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@@ -18,4 +18,67 @@ module BABYLON {
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super(name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation);
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}
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}
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+
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+ /**
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+ * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
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+ */
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+ export class PassCubePostProcess extends PostProcess {
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+ private _face = 0;
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+
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+ /**
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+ * Gets or sets the cube face to display.
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+ * * 0 is +X
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+ * * 1 is -X
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+ * * 2 is +Y
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+ * * 3 is -Y
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+ * * 4 is +Z
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+ * * 5 is -Z
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+ */
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+ public get face(): number {
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+ return this._face;
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+ }
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+
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+ public set face(value: number) {
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+ if (value < 0 || value > 5) {
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+ return;
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+ }
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+
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+ this._face = value;
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+ switch (this._face) {
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+ case 0:
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+ this.updateEffect("#define POSITIVEX");
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+ break;
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+ case 1:
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+ this.updateEffect("#define NEGATIVEX");
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+ break;
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+ case 2:
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+ this.updateEffect("#define POSITIVEY");
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+ break;
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+ case 3:
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+ this.updateEffect("#define NEGATIVEY");
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+ break;
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+ case 4:
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+ this.updateEffect("#define POSITIVEZ");
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+ break;
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+ case 5:
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+ this.updateEffect("#define NEGATIVEZ");
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+ break;
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+ }
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+ }
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+
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+ /**
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+ * Creates the PassCubePostProcess
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+ * @param name The name of the effect.
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+ * @param options The required width/height ratio to downsize to before computing the render pass.
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+ * @param camera The camera to apply the render pass to.
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+ * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
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+ * @param engine The engine which the post process will be applied. (default: current engine)
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+ * @param reusable If the post process can be reused on the same frame. (default: false)
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+ * @param textureType The type of texture to be used when performing the post processing.
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+ * @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)
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+ */
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+ constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera> = null, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Engine.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {
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+ super(name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation);
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+ }
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+ }
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}
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