1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798 |
- import type { Vector2 } from "../Maths/math.vector";
- import type { Nullable } from "../types";
- import type { PostProcessOptions } from "./postProcess";
- import { PostProcess } from "./postProcess";
- import type { Camera } from "../Cameras/camera";
- import type { Effect } from "../Materials/effect";
- import "../Shaders/kernelBlur.fragment";
- import "../Shaders/kernelBlur.vertex";
- import type { Scene } from "../scene";
- import type { AbstractEngine } from "../Engines/abstractEngine.js";
- /**
- * The Blur Post Process which blurs an image based on a kernel and direction.
- * Can be used twice in x and y directions to perform a gaussian blur in two passes.
- */
- export declare class BlurPostProcess extends PostProcess {
- private _blockCompilation;
- protected _kernel: number;
- protected _idealKernel: number;
- protected _packedFloat: boolean;
- private _staticDefines;
- /** The direction in which to blur the image. */
- direction: Vector2;
- /**
- * Sets the length in pixels of the blur sample region
- */
- set kernel(v: number);
- /**
- * Gets the length in pixels of the blur sample region
- */
- get kernel(): number;
- /**
- * Sets whether or not the blur needs to unpack/repack floats
- */
- set packedFloat(v: boolean);
- /**
- * Gets whether or not the blur is unpacking/repacking floats
- */
- get packedFloat(): boolean;
- /**
- * Gets a string identifying the name of the class
- * @returns "BlurPostProcess" string
- */
- getClassName(): string;
- /**
- * Creates a new instance BlurPostProcess
- * @param name The name of the effect.
- * @param direction The direction in which to blur the image.
- * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
- * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
- * @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 defines
- * @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)
- * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
- */
- constructor(name: string, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, defines?: string, _blockCompilation?: boolean, textureFormat?: number);
- /**
- * Updates the effect with the current post process compile time values and recompiles the shader.
- * @param defines Define statements that should be added at the beginning of the shader. (default: null)
- * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
- * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
- * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
- * @param onCompiled Called when the shader has been compiled.
- * @param onError Called if there is an error when compiling a shader.
- */
- updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
- protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
- /**
- * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
- * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
- * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
- * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
- * The gaps between physical kernels are compensated for in the weighting of the samples
- * @param idealKernel Ideal blur kernel.
- * @returns Nearest best kernel.
- */
- protected _nearestBestKernel(idealKernel: number): number;
- /**
- * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
- * @param x The point on the Gaussian distribution to sample.
- * @returns the value of the Gaussian function at x.
- */
- protected _gaussianWeight(x: number): number;
- /**
- * Generates a string that can be used as a floating point number in GLSL.
- * @param x Value to print.
- * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
- * @returns GLSL float string.
- */
- protected _glslFloat(x: number, decimalFigures?: number): string;
- /**
- * @internal
- */
- static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlurPostProcess>;
- }
|