@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 FrameGraph, type NodeRenderGraphBuildState, type IViewportLike } from "../../../../index.js";
import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js";
import { FrameGraphCopyToTextureTask } from "../../../Tasks/Texture/copyToTextureTask.js";
/**
* Block used to copy a texture
*/
export declare class NodeRenderGraphCopyTextureBlock extends NodeRenderGraphBlock {
protected _frameGraphTask: FrameGraphCopyToTextureTask;
protected _useCurrentViewport: boolean;
protected _useFullScreenViewport: boolean;
protected _viewport: IViewportLike;
/**
* Gets the frame graph task associated with this block
*/
get task(): FrameGraphCopyToTextureTask;
/**
* Create a new NodeRenderGraphCopyTextureBlock
* @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);
private _setViewport;
/** If true, the current viewport will be left unchanged. */
get useCurrentViewport(): boolean;
set useCurrentViewport(value: boolean);
/** If true, a full screen viewport will be used. */
get useFullScreenViewport(): boolean;
set useFullScreenViewport(value: boolean);
/** The viewport to use. */
get viewport(): IViewportLike;
set viewport(value: IViewportLike);
/** The LOD level to copy from the source texture (default: 0). */
get lodLevel(): number;
set lodLevel(value: number);
/**
* Gets the current class name
* @returns the class name
*/
getClassName(): string;
/**
* Gets the source input component
*/
get source(): NodeRenderGraphConnectionPoint;
/**
* Gets the target input component
*/
get target(): NodeRenderGraphConnectionPoint;
/**
* Gets the output component
*/
get output(): NodeRenderGraphConnectionPoint;
protected _buildBlock(state: NodeRenderGraphBuildState): void;
protected _dumpPropertiesCode(): string;
serialize(): any;
_deserialize(serializationObject: any): void;
}