import { PostProcessRenderEffect } from "../PostProcesses/RenderPipeline/postProcessRenderEffect.js"; import { ExtractHighlightsPostProcess } from "./extractHighlightsPostProcess.js"; import { BlurPostProcess } from "./blurPostProcess.js"; import { BloomMergePostProcess } from "./bloomMergePostProcess.js"; import { Vector2 } from "../Maths/math.vector.js"; import { Texture } from "../Materials/Textures/texture.js"; /** * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras */ export class BloomEffect extends PostProcessRenderEffect { /** * The luminance threshold to find bright areas of the image to bloom. */ get threshold() { return this._downscale.threshold; } set threshold(value) { this._downscale.threshold = value; } /** * The strength of the bloom. */ get weight() { return this._merge.weight; } set weight(value) { this._merge.weight = value; } /** * Specifies the size of the bloom blur kernel, relative to the final output size */ get kernel() { return this._blurX.kernel / this._bloomScale; } set kernel(value) { this._blurX.kernel = value * this._bloomScale; this._blurY.kernel = value * this._bloomScale; } /** * Creates a new instance of @see BloomEffect * @param scene The scene the effect belongs to. * @param _bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom. * @param bloomWeight The strength of bloom. * @param bloomKernel The size of the kernel to be used when applying the blur. * @param pipelineTextureType 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(scene, _bloomScale, bloomWeight, bloomKernel, pipelineTextureType = 0, blockCompilation = false) { super(scene.getEngine(), "bloom", () => { return this._effects; }, true); this._bloomScale = _bloomScale; /** * @internal Internal */ this._effects = []; this._downscale = new ExtractHighlightsPostProcess("highlights", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation); this._blurX = new BlurPostProcess("horizontal blur", new Vector2(1.0, 0), 10.0, _bloomScale, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, undefined, blockCompilation); this._blurX.alwaysForcePOT = true; this._blurX.autoClear = false; this._blurY = new BlurPostProcess("vertical blur", new Vector2(0, 1.0), 10.0, _bloomScale, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, undefined, blockCompilation); this._blurY.alwaysForcePOT = true; this._blurY.autoClear = false; this.kernel = bloomKernel; this._effects = [this._downscale, this._blurX, this._blurY]; this._merge = new BloomMergePostProcess("bloomMerge", this._downscale, this._blurY, bloomWeight, _bloomScale, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation); this._merge.autoClear = false; this._effects.push(this._merge); } /** * Disposes each of the internal effects for a given camera. * @param camera The camera to dispose the effect on. */ disposeEffects(camera) { for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) { this._effects[effectIndex].dispose(camera); } } /** * @internal Internal */ _updateEffects() { for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) { this._effects[effectIndex].updateEffect(); } } /** * Internal * @returns if all the contained post processes are ready. * @internal */ _isReady() { for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) { if (!this._effects[effectIndex].isReady()) { return false; } } return true; } } //# sourceMappingURL=bloomEffect.js.map