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@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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var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; import { MODULES } from "../../../engine/engine_modules.js"; import { serializable } from "../../../engine/engine_serialization.js"; import { getParam } from "../../../engine/engine_utils.js"; import { PostProcessingEffect } from "../PostProcessingEffect.js"; import { VolumeParameter } from "../VolumeParameter.js"; import { registerCustomEffectType } from "../VolumeProfile.js"; const debug = getParam("debugpost"); /** * [PixelationEffect](https://engine.needle.tools/docs/api/PixelationEffect) Pixelation effect simulates a pixelated look by enlarging pixels in the rendered scene. * This effect can be used to achieve a retro or stylized visual aesthetic, reminiscent of early video games or low-resolution graphics. * @summary Pixelation Post-Processing Effect * @category Effects * @group Components */ export class PixelationEffect extends PostProcessingEffect { get typeName() { return "PixelationEffect"; } granularity = new VolumeParameter(10); _effect = null; _lastDpr = 0; onCreateEffect() { const effect = new MODULES.POSTPROCESSING.MODULE.PixelationEffect(); this._effect = effect; const dpr = this.context.renderer.getPixelRatio(); this._lastDpr = dpr; effect.granularity = this.granularity.value * dpr; this.granularity.onValueChanged = v => { const dpr = this.context.renderer.getPixelRatio(); effect.granularity = v * dpr; if (debug) console.debug(`[PixelationEffect] granularity changed: raw=${v}, dpr=${dpr}, effective=${effect.granularity}`); }; return effect; } update() { if (!this._effect) return; const dpr = this.context.renderer.getPixelRatio(); if (dpr !== this._lastDpr) { this._lastDpr = dpr; this._effect.granularity = this.granularity.value * dpr; if (debug) console.debug(`[PixelationEffect] DPR changed to ${dpr}, updating granularity: raw=${this.granularity.value}, effective=${this._effect.granularity}`); } } } __decorate([ serializable(VolumeParameter) ], PixelationEffect.prototype, "granularity", void 0); registerCustomEffectType("PixelationEffect", PixelationEffect); //# sourceMappingURL=Pixelation.js.map