@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 { 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;
}