/** * A render pass implementing grab of a color buffer. * * TODO: implement mipmapped color buffer support for WebGL 1 as well, which requires * the texture to be a power of two, by first downscaling the captured framebuffer * texture to smaller power of 2 texture, and then generate mipmaps and use it for rendering * TODO: or even better, implement blur filter to have smoother lower levels * * @ignore */ export class RenderPassColorGrab extends RenderPass { colorRenderTarget: any; /** * The source render target to grab the color from. * * @type {RenderTarget|null} */ source: RenderTarget | null; shouldReallocate(targetRT: any, sourceTexture: any, sourceFormat: any): boolean; allocateRenderTarget(renderTarget: any, sourceRenderTarget: any, device: any, format: any): any; releaseRenderTarget(rt: any): void; } import { RenderPass } from '../../platform/graphics/render-pass.js'; import { RenderTarget } from '../../platform/graphics/render-target.js';