////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". // ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// import { Scene } from './../scenes/Scene'; import { Camera } from './../cameras/Camera'; import { WebGLExtensions } from './webgl/WebGLExtensions'; import { WebGLInfo } from './webgl/WebGLInfo'; import { WebGLShadowMap } from './webgl/WebGLShadowMap'; import { WebGLCapabilities } from './webgl/WebGLCapabilities'; import { WebGLProperties } from './webgl/WebGLProperties'; import { WebGLProgram } from './webgl/WebGLProgram'; import { WebGLRenderLists } from './webgl/WebGLRenderLists'; import { WebGLState } from './webgl/WebGLState'; import { Vector2 } from './../math/Vector2'; import { Vector4 } from './../math/Vector4'; import { Color } from './../math/Color'; import { WebGLRenderTarget } from './WebGLRenderTarget'; import { Object3D } from './../core/Object3D'; import { Material } from './../materials/Material'; import { ToneMapping, ShadowMapType, CullFace, TextureEncoding } from '../constants'; import { WebXRManager } from '../renderers/webxr/WebXRManager'; import { RenderTarget } from './webgl/WebGLRenderLists'; import { Geometry } from './../core/Geometry'; import { BufferGeometry } from './../core/BufferGeometry'; import { Texture } from '../textures/Texture'; export interface Renderer { domElement: HTMLCanvasElement; render( scene: Scene, camera: Camera ): void; setSize( width: number, height: number, updateStyle?: boolean ): void; } export interface WebGLRendererParameters { canvas?: HTMLCanvasElement | OffscreenCanvas; context?: WebGLRenderingContext; precision?: string; alpha?: boolean; premultipliedAlpha?: boolean; antialias?: boolean; stencil?: boolean; preserveDrawingBuffer?: boolean; powerPreference?: string; depth?: boolean; logarithmicDepthBuffer?: boolean; } export interface WebGLDebug { checkShaderErrors: boolean; } export class WebGLRenderer implements Renderer { constructor( parameters?: WebGLRendererParameters ); domElement: HTMLCanvasElement; context: WebGLRenderingContext; autoClear: boolean; autoClearColor: boolean; autoClearDepth: boolean; autoClearStencil: boolean; debug: WebGLDebug; sortObjects: boolean; clippingPlanes: any[]; localClippingEnabled: boolean; extensions: WebGLExtensions; outputEncoding: TextureEncoding; physicallyCorrectLights: boolean; toneMapping: ToneMapping; toneMappingExposure: number; toneMappingWhitePoint: number; shadowMapDebug: boolean; maxMorphTargets: number; maxMorphNormals: number; info: WebGLInfo; shadowMap: WebGLShadowMap; pixelRatio: number; capabilities: WebGLCapabilities; properties: WebGLProperties; renderLists: WebGLRenderLists; state: WebGLState; xr: WebXRManager; getContext(): WebGLRenderingContext; getContextAttributes(): any; forceContextLoss(): void; getMaxAnisotropy(): number; getPrecision(): string; getPixelRatio(): number; setPixelRatio( value: number ): void; getDrawingBufferSize( target: Vector2 ): Vector2; setDrawingBufferSize( width: number, height: number, pixelRatio: number ): void; getSize( target: Vector2 ): Vector2; setSize( width: number, height: number, updateStyle?: boolean ): void; getCurrentViewport( target: Vector4 ): Vector4; getViewport( target: Vector4 ): Vector4; setViewport( x: Vector4 | number, y?: number, width?: number, height?: number ): void; getScissor( target: Vector4 ): Vector4; setScissor( x: Vector4 | number, y?: number, width?: number, height?: number ): void; getScissorTest(): boolean; setScissorTest( enable: boolean ): void; setOpaqueSort( method: Function ): void; setTransparentSort( method: Function ): void; getClearColor(): Color; setClearColor( color: Color, alpha?: number ): void; setClearColor( color: string, alpha?: number ): void; setClearColor( color: number, alpha?: number ): void; getClearAlpha(): number; setClearAlpha( alpha: number ): void; clear( color?: boolean, depth?: boolean, stencil?: boolean ): void; clearColor(): void; clearDepth(): void; clearStencil(): void; clearTarget( renderTarget: WebGLRenderTarget, color: boolean, depth: boolean, stencil: boolean ): void; resetGLState(): void; dispose(): void; renderBufferImmediate( object: Object3D, program: WebGLProgram, ): void; renderBufferDirect( camera: Camera, scene: Scene, geometry: Geometry | BufferGeometry, material: Material, object: Object3D, geometryGroup: any ): void; setAnimationLoop( callback: Function | null ): void; animate( callback: Function ): void; compile( scene: Scene, camera: Camera ): void; render( scene: Scene, camera: Camera ): void; getActiveCubeFace(): number; getActiveMipmapLevel(): number; getRenderTarget(): RenderTarget | null; getCurrentRenderTarget(): RenderTarget | null; setRenderTarget( renderTarget: RenderTarget | null, activeCubeFace?: number, activeMipmapLevel?: number ): void; readRenderTargetPixels( renderTarget: RenderTarget, x: number, y: number, width: number, height: number, buffer: any, activeCubeFaceIndex?: number ): void; copyFramebufferToTexture( position: Vector2, texture: Texture, level?: number ): void; copyTextureToTexture( position: Vector2, srcTexture: Texture, dstTexture: Texture, level?: number ): void; initTexture( texture: Texture ): void; gammaFactor: number; vr: boolean; shadowMapEnabled: boolean; shadowMapType: ShadowMapType; shadowMapCullFace: CullFace; supportsFloatTextures(): any; supportsHalfFloatTextures(): any; supportsStandardDerivatives(): any; supportsCompressedTextureS3TC(): any; supportsCompressedTexturePVRTC(): any; supportsBlendMinMax(): any; supportsVertexTextures(): any; supportsInstancedArrays(): any; enableScissorTest( boolean: any ): any; }