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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 NodeRenderGraphConnectionPoint, type Scene, type NodeRenderGraphBuildState, type FrameGraph } from "../../../../index.js"; import { FrameGraphTAATask } from "../../../Tasks/PostProcesses/taaTask.js"; import { NodeRenderGraphBaseWithPropertiesPostProcessBlock } from "./baseWithPropertiesPostProcessBlock.js"; /** * Block that implements the TAA post process */ export declare class NodeRenderGraphTAAPostProcessBlock extends NodeRenderGraphBaseWithPropertiesPostProcessBlock { protected _frameGraphTask: FrameGraphTAATask; /** * Gets the frame graph task associated with this block */ get task(): FrameGraphTAATask; /** * Create a new NodeRenderGraphTAAPostProcessBlock * @param name defines the block name * @param frameGraph defines the hosting frame graph * @param scene defines the hosting scene */ constructor(name: string, frameGraph: FrameGraph, scene: Scene); /** Number of accumulated samples */ get samples(): number; set samples(value: number); /** The factor used to blend the history frame with current frame */ get factor(): number; set factor(value: number); /** Enables reprojecting the history texture with a per-pixel velocity */ get reprojectHistory(): boolean; set reprojectHistory(value: boolean); /** Clamps the history pixel to the min and max of the 3x3 pixels surrounding the target pixel */ get clampHistory(): boolean; set clampHistory(value: boolean); /** Indicates if depth testing must be enabled or disabled */ get disableOnCameraMove(): boolean; set disableOnCameraMove(value: boolean); /** Indicates if TAA must be enabled or disabled */ get disableTAA(): boolean; set disableTAA(value: boolean); /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the object renderer input component */ get objectRenderer(): NodeRenderGraphConnectionPoint; /** * Gets the geometry velocity input component */ get geomVelocity(): NodeRenderGraphConnectionPoint; protected _buildBlock(state: NodeRenderGraphBuildState): void; protected _dumpPropertiesCode(): string; serialize(): any; _deserialize(serializationObject: any): void; }