/** * A pass that renders a given scene into the input buffer or to screen. * * This pass uses a {@link ClearPass} to clear the target buffer. */ import { Pass, ClearPass, OverrideMaterialManager } from "postprocessing"; import { Scene, Camera, Material, WebGLRenderer, WebGLRenderTarget } from "three"; export declare class RenderPass extends Pass { clearPass: ClearPass; overrideMaterialManager: OverrideMaterialManager | null; ignoreBackground: boolean; skipShadowMapUpdate: boolean; selection: any; /** * Constructs a new render pass. * * @param {Scene} scene - The scene to render. * @param {Camera} camera - The camera to use to render the scene. * @param {Material} [overrideMaterial=null] - An override material. */ constructor(scene: Scene, camera: Camera, overrideMaterial?: Material | null); set mainScene(value: Scene); set mainCamera(value: Camera); get renderToScreen(): boolean; set renderToScreen(value: boolean); /** * The current override material. * * @type {Material} */ get overrideMaterial(): any; set overrideMaterial(value: any); /** * Returns the current override material. * * @deprecated Use overrideMaterial instead. * @return {Material} The material. */ getOverrideMaterial(): Material; /** * Sets the override material. * * @deprecated Use overrideMaterial instead. * @return {Material} value - The material. */ setOverrideMaterial(value: any): void; /** * Indicates whether the target buffer should be cleared before rendering. * * @type {Boolean} * @deprecated Use clearPass.enabled instead. */ get clear(): boolean; set clear(value: boolean); /** * Returns the selection. Default is `null` (no restriction). * * @deprecated Use selection instead. * @return {Selection} The selection. */ getSelection(): Selection; /** * Sets the selection. Set to `null` to disable. * * @deprecated Use selection instead. * @param {Selection} value - The selection. */ setSelection(value: Selection): void; /** * Indicates whether the scene background is disabled. * * @deprecated Use ignoreBackground instead. * @return {Boolean} Whether the scene background is disabled. */ isBackgroundDisabled(): boolean; /** * Enables or disables the scene background. * * @deprecated Use ignoreBackground instead. * @param {Boolean} value - Whether the scene background should be disabled. */ setBackgroundDisabled(value: boolean): void; /** * Indicates whether the shadow map auto update is disabled. * * @deprecated Use skipShadowMapUpdate instead. * @return {Boolean} Whether the shadow map update is disabled. */ isShadowMapDisabled(): boolean; /** * Enables or disables the shadow map auto update. * * @deprecated Use skipShadowMapUpdate instead. * @param {Boolean} value - Whether the shadow map auto update should be disabled. */ setShadowMapDisabled(value: boolean): void; /** * Returns the clear pass. * * @deprecated Use clearPass.enabled instead. * @return {ClearPass} The clear pass. */ getClearPass(): ClearPass; /** * Renders the scene. * * @param {WebGLRenderer} renderer - The renderer. * @param {WebGLRenderTarget} inputBuffer - A frame buffer that contains the result of the previous pass. * @param {WebGLRenderTarget} outputBuffer - A frame buffer that serves as the output render target unless this pass renders to screen. * @param {Number} [deltaTime] - The time between the last frame and the current one in seconds. * @param {Boolean} [stencilTest] - Indicates whether a stencil mask is active. */ render(renderer: WebGLRenderer, inputBuffer: WebGLRenderTarget, outputBuffer: WebGLRenderTarget, deltaTime: number, stencilTest: boolean): void; } //# sourceMappingURL=RenderPass.d.ts.map