@cesium/engine
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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.
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JavaScript
import Check from "../Core/Check.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import DeveloperError from "../Core/DeveloperError.js";
import PixelFormat from "../Core/PixelFormat.js";
import PixelDatatype from "../Renderer/PixelDatatype.js";
import Sampler from "../Renderer/Sampler.js";
import Texture from "../Renderer/Texture.js";
import TextureMagnificationFilter from "../Renderer/TextureMagnificationFilter.js";
import TextureMinificationFilter from "../Renderer/TextureMinificationFilter.js";
import TextureWrap from "../Renderer/TextureWrap.js";
import PassThrough from "../Shaders/PostProcessStages/PassThrough.js";
import PostProcessStageLibrary from "./PostProcessStageLibrary.js";
import PostProcessStageTextureCache from "./PostProcessStageTextureCache.js";
import Tonemapper, { validateTonemapper } from "./Tonemapper.js";
const stackScratch = [];
/**
* A collection of {@link PostProcessStage}s and/or {@link PostProcessStageComposite}s.
* <p>
* The input texture for each post-process stage is the texture rendered to by the scene or the texture rendered
* to by the previous stage in the collection.
* </p>
* <p>
* If the ambient occlusion or bloom stages are enabled, they will execute before all other stages.
* </p>
* <p>
* If the FXAA stage is enabled, it will execute after all other stages.
* </p>
*
* @alias PostProcessStageCollection
* @constructor
*/
function PostProcessStageCollection() {
const fxaa = PostProcessStageLibrary.createFXAAStage();
const ao = PostProcessStageLibrary.createAmbientOcclusionStage();
const bloom = PostProcessStageLibrary.createBloomStage();
// Auto-exposure is currently disabled because most shaders output a value in [0.0, 1.0].
// Some shaders, such as the atmosphere and ground atmosphere, output values slightly over 1.0.
this._autoExposureEnabled = false;
this._autoExposure = PostProcessStageLibrary.createAutoExposureStage();
this._exposure = 1.0;
this._tonemapping = undefined;
this._tonemapper = undefined;
// set tonemapper and tonemapping using the setter
this.tonemapper = Tonemapper.PBR_NEUTRAL;
const tonemapping = this._tonemapping;
fxaa.enabled = false;
ao.enabled = false;
bloom.enabled = false;
tonemapping.enabled = false; // will be enabled if necessary in update
const textureCache = new PostProcessStageTextureCache(this);
const stageNames = {};
const stack = stackScratch;
stack.push(fxaa, ao, bloom, tonemapping);
while (stack.length > 0) {
const stage = stack.pop();
stageNames[stage.name] = stage;
stage._textureCache = textureCache;
const length = stage.length;
if (defined(length)) {
for (let i = 0; i < length; ++i) {
stack.push(stage.get(i));
}
}
}
this._stages = [];
this._activeStages = [];
this._previousActiveStages = [];
this._randomTexture = undefined; // For AO
const that = this;
ao.uniforms.randomTexture = function () {
return that._randomTexture;
};
this._ao = ao;
this._bloom = bloom;
this._fxaa = fxaa;
this._aoEnabled = undefined;
this._bloomEnabled = undefined;
this._tonemappingEnabled = undefined;
this._fxaaEnabled = undefined;
this._activeStagesChanged = false;
this._stagesRemoved = false;
this._textureCacheDirty = false;
this._stageNames = stageNames;
this._textureCache = textureCache;
}
Object.defineProperties(PostProcessStageCollection.prototype, {
/**
* Determines if all of the post-process stages in the collection are ready to be executed.
*
* @memberof PostProcessStageCollection.prototype
* @type {boolean}
* @readonly
*/
ready: {
get: function () {
let readyAndEnabled = false;
const stages = this._stages;
const length = stages.length;
for (let i = length - 1; i >= 0; --i) {
const stage = stages[i];
readyAndEnabled = readyAndEnabled || (stage.ready && stage.enabled);
}
const fxaa = this._fxaa;
const ao = this._ao;
const bloom = this._bloom;
const tonemapping = this._tonemapping;
readyAndEnabled = readyAndEnabled || (fxaa.ready && fxaa.enabled);
readyAndEnabled = readyAndEnabled || (ao.ready && ao.enabled);
readyAndEnabled = readyAndEnabled || (bloom.ready && bloom.enabled);
readyAndEnabled =
readyAndEnabled || (tonemapping.ready && tonemapping.enabled);
return readyAndEnabled;
},
},
/**
* A post-process stage for Fast Approximate Anti-aliasing.
* <p>
* When enabled, this stage will execute after all others.
* </p>
*
* @memberof PostProcessStageCollection.prototype
* @type {PostProcessStage}
* @readonly
*/
fxaa: {
get: function () {
return this._fxaa;
},
},
/**
* A post-process stage that applies Horizon-based Ambient Occlusion (HBAO) to the input texture.
* <p>
* Ambient occlusion simulates shadows from ambient light. These shadows would always be present when the
* surface receives light and regardless of the light's position.
* </p>
* <p>
* The uniforms have the following properties:
* <ul>
* <li><code>intensity</code> is a scalar value used to lighten or darken the shadows exponentially. Higher values make the shadows darker. The default value is <code>3.0</code>.</li>
* <li><code>bias</code> is a scalar value representing an angle in radians. If the dot product between the normal of the sample and the vector to the camera is less than this value,
* sampling stops in the current direction. This is used to remove shadows from near planar edges. The default value is <code>0.1</code>.</li>
* <li><code>lengthCap</code> is a scalar value representing a length in meters. If the distance from the current sample to first sample is greater than this value,
* sampling stops in the current direction. The default value is <code>0.26</code>.</li>
* <li><code>directionCount</code> is the number of directions along which the ray marching will search for occluders. The default value is <code>8</code>.</li>
* <li><code>stepCount</code> is the number of steps the ray marching will take along each direction. The default value is <code>32</code>.</li>
* <li><code>randomTexture</code> is a texture where the red channel is a random value in [0.0, 1.0]. The default value is <code>undefined</code>. This texture needs to be set.</li>
* <li><code>ambientOcclusionOnly</code> is a boolean value. When <code>true</code>, only the shadows generated are written to the output. When <code>false</code>, the input texture is modulated
* with the ambient occlusion. This is a useful debug option for seeing the effects of changing the uniform values. The default value is <code>false</code>.</li>
* </ul>
* <p>
* When enabled, this stage will execute before all others.
* </p>
*
* @memberof PostProcessStageCollection.prototype
* @type {PostProcessStageComposite}
* @readonly
*/
ambientOcclusion: {
get: function () {
return this._ao;
},
},
/**
* A post-process stage for a bloom effect.
* <p>
* A bloom effect adds glow effect, makes bright areas brighter, and dark areas darker.
* </p>
* <p>
* This stage has the following uniforms: <code>contrast</code>, <code>brightness</code>, <code>glowOnly</code>,
* <code>delta</code>, <code>sigma</code>, and <code>stepSize</code>.
* </p>
* <ul>
* <li><code>contrast</code> is a scalar value in the range [-255.0, 255.0] and affects the contract of the effect. The default value is <code>128.0</code>.</li>
*
* <li><code>brightness</code> is a scalar value. The input texture RGB value is converted to hue, saturation, and brightness (HSB) then this value is
* added to the brightness. The default value is <code>-0.3</code>.</li>
*
* <li><code>glowOnly</code> is a boolean value. When <code>true</code>, only the glow effect will be shown. When <code>false</code>, the glow will be added to the input texture.
* The default value is <code>false</code>. This is a debug option for viewing the effects when changing the other uniform values.</li>
* </ul>
* <p>
* <code>delta</code>, <code>sigma</code>, and <code>stepSize</code> are the same properties as {@link PostProcessStageLibrary#createBlurStage}.
* The blur is applied to the shadows generated from the image to make them smoother.
* </p>
* <p>
* When enabled, this stage will execute before all others.
* </p>
*
* @memberOf PostProcessStageCollection.prototype
* @type {PostProcessStageComposite}
* @readonly
*/
bloom: {
get: function () {
return this._bloom;
},
},
/**
* The number of post-process stages in this collection.
*
* @memberof PostProcessStageCollection.prototype
* @type {number}
* @readonly
*/
length: {
get: function () {
removeStages(this);
return this._stages.length;
},
},
/**
* A reference to the last texture written to when executing the post-process stages in this collection.
*
* @memberof PostProcessStageCollection.prototype
* @type {Texture}
* @readonly
* @private
*/
outputTexture: {
get: function () {
const fxaa = this._fxaa;
if (fxaa.enabled && fxaa.ready) {
return this.getOutputTexture(fxaa.name);
}
const stages = this._stages;
const length = stages.length;
for (let i = length - 1; i >= 0; --i) {
const stage = stages[i];
if (defined(stage) && stage.ready && stage.enabled) {
return this.getOutputTexture(stage.name);
}
}
const tonemapping = this._tonemapping;
if (tonemapping.enabled && tonemapping.ready) {
return this.getOutputTexture(tonemapping.name);
}
const bloom = this._bloom;
if (bloom.enabled && bloom.ready) {
return this.getOutputTexture(bloom.name);
}
const ao = this._ao;
if (ao.enabled && ao.ready) {
return this.getOutputTexture(ao.name);
}
return undefined;
},
},
/**
* Whether the collection has a stage that has selected features.
*
* @memberof PostProcessStageCollection.prototype
* @type {boolean}
* @readonly
* @private
*/
hasSelected: {
get: function () {
const stages = this._stages.slice();
while (stages.length > 0) {
const stage = stages.pop();
if (!defined(stage)) {
continue;
}
if (defined(stage.selected)) {
return true;
}
const length = stage.length;
if (defined(length)) {
for (let i = 0; i < length; ++i) {
stages.push(stage.get(i));
}
}
}
return false;
},
},
/**
* Specifies the tonemapping algorithm used when rendering with high dynamic range.
* {@link https://sandcastle.cesium.com/?src=High%20Dynamic%20Range.html|Sandcastle Demo}
*
* @example viewer.scene.postProcessStages.tonemapper = Cesium.Tonemapper.ACES;
*
* @default Tonemapper.PBR_NEUTRAL
* @memberof PostProcessStageCollection.prototype
* @type {Tonemapper}
*/
tonemapper: {
get: function () {
return this._tonemapper;
},
set: function (value) {
if (this._tonemapper === value) {
return;
}
//>>includeStart('debug', pragmas.debug);
if (!validateTonemapper(value)) {
throw new DeveloperError("tonemapper was set to an invalid value.");
}
//>>includeEnd('debug');
if (defined(this._tonemapping)) {
delete this._stageNames[this._tonemapping.name];
this._tonemapping.destroy();
}
const useAutoExposure = this._autoExposureEnabled;
let tonemapping;
switch (value) {
case Tonemapper.REINHARD:
tonemapping =
PostProcessStageLibrary.createReinhardTonemappingStage(
useAutoExposure,
);
break;
case Tonemapper.MODIFIED_REINHARD:
tonemapping =
PostProcessStageLibrary.createModifiedReinhardTonemappingStage(
useAutoExposure,
);
break;
case Tonemapper.FILMIC:
tonemapping =
PostProcessStageLibrary.createFilmicTonemappingStage(
useAutoExposure,
);
break;
case Tonemapper.PBR_NEUTRAL:
tonemapping =
PostProcessStageLibrary.createPbrNeutralTonemappingStage(
useAutoExposure,
);
break;
default:
tonemapping =
PostProcessStageLibrary.createAcesTonemappingStage(useAutoExposure);
break;
}
if (useAutoExposure) {
const autoexposure = this._autoExposure;
tonemapping.uniforms.autoExposure = function () {
return autoexposure.outputTexture;
};
} else {
tonemapping.uniforms.exposure = this._exposure;
}
this._tonemapper = value;
this._tonemapping = tonemapping;
if (defined(this._stageNames)) {
this._stageNames[tonemapping.name] = tonemapping;
tonemapping._textureCache = this._textureCache;
}
this._textureCacheDirty = true;
},
},
/**
* Control the exposure when HDR is on. Less than 1.0 makes the tonemapping darker while greater than 1.0 makes it brighter.
*
* @example viewer.scene.postProcessStages.exposure = 1.0;
*
* @default 1.0
* @memberof PostProcessStageCollection.prototype
* @type {number}
*/
exposure: {
get: function () {
return this._exposure;
},
set: function (value) {
this._tonemapping.uniforms.exposure = value;
this._exposure = value;
},
},
});
function removeStages(collection) {
if (!collection._stagesRemoved) {
return;
}
collection._stagesRemoved = false;
const newStages = [];
const stages = collection._stages;
for (let i = 0, j = 0; i < stages.length; ++i) {
const stage = stages[i];
if (stage) {
stage._index = j++;
newStages.push(stage);
}
}
collection._stages = newStages;
}
/**
* Adds the post-process stage to the collection.
*
* @param {PostProcessStage|PostProcessStageComposite} stage The post-process stage to add to the collection.
* @return {PostProcessStage|PostProcessStageComposite} The post-process stage that was added to the collection.
*
* @exception {DeveloperError} The post-process stage has already been added to the collection or does not have a unique name.
*/
PostProcessStageCollection.prototype.add = function (stage) {
//>>includeStart('debug', pragmas.debug);
Check.typeOf.object("stage", stage);
//>>includeEnd('debug');
const stageNames = this._stageNames;
const stack = stackScratch;
stack.push(stage);
while (stack.length > 0) {
const currentStage = stack.pop();
//>>includeStart('debug', pragmas.debug);
if (defined(stageNames[currentStage.name])) {
throw new DeveloperError(
`${currentStage.name} has already been added to the collection or does not have a unique name.`,
);
}
//>>includeEnd('debug');
stageNames[currentStage.name] = currentStage;
currentStage._textureCache = this._textureCache;
const length = currentStage.length;
if (defined(length)) {
for (let i = 0; i < length; ++i) {
stack.push(currentStage.get(i));
}
}
}
const stages = this._stages;
stage._index = stages.length;
stages.push(stage);
this._textureCacheDirty = true;
return stage;
};
/**
* Removes a post-process stage from the collection and destroys it.
*
* @param {PostProcessStage|PostProcessStageComposite} stage The post-process stage to remove from the collection.
* @return {boolean} Whether the post-process stage was removed.
*/
PostProcessStageCollection.prototype.remove = function (stage) {
if (!this.contains(stage)) {
return false;
}
const stageNames = this._stageNames;
const stack = stackScratch;
stack.push(stage);
while (stack.length > 0) {
const currentStage = stack.pop();
delete stageNames[currentStage.name];
const length = currentStage.length;
if (defined(length)) {
for (let i = 0; i < length; ++i) {
stack.push(currentStage.get(i));
}
}
}
this._stages[stage._index] = undefined;
this._stagesRemoved = true;
this._textureCacheDirty = true;
stage._index = undefined;
stage._textureCache = undefined;
stage.destroy();
return true;
};
/**
* Returns whether the collection contains a post-process stage.
*
* @param {PostProcessStage|PostProcessStageComposite} stage The post-process stage.
* @return {boolean} Whether the collection contains the post-process stage.
*/
PostProcessStageCollection.prototype.contains = function (stage) {
return (
defined(stage) &&
defined(stage._index) &&
stage._textureCache === this._textureCache
);
};
/**
* Gets the post-process stage at <code>index</code>.
*
* @param {number} index The index of the post-process stage.
* @return {PostProcessStage|PostProcessStageComposite} The post-process stage at index.
*/
PostProcessStageCollection.prototype.get = function (index) {
removeStages(this);
const stages = this._stages;
//>>includeStart('debug', pragmas.debug);
const length = stages.length;
Check.typeOf.number.greaterThanOrEquals("stages length", length, 0);
Check.typeOf.number.greaterThanOrEquals("index", index, 0);
Check.typeOf.number.lessThan("index", index, length);
//>>includeEnd('debug');
return stages[index];
};
/**
* Removes all post-process stages from the collection and destroys them.
*/
PostProcessStageCollection.prototype.removeAll = function () {
const stages = this._stages;
const length = stages.length;
for (let i = 0; i < length; ++i) {
this.remove(stages[i]);
}
stages.length = 0;
};
/**
* Gets a post-process stage in the collection by its name.
*
* @param {string} name The name of the post-process stage.
* @return {PostProcessStage|PostProcessStageComposite} The post-process stage.
*
* @private
*/
PostProcessStageCollection.prototype.getStageByName = function (name) {
return this._stageNames[name];
};
/**
* Called before the post-process stages in the collection are executed. Calls update for each stage and creates WebGL resources.
*
* @param {Context} context The context.
* @param {boolean} useLogDepth Whether the scene uses a logarithmic depth buffer.
*
* @private
*/
PostProcessStageCollection.prototype.update = function (
context,
useLogDepth,
useHdr,
) {
removeStages(this);
const previousActiveStages = this._activeStages;
const activeStages = (this._activeStages = this._previousActiveStages);
this._previousActiveStages = previousActiveStages;
const stages = this._stages;
activeStages.length = stages.length;
let count = 0;
for (let i = 0; i < stages.length; ++i) {
const stage = stages[i];
if (stage.ready && stage.enabled && stage._isSupported(context)) {
activeStages[count++] = stage;
}
}
activeStages.length = count;
let activeStagesChanged = count !== previousActiveStages.length;
if (!activeStagesChanged) {
for (let i = 0; i < count; ++i) {
if (activeStages[i] !== previousActiveStages[i]) {
activeStagesChanged = true;
break;
}
}
}
const ao = this._ao;
const bloom = this._bloom;
const autoexposure = this._autoExposure;
const tonemapping = this._tonemapping;
const fxaa = this._fxaa;
tonemapping.enabled = useHdr;
const aoEnabled = ao.enabled && ao._isSupported(context);
const bloomEnabled = bloom.enabled && bloom._isSupported(context);
const tonemappingEnabled =
tonemapping.enabled && tonemapping._isSupported(context);
const fxaaEnabled = fxaa.enabled && fxaa._isSupported(context);
if (
activeStagesChanged ||
this._textureCacheDirty ||
aoEnabled !== this._aoEnabled ||
bloomEnabled !== this._bloomEnabled ||
tonemappingEnabled !== this._tonemappingEnabled ||
fxaaEnabled !== this._fxaaEnabled
) {
// The number of stages to execute has changed.
// Update dependencies and recreate framebuffers.
this._textureCache.updateDependencies();
this._aoEnabled = aoEnabled;
this._bloomEnabled = bloomEnabled;
this._tonemappingEnabled = tonemappingEnabled;
this._fxaaEnabled = fxaaEnabled;
this._textureCacheDirty = false;
}
if (defined(this._randomTexture) && !aoEnabled) {
this._randomTexture.destroy();
this._randomTexture = undefined;
}
if (!defined(this._randomTexture) && aoEnabled) {
const length = 256 * 256 * 3;
const random = new Uint8Array(length);
for (let i = 0; i < length; i += 3) {
random[i] = Math.floor(Math.random() * 255.0);
}
this._randomTexture = new Texture({
context: context,
pixelFormat: PixelFormat.RGB,
pixelDatatype: PixelDatatype.UNSIGNED_BYTE,
source: {
arrayBufferView: random,
width: 256,
height: 256,
},
sampler: new Sampler({
wrapS: TextureWrap.REPEAT,
wrapT: TextureWrap.REPEAT,
minificationFilter: TextureMinificationFilter.NEAREST,
magnificationFilter: TextureMagnificationFilter.NEAREST,
}),
});
}
this._textureCache.update(context);
fxaa.update(context, useLogDepth);
ao.update(context, useLogDepth);
bloom.update(context, useLogDepth);
tonemapping.update(context, useLogDepth);
if (this._autoExposureEnabled) {
autoexposure.update(context, useLogDepth);
}
for (let i = 0; i < stages.length; ++i) {
stages[i].update(context, useLogDepth);
}
count = 0;
for (let i = 0; i < stages.length; ++i) {
const stage = stages[i];
if (stage.ready && stage.enabled && stage._isSupported(context)) {
count++;
}
}
activeStagesChanged = count !== activeStages.length;
if (activeStagesChanged) {
this.update(context, useLogDepth, useHdr);
}
};
/**
* Clears all of the framebuffers used by the stages.
*
* @param {Context} context The context.
*
* @private
*/
PostProcessStageCollection.prototype.clear = function (context) {
this._textureCache.clear(context);
if (this._autoExposureEnabled) {
this._autoExposure.clear(context);
}
};
function getOutputTexture(stage) {
while (defined(stage.length)) {
stage = stage.get(stage.length - 1);
}
return stage.outputTexture;
}
/**
* Gets the output texture of a stage with the given name.
*
* @param {string} stageName The name of the stage.
* @return {Texture|undefined} The texture rendered to by the stage with the given name.
*
* @private
*/
PostProcessStageCollection.prototype.getOutputTexture = function (stageName) {
const stage = this.getStageByName(stageName);
if (!defined(stage)) {
return undefined;
}
return getOutputTexture(stage);
};
function execute(stage, context, colorTexture, depthTexture, idTexture) {
if (defined(stage.execute)) {
stage.execute(context, colorTexture, depthTexture, idTexture);
return;
}
if (stage.inputPreviousStageTexture) {
execute(stage.get(0), context, colorTexture, depthTexture, idTexture);
for (let i = 1; i < stage.length; ++i) {
execute(
stage.get(i),
context,
getOutputTexture(stage.get(i - 1)),
depthTexture,
idTexture,
);
}
} else {
for (let i = 0; i < stage.length; ++i) {
execute(stage.get(i), context, colorTexture, depthTexture, idTexture);
}
}
}
/**
* Executes all ready and enabled stages in the collection.
*
* @param {Context} context The context.
* @param {Texture} colorTexture The color texture rendered to by the scene.
* @param {Texture} depthTexture The depth texture written to by the scene.
* @param {Texture} idTexture The id texture written to by the scene.
*
* @private
*/
PostProcessStageCollection.prototype.execute = function (
context,
colorTexture,
depthTexture,
idTexture,
) {
const activeStages = this._activeStages;
const length = activeStages.length;
const fxaa = this._fxaa;
const ao = this._ao;
const bloom = this._bloom;
const autoexposure = this._autoExposure;
const tonemapping = this._tonemapping;
const aoEnabled = ao.enabled && ao._isSupported(context);
const bloomEnabled = bloom.enabled && bloom._isSupported(context);
const autoExposureEnabled = this._autoExposureEnabled;
const tonemappingEnabled =
tonemapping.enabled && tonemapping._isSupported(context);
const fxaaEnabled = fxaa.enabled && fxaa._isSupported(context);
if (
!fxaaEnabled &&
!aoEnabled &&
!bloomEnabled &&
!tonemappingEnabled &&
length === 0
) {
return;
}
let initialTexture = colorTexture;
if (aoEnabled && ao.ready) {
execute(ao, context, initialTexture, depthTexture, idTexture);
initialTexture = getOutputTexture(ao);
}
if (bloomEnabled && bloom.ready) {
execute(bloom, context, initialTexture, depthTexture, idTexture);
initialTexture = getOutputTexture(bloom);
}
if (autoExposureEnabled && autoexposure.ready) {
execute(autoexposure, context, initialTexture, depthTexture, idTexture);
}
if (tonemappingEnabled && tonemapping.ready) {
execute(tonemapping, context, initialTexture, depthTexture, idTexture);
initialTexture = getOutputTexture(tonemapping);
}
let lastTexture = initialTexture;
if (length > 0) {
execute(activeStages[0], context, initialTexture, depthTexture, idTexture);
for (let i = 1; i < length; ++i) {
execute(
activeStages[i],
context,
getOutputTexture(activeStages[i - 1]),
depthTexture,
idTexture,
);
}
lastTexture = getOutputTexture(activeStages[length - 1]);
}
if (fxaaEnabled && fxaa.ready) {
execute(fxaa, context, lastTexture, depthTexture, idTexture);
}
};
/**
* Copies the output of all executed stages to the color texture of a framebuffer.
*
* @param {Context} context The context.
* @param {Framebuffer} framebuffer The framebuffer to copy to.
*
* @private
*/
PostProcessStageCollection.prototype.copy = function (context, framebuffer) {
if (!defined(this._copyColorCommand)) {
const that = this;
this._copyColorCommand = context.createViewportQuadCommand(PassThrough, {
uniformMap: {
colorTexture: function () {
return that.outputTexture;
},
},
owner: this,
});
}
this._copyColorCommand.framebuffer = framebuffer;
this._copyColorCommand.execute(context);
};
/**
* Returns true if this object was destroyed; otherwise, false.
* <p>
* If this object was destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
* </p>
*
* @returns {boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
*
* @see PostProcessStageCollection#destroy
*/
PostProcessStageCollection.prototype.isDestroyed = function () {
return false;
};
/**
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
* <p>
* Once an object is destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
* assign the return value (<code>undefined</code>) to the object as done in the example.
* </p>
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @see PostProcessStageCollection#isDestroyed
*/
PostProcessStageCollection.prototype.destroy = function () {
this._fxaa.destroy();
this._ao.destroy();
this._bloom.destroy();
this._autoExposure.destroy();
this._tonemapping.destroy();
this.removeAll();
this._textureCache = this._textureCache && this._textureCache.destroy();
return destroyObject(this);
};
export default PostProcessStageCollection;