UNPKG

@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.

105 lines (104 loc) 5.25 kB
/** This file must only contain pure code and pure imports */ import { __esDecorate, __runInitializers } from "../tslib.es6.js"; import { PostProcess } from "./postProcess.pure.js"; import { serialize } from "../Misc/decorators.js"; import { SerializationHelper } from "../Misc/decorators.serialization.js"; import { ThinGrainPostProcess } from "./thinGrainPostProcess.js"; import { RegisterClass } from "../Misc/typeStore.js"; /** * The GrainPostProcess adds noise to the image at mid luminance levels */ let GrainPostProcess = (() => { var _a; let _classSuper = PostProcess; let _instanceExtraInitializers = []; let _get_intensity_decorators; let _get_animated_decorators; return _a = class GrainPostProcess extends _classSuper { /** * The intensity of the grain added (default: 30) */ get intensity() { return this._effectWrapper.intensity; } set intensity(value) { this._effectWrapper.intensity = value; } /** * If the grain should be randomized on every frame */ get animated() { return this._effectWrapper.animated; } set animated(value) { this._effectWrapper.animated = value; } /** * Gets a string identifying the name of the class * @returns "GrainPostProcess" string */ getClassName() { return "GrainPostProcess"; } /** * Creates a new instance of @see GrainPostProcess * @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: ThinGrainPostProcess.Uniforms, size: typeof options === "number" ? options : undefined, camera, samplingMode, engine, reusable, textureType, blockCompilation, ...options, }; super(name, ThinGrainPostProcess.FragmentUrl, { effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinGrainPostProcess(name, engine, localOptions) : undefined, ...localOptions, }); __runInitializers(this, _instanceExtraInitializers); } /** * @internal */ static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) { return SerializationHelper.Parse(() => { return new _a(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable); }, parsedPostProcess, scene, rootUrl); } }, (() => { const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0; _get_intensity_decorators = [serialize()]; _get_animated_decorators = [serialize()]; __esDecorate(_a, null, _get_intensity_decorators, { kind: "getter", name: "intensity", static: false, private: false, access: { has: obj => "intensity" in obj, get: obj => obj.intensity }, metadata: _metadata }, null, _instanceExtraInitializers); __esDecorate(_a, null, _get_animated_decorators, { kind: "getter", name: "animated", static: false, private: false, access: { has: obj => "animated" in obj, get: obj => obj.animated }, metadata: _metadata }, null, _instanceExtraInitializers); if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata }); })(), _a; })(); export { GrainPostProcess }; let _Registered = false; /** * Register side effects for grainPostProcess. * Safe to call multiple times; only the first call has an effect. */ export function RegisterGrainPostProcess() { if (_Registered) { return; } _Registered = true; RegisterClass("BABYLON.GrainPostProcess", GrainPostProcess); } //# sourceMappingURL=grainPostProcess.pure.js.map