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Class GlowLayer

The glow layer Helps adding a glow effect around the emissive parts of a mesh.

Once instantiated in a scene, by default, all the emissive meshes will glow.

Documentation: https://doc.babylonjs.com/how_to/glow_layer

Hierarchy

Index

Constructors

constructor

  • Instantiates a new glow Layer and references it to the scene.

    Parameters

    • name: string

      The name of the layer

    • scene: Scene

      The scene to use the layer in

    • Optional options: Partial<IGlowLayerOptions>

      Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)

    Returns GlowLayer

Properties

customEmissiveColorSelectorSearch playground for customEmissiveColorSelector

customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void

Callback used to let the user override the color selection on a per mesh basis

Type declaration

customEmissiveTextureSelectorSearch playground for customEmissiveTextureSelector

customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture

Callback used to let the user override the texture selection on a per mesh basis

Type declaration

disableBoundingBoxesFromEffectLayerSearch playground for disableBoundingBoxesFromEffectLayer

disableBoundingBoxesFromEffectLayer: boolean

Specifies if the bounding boxes should be rendered normally or if they should undergo the effect of the layer

isEnabledSearch playground for isEnabled

isEnabled: boolean

Specifies whether the highlight layer is enabled or not.

nameSearch playground for name

name: string

The name of the layer

neutralColorSearch playground for neutralColor

neutralColor: Color4

The clear color of the texture used to generate the glow map.

onAfterComposeObservableSearch playground for onAfterComposeObservable

onAfterComposeObservable: Observable<EffectLayer>

An event triggered when the generated texture has been merged in the scene.

onAfterRenderMeshToEffectSearch playground for onAfterRenderMeshToEffect

onAfterRenderMeshToEffect: Observable<AbstractMesh>

An event triggered after the mesh has been rendered into the effect render target.

onBeforeComposeObservableSearch playground for onBeforeComposeObservable

onBeforeComposeObservable: Observable<EffectLayer>

An event triggered when the generated texture is being merged in the scene.

onBeforeRenderMainTextureObservableSearch playground for onBeforeRenderMainTextureObservable

onBeforeRenderMainTextureObservable: Observable<EffectLayer>

An event triggered when the effect layer is about rendering the main texture with the glowy parts.

onBeforeRenderMeshToEffectSearch playground for onBeforeRenderMeshToEffect

onBeforeRenderMeshToEffect: Observable<AbstractMesh>

An event triggered when the mesh is rendered into the effect render target.

onDisposeObservableSearch playground for onDisposeObservable

onDisposeObservable: Observable<EffectLayer>

An event triggered when the effect layer has been disposed.

onSizeChangedObservableSearch playground for onSizeChangedObservable

onSizeChangedObservable: Observable<EffectLayer>

An event triggered when the efffect layer changes its size.

Static DefaultBlurKernelSizeSearch playground for DefaultBlurKernelSize

DefaultBlurKernelSize: number

The default blur kernel size used for the glow.

Static DefaultTextureRatioSearch playground for DefaultTextureRatio

DefaultTextureRatio: number

The default texture size ratio used for the glow.

Static Readonly EffectNameSearch playground for EffectName

EffectName: string

Effect Name of the layer.

Accessors

blurKernelSize

  • get blurKernelSize(): number
  • set blurKernelSize(value: number): any
  • Gets the kernel size of the blur.

    Returns number

  • Sets the kernel size of the blur.

    Parameters

    • value: number

    Returns any

camera

intensity

  • get intensity(): number
  • set intensity(value: number): any
  • Gets the glow intensity.

    Returns number

  • Sets the glow intensity.

    Parameters

    • value: number

    Returns any

renderingGroupId

  • get renderingGroupId(): number
  • set renderingGroupId(renderingGroupId: number): any
  • Gets the rendering group id the layer should render in.

    Returns number

  • Gets the rendering group id the layer should render in.

    Parameters

    • renderingGroupId: number

    Returns any

Methods

addExcludedMeshSearch playground for addExcludedMesh

  • addExcludedMesh(mesh: Mesh): void
  • Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.

    Parameters

    • mesh: Mesh

      The mesh to exclude from the glow layer

    Returns void

addIncludedOnlyMeshSearch playground for addIncludedOnlyMesh

  • addIncludedOnlyMesh(mesh: Mesh): void
  • Add a mesh in the inclusion list to impact or being impacted by the glow layer.

    Parameters

    • mesh: Mesh

      The mesh to include in the glow layer

    Returns void

disposeSearch playground for dispose

  • dispose(): void
  • Dispose the highlight layer and free resources.

    Returns void

getClassNameSearch playground for getClassName

  • getClassName(): string
  • Gets the class name of the effect layer

    Returns string

    the string with the class name of the effect layer

getEffectNameSearch playground for getEffectName

  • getEffectName(): string
  • Get the effect name of the layer.

    Returns string

    The effect name

hasMeshSearch playground for hasMesh

  • Determine if a given mesh will be used in the glow layer

    Parameters

    Returns boolean

    true if the mesh will be highlighted by the current glow layer

isReadySearch playground for isReady

  • isReady(subMesh: SubMesh, useInstances: boolean): boolean
  • Checks for the readiness of the element composing the layer.

    Parameters

    • subMesh: SubMesh

      the mesh to check for

    • useInstances: boolean

      specify wether or not to use instances to render the mesh

    Returns boolean

    true if ready otherwise, false

needStencilSearch playground for needStencil

  • needStencil(): boolean
  • Returns whether or nood the layer needs stencil enabled during the mesh rendering.

    Returns boolean

referenceMeshToUseItsOwnMaterialSearch playground for referenceMeshToUseItsOwnMaterial

  • referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void
  • Add a mesh to be rendered through its own material and not with emissive only.

    Parameters

    • mesh: AbstractMesh

      The mesh for which we need to use its material

    Returns void

removeExcludedMeshSearch playground for removeExcludedMesh

  • removeExcludedMesh(mesh: Mesh): void
  • Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.

    Parameters

    • mesh: Mesh

      The mesh to remove

    Returns void

removeIncludedOnlyMeshSearch playground for removeIncludedOnlyMesh

  • removeIncludedOnlyMesh(mesh: Mesh): void
  • Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.

    Parameters

    • mesh: Mesh

      The mesh to remove

    Returns void

renderSearch playground for render

  • render(): void
  • Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.

    Returns void

serializeSearch playground for serialize

  • serialize(): any
  • Serializes this glow layer

    Returns any

    a serialized glow layer object

shouldRenderSearch playground for shouldRender

  • shouldRender(): boolean
  • Returns true if the layer contains information to display, otherwise false.

    Returns boolean

    true if the glow layer should be rendered

unReferenceMeshFromUsingItsOwnMaterialSearch playground for unReferenceMeshFromUsingItsOwnMaterial

  • unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void
  • Remove a mesh from being rendered through its own material and not with emissive only.

    Parameters

    • mesh: AbstractMesh

      The mesh for which we need to not use its material

    Returns void

Static ParseSearch playground for Parse

  • Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer
  • Creates a Glow Layer from parsed glow layer data

    Parameters

    • parsedGlowLayer: any

      defines glow layer data

    • scene: Scene

      defines the current scene

    • rootUrl: string

      defines the root URL containing the glow layer information

    Returns GlowLayer

    a parsed Glow Layer

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