@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
90 lines (82 loc) • 3.24 kB
JavaScript
import { Vec4 } from '../../core/math/vec4.js';
import { BlendState } from '../../platform/graphics/blend-state.js';
import { drawQuadWithShader } from './quad-render-utils.js';
const _viewport = new Vec4();
/**
* Base class for all post effects. Post effects take a a render target as input apply effects to
* it and then render the result to an output render target or the screen if no output is
* specified.
*
* @category Graphics
*/
class PostEffect {
/**
* Create a new PostEffect instance.
*
* @param {import('../../platform/graphics/graphics-device.js').GraphicsDevice} graphicsDevice -
* The graphics device of the application.
*/
constructor(graphicsDevice) {
/**
* The graphics device of the application.
*
* @type {import('../../platform/graphics/graphics-device.js').GraphicsDevice}
*/
this.device = graphicsDevice;
/**
* The property that should to be set to `true` (by the custom post effect) if a depth map
* is necessary (default is false).
*
* @type {boolean}
*/
this.needsDepthBuffer = false;
}
/**
* A simple vertex shader used to render a quad, which requires 'vec2 aPosition' in the vertex
* buffer, and generates uv coordinates vUv0 for use in the fragment shader.
*
* @type {string}
*/
/**
* Render the post effect using the specified inputTarget to the specified outputTarget.
*
* @param {import('../../platform/graphics/render-target.js').RenderTarget} inputTarget - The
* input render target.
* @param {import('../../platform/graphics/render-target.js').RenderTarget} outputTarget - The
* output render target. If null then this will be the screen.
* @param {import('../../core/math/vec4.js').Vec4} [rect] - The rect of the current camera. If
* not specified, it will default to [0, 0, 1, 1].
*/
render(inputTarget, outputTarget, rect) {}
/**
* Draw a screen-space rectangle in a render target, using a specified shader.
*
* @param {import('../../platform/graphics/render-target.js').RenderTarget|null} target - The
* output render target.
* @param {import('../../platform/graphics/shader.js').Shader} shader - The shader to be used
* for drawing the rectangle.
* @param {import('../../core/math/vec4.js').Vec4} [rect] - The normalized screen-space position
* (rect.x, rect.y) and size (rect.z, rect.w) of the rectangle. Default is [0, 0, 1, 1].
*/
drawQuad(target, shader, rect) {
let viewport;
if (rect) {
// convert rect in normalized space to viewport in pixel space
const w = target ? target.width : this.device.width;
const h = target ? target.height : this.device.height;
viewport = _viewport.set(rect.x * w, rect.y * h, rect.z * w, rect.w * h);
}
this.device.setBlendState(BlendState.NOBLEND);
drawQuadWithShader(this.device, target, shader, viewport);
}
}
PostEffect.quadVertexShader = `
attribute vec2 aPosition;
varying vec2 vUv0;
void main(void)
{
gl_Position = vec4(aPosition, 0.0, 1.0);
vUv0 = getImageEffectUV((aPosition.xy + 1.0) * 0.5);
}
`;
export { PostEffect };