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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 { Nullable } from "../../../../types.js"; import type { Scene } from "../../../../scene.js"; import type { Effect } from "../../../effect.js"; import type { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js"; import type { Mesh } from "../../../../Meshes/mesh.js"; import type { Light } from "../../../../Lights/light.js"; import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js"; /** * Block used to get data information from a light */ export declare class LightInformationBlock extends NodeMaterialBlock { private _lightDataUniformName; private _lightColorUniformName; private _lightShadowUniformName; private _lightShadowExtraUniformName; private _lightTypeDefineName; private _forcePrepareDefines; /** * Gets or sets the light associated with this block */ light: Nullable<Light>; /** * Creates a new LightInformationBlock * @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 direction output component */ get direction(): NodeMaterialConnectionPoint; /** * Gets the direction output component */ get color(): NodeMaterialConnectionPoint; /** * Gets the direction output component */ get intensity(): NodeMaterialConnectionPoint; /** * Gets the shadow bias output component */ get shadowBias(): NodeMaterialConnectionPoint; /** * Gets the shadow normal bias output component */ get shadowNormalBias(): NodeMaterialConnectionPoint; /** * Gets the shadow depth scale component */ get shadowDepthScale(): NodeMaterialConnectionPoint; /** * Gets the shadow depth range component */ get shadowDepthRange(): NodeMaterialConnectionPoint; bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void; prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void; protected _buildBlock(state: NodeMaterialBuildState): this; serialize(): any; _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void; }