import { Texture } from '../textures/Texture';
import { BaseRenderTexture } from './BaseRenderTexture';
import type { MSAA_QUALITY } from "../../constants";
import type { Rectangle } from "../../math";
import type { Framebuffer } from '../framebuffer/Framebuffer';
import type { IBaseTextureOptions } from '../textures/BaseTexture';
/**
 * A RenderTexture is a special texture that allows any PixiJS display object to be rendered to it.
 *
 * __Hint__: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded
 * otherwise black rectangles will be drawn instead.
 *
 * __Hint-2__: The actual memory allocation will happen on first render.
 * You shouldn't create renderTextures each frame just to delete them after, try to reuse them.
 *
 * A RenderTexture takes a snapshot of any Display Object given to its render method. For example:
 * @example
 * import { autoDetectRenderer, RenderTexture, Sprite } from 'pixi.js';
 *
 * const renderer = autoDetectRenderer();
 * const renderTexture = RenderTexture.create({ width: 800, height: 600 });
 * const sprite = Sprite.from('spinObj_01.png');
 *
 * sprite.position.x = 800 / 2;
 * sprite.position.y = 600 / 2;
 * sprite.anchor.x = 0.5;
 * sprite.anchor.y = 0.5;
 *
 * renderer.render(sprite, { renderTexture });
 *
 * // Note that you should not create a new renderer, but reuse the same one as the rest of the application.
 * // The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0
 * // you can clear the transform
 *
 * sprite.setTransform();
 *
 * const renderTexture = new RenderTexture.create({ width: 100, height: 100 });
 *
 * renderer.render(sprite, { renderTexture });  // Renders to center of RenderTexture
 * @memberof PIXI
 */
export declare class RenderTexture extends Texture {
    baseTexture: BaseRenderTexture;
    /**
     * Stores `sourceFrame` when this texture is inside current filter stack.
     *
     * You can read it inside filters.
     * @readonly
     */
    filterFrame: Rectangle | null;
    /**
     * The key for pooled texture of FilterSystem.
     * @see PIXI.RenderTexturePool
     */
    filterPoolKey: string | number | null;
    /**
     * @param baseRenderTexture - The base texture object that this texture uses.
     * @param frame - The rectangle frame of the texture to show.
     */
    constructor(baseRenderTexture: BaseRenderTexture, frame?: Rectangle);
    /**
     * Shortcut to `this.baseTexture.framebuffer`, saves baseTexture cast.
     * @readonly
     */
    get framebuffer(): Framebuffer;
    /**
     * Shortcut to `this.framebuffer.multisample`.
     * @default PIXI.MSAA_QUALITY.NONE
     */
    get multisample(): MSAA_QUALITY;
    set multisample(value: MSAA_QUALITY);
    /**
     * Resizes the RenderTexture.
     * @param desiredWidth - The desired width to resize to.
     * @param desiredHeight - The desired height to resize to.
     * @param resizeBaseTexture - Should the baseTexture.width and height values be resized as well?
     */
    resize(desiredWidth: number, desiredHeight: number, resizeBaseTexture?: boolean): void;
    /**
     * Changes the resolution of baseTexture, but does not change framebuffer size.
     * @param resolution - The new resolution to apply to RenderTexture
     */
    setResolution(resolution: number): void;
    /**
     * A short hand way of creating a render texture.
     * @param options - Options
     * @param {number} [options.width=100] - The width of the render texture
     * @param {number} [options.height=100] - The height of the render texture
     * @param {PIXI.SCALE_MODES} [options.scaleMode=PIXI.BaseTexture.defaultOptions.scaleMode] - See {@link PIXI.SCALE_MODES}
     *    for possible values
     * @param {number} [options.resolution=PIXI.settings.RESOLUTION] - The resolution / device pixel ratio of the texture
     *    being generated
     * @param {PIXI.MSAA_QUALITY} [options.multisample=PIXI.MSAA_QUALITY.NONE] - The number of samples of the frame buffer
     * @returns The new render texture
     */
    static create(options?: IBaseTextureOptions): RenderTexture;
}
