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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 { AbstractEngine } from "../Engines/abstractEngine";
- import "../Shaders/pass.fragment";
- import "../Shaders/passCube.fragment";
- import type { Scene } from "../scene";
- /**
- * PassPostProcess which produces an output the same as it's input
- */
- export declare class PassPostProcess extends PostProcess {
- /**
- * Gets a string identifying the name of the class
- * @returns "PassPostProcess" string
- */
- getClassName(): string;
- /**
- * 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: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
- /**
- * @internal
- */
- static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): PassPostProcess;
- }
- /**
- * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
- */
- export declare class PassCubePostProcess extends PostProcess {
- private _face;
- /**
- * 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(): number;
- set face(value: number);
- /**
- * Gets a string identifying the name of the class
- * @returns "PassCubePostProcess" string
- */
- getClassName(): string;
- /**
- * 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: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
- /**
- * @internal
- */
- static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): PassCubePostProcess;
- }
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