@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
36 lines (35 loc) • 1.95 kB
TypeScript
import { Constructor } from '../../../../../types/GlobalTypes';
import { RootManagerNode } from '../../Root';
export declare enum BackgroundMode {
NONE = "none",
COLOR = "color",
TEXTURE = "texture"
}
export declare const BACKGROUND_MODES: BackgroundMode[];
export declare function SceneBackgroundParamConfig<TBase extends Constructor>(Base: TBase): {
new (...args: any[]): {
/** @param set background mode (none, color or texture). Note that in order to have a transparent background, you also need to set the renderer's alpha to true. In order to do so, you may need to create a rop/WebGLRenderer node, set it alpha parameter, and assign the node to your camera. */
backgroundMode: import("../../../utils/params/ParamsConfig").ParamTemplate<import("../../../../index_all").ParamType.INTEGER>;
/** @param background color */
bgColor: import("../../../utils/params/ParamsConfig").ParamTemplate<import("../../../../index_all").ParamType.COLOR>;
/** @param background texture */
bgTexture: import("../../../utils/params/ParamsConfig").ParamTemplate<import("../../../../index_all").ParamType.NODE_PATH>;
/** @param background blur */
bgBlur: import("../../../utils/params/ParamsConfig").ParamTemplate<import("../../../../index_all").ParamType.FLOAT>;
/** @param background intensity */
bgIntensity: import("../../../utils/params/ParamsConfig").ParamTemplate<import("../../../../index_all").ParamType.FLOAT>;
};
} & TBase;
export declare class SceneBackgroundController {
protected node: RootManagerNode;
constructor(node: RootManagerNode);
addHooks(): void;
setMode(mode: BackgroundMode): void;
backgroundMode(): BackgroundMode;
private _updateBound;
update(): Promise<void>;
private _setBackgroundNone;
private _setBackgroundColor;
private _setBackgroundTexture;
static update(node: RootManagerNode): void;
}