@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, FrameGraph, NodeRenderGraphBuildState } from "../../../../index.js";
import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js";
import { Color4 } from "../../../../Maths/math.color.js";
import { FrameGraphClearTextureTask } from "../../../Tasks/Texture/clearTextureTask.js";
/**
* Block used to clear a texture
*/
export declare class NodeRenderGraphClearBlock extends NodeRenderGraphBlock {
protected _frameGraphTask: FrameGraphClearTextureTask;
/**
* Gets the frame graph task associated with this block
*/
get task(): FrameGraphClearTextureTask;
/**
* Create a new NodeRenderGraphClearBlock
* @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);
/** Gets or sets the clear color */
get color(): Color4;
set color(value: Color4);
/** Gets or sets a boolean indicating whether the color part of the texture should be cleared. */
get clearColor(): boolean;
set clearColor(value: boolean);
/** Gets or sets a boolean indicating whether the color should be converted to linear space. */
get convertColorToLinearSpace(): boolean;
set convertColorToLinearSpace(value: boolean);
/** Gets or sets a boolean indicating whether the depth part of the texture should be cleared. */
get clearDepth(): boolean;
set clearDepth(value: boolean);
/** Gets or sets a boolean indicating whether the stencil part of the texture should be cleared. */
get clearStencil(): boolean;
set clearStencil(value: boolean);
/**
* Gets the current class name
* @returns the class name
*/
getClassName(): string;
/**
* Gets the target input component
*/
get target(): NodeRenderGraphConnectionPoint;
/**
* Gets the depth texture input component
*/
get depth(): NodeRenderGraphConnectionPoint;
/**
* Gets the output component
*/
get output(): NodeRenderGraphConnectionPoint;
/**
* Gets the output depth component
*/
get outputDepth(): NodeRenderGraphConnectionPoint;
protected _buildBlock(state: NodeRenderGraphBuildState): void;
protected _dumpPropertiesCode(): string;
serialize(): any;
_deserialize(serializationObject: any): void;
}