@types/three
Version:
TypeScript definitions for three
91 lines (58 loc) • 2.74 kB
TypeScript
import { Camera } from "../../cameras/Camera.js";
import { Layers } from "../../core/Layers.js";
import { RenderTarget, RenderTargetOptions } from "../../core/RenderTarget.js";
import { Vector4 } from "../../math/Vector4.js";
import Renderer from "../../renderers/common/Renderer.js";
import { Scene } from "../../scenes/Scene.js";
import { Texture } from "../../textures/Texture.js";
import TextureNode from "../accessors/TextureNode.js";
import MRTNode from "../core/MRTNode.js";
import Node from "../core/Node.js";
import TempNode from "../core/TempNode.js";
import { ShaderNodeObject } from "../tsl/TSLCore.js";
declare class PassTextureNode extends TextureNode {
passNode: PassNode;
constructor(passNode: PassNode, texture: Texture);
}
declare class PassMultipleTextureNode extends PassTextureNode {
textureName: string;
previousTexture: boolean;
constructor(passNode: PassNode, textureName: string, previousTexture?: boolean);
updateTexture(): void;
}
declare class PassNode extends TempNode {
scope: PassNodeScope;
scene: Scene;
camera: Camera;
renderTarget: RenderTarget;
readonly isPassNode: true;
constructor(scope: PassNodeScope, scene: Scene, camera: Camera, options?: RenderTargetOptions);
setResolution(resolution: number): this;
getResolution(): number;
setLayers(layers: Layers): this;
getLayers(): Layers;
setMRT(mrt: MRTNode | null): this;
getMRT(): MRTNode | null;
getTexture(name: string): Texture;
getPreviousTexture(name: string): Texture;
toggleTexture(name: string): void;
getTextureNode(name?: string): ShaderNodeObject<TextureNode>;
getPreviousTextureNode(name?: string): ShaderNodeObject<Node>;
getViewZNode(name?: string): ShaderNodeObject<Node>;
getLinearDepthNode(name?: string): ShaderNodeObject<Node>;
compileAsync(renderer: Renderer): Promise<void>;
setSize(width: number, height: number): void;
setScissor(x: number, y: number, width: number, height: number): void;
setScissor(x: Vector4): void;
setViewport(x: number, y: number, width: number, height: number): void;
setViewport(x: Vector4): void;
setPixelRatio(pixelRatio: number): void;
dispose(): void;
static COLOR: "color";
static DEPTH: "depth";
}
export type PassNodeScope = typeof PassNode.COLOR | typeof PassNode.DEPTH;
export default PassNode;
export const pass: (scene: Scene, camera: Camera, options?: RenderTargetOptions) => ShaderNodeObject<PassNode>;
export const passTexture: (pass: PassNode, texture: Texture) => ShaderNodeObject<PassTextureNode>;
export const depthPass: (scene: Scene, camera: Camera, options?: RenderTargetOptions) => ShaderNodeObject<PassNode>;