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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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/** This file must only contain pure code and pure imports */ import { type NodeRenderGraphConnectionPoint, type Scene, type NodeRenderGraphBuildState, type FrameGraph } from "../../../../index.js"; import { NodeRenderGraphBaseObjectRendererBlock } from "./baseObjectRendererBlock.js"; import { FrameGraphGeometryRendererTask } from "../../../Tasks/Rendering/geometryRendererTask.js"; /** * Block that render geometry of objects to a multi render target */ export declare class NodeRenderGraphGeometryRendererBlock extends NodeRenderGraphBaseObjectRendererBlock { protected _frameGraphTask: FrameGraphGeometryRendererTask; /** * Gets the frame graph task associated with this block */ get task(): FrameGraphGeometryRendererTask; /** * Create a new NodeRenderGraphGeometryRendererBlock * @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; /** Width of the geometry texture */ get width(): number; set width(value: number); /** Height of the geometry texture */ get height(): number; set height(value: number); /** Indicates if the geometry texture width and height are percentages or absolute values */ get sizeInPercentage(): boolean; set sizeInPercentage(value: boolean); /** Number of samples of the geometry texture */ get samples(): number; set samples(value: number); /** Indicates if culling must be reversed */ get reverseCulling(): boolean; set reverseCulling(value: boolean); /** Indicates if a mesh shouldn't be rendered when its material has depth write disabled */ get dontRenderWhenMaterialDepthWriteIsDisabled(): boolean; set dontRenderWhenMaterialDepthWriteIsDisabled(value: boolean); /** Indicates if depth pre-pass must be disabled */ get disableDepthPrePass(): boolean; set disableDepthPrePass(value: boolean); /** The format of the irradiance output texture */ irradianceFormat: number; /** The type of the irradiance output texture */ irradianceType: number; /** The format of the view depth output texture */ viewDepthFormat: number; /** The type of the view depth output texture */ viewDepthType: number; /** The format of the normalized view depth output texture */ normalizedViewDepthFormat: number; /** The type of the normalized view depth output texture */ normalizedViewDepthType: number; /** The format of the screen depth output texture */ screenDepthFormat: number; /** The type of the screen depth output texture */ screenDepthType: number; /** The format of the view normal output texture */ viewNormalFormat: number; /** The type of the view normal output texture */ viewNormalType: number; /** The format of the world normal output texture */ worldNormalFormat: number; /** The type of the world normal output texture */ worldNormalType: number; /** The format of the local position output texture */ localPositionFormat: number; /** The type of the local position output texture */ localPositionType: number; /** The format of the world position output texture */ worldPositionFormat: number; /** The type of the world position output texture */ worldPositionType: number; /** The format of the albedo output texture */ albedoFormat: number; /** The type of the albedo output texture */ albedoType: number; /** The format of the reflectivity output texture */ reflectivityFormat: number; /** The type of the reflectivity output texture */ reflectivityType: number; /** The format of the velocity output texture */ velocityFormat: number; /** The type of the velocity output texture */ velocityType: number; /** The format of the linear velocity output texture */ linearVelocityFormat: number; /** The type of the linear velocity output texture */ linearVelocityType: number; /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the geometry irradiance component */ get geomIrradiance(): NodeRenderGraphConnectionPoint; /** * Gets the geometry view depth component */ get geomViewDepth(): NodeRenderGraphConnectionPoint; /** * Gets the geometry normalized view depth component */ get geomNormViewDepth(): NodeRenderGraphConnectionPoint; /** * Gets the geometry screen depth component */ get geomScreenDepth(): NodeRenderGraphConnectionPoint; /** * Gets the geometry view normal component */ get geomViewNormal(): NodeRenderGraphConnectionPoint; /** * Gets the world geometry normal component */ get geomWorldNormal(): NodeRenderGraphConnectionPoint; /** * Gets the geometry local position component */ get geomLocalPosition(): NodeRenderGraphConnectionPoint; /** * Gets the geometry world position component */ get geomWorldPosition(): NodeRenderGraphConnectionPoint; /** * Gets the geometry albedo component */ get geomAlbedo(): NodeRenderGraphConnectionPoint; /** * Gets the geometry reflectivity component */ get geomReflectivity(): NodeRenderGraphConnectionPoint; /** * Gets the geometry velocity component */ get geomVelocity(): NodeRenderGraphConnectionPoint; /** * Gets the geometry linear velocity component */ get geomLinearVelocity(): NodeRenderGraphConnectionPoint; protected _buildBlock(state: NodeRenderGraphBuildState): void; protected _dumpPropertiesCode(): string; /** * Serializes this block * @returns the serialized object */ serialize(): any; _deserialize(serializationObject: any): void; } /** * Register side effects for geometryRendererBlock. * Safe to call multiple times; only the first call has an effect. */ export declare function RegisterGeometryRendererBlock(): void;