import type { Nullable } from "../types"; import type { Camera } from "../Cameras/camera"; import type { PostProcessOptions } from "./postProcess"; import { PostProcess } from "./postProcess"; import type { AbstractMesh } from "../Meshes/abstractMesh"; import "../Animations/animatable"; import "../Rendering/geometryBufferRendererSceneComponent"; import "../Shaders/motionBlur.fragment"; import type { AbstractEngine } from "../Engines/abstractEngine"; import type { Scene } from "../scene"; /** * The Motion Blur Post Process which blurs an image based on the objects velocity in scene. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed. * As an example, all you have to do is to create the post-process: * var mb = new BABYLON.MotionBlurPostProcess( * 'mb', // The name of the effect. * scene, // The scene containing the objects to blur according to their velocity. * 1.0, // The required width/height ratio to downsize to before computing the render pass. * camera // The camera to apply the render pass to. * ); * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed. */ export declare class MotionBlurPostProcess extends PostProcess { /** * Defines how much the image is blurred by the movement. Default value is equal to 1 */ motionStrength: number; /** * Gets the number of iterations are used for motion blur quality. Default value is equal to 32 */ get motionBlurSamples(): number; /** * Sets the number of iterations to be used for motion blur quality */ set motionBlurSamples(samples: number); private _motionBlurSamples; /** * Gets whether or not the motion blur post-process is in object based mode. */ get isObjectBased(): boolean; /** * Sets whether or not the motion blur post-process is in object based mode. */ set isObjectBased(value: boolean); private _isObjectBased; private _forceGeometryBuffer; private get _geometryBufferRenderer(); private get _prePassRenderer(); private _invViewProjection; private _previousViewProjection; /** * Gets a string identifying the name of the class * @returns "MotionBlurPostProcess" string */ getClassName(): string; /** * Creates a new instance MotionBlurPostProcess * @param name The name of the effect. * @param scene The scene containing the objects to blur according to their velocity. * @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 Type of textures used when performing the post process. (default: 0) * @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: true) * @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false) */ constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean, forceGeometryBuffer?: boolean); /** * Excludes the given skinned mesh from computing bones velocities. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map. */ excludeSkinnedMesh(skinnedMesh: AbstractMesh): void; /** * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation. */ removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void; /** * Disposes the post process. * @param camera The camera to dispose the post process on. */ dispose(camera?: Camera): void; /** * Called on the mode changed (object based or screen based). * @returns void */ private _applyMode; /** * Called on the effect is applied when the motion blur post-process is in object based mode. * @param effect */ private _onApplyObjectBased; /** * Called on the effect is applied when the motion blur post-process is in screen based mode. * @param effect */ private _onApplyScreenBased; /** * Called on the effect must be updated (changed mode, samples count, etc.). */ private _updateEffect; /** * @internal */ static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable; }