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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 { type Nullable } from "../types.js"; import { type Camera } from "../Cameras/camera.js"; import { type RenderTargetTexture } from "../Materials/Textures/renderTargetTexture.js"; import { type DepthRenderer } from "./depthRenderer.js"; declare module "../scene.pure.js" { interface Scene { /** @internal (Backing field) */ _depthRenderer: { [id: string]: DepthRenderer; }; /** * Creates a depth renderer a given camera which contains a depth map which can be used for post processing. * @param camera The camera to create the depth renderer on (default: scene's active camera) * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z * @param force32bitsFloat Forces 32 bits float when supported (else 16 bits float is prioritized over 32 bits float if supported) * @param samplingMode The sampling mode to be used with the render target (Linear, Nearest...) * @param storeCameraSpaceZ Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false) * @param existingRenderTargetTexture An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created. * @returns the created depth renderer */ enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean, force32bitsFloat?: boolean, samplingMode?: number, storeCameraSpaceZ?: boolean, existingRenderTargetTexture?: RenderTargetTexture): DepthRenderer; /** * Disables a depth renderer for a given camera * @param camera The camera to disable the depth renderer on (default: scene's active camera) */ disableDepthRenderer(camera?: Nullable<Camera>): void; } }