Engine API Reference - v2.24.0-beta.28
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    Class CasEffect

    The sharpening effect, using contrast adaptive sharpening (CAS). This can be used to increase the sharpness of the rendered image, often to counteract the blurriness of the TAA effect, or of rendering to a lower resolution render target.

    Applied to the scene image, after the fringing and ahead of the other effects.

    Every CameraFrame constructs and registers one, whose sharpness is set through CameraFrame#rendering, and which is available as cameraFrame.getEffect('cas').

    Hierarchy (View Summary)

    Index
    cameraFrame: CameraFrame | null = null

    The camera frame the effect is registered with, or null.

    The graphics device.

    enabled: boolean = true

    Whether the effect is enabled. An effect can additionally disable itself from its own parameters, see CameraFrameEffect#active.

    sharpness: number = 0

    The sharpening intensity, 0-1 range. Defaults to 0, making it disabled.

    • get active(): boolean

      Gets whether the effect contributes to the frame. A zero sharpness disables it, the sharpness being the effect's on/off control.

      Returns boolean

    • get cameraExposureScale(): number

      Gets the scale the effect applies to the exposure of the camera this frame, multiplying the exposure of the scene, or of the physical camera with physical units - for effects adapting the exposure to what the camera sees. Read every frame while the effect takes part, after CameraFrameEffect#frameUpdate; the camera frame applies the product of the scales of the effects taking part, and the camera renders with its own exposure again once none does. Defaults to 1.

      // an effect brightening the image by one stop
      get cameraExposureScale() {
      return 2;
      }

      Returns number

    • get chunkName(): string

      Gets the name the compose chunk can be overridden under in ShaderChunks, the same way as the built-in chunks. Derived from the id as compose<Id>PS unless given.

      Returns string

    • get defineName(): string

      Gets the define set on the compose shader while the effect is active: the id in upper snake case, colorEnhance giving COLOR_ENHANCE.

      Returns string

    • get entryPoint(): string

      Gets the name of the function the composition calls at the effect's slot. Derived from the id as apply<Id> unless given. The signature depends on the slot: colour slots take (vec3 color, vec2 uv) and return the colour, COMPOSESLOT_SCENE takes and returns a vec4.

      Returns string

    • get requires(): string[]

      Gets the frame resources the effect needs, the FRAMERESOURCE_* constants - for its passes, or for its compose chunk, such as the scene depth. The camera frame provides them while the effect is active. Requirements which depend on the device are computed when constructing the effect; override this as a getter when they depend on a parameter, and the camera frame provides what it returns from the next CameraFrame#update.

      Returns string[]

    • get slot(): string | null

      Gets the compose slot the entry function is called at, or null for an effect that does not take part in the composition.

      Returns string | null

    • Creates the passes the effect owns, when it has any. Called by CameraFrame#update when it builds the frame graph, for an active effect registered with the camera frame. Implementing it is what makes an effect own passes. The effect adds each pass to the array of the stage it runs at, in execution order - one effect can run passes at several stages:

      createPasses(resources, passes) {
      this._pass = new MyPass(this.device, resources.sceneColorHalf);
      passes.postResolve.push(this._pass);
      }

      The effect owns the passes it creates: it releases them in CameraFrameEffect#destroyPasses.

      The resources are stable: each texture stays the same object until the passes are destroyed, so it can be handed to the passes once, here. Its size can change, as render targets resize with the canvas, so its dimensions must not be cached. Values which change from frame to frame, the resolved scene color among them, are never resources - they are handed to CameraFrameEffect#frameUpdate instead.

      Parameters

      Returns void

    • Destroys the effect, removing it from its camera frame if it is still registered and releasing everything it owns, the passes it created included. Subclasses which create resources in their constructor release them in an override, calling super.destroy(). The removal takes effect for the frames rendered after the next CameraFrame#update, which is due before the next frame renders.

      Returns void

    • Called every frame while the effect takes part in the frame, while the frame is being prepared and before any pass renders, with the values of that frame. Most effects do not need it: their configuration belongs in CameraFrameEffect#update, which runs only when the camera frame is updated. Values derived from the resolution, which can change without an update, are computed here from the sizes in the frame, or in the shader from sceneTextureSize. Anything which changes over time advances here by the time of the frame, its dt.

      Parameters

      Returns void

    • Resolves the scene, for an effect whose passes run at the resolve stage - see CameraFrameEffectPasses. Called every frame while the effect's passes take part in the frame, before any pass renders and before CameraFrameEffect#frameUpdate is called on any effect, in the order the effects are registered. The effect hands its passes the scene color the effects before it resolved, and replaces it with the texture they render to this frame, which the effects after it, the half resolution copy of the scene and the composition then read:

      resolveScene(scene) {
      this._pass.setSourceTexture(scene.texture);
      scene.texture = this._pass.outputTexture;
      }

      An effect resolving the scene to another resolution also sets the width and the height. The default implementation leaves the scene unchanged.

      Parameters

      Returns void

    • Sets a define on the compose shader. The define persists until changed, so fixed defines can be set once in the constructor and those depending on the parameters from CameraFrameEffect#update. A value of false, null or undefined removes it. Changing a define rebuilds the compose shader.

      Parameters

      • name: string

        The define name.

      • value: any

        The value.

      Returns void