import { PostProcess } from "./postProcess.js"; import { AbstractEngine } from "../Engines/abstractEngine.js"; import "../Shaders/pass.fragment.js"; import "../Shaders/passCube.fragment.js"; import { RegisterClass } from "../Misc/typeStore.js"; import { SerializationHelper } from "../Misc/decorators.serialization.js"; /** * PassPostProcess which produces an output the same as it's input */ export class PassPostProcess extends PostProcess { /** * Gets a string identifying the name of the class * @returns "PassPostProcess" string */ getClassName() { return "PassPostProcess"; } /** * Creates the PassPostProcess * @param name The name of the effect. * @param options The required width/height ratio to downsize to before computing the render pass. * @param camera The camera to apply the render pass to. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0) * @param engine The engine which the post process will be applied. (default: current engine) * @param reusable If the post process can be reused on the same frame. (default: false) * @param textureType The type of texture to be used when performing the post processing. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false) */ constructor(name, options, camera = null, samplingMode, engine, reusable, textureType = 0, blockCompilation = false) { super(name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation); } /** * @internal */ static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) { return SerializationHelper.Parse(() => { return new PassPostProcess(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, parsedPostProcess._engine, parsedPostProcess.reusable); }, parsedPostProcess, scene, rootUrl); } } RegisterClass("BABYLON.PassPostProcess", PassPostProcess); /** * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture) */ export class PassCubePostProcess extends PostProcess { /** * Gets or sets the cube face to display. * * 0 is +X * * 1 is -X * * 2 is +Y * * 3 is -Y * * 4 is +Z * * 5 is -Z */ get face() { return this._face; } set face(value) { if (value < 0 || value > 5) { return; } this._face = value; switch (this._face) { case 0: this.updateEffect("#define POSITIVEX"); break; case 1: this.updateEffect("#define NEGATIVEX"); break; case 2: this.updateEffect("#define POSITIVEY"); break; case 3: this.updateEffect("#define NEGATIVEY"); break; case 4: this.updateEffect("#define POSITIVEZ"); break; case 5: this.updateEffect("#define NEGATIVEZ"); break; } } /** * Gets a string identifying the name of the class * @returns "PassCubePostProcess" string */ getClassName() { return "PassCubePostProcess"; } /** * Creates the PassCubePostProcess * @param name The name of the effect. * @param options The required width/height ratio to downsize to before computing the render pass. * @param camera The camera to apply the render pass to. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0) * @param engine The engine which the post process will be applied. (default: current engine) * @param reusable If the post process can be reused on the same frame. (default: false) * @param textureType The type of texture to be used when performing the post processing. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false) */ constructor(name, options, camera = null, samplingMode, engine, reusable, textureType = 0, blockCompilation = false) { super(name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation); this._face = 0; } /** * @internal */ static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) { return SerializationHelper.Parse(() => { return new PassCubePostProcess(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, parsedPostProcess._engine, parsedPostProcess.reusable); }, parsedPostProcess, scene, rootUrl); } } AbstractEngine._RescalePostProcessFactory = (engine) => { return new PassPostProcess("rescale", 1, null, 2, engine, false, 0); }; //# sourceMappingURL=passPostProcess.js.map