@babylonjs/core
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TypeScript
import type { Nullable } from "../types.js";
import type { Camera } from "../Cameras/camera.js";
import type { PostProcessOptions } from "./postProcess.js";
import { PostProcess } from "./postProcess.js";
import { AbstractEngine } from "../Engines/abstractEngine.js";
import type { Scene } from "../scene.js";
import { ThinPassCubePostProcess } from "./thinPassPostProcess.js";
/**
* PassPostProcess which produces an output the same as it's input
*/
export declare class PassPostProcess extends PostProcess {
/**
* Gets a string identifying the name of the class
* @returns "PassPostProcess" string
*/
getClassName(): string;
/**
* Creates the PassPostProcess
* @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)
* @param textureType The type of texture to be used when performing the post processing.
* @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)
*/
constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
/**
* @internal
*/
static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): PassPostProcess;
}
/**
* PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
*/
export declare class PassCubePostProcess extends PostProcess {
/**
* Gets or sets the cube face to display.
* * 0 is +X
* * 1 is -X
* * 2 is +Y
* * 3 is -Y
* * 4 is +Z
* * 5 is -Z
*/
get face(): number;
set face(value: number);
/**
* Gets a string identifying the name of the class
* @returns "PassCubePostProcess" string
*/
getClassName(): string;
protected _effectWrapper: ThinPassCubePostProcess;
/**
* Creates the PassCubePostProcess
* @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)
* @param textureType The type of texture to be used when performing the post processing.
* @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)
*/
constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
/**
* @internal
*/
static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): PassCubePostProcess;
}