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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 { __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 { ThinColorCorrectionPostProcess } from "./thinColorCorrectionPostProcess.js"; /** * * This post-process allows the modification of rendered colors by using * a 'look-up table' (LUT). This effect is also called Color Grading. * * The object needs to be provided an url to a texture containing the color * look-up table: the texture must be 256 pixels wide and 16 pixels high. * Use an image editing software to tweak the LUT to match your needs. * * For an example of a color LUT, see here: * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png * For explanations on color grading, see here: * @see http://udn.epicgames.com/Three/ColorGrading.html * */ export class ColorCorrectionPostProcess extends PostProcess { /** * Gets the color table url used to create the LUT texture */ get colorTableUrl() { return this._effectWrapper.colorTableUrl; } /** * Gets a string identifying the name of the class * @returns "ColorCorrectionPostProcess" string */ getClassName() { return "ColorCorrectionPostProcess"; } constructor(name, colorTableUrl, options, camera, samplingMode, engine, reusable) { const localOptions = { samplers: ThinColorCorrectionPostProcess.Samplers, size: typeof options === "number" ? options : undefined, camera, samplingMode, engine, reusable, ...options, }; const scene = camera?.getScene() || null; super(name, ThinColorCorrectionPostProcess.FragmentUrl, { effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinColorCorrectionPostProcess(name, scene, colorTableUrl, localOptions) : undefined, ...localOptions, }); } /** * @internal */ static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) { return SerializationHelper.Parse(() => { return new ColorCorrectionPostProcess(parsedPostProcess.name, parsedPostProcess.colorTableUrl, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable); }, parsedPostProcess, scene, rootUrl); } } __decorate([ serialize() ], ColorCorrectionPostProcess.prototype, "colorTableUrl", null); RegisterClass("BABYLON.ColorCorrectionPostProcess", ColorCorrectionPostProcess); //# sourceMappingURL=colorCorrectionPostProcess.js.map