playcanvas
Version:
PlayCanvas WebGL game engine
35 lines (34 loc) • 1.33 kB
TypeScript
/**
* @import { GraphicsDevice } from '../../platform/graphics/graphics-device.js'
*/
/**
* Render pass implementation of HDR bloom effect.
*
* @category Graphics
* @ignore
*/
export class RenderPassBloom extends RenderPass {
/**
* @param {GraphicsDevice} device - The graphics device.
* @param {Texture} sourceTexture - The source texture, usually at half the resolution of the
* render target getting blurred.
* @param {number} format - The texture format.
*/
constructor(device: GraphicsDevice, sourceTexture: Texture, format: number);
bloomTexture: Texture;
blurLevel: number;
bloomRenderTarget: RenderTarget;
textureFormat: number;
renderTargets: any[];
_sourceTexture: Texture;
destroyRenderTargets(startIndex?: number): void;
destroyRenderPasses(): void;
createRenderTarget(index: any): RenderTarget;
createRenderTargets(count: any): void;
calcMipLevels(width: any, height: any, minSize: any): number;
createRenderPasses(numPasses: any): void;
}
import { RenderPass } from '../../platform/graphics/render-pass.js';
import { Texture } from '../../platform/graphics/texture.js';
import { RenderTarget } from '../../platform/graphics/render-target.js';
import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js';