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- import { Color3 } from "../Maths/math.color";
- import { Camera } from "../Cameras/camera";
- import { Effect } from "../Materials/effect";
- import { Texture } from "../Materials/Textures/texture";
- import { PostProcess, PostProcessOptions } from "./postProcess";
- import { Engine } from "../Engines/engine";
- import "../Shaders/refraction.fragment";
- import { _TypeStore } from '../Misc/typeStore';
- import { SerializationHelper, serialize } from '../Misc/decorators';
- declare type Scene = import("../scene").Scene;
- /**
- * Post process which applies a refraction texture
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
- */
- export class RefractionPostProcess extends PostProcess {
- private _refTexture: Texture;
- private _ownRefractionTexture = true;
- /** the base color of the refraction (used to taint the rendering) */
- @serialize()
- public color: Color3;
- /** simulated refraction depth */
- @serialize()
- public depth: number;
- /** the coefficient of the base color (0 to remove base color tainting) */
- @serialize()
- public colorLevel: number;
- /** Gets the url used to load the refraction texture */
- @serialize()
- public refractionTextureUrl: string;
- /**
- * Gets or sets the refraction texture
- * Please note that you are responsible for disposing the texture if you set it manually
- */
- public get refractionTexture(): Texture {
- return this._refTexture;
- }
- public set refractionTexture(value: Texture) {
- if (this._refTexture && this._ownRefractionTexture) {
- this._refTexture.dispose();
- }
- this._refTexture = value;
- this._ownRefractionTexture = false;
- }
- /**
- * Gets a string identifying the name of the class
- * @returns "RefractionPostProcess" string
- */
- public getClassName(): string {
- return "RefractionPostProcess";
- }
- /**
- * Initializes the RefractionPostProcess
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
- * @param name The name of the effect.
- * @param refractionTextureUrl Url of the refraction texture to use
- * @param color the base color of the refraction (used to taint the rendering)
- * @param depth simulated refraction depth
- * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
- * @param camera The camera to apply the render pass to.
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- */
- constructor(
- name: string,
- refractionTextureUrl: string,
- color: Color3,
- depth: number,
- colorLevel: number,
- options: number | PostProcessOptions,
- camera: Camera,
- samplingMode?: number,
- engine?: Engine,
- reusable?: boolean
- ) {
- super(name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable);
- this.color = color;
- this.depth = depth;
- this.colorLevel = colorLevel;
- this.refractionTextureUrl = refractionTextureUrl;
- this.onActivateObservable.add((cam: Camera) => {
- this._refTexture = this._refTexture || new Texture(refractionTextureUrl, cam.getScene());
- });
- this.onApplyObservable.add((effect: Effect) => {
- effect.setColor3("baseColor", this.color);
- effect.setFloat("depth", this.depth);
- effect.setFloat("colorLevel", this.colorLevel);
- effect.setTexture("refractionSampler", this._refTexture);
- });
- }
- // Methods
- /**
- * Disposes of the post process
- * @param camera Camera to dispose post process on
- */
- public dispose(camera: Camera): void {
- if (this._refTexture && this._ownRefractionTexture) {
- this._refTexture.dispose();
- (<any>this._refTexture) = null;
- }
- super.dispose(camera);
- }
- /** @hidden */
- public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) {
- return SerializationHelper.Parse(() => {
- return new RefractionPostProcess(
- parsedPostProcess.name, parsedPostProcess.refractionTextureUrl,
- parsedPostProcess.color, parsedPostProcess.depth,
- parsedPostProcess.colorLevel,
- parsedPostProcess.options, targetCamera,
- parsedPostProcess.renderTargetSamplingMode,
- scene.getEngine(), parsedPostProcess.reusable);
- }, parsedPostProcess, scene, rootUrl);
- }
- }
- _TypeStore.RegisteredTypes["BABYLON.RefractionPostProcess"] = RefractionPostProcess;
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