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- import type { Matrix } from "../Maths/math.vector";
- import type { Mesh } from "../Meshes/mesh";
- import type { Scene } from "../scene";
- import type { Effect } from "../Materials/effect";
- /**
- * Configuration needed for prepass-capable materials
- */
- export declare class PrePassConfiguration {
- /**
- * Previous world matrices of meshes carrying this material
- * Used for computing velocity
- */
- previousWorldMatrices: {
- [index: number]: Matrix;
- };
- /**
- * Previous view project matrix
- * Used for computing velocity
- */
- previousViewProjection: Matrix;
- /**
- * Current view projection matrix
- * Used for computing velocity
- */
- currentViewProjection: Matrix;
- /**
- * Previous bones of meshes carrying this material
- * Used for computing velocity
- */
- previousBones: {
- [index: number]: Float32Array;
- };
- private _lastUpdateFrameId;
- /**
- * Add the required uniforms to the current list.
- * @param uniforms defines the current uniform list.
- */
- static AddUniforms(uniforms: string[]): void;
- /**
- * Add the required samplers to the current list.
- * @param samplers defines the current sampler list.
- */
- static AddSamplers(samplers: string[]): void;
- /**
- * Binds the material data.
- * @param effect defines the effect to update
- * @param scene defines the scene the material belongs to.
- * @param mesh The mesh
- * @param world World matrix of this mesh
- * @param isFrozen Is the material frozen
- */
- bindForSubMesh(effect: Effect, scene: Scene, mesh: Mesh, world: Matrix, isFrozen: boolean): void;
- }
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