export class LightsBuffer { constructor(device: any); areaLightsEnabled: boolean; /** * Texture storing properties of all lights, one row of pixels per light. * * @type {Texture|null} */ lightsTexture: Texture | null; /** @type {number} */ _maxLights: number; device: any; cookiesEnabled: boolean; shadowsEnabled: boolean; _lightsTextureId: any; /** * Sets the number of light slots the buffer can store, and allocates the storage for them. This * includes slot 0, which is reserved for the 'no light' index, and so the number of usable * lights is one less than this. * * @type {number} */ set maxLights(value: number); /** * Gets the number of light slots the buffer can store. * * @type {number} */ get maxLights(): number; invMaxColorValue: number; invMaxAttenuation: number; boundsMin: Vec3; boundsDelta: Vec3; lightsFloat: Float32Array; lightsUint: Uint32Array; destroy(): void; createTexture(device: any, width: any, height: any, format: any, name: any): Texture; setBounds(min: any, delta: any): void; uploadTextures(): void; updateUniforms(): void; getSpotDirection(direction: any, spot: any): void; getLightAreaSizes(light: any): Float32Array; addLightData(light: any, lightIndex: any): void; } import { Texture } from '../../platform/graphics/texture.js'; import { Vec3 } from '../../core/math/vec3.js';