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@types/three

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import { Blending, BlendingDstFactor, BlendingEquation, BlendingSrcFactor, CullFace, DepthModes, } from "../../constants.js"; import { Material } from "../../materials/Material.js"; import { Vector4 } from "../../math/Vector4.js"; import { WebGLRenderTarget } from "../WebGLRenderTarget.js"; import { WebGLExtensions } from "./WebGLExtensions.js"; declare class WebGLColorBuffer { setMask(colorMask: boolean): void; setLocked(lock: boolean): void; setClear(r: number, g: number, b: number, a: number, premultipliedAlpha: boolean): void; reset(): void; } declare class WebGLDepthBuffer { constructor(); setReversed(value: boolean): void; getReversed(): boolean; setTest(depthTest: boolean): void; setMask(depthMask: boolean): void; setFunc(depthFunc: DepthModes): void; setLocked(lock: boolean): void; setClear(depth: number): void; reset(): void; } declare class WebGLStencilBuffer { constructor(); setTest(stencilTest: boolean): void; setMask(stencilMask: number): void; setFunc(stencilFunc: number, stencilRef: number, stencilMask: number): void; setOp(stencilFail: number, stencilZFail: number, stencilZPass: number): void; setLocked(lock: boolean): void; setClear(stencil: number): void; reset(): void; } declare class WebGLState { constructor(gl: WebGLRenderingContext, extensions: WebGLExtensions); buffers: { color: WebGLColorBuffer; depth: WebGLDepthBuffer; stencil: WebGLStencilBuffer; }; enable(id: number): void; disable(id: number): void; bindFramebuffer(target: number, framebuffer: WebGLFramebuffer | null): void; drawBuffers(renderTarget: WebGLRenderTarget | null, framebuffer: WebGLFramebuffer | null): void; useProgram(program: WebGLProgram): boolean; setBlending( blending: Blending, blendEquation?: BlendingEquation, blendSrc?: BlendingSrcFactor, blendDst?: BlendingDstFactor, blendEquationAlpha?: BlendingEquation, blendSrcAlpha?: BlendingSrcFactor, blendDstAlpha?: BlendingDstFactor, premultiplyAlpha?: boolean, ): void; setMaterial(material: Material, frontFaceCW: boolean, hardwareClippingPlanes: number): void; setFlipSided(flipSided: boolean): void; setCullFace(cullFace: CullFace): void; setLineWidth(width: number): void; setPolygonOffset(polygonoffset: boolean, factor?: number, units?: number): void; setScissorTest(scissorTest: boolean): void; activeTexture(webglSlot: number): void; bindTexture(webglType: number, webglTexture: WebGLTexture, webglSlot?: number): void; unbindTexture(): void; // Same interface as https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/compressedTexImage2D compressedTexImage2D( target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr, ): void; compressedTexImage2D( target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: number, srcLengthOverride?: GLuint, ): void; compressedTexImage3D( target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, offset: GLintptr, ): void; compressedTexImage3D( target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, srcData: ArrayBufferView, srcOffset?: number, srcLengthOverride?: GLuint, ): void; texSubImage2D( target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pixels: ArrayBufferView | null, ): void; texSubImage2D( target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, format: GLenum, type: GLenum, source: TexImageSource, ): void; texSubImage2D( target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr, ): void; texSubImage2D( target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, source: TexImageSource, ): void; texSubImage2D( target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: number, ): void; texSubImage3D( target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, pboOffset: GLintptr, ): void; texSubImage3D( target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, source: TexImageSource, ): void; texSubImage3D( target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, type: GLenum, srcData: ArrayBufferView | null, srcOffset?: number, ): void; compressedTexSubImage2D( target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr, ): void; compressedTexSubImage2D( target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: number, srcLengthOverride?: GLuint, ): void; compressedTexSubImage3D( target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, offset: GLintptr, ): void; compressedTexSubImage3D( target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, srcData: ArrayBufferView, srcOffset?: number, srcLengthOverride?: GLuint, ): void; texStorage2D(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void; texStorage3D( target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, ): void; // Same interface as https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texImage2D texImage2D( target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pixels: ArrayBufferView | null, ): void; texImage2D( target: GLenum, level: GLint, internalformat: GLint, format: GLenum, type: GLenum, source: TexImageSource, ): void; texImage2D( target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr, ): void; texImage2D( target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource, ): void; texImage2D( target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: number, ): void; texImage3D( target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, pboOffset: GLintptr, ): void; texImage3D( target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, source: TexImageSource, ): void; texImage3D( target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView | null, ): void; texImage3D( target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, type: GLenum, srcData: ArrayBufferView, srcOffset: number, ): void; scissor(scissor: Vector4): void; viewport(viewport: Vector4): void; reset(): void; } export { WebGLState }; export type { WebGLColorBuffer, WebGLDepthBuffer, WebGLStencilBuffer };