@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 { 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;
}