UNPKG

@babylonjs/core

Version:

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.

75 lines (74 loc) 2.79 kB
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; }