new Cesium.PostProcessStageComposite(options)

A collection of PostProcessStages or other post-process composite stages that execute together logically.

所有阶段按数组顺序执行. 输入纹理变化基于 NT 0 put PreviousStageTexture NT 1 . 如果 NT 0 put PreviousStageTexture NT 1 是 NT 2 true NT 3 ,则每个阶段的输入是现场或之前执行的阶段向输出纹理. 如果 NT 0 输入 PreviousStageTexture NT 1 为 NT 2 false NT 3 ,则复合材料中每个阶段的输入纹理相同. 输入纹理是场景给的纹理 或前一个阶段的输出纹理.

Name Type Description
options object 具有下列属性的天体:
Name Type Default Description
stages Array An array of PostProcessStages or composites to be executed in order.
inputPreviousStageTexture boolean true optional Whether to execute each post-process stage where the input to one stage is the output of the previous. Otherwise, the input to each contained stage is the output of the stage that executed before the composite.
name string createGuid() optional The unique name of this post-process stage for reference by other composites. If a name is not supplied, a GUID will be generated.
uniforms object optional 后流程阶段制服的别名.
Throws:
Examples:
// Example 1: separable blur filter
// The input to blurXDirection is the texture rendered to by the scene or the output of the previous stage.
// The input to blurYDirection is the texture rendered to by blurXDirection.
scene.postProcessStages.add(new Cesium.PostProcessStageComposite({
    stages : [blurXDirection, blurYDirection]
}));
// Example 2: referencing the output of another post-process stage
scene.postProcessStages.add(new Cesium.PostProcessStageComposite({
    inputPreviousStageTexture : false,
    stages : [
        // The same as Example 1.
        new Cesium.PostProcessStageComposite({
            inputPreviousStageTexture : true
            stages : [blurXDirection, blurYDirection],
            name : 'blur'
        }),
        // The input texture for this stage is the same input texture to blurXDirection since inputPreviousStageTexture is false
        new Cesium.PostProcessStage({
            fragmentShader : compositeShader,
            uniforms : {
                blurTexture : 'blur' // The output of the composite with name 'blur' (the texture that blurYDirection rendered to).
            }
        })
    ]
});
// Example 3: create a uniform alias
const uniforms = {};
Cesium.defineProperties(uniforms, {
    filterSize : {
        get : function() {
            return blurXDirection.uniforms.filterSize;
        },
        set : function(value) {
            blurXDirection.uniforms.filterSize = blurYDirection.uniforms.filterSize = value;
        }
    }
});
scene.postProcessStages.add(new Cesium.PostProcessStageComposite({
    stages : [blurXDirection, blurYDirection],
    uniforms : uniforms
}));
See:

Members

enabled : boolean

准备时是否执行此后处理阶段 .

readonly inputPreviousStageTexture : boolean

所有后处理阶段按数组顺序执行. 输入纹理变化基于 NT 0 put PreviousStageTexture NT 1 . 如果 NT 0 put PreviousStageTexture NT 1 是 NT 2 true NT 3 ,则每个阶段的输入是现场或之前执行的阶段向输出纹理. 如果 NT 0 输入 PreviousStageTexture NT 1 为 NT 2 false NT 3 ,则复合材料中每个阶段的输入纹理相同. 输入纹理是场景给的纹理 或前一个阶段的输出纹理.

readonly length : number

本复合材料中流程后阶段的数量.

readonly name : string

用于PostProcessStage Complex中其他阶段参考的这个后处理阶段的独有名称.

readonly ready : boolean

确定此进程后阶段是否准备执行 .

selected : Array

应用后进程所选择的特性 .

uniforms : object

后处理阶段统一值的别名. 可能是 NT 0 undefine NT 1 ;在这种情况下,让每个阶段设置统一值.

Methods

destroy()

Destroys the WebGL resources held by this object. Destroying an object allows for deterministic 释放 WebGL 资源,而不是依赖垃圾收集器来摧毁此对象.

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.

Throws:
  • DeveloperError : This object was destroyed, i.e., destroy() was called.
See:
在 NT 0 index NT 1 获得后处理阶段
Name Type Description
index number 过程后阶段或复合的索引.
Returns:
索引中的后处理阶段或复合.
Throws:

isDestroyed()boolean

如果此对象被销毁, 返回真实; 否则, 错误 .

If this object was destroyed, it should not be used; calling any function other than isDestroyed will result in a DeveloperError exception.

Returns:
true if this object was destroyed; otherwise, false.
See:
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