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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 { NodeMaterialBlock } from "../../nodeMaterialBlock.js"; import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js"; import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js"; import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js"; import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js"; import type { NodeMaterialDefines } from "../../nodeMaterial.js"; import { NodeMaterial } from "../../nodeMaterial.js"; import type { Effect } from "../../../effect.js"; import type { Nullable } from "../../../../types.js"; import { Texture } from "../../../Textures/texture.js"; import type { Scene } from "../../../../scene.js"; import "../../../../Shaders/ShadersInclude/helperFunctions.js"; /** * Block used to read a texture from a sampler */ export declare class TextureBlock extends NodeMaterialBlock { private _defineName; private _linearDefineName; private _gammaDefineName; private _tempTextureRead; private _samplerName; private _transformedUVName; private _textureTransformName; private _textureInfoName; private _mainUVName; private _mainUVDefineName; private _fragmentOnly; private _imageSource; protected _texture: Nullable<Texture>; /** * Gets or sets the texture associated with the node */ get texture(): Nullable<Texture>; set texture(texture: Nullable<Texture>); private static _IsPrePassTextureBlock; private get _isSourcePrePass(); /** * Gets the sampler name associated with this texture */ get samplerName(): string; /** * Gets a boolean indicating that this block is linked to an ImageSourceBlock */ get hasImageSource(): boolean; private _convertToGammaSpace; /** * Gets or sets a boolean indicating if content needs to be converted to gamma space */ set convertToGammaSpace(value: boolean); get convertToGammaSpace(): boolean; private _convertToLinearSpace; /** * Gets or sets a boolean indicating if content needs to be converted to linear space */ set convertToLinearSpace(value: boolean); get convertToLinearSpace(): boolean; /** * Gets or sets a boolean indicating if multiplication of texture with level should be disabled */ disableLevelMultiplication: boolean; /** * Create a new TextureBlock * @param name defines the block name * @param fragmentOnly */ constructor(name: string, fragmentOnly?: boolean); /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the uv input component */ get uv(): NodeMaterialConnectionPoint; /** * Gets the source input component */ get source(): NodeMaterialConnectionPoint; /** * Gets the layer input component */ get layer(): NodeMaterialConnectionPoint; /** * Gets the LOD input component */ get lod(): NodeMaterialConnectionPoint; /** * Gets the rgba output component */ get rgba(): NodeMaterialConnectionPoint; /** * Gets the rgb output component */ get rgb(): NodeMaterialConnectionPoint; /** * Gets the r output component */ get r(): NodeMaterialConnectionPoint; /** * Gets the g output component */ get g(): NodeMaterialConnectionPoint; /** * Gets the b output component */ get b(): NodeMaterialConnectionPoint; /** * Gets the a output component */ get a(): NodeMaterialConnectionPoint; /** * Gets the level output component */ get level(): NodeMaterialConnectionPoint; private _isTiedToFragment; private _getEffectiveTarget; get target(): NodeMaterialBlockTargets; set target(value: NodeMaterialBlockTargets); autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void; initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void; prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void; isReady(): boolean; bind(effect: Effect): void; private get _isMixed(); private _injectVertexCode; private _getUVW; private _samplerFunc; private get _samplerLodSuffix(); private _generateTextureSample; private _generateTextureLookup; private _writeTextureRead; private _generateConversionCode; private _writeOutput; protected _buildBlock(state: NodeMaterialBuildState): this | undefined; protected _dumpPropertiesCode(): string; serialize(): any; _deserialize(serializationObject: any, scene: Scene, rootUrl: string, urlRewriter?: (url: string) => string): void; }