@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 { RegisterClass } from "../Misc/typeStore.js";
import { serialize } from "../Misc/decorators.js";
import { SerializationHelper } from "../Misc/decorators.serialization.js";
import { ThinGrainPostProcess } from "./thinGrainPostProcess.js";
/**
* The GrainPostProcess adds noise to the image at mid luminance levels
*/
export class GrainPostProcess extends PostProcess {
/**
* The intensity of the grain added (default: 30)
*/
get intensity() {
return this._effectWrapper.intensity;
}
set intensity(value) {
this._effectWrapper.intensity = value;
}
/**
* If the grain should be randomized on every frame
*/
get animated() {
return this._effectWrapper.animated;
}
set animated(value) {
this._effectWrapper.animated = value;
}
/**
* Gets a string identifying the name of the class
* @returns "GrainPostProcess" string
*/
getClassName() {
return "GrainPostProcess";
}
/**
* Creates a new instance of @see GrainPostProcess
* @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 Type of textures used when performing the post process. (default: 0)
* @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, options, camera, samplingMode, engine, reusable, textureType = 0, blockCompilation = false) {
const localOptions = {
uniforms: ThinGrainPostProcess.Uniforms,
size: typeof options === "number" ? options : undefined,
camera,
samplingMode,
engine,
reusable,
textureType,
blockCompilation,
...options,
};
super(name, ThinGrainPostProcess.FragmentUrl, {
effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinGrainPostProcess(name, engine, localOptions) : undefined,
...localOptions,
});
}
/**
* @internal
*/
static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
return SerializationHelper.Parse(() => {
return new GrainPostProcess(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable);
}, parsedPostProcess, scene, rootUrl);
}
}
__decorate([
serialize()
], GrainPostProcess.prototype, "intensity", null);
__decorate([
serialize()
], GrainPostProcess.prototype, "animated", null);
RegisterClass("BABYLON.GrainPostProcess", GrainPostProcess);
//# sourceMappingURL=grainPostProcess.js.map