import { Nullable } from "../types"; import { Constants } from "../Engines/constants"; import { Camera } from "../Cameras/camera"; import { PostProcess, PostProcessOptions } from "./postProcess"; import { Engine } from "../Engines/engine"; import "../Shaders/pass.fragment"; import "../Shaders/passCube.fragment"; /** * PassPostProcess which produces an output the same as it's input */ export class PassPostProcess extends PostProcess { /** * 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 = null, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) { super(name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation); } } /** * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture) */ export class PassCubePostProcess extends PostProcess { private _face = 0; /** * 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 */ public get face(): number { return this._face; } public set face(value: number) { if (value < 0 || value > 5) { return; } this._face = value; switch (this._face) { case 0: this.updateEffect("#define POSITIVEX"); break; case 1: this.updateEffect("#define NEGATIVEX"); break; case 2: this.updateEffect("#define POSITIVEY"); break; case 3: this.updateEffect("#define NEGATIVEY"); break; case 4: this.updateEffect("#define POSITIVEZ"); break; case 5: this.updateEffect("#define NEGATIVEZ"); break; } } /** * 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 = null, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) { super(name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation); } } Engine._RescalePostProcessFactory = (engine: Engine) => { return new PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, engine, false, Engine.TEXTURETYPE_UNSIGNED_INT); };