/** * @import { CameraComponent } from '../../framework/components/camera/component.js'; * @import { GraphicsDevice } from '../../platform/graphics/graphics-device.js'; * @import { Texture } from '../../platform/graphics/texture.js'; */ /** * Render pass implementation of the final post-processing composition. * * @category Graphics * @ignore */ export class RenderPassCompose extends RenderPassShaderQuad { /** * @param {GraphicsDevice} graphicsDevice - The graphics device. * @param {CameraComponent} cameraComponent - The camera this composes the frame of. Only the depth * debug mode needs it, for the depth encoding the camera renders and its clip range. */ constructor(graphicsDevice: GraphicsDevice, cameraComponent: CameraComponent); /** * @type {Texture|null} */ sceneTexture: Texture | null; bloomIntensity: number; _bloomTexture: any; _cocTexture: any; blurTexture: any; blurTextureUpscale: boolean; _ssaoTexture: any; _toneMapping: number; _gradingEnabled: boolean; gradingSaturation: number; gradingContrast: number; gradingBrightness: number; gradingTint: Color; _shaderDirty: boolean; _vignetteEnabled: boolean; vignetteInner: number; vignetteOuter: number; vignetteCurvature: number; vignetteIntensity: number; vignetteColor: Color; _fringingEnabled: boolean; fringingIntensity: number; _colorEnhanceEnabled: boolean; colorEnhanceShadows: number; colorEnhanceHighlights: number; colorEnhanceVibrance: number; colorEnhanceDehaze: number; colorEnhanceMidtones: number; _taaEnabled: boolean; _hdrScene: boolean; _sharpness: number; _gammaCorrection: number; /** * @type {Texture|null} */ _colorLUT: Texture | null; /** * @type {Texture|null} */ _colorLUT2: Texture | null; colorLUTIntensity: number; colorLUT2Intensity: number; colorLUTBlend: number; _key: string; _debug: any; _sceneDepthAvailable: boolean; _customComposeChunks: Map; cameraComponent: CameraComponent; sceneTextureId: import("../../index.js").ScopeId; bloomTextureId: import("../../index.js").ScopeId; cocTextureId: import("../../index.js").ScopeId; ssaoTextureId: import("../../index.js").ScopeId; blurTextureId: import("../../index.js").ScopeId; bloomIntensityId: import("../../index.js").ScopeId; bcsId: import("../../index.js").ScopeId; tintId: import("../../index.js").ScopeId; vignetterParamsId: import("../../index.js").ScopeId; vignetteColorId: import("../../index.js").ScopeId; fringingIntensityId: import("../../index.js").ScopeId; sceneTextureInvResId: import("../../index.js").ScopeId; sceneTextureInvResValue: Float32Array; sharpnessId: import("../../index.js").ScopeId; colorLUTId: import("../../index.js").ScopeId; colorLUT2Id: import("../../index.js").ScopeId; colorLUTParams: Float32Array; colorLUTParamsId: import("../../index.js").ScopeId; colorEnhanceParamsId: import("../../index.js").ScopeId; colorEnhanceMidtonesId: import("../../index.js").ScopeId; composeTargetFlipYId: import("../../index.js").ScopeId; cameraParams: Float32Array; cameraParamsId: import("../../index.js").ScopeId; set debug(value: any); get debug(): any; /** * Whether the scene depth this frame renders is available to sample, which the depth debug mode * displays instead of producing a depth of its own - a debug mode never changes what is rendered. * * @type {boolean} */ set sceneDepthAvailable(value: boolean); get sceneDepthAvailable(): boolean; /** * The debug mode the shader is built for. This is the requested mode, except that a request for the * depth with no depth to sample renders black instead. * * @type {string|null} * @private */ private get _debugMode(); set colorLUT(value: Texture); get colorLUT(): Texture; set colorLUT2(value: Texture); get colorLUT2(): Texture; _validateColorLUT(value: any, slotName: any): void; set bloomTexture(value: any); get bloomTexture(): any; set cocTexture(value: any); get cocTexture(): any; set ssaoTexture(value: any); get ssaoTexture(): any; set taaEnabled(value: boolean); get taaEnabled(): boolean; set gradingEnabled(value: boolean); get gradingEnabled(): boolean; set vignetteEnabled(value: boolean); get vignetteEnabled(): boolean; set fringingEnabled(value: boolean); get fringingEnabled(): boolean; set colorEnhanceEnabled(value: boolean); get colorEnhanceEnabled(): boolean; set toneMapping(value: number); get toneMapping(): number; set sharpness(value: number); get sharpness(): number; get isSharpnessEnabled(): boolean; set hdrScene(value: boolean); get hdrScene(): boolean; } import { RenderPassShaderQuad } from '../../scene/graphics/render-pass-shader-quad.js'; import type { Texture } from '../../platform/graphics/texture.js'; import { Color } from '../../core/math/color.js'; import type { CameraComponent } from '../../framework/components/camera/component.js'; import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js';