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@babylonjs/core

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import { Scene } from "../scene.js"; import type { ISceneSerializableComponent } from "../sceneComponent.js"; import { EffectLayer } from "./effectLayer.js"; import type { IAssetContainer } from "../IAssetContainer.js"; declare module "../scene.js" { interface Scene { /** * Removes the given effect layer from this scene. * @param toRemove defines the effect layer to remove * @returns the index of the removed effect layer */ removeEffectLayer(toRemove: EffectLayer): number; /** * Adds the given effect layer to this scene * @param newEffectLayer defines the effect layer to add */ addEffectLayer(newEffectLayer: EffectLayer): void; } } /** * Defines the layer scene component responsible to manage any effect layers * in a given scene. */ export declare class EffectLayerSceneComponent implements ISceneSerializableComponent { /** * The component name helpful to identify the component in the list of scene components. */ readonly name = "EffectLayer"; /** * The scene the component belongs to. */ scene: Scene; private _engine; private _renderEffects; private _needStencil; private _previousStencilState; /** * Creates a new instance of the component for the given scene * @param scene Defines the scene to register the component in */ constructor(scene?: Scene); /** * Registers the component in a given scene */ register(): void; /** * Rebuilds the elements related to this component in case of * context lost for instance. */ rebuild(): void; /** * Serializes the component data to the specified json object * @param serializationObject The object to serialize to */ serialize(serializationObject: any): void; /** * Adds all the elements from the container to the scene * @param container the container holding the elements */ addFromContainer(container: IAssetContainer): void; /** * Removes all the elements in the container from the scene * @param container contains the elements to remove * @param dispose if the removed element should be disposed (default: false) */ removeFromContainer(container: IAssetContainer, dispose?: boolean): void; /** * Disposes the component and the associated resources. */ dispose(): void; private _isReadyForMesh; private _renderMainTexture; private _setStencil; private _setStencilBack; private _draw; private _drawCamera; private _drawRenderingGroup; }