@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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JavaScript
import { __decorate } from "../../../../tslib.es6.js";
import { RegisterClass } from "../../../../Misc/typeStore.js";
import { editableInPropertyPage } from "../../../../Decorators/nodeDecorator.js";
import { NodeRenderGraphBlockConnectionPointTypes } from "../../Types/nodeRenderGraphTypes.js";
import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js";
import { FrameGraphUtilityLayerRendererTask } from "../../../Tasks/Rendering/utilityLayerRendererTask.js";
/**
* Block used to render an utility layer in the frame graph
*/
export class NodeRenderGraphUtilityLayerRendererBlock extends NodeRenderGraphBlock {
/**
* Gets the frame graph task associated with this block
*/
get task() {
return this._frameGraphTask;
}
/**
* Creates a new NodeRenderGraphUtilityLayerRendererBlock
* @param name defines the block name
* @param frameGraph defines the hosting frame graph
* @param scene defines the hosting scene
* @param handleEvents If the utility layer should handle events.
*/
constructor(name, frameGraph, scene, handleEvents = true) {
super(name, frameGraph, scene);
this._additionalConstructionParameters = [handleEvents];
this.registerInput("target", NodeRenderGraphBlockConnectionPointTypes.AutoDetect);
this.registerInput("camera", NodeRenderGraphBlockConnectionPointTypes.Camera);
this._addDependenciesInput();
this.registerOutput("output", NodeRenderGraphBlockConnectionPointTypes.BasedOnInput);
this.target.addExcludedConnectionPointFromAllowedTypes(NodeRenderGraphBlockConnectionPointTypes.TextureAll);
this.output._typeConnectionSource = this.target;
this._frameGraphTask = new FrameGraphUtilityLayerRendererTask(name, frameGraph, scene, handleEvents);
}
_createTask(handleEvents) {
const disabled = this._frameGraphTask.disabled;
this._frameGraphTask.dispose();
this._frameGraphTask = new FrameGraphUtilityLayerRendererTask(this.name, this._frameGraph, this._scene, handleEvents);
this._additionalConstructionParameters = [handleEvents];
this._frameGraphTask.disabled = disabled;
}
/** If the utility layer should handle events */
get handleEvents() {
return this._frameGraphTask.layer.handleEvents;
}
set handleEvents(value) {
this._createTask(value);
}
/**
* Gets the current class name
* @returns the class name
*/
getClassName() {
return "NodeRenderGraphUtilityLayerRendererBlock";
}
/**
* Gets the target input component
*/
get target() {
return this._inputs[0];
}
/**
* Gets the camera input component
*/
get camera() {
return this._inputs[1];
}
/**
* Gets the output component
*/
get output() {
return this._outputs[0];
}
_buildBlock(state) {
super._buildBlock(state);
this.output.value = this._frameGraphTask.outputTexture;
this._frameGraphTask.targetTexture = this.target.connectedPoint?.value;
this._frameGraphTask.camera = this.camera.connectedPoint?.value;
}
}
__decorate([
editableInPropertyPage("Handle events", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES")
], NodeRenderGraphUtilityLayerRendererBlock.prototype, "handleEvents", null);
RegisterClass("BABYLON.NodeRenderGraphUtilityLayerRendererBlock", NodeRenderGraphUtilityLayerRendererBlock);
//# sourceMappingURL=utilityLayerRendererBlock.js.map