UNPKG

@babylonjs/core

Version:

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.

112 lines (111 loc) 5.08 kB
import { __decorate } from "../tslib.es6.js"; import { Logger } from "../Misc/logger.js"; import { PostProcess } from "./postProcess.js"; import "../Rendering/geometryBufferRendererSceneComponent.js"; import "../Shaders/screenSpaceCurvature.fragment.js"; import { EngineStore } from "../Engines/engineStore.js"; import { RegisterClass } from "../Misc/typeStore.js"; import { serialize } from "../Misc/decorators.js"; import { SerializationHelper } from "../Misc/decorators.serialization.js"; import { ThinScreenSpaceCurvaturePostProcess } from "./thinScreenSpaceCurvaturePostProcess.js"; /** * The Screen Space curvature effect can help highlighting ridge and valley of a model. */ export class ScreenSpaceCurvaturePostProcess extends PostProcess { /** * Defines how much ridge the curvature effect displays. */ get ridge() { return this._effectWrapper.ridge; } set ridge(value) { this._effectWrapper.ridge = value; } /** * Defines how much valley the curvature effect displays. */ get valley() { return this._effectWrapper.valley; } set valley(value) { this._effectWrapper.valley = value; } /** * Gets a string identifying the name of the class * @returns "ScreenSpaceCurvaturePostProcess" string */ getClassName() { return "ScreenSpaceCurvaturePostProcess"; } /** * Creates a new instance ScreenSpaceCurvaturePostProcess * @param name The name of the effect. * @param scene The scene containing the objects to blur according to their velocity. * @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, scene, options, camera, samplingMode, engine, reusable, textureType = 0, blockCompilation = false) { const localOptions = { uniforms: ThinScreenSpaceCurvaturePostProcess.Uniforms, samplers: ThinScreenSpaceCurvaturePostProcess.Samplers, size: typeof options === "number" ? options : undefined, camera, samplingMode, engine, reusable, textureType, blockCompilation, ...options, }; super(name, ThinScreenSpaceCurvaturePostProcess.FragmentUrl, { effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinScreenSpaceCurvaturePostProcess(name, engine, localOptions) : undefined, ...localOptions, }); this._geometryBufferRenderer = scene.enableGeometryBufferRenderer(); if (!this._geometryBufferRenderer) { // Geometry buffer renderer is not supported. So, work as a passthrough. Logger.Error("Multiple Render Target support needed for screen space curvature post process. Please use IsSupported test first."); } else { if (this._geometryBufferRenderer.generateNormalsInWorldSpace) { Logger.Error("ScreenSpaceCurvaturePostProcess does not support generateNormalsInWorldSpace=true for the geometry buffer renderer!"); } // Geometry buffer renderer is supported. this.onApply = (effect) => { const normalTexture = this._geometryBufferRenderer.getGBuffer().textures[1]; effect.setTexture("normalSampler", normalTexture); }; } } /** * Support test. */ static get IsSupported() { const engine = EngineStore.LastCreatedEngine; if (!engine) { return false; } return engine.getCaps().drawBuffersExtension; } /** * @internal */ static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) { return SerializationHelper.Parse(() => { return new ScreenSpaceCurvaturePostProcess(parsedPostProcess.name, scene, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.textureType, parsedPostProcess.reusable); }, parsedPostProcess, scene, rootUrl); } } __decorate([ serialize() ], ScreenSpaceCurvaturePostProcess.prototype, "ridge", null); __decorate([ serialize() ], ScreenSpaceCurvaturePostProcess.prototype, "valley", null); RegisterClass("BABYLON.ScreenSpaceCurvaturePostProcess", ScreenSpaceCurvaturePostProcess); //# sourceMappingURL=screenSpaceCurvaturePostProcess.js.map