@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 Scene, type NodeRenderGraphBuildState, type FrameGraph } from "../../../../index.js";
import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js";
import { NodeRenderGraphConnectionPoint } from "../../nodeRenderGraphBlockConnectionPoint.js";
import { FrameGraphObjectRendererTask } from "../../../Tasks/Rendering/objectRendererTask.js";
/**
* @internal
*/
export declare class NodeRenderGraphBaseObjectRendererBlock extends NodeRenderGraphBlock {
protected _frameGraphTask: FrameGraphObjectRendererTask;
_additionalConstructionParameters: [boolean, boolean];
/**
* Gets the frame graph task associated with this block
*/
get task(): FrameGraphObjectRendererTask;
/**
* Create a new NodeRenderGraphBaseObjectRendererBlock
* @param name defines the block name
* @param frameGraph defines the hosting frame graph
* @param scene defines the hosting scene
* @param doNotChangeAspectRatio True (default) to not change the aspect ratio of the scene in the RTT
* @param enableClusteredLights True (default) to enable clustered lights
*/
constructor(name: string, frameGraph: FrameGraph, scene: Scene, doNotChangeAspectRatio?: boolean, enableClusteredLights?: boolean);
protected _createFrameGraphObject(): void;
protected _saveState(state: {
[key: string]: any;
}): void;
protected _restoreState(state: {
[key: string]: any;
}): void;
protected _createFrameGraphObjectWithState(doNotChangeAspectRatio: boolean, enableClusteredLights: boolean): void;
/** Indicates that this object renderer is the main object renderer of the frame graph. */
get isMainObjectRenderer(): boolean;
set isMainObjectRenderer(value: boolean);
/** Indicates if depth testing must be enabled or disabled */
get depthTest(): boolean;
set depthTest(value: boolean);
/** Indicates if depth writing must be enabled or disabled */
get depthWrite(): boolean;
set depthWrite(value: boolean);
/** Indicates if meshes should be rendered */
get renderMeshes(): boolean;
set renderMeshes(value: boolean);
/** Indicates if depth-only meshes should be rendered */
get renderDepthOnlyMeshes(): boolean;
set renderDepthOnlyMeshes(value: boolean);
/** Indicates if opaque meshes should be rendered */
get renderOpaqueMeshes(): boolean;
set renderOpaqueMeshes(value: boolean);
/** Indicates if alpha tested meshes should be rendered */
get renderAlphaTestMeshes(): boolean;
set renderAlphaTestMeshes(value: boolean);
/** Indicates if transparent meshes should be rendered */
get renderTransparentMeshes(): boolean;
set renderTransparentMeshes(value: boolean);
/** Indicates if use of Order Independent Transparency (OIT) for transparent meshes should be enabled */
get useOITForTransparentMeshes(): boolean;
set useOITForTransparentMeshes(value: boolean);
/** Defines the number of passes to use for Order Independent Transparency */
get oitPassCount(): number;
set oitPassCount(value: number);
/** Indicates if particles should be rendered */
get renderParticles(): boolean;
set renderParticles(value: boolean);
/** Indicates if sprites should be rendered */
get renderSprites(): boolean;
set renderSprites(value: boolean);
/** Indicates if layer mask check must be forced */
get forceLayerMaskCheck(): boolean;
set forceLayerMaskCheck(value: boolean);
/** Indicates if bounding boxes should be rendered */
get enableBoundingBoxRendering(): boolean;
set enableBoundingBoxRendering(value: boolean);
/** Indicates if outlines/overlays should be rendered */
get enableOutlineRendering(): boolean;
set enableOutlineRendering(value: boolean);
/** Indicates if shadows must be enabled or disabled */
get disableShadows(): boolean;
set disableShadows(value: boolean);
/** If image processing should be disabled */
get renderInLinearSpace(): boolean;
set renderInLinearSpace(value: boolean);
/** True (default) to not change the aspect ratio of the scene in the RTT */
get doNotChangeAspectRatio(): boolean;
set doNotChangeAspectRatio(value: boolean);
/** True (default) to enable clustered lights */
get enableClusteredLights(): boolean;
set enableClusteredLights(value: boolean);
/** If true, MSAA color textures will be resolved at the end of the render pass (default: true) */
get resolveMSAAColors(): boolean;
set resolveMSAAColors(value: boolean);
/** If true, MSAA depth texture will be resolved at the end of the render pass (default: false) */
get resolveMSAADepth(): boolean;
set resolveMSAADepth(value: boolean);
/**
* Gets the current class name
* @returns the class name
*/
getClassName(): string;
/**
* Gets the target texture input component
*/
get target(): NodeRenderGraphConnectionPoint;
/**
* Gets the depth texture input component
*/
get depth(): NodeRenderGraphConnectionPoint;
/**
* Gets the camera input component
*/
get camera(): NodeRenderGraphConnectionPoint;
/**
* Gets the objects input component
*/
get objects(): NodeRenderGraphConnectionPoint;
/**
* Gets the dependencies input component
*/
get dependencies(): NodeRenderGraphConnectionPoint;
/**
* Gets the shadowGenerators input component
*/
get shadowGenerators(): NodeRenderGraphConnectionPoint;
/**
* Gets the output component
*/
get output(): NodeRenderGraphConnectionPoint;
/**
* Gets the output depth component
*/
get outputDepth(): NodeRenderGraphConnectionPoint;
/**
* Gets the objectRenderer component
*/
get objectRenderer(): NodeRenderGraphConnectionPoint;
protected _buildBlock(state: NodeRenderGraphBuildState): void;
protected _dumpPropertiesCode(): string;
serialize(): any;
_deserialize(serializationObject: any): void;
}