UNPKG

@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.

106 lines (105 loc) 4.12 kB
import { type FrameGraph, type NodeRenderGraphBuildState, type NodeRenderGraphConnectionPoint, type Scene } from "../../../../index.js"; import { NodeRenderGraphBlock } from "../../nodeRenderGraphBlock.js"; import { FrameGraphIblShadowsRendererTask } from "../../../Tasks/Rendering/iblShadowsRendererTask.js"; /** * Block that implements IBL (image-based lighting) shadows using voxel tracing. */ export declare class NodeRenderGraphIblShadowsRendererBlock extends NodeRenderGraphBlock { protected _frameGraphTask: FrameGraphIblShadowsRendererTask; /** * Gets the frame graph task associated with this block */ get task(): FrameGraphIblShadowsRendererTask; /** * Create a new NodeRenderGraphIblShadowsRendererBlock * @param name defines the block name * @param frameGraph defines the hosting frame graph * @param scene defines the hosting scene */ constructor(name: string, frameGraph: FrameGraph, scene: Scene); /** Number of tracing sample directions */ get sampleDirections(): number; set sampleDirections(value: number); /** Whether traced shadows preserve environment color */ get coloredShadows(): boolean; set coloredShadows(value: boolean); /** Opacity of voxel-traced shadows */ get voxelShadowOpacity(): number; set voxelShadowOpacity(value: number); /** Opacity of screen-space shadows */ get ssShadowOpacity(): number; set ssShadowOpacity(value: number); /** Number of screen-space shadow samples */ get ssShadowSampleCount(): number; set ssShadowSampleCount(value: number); /** Stride used by screen-space shadow sampling */ get ssShadowStride(): number; set ssShadowStride(value: number); /** Distance scale used by screen-space shadow tracing */ get ssShadowDistanceScale(): number; set ssShadowDistanceScale(value: number); /** Thickness scale used by screen-space shadow tracing */ get ssShadowThicknessScale(): number; set ssShadowThicknessScale(value: number); /** Voxel tracing normal bias */ get voxelNormalBias(): number; set voxelNormalBias(value: number); /** Voxel tracing direction bias */ get voxelDirectionBias(): number; set voxelDirectionBias(value: number); /** Environment rotation in radians */ get envRotation(): number; set envRotation(value: number); /** Temporal shadow remanence while moving */ get shadowRemanence(): number; set shadowRemanence(value: number); /** Final material shadow opacity */ get shadowOpacity(): number; set shadowOpacity(value: number); /** Voxelization resolution exponent (actual resolution is 2^value) */ get resolutionExp(): number; set resolutionExp(value: number); /** Voxelization refresh rate (-1: manual, 0: every frame, N: skip N frames) */ get refreshRate(): number; set refreshRate(value: number); /** Whether tri-planar voxelization is used */ get triPlanarVoxelization(): boolean; set triPlanarVoxelization(value: boolean); /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the depth texture input component */ get depth(): NodeRenderGraphConnectionPoint; /** * Gets the normal texture input component */ get normal(): NodeRenderGraphConnectionPoint; /** * Gets the position texture input component */ get position(): NodeRenderGraphConnectionPoint; /** * Gets the velocity texture input component */ get velocity(): NodeRenderGraphConnectionPoint; /** * Gets the camera input component */ get camera(): NodeRenderGraphConnectionPoint; /** * Gets the objects input component */ get objects(): NodeRenderGraphConnectionPoint; /** * Gets the output component */ get output(): NodeRenderGraphConnectionPoint; protected _buildBlock(state: NodeRenderGraphBuildState): void; protected _dumpPropertiesCode(): string; serialize(): any; _deserialize(serializationObject: any): void; }