - Whether the default framebuffer should have a stencil buffer or not. * @property {boolean} [antialias=false] - Whether MSAA as the default anti-aliasing should be enabled or not. * @property {number} [samples=0] - When `antialias` is `true`, `4` samples are used by default. This parameter can set to any other integer value than 0 * to overwrite the default. * @property {?Function} [getFallback=null] - This callback function can be used to provide a fallback backend, if the primary backend can't be targeted. * @property {number} [colorBufferType=HalfFloatType] - Defines the type of color buffers. The default `HalfFloatType` is recommend for best * quality. To save memory and bandwidth, `UnsignedByteType` might be used. This will reduce rendering quality though. * @property {boolean} [multiview=false] - If set to `true`, the renderer will use multiview during WebXR rendering if supported. */ /** * Constructs a new renderer. * * @param {Backend} backend - The backend the renderer is targeting (e.g. WebGPU or WebGL 2). * @param {Renderer~Options} [parameters] - The configuration parameter. */ constructor(backend: Backend, parameters?: RendererParameters); /** * Initializes the renderer so it is ready for usage. * * @async * @return {Promise<this>} A Promise that resolves when the renderer has been initialized. */ init(): Promise<this>; /** * The coordinate system of the renderer. The value of this property * depends on the selected backend. Either `THREE.WebGLCoordinateSystem` or * `THREE.WebGPUCoordinateSystem`. * * @readonly * @type {number} */ get coordinateSystem(): import("../../constants.js").CoordinateSystem; /** * Compiles all materials in the given scene. This can be useful to avoid a * phenomenon which is called "shader compilation stutter", which occurs when * rendering an object with a new shader for the first time. * * If you want to add a 3D object to an existing scene, use the third optional * parameter for applying the target scene. Note that the (target) scene's lighting * and environment must be configured before calling this method. * * @async * @param {Object3D} scene - The scene or 3D object to precompile. * @param {Camera} camera - The camera that is used to render the scene. * @param {?Scene} targetScene - If the first argument is a 3D object, this parameter must represent the scene the 3D object is going to be added. * @return {Promise<Array|undefined>} A Promise that resolves when the compile has been finished. */ compileAsync(scene: Object3D, camera: Camera, targetScene?: Scene | null): Promise<void>; /** * Renders the scene in an async fashion. * * @async * @param {Object3D} scene - The scene or 3D object to render. * @param {Camera} camera - The camera. * @return {Promise} A Promise that resolves when the render has been finished. */ renderAsync(scene: Object3D, camera: Camera): Promise<void>; /** * Can be used to synchronize CPU operations with GPU tasks. So when this method is called, * the CPU waits for the GPU to complete its operation (e.g. a compute task). * * @async * @return {Promise} A Promise that resolves when synchronization has been finished. */ waitForGPU(): Promise<void>; /** * Enables or disables high precision for model-view and normal-view matrices. * When enabled, will use CPU 64-bit precision for higher precision instead of GPU 32-bit for higher performance. * * NOTE: 64-bit precision is not compatible with `InstancedMesh` and `SkinnedMesh`. * * @param {boolean} value - Whether to enable or disable high precision. * @type {boolean} */ set highPrecision(value: boolean); /** * Returns whether high precision is enabled or not. * * @return {boolean} Whether high precision is enabled or not. * @type {boolean} */ get highPrecision(): boolean; /** * Sets the given MRT configuration. * * @param {MRTNode} mrt - The MRT node to set. * @return {Renderer} A reference to this renderer. */ setMRT(mrt: MRTNode | null): this; /** * Returns the MRT configuration. * * @return {MRTNode} The MRT configuration. */ getMRT(): MRTNode | null; /** * Returns the color buffer type. * * @return {number} The color buffer type. */ getColorBufferType(): TextureDataType; /** * Default implementation of the device lost callback. * * @private * @param {Object} info - Information about the context lost. */ _onDeviceLost(info: DeviceLostInfo): void; /** * Renders the given render bundle. * * @private * @param {Object} bundle - Render bundle data. * @param {Scene} sceneRef - The scene the render bundle belongs to. * @param {LightsNode} lightsNode - The lights node. */ _renderBundle(bundle: Bundle, sceneRef: Scene, lightsNode: LightsNode): void; /** * Renders the scene or 3D object with the given camera. This method can only be called * if the renderer has been initialized. * * The target of the method is the default framebuffer (meaning the canvas) * or alternatively a render target when specified via `setRenderTarget()`. * * @param {Object3D} scene - The scene or 3D object to render. * @param {Camera} camera - The camera to render the scene with. * @return {?Promise} A Promise that resolve when the scene has been rendered. * Only returned when the renderer has not been initialized. */ render(scene: Object3D, camera: Camera): Promise<void> | undefined; /** * Returns an internal render target which is used when computing the output tone mapping * and color space conversion. Unlike in `WebGLRenderer`, this is done in a separate render * pass and not inline to achieve more correct results. * * @private * @return {?RenderTarget} The render target. The method returns `null` if no output conversion should be applied. */ _getFrameBufferTarget(): RenderTarget<Texture> | null; /** * Renders the scene or 3D object with the given camera. * * @private * @param {Object3D} scene - The scene or 3D object to render. * @param {Camera} camera - The camera to render the scene with. * @param {boolean} [useFrameBufferTarget=true] - Whether to use a framebuffer target or not. * @return {RenderContext} The current render context. */ _renderScene(scene: Object3D, camera: Camera, useFrameBufferTarget?: boolean): RenderContext | undefined; _setXRLayerSize(width: number, height: number): void; /** * The output pass performs tone mapping and color space conversion. * * @private * @param {RenderTarget} renderTarget - The current render target. */ _renderOutput(renderTarget: RenderTarget): void; /** * Returns the maximum available anisotropy for texture filtering. * * @return {number} The maximum available anisotropy. */ getMaxAnisotropy(): number; /** * Returns the active cube face. * * @return {number} The active cube face. */ getActiveCubeFace(): number; /** * Returns the active mipmap level. * * @return {number} The active mipmap level. */ getActiveMipmapLevel(): number; /** * Applications are advised to always define the animation loop * with this method and not manually with `requestAnimationFrame()` * for best compatibility. * * @async * @param {?Function} callback - The application's animation loop. * @return {Promise} A Promise that resolves when the set has been executed. */ setAnimationLoop(callback: ((time: DOMHighResTimeStamp, frame?: XRFrame) => void) | null): Promise<void>; /** * Can be used to transfer buffer data from a storage buffer attribute * from the GPU to the CPU in context of compute shaders. * * @async * @param {StorageBufferAttribute} attribute - The storage buffer attribute. * @return {Promise<ArrayBuffer>} A promise that resolves with the buffer data when the data are ready. */ getArrayBufferAsync(attribute: BufferAttribute): Promise<ArrayBuffer>; /** * Returns the rendering context. * * @return {GPUCanvasContext|WebGL2RenderingContext} The rendering context. */ getContext(): void; /** * Returns the pixel ratio. * * @return {number} The pixel ratio. */ getPixelRatio(): number; /** * Returns the drawing buffer size in physical pixels. This method honors the pixel ratio. * * @param {Vector2} target - The method writes the result in this target object. * @return {Vector2} The drawing buffer size. */ getDrawingBufferSize(target: Vector2): Vector2; /** * Returns the renderer's size in logical pixels. This method does not honor the pixel ratio. * * @param {Vector2} target - The method writes the result in this target object. * @return {Vector2} The renderer's size in logical pixels. */ getSize(target: Vector2): Vector2; /** * Sets the given pixel ratio and resizes the canvas if necessary. * * @param {number} [value=1] - The pixel ratio. */ setPixelRatio(value?: number): void; /** * This method allows to define the drawing buffer size by specifying * width, height and pixel ratio all at once. The size of the drawing * buffer is computed with this formula: * ```js * size.x = width * pixelRatio; * size.y = height * pixelRatio; * ``` * * @param {number} width - The width in logical pixels. * @param {number} height - The height in logical pixels. * @param {number} pixelRatio - The pixel ratio. */ setDrawingBufferSize(width: number, height: number, pixelRatio: number): void; /** * Sets the size of the renderer. * * @param {number} width - The width in logical pixels. * @param {number} height - The height in logical pixels. * @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not. */ setSize(width: number, height: number, updateStyle?: boolean): void; /** * Defines a manual sort function for the opaque render list. * Pass `null` to use the default sort. * * @param {Function} method - The sort function. */ setOpaqueSort(method: ((a: RenderItem, b: RenderItem) => number) | null): void; /** * Defines a manual sort function for the transparent render list. * Pass `null` to use the default sort. * * @param {Function} method - The sort function. */ setTransparentSort(method: ((a: RenderItem, b: RenderItem) => number) | null): void; /** * Returns the scissor rectangle. * * @param {Vector4} target - The method writes the result in this target object. * @return {Vector4} The scissor rectangle. */ getScissor(target: Vector4): Vector4; /** * Defines the scissor rectangle. * * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the box in logical pixel unit. * Instead of passing four arguments, the method also works with a single four-dimensional vector. * @param {number} y - The vertical coordinate for the lower left corner of the box in logical pixel unit. * @param {number} width - The width of the scissor box in logical pixel unit. * @param {number} height - The height of the scissor box in logical pixel unit. */ setScissor(x: Vector4): void; setScissor(x: number, y: number, width: number, height: number): void; /** * Returns the scissor test value. * * @return {boolean} Whether the scissor test should be enabled or not. */ getScissorTest(): boolean; /** * Defines the scissor test. * * @param {boolean} boolean - Whether the scissor test should be enabled or not. */ setScissorTest(boolean: boolean): void; /** * Returns the viewport definition. * * @param {Vector4} target - The method writes the result in this target object. * @return {Vector4} The viewport definition. */ getViewport(target: Vector4): Vector4; /** * Defines the viewport. * * @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit. * @param {number} y - The vertical coordinate for the lower left corner of the viewport origin in logical pixel unit. * @param {number} width - The width of the viewport in logical pixel unit. * @param {number} height - The height of the viewport in logical pixel unit. * @param {number} minDepth - The minimum depth value of the viewport. WebGPU only. * @param {number} maxDepth - The maximum depth value of the viewport. WebGPU only. */ setViewport(x: Vector4): void; setViewport(x: number, y: number, width: number, height: number, minDepth?: number, maxDepth?: number): void; /** * Returns the clear color. * * @param {Color} target - The method writes the result in this target object. * @return {Color} The clear color. */ getClearColor(target: Color4): Color4; /** * Defines the clear color and optionally the clear alpha. * * @param {Color} color - The clear color. * @param {number} [alpha=1] - The clear alpha. */ setClearColor(color: ColorRepresentation, alpha?: number): void; /** * Returns the clear alpha. * * @return {number} The clear alpha. */ getClearAlpha(): number; /** * Defines the clear alpha. * * @param {number} alpha - The clear alpha. */ setClearAlpha(alpha: number): void; /** * Returns the clear depth. * * @return {number} The clear depth. */ getClearDepth(): number; /** * Defines the clear depth. * * @param {number} depth - The clear depth. */ setClearDepth(depth: number): void; /** * Returns the clear stencil. * * @return {number} The clear stencil. */ getClearStencil(): number; /** * Defines the clear stencil. * * @param {number} stencil - The clear stencil. */ setClearStencil(stencil: number): void; /** * This method performs an occlusion query for the given 3D object. * It returns `true` if the given 3D object is fully occluded by other * 3D objects in the scene. * * @param {Object3D} object - The 3D object to test. * @return {boolean} Whether the 3D object is fully occluded or not. */ isOccluded(object: Object3D): boolean | null; /** * Performs a manual clear operation. This method ignores `autoClear` properties. * * @param {boolean} [color=true] - Whether the color buffer should be cleared or not. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not. * @return {Promise} A Promise that resolves when the clear operation has been executed. * Only returned when the renderer has not been initialized. */ clear(color?: boolean, depth?: boolean, stencil?: boolean): Promise<void> | undefined; /** * Performs a manual clear operation of the color buffer. This method ignores `autoClear` properties. * * @return {Promise} A Promise that resolves when the clear operation has been executed. * Only returned when the renderer has not been initialized. */ clearColor(): Promise<void> | undefined; /** * Performs a manual clear operation of the depth buffer. This method ignores `autoClear` properties. * * @return {Promise} A Promise that resolves when the clear operation has been executed. * Only returned when the renderer has not been initialized. */ clearDepth(): Promise<void> | undefined; /** * Performs a manual clear operation of the stencil buffer. This method ignores `autoClear` properties. * * @return {Promise} A Promise that resolves when the clear operation has been executed. * Only returned when the renderer has not been initialized. */ clearStencil(): Promise<void> | undefined; /** * Async version of {@link Renderer#clear}. * * @async * @param {boolean} [color=true] - Whether the color buffer should be cleared or not. * @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not. * @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not. * @return {Promise} A Promise that resolves when the clear operation has been executed. */ clearAsync(color?: boolean, depth?: boolean, stencil?: boolean): Promise<void>; /** * Async version of {@link Renderer#clearColor}. * * @async * @return {Promise} A Promise that resolves when the clear operation has been executed. */ clearColorAsync(): Promise<void>; /** * Async version of {@link Renderer#clearDepth}. * * @async * @return {Promise} A Promise that resolves when the clear operation has been executed. */ clearDepthAsync(): Promise<void>; /** * Async version of {@link Renderer#clearStencil}. * * @async * @return {Promise} A Promise that resolves when the clear operation has been executed. */ clearStencilAsync(): Promise<void>; /** * The current tone mapping of the renderer. When not producing screen output, * the tone mapping is always `NoToneMapping`. * * @type {number} */ get currentToneMapping(): ToneMapping; /** * The current color space of the renderer. When not producing screen output, * the color space is always the working color space. * * @type {string} */ get currentColorSpace(): string; /** * Returns `true` if the rendering settings are set to screen output. * * @returns {boolean} True if the current render target is the same of output render target or `null`, otherwise false. */ get isOutputTarget(): boolean; /** * Frees all internal resources of the renderer. Call this method if the renderer * is no longer in use by your app. */ dispose(): void; /** * Sets the given render target. Calling this method means the renderer does not * target the default framebuffer (meaning the canvas) anymore but a custom framebuffer. * Use `null` as the first argument to reset the state. * * @param {?RenderTarget} renderTarget - The render target to set. * @param {number} [activeCubeFace=0] - The active cube face. * @param {number} [activeMipmapLevel=0] - The active mipmap level. */ setRenderTarget(renderTarget: RenderTarget | null, activeCubeFace?: number, activeMipmapLevel?: number): void; /** * Returns the current render target. * * @return {?RenderTarget} The render target. Returns `null` if no render target is set. */ getRenderTarget(): RenderTarget<Texture> | null; /** * Sets the output render target for the renderer. * * @param {Object} renderTarget - The render target to set as the output target. */ setOutputRenderTarget(renderTarget: RenderTarget | null): void; /** * Returns the current output target. * * @return {?RenderTarget} The current output render target. Returns `null` if no output target is set. */ getOutputRenderTarget(): RenderTarget<Texture> | null; /** * Resets the renderer to the initial state before WebXR started. */ _resetXRState(): void; /** * Callback for {@link Renderer#setRenderObjectFunction}. * * @callback renderObjectFunction * @param {Object3D} object - The 3D object. * @param {Scene} scene - The scene the 3D object belongs to. * @param {Camera} camera - The camera the object should be rendered with. * @param {BufferGeometry} geometry - The object's geometry. * @param {Material} material - The object's material. * @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`. * @param {LightsNode} lightsNode - The current lights node. * @param {ClippingContext} clippingContext - The clipping context. * @param {?string} [passId=null] - An optional ID for identifying the pass. */ /** * Sets the given render object function. Calling this method overwrites the default implementation * which is {@link Renderer#renderObject}. Defining a custom function can be useful * if you want to modify the way objects are rendered. For example you can define things like "every * object that has material of a certain type should perform a pre-pass with a special overwrite material". * The custom function must always call `renderObject()` in its implementation. * * Use `null` as the first argument to reset the state. * * @param {?renderObjectFunction} renderObjectFunction - The render object function. */ setRenderObjectFunction( renderObjectFunction: | (( object: Object3D, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: GeometryGroup, lightsNode: LightsNode, ) => void) | null, ): void; /** * Returns the current render object function. * * @return {?Function} The current render object function. Returns `null` if no function is set. */ getRenderObjectFunction(): | (( object: Object3D, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: GeometryGroup, lightsNode: LightsNode, clippingContext: ClippingContext | null, passId: string | null, ) => void) | null; /** * Execute a single or an array of compute nodes. This method can only be called * if the renderer has been initialized. * * @param {Node|Array<Node>} computeNodes - The compute node(s). * @param {Array<number>|number} [dispatchSizeOrCount=null] - Array with [ x, y, z ] values for dispatch or a single number for the count. * @return {Promise|undefined} A Promise that resolve when the compute has finished. Only returned when the renderer has not been initialized. */ compute( computeNodes: ComputeNode | ComputeNode[], dispatchSizeOrCount?: number[] | number | null, ): Promise<void> | undefined; /** * Execute a single or an array of compute nodes. * * @async * @param {Node|Array<Node>} computeNodes - The compute node(s). * @param {Array<number>|number} [dispatchSizeOrCount=null] - Array with [ x, y, z ] values for dispatch or a single number for the count. * @return {Promise} A Promise that resolve when the compute has finished. */ computeAsync( computeNodes: ComputeNode | ComputeNode[], dispatchSizeOrCount?: number[] | number | null, ): Promise<void>; /** * Checks if the given feature is supported by the selected backend. * * @async * @param {string} name - The feature's name. * @return {Promise<boolean>} A Promise that resolves with a bool that indicates whether the feature is supported or not. */ hasFeatureAsync(name: string): Promise<void>; resolveTimestampsAsync(type?: TimestampQuery): Promise<number | undefined>; /** * Checks if the given feature is supported by the selected backend. If the * renderer has not been initialized, this method always returns `false`. * * @param {string} name - The feature's name. * @return {boolean} Whether the feature is supported or not. */ hasFeature(name: string): false | void; /** * Returns `true` when the renderer has been initialized. * * @return {boolean} Whether the renderer has been initialized or not. */ hasInitialized(): boolean; /** * Initializes the given textures. Useful for preloading a texture rather than waiting until first render * (which can cause noticeable lags due to decode and GPU upload overhead). * * @async * @param {Texture} texture - The texture. * @return {Promise} A Promise that resolves when the texture has been initialized. */ initTextureAsync(texture: Texture): Promise<void>; /** * Initializes the given texture. Useful for preloading a texture rather than waiting until first render * (which can cause noticeable lags due to decode and GPU upload overhead). * * This method can only be used if the renderer has been initialized. * * @param {Texture} texture - The texture. */ initTexture(texture: Texture): void; /** * Copies the current bound framebuffer into the given texture. * * @param {FramebufferTexture} framebufferTexture - The texture. * @param {?Vector2|Vector4} [rectangle=null] - A two or four dimensional vector that defines the rectangular portion of the framebuffer that should be copied. */ copyFramebufferToTexture(framebufferTexture: FramebufferTexture, rectangle?: Rectangle | null): void; /** * Copies data of the given source texture into a destination texture. * * @param {Texture} srcTexture - The source texture. * @param {Texture} dstTexture - The destination texture. * @param {Box2|Box3} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional. * @param {Vector2|Vector3} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional. * @param {number} [srcLevel=0] - The source mip level to copy from. * @param {number} [dstLevel=0] - The destination mip level to copy to. */ copyTextureToTexture( srcTexture: Texture, dstTexture: Texture, srcRegion?: Box2 | Box3 | null, dstPosition?: Vector2 | Vector3 | null, srcLevel?: number, dstLevel?: number, ): void; /** * Reads pixel data from the given render target. * * @async * @param {RenderTarget} renderTarget - The render target to read from. * @param {number} x - The `x` coordinate of the copy region's origin. * @param {number} y - The `y` coordinate of the copy region's origin. * @param {number} width - The width of the copy region. * @param {number} height - The height of the copy region. * @param {number} [textureIndex=0] - The texture index of a MRT render target. * @param {number} [faceIndex=0] - The active cube face index. * @return {Promise<TypedArray>} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array. */ readRenderTargetPixelsAsync( renderTarget: RenderTarget, x: number, y: number, width: number, height: number, textureIndex?: number, faceIndex?: number, ): Promise<import("../../core/BufferAttribute.js").TypedArray>; /** * Analyzes the given 3D object's hierarchy and builds render lists from the * processed hierarchy. * * @param {Object3D} object - The 3D object to process (usually a scene). * @param {Camera} camera - The camera the object is rendered with. * @param {number} groupOrder - The group order is derived from the `renderOrder` of groups and is used to group 3D objects within groups. * @param {RenderList} renderList - The current render list. * @param {ClippingContext} clippingContext - The current clipping context. */ _projectObject( object: Object3D, camera: Camera, groupOrder: number, renderList: RenderList, clippingContext: ClippingContext | null, ): void; /** * Renders the given render bundles. * * @private * @param {Array<Object>} bundles - Array with render bundle data. * @param {Scene} sceneRef - The scene the render bundles belong to. * @param {LightsNode} lightsNode - The current lights node. */ _renderBundles(bundles: Bundle[], sceneRef: Scene, lightsNode: LightsNode): void; /** * Renders the transparent objects from the given render lists. * * @private * @param {Array<Object>} renderList - The transparent render list. * @param {Array<Object>} doublePassList - The list of transparent objects which require a double pass (e.g. because of transmission). * @param {Camera} camera - The camera the render list should be rendered with. * @param {Scene} scene - The scene the render list belongs to. * @param {LightsNode} lightsNode - The current lights node. */ _renderTransparents( renderList: RenderItem[], doublePassList: RenderItem[], camera: Camera, scene: Scene, lightsNode: LightsNode, ): void; /** * Renders the objects from the given render list. * * @private * @param {Array<Object>} renderList - The render list. * @param {Camera} camera - The camera the render list should be rendered with. * @param {Scene} scene - The scene the render list belongs to. * @param {LightsNode} lightsNode - The current lights node. * @param {?string} [passId=null] - An optional ID for identifying the pass. */ _renderObjects( renderList: RenderItem[], camera: Camera, scene: Scene, lightsNode: LightsNode, passId?: string | null, ): void; /** * This method represents the default render object function that manages the render lifecycle * of the object. * * @param {Object3D} object - The 3D object. * @param {Scene} scene - The scene the 3D object belongs to. * @param {Camera} camera - The camera the object should be rendered with. * @param {BufferGeometry} geometry - The object's geometry. * @param {Material} material - The object's material. * @param {?Object} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`. * @param {LightsNode} lightsNode - The current lights node. * @param {?ClippingContext} clippingContext - The clipping context. * @param {?string} [passId=null] - An optional ID for identifying the pass. */ renderObject( object: Object3D, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: GeometryGroup, lightsNode: LightsNode, clippingContext?: ClippingContext | null, passId?: string | null, ): void; /** * This method represents the default `_handleObjectFunction` implementation which creates * a render object from the given data and performs the draw command with the selected backend. * * @private * @param {Object3D} object - The 3D object. * @param {Material} material - The object's material. * @param {Scene} scene - The scene the 3D object belongs to. * @param {Camera} camera - The camera the object should be rendered with. * @param {LightsNode} lightsNode - The current lights node. * @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`. * @param {ClippingContext} clippingContext - The clipping context. * @param {string} [passId] - An optional ID for identifying the pass. */ _renderObjectDirect( object: Object3D, material: Material, scene: Scene, camera: Camera, lightsNode: LightsNode, group: GeometryGroup, clippingContext: ClippingContext | null, passId?: string, ): void; /** * A different implementation for `_handleObjectFunction` which only makes sure the object is ready for rendering. * Used in `compileAsync()`. * * @private * @param {Object3D} object - The 3D object. * @param {Material} material - The object's material. * @param {Scene} scene - The scene the 3D object belongs to. * @param {Camera} camera - The camera the object should be rendered with. * @param {LightsNode} lightsNode - The current lights node. * @param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`. * @param {ClippingContext} clippingContext - The clipping context. * @param {string} [passId] - An optional ID for identifying the pass. */ _createObjectPipeline( object: Object3D, material: Material, scene: Scene, camera: Camera, lightsNode: LightsNode, group: Group, clippingContext: ClippingContext | null, passId?: string, ): void; /** * Alias for `compileAsync()`. * * @method * @param {Object3D} scene - The scene or 3D object to precompile. * @param {Camera} camera - The camera that is used to render the scene. * @param {Scene} targetScene - If the first argument is a 3D object, this parameter must represent the scene the 3D object is going to be added. * @return {function(Object3D, Camera, ?Scene): Promise|undefined} A Promise that resolves when the compile has been finished. */ get compile(): (scene: Object3D, camera: Camera, targetScene?: Scene | null) => Promise<void>; } export default Renderer;