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@babylonjs/core

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import type { AbstractEngine, FrameGraphTextureManager, Scene, FrameGraphTextureHandle, Nullable, InternalTexture } from "../index.js"; /** * Base class for frame graph context. */ export declare class FrameGraphContext { protected readonly _engine: AbstractEngine; protected readonly _textureManager: FrameGraphTextureManager; protected readonly _scene: Scene; private _depthTest; private _depthWrite; /** @internal */ constructor(_engine: AbstractEngine, _textureManager: FrameGraphTextureManager, _scene: Scene); /** * Renders a component without managing the render target. * Use this method when you have a component that handles its own rendering logic which is not fully integrated into the frame graph system. * @param component The component to render. */ renderUnmanaged(component: { render: () => void; }): void; /** * Gets a texture from a handle. * Note that if the texture is a history texture, the read texture for the current frame will be returned. * @param handle The handle of the texture * @returns The texture or null if not found */ getTextureFromHandle(handle: FrameGraphTextureHandle): Nullable<InternalTexture>; /** * Pushes a debug group to the engine's debug stack. * @param name The name of the debug group */ pushDebugGroup(name: string): void; /** * Pops a debug group from the engine's debug stack. */ popDebugGroup(): void; /** * Saves the current depth states (depth testing and depth writing) */ saveDepthStates(): void; /** * Restores the depth states saved by saveDepthStates */ restoreDepthStates(): void; /** * Sets the depth states for the current render target * @param depthTest If true, depth testing is enabled * @param depthWrite If true, depth writing is enabled */ setDepthStates(depthTest: boolean, depthWrite: boolean): void; }