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@polygonjs/polygonjs

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

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/** * Creates a Volume Material, which can be used to render clouds, which can be extended with GL nodes. * * @remarks * This node can create children, which will be GL nodes. The GLSL code generated by the nodes will extend the Material. This is experimental. * */ import { TypedBuilderMatNode } from './_BaseBuilder'; import { ShaderAssemblerVolume } from '../gl/code/assemblers/materials/Volume'; import { NodeParamsConfig } from '../utils/params/ParamsConfig'; import { AssemblerName } from '../../poly/registers/assemblers/_BaseRegister'; import { ShaderMaterialWithCustomMaterials } from '../../../core/geometry/Material'; import { MatType } from '../../poly/registers/nodes/types/Mat'; declare const VolumeBuilderMatParamsConfig_base: { new (...args: any[]): { setBuilderNode: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.BOOLEAN>; builderNode: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.NODE_PATH>; }; } & { new (...args: any[]): { color: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.COLOR>; stepSize: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.FLOAT>; density: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.FLOAT>; shadowDensity: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.FLOAT>; lightDir: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.VECTOR3>; }; } & typeof NodeParamsConfig; declare class VolumeBuilderMatParamsConfig extends VolumeBuilderMatParamsConfig_base { } export declare class VolumeBuilderMatNode extends TypedBuilderMatNode<ShaderMaterialWithCustomMaterials, ShaderAssemblerVolume, VolumeBuilderMatParamsConfig> { paramsConfig: VolumeBuilderMatParamsConfig; static type(): MatType; usedAssembler(): Readonly<AssemblerName.GL_VOLUME>; protected _createAssemblerController(): import("../gl/code/Controller").GlAssemblerController<ShaderAssemblerVolume> | undefined; private _volumeController; initializeNode(): void; cook(): Promise<void>; } export {};