/** * @import { GraphicsDevice } from '../../platform/graphics/graphics-device.js' */ /** * Render pass implementation of HDR bloom effect. * * @category Graphics * @ignore */ export class FramePassBloom extends FramePass { /** * @param {GraphicsDevice} device - The graphics device. * @param {Texture} sourceTexture - The source texture, usually at half the resolution of the * render target getting blurred. * @param {number} format - The texture format. */ constructor(device: GraphicsDevice, sourceTexture: Texture, format: number); bloomTexture: Texture; blurLevel: number; /** * Brightness below which the scene does not contribute to bloom, in the scene-referred * (pre-exposure) units bloom is generated and composited in. Zero, the default, applies no * high pass and keeps the whole scene blooming. * * @type {number} */ threshold: number; bloomRenderTarget: RenderTarget; textureFormat: number; renderTargets: any[]; /** * The downsample pass the high pass is compiled into, or null when the threshold is zero. * * @type {RenderPassDownsample|null} * @private */ private prefilterPass; /** * Whether the existing passes were created with the high pass enabled. * * @type {boolean} * @private */ private _prefilterEnabled; _sourceTexture: Texture; destroyRenderTargets(startIndex?: number): void; destroyRenderPasses(): void; createRenderTarget(index: any): RenderTarget; createRenderTargets(count: any): void; calcMipLevels(width: any, height: any, minSize: any): number; createRenderPasses(numPasses: any): void; } import { FramePass } from '../../platform/graphics/frame-pass.js'; import { Texture } from '../../platform/graphics/texture.js'; import { RenderTarget } from '../../platform/graphics/render-target.js'; import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js';