import { Nullable } from "../types"; import { Camera } from "../Cameras/camera"; import { PostProcess, PostProcessOptions } from "./postProcess"; import { Engine } from "../Engines/engine"; import "../Shaders/displayPass.fragment"; import { _TypeStore } from '../Misc/typeStore'; import { SerializationHelper } from '../Misc/decorators'; declare type Scene = import("../scene").Scene; /** * DisplayPassPostProcess which produces an output the same as it's input */ export class DisplayPassPostProcess extends PostProcess { /** * Gets a string identifying the name of the class * @returns "DisplayPassPostProcess" string */ public getClassName(): string { return "DisplayPassPostProcess"; } /** * Creates the DisplayPassPostProcess * @param name The name of the effect. * @param options The required width/height ratio to downsize to before computing the render pass. * @param camera The camera to apply the render pass to. * @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, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean) { super(name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable); } /** @hidden */ public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable { return SerializationHelper.Parse(() => { return new DisplayPassPostProcess( parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable); }, parsedPostProcess, scene, rootUrl); } } _TypeStore.RegisteredTypes["BABYLON.DisplayPassPostProcess"] = DisplayPassPostProcess;