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threepipe

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A 3D viewer framework built on top of three.js in TypeScript with a focus on quality rendering, modularity and extensibility.

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import { BufferGeometry, Camera, IUniform, Material, Object3D, Scene, Shader, ShaderMaterial, ShaderMaterialParameters, WebGLRenderer } from 'three'; import { IMaterial, IMaterialEvent, IMaterialEventTypes, IMaterialParameters, IMaterialUserData } from '../IMaterial'; import { MaterialExtension } from '../../materials'; export declare class ShaderMaterial2<E extends IMaterialEvent = IMaterialEvent, ET = IMaterialEventTypes> extends ShaderMaterial<E, ET> implements IMaterial<E, ET> { ['constructor']: typeof ShaderMaterial2; static readonly TypeSlug = "shaderMat"; static readonly TYPE = "ShaderMaterial2"; static readonly MaterialProperties: { fragmentShader: string; vertexShader: string; uniforms: {}; defines: {}; extensions: {}; isRawShaderMaterial: boolean; uniformsGroups: {}; wireframe: boolean; wireframeLinewidth: number; clipping: boolean; lights: boolean; fog: boolean; glslVersion: null; defaultAttributeValues: {}; name: string; blending: 1; side: 0; vertexColors: boolean; opacity: number; transparent: boolean; blendSrc: 204; blendDst: 205; blendEquation: 100; blendSrcAlpha: null; blendDstAlpha: null; blendEquationAlpha: null; depthFunc: 3; depthTest: boolean; depthWrite: boolean; stencilWriteMask: number; stencilFunc: 519; stencilRef: number; stencilFuncMask: number; stencilFail: 7680; stencilZFail: 7680; stencilZPass: 7680; stencilWrite: boolean; clippingPlanes: null; clipIntersection: boolean; clipShadows: boolean; shadowSide: null; colorWrite: boolean; precision: null; polygonOffset: boolean; polygonOffsetFactor: number; polygonOffsetUnits: number; dithering: boolean; alphaToCoverage: boolean; premultipliedAlpha: boolean; forceSinglePass: boolean; visible: boolean; toneMapped: boolean; userData: {}; alphaTest: number; }; assetType: "material"; userData: IMaterialUserData; readonly isAShaderMaterial = true; readonly appliedMeshes: Set<any>; readonly setDirty: (this: IMaterial, options?: import("../IMaterial").IMaterialSetDirtyOptions) => void; dispose(): this; clone(): this; dispatchEvent(event: IMaterialEvent): void; readonly isRawShaderMaterial: boolean; type: 'ShaderMaterial' | 'RawShaderMaterial'; constructor({ customMaterialExtensions, ...parameters }?: ShaderMaterialParameters & IMaterialParameters, isRawShaderMaterial?: boolean); materialExtensions: MaterialExtension[]; extraUniformsToUpload: Record<string, IUniform>; registerMaterialExtensions: (this: IMaterial, customMaterialExtensions: MaterialExtension[]) => void; unregisterMaterialExtensions: (this: IMaterial, customMaterialExtensions: MaterialExtension[]) => void; customProgramCacheKey(): string; onBeforeCompile(shader: Shader, renderer: WebGLRenderer): void; onBeforeRender(renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, object: Object3D): void; onAfterRender(renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, object: Object3D): void; /** * Sets the values of this material based on the values of the passed material or an object with material properties * The input is expected to be a valid material or a deserialized material parameters object(including the deserialized userdata) * @param parameters - material or material parameters object */ setValues(parameters: Material | (ShaderMaterialParameters)): this; toJSON(_?: any): any; fromJSON(_: any, _2?: any): this | null; /** * @deprecated use this directly */ get materialObject(): this; } //# sourceMappingURL=ShaderMaterial2.d.ts.map