declare namespace pc {
/**
* @name pc.RenderTarget
* @class A render target is a rectangular rendering surface.
* @description Creates a new render target. A color buffer or a depth buffer must be set.
* @param {Object} options Object for passing optional arguments.
* @param {pc.Texture} [options.colorBuffer] The texture that this render target will treat as a rendering surface.
* @param {Boolean} [options.depth] If set to true, depth buffer will be created. Defaults to true. Ignored if depthBuffer is defined.
* @param {Boolean} [options.stencil] If set to true, depth buffer will include stencil. Defaults to false. Ignored if depthBuffer is defined or depth is false.
* @param {pc.Texture} [options.depthBuffer] The texture that this render target will treat as a depth/stencil surface (WebGL2 only). If set, the 'depth' and 'stencil' properties are ignored.
* Texture must have pc.PIXELFORMAT_DEPTH or PIXELFORMAT_DEPTHSTENCIL format.
* @param {Number} [options.samples] Number of hardware anti-aliasing samples (WebGL2 only). Default is 1.
* @param {Boolean} [options.autoResolve] If samples > 1, enables or disables automatic MSAA resolve after rendering to this RT (see pc.RenderTarget#resolve). Defaults to true;
* Defaults to true.
* @param {Number} [options.face] If the colorBuffer parameter is a cubemap, use this option to specify the
* face of the cubemap to render to. Can be:
*
* - pc.CUBEFACE_POSX
* - pc.CUBEFACE_NEGX
* - pc.CUBEFACE_POSY
* - pc.CUBEFACE_NEGY
* - pc.CUBEFACE_POSZ
* - pc.CUBEFACE_NEGZ
*
* Defaults to pc.CUBEFACE_POSX.
* @example
* // Create a 512x512x24-bit render target with a depth buffer
* var colorBuffer = new pc.Texture(graphicsDevice, {
* width: 512,
* height: 512,
* format: pc.PIXELFORMAT_R8_G8_B8
* });
* var renderTarget = new pc.RenderTarget(graphicsDevice, colorBuffer, {
* depth: true
* });
*
* // Set the render target on an entity's camera component
* entity.camera.renderTarget = renderTarget;
*/
class RenderTarget {
constructor(options: {
colorBuffer?: pc.Texture,
depth?: boolean,
stencil?: boolean,
depthBuffer?: pc.Texture,
samples?: number,
autoResolve?: boolean,
face?: number
})
constructor(options: pc.GraphicsDevice, _arg2: pc.Texture, _arg3: {
colorBuffer?: pc.Texture,
depth?: boolean,
stencil?: boolean,
depthBuffer?: pc.Texture,
samples?: number,
autoResolve?: boolean,
face?: number
})
/**
* @function
* @name pc.RenderTarget#destroy
* @description Frees resources associated with this render target.
*/
destroy(): void;
/**
* @function
* @name pc.RenderTarget#resolve
* @description If samples > 1, resolves the anti-aliased render target (WebGL2 only).
* When you're rendering to an anti-aliased render target, pixels aren't written directly to the readable texture.
* Instead, they're first written to a MSAA buffer, where each sample for each pixel is stored independently.
* In order to read the results, you first need to 'resolve' the buffer - to average all samples and create a simple texture with one color per pixel.
* This function performs this averaging and updates the colorBuffer and the depthBuffer.
* If autoResolve is set to true, the resolve will happen after every rendering to this render target, otherwise you can do it manually,
* during the app update or inside a pc.Command.
* @param {Boolean} color Resolve color buffer
* @param {Boolean} depth Resolve depth buffer
*/
resolve(color: boolean, depth: boolean): void;
/**
* @function
* @name pc.RenderTarget#copy
* @description Copies color and/or depth contents of source render target to this one. Formats, sizes and anti-aliasing samples must match.
* Depth buffer can only be copied on WebGL 2.0.
* @param {pc.RenderTarget} source Source render target to copy from
* @param {Boolean} color Copy color buffer
* @param {Boolean} depth Copy depth buffer
*/
copy(source: pc.RenderTarget, color: boolean, depth: boolean): pc.RenderTarget;
/**
* @readonly
* @name pc.RenderTarget#colorBuffer
* @type pc.Texture
* @description Color buffer set up on the render target.
*/
readonly colorBuffer: pc.Texture;
/**
* @readonly
* @name pc.RenderTarget#depthBuffer
* @type pc.Texture
* @description Depth buffer set up on the render target. Only available, if depthBuffer was set in constructor.
* Not available, if depth property was used instead.
*/
readonly depthBuffer: pc.Texture;
/**
* @readonly
* @name pc.RenderTarget#face
* @type Number
* @description If the render target is bound to a cubemap, this property
* specifies which face of the cubemap is rendered to. Can be:
*
* - pc.CUBEFACE_POSX
* - pc.CUBEFACE_NEGX
* - pc.CUBEFACE_POSY
* - pc.CUBEFACE_NEGY
* - pc.CUBEFACE_POSZ
* - pc.CUBEFACE_NEGZ
*
*/
readonly face: number;
/**
* @readonly
* @name pc.RenderTarget#width
* @type Number
* @description Width of the render target in pixels.
*/
readonly width: number
/**
* @readonly
* @name pc.RenderTarget#height
* @type Number
* @description Height of the render target in pixels.
*/
readonly height: number;
}
}