@babylonjs/core 5.24.0 → 5.26.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1729) hide show
  1. package/Actions/action.d.ts +12 -21
  2. package/Actions/action.js +8 -17
  3. package/Actions/action.js.map +1 -1
  4. package/Actions/actionManager.d.ts +2 -5
  5. package/Actions/actionManager.js +2 -5
  6. package/Actions/actionManager.js.map +1 -1
  7. package/Actions/condition.d.ts +9 -50
  8. package/Actions/condition.js +3 -26
  9. package/Actions/condition.js.map +1 -1
  10. package/Actions/directActions.d.ts +7 -7
  11. package/Actions/directActions.js +7 -7
  12. package/Actions/directActions.js.map +1 -1
  13. package/Actions/directAudioActions.d.ts +2 -2
  14. package/Actions/directAudioActions.js +2 -2
  15. package/Actions/directAudioActions.js.map +1 -1
  16. package/Actions/interpolateValueAction.d.ts +1 -1
  17. package/Actions/interpolateValueAction.js +1 -1
  18. package/Actions/interpolateValueAction.js.map +1 -1
  19. package/Animations/animatable.d.ts +5 -6
  20. package/Animations/animatable.js +1 -2
  21. package/Animations/animatable.js.map +1 -1
  22. package/Animations/animation.d.ts +6 -20
  23. package/Animations/animation.js +6 -20
  24. package/Animations/animation.js.map +1 -1
  25. package/Animations/animationEvent.d.ts +1 -1
  26. package/Animations/animationEvent.js +1 -1
  27. package/Animations/animationEvent.js.map +1 -1
  28. package/Animations/animationGroup.d.ts +1 -1
  29. package/Animations/animationGroup.js +1 -1
  30. package/Animations/animationGroup.js.map +1 -1
  31. package/Animations/easing.d.ts +13 -26
  32. package/Animations/easing.js +13 -26
  33. package/Animations/easing.js.map +1 -1
  34. package/Animations/runtimeAnimation.d.ts +3 -4
  35. package/Animations/runtimeAnimation.js +1 -2
  36. package/Animations/runtimeAnimation.js.map +1 -1
  37. package/Audio/audioEngine.js +1 -2
  38. package/Audio/audioEngine.js.map +1 -1
  39. package/Audio/audioSceneComponent.d.ts +1 -1
  40. package/Audio/audioSceneComponent.js.map +1 -1
  41. package/Audio/sound.d.ts +3 -4
  42. package/Audio/sound.js +2 -3
  43. package/Audio/sound.js.map +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  47. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  48. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  50. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  51. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  52. package/Behaviors/Meshes/followBehavior.js +1 -1
  53. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  54. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  55. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  56. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  57. package/Bones/bone.d.ts +7 -9
  58. package/Bones/bone.js +7 -9
  59. package/Bones/bone.js.map +1 -1
  60. package/Bones/skeleton.d.ts +6 -8
  61. package/Bones/skeleton.js +6 -8
  62. package/Bones/skeleton.js.map +1 -1
  63. package/Buffers/buffer.d.ts +6 -6
  64. package/Buffers/buffer.js +14 -16
  65. package/Buffers/buffer.js.map +1 -1
  66. package/Buffers/storageBuffer.d.ts +1 -1
  67. package/Buffers/storageBuffer.js +1 -1
  68. package/Buffers/storageBuffer.js.map +1 -1
  69. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  70. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  71. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  72. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  73. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  74. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  75. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +6 -3
  76. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +18 -5
  77. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  78. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  79. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  80. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  81. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  82. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  83. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  84. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  85. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  86. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  87. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  88. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  89. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  90. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  91. package/Cameras/RigModes/vrRigMode.js +1 -3
  92. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  93. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  94. package/Cameras/RigModes/webVRRigMode.js +1 -3
  95. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  97. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  98. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  99. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  100. package/Cameras/VR/vrCameraMetrics.js +4 -4
  101. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  102. package/Cameras/VR/vrExperienceHelper.js +20 -48
  103. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  104. package/Cameras/VR/webVRCamera.d.ts +9 -9
  105. package/Cameras/VR/webVRCamera.js +9 -9
  106. package/Cameras/VR/webVRCamera.js.map +1 -1
  107. package/Cameras/arcRotateCamera.d.ts +11 -12
  108. package/Cameras/arcRotateCamera.js +8 -9
  109. package/Cameras/arcRotateCamera.js.map +1 -1
  110. package/Cameras/camera.d.ts +29 -38
  111. package/Cameras/camera.js +27 -36
  112. package/Cameras/camera.js.map +1 -1
  113. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  114. package/Cameras/deviceOrientationCamera.js +1 -1
  115. package/Cameras/deviceOrientationCamera.js.map +1 -1
  116. package/Cameras/flyCamera.d.ts +8 -12
  117. package/Cameras/flyCamera.js +6 -10
  118. package/Cameras/flyCamera.js.map +1 -1
  119. package/Cameras/followCamera.d.ts +2 -2
  120. package/Cameras/followCamera.js +2 -2
  121. package/Cameras/followCamera.js.map +1 -1
  122. package/Cameras/freeCamera.d.ts +6 -7
  123. package/Cameras/freeCamera.js +4 -5
  124. package/Cameras/freeCamera.js.map +1 -1
  125. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  126. package/Cameras/freeCameraInputsManager.js +2 -2
  127. package/Cameras/freeCameraInputsManager.js.map +1 -1
  128. package/Cameras/targetCamera.d.ts +21 -24
  129. package/Cameras/targetCamera.js +20 -23
  130. package/Cameras/targetCamera.js.map +1 -1
  131. package/Cameras/touchCamera.d.ts +1 -1
  132. package/Cameras/touchCamera.js +1 -1
  133. package/Cameras/touchCamera.js.map +1 -1
  134. package/Collisions/collider.d.ts +13 -44
  135. package/Collisions/collider.js +10 -41
  136. package/Collisions/collider.js.map +1 -1
  137. package/Collisions/collisionCoordinator.d.ts +2 -2
  138. package/Collisions/collisionCoordinator.js +1 -1
  139. package/Collisions/collisionCoordinator.js.map +1 -1
  140. package/Collisions/intersectionInfo.d.ts +1 -1
  141. package/Collisions/intersectionInfo.js +1 -1
  142. package/Collisions/intersectionInfo.js.map +1 -1
  143. package/Collisions/meshCollisionData.d.ts +1 -1
  144. package/Collisions/meshCollisionData.js +1 -1
  145. package/Collisions/meshCollisionData.js.map +1 -1
  146. package/Collisions/pickingInfo.d.ts +1 -1
  147. package/Collisions/pickingInfo.js +1 -1
  148. package/Collisions/pickingInfo.js.map +1 -1
  149. package/Compute/IComputeContext.d.ts +1 -1
  150. package/Compute/IComputeContext.js.map +1 -1
  151. package/Compute/IComputePipelineContext.d.ts +2 -2
  152. package/Compute/IComputePipelineContext.js.map +1 -1
  153. package/Compute/computeEffect.d.ts +5 -5
  154. package/Compute/computeEffect.js +5 -5
  155. package/Compute/computeEffect.js.map +1 -1
  156. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  157. package/Culling/Octrees/octreeBlock.js +1 -9
  158. package/Culling/Octrees/octreeBlock.js.map +1 -1
  159. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  160. package/Culling/Octrees/octreeSceneComponent.js +1 -5
  161. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  162. package/Culling/boundingBox.d.ts +4 -5
  163. package/Culling/boundingBox.js +3 -4
  164. package/Culling/boundingBox.js.map +1 -1
  165. package/Culling/boundingInfo.d.ts +1 -2
  166. package/Culling/boundingInfo.js +1 -2
  167. package/Culling/boundingInfo.js.map +1 -1
  168. package/Culling/boundingSphere.d.ts +1 -2
  169. package/Culling/boundingSphere.js +1 -2
  170. package/Culling/boundingSphere.js.map +1 -1
  171. package/Culling/ray.d.ts +6 -6
  172. package/Culling/ray.js.map +1 -1
  173. package/Debug/debugLayer.d.ts +1 -1
  174. package/Debug/debugLayer.js.map +1 -1
  175. package/Debug/physicsViewer.d.ts +6 -6
  176. package/Debug/physicsViewer.js +4 -4
  177. package/Debug/physicsViewer.js.map +1 -1
  178. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  179. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  180. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  181. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  182. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  183. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  184. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  185. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  186. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  187. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  188. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  189. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  190. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  191. package/DeviceInput/webDeviceInputSystem.js +1 -19
  192. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  193. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  194. package/Engines/Extensions/engine.computeShader.js +1 -1
  195. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  196. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  197. package/Engines/Extensions/engine.cubeTexture.js +3 -2
  198. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  199. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  200. package/Engines/Extensions/engine.debugging.js.map +1 -1
  201. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  202. package/Engines/Extensions/engine.multiview.js.map +1 -1
  203. package/Engines/Extensions/engine.query.d.ts +22 -22
  204. package/Engines/Extensions/engine.query.js +8 -8
  205. package/Engines/Extensions/engine.query.js.map +1 -1
  206. package/Engines/Extensions/engine.rawTexture.js +3 -7
  207. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  208. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  209. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  210. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  211. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  212. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  213. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  214. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  215. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  216. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  217. package/Engines/Extensions/engine.views.d.ts +2 -2
  218. package/Engines/Extensions/engine.views.js.map +1 -1
  219. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  220. package/Engines/Extensions/engine.webVR.js.map +1 -1
  221. package/Engines/IDrawContext.d.ts +1 -1
  222. package/Engines/IDrawContext.js.map +1 -1
  223. package/Engines/IMaterialContext.d.ts +1 -1
  224. package/Engines/IMaterialContext.js.map +1 -1
  225. package/Engines/IPipelineContext.d.ts +5 -5
  226. package/Engines/IPipelineContext.js.map +1 -1
  227. package/Engines/Native/nativeDataStream.d.ts +2 -2
  228. package/Engines/Native/nativeDataStream.js +1 -1
  229. package/Engines/Native/nativeDataStream.js.map +1 -1
  230. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  231. package/Engines/Native/nativeInterfaces.js.map +1 -1
  232. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  233. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  234. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  235. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  236. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  237. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  238. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  239. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  240. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  241. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  242. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  243. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  244. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  245. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  246. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  247. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  248. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  249. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  250. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  251. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  252. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  253. package/Engines/Processors/shaderCodeCursor.js +1 -1
  254. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  255. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  256. package/Engines/Processors/shaderCodeNode.js +1 -1
  257. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  258. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  259. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  260. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  261. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  262. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  263. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  264. package/Engines/Processors/shaderProcessor.js +2 -2
  265. package/Engines/Processors/shaderProcessor.js.map +1 -1
  266. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  267. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  268. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  269. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  270. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  271. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  272. package/Engines/WebGL/webGLPipelineContext.d.ts +6 -25
  273. package/Engines/WebGL/webGLPipelineContext.js +6 -25
  274. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  275. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  276. package/Engines/WebGL/webGLRenderTargetWrapper.js +2 -2
  277. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  278. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  279. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  280. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  281. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  282. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  283. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  284. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  285. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  286. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  287. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  288. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  289. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  290. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  291. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  292. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  293. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  294. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  295. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  296. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  297. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  298. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  299. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  300. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  301. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  302. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  303. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  304. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  305. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  306. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  307. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  308. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  309. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  310. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  311. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  312. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  313. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  314. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  315. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  316. package/Engines/WebGPU/webgpuConstants.js +38 -38
  317. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  318. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  319. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  320. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  321. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  322. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  323. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  324. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  325. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  326. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  327. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
  328. package/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
  329. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  330. package/Engines/WebGPU/webgpuMaterialContext.d.ts +3 -3
  331. package/Engines/WebGPU/webgpuMaterialContext.js +1 -1
  332. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  333. package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +1 -1
  334. package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
  335. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  336. package/Engines/WebGPU/webgpuPipelineContext.d.ts +4 -4
  337. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  338. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  339. package/Engines/WebGPU/webgpuQuerySet.d.ts +1 -1
  340. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  341. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  342. package/Engines/WebGPU/webgpuRenderPassWrapper.d.ts +1 -1
  343. package/Engines/WebGPU/webgpuRenderPassWrapper.js +1 -1
  344. package/Engines/WebGPU/webgpuRenderPassWrapper.js.map +1 -1
  345. package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +2 -2
  346. package/Engines/WebGPU/webgpuRenderTargetWrapper.js +1 -1
  347. package/Engines/WebGPU/webgpuRenderTargetWrapper.js.map +1 -1
  348. package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +7 -7
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  1710. package/XR/webXRSessionManager.js.map +1 -1
  1711. package/XR/webXRWebGLLayer.d.ts +2 -2
  1712. package/XR/webXRWebGLLayer.js +2 -2
  1713. package/XR/webXRWebGLLayer.js.map +1 -1
  1714. package/abstractScene.d.ts +1 -1
  1715. package/abstractScene.js +1 -1
  1716. package/abstractScene.js.map +1 -1
  1717. package/node.d.ts +40 -52
  1718. package/node.js +40 -55
  1719. package/node.js.map +1 -1
  1720. package/package.json +1 -1
  1721. package/scene.d.ts +83 -107
  1722. package/scene.js +94 -108
  1723. package/scene.js.map +1 -1
  1724. package/sceneComponent.d.ts +4 -2
  1725. package/sceneComponent.js +4 -2
  1726. package/sceneComponent.js.map +1 -1
  1727. package/types.d.ts +2 -2
  1728. package/types.js +1 -1
  1729. package/types.js.map +1 -1
@@ -56,12 +56,10 @@ export class PostProcessRenderPipeline {
56
56
  this._renderEffects[renderEffect._name] = renderEffect;
57
57
  }
58
58
  // private
59
- /** @hidden */
59
+ /** @internal */
60
60
  _rebuild() { }
61
61
  /**
62
- * @param renderEffectName
63
- * @param cameras
64
- * @hidden
62
+ * @internal
65
63
  */
66
64
  _enableEffect(renderEffectName, cameras) {
67
65
  const renderEffects = this._renderEffects[renderEffectName];
@@ -71,9 +69,7 @@ export class PostProcessRenderPipeline {
71
69
  renderEffects._enable(Tools.MakeArray(cameras || this._cameras));
72
70
  }
73
71
  /**
74
- * @param renderEffectName
75
- * @param cameras
76
- * @hidden
72
+ * @internal
77
73
  */
78
74
  _disableEffect(renderEffectName, cameras) {
79
75
  const renderEffects = this._renderEffects[renderEffectName];
@@ -83,9 +79,7 @@ export class PostProcessRenderPipeline {
83
79
  renderEffects._disable(Tools.MakeArray(cameras || this._cameras));
84
80
  }
85
81
  /**
86
- * @param cameras
87
- * @param unique
88
- * @hidden
82
+ * @internal
89
83
  */
90
84
  _attachCameras(cameras, unique) {
91
85
  const cams = Tools.MakeArray(cameras || this._cameras);
@@ -116,8 +110,7 @@ export class PostProcessRenderPipeline {
116
110
  }
117
111
  }
118
112
  /**
119
- * @param cameras
120
- * @hidden
113
+ * @internal
121
114
  */
122
115
  _detachCameras(cameras) {
123
116
  const cams = Tools.MakeArray(cameras || this._cameras);
@@ -133,7 +126,7 @@ export class PostProcessRenderPipeline {
133
126
  this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
134
127
  }
135
128
  }
136
- /** @hidden */
129
+ /** @internal */
137
130
  _update() {
138
131
  for (const renderEffectName in this._renderEffects) {
139
132
  if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {
@@ -150,7 +143,7 @@ export class PostProcessRenderPipeline {
150
143
  }
151
144
  }
152
145
  }
153
- /** @hidden */
146
+ /** @internal */
154
147
  _reset() {
155
148
  this._renderEffects = {};
156
149
  this._renderEffectsForIsolatedPass = new Array();
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { PostProcessRenderEffect } from \"./postProcessRenderEffect\";\r\nimport type { IInspectable } from \"../../Misc/iInspectable\";\r\n\r\ndeclare type PrePassRenderer = import(\"../../Rendering/prePassRenderer\").PrePassRenderer;\r\n\r\n/**\r\n * PostProcessRenderPipeline\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n */\r\nexport class PostProcessRenderPipeline {\r\n private _renderEffects: { [key: string]: PostProcessRenderEffect };\r\n private _renderEffectsForIsolatedPass: PostProcessRenderEffect[];\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * @hidden\r\n */\r\n protected _cameras: Camera[];\r\n\r\n /** @hidden */\r\n @serialize()\r\n public _name: string;\r\n\r\n /**\r\n * Gets pipeline name\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n /** Gets the list of attached cameras */\r\n public get cameras() {\r\n return this._cameras;\r\n }\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipeline\r\n * @param _engine engine to add the pipeline to\r\n * @param name name of the pipeline\r\n */\r\n constructor(private _engine: Engine, name: string) {\r\n this._name = name;\r\n\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n\r\n this._cameras = [];\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns \"PostProcessRenderPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"PostProcessRenderPipeline\";\r\n }\r\n\r\n /**\r\n * If all the render effects in the pipeline are supported\r\n */\r\n public get isSupported(): boolean {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n if (!this._renderEffects[renderEffectName].isSupported) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds an effect to the pipeline\r\n * @param renderEffect the effect to add\r\n */\r\n public addEffect(renderEffect: PostProcessRenderEffect): void {\r\n (<any>this._renderEffects)[renderEffect._name] = renderEffect;\r\n }\r\n\r\n // private\r\n\r\n /** @hidden */\r\n public _rebuild() {}\r\n\r\n /** @hidden */\r\n public _enableEffect(renderEffectName: string, cameras: Camera): void;\r\n /** @hidden */\r\n public _enableEffect(renderEffectName: string, cameras: Camera[]): void;\r\n /**\r\n * @param renderEffectName\r\n * @param cameras\r\n * @hidden\r\n */\r\n public _enableEffect(renderEffectName: string, cameras: any): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._enable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @hidden */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /** @hidden */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @param renderEffectName\r\n * @param cameras\r\n * @hidden\r\n */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._disable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @hidden */\r\n public _attachCameras(cameras: Camera, unique: boolean): void;\r\n /** @hidden */\r\n public _attachCameras(cameras: Camera[], unique: boolean): void;\r\n /**\r\n * @param cameras\r\n * @param unique\r\n * @hidden\r\n */\r\n public _attachCameras(cameras: any, unique: boolean): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n const indicesToDelete = [];\r\n let i: number;\r\n for (i = 0; i < cams.length; i++) {\r\n const camera = cams[i];\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n if (this._cameras.indexOf(camera) === -1) {\r\n this._cameras.push(camera);\r\n } else if (unique) {\r\n indicesToDelete.push(i);\r\n }\r\n }\r\n\r\n for (i = 0; i < indicesToDelete.length; i++) {\r\n cams.splice(indicesToDelete[i], 1);\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._attachCameras(cams);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _detachCameras(cameras: Camera): void;\r\n /** @hidden */\r\n public _detachCameras(cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @param cameras\r\n * @hidden\r\n */\r\n public _detachCameras(cameras: any): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._detachCameras(cams);\r\n }\r\n }\r\n\r\n for (let i = 0; i < cams.length; i++) {\r\n this._cameras.splice(this._cameras.indexOf(cams[i]), 1);\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _update(): void {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._update();\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n if (!this._cameras[i]) {\r\n continue;\r\n }\r\n const cameraName = this._cameras[i].name;\r\n if ((<any>this._renderEffectsForIsolatedPass)[cameraName]) {\r\n (<any>this._renderEffectsForIsolatedPass)[cameraName]._update();\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _reset(): void {\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n }\r\n\r\n protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean {\r\n if (!this._engine._features.supportMSAA) {\r\n return false;\r\n }\r\n\r\n // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)\r\n const effectKeys = Object.keys(this._renderEffects);\r\n if (effectKeys.length > 0) {\r\n const postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();\r\n if (postProcesses) {\r\n postProcesses[0].samples = sampleCount;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Sets the required values to the prepass renderer.\r\n * @param prePassRenderer defines the prepass renderer to setup.\r\n * @returns true if the pre pass is needed.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n // Do Nothing by default\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes of the pipeline\r\n */\r\n public dispose() {\r\n // Must be implemented by children\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { PostProcessRenderEffect } from \"./postProcessRenderEffect\";\r\nimport type { IInspectable } from \"../../Misc/iInspectable\";\r\n\r\ndeclare type PrePassRenderer = import(\"../../Rendering/prePassRenderer\").PrePassRenderer;\r\n\r\n/**\r\n * PostProcessRenderPipeline\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n */\r\nexport class PostProcessRenderPipeline {\r\n private _renderEffects: { [key: string]: PostProcessRenderEffect };\r\n private _renderEffectsForIsolatedPass: PostProcessRenderEffect[];\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * @internal\r\n */\r\n protected _cameras: Camera[];\r\n\r\n /** @internal */\r\n @serialize()\r\n public _name: string;\r\n\r\n /**\r\n * Gets pipeline name\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n /** Gets the list of attached cameras */\r\n public get cameras() {\r\n return this._cameras;\r\n }\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipeline\r\n * @param _engine engine to add the pipeline to\r\n * @param name name of the pipeline\r\n */\r\n constructor(private _engine: Engine, name: string) {\r\n this._name = name;\r\n\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n\r\n this._cameras = [];\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns \"PostProcessRenderPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"PostProcessRenderPipeline\";\r\n }\r\n\r\n /**\r\n * If all the render effects in the pipeline are supported\r\n */\r\n public get isSupported(): boolean {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n if (!this._renderEffects[renderEffectName].isSupported) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds an effect to the pipeline\r\n * @param renderEffect the effect to add\r\n */\r\n public addEffect(renderEffect: PostProcessRenderEffect): void {\r\n (<any>this._renderEffects)[renderEffect._name] = renderEffect;\r\n }\r\n\r\n // private\r\n\r\n /** @internal */\r\n public _rebuild() {}\r\n\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera): void;\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera[]): void;\r\n /**\r\n * @internal\r\n */\r\n public _enableEffect(renderEffectName: string, cameras: any): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._enable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._disable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _attachCameras(cameras: Camera, unique: boolean): void;\r\n /** @internal */\r\n public _attachCameras(cameras: Camera[], unique: boolean): void;\r\n /**\r\n * @internal\r\n */\r\n public _attachCameras(cameras: any, unique: boolean): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n const indicesToDelete = [];\r\n let i: number;\r\n for (i = 0; i < cams.length; i++) {\r\n const camera = cams[i];\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n if (this._cameras.indexOf(camera) === -1) {\r\n this._cameras.push(camera);\r\n } else if (unique) {\r\n indicesToDelete.push(i);\r\n }\r\n }\r\n\r\n for (i = 0; i < indicesToDelete.length; i++) {\r\n cams.splice(indicesToDelete[i], 1);\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._attachCameras(cams);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _detachCameras(cameras: Camera): void;\r\n /** @internal */\r\n public _detachCameras(cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _detachCameras(cameras: any): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._detachCameras(cams);\r\n }\r\n }\r\n\r\n for (let i = 0; i < cams.length; i++) {\r\n this._cameras.splice(this._cameras.indexOf(cams[i]), 1);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _update(): void {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._update();\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n if (!this._cameras[i]) {\r\n continue;\r\n }\r\n const cameraName = this._cameras[i].name;\r\n if ((<any>this._renderEffectsForIsolatedPass)[cameraName]) {\r\n (<any>this._renderEffectsForIsolatedPass)[cameraName]._update();\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _reset(): void {\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n }\r\n\r\n protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean {\r\n if (!this._engine._features.supportMSAA) {\r\n return false;\r\n }\r\n\r\n // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)\r\n const effectKeys = Object.keys(this._renderEffects);\r\n if (effectKeys.length > 0) {\r\n const postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();\r\n if (postProcesses) {\r\n postProcesses[0].samples = sampleCount;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Sets the required values to the prepass renderer.\r\n * @param prePassRenderer defines the prepass renderer to setup.\r\n * @returns true if the pre pass is needed.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n // Do Nothing by default\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes of the pipeline\r\n */\r\n public dispose() {\r\n // Must be implemented by children\r\n }\r\n}\r\n"]}
@@ -51,7 +51,7 @@ export declare class PostProcessRenderPipelineManager {
51
51
  * Updates the state of all contained render pipelines and disposes of any non supported pipelines
52
52
  */
53
53
  update(): void;
54
- /** @hidden */
54
+ /** @internal */
55
55
  _rebuild(): void;
56
56
  /**
57
57
  * Disposes of the manager and pipelines
@@ -100,7 +100,7 @@ export class PostProcessRenderPipelineManager {
100
100
  }
101
101
  }
102
102
  }
103
- /** @hidden */
103
+ /** @internal */
104
104
  _rebuild() {
105
105
  for (const renderPipelineName in this._renderPipelines) {
106
106
  if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {
@@ -1 +1 @@
1
- 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type { Camera } from \"../../Cameras/camera\";\r\nimport type { PostProcessRenderPipeline } from \"./postProcessRenderPipeline\";\r\n/**\r\n * PostProcessRenderPipelineManager class\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n */\r\nexport class PostProcessRenderPipelineManager {\r\n private _renderPipelines: { [Key: string]: PostProcessRenderPipeline };\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipelineManager\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n */\r\n constructor() {\r\n this._renderPipelines = {};\r\n }\r\n\r\n /**\r\n * Gets the list of supported render pipelines\r\n */\r\n public get supportedPipelines(): PostProcessRenderPipeline[] {\r\n const result = [];\r\n\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n if (pipeline.isSupported) {\r\n result.push(pipeline);\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds a pipeline to the manager\r\n * @param renderPipeline The pipeline to add\r\n */\r\n public addPipeline(renderPipeline: PostProcessRenderPipeline): void {\r\n this._renderPipelines[renderPipeline._name] = renderPipeline;\r\n }\r\n\r\n /**\r\n * Attaches a camera to the pipeline\r\n * @param renderPipelineName The name of the pipeline to attach to\r\n * @param cameras the camera to attach\r\n * @param unique if the camera can be attached multiple times to the pipeline\r\n */\r\n public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique: boolean = false): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._attachCameras(cameras, unique);\r\n }\r\n\r\n /**\r\n * Detaches a camera from the pipeline\r\n * @param renderPipelineName The name of the pipeline to detach from\r\n * @param cameras the camera to detach\r\n */\r\n public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._detachCameras(cameras);\r\n }\r\n\r\n /**\r\n * Enables an effect by name on a pipeline\r\n * @param renderPipelineName the name of the pipeline to enable the effect in\r\n * @param renderEffectName the name of the effect to enable\r\n * @param cameras the cameras that the effect should be enabled on\r\n */\r\n public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._enableEffect(renderEffectName, cameras);\r\n }\r\n\r\n /**\r\n * Disables an effect by name on a pipeline\r\n * @param renderPipelineName the name of the pipeline to disable the effect in\r\n * @param renderEffectName the name of the effect to disable\r\n * @param cameras the cameras that the effect should be disabled on\r\n */\r\n public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._disableEffect(renderEffectName, cameras);\r\n }\r\n\r\n /**\r\n * Updates the state of all contained render pipelines and disposes of any non supported pipelines\r\n */\r\n public update(): void {\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n if (!pipeline.isSupported) {\r\n pipeline.dispose();\r\n delete this._renderPipelines[renderPipelineName];\r\n } else {\r\n pipeline._update();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _rebuild(): void {\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n pipeline._rebuild();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the manager and pipelines\r\n */\r\n public dispose(): void {\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n pipeline.dispose();\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Camera } from \"../../Cameras/camera\";\r\nimport type { PostProcessRenderPipeline } from \"./postProcessRenderPipeline\";\r\n/**\r\n * PostProcessRenderPipelineManager class\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n */\r\nexport class PostProcessRenderPipelineManager {\r\n private _renderPipelines: { [Key: string]: PostProcessRenderPipeline };\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipelineManager\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n */\r\n constructor() {\r\n this._renderPipelines = {};\r\n }\r\n\r\n /**\r\n * Gets the list of supported render pipelines\r\n */\r\n public get supportedPipelines(): PostProcessRenderPipeline[] {\r\n const result = [];\r\n\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n if (pipeline.isSupported) {\r\n result.push(pipeline);\r\n }\r\n }\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Adds a pipeline to the manager\r\n * @param renderPipeline The pipeline to add\r\n */\r\n public addPipeline(renderPipeline: PostProcessRenderPipeline): void {\r\n this._renderPipelines[renderPipeline._name] = renderPipeline;\r\n }\r\n\r\n /**\r\n * Attaches a camera to the pipeline\r\n * @param renderPipelineName The name of the pipeline to attach to\r\n * @param cameras the camera to attach\r\n * @param unique if the camera can be attached multiple times to the pipeline\r\n */\r\n public attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique: boolean = false): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._attachCameras(cameras, unique);\r\n }\r\n\r\n /**\r\n * Detaches a camera from the pipeline\r\n * @param renderPipelineName The name of the pipeline to detach from\r\n * @param cameras the camera to detach\r\n */\r\n public detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._detachCameras(cameras);\r\n }\r\n\r\n /**\r\n * Enables an effect by name on a pipeline\r\n * @param renderPipelineName the name of the pipeline to enable the effect in\r\n * @param renderEffectName the name of the effect to enable\r\n * @param cameras the cameras that the effect should be enabled on\r\n */\r\n public enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._enableEffect(renderEffectName, cameras);\r\n }\r\n\r\n /**\r\n * Disables an effect by name on a pipeline\r\n * @param renderPipelineName the name of the pipeline to disable the effect in\r\n * @param renderEffectName the name of the effect to disable\r\n * @param cameras the cameras that the effect should be disabled on\r\n */\r\n public disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void {\r\n const renderPipeline: PostProcessRenderPipeline = this._renderPipelines[renderPipelineName];\r\n\r\n if (!renderPipeline) {\r\n return;\r\n }\r\n\r\n renderPipeline._disableEffect(renderEffectName, cameras);\r\n }\r\n\r\n /**\r\n * Updates the state of all contained render pipelines and disposes of any non supported pipelines\r\n */\r\n public update(): void {\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n if (!pipeline.isSupported) {\r\n pipeline.dispose();\r\n delete this._renderPipelines[renderPipelineName];\r\n } else {\r\n pipeline._update();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n pipeline._rebuild();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the manager and pipelines\r\n */\r\n public dispose(): void {\r\n for (const renderPipelineName in this._renderPipelines) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderPipelines, renderPipelineName)) {\r\n const pipeline = this._renderPipelines[renderPipelineName];\r\n pipeline.dispose();\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -3,7 +3,7 @@ import { PostProcessRenderPipelineManager } from "./postProcessRenderPipelineMan
3
3
  import { Scene } from "../../scene";
4
4
  declare module "../../scene" {
5
5
  interface Scene {
6
- /** @hidden (Backing field) */
6
+ /** @internal (Backing field) */
7
7
  _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
8
8
  /**
9
9
  * Gets the postprocess render pipeline manager
@@ -1 +1 @@
1
- {"version":3,"file":"postProcessRenderPipelineManagerSceneComponent.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,uBAAuB,EAAE,MAAM,sBAAsB,CAAC;AAC/D,OAAO,EAAE,gCAAgC,EAAE,MAAM,oCAAoC,CAAC;AACtF,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AAgBpC,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,kCAAkC,EAAE;IACvE,GAAG,EAAE;QACD,IAAI,CAAC,IAAI,CAAC,iCAAiC,EAAE;YACzC,gDAAgD;YAChD,IAAI,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,uBAAuB,CAAC,qCAAqC,CAAmD,CAAC;YACpJ,IAAI,CAAC,SAAS,EAAE;gBACZ,SAAS,GAAG,IAAI,8CAA8C,CAAC,IAAI,CAAC,CAAC;gBACrE,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;aACjC;YACD,IAAI,CAAC,iCAAiC,GAAG,IAAI,gCAAgC,EAAE,CAAC;SACnF;QAED,OAAO,IAAI,CAAC,iCAAiC,CAAC;IAClD,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH;;GAEG;AACH,MAAM,OAAO,8CAA8C;IAWvD;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,qCAAqC,CAAC;QAYjF,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,yBAAyB,CAAC,YAAY,CAAC,uBAAuB,CAAC,yDAAyD,EAAE,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;IAC1K,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,KAAK,CAAC,iCAAiC,EAAE;YAC9C,IAAI,CAAC,KAAK,CAAC,iCAAiC,CAAC,QAAQ,EAAE,CAAC;SAC3D;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,KAAK,CAAC,iCAAiC,EAAE;YAC9C,IAAI,CAAC,KAAK,CAAC,iCAAiC,CAAC,OAAO,EAAE,CAAC;SAC1D;IACL,CAAC;IAEO,oBAAoB;QACxB,IAAI,IAAI,CAAC,KAAK,CAAC,iCAAiC,EAAE;YAC9C,IAAI,CAAC,KAAK,CAAC,iCAAiC,CAAC,MAAM,EAAE,CAAC;SACzD;IACL,CAAC;CACJ","sourcesContent":["import type { ISceneComponent } from \"../../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../../sceneComponent\";\r\nimport { PostProcessRenderPipelineManager } from \"./postProcessRenderPipelineManager\";\r\nimport { Scene } from \"../../scene\";\r\n\r\ndeclare module \"../../scene\" {\r\n export interface Scene {\r\n /** @hidden (Backing field) */\r\n _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;\r\n\r\n /**\r\n * Gets the postprocess render pipeline manager\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n * @see https://doc.babylonjs.com/how_to/using_default_rendering_pipeline\r\n */\r\n readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"postProcessRenderPipelineManager\", {\r\n get: function (this: Scene) {\r\n if (!this._postProcessRenderPipelineManager) {\r\n // Register the G Buffer component to the scene.\r\n let component = this._getComponent(SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER) as PostProcessRenderPipelineManagerSceneComponent;\r\n if (!component) {\r\n component = new PostProcessRenderPipelineManagerSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n this._postProcessRenderPipelineManager = new PostProcessRenderPipelineManager();\r\n }\r\n\r\n return this._postProcessRenderPipelineManager;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Defines the Render Pipeline scene component responsible to rendering pipelines\r\n */\r\nexport class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager.dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager.update();\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"postProcessRenderPipelineManagerSceneComponent.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,uBAAuB,EAAE,MAAM,sBAAsB,CAAC;AAC/D,OAAO,EAAE,gCAAgC,EAAE,MAAM,oCAAoC,CAAC;AACtF,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AAgBpC,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,kCAAkC,EAAE;IACvE,GAAG,EAAE;QACD,IAAI,CAAC,IAAI,CAAC,iCAAiC,EAAE;YACzC,gDAAgD;YAChD,IAAI,SAAS,GAAG,IAAI,CAAC,aAAa,CAAC,uBAAuB,CAAC,qCAAqC,CAAmD,CAAC;YACpJ,IAAI,CAAC,SAAS,EAAE;gBACZ,SAAS,GAAG,IAAI,8CAA8C,CAAC,IAAI,CAAC,CAAC;gBACrE,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;aACjC;YACD,IAAI,CAAC,iCAAiC,GAAG,IAAI,gCAAgC,EAAE,CAAC;SACnF;QAED,OAAO,IAAI,CAAC,iCAAiC,CAAC;IAClD,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH;;GAEG;AACH,MAAM,OAAO,8CAA8C;IAWvD;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,qCAAqC,CAAC;QAYjF,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,yBAAyB,CAAC,YAAY,CAAC,uBAAuB,CAAC,yDAAyD,EAAE,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;IAC1K,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,KAAK,CAAC,iCAAiC,EAAE;YAC9C,IAAI,CAAC,KAAK,CAAC,iCAAiC,CAAC,QAAQ,EAAE,CAAC;SAC3D;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,KAAK,CAAC,iCAAiC,EAAE;YAC9C,IAAI,CAAC,KAAK,CAAC,iCAAiC,CAAC,OAAO,EAAE,CAAC;SAC1D;IACL,CAAC;IAEO,oBAAoB;QACxB,IAAI,IAAI,CAAC,KAAK,CAAC,iCAAiC,EAAE;YAC9C,IAAI,CAAC,KAAK,CAAC,iCAAiC,CAAC,MAAM,EAAE,CAAC;SACzD;IACL,CAAC;CACJ","sourcesContent":["import type { ISceneComponent } from \"../../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../../sceneComponent\";\r\nimport { PostProcessRenderPipelineManager } from \"./postProcessRenderPipelineManager\";\r\nimport { Scene } from \"../../scene\";\r\n\r\ndeclare module \"../../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;\r\n\r\n /**\r\n * Gets the postprocess render pipeline manager\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline\r\n * @see https://doc.babylonjs.com/how_to/using_default_rendering_pipeline\r\n */\r\n readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"postProcessRenderPipelineManager\", {\r\n get: function (this: Scene) {\r\n if (!this._postProcessRenderPipelineManager) {\r\n // Register the G Buffer component to the scene.\r\n let component = this._getComponent(SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER) as PostProcessRenderPipelineManagerSceneComponent;\r\n if (!component) {\r\n component = new PostProcessRenderPipelineManagerSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n this._postProcessRenderPipelineManager = new PostProcessRenderPipelineManager();\r\n }\r\n\r\n return this._postProcessRenderPipelineManager;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\n/**\r\n * Defines the Render Pipeline scene component responsible to rendering pipelines\r\n */\r\nexport class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager.dispose();\r\n }\r\n }\r\n\r\n private _gatherRenderTargets(): void {\r\n if (this.scene._postProcessRenderPipelineManager) {\r\n this.scene._postProcessRenderPipelineManager.update();\r\n }\r\n }\r\n}\r\n"]}
@@ -30,11 +30,7 @@ export declare class BlackAndWhitePostProcess extends PostProcess {
30
30
  */
31
31
  constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
32
32
  /**
33
- * @param parsedPostProcess
34
- * @param targetCamera
35
- * @param scene
36
- * @param rootUrl
37
- * @hidden
33
+ * @internal
38
34
  */
39
35
  static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlackAndWhitePostProcess>;
40
36
  }
@@ -35,11 +35,7 @@ export class BlackAndWhitePostProcess extends PostProcess {
35
35
  return "BlackAndWhitePostProcess";
36
36
  }
37
37
  /**
38
- * @param parsedPostProcess
39
- * @param targetCamera
40
- * @param scene
41
- * @param rootUrl
42
- * @hidden
38
+ * @internal
43
39
  */
44
40
  static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
45
41
  return SerializationHelper.Parse(() => {
@@ -1 +1 @@
1
- {"version":3,"file":"blackAndWhitePostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/blackAndWhitePostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAK5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAKpE;;GAEG;AACH,MAAM,OAAO,wBAAyB,SAAQ,WAAW;IAerD;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,OAAoC,EAAE,MAAc,EAAE,YAAqB,EAAE,MAAe,EAAE,QAAkB;QACtI,KAAK,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC,QAAQ,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAzBpG;;WAEG;QAEI,WAAM,GAAG,CAAC,CAAC;QAuBd,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3C,CAAC,CAAC,CAAC;IACP,CAAC;IAxBD;;;OAGG;IACI,YAAY;QACf,OAAO,0BAA0B,CAAC;IACtC,CAAC;IAoBD;;;;;;OAMG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,wBAAwB,CAC/B,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AApDG;IADC,SAAS,EAAE;wDACM;AAsDtB,aAAa,CAAC,kCAAkC,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["import type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/blackAndWhite.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * Post process used to render in black and white\r\n */\r\nexport class BlackAndWhitePostProcess extends PostProcess {\r\n /**\r\n * Linear about to convert he result to black and white (default: 1)\r\n */\r\n @serialize()\r\n public degree = 1;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlackAndWhitePostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"BlackAndWhitePostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a black and white post process\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"blackAndWhite\", [\"degree\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"degree\", this.degree);\r\n });\r\n }\r\n\r\n /**\r\n * @param parsedPostProcess\r\n * @param targetCamera\r\n * @param scene\r\n * @param rootUrl\r\n * @hidden\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlackAndWhitePostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlackAndWhitePostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlackAndWhitePostProcess\", BlackAndWhitePostProcess);\r\n"]}
1
+ {"version":3,"file":"blackAndWhitePostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/blackAndWhitePostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAK5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAKpE;;GAEG;AACH,MAAM,OAAO,wBAAyB,SAAQ,WAAW;IAerD;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,OAAoC,EAAE,MAAc,EAAE,YAAqB,EAAE,MAAe,EAAE,QAAkB;QACtI,KAAK,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC,QAAQ,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAzBpG;;WAEG;QAEI,WAAM,GAAG,CAAC,CAAC;QAuBd,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3C,CAAC,CAAC,CAAC;IACP,CAAC;IAxBD;;;OAGG;IACI,YAAY;QACf,OAAO,0BAA0B,CAAC;IACtC,CAAC;IAoBD;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,wBAAwB,CAC/B,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAhDG;IADC,SAAS,EAAE;wDACM;AAkDtB,aAAa,CAAC,kCAAkC,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["import type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/blackAndWhite.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * Post process used to render in black and white\r\n */\r\nexport class BlackAndWhitePostProcess extends PostProcess {\r\n /**\r\n * Linear about to convert he result to black and white (default: 1)\r\n */\r\n @serialize()\r\n public degree = 1;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlackAndWhitePostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"BlackAndWhitePostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a black and white post process\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"blackAndWhite\", [\"degree\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"degree\", this.degree);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlackAndWhitePostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlackAndWhitePostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlackAndWhitePostProcess\", BlackAndWhitePostProcess);\r\n"]}
@@ -9,11 +9,11 @@ import type { Scene } from "../scene";
9
9
  export declare class BloomEffect extends PostProcessRenderEffect {
10
10
  private _bloomScale;
11
11
  /**
12
- * @hidden Internal
12
+ * @internal Internal
13
13
  */
14
14
  _effects: Array<PostProcess>;
15
15
  /**
16
- * @hidden Internal
16
+ * @internal Internal
17
17
  */
18
18
  _downscale: ExtractHighlightsPostProcess;
19
19
  private _blurX;
@@ -50,13 +50,13 @@ export declare class BloomEffect extends PostProcessRenderEffect {
50
50
  */
51
51
  disposeEffects(camera: Camera): void;
52
52
  /**
53
- * @hidden Internal
53
+ * @internal Internal
54
54
  */
55
55
  _updateEffects(): void;
56
56
  /**
57
57
  * Internal
58
58
  * @returns if all the contained post processes are ready.
59
- * @hidden
59
+ * @internal
60
60
  */
61
61
  _isReady(): boolean;
62
62
  }
@@ -23,7 +23,7 @@ export class BloomEffect extends PostProcessRenderEffect {
23
23
  }, true);
24
24
  this._bloomScale = _bloomScale;
25
25
  /**
26
- * @hidden Internal
26
+ * @internal Internal
27
27
  */
28
28
  this._effects = [];
29
29
  this._downscale = new ExtractHighlightsPostProcess("highlights", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
@@ -77,7 +77,7 @@ export class BloomEffect extends PostProcessRenderEffect {
77
77
  }
78
78
  }
79
79
  /**
80
- * @hidden Internal
80
+ * @internal Internal
81
81
  */
82
82
  _updateEffects() {
83
83
  for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
@@ -87,7 +87,7 @@ export class BloomEffect extends PostProcessRenderEffect {
87
87
  /**
88
88
  * Internal
89
89
  * @returns if all the contained post processes are ready.
90
- * @hidden
90
+ * @internal
91
91
  */
92
92
  _isReady() {
93
93
  for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
@@ -1 +1 @@
1
- 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{ PostProcessRenderEffect } from \"../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport type { PostProcess } from \"./postProcess\";\r\nimport { ExtractHighlightsPostProcess } from \"./extractHighlightsPostProcess\";\r\nimport { BlurPostProcess } from \"./blurPostProcess\";\r\nimport { BloomMergePostProcess } from \"./bloomMergePostProcess\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras\r\n */\r\nexport class BloomEffect extends PostProcessRenderEffect {\r\n /**\r\n * @hidden Internal\r\n */\r\n public _effects: Array<PostProcess> = [];\r\n\r\n /**\r\n * @hidden Internal\r\n */\r\n public _downscale: ExtractHighlightsPostProcess;\r\n private _blurX: BlurPostProcess;\r\n private _blurY: BlurPostProcess;\r\n private _merge: BloomMergePostProcess;\r\n\r\n /**\r\n * The luminance threshold to find bright areas of the image to bloom.\r\n */\r\n public get threshold(): number {\r\n return this._downscale.threshold;\r\n }\r\n public set threshold(value: number) {\r\n this._downscale.threshold = value;\r\n }\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public get weight(): number {\r\n return this._merge.weight;\r\n }\r\n public set weight(value: number) {\r\n this._merge.weight = value;\r\n }\r\n\r\n /**\r\n * Specifies the size of the bloom blur kernel, relative to the final output size\r\n */\r\n public get kernel(): number {\r\n return this._blurX.kernel / this._bloomScale;\r\n }\r\n public set kernel(value: number) {\r\n this._blurX.kernel = value * this._bloomScale;\r\n this._blurY.kernel = value * this._bloomScale;\r\n }\r\n\r\n /**\r\n * Creates a new instance of @see BloomEffect\r\n * @param scene The scene the effect belongs to.\r\n * @param _bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.\r\n * @param bloomWeight The the strength of bloom.\r\n * @param bloomKernel The size of the kernel to be used when applying the blur.\r\n * @param pipelineTextureType The type of texture to be used when performing the post processing.\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(scene: Scene, private _bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType = 0, blockCompilation = false) {\r\n super(\r\n scene.getEngine(),\r\n \"bloom\",\r\n () => {\r\n return this._effects;\r\n },\r\n true\r\n );\r\n this._downscale = new ExtractHighlightsPostProcess(\"highlights\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);\r\n\r\n this._blurX = new BlurPostProcess(\r\n \"horizontal blur\",\r\n new Vector2(1.0, 0),\r\n 10.0,\r\n _bloomScale,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n scene.getEngine(),\r\n false,\r\n pipelineTextureType,\r\n undefined,\r\n blockCompilation\r\n );\r\n this._blurX.alwaysForcePOT = true;\r\n this._blurX.autoClear = false;\r\n\r\n this._blurY = new BlurPostProcess(\r\n \"vertical blur\",\r\n new Vector2(0, 1.0),\r\n 10.0,\r\n _bloomScale,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n scene.getEngine(),\r\n false,\r\n pipelineTextureType,\r\n undefined,\r\n blockCompilation\r\n );\r\n this._blurY.alwaysForcePOT = true;\r\n this._blurY.autoClear = false;\r\n\r\n this.kernel = bloomKernel;\r\n\r\n this._effects = [this._downscale, this._blurX, this._blurY];\r\n\r\n this._merge = new BloomMergePostProcess(\r\n \"bloomMerge\",\r\n this._downscale,\r\n this._blurY,\r\n bloomWeight,\r\n _bloomScale,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n scene.getEngine(),\r\n false,\r\n pipelineTextureType,\r\n blockCompilation\r\n );\r\n this._merge.autoClear = false;\r\n this._effects.push(this._merge);\r\n }\r\n\r\n /**\r\n * Disposes each of the internal effects for a given camera.\r\n * @param camera The camera to dispose the effect on.\r\n */\r\n public disposeEffects(camera: Camera) {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].dispose(camera);\r\n }\r\n }\r\n\r\n /**\r\n * @hidden Internal\r\n */\r\n public _updateEffects() {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].updateEffect();\r\n }\r\n }\r\n\r\n /**\r\n * Internal\r\n * @returns if all the contained post processes are ready.\r\n * @hidden\r\n */\r\n public _isReady() {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n if (!this._effects[effectIndex].isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n}\r\n"]}
1
+ 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{ PostProcessRenderEffect } from \"../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport type { PostProcess } from \"./postProcess\";\r\nimport { ExtractHighlightsPostProcess } from \"./extractHighlightsPostProcess\";\r\nimport { BlurPostProcess } from \"./blurPostProcess\";\r\nimport { BloomMergePostProcess } from \"./bloomMergePostProcess\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras\r\n */\r\nexport class BloomEffect extends PostProcessRenderEffect {\r\n /**\r\n * @internal Internal\r\n */\r\n public _effects: Array<PostProcess> = [];\r\n\r\n /**\r\n * @internal Internal\r\n */\r\n public _downscale: ExtractHighlightsPostProcess;\r\n private _blurX: BlurPostProcess;\r\n private _blurY: BlurPostProcess;\r\n private _merge: BloomMergePostProcess;\r\n\r\n /**\r\n * The luminance threshold to find bright areas of the image to bloom.\r\n */\r\n public get threshold(): number {\r\n return this._downscale.threshold;\r\n }\r\n public set threshold(value: number) {\r\n this._downscale.threshold = value;\r\n }\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public get weight(): number {\r\n return this._merge.weight;\r\n }\r\n public set weight(value: number) {\r\n this._merge.weight = value;\r\n }\r\n\r\n /**\r\n * Specifies the size of the bloom blur kernel, relative to the final output size\r\n */\r\n public get kernel(): number {\r\n return this._blurX.kernel / this._bloomScale;\r\n }\r\n public set kernel(value: number) {\r\n this._blurX.kernel = value * this._bloomScale;\r\n this._blurY.kernel = value * this._bloomScale;\r\n }\r\n\r\n /**\r\n * Creates a new instance of @see BloomEffect\r\n * @param scene The scene the effect belongs to.\r\n * @param _bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.\r\n * @param bloomWeight The the strength of bloom.\r\n * @param bloomKernel The size of the kernel to be used when applying the blur.\r\n * @param pipelineTextureType The type of texture to be used when performing the post processing.\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(scene: Scene, private _bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType = 0, blockCompilation = false) {\r\n super(\r\n scene.getEngine(),\r\n \"bloom\",\r\n () => {\r\n return this._effects;\r\n },\r\n true\r\n );\r\n this._downscale = new ExtractHighlightsPostProcess(\"highlights\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);\r\n\r\n this._blurX = new BlurPostProcess(\r\n \"horizontal blur\",\r\n new Vector2(1.0, 0),\r\n 10.0,\r\n _bloomScale,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n scene.getEngine(),\r\n false,\r\n pipelineTextureType,\r\n undefined,\r\n blockCompilation\r\n );\r\n this._blurX.alwaysForcePOT = true;\r\n this._blurX.autoClear = false;\r\n\r\n this._blurY = new BlurPostProcess(\r\n \"vertical blur\",\r\n new Vector2(0, 1.0),\r\n 10.0,\r\n _bloomScale,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n scene.getEngine(),\r\n false,\r\n pipelineTextureType,\r\n undefined,\r\n blockCompilation\r\n );\r\n this._blurY.alwaysForcePOT = true;\r\n this._blurY.autoClear = false;\r\n\r\n this.kernel = bloomKernel;\r\n\r\n this._effects = [this._downscale, this._blurX, this._blurY];\r\n\r\n this._merge = new BloomMergePostProcess(\r\n \"bloomMerge\",\r\n this._downscale,\r\n this._blurY,\r\n bloomWeight,\r\n _bloomScale,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n scene.getEngine(),\r\n false,\r\n pipelineTextureType,\r\n blockCompilation\r\n );\r\n this._merge.autoClear = false;\r\n this._effects.push(this._merge);\r\n }\r\n\r\n /**\r\n * Disposes each of the internal effects for a given camera.\r\n * @param camera The camera to dispose the effect on.\r\n */\r\n public disposeEffects(camera: Camera) {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].dispose(camera);\r\n }\r\n }\r\n\r\n /**\r\n * @internal Internal\r\n */\r\n public _updateEffects() {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].updateEffect();\r\n }\r\n }\r\n\r\n /**\r\n * Internal\r\n * @returns if all the contained post processes are ready.\r\n * @internal\r\n */\r\n public _isReady() {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n if (!this._effects[effectIndex].isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n}\r\n"]}
@@ -91,11 +91,7 @@ export declare class BlurPostProcess extends PostProcess {
91
91
  */
92
92
  protected _glslFloat(x: number, decimalFigures?: number): string;
93
93
  /**
94
- * @param parsedPostProcess
95
- * @param targetCamera
96
- * @param scene
97
- * @param rootUrl
98
- * @hidden
94
+ * @internal
99
95
  */
100
96
  static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlurPostProcess>;
101
97
  }
@@ -226,11 +226,7 @@ export class BlurPostProcess extends PostProcess {
226
226
  return x.toFixed(decimalFigures).replace(/0+$/, "");
227
227
  }
228
228
  /**
229
- * @param parsedPostProcess
230
- * @param targetCamera
231
- * @param scene
232
- * @param rootUrl
233
- * @hidden
229
+ * @internal
234
230
  */
235
231
  static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
236
232
  return SerializationHelper.Parse(() => {
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/kernelBlur.fragment\";\r\nimport \"../Shaders/kernelBlur.vertex\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, serializeAsVector2, SerializationHelper } from \"../Misc/decorators\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * The Blur Post Process which blurs an image based on a kernel and direction.\r\n * Can be used twice in x and y directions to perform a gaussian blur in two passes.\r\n */\r\nexport class BlurPostProcess extends PostProcess {\r\n @serialize(\"kernel\")\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n @serialize(\"packedFloat\")\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /** The direction in which to blur the image. */\r\n @serializeAsVector2()\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlurPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"BlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance BlurPostProcess\r\n * @param name The name of the effect.\r\n * @param direction The direction in which to blur the image.\r\n * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param defines\r\n * @param _blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n direction: Vector2,\r\n kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n defines = \"\",\r\n private _blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n \"kernelBlur\",\r\n [\"delta\", \"direction\", \"cameraMinMaxZ\"],\r\n [\"circleOfConfusionSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n \"kernelBlur\",\r\n { varyingCount: 0, depCount: 0 },\r\n true\r\n );\r\n this._staticDefines = defines;\r\n this.direction = direction;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (this._outputTexture) {\r\n effect.setFloat2(\"delta\", (1 / this._outputTexture.width) * this.direction.x, (1 / this._outputTexture.height) * this.direction.y);\r\n } else {\r\n effect.setFloat2(\"delta\", (1 / this.width) * this.direction.x, (1 / this.height) * this.direction.y);\r\n }\r\n });\r\n\r\n this.kernel = kernel;\r\n }\r\n\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n */\r\n public updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void\r\n ) {\r\n this._updateParameters(onCompiled, onError);\r\n }\r\n\r\n protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const N = this._kernel;\r\n const centerIndex = (N - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < N; i++) {\r\n const u = i / (N - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\r\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\r\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\r\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this._blockCompilation = false;\r\n super.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n\r\n /**\r\n * @param parsedPostProcess\r\n * @param targetCamera\r\n * @param scene\r\n * @param rootUrl\r\n * @hidden\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlurPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.direction,\r\n parsedPostProcess.kernel,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n undefined,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlurPostProcess\", BlurPostProcess);\r\n"]}
1
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/kernelBlur.fragment\";\r\nimport \"../Shaders/kernelBlur.vertex\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, serializeAsVector2, SerializationHelper } from \"../Misc/decorators\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * The Blur Post Process which blurs an image based on a kernel and direction.\r\n * Can be used twice in x and y directions to perform a gaussian blur in two passes.\r\n */\r\nexport class BlurPostProcess extends PostProcess {\r\n @serialize(\"kernel\")\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n @serialize(\"packedFloat\")\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /** The direction in which to blur the image. */\r\n @serializeAsVector2()\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlurPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"BlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance BlurPostProcess\r\n * @param name The name of the effect.\r\n * @param direction The direction in which to blur the image.\r\n * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param defines\r\n * @param _blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n direction: Vector2,\r\n kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n defines = \"\",\r\n private _blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n \"kernelBlur\",\r\n [\"delta\", \"direction\", \"cameraMinMaxZ\"],\r\n [\"circleOfConfusionSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n \"kernelBlur\",\r\n { varyingCount: 0, depCount: 0 },\r\n true\r\n );\r\n this._staticDefines = defines;\r\n this.direction = direction;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (this._outputTexture) {\r\n effect.setFloat2(\"delta\", (1 / this._outputTexture.width) * this.direction.x, (1 / this._outputTexture.height) * this.direction.y);\r\n } else {\r\n effect.setFloat2(\"delta\", (1 / this.width) * this.direction.x, (1 / this.height) * this.direction.y);\r\n }\r\n });\r\n\r\n this.kernel = kernel;\r\n }\r\n\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n */\r\n public updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void\r\n ) {\r\n this._updateParameters(onCompiled, onError);\r\n }\r\n\r\n protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const N = this._kernel;\r\n const centerIndex = (N - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < N; i++) {\r\n const u = i / (N - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\r\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\r\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\r\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this._blockCompilation = false;\r\n super.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlurPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.direction,\r\n parsedPostProcess.kernel,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n undefined,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlurPostProcess\", BlurPostProcess);\r\n"]}
@@ -50,11 +50,7 @@ export declare class ChromaticAberrationPostProcess extends PostProcess {
50
50
  */
51
51
  constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
52
52
  /**
53
- * @param parsedPostProcess
54
- * @param targetCamera
55
- * @param scene
56
- * @param rootUrl
57
- * @hidden
53
+ * @internal
58
54
  */
59
55
  static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ChromaticAberrationPostProcess>;
60
56
  }
@@ -59,11 +59,7 @@ export class ChromaticAberrationPostProcess extends PostProcess {
59
59
  return "ChromaticAberrationPostProcess";
60
60
  }
61
61
  /**
62
- * @param parsedPostProcess
63
- * @param targetCamera
64
- * @param scene
65
- * @param rootUrl
66
- * @hidden
62
+ * @internal
67
63
  */
68
64
  static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
69
65
  return SerializationHelper.Parse(() => {
@@ -1 +1 @@
1
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(default: 0)\r\n */\r\n @serialize()\r\n radialIntensity = 0;\r\n\r\n /**\r\n * The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))\r\n */\r\n @serialize()\r\n direction = new Vector2(0.707, 0.707);\r\n\r\n /**\r\n * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5))\r\n */\r\n @serialize()\r\n centerPosition = new Vector2(0.5, 0.5);\r\n\r\n /** The width of the screen to apply the effect on */\r\n @serialize()\r\n screenWidth: number;\r\n\r\n /** The height of the screen to apply the effect on */\r\n @serialize()\r\n screenHeight: number;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ChromaticAberrationPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"ChromaticAberrationPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance ChromaticAberrationPostProcess\r\n * @param name The name of the effect.\r\n * @param screenWidth The width of the screen to apply the effect on.\r\n * @param screenHeight The height of the screen to apply the effect on.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n screenWidth: number,\r\n screenHeight: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n \"chromaticAberration\",\r\n [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"],\r\n [],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n\r\n this.screenWidth = screenWidth;\r\n this.screenHeight = screenHeight;\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"chromatic_aberration\", this.aberrationAmount);\r\n effect.setFloat(\"screen_width\", screenWidth);\r\n effect.setFloat(\"screen_height\", screenHeight);\r\n effect.setFloat(\"radialIntensity\", this.radialIntensity);\r\n effect.setFloat2(\"direction\", this.direction.x, this.direction.y);\r\n effect.setFloat2(\"centerPosition\", this.centerPosition.x, this.centerPosition.y);\r\n });\r\n }\r\n\r\n /**\r\n * @param parsedPostProcess\r\n * @param targetCamera\r\n * @param scene\r\n * @param rootUrl\r\n * @hidden\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ChromaticAberrationPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ChromaticAberrationPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.screenWidth,\r\n parsedPostProcess.screenHeight,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ChromaticAberrationPostProcess\", ChromaticAberrationPostProcess);\r\n"]}
1
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(default: 0)\r\n */\r\n @serialize()\r\n radialIntensity = 0;\r\n\r\n /**\r\n * The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))\r\n */\r\n @serialize()\r\n direction = new Vector2(0.707, 0.707);\r\n\r\n /**\r\n * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5))\r\n */\r\n @serialize()\r\n centerPosition = new Vector2(0.5, 0.5);\r\n\r\n /** The width of the screen to apply the effect on */\r\n @serialize()\r\n screenWidth: number;\r\n\r\n /** The height of the screen to apply the effect on */\r\n @serialize()\r\n screenHeight: number;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ChromaticAberrationPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"ChromaticAberrationPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance ChromaticAberrationPostProcess\r\n * @param name The name of the effect.\r\n * @param screenWidth The width of the screen to apply the effect on.\r\n * @param screenHeight The height of the screen to apply the effect on.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n screenWidth: number,\r\n screenHeight: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n \"chromaticAberration\",\r\n [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"],\r\n [],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n\r\n this.screenWidth = screenWidth;\r\n this.screenHeight = screenHeight;\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"chromatic_aberration\", this.aberrationAmount);\r\n effect.setFloat(\"screen_width\", screenWidth);\r\n effect.setFloat(\"screen_height\", screenHeight);\r\n effect.setFloat(\"radialIntensity\", this.radialIntensity);\r\n effect.setFloat2(\"direction\", this.direction.x, this.direction.y);\r\n effect.setFloat2(\"centerPosition\", this.centerPosition.x, this.centerPosition.y);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ChromaticAberrationPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ChromaticAberrationPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.screenWidth,\r\n parsedPostProcess.screenHeight,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ChromaticAberrationPostProcess\", ChromaticAberrationPostProcess);\r\n"]}