UNPKG

@babylonjs/core

Version:

Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

78 lines (77 loc) 2.7 kB
import type { Scene, NodeRenderGraphBuildState, FrameGraph, FrameGraphObjectRendererTask } from "../../../../index.js"; import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock"; import { NodeRenderGraphConnectionPoint } from "../../nodeRenderGraphBlockConnectionPoint"; /** * @internal */ export declare class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock { protected _frameGraphTask: FrameGraphObjectRendererTask; /** * Gets the frame graph task associated with this block */ get task(): FrameGraphObjectRendererTask; /** * Create a new NodeRenderGraphBaseObjectRendererBlock * @param name defines the block name * @param frameGraph defines the hosting frame graph * @param scene defines the hosting scene */ constructor(name: string, frameGraph: FrameGraph, scene: Scene); /** Indicates if depth testing must be enabled or disabled */ get depthTest(): boolean; set depthTest(value: boolean); /** Indicates if depth writing must be enabled or disabled */ get depthWrite(): boolean; set depthWrite(value: boolean); /** Indicates if shadows must be enabled or disabled */ get disableShadows(): boolean; set disableShadows(value: boolean); /** If the rendering should be done in linear space */ get renderInLinearSpace(): boolean; set renderInLinearSpace(value: boolean); /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the target texture input component */ get target(): NodeRenderGraphConnectionPoint; /** * Gets the depth texture input component */ get depth(): NodeRenderGraphConnectionPoint; /** * Gets the camera input component */ get camera(): NodeRenderGraphConnectionPoint; /** * Gets the objects input component */ get objects(): NodeRenderGraphConnectionPoint; /** * Gets the dependencies input component */ get dependencies(): NodeRenderGraphConnectionPoint; /** * Gets the shadowGenerators input component */ get shadowGenerators(): NodeRenderGraphConnectionPoint; /** * Gets the output component */ get output(): NodeRenderGraphConnectionPoint; /** * Gets the output depth component */ get outputDepth(): NodeRenderGraphConnectionPoint; /** * Gets the objectRenderer component */ get objectRenderer(): NodeRenderGraphConnectionPoint; protected _buildBlock(state: NodeRenderGraphBuildState): void; protected _dumpPropertiesCode(): string; serialize(): any; _deserialize(serializationObject: any): void; }