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@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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import type { NodeRenderGraphConnectionPoint, Scene, NodeRenderGraphBuildState, FrameGraph, FrameGraphShadowGeneratorTask } from "../../../../index.js"; import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js"; /** * @internal */ export declare class NodeRenderGraphBaseShadowGeneratorBlock extends NodeRenderGraphBlock { protected _frameGraphTask: FrameGraphShadowGeneratorTask; /** * Gets the frame graph task associated with this block */ get task(): FrameGraphShadowGeneratorTask; /** * Create a new NodeRenderGraphBaseShadowGeneratorBlock * @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); protected _finalizeInputOutputRegistering(): void; /** Sets the size of the shadow texture */ get mapSize(): number; set mapSize(value: number); /** Sets the texture type to float (by default, half float is used if supported) */ get useFloat32TextureType(): boolean; set useFloat32TextureType(value: boolean); /** Sets the texture type to Red */ get useRedTextureFormat(): boolean; set useRedTextureFormat(value: boolean); /** Sets the bias */ get bias(): number; set bias(value: number); /** Sets the normal bias */ get normalBias(): number; set normalBias(value: number); /** Sets the darkness of the shadows */ get darkness(): number; set darkness(value: number); /** Sets the filter method */ get filter(): number; set filter(value: number); /** Sets the filter quality (for PCF and PCSS) */ get filteringQuality(): number; set filteringQuality(value: number); /** Gets or sets the ability to have transparent shadow */ get transparencyShadow(): boolean; set transparencyShadow(value: boolean); /** Enables or disables shadows with varying strength based on the transparency */ get enableSoftTransparentShadow(): boolean; set enableSoftTransparentShadow(value: boolean); /** If this is true, use the opacity texture's alpha channel for transparent shadows instead of the diffuse one */ get useOpacityTextureForTransparentShadow(): boolean; set useOpacityTextureForTransparentShadow(value: boolean); /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the light input component */ get light(): NodeRenderGraphConnectionPoint; /** * Gets the objects input component */ get objects(): NodeRenderGraphConnectionPoint; /** * Gets the camera input component */ get camera(): NodeRenderGraphConnectionPoint; /** * Gets the shadow generator component */ get generator(): NodeRenderGraphConnectionPoint; /** * Gets the output texture component */ get output(): NodeRenderGraphConnectionPoint; protected _buildBlock(state: NodeRenderGraphBuildState): void; protected _dumpPropertiesCode(): string; serialize(): any; _deserialize(serializationObject: any): void; }