babylon.postProcessRenderPipeline.ts 4.9 KB

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  1. module BABYLON {
  2. export class PostProcessRenderPipeline {
  3. private _engine: Engine;
  4. private _renderEffects: PostProcessRenderEffect[];
  5. private _renderEffectsPasses: PostProcessRenderEffect[];
  6. private _cameras: Camera[];
  7. public name: string;
  8. public static PASS_EFFECT_NAME: string = "passEffect";
  9. public static PASS_SAMPLER_NAME: string = "passSampler";
  10. constructor(engine: Engine, name: string) {
  11. this._engine = engine;
  12. this.name = name;
  13. this._renderEffects = [];
  14. this._renderEffectsPasses = [];
  15. this._cameras = [];
  16. }
  17. public addEffect(renderEffect: PostProcessRenderEffect): void {
  18. this._renderEffects[renderEffect.name] = renderEffect;
  19. }
  20. public enableEffect(renderEffectName: string, cameras): void {
  21. cameras = Tools.MakeArray(cameras || this._cameras);
  22. var renderEffects = this._renderEffects[renderEffectName];
  23. if (!renderEffects) {
  24. return;
  25. }
  26. renderEffects.enable(cameras);
  27. }
  28. public disableEffect(renderEffectName: string, cameras): void {
  29. cameras = Tools.MakeArray(cameras || this._cameras);
  30. var renderEffects = this._renderEffects[renderEffectName];
  31. if (!renderEffects) {
  32. return;
  33. }
  34. renderEffects.disable(cameras);
  35. }
  36. public attachCameras(cameras, unique: boolean): void {
  37. cameras = Tools.MakeArray(cameras || this._cameras);
  38. var indicesToDelete = [];
  39. for (var i = 0; i < cameras.length; i++) {
  40. if (this._cameras.indexOf(cameras[i]) == -1) {
  41. this._cameras.push(cameras[i]);
  42. }
  43. else if (unique) {
  44. indicesToDelete.push(i);
  45. }
  46. }
  47. for (var i = 0; i < indicesToDelete.length; i++) {
  48. cameras.splice(indicesToDelete[i], 1);
  49. }
  50. for (var renderEffectName in this._renderEffects) {
  51. this._renderEffects[renderEffectName].attachCameras(cameras);
  52. }
  53. }
  54. public detachCamera(cameras): void {
  55. cameras = Tools.MakeArray(cameras || this._cameras);
  56. for (var renderEffectName in this._renderEffects) {
  57. this._renderEffects[renderEffectName].detachCamera(cameras);
  58. }
  59. for (var i = 0; i < cameras.length; i++) {
  60. this._cameras.splice(this._cameras.indexOf(cameras[i]), 1);
  61. }
  62. }
  63. public enableDisplayOnlyPass(passName, cameras): void {
  64. cameras = Tools.MakeArray(cameras || this._cameras);
  65. var pass = null;
  66. for (var renderEffectName in this._renderEffects) {
  67. pass = this._renderEffects[renderEffectName].getPass(passName);
  68. if (pass != null) {
  69. break;
  70. }
  71. }
  72. if (pass == null) {
  73. return;
  74. }
  75. for (var renderEffectName in this._renderEffects) {
  76. this._renderEffects[renderEffectName].disable(cameras);
  77. }
  78. pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
  79. for (var i = 0; i < cameras.length; i++) {
  80. this._renderEffectsPasses[cameras[i].name] = this._renderEffectsPasses[cameras[i].name] || new PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, "BABYLON.DisplayPassPostProcess", 1.0, null, null);
  81. this._renderEffectsPasses[cameras[i].name].emptyPasses();
  82. this._renderEffectsPasses[cameras[i].name].addPass(pass);
  83. this._renderEffectsPasses[cameras[i].name].attachCameras(cameras[i]);
  84. }
  85. }
  86. public disableDisplayOnlyPass(cameras): void {
  87. cameras = Tools.MakeArray(cameras || this._cameras);
  88. for (var i = 0; i < cameras.length; i++) {
  89. this._renderEffectsPasses[cameras[i].name] = this._renderEffectsPasses[cameras[i].name] || new PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, "BABYLON.DisplayPassPostProcess", 1.0, null, null);
  90. this._renderEffectsPasses[cameras[i].name].disable(cameras[i]);
  91. }
  92. for (var renderEffectName in this._renderEffects) {
  93. this._renderEffects[renderEffectName].enable(cameras);
  94. }
  95. }
  96. public _update(): void {
  97. for (var renderEffectName in this._renderEffects) {
  98. this._renderEffects[renderEffectName]._update();
  99. }
  100. for (var i = 0; i < this._cameras.length; i++) {
  101. if (this._renderEffectsPasses[this._cameras[i].name]) {
  102. this._renderEffectsPasses[this._cameras[i].name]._update();
  103. }
  104. }
  105. }
  106. }
  107. }