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node_modules/pixi.js/lib/rendering/renderers/shared/renderTarget/RenderTarget.d.ts
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node_modules/pixi.js/lib/rendering/renderers/shared/renderTarget/RenderTarget.d.ts
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import { TextureSource } from '../texture/sources/TextureSource';
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import type { BindableTexture } from '../texture/Texture';
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/**
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* Options for creating a render target.
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* @memberof rendering
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*/
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export interface RenderTargetOptions {
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/** the width of the RenderTarget */
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width?: number;
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/** the height of the RenderTarget */
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height?: number;
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/** the resolution of the RenderTarget */
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resolution?: number;
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/** an array of textures, or a number indicating how many color textures there should be */
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colorTextures?: BindableTexture[] | number;
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/** should this render target have a stencil buffer? */
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stencil?: boolean;
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/** should this render target have a depth buffer? */
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depth?: boolean;
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/** a depth stencil texture that the depth and stencil outputs will be written to */
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depthStencilTexture?: BindableTexture | boolean;
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/** should this render target be antialiased? */
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antialias?: boolean;
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/** is this a root element, true if this is gl context owners render target */
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isRoot?: boolean;
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}
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/**
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* A class that describes what the renderers are rendering to.
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* This can be as simple as a Texture, or as complex as a multi-texture, multi-sampled render target.
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* Support for stencil and depth buffers is also included.
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*
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* If you need something more complex than a Texture to render to, you should use this class.
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* Under the hood, all textures you render to have a RenderTarget created on their behalf.
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* @memberof rendering
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*/
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export declare class RenderTarget {
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/** The default options for a render target */
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static defaultOptions: RenderTargetOptions;
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/** unique id for this render target */
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readonly uid: number;
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/**
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* An array of textures that can be written to by the GPU - mostly this has one texture in Pixi, but you could
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* write to multiple if required! (eg deferred lighting)
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*/
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colorTextures: TextureSource[];
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/** the stencil and depth buffer will right to this texture in WebGPU */
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depthStencilTexture: TextureSource;
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/** if true, will ensure a stencil buffer is added. For WebGPU, this will automatically create a depthStencilTexture */
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stencil: boolean;
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/** if true, will ensure a depth buffer is added. For WebGPU, this will automatically create a depthStencilTexture */
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depth: boolean;
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dirtyId: number;
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isRoot: boolean;
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private readonly _size;
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/** if true, then when the render target is destroyed, it will destroy all the textures that were created for it. */
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private readonly _managedColorTextures;
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/**
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* @param [descriptor] - Options for creating a render target.
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*/
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constructor(descriptor?: RenderTargetOptions);
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get size(): [number, number];
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get width(): number;
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get height(): number;
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get pixelWidth(): number;
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get pixelHeight(): number;
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get resolution(): number;
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get colorTexture(): TextureSource;
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protected onSourceResize(source: TextureSource): void;
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/**
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* This will ensure a depthStencil texture is created for this render target.
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* Most likely called by the mask system to make sure we have stencil buffer added.
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* @internal
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* @ignore
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*/
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ensureDepthStencilTexture(): void;
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resize(width: number, height: number, resolution?: number, skipColorTexture?: boolean): void;
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destroy(): void;
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}
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