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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 { NodeMaterialBlock } from "../../nodeMaterialBlock.js"; import { type NodeMaterialBuildState } from "../../nodeMaterialBuildState.js"; import { type NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js"; import { type AbstractMesh } from "../../../../Meshes/abstractMesh.js"; import { type NodeMaterial, type NodeMaterialDefines } from "../../nodeMaterial.js"; import { type Effect } from "../../../effect.js"; import { type Mesh } from "../../../../Meshes/mesh.js"; import { type Scene } from "../../../../scene.js"; /** * Block used to add image processing support to fragment shader */ export declare class ImageProcessingBlock extends NodeMaterialBlock { /** * Create a new ImageProcessingBlock * @param name defines the block name */ constructor(name: string); /** * Defines if the input should be converted to linear space (default: true) */ convertInputToLinearSpace: boolean; /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the color input component */ get color(): NodeMaterialConnectionPoint; /** * Gets the output component */ get output(): NodeMaterialConnectionPoint; /** * Gets the rgb component */ get rgb(): NodeMaterialConnectionPoint; /** * Initialize the block and prepare the context for build * @param state defines the state that will be used for the build */ initialize(state: NodeMaterialBuildState): void; private _initShaderSourceAsync; /** * Checks if the block is ready * @param mesh - the mesh to check * @param nodeMaterial - the node material * @param defines - the material defines * @returns true if ready */ isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean; /** * Prepare the list of defines * @param defines - the material defines * @param nodeMaterial - the node material */ prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial): void; /** * Bind data to effect * @param effect - the effect to bind to * @param nodeMaterial - the node material * @param mesh - the mesh to bind for */ bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void; protected _buildBlock(state: NodeMaterialBuildState): this; protected _dumpPropertiesCode(): string; /** * Serializes the block * @returns the serialized object */ serialize(): any; /** * Deserializes the block * @param serializationObject - the serialization object * @param scene - the scene * @param rootUrl - the root url */ _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void; }