threepipe
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A modern 3D viewer framework built on top of three.js, written in TypeScript, designed to make creating high-quality, modular, and extensible 3D experiences on the web simple and enjoyable.
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TypeScript
import { BufferGeometry, Camera, DepthPackingStrategies, MeshDepthMaterial, MeshDepthMaterialParameters, Object3D, Scene, Texture, TextureDataType, WebGLRenderer, WebGLRenderTarget, Group } from 'three';
import { GBufferRenderPass } from '../../postprocessing';
import { ThreeViewer } from '../../viewer';
import { MaterialExtension } from '../../materials';
import { PipelinePassPlugin } from '../base/PipelinePassPlugin';
export type DepthBufferPluginTarget = WebGLRenderTarget;
export type DepthBufferPluginPass = GBufferRenderPass<'depth', DepthBufferPluginTarget | undefined>;
/**
* Depth Buffer Plugin
*
* Adds a pre-render pass to render the depth buffer to a render target that can be used as gbuffer or for postprocessing.
* @category Plugins
*/
export declare class DepthBufferPlugin extends PipelinePassPlugin<DepthBufferPluginPass, 'depth'> {
readonly passId = "depth";
static readonly PluginType = "DepthBufferPlugin";
target?: DepthBufferPluginTarget;
texture?: Texture;
readonly material: MeshDepthMaterial;
depthPacking: DepthPackingStrategies;
readonly bufferType: TextureDataType;
readonly isPrimaryGBuffer: boolean;
protected _depthPackingChanged(): void;
unpackExtension: MaterialExtension;
private _isPrimaryGBufferSet;
protected _createTarget(recreate?: boolean): void;
protected _disposeTarget(): void;
protected _createPass(): GBufferRenderPass<"depth", DepthBufferPluginTarget | undefined>;
constructor(bufferType?: TextureDataType, isPrimaryGBuffer?: boolean, enabled?: boolean, depthPacking?: DepthPackingStrategies);
onRemove(viewer: ThreeViewer): void;
}
export declare class MeshDepthMaterialOverride extends MeshDepthMaterial {
constructor(parameters: MeshDepthMaterialParameters);
onBeforeRender(renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, object: Object3D, group: Group): void;
onAfterRender(renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, object: Object3D, group: Group): void;
reset(): void;
}
//# sourceMappingURL=../../src/plugins/pipeline/DepthBufferPlugin.d.ts.map