@babylonjs/core
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47 lines • 2.15 kB
JavaScript
import { PostProcess } from "./postProcess.js";
import { RegisterClass } from "../Misc/typeStore.js";
import { SerializationHelper } from "../Misc/decorators.serialization.js";
/**
* DisplayPassPostProcess which produces an output the same as it's input
*/
export class DisplayPassPostProcess extends PostProcess {
/**
* Gets a string identifying the name of the class
* @returns "DisplayPassPostProcess" string
*/
getClassName() {
return "DisplayPassPostProcess";
}
/**
* Creates the DisplayPassPostProcess
* @param name The name of the effect.
* @param options The required width/height ratio to downsize to before computing the render pass.
* @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)
*/
constructor(name, options, camera, samplingMode, engine, reusable) {
super(name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable);
}
_gatherImports(useWebGPU, list) {
if (useWebGPU) {
this._webGPUReady = true;
list.push(Promise.all([import("../ShadersWGSL/displayPass.fragment.js")]));
}
else {
list.push(Promise.all([import("../Shaders/displayPass.fragment.js")]));
}
super._gatherImports(useWebGPU, list);
}
/**
* @internal
*/
static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
return SerializationHelper.Parse(() => {
return new DisplayPassPostProcess(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable);
}, parsedPostProcess, scene, rootUrl);
}
}
RegisterClass("BABYLON.DisplayPassPostProcess", DisplayPassPostProcess);
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