11bd510eb9aaa78ffb355e1a06f88b32eda75ad3c0e99d5e4fe426184438f21e.json 5.9 KB

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  1. {"ast":null,"code":"import { PostProcess } from \"./postProcess.js\";\nimport { RegisterClass } from \"../Misc/typeStore.js\";\nimport { SerializationHelper } from \"../Misc/decorators.serialization.js\";\n/**\n * DisplayPassPostProcess which produces an output the same as it's input\n */\nexport class DisplayPassPostProcess extends PostProcess {\n /**\n * Gets a string identifying the name of the class\n * @returns \"DisplayPassPostProcess\" string\n */\n getClassName() {\n return \"DisplayPassPostProcess\";\n }\n /**\n * Creates the DisplayPassPostProcess\n * @param name The name of the effect.\n * @param options The required width/height ratio to downsize to before computing the render pass.\n * @param camera The camera to apply the render pass to.\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\n * @param engine The engine which the post process will be applied. (default: current engine)\n * @param reusable If the post process can be reused on the same frame. (default: false)\n */\n constructor(name, options, camera, samplingMode, engine, reusable) {\n super(name, \"displayPass\", [\"passSampler\"], [\"passSampler\"], options, camera, samplingMode, engine, reusable);\n }\n _gatherImports(useWebGPU, list) {\n if (useWebGPU) {\n this._webGPUReady = true;\n list.push(Promise.all([import(\"../ShadersWGSL/displayPass.fragment.js\")]));\n } else {\n list.push(Promise.all([import(\"../Shaders/displayPass.fragment.js\")]));\n }\n super._gatherImports(useWebGPU, list);\n }\n /**\n * @internal\n */\n static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {\n return SerializationHelper.Parse(() => {\n return new DisplayPassPostProcess(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable);\n }, parsedPostProcess, scene, rootUrl);\n }\n}\nRegisterClass(\"BABYLON.DisplayPassPostProcess\", DisplayPassPostProcess);","map":{"version":3,"names":["PostProcess","RegisterClass","SerializationHelper","DisplayPassPostProcess","getClassName","constructor","name","options","camera","samplingMode","engine","reusable","_gatherImports","useWebGPU","list","_webGPUReady","push","Promise","all","_Parse","parsedPostProcess","targetCamera","scene","rootUrl","Parse","renderTargetSamplingMode","getEngine"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/PostProcesses/displayPassPostProcess.js"],"sourcesContent":["import { PostProcess } from \"./postProcess.js\";\nimport { RegisterClass } from \"../Misc/typeStore.js\";\nimport { SerializationHelper } from \"../Misc/decorators.serialization.js\";\n/**\n * DisplayPassPostProcess which produces an output the same as it's input\n */\nexport class DisplayPassPostProcess extends PostProcess {\n /**\n * Gets a string identifying the name of the class\n * @returns \"DisplayPassPostProcess\" string\n */\n getClassName() {\n return \"DisplayPassPostProcess\";\n }\n /**\n * Creates the DisplayPassPostProcess\n * @param name The name of the effect.\n * @param options The required width/height ratio to downsize to before computing the render pass.\n * @param camera The camera to apply the render pass to.\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\n * @param engine The engine which the post process will be applied. (default: current engine)\n * @param reusable If the post process can be reused on the same frame. (default: false)\n */\n constructor(name, options, camera, samplingMode, engine, reusable) {\n super(name, \"displayPass\", [\"passSampler\"], [\"passSampler\"], options, camera, samplingMode, engine, reusable);\n }\n _gatherImports(useWebGPU, list) {\n if (useWebGPU) {\n this._webGPUReady = true;\n list.push(Promise.all([import(\"../ShadersWGSL/displayPass.fragment.js\")]));\n }\n else {\n list.push(Promise.all([import(\"../Shaders/displayPass.fragment.js\")]));\n }\n super._gatherImports(useWebGPU, list);\n }\n /**\n * @internal\n */\n static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {\n return SerializationHelper.Parse(() => {\n return new DisplayPassPostProcess(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable);\n }, parsedPostProcess, scene, rootUrl);\n }\n}\nRegisterClass(\"BABYLON.DisplayPassPostProcess\", DisplayPassPostProcess);\n"],"mappings":"AAAA,SAASA,WAAW,QAAQ,kBAAkB;AAC9C,SAASC,aAAa,QAAQ,sBAAsB;AACpD,SAASC,mBAAmB,QAAQ,qCAAqC;AACzE;AACA;AACA;AACA,OAAO,MAAMC,sBAAsB,SAASH,WAAW,CAAC;EACpD;AACJ;AACA;AACA;EACII,YAAYA,CAAA,EAAG;IACX,OAAO,wBAAwB;EACnC;EACA;AACJ;AACA;AACA;AACA;AACA;AACA;AACA;AACA;EACIC,WAAWA,CAACC,IAAI,EAAEC,OAAO,EAAEC,MAAM,EAAEC,YAAY,EAAEC,MAAM,EAAEC,QAAQ,EAAE;IAC/D,KAAK,CAACL,IAAI,EAAE,aAAa,EAAE,CAAC,aAAa,CAAC,EAAE,CAAC,aAAa,CAAC,EAAEC,OAAO,EAAEC,MAAM,EAAEC,YAAY,EAAEC,MAAM,EAAEC,QAAQ,CAAC;EACjH;EACAC,cAAcA,CAACC,SAAS,EAAEC,IAAI,EAAE;IAC5B,IAAID,SAAS,EAAE;MACX,IAAI,CAACE,YAAY,GAAG,IAAI;MACxBD,IAAI,CAACE,IAAI,CAACC,OAAO,CAACC,GAAG,CAAC,CAAC,MAAM,CAAC,wCAAwC,CAAC,CAAC,CAAC,CAAC;IAC9E,CAAC,MACI;MACDJ,IAAI,CAACE,IAAI,CAACC,OAAO,CAACC,GAAG,CAAC,CAAC,MAAM,CAAC,oCAAoC,CAAC,CAAC,CAAC,CAAC;IAC1E;IACA,KAAK,CAACN,cAAc,CAACC,SAAS,EAAEC,IAAI,CAAC;EACzC;EACA;AACJ;AACA;EACI,OAAOK,MAAMA,CAACC,iBAAiB,EAAEC,YAAY,EAAEC,KAAK,EAAEC,OAAO,EAAE;IAC3D,OAAOrB,mBAAmB,CAACsB,KAAK,CAAC,MAAM;MACnC,OAAO,IAAIrB,sBAAsB,CAACiB,iBAAiB,CAACd,IAAI,EAAEc,iBAAiB,CAACb,OAAO,EAAEc,YAAY,EAAED,iBAAiB,CAACK,wBAAwB,EAAEH,KAAK,CAACI,SAAS,CAAC,CAAC,EAAEN,iBAAiB,CAACT,QAAQ,CAAC;IACjM,CAAC,EAAES,iBAAiB,EAAEE,KAAK,EAAEC,OAAO,CAAC;EACzC;AACJ;AACAtB,aAAa,CAAC,gCAAgC,EAAEE,sBAAsB,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}