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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, 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; }