import { ColorSource, Filter, FilterSystem, RenderSurface, Texture } from 'pixi.js'; type DeprecatedColor = number | number[]; /** Options for the SimpleLightmapFilter constructor. */ export interface SimpleLightmapFilterOptions { /** A texture where your lightmap is rendered */ lightMap: Texture; /** * The color value of the ambient color * @example [1.0, 1.0, 1.0] = 0xffffff * @default 0x000000 */ color?: ColorSource; /** * Coefficient for alpha multiplication * @default 1 */ alpha?: number; } /** * SimpleLightmap, originally by Oza94 * {@link http://www.html5gamedevs.com/topic/20027-pixijs-simple-lightmapping/} * {@link http://codepen.io/Oza94/pen/EPoRxj} * * You have to specify filterArea, or suffer consequences. * You may have to use it with `filter.dontFit = true`, * until we rewrite this using same approach as for DisplacementFilter. * * ![original](../screenshots/original.png)![filter](../screenshots/simple-lightmap.png) * @class * @extends Filter * @see {@link https://www.npmjs.com/package/pixi-filters|pixi-filters} * * @example * displayObject.filters = [new SimpleLightmapFilter(texture, 0x666666)]; */ export declare class SimpleLightmapFilter extends Filter { /** Default values for options. */ static readonly DEFAULT_OPTIONS: SimpleLightmapFilterOptions; uniforms: { uColor: Float32Array; uAlpha: number; uDimensions: Float32Array; }; private _color; private _lightMap; /** * @param options - Options for the SimpleLightmapFilter constructor. */ constructor(options: SimpleLightmapFilterOptions); /** * @deprecated since 6.0.0 * * @param {PIXI.Texture} texture - a texture where your lightmap is rendered * @param {Array|number} [color=0x000000] - An RGBA array of the ambient color * @param {number} [alpha=1] - Default alpha set independent of color (if it's a number, not array). */ constructor(texture: Texture, color?: DeprecatedColor, alpha?: number); /** * Override existing apply method in `Filter` * @override * @ignore */ apply(filterManager: FilterSystem, input: Texture, output: RenderSurface, clearMode: boolean): void; /** A sprite where your lightmap is rendered */ get lightMap(): Texture; set lightMap(value: Texture); /** * The color value of the ambient color * @example [1.0, 1.0, 1.0] = 0xffffff * @default 0x000000 */ get color(): ColorSource; set color(value: ColorSource); /** * Coefficient for alpha multiplication * @default 1 */ get alpha(): number; set alpha(value: number); } export {};