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// Automatically generated - do not modify!
package cesium
/**
* A collection of [PostProcessStage]s and/or [PostProcessStageComposite]s.
*
* The input texture for each post-process stage is the texture rendered to by the scene or the texture rendered
* to by the previous stage in the collection.
*
* If the ambient occlusion or bloom stages are enabled, they will execute before all other stages.
*
* If the FXAA stage is enabled, it will execute after all other stages.
* @see Online Documentation
*/
@JsName("\$cesium__PostProcessStageCollection")
external class PostProcessStageCollection {
/**
* Determines if all of the post-process stages in the collection are ready to be executed.
* @see Online Documentation
*/
val ready: Boolean
/**
* A post-process stage for Fast Approximate Anti-aliasing.
*
* When enabled, this stage will execute after all others.
* @see Online Documentation
*/
val fxaa: PostProcessStage
/**
* A post-process stage that applies Horizon-based Ambient Occlusion (HBAO) to the input texture.
*
* Ambient occlusion simulates shadows from ambient light. These shadows would always be present when the
* surface receives light and regardless of the light's position.
*
* The uniforms have the following properties: `intensity`, `bias`, `lengthCap`,
* `stepSize`, `frustumLength`, `ambientOcclusionOnly`,
* `delta`, `sigma`, and `blurStepSize`.
*
* - `intensity` is a scalar value used to lighten or darken the shadows exponentially. Higher values make the shadows darker. The default value is `3.0`.
* - `bias` is a scalar value representing an angle in radians. If the dot product between the normal of the sample and the vector to the camera is less than this value,
* sampling stops in the current direction. This is used to remove shadows from near planar edges. The default value is `0.1`.
* - `lengthCap` is a scalar value representing a length in meters. If the distance from the current sample to first sample is greater than this value,
* sampling stops in the current direction. The default value is `0.26`.
* - `stepSize` is a scalar value indicating the distance to the next texel sample in the current direction. The default value is `1.95`.
* - `frustumLength` is a scalar value in meters. If the current fragment has a distance from the camera greater than this value, ambient occlusion is not computed for the fragment.
* The default value is `1000.0`.
* - `ambientOcclusionOnly` is a boolean value. When `true`, only the shadows generated are written to the output. When `false`, the input texture is modulated
* with the ambient occlusion. This is a useful debug option for seeing the effects of changing the uniform values. The default value is `false`.
*
* `delta`, `sigma`, and `blurStepSize` are the same properties as [PostProcessStageLibrary.createBlurStage].
* The blur is applied to the shadows generated from the image to make them smoother.
*
* When enabled, this stage will execute before all others.
* @see Online Documentation
*/
val ambientOcclusion: PostProcessStageComposite
/**
* A post-process stage for a bloom effect.
*
* A bloom effect adds glow effect, makes bright areas brighter, and dark areas darker.
*
* This stage has the following uniforms: `contrast`, `brightness`, `glowOnly`,
* `delta`, `sigma`, and `stepSize`.
*
* - `contrast` is a scalar value in the range [-255.0, 255.0] and affects the contract of the effect. The default value is `128.0`.
* - `brightness` is a scalar value. The input texture RGB value is converted to hue, saturation, and brightness (HSB) then this value is
* added to the brightness. The default value is `-0.3`.
* - `glowOnly` is a boolean value. When `true`, only the glow effect will be shown. When `false`, the glow will be added to the input texture.
* The default value is `false`. This is a debug option for viewing the effects when changing the other uniform values.
*
* `delta`, `sigma`, and `stepSize` are the same properties as [PostProcessStageLibrary.createBlurStage].
* The blur is applied to the shadows generated from the image to make them smoother.
*
* When enabled, this stage will execute before all others.
* @see Online Documentation
*/
val bloom: PostProcessStageComposite
/**
* The number of post-process stages in this collection.
* @see Online Documentation
*/
val length: Int
/**
* Adds the post-process stage to the collection.
* @param [stage] The post-process stage to add to the collection.
* @return The post-process stage that was added to the collection.
* @see Online Documentation
*/
fun add(stage: PostProcessStage): PostProcessStage
fun add(stage: PostProcessStageComposite): PostProcessStageComposite
/**
* Removes a post-process stage from the collection and destroys it.
* @param [stage] The post-process stage to remove from the collection.
* @return Whether the post-process stage was removed.
* @see Online Documentation
*/
fun remove(stage: PostProcessStage): Boolean
fun remove(stage: PostProcessStageComposite): Boolean
/**
* Returns whether the collection contains a post-process stage.
* @param [stage] The post-process stage.
* @return Whether the collection contains the post-process stage.
* @see Online Documentation
*/
fun contains(stage: PostProcessStage): Boolean
fun contains(stage: PostProcessStageComposite): Boolean
/**
* Gets the post-process stage at `index`.
* @param [index] The index of the post-process stage.
* @return The post-process stage at index.
* @see Online Documentation
*/
fun get(index: Int): dynamic
/**
* Removes all post-process stages from the collection and destroys them.
* @see Online Documentation
*/
fun removeAll()
/**
* Returns true if this object was destroyed; otherwise, false.
*
* If this object was destroyed, it should not be used; calling any function other than
* `isDestroyed` will result in a [DeveloperError] exception.
* @return `true` if this object was destroyed; otherwise, `false`.
* @see Online Documentation
*/
fun isDestroyed(): Boolean
/**
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
*
* Once an object is destroyed, it should not be used; calling any function other than
* `isDestroyed` will result in a [DeveloperError] exception. Therefore,
* assign the return value (`undefined`) to the object as done in the example.
* @see Online Documentation
*/
fun destroy()
}