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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 { Nullable, AbstractEngine, DrawWrapper, IColor4Like, Layer, FrameGraphTextureHandle, Effect, FrameGraphTextureManager, ObjectRenderer, Scene, FrameGraphRenderTarget, UtilityLayerRenderer } from "../index.js"; import { FrameGraphContext } from "./frameGraphContext.js"; /** * Frame graph context used render passes. * @experimental */ export declare class FrameGraphRenderContext extends FrameGraphContext { private readonly _engine; private readonly _textureManager; private readonly _scene; private readonly _effectRenderer; private _currentRenderTarget; private _debugMessageWhenTargetBound; private _debugMessageHasBeenPushed; private _renderTargetIsBound; private readonly _copyTexture; private _depthTest; private _depthWrite; private static _IsObjectRenderer; /** @internal */ constructor(_engine: AbstractEngine, _textureManager: FrameGraphTextureManager, _scene: Scene); /** * Checks whether a texture handle points to the backbuffer's color or depth texture * @param handle The handle to check * @returns True if the handle points to the backbuffer's color or depth texture, otherwise false */ isBackbuffer(handle: FrameGraphTextureHandle): boolean; /** * Checks whether a texture handle points to the backbuffer's color texture * @param handle The handle to check * @returns True if the handle points to the backbuffer's color texture, otherwise false */ isBackbufferColor(handle: FrameGraphTextureHandle): boolean; /** * Checks whether a texture handle points to the backbuffer's depth texture * @param handle The handle to check * @returns True if the handle points to the backbuffer's depth texture, otherwise false */ isBackbufferDepthStencil(handle: FrameGraphTextureHandle): boolean; /** * Creates a (frame graph) render target wrapper * Note that renderTargets or renderTargetDepth can be undefined, but not both at the same time! * @param name Name of the render target wrapper * @param renderTargets Render target handles (textures) to use * @param renderTargetDepth Render target depth handle (texture) to use * @returns The created render target wrapper */ createRenderTarget(name: string, renderTargets?: FrameGraphTextureHandle | FrameGraphTextureHandle[], renderTargetDepth?: FrameGraphTextureHandle): FrameGraphRenderTarget; /** * Clears the current render buffer or the current render target (if any is set up) * @param color Defines the color to use * @param backBuffer Defines if the back buffer must be cleared * @param depth Defines if the depth buffer must be cleared * @param stencil Defines if the stencil buffer must be cleared */ clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void; /** * Clears the color attachments of the current render target * @param color Defines the color to use * @param attachments The attachments to clear */ clearColorAttachments(color: Nullable<IColor4Like>, attachments: number[]): void; /** * Binds the attachments to the current render target * @param attachments The attachments to bind */ bindAttachments(attachments: number[]): void; /** * Generates mipmaps for the current render target */ generateMipMaps(): void; /** * Sets the texture sampling mode for a given texture handle * @param handle Handle of the texture to set the sampling mode for * @param samplingMode Sampling mode to set */ setTextureSamplingMode(handle: FrameGraphTextureHandle, samplingMode: number): void; /** * Binds a texture handle to a given effect (resolves the handle to a texture and binds it to the effect) * @param effect The effect to bind the texture to * @param name The name of the texture in the effect * @param handle The handle of the texture to bind */ bindTextureHandle(effect: Effect, name: string, handle: FrameGraphTextureHandle): void; /** * Saves the current depth states (depth testing and depth writing) */ saveDepthStates(): void; /** * Restores the depth states saved by saveDepthStates */ restoreDepthStates(): void; /** * Sets the depth states for the current render target * @param depthTest If true, depth testing is enabled * @param depthWrite If true, depth writing is enabled */ setDepthStates(depthTest: boolean, depthWrite: boolean): void; /** * Applies a full-screen effect to the current render target * @param drawWrapper The draw wrapper containing the effect to apply * @param customBindings The custom bindings to use when applying the effect (optional) * @returns True if the effect was applied, otherwise false (effect not ready) */ applyFullScreenEffect(drawWrapper: DrawWrapper, customBindings?: () => void): boolean; /** * Copies a texture to the current render target * @param sourceTexture The source texture to copy from * @param forceCopyToBackbuffer If true, the copy will be done to the back buffer regardless of the current render target */ copyTexture(sourceTexture: FrameGraphTextureHandle, forceCopyToBackbuffer?: boolean): void; /** * Renders a RenderTargetTexture or a layer * @param object The RenderTargetTexture/Layer to render * @param viewportWidth The width of the viewport (optional for Layer, but mandatory for ObjectRenderer) * @param viewportHeight The height of the viewport (optional for Layer, but mandatory for ObjectRenderer) */ render(object: Layer | ObjectRenderer | UtilityLayerRenderer, viewportWidth?: number, viewportHeight?: number): void; /** * Binds a render target texture so that upcoming draw calls will render to it * Note: it is a lazy operation, so the render target will only be bound when needed. This way, it is possible to call * this method several times with different render targets without incurring the cost of binding if no draw calls are made * @param renderTarget The handle of the render target texture to bind (default: undefined, meaning "back buffer"). Pass an array for MRT rendering. * @param debugMessage Optional debug message to display when the render target is bound (visible in PIX, for example) */ bindRenderTarget(renderTarget?: FrameGraphRenderTarget, debugMessage?: string): void; /** @internal */ _flushDebugMessages(): void; /** @internal */ _applyRenderTarget(): void; /** @internal */ _isReady(): boolean; /** @internal */ _dispose(): void; }