import type { Effect } from "postprocessing";
import type { EditorModification, IEditorModification as IEditorModificationReceiver } from "../../engine/engine_editor-sync.js";
import { Behaviour } from "../Component.js";
import { PostProcessingEffect } from "./PostProcessingEffect.js";
import { IPostProcessingManager } from "./utils.js";
import { VolumeProfile } from "./VolumeProfile.js";
/** [Volume](https://engine.needle.tools/docs/api/Volume) The Volume/PostprocessingManager component is responsible for managing post processing effects.
 * Add this component to any object in your scene to enable post processing effects.
 *
 * @example Add bloom
 * ```ts
 * const volume = new Volume();
 * volume.addEffect(new BloomEffect({
 *   intensity: 3,
 *   luminanceThreshold: .2
 * }));
 * gameObject.addComponent(volume);
 * ```
 *
 * @example Remove bloom
 * ```ts
 * volume.removeEffect(bloom);
 * ```
 *
 * @example Add pixelation
 * ```ts
 * const pixelation = new PixelationEffect();
 * pixelation.granularity.value = 10;
 * volume.addEffect(pixelation);
 * ```
 *
 * @summary Manage Post-Processing Effects
 * @category Rendering
 * @category Effects
 * @group Components
 */
export declare class Volume extends Behaviour implements IEditorModificationReceiver, IPostProcessingManager {
    get isPostProcessingManager(): boolean;
    /** Currently active postprocessing effects */
    get effects(): PostProcessingEffect[];
    get dirty(): boolean;
    set dirty(value: boolean);
    sharedProfile?: VolumeProfile;
    /**
     * Set multisampling to "auto" to automatically adjust the multisampling level based on performance.
     * Set to a number to manually set the multisampling level.
     * @default "auto"
     * @min 0
     * @max renderer.capabilities.maxSamples
     */
    multisampling: "auto" | number;
    /** When enabled, the device pixel ratio will be gradually reduced when FPS is low
     * and restored when performance recovers. This helps maintain smooth frame rates
     * on devices where full retina resolution is too expensive for postprocessing.
     * Disable this if you need a fixed resolution and prefer consistent quality over frame rate.
     * @default true
     */
    adaptiveResolution: boolean;
    /**
     * Add a post processing effect to the stack and schedules the effect stack to be re-created.
     */
    addEffect<T extends PostProcessingEffect | Effect>(effect: T & {
        order?: number;
    }): T;
    /**
     * Remove a post processing effect from the stack and schedules the effect stack to be re-created.
     */
    removeEffect<T extends PostProcessingEffect | Effect>(effect: T): T;
    private _postprocessing?;
    private readonly _activeEffects;
    private readonly _effects;
    /**
     * When dirty the post processing effects will be re-applied
     */
    markDirty(): void;
    /** @internal */
    awake(): void;
    private _componentEnabledTime;
    private _multisampleAutoChangeTime;
    private _multisampleAutoDecreaseTime;
    /** @internal */
    onEnable(): void;
    /** @internal */
    onDisable(): void;
    /** @internal */
    onBeforeRender(): void;
    /** @internal */
    onDestroy(): void;
    private _lastApplyTime?;
    private _rapidApplyCount;
    private _isDirty;
    private apply;
    private _applyPostQueue;
    /** called from needle editor sync package if its active */
    onEditorModification(modification: EditorModification): void | boolean | undefined;
    private _modificationQueue?;
    private _recreateId;
    private scheduleRecreate;
}
export { Volume as PostProcessingManager };
