@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.
87 lines (86 loc) • 3.72 kB
JavaScript
import { __decorate } from "../tslib.es6.js";
import { PostProcess } from "./postProcess.js";
import "../Shaders/sharpen.fragment.js";
import { RegisterClass } from "../Misc/typeStore.js";
import { serialize } from "../Misc/decorators.js";
import { SerializationHelper } from "../Misc/decorators.serialization.js";
import { ThinSharpenPostProcess } from "./thinSharpenPostProcess.js";
/**
* The SharpenPostProcess applies a sharpen kernel to every pixel
* See http://en.wikipedia.org/wiki/Kernel_(image_processing)
*/
export class SharpenPostProcess extends PostProcess {
/**
* How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
*/
get colorAmount() {
return this._effectWrapper.colorAmount;
}
set colorAmount(value) {
this._effectWrapper.colorAmount = value;
}
/**
* How much sharpness should be applied (default: 0.3)
*/
get edgeAmount() {
return this._effectWrapper.edgeAmount;
}
set edgeAmount(value) {
this._effectWrapper.edgeAmount = value;
}
/**
* Gets a string identifying the name of the class
* @returns "SharpenPostProcess" string
*/
getClassName() {
return "SharpenPostProcess";
}
/**
* Creates a new instance ConvolutionPostProcess
* @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: ThinSharpenPostProcess.Uniforms,
size: typeof options === "number" ? options : undefined,
camera,
samplingMode,
engine,
reusable,
textureType,
blockCompilation,
...options,
};
super(name, ThinSharpenPostProcess.FragmentUrl, {
effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinSharpenPostProcess(name, engine, localOptions) : undefined,
...localOptions,
});
this.onApply = (_effect) => {
this._effectWrapper.textureWidth = this.width;
this._effectWrapper.textureHeight = this.height;
};
}
/**
* @internal
*/
static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
return SerializationHelper.Parse(() => {
return new SharpenPostProcess(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.textureType, parsedPostProcess.reusable);
}, parsedPostProcess, scene, rootUrl);
}
}
__decorate([
serialize()
], SharpenPostProcess.prototype, "colorAmount", null);
__decorate([
serialize()
], SharpenPostProcess.prototype, "edgeAmount", null);
RegisterClass("BABYLON.SharpenPostProcess", SharpenPostProcess);
//# sourceMappingURL=sharpenPostProcess.js.map