/** * Class responsible for management of shader passes, associated with a device. * * @ignore */ export class ShaderPass { /** * Get access to the shader pass instance for the specified device. * * @param {import('../platform/graphics/graphics-device.js').GraphicsDevice} device - The * graphics device. * @returns { ShaderPass } The shader pass instance for the specified device. */ static get(device: import("../platform/graphics/graphics-device.js").GraphicsDevice): ShaderPass; /** * Allocated shader passes, map of a shader pass name to info. * * @type {Map} */ passesNamed: Map; /** * Allocated shader passes, indexed by their index. * * @type {Array} */ passesIndexed: Array; /** Next available index */ nextIndex: number; /** * Allocates a shader pass with the specified name and options. * * @param {string} name - A name of the shader pass. * @param {object} [options] - Options for the shader pass, which are added as properties to the * shader pass info. * @returns {ShaderPassInfo} The allocated shader pass info. */ allocate(name: string, options?: object): ShaderPassInfo; /** * Return the shader pass info for the specified index. * * @param {number} index - The shader pass index. * @returns {ShaderPassInfo} - The shader pass info. */ getByIndex(index: number): ShaderPassInfo; getByName(name: any): ShaderPassInfo; } /** * Info about a shader pass. Shader pass is represented by a unique index and a name, and the * index is used to access the shader required for the pass, from an array stored in the * material or mesh instance. * * @ignore */ export class ShaderPassInfo { /** * @param {string} name - The name, for example 'depth'. Must contain only letters, numbers, * and underscores, and start with a letter. * @param {number} index - Index from ShaderPass#nextIndex. * @param {object} [options] - Options for additional configuration of the shader pass. * @param {boolean} [options.isForward] - Whether the pass is forward. * @param {boolean} [options.isShadow] - Whether the pass is shadow. * @param {boolean} [options.lightType] - Type of light, for example `pc.LIGHTTYPE_DIRECTIONAL`. * @param {boolean} [options.shadowType] - Type of shadow, for example `pc.SHADOW_PCF3`. */ constructor(name: string, index: number, options?: { isForward?: boolean; isShadow?: boolean; lightType?: boolean; shadowType?: boolean; }); /** @type {number} */ index: number; /** @type {string} */ name: string; /** @type {string} */ shaderDefines: string; buildShaderDefines(): string; }