@types/three
Version:
TypeScript definitions for three
1,430 lines (1,427 loc) • 54.2 kB
TypeScript
import { Camera } from "../../cameras/Camera.js";
import { CoordinateSystem, ShadowMapType, TextureDataType, TimestampQuery, ToneMapping } from "../../constants.js";
import { BufferAttribute, TypedArray } 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 ContextNode from "../../nodes/core/ContextNode.js";
import MRTNode from "../../nodes/core/MRTNode.js";
import ComputeNode from "../../nodes/gpgpu/ComputeNode.js";
import LightsNode from "../../nodes/lighting/LightsNode.js";
import { Scene } from "../../scenes/Scene.js";
import { FramebufferTexture } from "../../textures/FramebufferTexture.js";
import { Texture } from "../../textures/Texture.js";
import Backend from "./Backend.js";
import CanvasTarget from "./CanvasTarget.js";
import ClippingContext from "./ClippingContext.js";
import Color4 from "./Color4.js";
import IndirectStorageBufferAttribute from "./IndirectStorageBufferAttribute.js";
import Info from "./Info.js";
import InspectorBase from "./InspectorBase.js";
import Lighting from "./Lighting.js";
import NodeLibrary from "./nodes/NodeLibrary.js";
import { RenderItem } from "./RenderList.js";
import StorageBufferAttribute from "./StorageBufferAttribute.js";
import XRManager from "./XRManager.js";
interface DeviceLostInfo {
api: "WebGL" | "WebGPU";
message: string;
reason: string | null;
originalEvent: unknown;
}
export interface RendererParameters {
logarithmicDepthBuffer?: boolean | undefined;
reversedDepthBuffer?: boolean | undefined;
alpha?: boolean | undefined;
depth?: boolean | undefined;
stencil?: boolean | undefined;
antialias?: boolean | undefined;
samples?: number | undefined;
getFallback?: ((error: unknown) => Backend) | null | undefined;
outputBufferType?: TextureDataType | undefined;
multiview?: boolean | undefined;
}
/**
* Base class for renderers.
*/
declare class Renderer {
/**
* Renderer options.
*
* @typedef {Object} Renderer~Options
* @property {boolean} [logarithmicDepthBuffer=false] - Whether logarithmic depth buffer is enabled or not.
* @property {boolean} [reversedDepthBuffer=false] - Whether reversed 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} [outputBufferType=HalfFloatType] - Defines the type of output 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);
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
readonly isRenderer: boolean;
/**
* A reference to the current backend.
*
* @type {Backend}
*/
backend: Backend;
/**
* Whether the renderer should automatically clear the current rendering target
* before execute a `render()` call. The target can be the canvas (default framebuffer)
* or the current bound render target (custom framebuffer).
*
* @type {boolean}
* @default true
*/
autoClear: boolean;
/**
* When `autoClear` is set to `true`, this property defines whether the renderer
* should clear the color buffer.
*
* @type {boolean}
* @default true
*/
autoClearColor: boolean;
/**
* When `autoClear` is set to `true`, this property defines whether the renderer
* should clear the depth buffer.
*
* @type {boolean}
* @default true
*/
autoClearDepth: boolean;
/**
* When `autoClear` is set to `true`, this property defines whether the renderer
* should clear the stencil buffer.
*
* @type {boolean}
* @default true
*/
autoClearStencil: boolean;
/**
* Whether the default framebuffer should be transparent or opaque.
*
* @type {boolean}
* @default true
*/
alpha: boolean;
/**
* Whether logarithmic depth buffer is enabled or not.
*
* @type {boolean}
* @default false
* @readonly
*/
readonly logarithmicDepthBuffer: boolean;
/**
* Whether reversed depth buffer is enabled or not.
*
* @type {boolean}
* @default false
* @readonly
*/
readonly reversedDepthBuffer: boolean;
/**
* Defines the output color space of the renderer.
*
* @type {string}
* @default SRGBColorSpace
*/
outputColorSpace: string;
/**
* Defines the tone mapping of the renderer.
*
* @type {number}
* @default NoToneMapping
*/
toneMapping: ToneMapping;
/**
* Defines the tone mapping exposure.
*
* @type {number}
* @default 1
*/
toneMappingExposure: number;
/**
* Whether the renderer should sort its render lists or not.
*
* Note: Sorting is used to attempt to properly render objects that have some degree of transparency.
* By definition, sorting objects may not work in all cases. Depending on the needs of application,
* it may be necessary to turn off sorting and use other methods to deal with transparency rendering
* e.g. manually determining each object's rendering order.
*
* @type {boolean}
* @default true
*/
sortObjects: boolean;
/**
* Whether the default framebuffer should have a depth buffer or not.
*
* @type {boolean}
* @default true
*/
depth: boolean;
/**
* Whether the default framebuffer should have a stencil buffer or not.
*
* @type {boolean}
* @default false
*/
stencil: boolean;
/**
* Holds a series of statistical information about the GPU memory
* and the rendering process. Useful for debugging and monitoring.
*
* @type {Info}
*/
info: Info;
/**
* A global context node that stores override nodes for specific transformations or calculations.
* These nodes can be used to replace default behavior in the rendering pipeline.
*
* @type {ContextNode}
* @property {Object} value - The context value object.
*/
contextNode: ContextNode<unknown>;
/**
* The node library defines how certain library objects like materials, lights
* or tone mapping functions are mapped to node types. This is required since
* although instances of classes like `MeshBasicMaterial` or `PointLight` can
* be part of the scene graph, they are internally represented as nodes for
* further processing.
*
* @type {NodeLibrary}
*/
library: NodeLibrary;
/**
* A map-like data structure for managing lights.
*
* @type {Lighting}
*/
lighting: Lighting;
/**
* The number of MSAA samples.
*
* @private
* @type {number}
* @default 0
*/
private _samples;
/**
* Callback when the canvas has been resized.
*
* @private
*/
private _onCanvasTargetResize;
/**
* The canvas target for rendering.
*
* @private
* @type {CanvasTarget}
*/
private _canvasTarget;
/**
* The inspector provides information about the internal renderer state.
*
* @private
* @type {InspectorBase}
*/
private _inspector;
/**
* This callback function can be used to provide a fallback backend, if the primary backend can't be targeted.
*
* @private
* @type {?Function}
*/
private _getFallback;
/**
* A reference to a renderer module for managing shader attributes.
*
* @private
* @type {?Attributes}
* @default null
*/
private _attributes;
/**
* A reference to a renderer module for managing geometries.
*
* @private
* @type {?Geometries}
* @default null
*/
private _geometries;
/**
* A reference to a renderer module for managing node related logic.
*
* @private
* @type {?NodeManager}
* @default null
*/
private _nodes;
/**
* A reference to a renderer module for managing the internal animation loop.
*
* @private
* @type {?Animation}
* @default null
*/
private _animation;
/**
* A reference to a renderer module for managing shader program bindings.
*
* @private
* @type {?Bindings}
* @default null
*/
private _bindings;
/**
* A reference to a renderer module for managing render objects.
*
* @private
* @type {?RenderObjects}
* @default null
*/
private _objects;
/**
* A reference to a renderer module for managing render and compute pipelines.
*
* @private
* @type {?Pipelines}
* @default null
*/
private _pipelines;
/**
* A reference to a renderer module for managing render bundles.
*
* @private
* @type {?RenderBundles}
* @default null
*/
private _bundles;
/**
* A reference to a renderer module for managing render lists.
*
* @private
* @type {?RenderLists}
* @default null
*/
private _renderLists;
/**
* A reference to a renderer module for managing render contexts.
*
* @private
* @type {?RenderContexts}
* @default null
*/
private _renderContexts;
/**
* A reference to a renderer module for managing textures.
*
* @private
* @type {?Textures}
* @default null
*/
private _textures;
/**
* A reference to a renderer module for backgrounds.
*
* @private
* @type {?Background}
* @default null
*/
private _background;
/**
* This fullscreen quad is used for internal render passes
* like the tone mapping and color space output pass.
*
* @private
* @type {QuadMesh}
*/
private _quad;
/**
* A reference to the current render context.
*
* @private
* @type {?RenderContext}
* @default null
*/
private _currentRenderContext;
/**
* A custom sort function for the opaque render list.
*
* @private
* @type {?Function}
* @default null
*/
private _opaqueSort;
/**
* A custom sort function for the transparent render list.
*
* @private
* @type {?Function}
* @default null
*/
private _transparentSort;
/**
* The framebuffer target.
*
* @private
* @type {?RenderTarget}
* @default null
*/
private _frameBufferTarget;
/**
* The clear color value.
*
* @private
* @type {Color4}
*/
private _clearColor;
/**
* The clear depth value.
*
* @private
* @type {number}
* @default 1
*/
private _clearDepth;
/**
* The clear stencil value.
*
* @private
* @type {number}
* @default 0
*/
private _clearStencil;
/**
* The current render target.
*
* @private
* @type {?RenderTarget}
* @default null
*/
private _renderTarget;
/**
* The active cube face.
*
* @private
* @type {number}
* @default 0
*/
private _activeCubeFace;
/**
* The active mipmap level.
*
* @private
* @type {number}
* @default 0
*/
private _activeMipmapLevel;
/**
* The current output render target.
*
* @private
* @type {?RenderTarget}
* @default null
*/
private _outputRenderTarget;
/**
* The MRT setting.
*
* @private
* @type {?MRTNode}
* @default null
*/
private _mrt;
/**
* This function defines how a render object is going
* to be rendered.
*
* @private
* @type {?Function}
* @default null
*/
private _renderObjectFunction;
/**
* Used to keep track of the current render object function.
*
* @private
* @type {?Function}
* @default null
*/
private _currentRenderObjectFunction;
/**
* Used to keep track of the current render bundle.
*
* @private
* @type {?RenderBundle}
* @default null
*/
private _currentRenderBundle;
/**
* Next to `_renderObjectFunction()`, this function provides another hook
* for influencing the render process of a render object. It is meant for internal
* use and only relevant for `compileAsync()` right now. Instead of using
* the default logic of `_renderObjectDirect()` which actually draws the render object,
* a different function might be used which performs no draw but just the node
* and pipeline updates.
*
* @private
* @type {Function}
*/
private _handleObjectFunction;
/**
* Indicates whether the device has been lost or not. In WebGL terms, the device
* lost is considered as a context lost. When this is set to `true`, rendering
* isn't possible anymore.
*
* @private
* @type {boolean}
* @default false
*/
private _isDeviceLost;
/**
* A callback function that defines what should happen when a device/context lost occurs.
*
* @type {Function}
*/
onDeviceLost: (info: DeviceLostInfo) => void;
/**
* Defines the type of output buffers. The default `HalfFloatType` is recommend for
* best quality. To save memory and bandwidth, `UnsignedByteType` might be used.
* This will reduce rendering quality though.
*
* @private
* @type {number}
* @default HalfFloatType
*/
private _outputBufferType;
/**
* A cache for shadow nodes per material
*
* @private
* @type {WeakMap<Material, Object>}
*/
private _cacheShadowNodes;
/**
* Whether the renderer has been initialized or not.
*
* @private
* @type {boolean}
* @default false
*/
private _initialized;
/**
* The call depth of the renderer. Counts the number of
* nested render calls.
*
* @private
* @type {number}
* @default - 1
*/
private _callDepth;
/**
* A reference to the promise which initializes the renderer.
*
* @private
* @type {?Promise<this>}
* @default null
*/
private _initPromise;
/**
* An array of compilation promises which are used in `compileAsync()`.
*
* @private
* @type {?Array<Promise>}
* @default null
*/
private _compilationPromises;
/**
* Whether the renderer should render transparent render objects or not.
*
* @type {boolean}
* @default true
*/
transparent: boolean;
/**
* Whether the renderer should render opaque render objects or not.
*
* @type {boolean}
* @default true
*/
opaque: boolean;
/**
* Shadow map configuration
* @typedef {Object} ShadowMapConfig
* @property {boolean} enabled - Whether to globally enable shadows or not.
* @property {boolean} transmitted - Whether to enable light transmission through non-opaque materials.
* @property {number} type - The shadow map type.
*/
/**
* The renderer's shadow configuration.
*
* @type {ShadowMapConfig}
*/
shadowMap: {
/**
* - Whether to globally enable shadows or not.
*/
enabled: boolean;
/**
* - Whether to enable light transmission through non-opaque materials.
*/
transmitted: boolean;
/**
* - The shadow map type.
*/
type: ShadowMapType;
};
/**
* XR configuration.
* @typedef {Object} XRConfig
* @property {boolean} enabled - Whether to globally enable XR or not.
*/
/**
* The renderer's XR manager.
*
* @type {XRManager}
*/
xr: XRManager;
/**
* Debug configuration.
* @typedef {Object} DebugConfig
* @property {boolean} checkShaderErrors - Whether shader errors should be checked or not.
* @property {?Function} onShaderError - A callback function that is executed when a shader error happens. Only supported with WebGL 2 right now.
* @property {Function} getShaderAsync - Allows the get the raw shader code for the given scene, camera and 3D object.
*/
/**
* The renderer's debug configuration.
*
* @type {DebugConfig}
*/
debug: {
/**
* - Whether shader errors should be checked or not.
*/
checkShaderErrors: boolean;
/**
* - A callback function that is executed when a shader error happens. Only supported with WebGL 2 right now.
*/
onShaderError:
| ((
gl: WebGL2RenderingContext,
programGPU: WebGLProgram,
glVertexShader: WebGLShader,
glFragmentShader: WebGLShader,
) => void)
| null;
/**
* - Allows the get the raw shader code for the given scene, camera and 3D object.
*/
getShaderAsync: (scene: Scene, camera: Camera, object: Object3D) => Promise<{
fragmentShader: string | null;
vertexShader: string | null;
}>;
};
/**
* 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>;
/**
* A reference to the canvas element the renderer is drawing to.
* This value of this property will automatically be created by
* the renderer.
*
* @type {HTMLCanvasElement|OffscreenCanvas}
*/
get domElement(): HTMLCanvasElement;
/**
* 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(): 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} 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
* @deprecated
* @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
* @deprecated
* @return {Promise} A Promise that resolves when synchronization has been finished.
*/
waitForGPU(): Promise<void>;
set inspector(value: InspectorBase);
/**
* The inspector instance. The inspector can be any class that extends from `InspectorBase`.
*
* @type {InspectorBase}
*/
get inspector(): InspectorBase;
/**
* 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): Renderer;
/**
* Returns the MRT configuration.
*
* @return {MRTNode} The MRT configuration.
*/
getMRT(): MRTNode;
/**
* Returns the output buffer type.
*
* @return {number} The output buffer type.
*/
getOutputBufferType(): TextureDataType;
/**
* Returns the output buffer type.
*
* @deprecated since r182. Use `.getOutputBufferType()` instead.
* @return {number} The output buffer type.
*/
getColorBufferType(): TextureDataType;
/**
* Default implementation of the device lost callback.
*
* @private
* @param {Object} info - Information about the context lost.
*/
private _onDeviceLost;
/**
* 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.
*/
private _renderBundle;
/**
* Renders the scene or 3D object with the given camera. This method can only be called
* if the renderer has been initialized. When using `render()` inside an animation loop,
* it's guaranteed the renderer will be initialized. The animation loop must be defined
* with {@link Renderer#setAnimationLoop} though.
*
* For all other use cases (like when using on-demand rendering), you must call
* {@link Renderer#init} before rendering.
*
* 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.
*/
render(scene: Object3D, camera: Camera): void;
/**
* Returns whether the renderer has been initialized or not.
*
* @readonly
* @return {boolean} Whether the renderer has been initialized or not.
*/
get initialized(): boolean;
/**
* 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.
*/
private _getFrameBufferTarget;
/**
* 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.
*/
private _renderScene;
_setXRLayerSize(width: number, height: number): void;
/**
* The output pass performs tone mapping and color space conversion.
*
* @private
* @param {RenderTarget} renderTarget - The current render target.
*/
private _renderOutput;
/**
* 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 {?onAnimationCallback} 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>;
/**
* Returns the current animation loop callback.
*
* @return {?Function} The current animation loop callback.
*/
getAnimationLoop(): ((time: DOMHighResTimeStamp, xrFrame?: XRFrame) => void) | null;
/**
* 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(): unknown;
/**
* 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.
*/
setScissor(x: Vector4): void;
/**
* Defines the scissor rectangle.
*
* @param {number} x - The horizontal coordinate for the upper left corner of the box in logical pixel unit.
* @param {number} y - The vertical coordinate for the upper 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: 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.
*/
setViewport(x: Vector4): void;
/**
* Defines the viewport.
*
* @param {number} x - The horizontal coordinate for the upper left corner of the viewport origin in logical pixel unit.
* @param {number} y - The vertical coordinate for the upper 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: 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;
/**
* 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.
*/
clear(color?: boolean, depth?: boolean, stencil?: boolean): void;
/**
* Performs a manual clear operation of the color buffer. This method ignores `autoClear` properties.
*/
clearColor(): void;
/**
* Performs a manual clear operation of the depth buffer. This method ignores `autoClear` properties.
*/
clearDepth(): void;
/**
* Performs a manual clear operation of the stencil buffer. This method ignores `autoClear` properties.
*/
clearStencil(): void;
/**
* Async version of {@link Renderer#clear}.
*
* @async
* @deprecated
* @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
* @deprecated
* @return {Promise} A Promise that resolves when the clear operation has been executed.
*/
clearColorAsync(): Promise<void>;
/**
* Async version of {@link Renderer#clearDepth}.
*
* @async
* @deprecated
* @return {Promise} A Promise that resolves when the clear operation has been executed.
*/
clearDepthAsync(): Promise<void>;
/**
* Async version of {@link Renderer#clearStencil}.
*
* @async
* @deprecated
* @return {Promise} A Promise that resolves when the clear operation has been executed.
*/
clearStencilAsync(): Promise<void>;
/**
* Returns `true` if a framebuffer target is needed to perform tone mapping or color space conversion.
* If this is the case, the renderer allocates an internal render target for that purpose.
*/
get needsFrameBufferTarget(): boolean;
/**
* The number of samples used for multi-sample anti-aliasing (MSAA).
*
* @type {number}
* @default 0
*/
get samples(): number;
/**
* The current number of samples used for multi-sample anti-aliasing (MSAA).
*
* When rendering to a custom render target, the number of samples of that render target is used.
* If the renderer needs an internal framebuffer target for tone mapping or color space conversion,
* the number of samples is set to 0.
*
* @type {number}
*/
get currentSamples(): number;
/**
* 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<unknown>> | null;
/**
* Sets the output render target for the renderer.
*
* @param {Object} renderTarget - The render target to set as the output target.
*/
setOutputRenderTarget(renderTarget: RenderTarget): void;
/**
* Returns the current output target.
*
* @return {?RenderTarget} The current output render target. Returns `null` if no output target is set.
*/
getOutputRenderTarget(): RenderTarget<Texture<unknown>> | null;
/**
* Sets the canvas target. The canvas target manages the HTML canvas
* or the offscreen canvas the renderer draws into.
*
* @param {CanvasTarget} canvasTarget - The canvas target.
*/
setCanvasTarget(canvasTarget: CanvasTarget): void;
/**
* Returns the current canvas target.
*
* @return {CanvasTarget} The current canvas target.
*/
getCanvasTarget(): CanvasTarget;
/**
* Resets the renderer to the initial state before WebXR started.
*
* @private
*/
private _resetXRState;
/**
* 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 | null,
lightsNode: LightsNode,
clippingContext: ClippingContext,
passId?: string | null | undefined,
) => 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 | null,
lightsNode: LightsNode,
clippingContext: ClippingContext,
passId?: string | null | undefined,
) => 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 {number|Array<number>|IndirectStorageBufferAttribute} [dispatchSize=null]
* - A single number representing count, or
* - An array [x, y, z] representing dispatch size, or
* - A IndirectStorageBufferAttribute for indirect dispatch size.
* @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[],
dispatchSize?: number | number[] | IndirectStorageBufferAttribute,
): Promise<void> | undefined;
/**
* Execute a single or an array of compute nodes.
*
* @async
* @param {Node|Array<Node>} computeNodes - The compute node(s).
* @param {number|Array<number>|IndirectStorageBufferAttribute} [dispatchSize=null]
* - A single number representing count, or
* - An array [x, y, z] representing dispatch size, or
* - A IndirectStorageBufferAttribute for indirect dispatch size.
* @return {Promise} A Promise that resolve when the compute has finished.
*/
computeAsync(
computeNodes: ComputeNode | ComputeNode[],
dispatchSize?: number | number[] | IndirectStorageBufferAttribute,
): Promise<void>;
/**
* Checks if the given feature is supported by the selected backend.
*
* @async
* @deprecated
* @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<boolean>;
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): boolean;
/**
* 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
* @deprecated
* @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;
/**
* Initializes the given render target.
*
* @param {RenderTarget} renderTarget - The render target to intialize.
*/
initRenderTarget(renderTarget: RenderTarget): 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?: (Vector2 | Vector4) | 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<TypedArray>;
/**
* Analyzes the given 3D object's hierarchy and builds render lists from the
* processed hierarchy.
*
* @private
* @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.
*/
private _projectObject;
/**
* 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.
*/
private _renderBundles;
/**
* 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.
*/
private _renderTransparents;
/**
* 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.
*/
private _renderObjects;
/**
* Retrieves shadow nodes