@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.
125 lines (124 loc) • 5.48 kB
JavaScript
import { __decorate } from "../tslib.es6.js";
import { PostProcess } from "./postProcess.js";
import { AbstractEngine } from "../Engines/abstractEngine.js";
import { RegisterClass } from "../Misc/typeStore.js";
import { SerializationHelper } from "../Misc/decorators.serialization.js";
import { ThinPassCubePostProcess, ThinPassPostProcess } from "./thinPassPostProcess.js";
import { serialize } from "../Misc/decorators.js";
/**
* PassPostProcess which produces an output the same as it's input
*/
export class PassPostProcess extends PostProcess {
/**
* Gets a string identifying the name of the class
* @returns "PassPostProcess" string
*/
getClassName() {
return "PassPostProcess";
}
/**
* 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, options, camera = null, samplingMode, engine, reusable, textureType = 0, blockCompilation = false) {
const localOptions = {
size: typeof options === "number" ? options : undefined,
camera,
samplingMode,
engine,
reusable,
textureType,
blockCompilation,
...options,
};
super(name, ThinPassPostProcess.FragmentUrl, {
effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinPassPostProcess(name, engine, localOptions) : undefined,
...localOptions,
});
}
/**
* @internal
*/
static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
return SerializationHelper.Parse(() => {
return new PassPostProcess(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, parsedPostProcess._engine, parsedPostProcess.reusable);
}, parsedPostProcess, scene, rootUrl);
}
}
RegisterClass("BABYLON.PassPostProcess", PassPostProcess);
/**
* PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
*/
export 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() {
return this._effectWrapper.face;
}
set face(value) {
this._effectWrapper.face = value;
}
/**
* Gets a string identifying the name of the class
* @returns "PassCubePostProcess" string
*/
getClassName() {
return "PassCubePostProcess";
}
/**
* 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, options, camera = null, samplingMode, engine, reusable, textureType = 0, blockCompilation = false) {
const localOptions = {
size: typeof options === "number" ? options : undefined,
camera,
samplingMode,
engine,
reusable,
textureType,
blockCompilation,
...options,
};
super(name, ThinPassPostProcess.FragmentUrl, {
effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinPassCubePostProcess(name, engine, localOptions) : undefined,
...localOptions,
});
}
/**
* @internal
*/
static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
return SerializationHelper.Parse(() => {
return new PassCubePostProcess(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, parsedPostProcess._engine, parsedPostProcess.reusable);
}, parsedPostProcess, scene, rootUrl);
}
}
__decorate([
serialize()
], PassCubePostProcess.prototype, "face", null);
AbstractEngine._RescalePostProcessFactory = (engine) => {
return new PassPostProcess("rescale", 1, null, 2, engine, false, 0);
};
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