import { TextureBase } from '@awayjs/renderer'; import { MethodBase, _Shader_MethodBase } from './MethodBase'; /** * EffectLightMapMethod provides a method that allows applying a light map texture to the calculated pixel colour. * It is different from DiffuseLightMapMethod in that the latter only modulates the diffuse shading value rather * than the whole pixel colour. */ export declare class EffectLightMapMethod extends MethodBase { /** * Indicates the light map should be multiplied with the calculated shading result. */ static MULTIPLY: string; /** * Indicates the light map should be added into the calculated shading result. */ static ADD: string; private _lightMap; private _blendMode; private _useSecondaryUV; static assetType: string; /** * @inheritDoc */ get assetType(): string; /** * The blend mode with which the light map should be applied to the lighting result. * * @see EffectLightMapMethod.ADD * @see EffectLightMapMethod.MULTIPLY */ get blendMode(): string; set blendMode(value: string); /** * The lightMap containing the light map. */ get lightMap(): TextureBase; set lightMap(value: TextureBase); /** * Indicates whether the secondary UV set should be used to map the light map. */ get useSecondaryUV(): boolean; set useSecondaryUV(value: boolean); /** * Creates a new EffectLightMapMethod object. * * @param lightMap The texture containing the light map. * @param blendMode The blend mode with which the light map should be applied to the lighting result. * @param useSecondaryUV Indicates whether the secondary UV set should be used to map the light map. */ constructor(lightMap: TextureBase, blendMode?: string, useSecondaryUV?: boolean); } import { ShaderRegisterCache, ShaderRegisterData, ShaderRegisterElement } from '@awayjs/stage'; import { ShaderBase, _Render_RenderableBase, ChunkVO } from '@awayjs/renderer'; /** * _Shader_EffectLightMapMethod provides a method that allows applying a light map texture to the calculated pixel colour. * It is different from DiffuseLightMapMethod in that the latter only modulates the diffuse shading value rather * than the whole pixel colour. */ export declare class _Shader_EffectLightMapMethod extends _Shader_MethodBase { private _method; private _shader; private _lightMap; /** * Creates a new EffectEnvMapChunk. */ init(method: EffectLightMapMethod, shader: ShaderBase): void; /** * @inheritDoc */ _initVO(chunkVO: ChunkVO): void; /** * @inheritDoc */ _initConstants(): void; /** * @inheritDoc */ _getFragmentCode(targetReg: ShaderRegisterElement, registerCache: ShaderRegisterCache, sharedRegisters: ShaderRegisterData): string; /** * @inheritDoc */ _activate(): void; _setRenderState(renderState: _Render_RenderableBase): void; } //# sourceMappingURL=EffectLightMapMethod.d.ts.map