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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 "../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