@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 FrameGraph, type NodeRenderGraphBuildState, type NodeRenderGraphConnectionPoint, type Scene } from "../../../../index.js";
import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js";
import { FrameGraphVolumetricLightingTask } from "../../../Tasks/PostProcesses/volumetricLightingTask.js";
import { Vector3 } from "../../../../Maths/math.vector.js";
import { Color3 } from "../../../../Maths/math.color.js";
/**
* Block that implements the volumetric lighting post process
*/
export declare class NodeRenderGraphVolumetricLightingBlock extends NodeRenderGraphBlock {
protected _frameGraphTask: FrameGraphVolumetricLightingTask;
_additionalConstructionParameters: [boolean];
/**
* Gets the frame graph task associated with this block
*/
get task(): FrameGraphVolumetricLightingTask;
/**
* Create a new NodeRenderGraphVolumetricLightingBlock
* @param name defines the block name
* @param frameGraph defines the hosting frame graph
* @param scene defines the hosting scene
* @param enableExtinction defines whether to enable extinction coefficients
*/
constructor(name: string, frameGraph: FrameGraph, scene: Scene, enableExtinction?: boolean);
private _createTask;
/** Gets or sets the phaseG parameter */
get phaseG(): number;
set phaseG(value: number);
/** If extinction coefficients should be used */
get enableExtinction(): boolean;
set enableExtinction(value: boolean);
/** Gets or sets the extinction color */
get extinction(): Vector3;
set extinction(value: Vector3);
/** Gets or sets the light power */
get lightPower(): Color3;
set lightPower(value: Color3);
/**
* Gets the current class name
* @returns the class name
*/
getClassName(): string;
/**
* Gets the target input component
*/
get target(): NodeRenderGraphConnectionPoint;
/**
* Gets the depth texture input component
*/
get depth(): NodeRenderGraphConnectionPoint;
/**
* Gets the camera input component
*/
get camera(): NodeRenderGraphConnectionPoint;
/**
* Gets the lighting volume mesh input component
*/
get lightingVolumeMesh(): NodeRenderGraphConnectionPoint;
/**
* Gets the light input component
*/
get light(): NodeRenderGraphConnectionPoint;
/**
* Gets the lighting volume texture input component
*/
get lightingVolumeTexture(): NodeRenderGraphConnectionPoint;
/**
* Gets the output component
*/
get output(): NodeRenderGraphConnectionPoint;
protected _buildBlock(state: NodeRenderGraphBuildState): void;
protected _dumpPropertiesCode(): string;
serialize(): any;
_deserialize(serializationObject: any): void;
}