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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 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; }