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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 type { Scene } from "../../scene.js"; import { PostProcess } from "../../PostProcesses/postProcess.js"; import { ProceduralTexture } from "../../Materials/Textures/Procedurals/proceduralTexture.js"; import type { IblShadowsRenderPipeline } from "./iblShadowsRenderPipeline.js"; /** * This should not be instanciated directly, as it is part of a scene component * @internal */ export declare class _IblShadowsSpatialBlurPass { private _scene; private _engine; private _renderPipeline; private _outputTexture; private _worldScale; private _blurParameters; /** * Is the effect enabled */ enabled: boolean; /** * Returns the output texture of the pass. * @returns The output texture. */ getOutputTexture(): ProceduralTexture; /** * Gets the debug pass post process * @returns The post process */ getDebugPassPP(): PostProcess; private _debugPassName; /** * Sets the name of the debug pass */ get debugPassName(): string; /** * The scale of the voxel grid in world space. This is used to scale the blur radius in world space. * @param scale The scale of the voxel grid in world space. */ setWorldScale(scale: number): void; /** Enable the debug view for this pass */ debugEnabled: boolean; private _debugPassPP; private _debugSizeParams; /** * Sets params that control the position and scaling of the debug display on the screen. * @param x Screen X offset of the debug display (0-1) * @param y Screen Y offset of the debug display (0-1) * @param widthScale X scale of the debug display (0-1) * @param heightScale Y scale of the debug display (0-1) */ setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number): void; /** * Creates the debug post process effect for this pass */ private _createDebugPass; /** * Instanciates the importance sampling renderer * @param scene Scene to attach to * @param iblShadowsRenderPipeline The IBL shadows render pipeline * @returns The importance sampling renderer */ constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline); private _createTextures; private _setBindings; /** * Called by render pipeline when canvas resized. * @param scaleFactor The factor by which to scale the canvas size. */ resize(scaleFactor?: number): void; /** * Checks if the pass is ready * @returns true if the pass is ready */ isReady(): boolean; /** * Disposes the associated resources */ dispose(): void; }