@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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JavaScript
import { __decorate } from "../tslib.es6.js";
import { PostProcess } from "./postProcess.js";
import { Texture } from "../Materials/Textures/texture.js";
import { RegisterClass } from "../Misc/typeStore.js";
import { serialize, serializeAsVector2 } from "../Misc/decorators.js";
import { SerializationHelper } from "../Misc/decorators.serialization.js";
import { ThinBlurPostProcess } from "./thinBlurPostProcess.js";
/**
* The Blur Post Process which blurs an image based on a kernel and direction.
* Can be used twice in x and y directions to perform a gaussian blur in two passes.
*/
export class BlurPostProcess extends PostProcess {
/** The direction in which to blur the image. */
get direction() {
return this._effectWrapper.direction;
}
set direction(value) {
this._effectWrapper.direction = value;
}
/**
* Sets the length in pixels of the blur sample region
*/
set kernel(v) {
this._effectWrapper.kernel = v;
}
/**
* Gets the length in pixels of the blur sample region
*/
get kernel() {
return this._effectWrapper.kernel;
}
/**
* Sets whether or not the blur needs to unpack/repack floats
*/
set packedFloat(v) {
this._effectWrapper.packedFloat = v;
}
/**
* Gets whether or not the blur is unpacking/repacking floats
*/
get packedFloat() {
return this._effectWrapper.packedFloat;
}
/**
* Gets a string identifying the name of the class
* @returns "BlurPostProcess" string
*/
getClassName() {
return "BlurPostProcess";
}
/**
* Creates a new instance BlurPostProcess
* @param name The name of the effect.
* @param direction The direction in which to blur the image.
* @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
* @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
* @param camera The camera to apply the render pass to.
* @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
* @param engine The engine which the post process will be applied. (default: current engine)
* @param reusable If the post process can be reused on the same frame. (default: false)
* @param textureType Type of textures used when performing the post process. (default: 0)
* @param defines
* @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
* @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
*/
constructor(name, direction, kernel, options, camera = null, samplingMode = Texture.BILINEAR_SAMPLINGMODE, engine, reusable, textureType = 0, defines = "", blockCompilation = false, textureFormat = 5) {
const blockCompilationFinal = typeof options === "number" ? blockCompilation : !!options.blockCompilation;
const localOptions = {
uniforms: ThinBlurPostProcess.Uniforms,
samplers: ThinBlurPostProcess.Samplers,
size: typeof options === "number" ? options : undefined,
camera,
samplingMode,
engine,
reusable,
textureType,
vertexUrl: ThinBlurPostProcess.VertexUrl,
indexParameters: { varyingCount: 0, depCount: 0 },
textureFormat,
defines,
...options,
blockCompilation: true,
};
super(name, ThinBlurPostProcess.FragmentUrl, {
effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinBlurPostProcess(name, engine, undefined, undefined, localOptions) : undefined,
...localOptions,
});
this._effectWrapper.options.blockCompilation = blockCompilationFinal;
this.direction = direction;
this.onApplyObservable.add(() => {
this._effectWrapper.textureWidth = this._outputTexture ? this._outputTexture.width : this.width;
this._effectWrapper.textureHeight = this._outputTexture ? this._outputTexture.height : this.height;
});
this.kernel = kernel;
}
updateEffect(_defines = null, _uniforms = null, _samplers = null, _indexParameters, onCompiled, onError) {
this._effectWrapper._updateParameters(onCompiled, onError);
}
/**
* @internal
*/
static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
return SerializationHelper.Parse(() => {
return new BlurPostProcess(parsedPostProcess.name, parsedPostProcess.direction, parsedPostProcess.kernel, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable, parsedPostProcess.textureType, undefined, false);
}, parsedPostProcess, scene, rootUrl);
}
}
__decorate([
serializeAsVector2()
], BlurPostProcess.prototype, "direction", null);
__decorate([
serialize()
], BlurPostProcess.prototype, "kernel", null);
__decorate([
serialize()
], BlurPostProcess.prototype, "packedFloat", null);
RegisterClass("BABYLON.BlurPostProcess", BlurPostProcess);
//# sourceMappingURL=blurPostProcess.js.map