babylon.postProcessRenderPipeline.js 5.8 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._renderEffectsForIsolatedPass = {};
  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. var renderEffects = this._renderEffects[renderEffectName];
  16. if (!renderEffects) {
  17. return;
  18. }
  19. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  20. };
  21. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  22. var renderEffects = this._renderEffects[renderEffectName];
  23. if (!renderEffects) {
  24. return;
  25. }
  26. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  27. };
  28. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  29. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  30. var indicesToDelete = [];
  31. for (var i = 0; i < _cam.length; i++) {
  32. var camera = _cam[i];
  33. var cameraName = camera.name;
  34. if (this._cameras.indexOf(camera) === -1) {
  35. this._cameras[cameraName] = camera;
  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(_cam);
  45. }
  46. };
  47. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  48. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  49. for (var renderEffectName in this._renderEffects) {
  50. this._renderEffects[renderEffectName]._detachCameras(_cam);
  51. }
  52. for (var i = 0; i < _cam.length; i++) {
  53. this._cameras.splice(this._cameras.indexOf(_cam[i]), 1);
  54. }
  55. };
  56. PostProcessRenderPipeline.prototype._enableDisplayOnlyPass = function (passName, cameras) {
  57. var _this = this;
  58. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  59. var pass = null;
  60. for (var renderEffectName in this._renderEffects) {
  61. pass = this._renderEffects[renderEffectName].getPass(passName);
  62. if (pass != null) {
  63. break;
  64. }
  65. }
  66. if (pass === null) {
  67. return;
  68. }
  69. for (var renderEffectName in this._renderEffects) {
  70. this._renderEffects[renderEffectName]._disable(_cam);
  71. }
  72. pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
  73. for (var i = 0; i < _cam.length; i++) {
  74. var camera = _cam[i];
  75. var cameraName = camera.name;
  76. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  77. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  78. });
  79. this._renderEffectsForIsolatedPass[cameraName].emptyPasses();
  80. this._renderEffectsForIsolatedPass[cameraName].addPass(pass);
  81. this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera);
  82. }
  83. };
  84. PostProcessRenderPipeline.prototype._disableDisplayOnlyPass = function (cameras) {
  85. var _this = this;
  86. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  87. for (var i = 0; i < _cam.length; i++) {
  88. var camera = _cam[i];
  89. var cameraName = camera.name;
  90. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  91. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  92. });
  93. this._renderEffectsForIsolatedPass[cameraName]._disable(camera);
  94. }
  95. for (var renderEffectName in this._renderEffects) {
  96. this._renderEffects[renderEffectName]._enable(_cam);
  97. }
  98. };
  99. PostProcessRenderPipeline.prototype._update = function () {
  100. for (var renderEffectName in this._renderEffects) {
  101. this._renderEffects[renderEffectName]._update();
  102. }
  103. for (var i = 0; i < this._cameras.length; i++) {
  104. var cameraName = this._cameras[i].name;
  105. if (this._renderEffectsForIsolatedPass[cameraName]) {
  106. this._renderEffectsForIsolatedPass[cameraName]._update();
  107. }
  108. }
  109. };
  110. PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
  111. PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
  112. return PostProcessRenderPipeline;
  113. })();
  114. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  115. })(BABYLON || (BABYLON = {}));
  116. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map