"use strict"; var BABYLON = BABYLON || {}; (function () { BABYLON.PostProcessManager = function (scene) { this._scene = scene; // VBO var vertices = []; vertices.push(1, 1); vertices.push(-1, 1); vertices.push(-1, -1); vertices.push(1, -1); this._vertexDeclaration = [2]; this._vertexStrideSize = 2 * 4; this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices); // Indices var indices = []; indices.push(0); indices.push(1); indices.push(2); indices.push(0); indices.push(2); indices.push(3); this._indexBuffer = scene.getEngine().createIndexBuffer(indices); }; // Methods BABYLON.PostProcessManager.prototype._prepareFrame = function () { var postProcesses = this._scene.activeCamera.postProcesses; if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) { return; } postProcesses[0].activate(); }; BABYLON.PostProcessManager.prototype._finalizeFrame = function () { var postProcesses = this._scene.activeCamera.postProcesses; if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) { return; } var engine = this._scene.getEngine(); for (var index = 0; index < postProcesses.length; index++) { if (index < postProcesses.length - 1) { postProcesses[index + 1].activate(); } else { engine.restoreDefaultFramebuffer(); } var effect = postProcesses[index].apply(); if (effect) { // VBOs engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect); // Draw order engine.draw(true, 0, 6); } } // Restore depth buffer engine.setDepthBuffer(true); engine.setDepthWrite(true); }; BABYLON.PostProcessManager.prototype.dispose = function () { if (this._vertexBuffer) { this._scene.getEngine()._releaseBuffer(this._vertexBuffer); this._vertexBuffer = null; } if (this._indexBuffer) { this._scene.getEngine()._releaseBuffer(this._indexBuffer); this._indexBuffer = null; } }; })();