/** * A WebGL Compositor object. This class handles all of the WebGL state
* Pushes texture regions or shape geometry into WebGL buffers, automatically flushes to GPU * @category Rendering */ export default class QuadBatcher extends MaterialBatcher { /** * Initialize the compositor * @ignore */ init(renderer: any): void; /** * the maximum number of texture units used for multi-texture batching * @type {number} * @ignore */ maxBatchTextures: number | undefined; /** * whether multi-texture batching is currently active * (disabled when a custom ShaderEffect is applied) * @type {boolean} * @ignore */ useMultiTexture: boolean | undefined; /** * Select the shader to use for compositing. * Multi-texture batching is automatically enabled when the default * shader is active, and disabled for custom ShaderEffect shaders. * @see GLShader * @param {GLShader} shader - a reference to a GLShader instance */ useShader(shader: GLShader): void; /** * Add a textured quad * @param {TextureAtlas} texture - Source texture atlas * @param {number} x - Destination x-coordinate * @param {number} y - Destination y-coordinate * @param {number} w - Destination width * @param {number} h - Destination height * @param {number} u0 - Texture UV (u0) value. * @param {number} v0 - Texture UV (v0) value. * @param {number} u1 - Texture UV (u1) value. * @param {number} v1 - Texture UV (v1) value. * @param {number} tint - tint color to be applied to the texture in UINT32 (argb) format * @param {boolean} reupload - Force the texture to be reuploaded even if already bound */ addQuad(texture: TextureAtlas, x: number, y: number, w: number, h: number, u0: number, v0: number, u1: number, v1: number, tint: number, reupload?: boolean): void; } import { MaterialBatcher } from "./material_batcher.js"; import type { TextureAtlas } from "./../../texture/atlas.js"; //# sourceMappingURL=quad_batcher.d.ts.map