@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 { 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;
}