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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 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"; import { ImageSourceBlock } from "./Dual/imageSourceBlock.js"; /** * Block used to read a texture with triplanar mapping (see "boxmap" in https://iquilezles.org/articles/biplanar/) */ export declare class TriPlanarBlock extends NodeMaterialBlock { private _linearDefineName; private _gammaDefineName; protected _tempTextureRead: string; private _samplerName; private _textureInfoName; private _imageSource; /** * Project the texture(s) for a better fit to a cube */ projectAsCube: boolean; protected _texture: Nullable<Texture>; /** * Gets or sets the texture associated with the node */ get texture(): Nullable<Texture>; set texture(texture: Nullable<Texture>); /** * Gets the textureY associated with the node */ get textureY(): Nullable<Texture>; /** * Gets the textureZ associated with the node */ get textureZ(): Nullable<Texture>; protected _getImageSourceBlock(connectionPoint: Nullable<NodeMaterialConnectionPoint>): Nullable<ImageSourceBlock>; /** * Gets the sampler name associated with this texture */ get samplerName(): string; /** * Gets the samplerY name associated with this texture */ get samplerYName(): Nullable<string>; /** * Gets the samplerZ name associated with this texture */ get samplerZName(): Nullable<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 TriPlanarBlock * @param name defines the block name * @param hideSourceZ defines a boolean indicating that normal Z should not be used (false by default) */ constructor(name: string, hideSourceZ?: boolean); /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the position input component */ get position(): NodeMaterialConnectionPoint; /** * Gets the normal input component */ get normal(): NodeMaterialConnectionPoint; /** * Gets the sharpness input component */ get sharpness(): NodeMaterialConnectionPoint; /** * Gets the source input component */ get source(): NodeMaterialConnectionPoint; /** * Gets the sourceY input component */ get sourceY(): NodeMaterialConnectionPoint; /** * Gets the sourceZ input component */ get sourceZ(): Nullable<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; prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void; isReady(): boolean; bind(effect: Effect): void; private _samplerFunc; private _generateTextureSample; protected _generateTextureLookup(state: NodeMaterialBuildState): void; private _generateConversionCode; private _writeOutput; protected _buildBlock(state: NodeMaterialBuildState): this; protected _dumpPropertiesCode(): string; serialize(): any; _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void; }