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@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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import { Camera } from "../Cameras/camera.js"; import type { PostProcessOptions } from "./postProcess.js"; import { PostProcess } from "./postProcess.js"; import type { Nullable } from "../types.js"; import type { AbstractEngine } from "../Engines/abstractEngine.js"; import type { ThinTonemapPostProcessOptions, TonemappingOperator } from "./thinTonemapPostProcess.js"; import { ThinTonemapPostProcess } from "./thinTonemapPostProcess.js"; import type { Scene } from "../scene.js"; export type ToneMapPostProcessOptions = ThinTonemapPostProcessOptions & PostProcessOptions; /** * Defines a post process to apply tone mapping */ export declare class TonemapPostProcess extends PostProcess { /** * Defines the required exposure adjustment */ get exposureAdjustment(): number; set exposureAdjustment(value: number); /** * Gets the operator used for tonemapping */ get operator(): TonemappingOperator; /** * Gets a string identifying the name of the class * @returns "TonemapPostProcess" string */ getClassName(): string; protected _effectWrapper: ThinTonemapPostProcess; /** * Creates a new TonemapPostProcess * @param name defines the name of the postprocess * @param operator defines the operator to use * @param exposureAdjustment defines the required exposure adjustment * @param camera defines the camera to use (can be null) * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default) * @param engine defines the hosting engine (can be ignore if camera is set) * @param textureType defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_BYTE by default) * @param reusable If the post process can be reused on the same frame. (default: false) */ constructor(name: string, operator: TonemappingOperator, exposureAdjustment: number, camera: Nullable<Camera> | ToneMapPostProcessOptions, samplingMode?: number, engine?: AbstractEngine, textureType?: number, reusable?: boolean); /** * @internal */ static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<TonemapPostProcess>; }