babylon.postProcessManager.js 3.5 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var PostProcessManager = (function () {
  4. function PostProcessManager(scene) {
  5. this._vertexDeclaration = [2];
  6. this._vertexStrideSize = 2 * 4;
  7. this._scene = scene;
  8. // VBO
  9. var vertices = [];
  10. vertices.push(1, 1);
  11. vertices.push(-1, 1);
  12. vertices.push(-1, -1);
  13. vertices.push(1, -1);
  14. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  15. // Indices
  16. var indices = [];
  17. indices.push(0);
  18. indices.push(1);
  19. indices.push(2);
  20. indices.push(0);
  21. indices.push(2);
  22. indices.push(3);
  23. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  24. }
  25. // Methods
  26. PostProcessManager.prototype._prepareFrame = function (sourceTexture) {
  27. var postProcesses = this._scene.activeCamera._postProcesses;
  28. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  29. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  30. return false;
  31. }
  32. postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
  33. return true;
  34. };
  35. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
  36. var postProcesses = this._scene.activeCamera._postProcesses;
  37. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  38. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  39. return;
  40. }
  41. var engine = this._scene.getEngine();
  42. for (var index = 0; index < postProcessesTakenIndices.length; index++) {
  43. if (index < postProcessesTakenIndices.length - 1) {
  44. postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera);
  45. } else {
  46. if (targetTexture) {
  47. engine.bindFramebuffer(targetTexture);
  48. } else {
  49. engine.restoreDefaultFramebuffer();
  50. }
  51. }
  52. if (doNotPresent) {
  53. break;
  54. }
  55. var effect = postProcesses[postProcessesTakenIndices[index]].apply();
  56. if (effect) {
  57. // VBOs
  58. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  59. // Draw order
  60. engine.draw(true, 0, 6);
  61. }
  62. }
  63. // Restore depth buffer
  64. engine.setDepthBuffer(true);
  65. engine.setDepthWrite(true);
  66. };
  67. PostProcessManager.prototype.dispose = function () {
  68. if (this._vertexBuffer) {
  69. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  70. this._vertexBuffer = null;
  71. }
  72. if (this._indexBuffer) {
  73. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  74. this._indexBuffer = null;
  75. }
  76. };
  77. return PostProcessManager;
  78. })();
  79. BABYLON.PostProcessManager = PostProcessManager;
  80. })(BABYLON || (BABYLON = {}));
  81. //# sourceMappingURL=babylon.postProcessManager.js.map