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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 NodeMaterial, type NodeMaterialDefines } from "../../nodeMaterial.js"; import { type ReflectionBlock } from "./reflectionBlock.js"; import { type Scene } from "../../../../scene.js"; import { type Nullable } from "../../../../types.js"; import { type Mesh } from "../../../../Meshes/mesh.js"; import { type Effect } from "../../../effect.js"; /** * Block used to implement the clear coat module of the PBR material */ export declare class ClearCoatBlock extends NodeMaterialBlock { private _scene; private _tangentCorrectionFactorName; /** * Create a new ClearCoatBlock * @param name defines the block name */ constructor(name: string); /** * Defines if the F0 value should be remapped to account for the interface change in the material. */ remapF0OnInterfaceChange: boolean; /** * Initialize the block and prepare the context for build * @param state defines the state that will be used for the build */ initialize(state: NodeMaterialBuildState): void; /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the intensity input component */ get intensity(): NodeMaterialConnectionPoint; /** * Gets the roughness input component */ get roughness(): NodeMaterialConnectionPoint; /** * Gets the ior input component */ get indexOfRefraction(): NodeMaterialConnectionPoint; /** * Gets the bump texture input component */ get normalMapColor(): NodeMaterialConnectionPoint; /** * Gets the uv input component */ get uv(): NodeMaterialConnectionPoint; /** * Gets the tint color input component */ get tintColor(): NodeMaterialConnectionPoint; /** * Gets the tint "at distance" input component */ get tintAtDistance(): NodeMaterialConnectionPoint; /** * Gets the tint thickness input component */ get tintThickness(): NodeMaterialConnectionPoint; /** * Gets the world tangent input component */ get worldTangent(): NodeMaterialConnectionPoint; /** * Gets the world normal input component */ get worldNormal(): NodeMaterialConnectionPoint; /** * Gets the TBN input component */ get TBN(): NodeMaterialConnectionPoint; /** * Gets the clear coat object output component */ get clearcoat(): NodeMaterialConnectionPoint; /** * Auto configure the block based on the material */ autoConfigure(): void; /** * Prepare the list of defines * @param defines - the list of defines to update */ prepareDefines(defines: NodeMaterialDefines): void; /** * Bind data to effect * @param effect - the effect to bind data to * @param nodeMaterial - the node material * @param mesh - the mesh to bind data for */ bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void; private _generateTBNSpace; /** @internal */ static _GetInitializationCode(state: NodeMaterialBuildState, ccBlock: Nullable<ClearCoatBlock>): string; /** * Gets the main code of the block (fragment side) * @param state current state of the node material building * @param ccBlock instance of a ClearCoatBlock or null if the code must be generated without an active clear coat module * @param reflectionBlock instance of a ReflectionBlock null if the code must be generated without an active reflection module * @param worldPosVarName name of the variable holding the world position * @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated * @param vTBNAvailable indicate that the vTBN variable is already existing because it has already been generated by another block (PerturbNormal or Anisotropy) * @param worldNormalVarName name of the variable holding the world normal * @returns the shader code */ static GetCode(state: NodeMaterialBuildState, ccBlock: Nullable<ClearCoatBlock>, reflectionBlock: Nullable<ReflectionBlock>, worldPosVarName: string, generateTBNSpace: boolean, vTBNAvailable: boolean, worldNormalVarName: string): string; protected _buildBlock(state: NodeMaterialBuildState): this; protected _dumpPropertiesCode(): string; /** * Serializes the block * @returns the serialized object */ serialize(): any; /** * Deserializes the block * @param serializationObject - the object to deserialize from * @param scene - the scene to deserialize in * @param rootUrl - the root URL for assets */ _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void; }