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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 { Camera } from "../Cameras/camera.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 { ThinTonemapPostProcess } from "./thinTonemapPostProcess.js"; /** * Defines a post process to apply tone mapping */ export class TonemapPostProcess extends PostProcess { /** * Defines the required exposure adjustment */ get exposureAdjustment() { return this._effectWrapper.exposureAdjustment; } set exposureAdjustment(value) { this._effectWrapper.exposureAdjustment = value; } /** * Gets the operator used for tonemapping */ get operator() { return this._effectWrapper.operator; } /** * Gets a string identifying the name of the class * @returns "TonemapPostProcess" string */ getClassName() { return "TonemapPostProcess"; } /** * 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, operator, exposureAdjustment, camera, samplingMode = 2, engine, textureType = 0, reusable) { const cameraIsCamera = camera === null || camera instanceof Camera; const localOptions = { operator, exposureAdjustment, uniforms: ThinTonemapPostProcess.Uniforms, camera: cameraIsCamera ? camera : undefined, samplingMode, engine, reusable, textureType, }; if (!cameraIsCamera) { Object.assign(localOptions, camera); } super(name, ThinTonemapPostProcess.FragmentUrl, { effectWrapper: cameraIsCamera || !camera.effectWrapper ? new ThinTonemapPostProcess(name, engine, localOptions) : undefined, ...localOptions, }); } /** * @internal */ static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) { return SerializationHelper.Parse(() => { return new TonemapPostProcess(parsedPostProcess.name, parsedPostProcess.operator, parsedPostProcess.exposureAdjustment, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.textureType, parsedPostProcess.reusable); }, parsedPostProcess, scene, rootUrl); } } __decorate([ serialize() ], TonemapPostProcess.prototype, "exposureAdjustment", null); __decorate([ serialize() ], TonemapPostProcess.prototype, "operator", null); RegisterClass("BABYLON.TonemapPostProcess", TonemapPostProcess); //# sourceMappingURL=tonemapPostProcess.js.map