info.laht.threekt.renderers.WebGLRenderer.kt Maven / Gradle / Ivy
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kotlin wrappers for three.js (https://threejs.org/)
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/*
* The MIT License
*
* Copyright 2017-2018 Lars Ivar Hatledal
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
@file:JsQualifier("THREE")
package info.laht.threekt.renderers
import info.laht.threekt.cameras.Camera
import info.laht.threekt.scenes.Scene
import org.w3c.dom.Node
open external class WebGLRenderer {
constructor(params: WebGLRendererParams = definedExternally)
var domElement: Node
var autoClear: Boolean
var autoClearColor: Boolean
var autoClearDepth: Boolean
var autoClearStencil: Boolean
var sortObjects: Boolean
var gammaFactor: Double
var gammaInput: Boolean
var gammaOutput: Boolean
var physicallyCorrectLights: Boolean
var toneMapping: Int
var toneMappingExposure: Double;
var toneMappingWhitePoint: Double
var maxMorphTargets: Int
var maxMorphNormals: Int
interface Size {
val x: Int
val y: Int
}
fun clear(color: Boolean = definedExternally, depth: Boolean = definedExternally, stencil: Boolean = definedExternally)
fun clearColor()
fun clearDepth()
fun clearStencil()
fun getSize() : Size
fun setSize(width: Int, height: Int, updateStyle: Boolean = definedExternally)
/**
* Sets the clear alpha. Valid input is a float between 0.0 and 1.0.
*/
fun setClearAlpha(alpha: Number)
/**
* Sets the clear color and opacity.
*/
fun setClearColor(color: Int, alpha: Number)
/**
* Render a scene using a camera.
* The render is done to the renderTarget (if specified) or to the canvas as usual.
* If forceClear is true, the depth, stencil and color buffers will be cleared before rendering even if the renderer's autoClear property is false.
* Even with forceClear set to true you can prevent certain buffers being cleared by setting either the autoClearColor, autoClearStencil or autoClearDepth properties to false.
*/
fun render(scene: Scene, camera: Camera, renderTarget: dynamic = definedExternally, forceClear: Boolean = definedExternally)
fun setPixelRatio(value: Number)
}