@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 { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js";
import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js";
import type { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js";
import type { Effect } from "../../../effect.js";
import type { Mesh } from "../../../../Meshes/mesh.js";
import type { Light } from "../../../../Lights/light.js";
import type { Nullable } from "../../../../types.js";
import type { Scene } from "../../../../scene.js";
/**
* Block used to add light in the fragment shader
*/
export declare class LightBlock extends NodeMaterialBlock {
private _lightId;
/**
* Gets or sets the light associated with this block
*/
light: Nullable<Light>;
/** Indicates that no code should be generated in the vertex shader. Can be useful in some specific circumstances (like when doing ray marching for eg) */
generateOnlyFragmentCode: boolean;
private static _OnGenerateOnlyFragmentCodeChanged;
private _setTarget;
/**
* Create a new LightBlock
* @param name defines the block name
*/
constructor(name: string);
/**
* Gets the current class name
* @returns the class name
*/
getClassName(): string;
/**
* Gets the world position input component
*/
get worldPosition(): NodeMaterialConnectionPoint;
/**
* Gets the world normal input component
*/
get worldNormal(): NodeMaterialConnectionPoint;
/**
* Gets the camera (or eye) position component
*/
get cameraPosition(): NodeMaterialConnectionPoint;
/**
* Gets the glossiness component
*/
get glossiness(): NodeMaterialConnectionPoint;
/**
* Gets the glossiness power component
*/
get glossPower(): NodeMaterialConnectionPoint;
/**
* Gets the diffuse color component
*/
get diffuseColor(): NodeMaterialConnectionPoint;
/**
* Gets the specular color component
*/
get specularColor(): NodeMaterialConnectionPoint;
/**
* Gets the view matrix component
*/
get view(): NodeMaterialConnectionPoint;
/**
* Gets the diffuse output component
*/
get diffuseOutput(): NodeMaterialConnectionPoint;
/**
* Gets the specular output component
*/
get specularOutput(): NodeMaterialConnectionPoint;
/**
* Gets the shadow output component
*/
get shadow(): NodeMaterialConnectionPoint;
initialize(state: NodeMaterialBuildState): void;
private _initShaderSourceAsync;
autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void;
prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
private _injectVertexCode;
private _injectUBODeclaration;
protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
serialize(): any;
_deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
}