import type { CLEAR_MODES } from '@pixi/core';
import { Filter } from '@pixi/core';
import type { FilterSystem } from '@pixi/core';
import type { IPoint } from '@pixi/core';
import type { RenderTexture } from '@pixi/core';
import { Texture } from '@pixi/core';
/**
* The GlitchFilter applies a glitch effect to an object.
* 
*
* @class
* @extends PIXI.Filter
* @see {@link https://www.npmjs.com/package/@pixi/filter-glitch|@pixi/filter-glitch}
* @see {@link https://www.npmjs.com/package/pixi-filters|pixi-filters}
*/
export declare class GlitchFilter extends Filter {
/** Default constructor options. */
static readonly defaults: GlitchFilterOptions;
/** Fill mode as transparent */
static readonly TRANSPARENT = 0;
/** Fill mode as original */
static readonly ORIGINAL = 1;
/** Fill mode as loop */
static readonly LOOP = 2;
/** Fill mode as clamp */
static readonly CLAMP = 3;
/** Fill mode as mirror */
static readonly MIRROR = 4;
/** The maximum offset value for each of the slices. */
offset: number;
/** The fill mode of the space after the offset. */
fillMode: number;
/**
* `true` will divide the bands roughly based on equal amounts
* where as setting to `false` will vary the band sizes dramatically (more random looking).
*/
average: boolean;
/**
* A seed value for randomizing color offset. Animating
* this value to `Math.random()` produces a twitching effect.
*/
seed: number;
/** Minimum size of slices as a portion of the `sampleSize` */
minSize: number;
/** Height of the displacement map canvas. */
sampleSize: number;
/** Internally generated canvas. */
private _canvas;
/**
* The displacement map is used to generate the bands.
* If using your own texture, `slices` will be ignored.
*
* @member {PIXI.Texture}
* @readonly
*/
texture: Texture;
/** Internal number of slices */
private _slices;
private _offsets;
private _sizes;
/** direction is actually a setter for uniform.cosDir and uniform.sinDir.
* Must be initialized to something different than the default value.
*/
private _direction;
/**
* @param {object} [options] - The more optional parameters of the filter.
* @param {number} [options.slices=5] - The maximum number of slices.
* @param {number} [options.offset=100] - The maximum offset amount of slices.
* @param {number} [options.direction=0] - The angle in degree of the offset of slices.
* @param {number} [options.fillMode=0] - The fill mode of the space after the offset. Acceptable values:
* - `0` {@link GlitchFilter.TRANSPARENT TRANSPARENT}
* - `1` {@link GlitchFilter.ORIGINAL ORIGINAL}
* - `2` {@link GlitchFilter.LOOP LOOP}
* - `3` {@link GlitchFilter.CLAMP CLAMP}
* - `4` {@link GlitchFilter.MIRROR MIRROR}
* @param {number} [options.seed=0] - A seed value for randomizing glitch effect.
* @param {boolean} [options.average=false] - `true` will divide the bands roughly based on equal amounts
* where as setting to `false` will vary the band sizes dramatically (more random looking).
* @param {number} [options.minSize=8] - Minimum size of individual slice. Segment of total `sampleSize`
* @param {number} [options.sampleSize=512] - The resolution of the displacement map texture.
* @param {number[]} [options.red=[0,0]] - Red channel offset
* @param {number[]} [options.green=[0,0]] - Green channel offset.
* @param {number[]} [options.blue=[0,0]] - Blue channel offset.
*/
constructor(options?: Partial);
/**
* Override existing apply method in PIXI.Filter
* @private
*/
apply(filterManager: FilterSystem, input: RenderTexture, output: RenderTexture, clear: CLEAR_MODES): void;
/**
* Randomize the slices size (heights).
*
* @private
*/
private _randomizeSizes;
/**
* Shuffle the sizes of the slices, advanced usage.
*/
shuffle(): void;
/**
* Randomize the values for offset from -1 to 1
*
* @private
*/
private _randomizeOffsets;
/**
* Regenerating random size, offsets for slices.
*/
refresh(): void;
/**
* Redraw displacement bitmap texture, advanced usage.
*/
redraw(): void;
/**
* Manually custom slices size (height) of displacement bitmap
*
* @member {number[]|Float32Array}
*/
set sizes(sizes: Float32Array);
get sizes(): Float32Array;
/**
* Manually set custom slices offset of displacement bitmap, this is
* a collection of values from -1 to 1. To change the max offset value
* set `offset`.
*
* @member {number[]|Float32Array}
*/
set offsets(offsets: Float32Array);
get offsets(): Float32Array;
/**
* The count of slices.
* @default 5
*/
get slices(): number;
set slices(value: number);
/**
* The angle in degree of the offset of slices.
* @default 0
*/
get direction(): number;
set direction(value: number);
/**
* Red channel offset.
*
* @member {PIXI.Point|number[]}
*/
get red(): PointLike;
set red(value: PointLike);
/**
* Green channel offset.
*
* @member {PIXI.Point|number[]}
*/
get green(): PointLike;
set green(value: PointLike);
/**
* Blue offset.
*
* @member {PIXI.Point|number[]}
*/
get blue(): PointLike;
set blue(value: PointLike);
/**
* Removes all references
*/
destroy(): void;
}
export declare interface GlitchFilterOptions {
slices: number;
offset: number;
direction: number;
fillMode: number;
seed: number;
average: boolean;
minSize: number;
sampleSize: number;
red: PointLike;
green: PointLike;
blue: PointLike;
}
declare type PointLike = IPoint | number[];
export { }