babylon.postProcessRenderPipeline.ts 6.8 KB

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  1. module BABYLON {
  2. export class PostProcessRenderPipeline {
  3. private _engine: Engine;
  4. private _renderEffects: any;
  5. private _renderEffectsForIsolatedPass: any;
  6. protected _cameras: Camera[];
  7. // private
  8. public _name: string;
  9. private static PASS_EFFECT_NAME: string = "passEffect";
  10. private static PASS_SAMPLER_NAME: string = "passSampler";
  11. constructor(engine: Engine, name: string) {
  12. this._engine = engine;
  13. this._name = name;
  14. this._renderEffects = {};
  15. this._renderEffectsForIsolatedPass = {};
  16. this._cameras = [];
  17. }
  18. public get isSupported(): boolean {
  19. for (var renderEffectName in this._renderEffects) {
  20. if (!this._renderEffects[renderEffectName].isSupported) {
  21. return false;
  22. }
  23. }
  24. return true;
  25. }
  26. public addEffect(renderEffect: PostProcessRenderEffect): void {
  27. this._renderEffects[renderEffect._name] = renderEffect;
  28. }
  29. // private
  30. public _enableEffect(renderEffectName: string, cameras: Camera);
  31. public _enableEffect(renderEffectName: string, cameras: Camera[]);
  32. public _enableEffect(renderEffectName: string, cameras: any): void {
  33. var renderEffects: PostProcessRenderEffect = this._renderEffects[renderEffectName];
  34. if (!renderEffects) {
  35. return;
  36. }
  37. renderEffects._enable(Tools.MakeArray(cameras || this._cameras));
  38. }
  39. public _disableEffect(renderEffectName: string, cameras: Camera);
  40. public _disableEffect(renderEffectName: string, cameras: Camera[]);
  41. public _disableEffect(renderEffectName: string, cameras): void {
  42. var renderEffects: PostProcessRenderEffect = this._renderEffects[renderEffectName];
  43. if (!renderEffects) {
  44. return;
  45. }
  46. renderEffects._disable(Tools.MakeArray(cameras || this._cameras));
  47. }
  48. public _attachCameras(cameras: Camera, unique: boolean);
  49. public _attachCameras(cameras: Camera[], unique: boolean);
  50. public _attachCameras(cameras: any, unique: boolean): void {
  51. var _cam = Tools.MakeArray(cameras || this._cameras);
  52. var indicesToDelete = [];
  53. var i: number;
  54. for (i = 0; i < _cam.length; i++) {
  55. var camera = _cam[i];
  56. var cameraName = camera.name;
  57. if (this._cameras.indexOf(camera) === -1) {
  58. this._cameras[cameraName] = camera;
  59. }
  60. else if (unique) {
  61. indicesToDelete.push(i);
  62. }
  63. }
  64. for (i = 0; i < indicesToDelete.length; i++) {
  65. cameras.splice(indicesToDelete[i], 1);
  66. }
  67. for (var renderEffectName in this._renderEffects) {
  68. this._renderEffects[renderEffectName]._attachCameras(_cam);
  69. }
  70. }
  71. public _detachCameras(cameras: Camera);
  72. public _detachCameras(cameras: Camera[]);
  73. public _detachCameras(cameras: any): void {
  74. var _cam = Tools.MakeArray(cameras || this._cameras);
  75. for (var renderEffectName in this._renderEffects) {
  76. this._renderEffects[renderEffectName]._detachCameras(_cam);
  77. }
  78. for (var i = 0; i < _cam.length; i++) {
  79. this._cameras.splice(this._cameras.indexOf(_cam[i]), 1);
  80. }
  81. }
  82. public _enableDisplayOnlyPass(passName, cameras: Camera);
  83. public _enableDisplayOnlyPass(passName, cameras: Camera[]);
  84. public _enableDisplayOnlyPass(passName, cameras: any): void {
  85. var _cam = Tools.MakeArray(cameras || this._cameras);
  86. var pass = null;
  87. var renderEffectName;
  88. for (renderEffectName in this._renderEffects) {
  89. pass = this._renderEffects[renderEffectName].getPass(passName);
  90. if (pass != null) {
  91. break;
  92. }
  93. }
  94. if (pass === null) {
  95. return;
  96. }
  97. for (renderEffectName in this._renderEffects) {
  98. this._renderEffects[renderEffectName]._disable(_cam);
  99. }
  100. pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
  101. for (var i = 0; i < _cam.length; i++) {
  102. var camera = _cam[i];
  103. var cameraName = camera.name;
  104. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME,
  105. () => {return new DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, this._engine, true) });
  106. this._renderEffectsForIsolatedPass[cameraName].emptyPasses();
  107. this._renderEffectsForIsolatedPass[cameraName].addPass(pass);
  108. this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera);
  109. }
  110. }
  111. public _disableDisplayOnlyPass(cameras: Camera);
  112. public _disableDisplayOnlyPass(cameras: Camera[]);
  113. public _disableDisplayOnlyPass(cameras: any): void {
  114. var _cam = Tools.MakeArray(cameras || this._cameras);
  115. for (var i = 0; i < _cam.length; i++) {
  116. var camera = _cam[i];
  117. var cameraName = camera.name;
  118. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME,
  119. () => {return new DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, this._engine, true) });
  120. this._renderEffectsForIsolatedPass[cameraName]._disable(camera);
  121. }
  122. for (var renderEffectName in this._renderEffects) {
  123. this._renderEffects[renderEffectName]._enable(_cam);
  124. }
  125. }
  126. public _update(): void {
  127. for (var renderEffectName in this._renderEffects) {
  128. this._renderEffects[renderEffectName]._update();
  129. }
  130. for (var i = 0; i < this._cameras.length; i++) {
  131. var cameraName = this._cameras[i].name;
  132. if (this._renderEffectsForIsolatedPass[cameraName]) {
  133. this._renderEffectsForIsolatedPass[cameraName]._update();
  134. }
  135. }
  136. }
  137. public dispose() {
  138. // Must be implemented by children
  139. }
  140. }
  141. }