@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.
145 lines (144 loc) • 5.14 kB
TypeScript
import { type NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
import { type NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js";
import { type NodeMaterial, type NodeMaterialDefines } from "../../nodeMaterial.js";
import { type Nullable } from "../../../../types.js";
import { type BaseTexture } from "../../../Textures/baseTexture.js";
import { type Mesh } from "../../../../Meshes/mesh.js";
import { type Effect } from "../../../effect.js";
import { type Scene } from "../../../../scene.js";
import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
/**
* Block used to implement the refraction part of the sub surface module of the PBR material
*/
export declare class RefractionBlock extends NodeMaterialBlock {
/** @internal */
_define3DName: string;
/** @internal */
_refractionMatrixName: string;
/** @internal */
_defineLODRefractionAlpha: string;
/** @internal */
_defineLinearSpecularRefraction: string;
/** @internal */
_defineOppositeZ: string;
/** @internal */
_cubeSamplerName: string;
/** @internal */
_2DSamplerName: string;
/** @internal */
_vRefractionMicrosurfaceInfosName: string;
/** @internal */
_vRefractionInfosName: string;
/** @internal */
_vRefractionFilteringInfoName: string;
private _scene;
/**
* The properties below are set by the main PBR block prior to calling methods of this class.
* This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.
* It's less burden on the user side in the editor part.
*/
/** @internal */
viewConnectionPoint: NodeMaterialConnectionPoint;
/** @internal */
indexOfRefractionConnectionPoint: NodeMaterialConnectionPoint;
/**
* This parameters will make the material used its opacity to control how much it is refracting against not.
* Materials half opaque for instance using refraction could benefit from this control.
*/
linkRefractionWithTransparency: boolean;
/**
* Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
*/
invertRefractionY: boolean;
/**
* Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
*/
useThicknessAsDepth: boolean;
/**
* Gets or sets the texture associated with the node
*/
texture: Nullable<BaseTexture>;
/**
* Create a new RefractionBlock
* @param name defines the block name
*/
constructor(name: string);
/**
* 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;
/**
* Gets the current class name
* @returns the class name
*/
getClassName(): string;
/**
* Gets the intensity input component
*/
get intensity(): NodeMaterialConnectionPoint;
/**
* Gets the tint at distance input component
*/
get tintAtDistance(): NodeMaterialConnectionPoint;
/**
* Gets the volume index of refraction input component
*/
get volumeIndexOfRefraction(): NodeMaterialConnectionPoint;
/**
* Gets the view input component
*/
get view(): NodeMaterialConnectionPoint;
/**
* Gets the refraction object output component
*/
get refraction(): NodeMaterialConnectionPoint;
/**
* Returns true if the block has a texture
*/
get hasTexture(): boolean;
protected _getTexture(): Nullable<BaseTexture>;
/**
* Auto configure the block based on the material
* @param material - the node material
* @param additionalFilteringInfo - additional filtering info
*/
autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void;
/**
* Prepare the list of defines
* @param defines - the list of defines
*/
prepareDefines(defines: NodeMaterialDefines): void;
/**
* Checks if the block is ready
* @returns true if ready
*/
isReady(): boolean;
/**
* Bind data to effect
* @param effect - the effect to bind to
* @param nodeMaterial - the node material
* @param mesh - the mesh
*/
bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
/**
* Gets the main code of the block (fragment side)
* @param state current state of the node material building
* @returns the shader code
*/
getCode(state: NodeMaterialBuildState): string;
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;
}