babylon.postProcessRenderPipeline.js 5.2 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var PostProcessRenderPipeline = (function () {
  4. function PostProcessRenderPipeline(engine, name) {
  5. this._engine = engine;
  6. this.name = name;
  7. this._renderEffects = [];
  8. this._renderEffectsPasses = [];
  9. this._cameras = [];
  10. }
  11. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  12. this._renderEffects[renderEffect.name] = renderEffect;
  13. };
  14. PostProcessRenderPipeline.prototype.enableEffect = function (renderEffectName, cameras) {
  15. cameras = BABYLON.Tools.MakeArray(cameras || this._cameras);
  16. var renderEffects = this._renderEffects[renderEffectName];
  17. if (!renderEffects) {
  18. return;
  19. }
  20. renderEffects.enable(cameras);
  21. };
  22. PostProcessRenderPipeline.prototype.disableEffect = function (renderEffectName, cameras) {
  23. cameras = BABYLON.Tools.MakeArray(cameras || this._cameras);
  24. var renderEffects = this._renderEffects[renderEffectName];
  25. if (!renderEffects) {
  26. return;
  27. }
  28. renderEffects.disable(cameras);
  29. };
  30. PostProcessRenderPipeline.prototype.attachCameras = function (cameras, unique) {
  31. cameras = BABYLON.Tools.MakeArray(cameras || this._cameras);
  32. var indicesToDelete = [];
  33. for (var i = 0; i < cameras.length; i++) {
  34. if (this._cameras.indexOf(cameras[i]) == -1) {
  35. this._cameras.push(cameras[i]);
  36. } else if (unique) {
  37. indicesToDelete.push(i);
  38. }
  39. }
  40. for (var i = 0; i < indicesToDelete.length; i++) {
  41. cameras.splice(indicesToDelete[i], 1);
  42. }
  43. for (var renderEffectName in this._renderEffects) {
  44. this._renderEffects[renderEffectName].attachCameras(cameras);
  45. }
  46. };
  47. PostProcessRenderPipeline.prototype.detachCamera = function (cameras) {
  48. cameras = BABYLON.Tools.MakeArray(cameras || this._cameras);
  49. for (var renderEffectName in this._renderEffects) {
  50. this._renderEffects[renderEffectName].detachCamera(cameras);
  51. }
  52. for (var i = 0; i < cameras.length; i++) {
  53. this._cameras.splice(this._cameras.indexOf(cameras[i]), 1);
  54. }
  55. };
  56. PostProcessRenderPipeline.prototype.enableDisplayOnlyPass = function (passName, cameras) {
  57. cameras = BABYLON.Tools.MakeArray(cameras || this._cameras);
  58. var pass = null;
  59. for (var renderEffectName in this._renderEffects) {
  60. pass = this._renderEffects[renderEffectName].getPass(passName);
  61. if (pass != null) {
  62. break;
  63. }
  64. }
  65. if (pass == null) {
  66. return;
  67. }
  68. for (var renderEffectName in this._renderEffects) {
  69. this._renderEffects[renderEffectName].disable(cameras);
  70. }
  71. pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
  72. for (var i = 0; i < cameras.length; i++) {
  73. this._renderEffectsPasses[cameras[i].name] = this._renderEffectsPasses[cameras[i].name] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, "BABYLON.DisplayPassPostProcess", 1.0, null, null);
  74. this._renderEffectsPasses[cameras[i].name].emptyPasses();
  75. this._renderEffectsPasses[cameras[i].name].addPass(pass);
  76. this._renderEffectsPasses[cameras[i].name].attachCameras(cameras[i]);
  77. }
  78. };
  79. PostProcessRenderPipeline.prototype.disableDisplayOnlyPass = function (cameras) {
  80. cameras = BABYLON.Tools.MakeArray(cameras || this._cameras);
  81. for (var i = 0; i < cameras.length; i++) {
  82. this._renderEffectsPasses[cameras[i].name] = this._renderEffectsPasses[cameras[i].name] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, "BABYLON.DisplayPassPostProcess", 1.0, null, null);
  83. this._renderEffectsPasses[cameras[i].name].disable(cameras[i]);
  84. }
  85. for (var renderEffectName in this._renderEffects) {
  86. this._renderEffects[renderEffectName].enable(cameras);
  87. }
  88. };
  89. PostProcessRenderPipeline.prototype._update = function () {
  90. for (var renderEffectName in this._renderEffects) {
  91. this._renderEffects[renderEffectName]._update();
  92. }
  93. for (var i = 0; i < this._cameras.length; i++) {
  94. if (this._renderEffectsPasses[this._cameras[i].name]) {
  95. this._renderEffectsPasses[this._cameras[i].name]._update();
  96. }
  97. }
  98. };
  99. PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
  100. PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
  101. return PostProcessRenderPipeline;
  102. })();
  103. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  104. })(BABYLON || (BABYLON = {}));
  105. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map