import { type Scene } from "../scene.js";
import { type ISceneSerializableComponent } from "../sceneComponent.js";
import { type IAssetContainer } from "../IAssetContainer.js";
/**
 * Defines the layer scene component responsible to manage any effect layers
 * in a given scene.
 */
export declare class EffectLayerSceneComponent implements ISceneSerializableComponent {
    /**
     * The component name helpful to identify the component in the list of scene components.
     */
    readonly name = "EffectLayer";
    /**
     * The scene the component belongs to.
     */
    scene: Scene;
    private _engine;
    private _renderEffects;
    private _needStencil;
    private _previousStencilState;
    /**
     * Creates a new instance of the component for the given scene
     * @param scene Defines the scene to register the component in
     */
    constructor(scene?: Scene);
    /**
     * Registers the component in a given scene
     */
    register(): void;
    /**
     * Rebuilds the elements related to this component in case of
     * context lost for instance.
     */
    rebuild(): void;
    /**
     * Serializes the component data to the specified json object
     * @param serializationObject The object to serialize to
     */
    serialize(serializationObject: any): void;
    /**
     * Adds all the elements from the container to the scene
     * @param container the container holding the elements
     */
    addFromContainer(container: IAssetContainer): void;
    /**
     * Removes all the elements in the container from the scene
     * @param container contains the elements to remove
     * @param dispose if the removed element should be disposed (default: false)
     */
    removeFromContainer(container: IAssetContainer, dispose?: boolean): void;
    /**
     * Disposes the component and the associated resources.
     */
    dispose(): void;
    private _isReadyForMesh;
    private _renderMainTexture;
    private _setStencil;
    private _setStencilBack;
    private _draw;
    private _drawCamera;
    private _drawRenderingGroup;
}
