@needle-tools/engine
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Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development with great integrations into editors like Unity or Blender - and can be deployed onto any device! It is flexible, extensible and networking and XR are built-in.
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TypeScript
import type { Effect } from "postprocessing";
import type { EditorModification, IEditorModification as IEditorModificationReceiver } from "../../engine/engine_editor-sync.js";
import { Behaviour } from "../Component.js";
import { PostProcessingEffect } from "./PostProcessingEffect.js";
import { IPostProcessingManager } from "./utils.js";
import { VolumeProfile } from "./VolumeProfile.js";
/** The Volume/PostprocessingManager component is responsible for managing post processing effects.
* Add this component to any object in your scene to enable post processing effects.
*
* @example Add bloom
* ```ts
* const volume = new Volume();
* volume.addEffect(new BloomEffect({
* intensity: 3,
* luminanceThreshold: .2
* }));
* gameObject.addComponent(volume);
* ```
*
* @example Remove bloom
* ```ts
* volume.removeEffect(bloom);
* ```
*
* @example Add pixelation
* ```ts
* const pixelation = new PixelationEffect();
* pixelation.granularity.value = 10;
* volume.addEffect(pixelation);
* ```
*
* @category Rendering
* @category Effects
* @group Components
*/
export declare class Volume extends Behaviour implements IEditorModificationReceiver, IPostProcessingManager {
get isPostProcessingManager(): boolean;
/** Currently active postprocessing effects */
get effects(): PostProcessingEffect[];
get dirty(): boolean;
set dirty(value: boolean);
sharedProfile?: VolumeProfile;
/**
* Set multisampling to "auto" to automatically adjust the multisampling level based on performance.
* Set to a number to manually set the multisampling level.
* @default "auto"
* @min 0
* @max renderer.capabilities.maxSamples
*/
multisampling: "auto" | number;
/**
* Add a post processing effect to the stack and schedules the effect stack to be re-created.
*/
addEffect<T extends PostProcessingEffect | Effect>(effect: T): T;
/**
* Remove a post processing effect from the stack and schedules the effect stack to be re-created.
*/
removeEffect<T extends PostProcessingEffect | Effect>(effect: T): T;
private _postprocessing?;
private readonly _activeEffects;
private readonly _effects;
/**
* When dirty the post processing effects will be re-applied
*/
markDirty(): void;
/** @internal */
awake(): void;
private _componentEnabledTime;
private _multisampleAutoChangeTime;
private _multisampleAutoDecreaseTime;
/** @internal */
onEnable(): void;
/** @internal */
onDisable(): void;
/** @internal */
onBeforeRender(): void;
/** @internal */
onDestroy(): void;
private _lastApplyTime?;
private _rapidApplyCount;
private _isDirty;
private apply;
private _applyPostQueue;
/** called from needle editor sync package if its active */
onEditorModification(modification: EditorModification): void | boolean | undefined;
private _modificationQueue?;
private _recreateId;
private scheduleRecreate;
}
export { Volume as PostProcessingManager };