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- 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<Camera>, 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<MotionBlurPostProcess>;
- }
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