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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 Nullable } from "../../../../types.js"; import { type Scene } from "../../../../scene.js"; import { type Effect } from "../../../effect.js"; import { type NodeMaterial, type NodeMaterialDefines } from "../../nodeMaterial.js"; import { type Mesh } from "../../../../Meshes/mesh.js"; import { type Light } from "../../../../Lights/light.js"; /** * Block used to get data information from a light */ export declare class LightInformationBlock extends NodeMaterialBlock { private _lightDataUniformName; private _lightColorUniformName; private _lightShadowUniformName; private _lightShadowExtraUniformName; private _lightTypeDefineName; private _forcePrepareDefines; /** * Gets or sets the light associated with this block */ light: Nullable<Light>; /** * Creates a new LightInformationBlock * @param name defines the block name */ constructor(name: string); /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the world position input component */ get worldPosition(): NodeMaterialConnectionPoint; /** * Gets the direction output component */ get direction(): NodeMaterialConnectionPoint; /** * Gets the direction output component */ get color(): NodeMaterialConnectionPoint; /** * Gets the direction output component */ get intensity(): NodeMaterialConnectionPoint; /** * Gets the shadow bias output component */ get shadowBias(): NodeMaterialConnectionPoint; /** * Gets the shadow normal bias output component */ get shadowNormalBias(): NodeMaterialConnectionPoint; /** * Gets the shadow depth scale component */ get shadowDepthScale(): NodeMaterialConnectionPoint; /** * Gets the shadow depth range component */ get shadowDepthRange(): NodeMaterialConnectionPoint; /** * 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; /** * Prepare the list of defines * @param defines - the list of defines */ prepareDefines(defines: NodeMaterialDefines): void; protected _buildBlock(state: NodeMaterialBuildState): this; /** * 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; }