@babylonjs/core
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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.
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TypeScript
import type { Scene, NodeRenderGraphBuildState, FrameGraph, FrameGraphObjectRendererTask } from "../../../../index.js";
import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js";
import { NodeRenderGraphConnectionPoint } from "../../nodeRenderGraphBlockConnectionPoint.js";
/**
* @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 that this object renderer is the main object renderer of the frame graph. */
get isMainObjectRenderer(): boolean;
set isMainObjectRenderer(value: boolean);
/** 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 particles should be rendered */
get renderParticles(): boolean;
set renderParticles(value: boolean);
/** Indicates if sprites should be rendered */
get renderSprites(): boolean;
set renderSprites(value: boolean);
/** Indicates if layer mask check must be forced */
get forceLayerMaskCheck(): boolean;
set forceLayerMaskCheck(value: boolean);
/** Indicates if bounding boxes should be rendered */
get enableBoundingBoxRendering(): boolean;
set enableBoundingBoxRendering(value: boolean);
/** Indicates if shadows must be enabled or disabled */
get disableShadows(): boolean;
set disableShadows(value: boolean);
/** If image processing should be disabled */
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;
}