UNPKG

@polygonjs/polygonjs

Version:

node-based WebGL 3D engine https://polygonjs.com

36 lines (35 loc) 1.95 kB
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; }