module BABYLON { export class PostProcessRenderPipeline { private _engine: Engine; private _renderEffects: PostProcessRenderEffect[]; private _renderEffectsForIsolatedPass: PostProcessRenderEffect[]; private _cameras: Camera[]; // private public _name: string; private static PASS_EFFECT_NAME: string = "passEffect"; private static PASS_SAMPLER_NAME: string = "passSampler"; constructor(engine: Engine, name: string) { this._engine = engine; this._name = name; this._renderEffects = []; this._renderEffectsForIsolatedPass = []; this._cameras = []; } public addEffect(renderEffect: PostProcessRenderEffect): void { this._renderEffects[renderEffect._name] = renderEffect; } public enableEffect(renderEffectName: string, cameras: Camera); public enableEffect(renderEffectName: string, cameras: Camera[]); public enableEffect(renderEffectName: string, cameras: any): void { var renderEffects = this._renderEffects[renderEffectName]; if (!renderEffects) { return; } renderEffects.enable(Tools.MakeArray(cameras || this._cameras)); } public disableEffect(renderEffectName: string, cameras: Camera); public disableEffect(renderEffectName: string, cameras: Camera[]); public disableEffect(renderEffectName: string, cameras): void { var renderEffects = this._renderEffects[renderEffectName]; if (!renderEffects) { return; } renderEffects.disable(Tools.MakeArray(cameras || this._cameras)); } public attachCameras(cameras: Camera, unique: boolean); public attachCameras(cameras: Camera[], unique: boolean); public attachCameras(cameras: any, unique: boolean): void { var _cam = Tools.MakeArray(cameras || this._cameras); var indicesToDelete = []; for (var i = 0; i < _cam.length; i++) { var camera = _cam[i]; var cameraName = camera.name; if (this._cameras.indexOf(camera) === -1) { this._cameras[cameraName] = camera; } else if (unique) { indicesToDelete.push(i); } } for (var i = 0; i < indicesToDelete.length; i++) { cameras.splice(indicesToDelete[i], 1); } for (var renderEffectName in this._renderEffects) { this._renderEffects[renderEffectName]._attachCameras(_cam); } } // todo public detachCameras(cameras: Camera); public detachCameras(cameras: Camera[]); public detachCameras(cameras: any): void { var _cam = Tools.MakeArray(cameras || this._cameras); for (var renderEffectName in this._renderEffects) { this._renderEffects[renderEffectName]._detachCameras(_cam); } for (var i = 0; i < _cam.length; i++) { this._cameras.splice(this._cameras.indexOf(_cam[i]), 1); } } public enableDisplayOnlyPass(passName, cameras: Camera); public enableDisplayOnlyPass(passName, cameras: Camera[]); public enableDisplayOnlyPass(passName, cameras: any): void { var _cam = Tools.MakeArray(cameras || this._cameras); var pass = null; for (var renderEffectName in this._renderEffects) { pass = this._renderEffects[renderEffectName].getPass(passName); if (pass != null) { break; } } if (pass == null) { return; } for (var renderEffectName in this._renderEffects) { this._renderEffects[renderEffectName]._disable(_cam); } pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME; for (var i = 0; i < _cam.length; i++) { this._renderEffectsForIsolatedPass[_cam[i].name] = this._renderEffectsForIsolatedPass[_cam[i].name] || new PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, "BABYLON.DisplayPassPostProcess", 1.0, null, null); this._renderEffectsForIsolatedPass[_cam[i].name].emptyPasses(); this._renderEffectsForIsolatedPass[_cam[i].name].addPass(pass); this._renderEffectsForIsolatedPass[_cam[i].name]._attachCameras(_cam[i]); } } public disableDisplayOnlyPass(cameras: Camera); public disableDisplayOnlyPass(cameras: Camera[]); public disableDisplayOnlyPass(cameras: any): void { var _cam = Tools.MakeArray(cameras || this._cameras); for (var i = 0; i < _cam.length; i++) { this._renderEffectsForIsolatedPass[_cam[i].name] = this._renderEffectsForIsolatedPass[_cam[i].name] || new PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, "BABYLON.DisplayPassPostProcess", 1.0, null, null); this._renderEffectsForIsolatedPass[_cam[i].name]._disable(_cam[i]); } for (var renderEffectName in this._renderEffects) { this._renderEffects[renderEffectName]._enable(_cam); } } public _update(): void { for (var renderEffectName in this._renderEffects) { this._renderEffects[renderEffectName]._update(); } for (var i = 0; i < this._cameras.length; i++) { if (this._renderEffectsForIsolatedPass[this._cameras[i].name]) { this._renderEffectsForIsolatedPass[this._cameras[i].name]._update(); } } } } }