@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.
166 lines (165 loc) • 6.59 kB
TypeScript
/** 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: {
[]: any;
}): void;
protected _restoreState(state: {
[]: 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;