passPostProcess.ts 1.6 KB

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  1. import { Nullable } from "types";
  2. import { Camera } from "Cameras/camera";
  3. import { PostProcess, PostProcessOptions } from "./postProcess";
  4. import { Engine } from "Engine/engine";
  5. /**
  6. * PassPostProcess which produces an output the same as it's input
  7. */
  8. export class PassPostProcess extends PostProcess {
  9. /**
  10. * Creates the PassPostProcess
  11. * @param name The name of the effect.
  12. * @param options The required width/height ratio to downsize to before computing the render pass.
  13. * @param camera The camera to apply the render pass to.
  14. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15. * @param engine The engine which the post process will be applied. (default: current engine)
  16. * @param reusable If the post process can be reused on the same frame. (default: false)
  17. * @param textureType The type of texture to be used when performing the post processing.
  18. * @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)
  19. */
  20. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera> = null, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Engine.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) {
  21. super(name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation);
  22. }
  23. }