passPostProcess.d.ts 3.5 KB

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  1. import type { Nullable } from "../types";
  2. import type { Camera } from "../Cameras/camera";
  3. import type { PostProcessOptions } from "./postProcess";
  4. import { PostProcess } from "./postProcess";
  5. import { AbstractEngine } from "../Engines/abstractEngine";
  6. import "../Shaders/pass.fragment";
  7. import "../Shaders/passCube.fragment";
  8. import type { Scene } from "../scene";
  9. /**
  10. * PassPostProcess which produces an output the same as it's input
  11. */
  12. export declare class PassPostProcess extends PostProcess {
  13. /**
  14. * Gets a string identifying the name of the class
  15. * @returns "PassPostProcess" string
  16. */
  17. getClassName(): string;
  18. /**
  19. * Creates the PassPostProcess
  20. * @param name The name of the effect.
  21. * @param options The required width/height ratio to downsize to before computing the render pass.
  22. * @param camera The camera to apply the render pass to.
  23. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  24. * @param engine The engine which the post process will be applied. (default: current engine)
  25. * @param reusable If the post process can be reused on the same frame. (default: false)
  26. * @param textureType The type of texture to be used when performing the post processing.
  27. * @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)
  28. */
  29. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  30. /**
  31. * @internal
  32. */
  33. static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): PassPostProcess;
  34. }
  35. /**
  36. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  37. */
  38. export declare class PassCubePostProcess extends PostProcess {
  39. private _face;
  40. /**
  41. * Gets or sets the cube face to display.
  42. * * 0 is +X
  43. * * 1 is -X
  44. * * 2 is +Y
  45. * * 3 is -Y
  46. * * 4 is +Z
  47. * * 5 is -Z
  48. */
  49. get face(): number;
  50. set face(value: number);
  51. /**
  52. * Gets a string identifying the name of the class
  53. * @returns "PassCubePostProcess" string
  54. */
  55. getClassName(): string;
  56. /**
  57. * Creates the PassCubePostProcess
  58. * @param name The name of the effect.
  59. * @param options The required width/height ratio to downsize to before computing the render pass.
  60. * @param camera The camera to apply the render pass to.
  61. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  62. * @param engine The engine which the post process will be applied. (default: current engine)
  63. * @param reusable If the post process can be reused on the same frame. (default: false)
  64. * @param textureType The type of texture to be used when performing the post processing.
  65. * @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)
  66. */
  67. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  68. /**
  69. * @internal
  70. */
  71. static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): PassCubePostProcess;
  72. }