import { Rectangle } from '@pixi/math'; import type { ColorSource } from '@pixi/color'; import type { BUFFER_BITS } from '@pixi/constants'; import type { ExtensionMetadata } from '@pixi/extensions'; import type { MaskData } from '../mask/MaskData'; import type { Renderer } from '../Renderer'; import type { ISystem } from '../system/ISystem'; import type { RenderTexture } from './RenderTexture'; /** * System plugin to the renderer to manage render textures. * * Should be added after FramebufferSystem * * ### Frames * * The `RenderTextureSystem` holds a sourceFrame → destinationFrame projection. The following table explains the different * coordinate spaces used: * * | Frame | Description | Coordinate System | * | ---------------------- | ---------------------------------------------------------------- | ------------------------------------------------------- | * | sourceFrame | The rectangle inside of which display-objects are being rendered | **World Space**: The origin on the top-left | * | destinationFrame | The rectangle in the render-target (canvas or texture) into which contents should be rendered | If rendering to the canvas, this is in screen space and the origin is on the top-left. If rendering to a render-texture, this is in its base-texture's space with the origin on the bottom-left. | * | viewportFrame | The framebuffer viewport corresponding to the destination-frame | **Window Coordinates**: The origin is always on the bottom-left. | * @memberof PIXI */ export declare class RenderTextureSystem implements ISystem { /** @ignore */ static extension: ExtensionMetadata; /** * List of masks for the {@link PIXI.StencilSystem}. * @readonly */ defaultMaskStack: Array; /** * Render texture currently bound. {@code null} if rendering to the canvas. * @readonly */ current: RenderTexture | null; /** * The source frame for the render-target's projection mapping. * * See {@link PIXI.ProjectionSystem#sourceFrame} for more details */ readonly sourceFrame: Rectangle; /** * The destination frame for the render-target's projection mapping. * * See {@link PIXI.ProjectionSystem#destinationFrame} for more details. */ readonly destinationFrame: Rectangle; /** * The viewport frame for the render-target's viewport binding. This is equal to the destination-frame * for render-textures, while it is y-flipped when rendering to the screen (i.e. its origin is always on * the bottom-left). */ readonly viewportFrame: Rectangle; private renderer; /** Does the renderer have alpha and are its color channels stored premultipled by the alpha channel? */ private _rendererPremultipliedAlpha; /** * @param renderer - The renderer this System works for. */ constructor(renderer: Renderer); protected contextChange(): void; /** * Bind the current render texture. * @param renderTexture - RenderTexture to bind, by default its `null` - the screen. * @param sourceFrame - Part of world that is mapped to the renderTexture. * @param destinationFrame - Part of renderTexture, by default it has the same size as sourceFrame. */ bind(renderTexture?: RenderTexture, sourceFrame?: Rectangle, destinationFrame?: Rectangle): void; /** * Erases the render texture and fills the drawing area with a colour. * @param clearColor - The color as rgba, default to use the renderer backgroundColor * @param [mask=BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH] - Bitwise OR of masks * that indicate the buffers to be cleared, by default COLOR and DEPTH buffers. */ clear(clearColor?: ColorSource, mask?: BUFFER_BITS): void; resize(): void; /** Resets render-texture state. */ reset(): void; destroy(): void; }