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Class PosterizeBlock

Block used to posterize a value

see

https://en.wikipedia.org/wiki/Posterization

Hierarchy

Index

Constructors

constructor

Properties

commentsSearch playground for comments

comments: string

Gets or sets the comments associated with this block

inputsAreExclusiveSearch playground for inputsAreExclusive

inputsAreExclusive: boolean

Gets or sets a boolean indicating that only one input can be connected at a time

uniqueIdSearch playground for uniqueId

uniqueId: number

Gets or sets the unique id of the node

visibleInInspectorSearch playground for visibleInInspector

visibleInInspector: boolean

Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default)

visibleOnFrameSearch playground for visibleOnFrame

visibleOnFrame: boolean

Gets or sets a boolean indicating that this input can be edited from a collapsed frame

Accessors

buildId

  • get buildId(): number
  • set buildId(value: number): any
  • Gets or sets the build Id

    Returns number

  • Gets or sets the build Id

    Parameters

    • value: number

    Returns any

inputs

isFinalMerger

  • get isFinalMerger(): boolean
  • Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)

    Returns boolean

isInput

  • get isInput(): boolean
  • Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)

    Returns boolean

isUnique

  • get isUnique(): boolean
  • Gets a boolean indicating that this block can only be used once per NodeMaterial

    Returns boolean

name

  • get name(): string
  • set name(newName: string): any
  • Gets the name of the block

    Returns string

  • Sets the name of the block. Will check if the name is valid.

    Parameters

    • newName: string

    Returns any

output

outputs

steps

target

value

Methods

autoConfigureSearch playground for autoConfigure

  • Lets the block try to connect some inputs automatically

    Parameters

    Returns void

bindSearch playground for bind

  • Bind data to effect. Will only be called for blocks with isBindable === true

    Parameters

    • effect: Effect

      defines the effect to bind data to

    • nodeMaterial: NodeMaterial

      defines the hosting NodeMaterial

    • Optional mesh: Mesh

      defines the mesh that will be rendered

    • Optional subMesh: SubMesh

      defines the submesh that will be rendered

    Returns void

buildSearch playground for build

  • Compile the current node and generate the shader code

    Parameters

    • state: NodeMaterialBuildState

      defines the current compilation state (uniforms, samplers, current string)

    • activeBlocks: NodeMaterialBlock[]

      defines the list of active blocks (i.e. blocks to compile)

    Returns boolean

    true if already built

cloneSearch playground for clone

  • Clone the current block to a new identical block

    Parameters

    • scene: Scene

      defines the hosting scene

    • Optional rootUrl: string

      defines the root URL to use to load textures and relative dependencies

    Returns Nullable<NodeMaterialBlock>

    a copy of the current block

connectToSearch playground for connectTo

  • connectTo(other: NodeMaterialBlock, options?: { input?: string; output?: string; outputSwizzle?: string }): this | undefined
  • Connect current block with another block

    Parameters

    • other: NodeMaterialBlock

      defines the block to connect with

    • Optional options: { input?: string; output?: string; outputSwizzle?: string }

      define the various options to help pick the right connections

      • Optional input?: string
      • Optional output?: string
      • Optional outputSwizzle?: string

    Returns this | undefined

    the current block

disposeSearch playground for dispose

  • dispose(): void
  • Release resources

    Returns void

getClassNameSearch playground for getClassName

  • getClassName(): string
  • Gets the current class name

    Returns string

    the class name

getFirstAvailableInputSearch playground for getFirstAvailableInput

getFirstAvailableOutputSearch playground for getFirstAvailableOutput

getInputByNameSearch playground for getInputByName

getOutputByNameSearch playground for getOutputByName

getSiblingOutputSearch playground for getSiblingOutput

initializeSearch playground for initialize

  • Initialize the block and prepare the context for build

    Parameters

    Returns void

initializeDefinesSearch playground for initializeDefines

  • initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void
  • Initialize defines for shader compilation

    Parameters

    • mesh: AbstractMesh

      defines the mesh to be rendered

    • nodeMaterial: NodeMaterial

      defines the node material requesting the update

    • defines: NodeMaterialDefines

      defines the material defines to update

    • Optional useInstances: boolean

      specifies that instances should be used

    Returns void

isReadySearch playground for isReady

  • isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean
  • Checks if the block is ready

    Parameters

    • mesh: AbstractMesh

      defines the mesh to be rendered

    • nodeMaterial: NodeMaterial

      defines the node material requesting the update

    • defines: NodeMaterialDefines

      defines the material defines to update

    • Optional useInstances: boolean

      specifies that instances should be used

    Returns boolean

    true if the block is ready

prepareDefinesSearch playground for prepareDefines

  • Update defines for shader compilation

    Parameters

    • mesh: AbstractMesh

      defines the mesh to be rendered

    • nodeMaterial: NodeMaterial

      defines the node material requesting the update

    • defines: NodeMaterialDefines

      defines the material defines to update

    • Optional useInstances: boolean

      specifies that instances should be used

    • Optional subMesh: SubMesh

      defines which submesh to render

    Returns void

provideFallbacksSearch playground for provideFallbacks

  • Add potential fallbacks if shader compilation fails

    Parameters

    Returns void

registerInputSearch playground for registerInput

  • Register a new input. Must be called inside a block constructor

    Parameters

    • name: string

      defines the connection point name

    • type: NodeMaterialBlockConnectionPointTypes

      defines the connection point type

    • Optional isOptional: boolean

      defines a boolean indicating that this input can be omitted

    • Optional target: NodeMaterialBlockTargets

      defines the target to use to limit the connection point (will be VertexAndFragment by default)

    • Optional point: NodeMaterialConnectionPoint

      an already created connection point. If not provided, create a new one

    Returns this

    the current block

registerOutputSearch playground for registerOutput

  • Register a new output. Must be called inside a block constructor

    Parameters

    Returns this

    the current block

replaceRepeatableContentSearch playground for replaceRepeatableContent

  • Function called when a block is declared as repeatable content generator

    Parameters

    • vertexShaderState: NodeMaterialBuildState

      defines the current compilation state for the vertex shader

    • fragmentShaderState: NodeMaterialBuildState

      defines the current compilation state for the fragment shader

    • mesh: AbstractMesh

      defines the mesh to be rendered

    • defines: NodeMaterialDefines

      defines the material defines to update

    Returns void

serializeSearch playground for serialize

  • serialize(): any
  • Serializes this block in a JSON representation

    Returns any

    the serialized block object

updateUniformsAndSamplesSearch playground for updateUniformsAndSamples

  • Add uniforms, samplers and uniform buffers at compilation time

    Parameters

    • state: NodeMaterialBuildState

      defines the state to update

    • nodeMaterial: NodeMaterial

      defines the node material requesting the update

    • defines: NodeMaterialDefines

      defines the material defines to update

    • uniformBuffers: string[]

      defines the list of uniform buffer names

    Returns void

validateBlockNameSearch playground for validateBlockName

  • validateBlockName(newName: string): boolean
  • Validates the new name for the block node.

    Parameters

    • newName: string

      the new name to be given to the node.

    Returns boolean

    false if the name is a reserve word, else true.

Legend

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  • Static method