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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 { Scene, FrameGraph, FrameGraphObjectList, IShadowLight, FrameGraphTextureHandle, Camera } from "../../../index.js"; import { FrameGraphTask } from "../../frameGraphTask.js"; import { ShadowGenerator } from "../../../Lights/Shadows/shadowGenerator.js"; /** * Task used to generate shadows from a list of objects. */ export declare class FrameGraphShadowGeneratorTask extends FrameGraphTask { /** * The object list that generates shadows. */ objectList: FrameGraphObjectList; private _light; /** * The light to generate shadows from. */ get light(): IShadowLight; set light(value: IShadowLight); private _camera; /** * Gets or sets the camera used to generate the shadow generator. */ get camera(): Camera; set camera(camera: Camera); private _mapSize; /** * The size of the shadow map. */ get mapSize(): number; set mapSize(value: number); private _useFloat32TextureType; /** * If true, the shadow map will use a 32 bits float texture type (else, 16 bits float is used if supported). */ get useFloat32TextureType(): boolean; set useFloat32TextureType(value: boolean); private _useRedTextureFormat; /** * If true, the shadow map will use a red texture format (else, a RGBA format is used). */ get useRedTextureFormat(): boolean; set useRedTextureFormat(value: boolean); private _bias; /** * The bias to apply to the shadow map. */ get bias(): number; set bias(value: number); private _normalBias; /** * The normal bias to apply to the shadow map. */ get normalBias(): number; set normalBias(value: number); private _darkness; /** * The darkness of the shadows. */ get darkness(): number; set darkness(value: number); private _transparencyShadow; /** * Gets or sets the ability to have transparent shadow */ get transparencyShadow(): boolean; set transparencyShadow(value: boolean); private _enableSoftTransparentShadow; /** * Enables or disables shadows with varying strength based on the transparency */ get enableSoftTransparentShadow(): boolean; set enableSoftTransparentShadow(value: boolean); private _useOpacityTextureForTransparentShadow; /** * 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); private _filter; /** * The filter to apply to the shadow map. */ get filter(): number; set filter(value: number); private _filteringQuality; /** * The filtering quality to apply to the filter. */ get filteringQuality(): number; set filteringQuality(value: number); /** * The shadow generator. */ readonly shadowGenerator: ShadowGenerator; /** * The shadow map texture. */ readonly outputTexture: FrameGraphTextureHandle; protected _shadowGenerator: ShadowGenerator | undefined; protected _createShadowGenerator(): void; protected _setupShadowGenerator(): void; isReady(): boolean; private _engine; private _scene; /** * Creates a new shadow generator task. * @param name The name of the task. * @param frameGraph The frame graph the task belongs to. * @param scene The scene to create the shadow generator for. */ constructor(name: string, frameGraph: FrameGraph, scene: Scene); record(): void; dispose(): void; }