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ktongue/docker_container / simsite /frontend /node_modules /three-stdlib /postprocessing /OutlinePass.d.ts
| import { Pass, FullScreenQuad } from './Pass'; | |
| import { Camera, Color, Matrix4, MeshDepthMaterial, Object3D, Scene, ShaderMaterial, Texture, Vector2, WebGLRenderer, WebGLRenderTarget } from 'three'; | |
| declare class OutlinePass extends Pass { | |
| renderScene: Scene; | |
| renderCamera: Camera; | |
| selectedObjects: Object3D[]; | |
| visibleEdgeColor: Color; | |
| hiddenEdgeColor: Color; | |
| edgeGlow: number; | |
| usePatternTexture: boolean; | |
| edgeThickness: number; | |
| edgeStrength: number; | |
| downSampleRatio: number; | |
| pulsePeriod: number; | |
| resolution: Vector2; | |
| renderTargetMaskBuffer: WebGLRenderTarget; | |
| depthMaterial: MeshDepthMaterial; | |
| prepareMaskMaterial: ShaderMaterial; | |
| renderTargetDepthBuffer: WebGLRenderTarget; | |
| renderTargetMaskDownSampleBuffer: WebGLRenderTarget; | |
| renderTargetBlurBuffer1: WebGLRenderTarget; | |
| renderTargetBlurBuffer2: WebGLRenderTarget; | |
| edgeDetectionMaterial: ShaderMaterial; | |
| renderTargetEdgeBuffer1: WebGLRenderTarget; | |
| renderTargetEdgeBuffer2: WebGLRenderTarget; | |
| separableBlurMaterial1: ShaderMaterial; | |
| separableBlurMaterial2: ShaderMaterial; | |
| overlayMaterial: ShaderMaterial; | |
| materialCopy: ShaderMaterial; | |
| oldClearAlpha: number; | |
| fsQuad: FullScreenQuad; | |
| tempPulseColor1: Color; | |
| tempPulseColor2: Color; | |
| textureMatrix: Matrix4; | |
| patternTexture?: Texture; | |
| private _visibilityCache; | |
| private _oldClearColor; | |
| copyUniforms: any; | |
| BlurDirectionX: Vector2; | |
| BlurDirectionY: Vector2; | |
| constructor(resolution: Vector2, scene: Scene, camera: Camera, selectedObjects?: Object3D[]); | |
| dispose(): void; | |
| setSize(width: number, height: number): void; | |
| changeVisibilityOfSelectedObjects(bVisible: boolean): void; | |
| changeVisibilityOfNonSelectedObjects(bVisible: boolean): void; | |
| updateTextureMatrix(): void; | |
| render(renderer: WebGLRenderer, writeBuffer: WebGLRenderTarget, readBuffer: WebGLRenderTarget, deltaTime: number, maskActive: boolean): void; | |
| getPrepareMaskMaterial(): ShaderMaterial; | |
| getEdgeDetectionMaterial(): ShaderMaterial; | |
| getSeperableBlurMaterial(maxRadius: number): ShaderMaterial; | |
| getOverlayMaterial(): ShaderMaterial; | |
| } | |
| export { OutlinePass }; | |
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