@babylonjs/core 5.27.0 → 5.28.0

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 (432) hide show
  1. package/Animations/animatable.js +2 -1
  2. package/Animations/animatable.js.map +1 -1
  3. package/Animations/runtimeAnimation.js +1 -1
  4. package/Animations/runtimeAnimation.js.map +1 -1
  5. package/Audio/audioSceneComponent.js +2 -1
  6. package/Audio/audioSceneComponent.js.map +1 -1
  7. package/Audio/sound.js +70 -45
  8. package/Audio/sound.js.map +1 -1
  9. package/Audio/soundTrack.js +12 -6
  10. package/Audio/soundTrack.js.map +1 -1
  11. package/BakedVertexAnimation/bakedVertexAnimationManager.js +2 -1
  12. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  13. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  14. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  15. package/Behaviors/Meshes/followBehavior.js +2 -1
  16. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  17. package/Behaviors/Meshes/handConstraintBehavior.js +6 -6
  18. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  19. package/Bones/bone.js +2 -1
  20. package/Bones/bone.js.map +1 -1
  21. package/Bones/skeleton.js +3 -2
  22. package/Bones/skeleton.js.map +1 -1
  23. package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
  24. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  25. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +5 -3
  26. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  27. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  28. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  29. package/Cameras/Inputs/freeCameraMouseInput.js +2 -2
  30. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  31. package/Cameras/arcRotateCamera.js +2 -1
  32. package/Cameras/arcRotateCamera.js.map +1 -1
  33. package/Cameras/camera.js +6 -4
  34. package/Cameras/camera.js.map +1 -1
  35. package/Compute/computeEffect.js +8 -5
  36. package/Compute/computeEffect.js.map +1 -1
  37. package/Compute/computeShader.js +12 -11
  38. package/Compute/computeShader.js.map +1 -1
  39. package/Culling/Octrees/octreeSceneComponent.js +2 -1
  40. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  41. package/Culling/boundingBox.js +3 -2
  42. package/Culling/boundingBox.js.map +1 -1
  43. package/Culling/ray.js +2 -1
  44. package/Culling/ray.js.map +1 -1
  45. package/Debug/directionalLightFrustumViewer.js +9 -7
  46. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  47. package/Debug/rayHelper.js +2 -1
  48. package/Debug/rayHelper.js.map +1 -1
  49. package/Debug/skeletonViewer.js +29 -24
  50. package/Debug/skeletonViewer.js.map +1 -1
  51. package/DeviceInput/InputDevices/deviceSourceManager.js +5 -3
  52. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  53. package/DeviceInput/internalDeviceSourceManager.js +2 -1
  54. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  55. package/DeviceInput/webDeviceInputSystem.js +12 -9
  56. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  57. package/Engines/Extensions/engine.rawTexture.js +4 -4
  58. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  59. package/Engines/Extensions/engine.readTexture.js +3 -2
  60. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  61. package/Engines/Extensions/engine.views.js +2 -1
  62. package/Engines/Extensions/engine.views.js.map +1 -1
  63. package/Engines/Processors/shaderProcessor.js +11 -6
  64. package/Engines/Processors/shaderProcessor.js.map +1 -1
  65. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
  66. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  67. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +2 -1
  68. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
  69. package/Engines/WebGPU/Extensions/engine.multiRender.js +2 -1
  70. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  71. package/Engines/WebGPU/Extensions/engine.query.js +4 -2
  72. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  73. package/Engines/WebGPU/Extensions/engine.rawTexture.js +4 -4
  74. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  75. package/Engines/WebGPU/Extensions/engine.renderTarget.js +2 -1
  76. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  77. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -2
  78. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  79. package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -1
  80. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  81. package/Engines/WebGPU/Extensions/engine.videoTexture.js +2 -1
  82. package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
  83. package/Engines/WebGPU/webgpuCacheBindGroups.js +7 -6
  84. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  85. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +18 -14
  86. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  87. package/Engines/WebGPU/webgpuCacheSampler.js +4 -3
  88. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  89. package/Engines/WebGPU/webgpuClearQuad.js +3 -2
  90. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  91. package/Engines/WebGPU/webgpuComputePipelineContext.js +2 -1
  92. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  93. package/Engines/WebGPU/webgpuDepthCullingState.js +2 -2
  94. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  95. package/Engines/WebGPU/webgpuDrawContext.js +2 -1
  96. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  97. package/Engines/WebGPU/webgpuHardwareTexture.js +4 -3
  98. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  99. package/Engines/WebGPU/webgpuMaterialContext.js +5 -4
  100. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  101. package/Engines/WebGPU/webgpuOcclusionQuery.js +5 -3
  102. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  103. package/Engines/WebGPU/webgpuPipelineContext.js +4 -2
  104. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  105. package/Engines/WebGPU/webgpuShaderProcessingContext.js +4 -2
  106. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  107. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -1
  108. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  109. package/Engines/WebGPU/webgpuSnapshotRendering.js +3 -2
  110. package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
  111. package/Engines/WebGPU/webgpuStencilStateComposer.js +2 -1
  112. package/Engines/WebGPU/webgpuStencilStateComposer.js.map +1 -1
  113. package/Engines/WebGPU/webgpuTextureHelper.js +40 -38
  114. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  115. package/Engines/engine.d.ts +898 -273
  116. package/Engines/engine.js +5 -3
  117. package/Engines/engine.js.map +1 -1
  118. package/Engines/nativeEngine.js +7 -5
  119. package/Engines/nativeEngine.js.map +1 -1
  120. package/Engines/nullEngine.d.ts +7 -0
  121. package/Engines/nullEngine.js +42 -0
  122. package/Engines/nullEngine.js.map +1 -1
  123. package/Engines/renderTargetWrapper.js +14 -9
  124. package/Engines/renderTargetWrapper.js.map +1 -1
  125. package/Engines/thinEngine.js +25 -16
  126. package/Engines/thinEngine.js.map +1 -1
  127. package/Engines/webgpuEngine.js +87 -61
  128. package/Engines/webgpuEngine.js.map +1 -1
  129. package/Gamepads/gamepadManager.js +1 -1
  130. package/Gamepads/gamepadManager.js.map +1 -1
  131. package/Gizmos/axisDragGizmo.js +4 -2
  132. package/Gizmos/axisDragGizmo.js.map +1 -1
  133. package/Gizmos/axisScaleGizmo.js +6 -4
  134. package/Gizmos/axisScaleGizmo.js.map +1 -1
  135. package/Gizmos/gizmo.js +21 -6
  136. package/Gizmos/gizmo.js.map +1 -1
  137. package/Gizmos/gizmoManager.js +3 -2
  138. package/Gizmos/gizmoManager.js.map +1 -1
  139. package/Gizmos/planeDragGizmo.js +4 -2
  140. package/Gizmos/planeDragGizmo.js.map +1 -1
  141. package/Gizmos/planeRotationGizmo.js +4 -2
  142. package/Gizmos/planeRotationGizmo.js.map +1 -1
  143. package/Helpers/videoDome.js +2 -1
  144. package/Helpers/videoDome.js.map +1 -1
  145. package/Layers/effectLayer.js +5 -3
  146. package/Layers/effectLayer.js.map +1 -1
  147. package/Layers/glowLayer.js +4 -3
  148. package/Layers/glowLayer.js.map +1 -1
  149. package/Layers/highlightLayer.js +2 -1
  150. package/Layers/highlightLayer.js.map +1 -1
  151. package/LensFlares/lensFlareSystem.js +2 -1
  152. package/LensFlares/lensFlareSystem.js.map +1 -1
  153. package/Lights/Shadows/cascadedShadowGenerator.js +25 -21
  154. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  155. package/Lights/Shadows/shadowGenerator.js +13 -8
  156. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  157. package/Loading/Plugins/babylonFileLoader.js +2 -1
  158. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  159. package/Loading/sceneLoader.d.ts +1 -1
  160. package/Loading/sceneLoader.js +3 -3
  161. package/Loading/sceneLoader.js.map +1 -1
  162. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +2 -1
  163. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  164. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +2 -1
  165. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  166. package/Materials/Node/Blocks/Dual/textureBlock.js +10 -6
  167. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  168. package/Materials/Node/Blocks/Fragment/TBNBlock.js +3 -2
  169. package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +2 -1
  171. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  172. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +2 -1
  173. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  174. package/Materials/Node/Blocks/Input/inputBlock.js +2 -1
  175. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  176. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +26 -24
  177. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  178. package/Materials/Node/Blocks/PBR/iridescenceBlock.js +3 -3
  179. package/Materials/Node/Blocks/PBR/iridescenceBlock.js.map +1 -1
  180. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +48 -44
  181. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  182. package/Materials/Node/Blocks/PBR/reflectionBlock.js +2 -1
  183. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  184. package/Materials/Node/Blocks/PBR/refractionBlock.js +2 -1
  185. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  186. package/Materials/Node/Blocks/PBR/sheenBlock.js +13 -13
  187. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  188. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +27 -26
  189. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  190. package/Materials/Node/Blocks/Vertex/instancesBlock.js +2 -2
  191. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  192. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +6 -6
  193. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  194. package/Materials/Node/Blocks/cloudBlock.js +3 -2
  195. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  196. package/Materials/Node/Blocks/colorMergerBlock.js +5 -4
  197. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  198. package/Materials/Node/Blocks/customBlock.js +4 -3
  199. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  200. package/Materials/Node/Blocks/vectorMergerBlock.js +5 -4
  201. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  202. package/Materials/Node/nodeMaterial.js +7 -6
  203. package/Materials/Node/nodeMaterial.js.map +1 -1
  204. package/Materials/Node/nodeMaterialBlock.js +4 -3
  205. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  206. package/Materials/Node/nodeMaterialDecorator.js +1 -1
  207. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  208. package/Materials/PBR/pbrBaseMaterial.js +25 -19
  209. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  210. package/Materials/PBR/pbrClearCoatConfiguration.js +9 -6
  211. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  212. package/Materials/PBR/pbrIridescenceConfiguration.js +7 -4
  213. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  214. package/Materials/PBR/pbrSheenConfiguration.js +7 -4
  215. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  216. package/Materials/Textures/Loaders/envTextureLoader.js +2 -2
  217. package/Materials/Textures/Loaders/envTextureLoader.js.map +1 -1
  218. package/Materials/Textures/Packer/packer.js +14 -13
  219. package/Materials/Textures/Packer/packer.js.map +1 -1
  220. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -1
  221. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  222. package/Materials/Textures/Procedurals/noiseProceduralTexture.js +2 -1
  223. package/Materials/Textures/Procedurals/noiseProceduralTexture.js.map +1 -1
  224. package/Materials/Textures/Procedurals/proceduralTexture.js +7 -4
  225. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  226. package/Materials/Textures/baseTexture.d.ts +5 -4
  227. package/Materials/Textures/baseTexture.js +1 -0
  228. package/Materials/Textures/baseTexture.js.map +1 -1
  229. package/Materials/Textures/cubeTexture.js +8 -4
  230. package/Materials/Textures/cubeTexture.js.map +1 -1
  231. package/Materials/Textures/hdrCubeTexture.js +4 -2
  232. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  233. package/Materials/Textures/internalTexture.js +4 -2
  234. package/Materials/Textures/internalTexture.js.map +1 -1
  235. package/Materials/Textures/mirrorTexture.js +6 -3
  236. package/Materials/Textures/mirrorTexture.js.map +1 -1
  237. package/Materials/Textures/multiRenderTarget.js +6 -4
  238. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  239. package/Materials/Textures/rawTexture.js +1 -1
  240. package/Materials/Textures/rawTexture.js.map +1 -1
  241. package/Materials/Textures/renderTargetTexture.js +26 -15
  242. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  243. package/Materials/Textures/texture.js +16 -13
  244. package/Materials/Textures/texture.js.map +1 -1
  245. package/Materials/Textures/thinRenderTargetTexture.js +4 -2
  246. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  247. package/Materials/Textures/thinTexture.d.ts +3 -3
  248. package/Materials/Textures/thinTexture.js.map +1 -1
  249. package/Materials/Textures/videoTexture.js +3 -3
  250. package/Materials/Textures/videoTexture.js.map +1 -1
  251. package/Materials/drawWrapper.js +4 -2
  252. package/Materials/drawWrapper.js.map +1 -1
  253. package/Materials/effect.js +15 -10
  254. package/Materials/effect.js.map +1 -1
  255. package/Materials/material.d.ts +14 -0
  256. package/Materials/material.detailMapConfiguration.js +2 -1
  257. package/Materials/material.detailMapConfiguration.js.map +1 -1
  258. package/Materials/material.js +35 -3
  259. package/Materials/material.js.map +1 -1
  260. package/Materials/materialDefines.js +6 -5
  261. package/Materials/materialDefines.js.map +1 -1
  262. package/Materials/materialHelper.js +1 -1
  263. package/Materials/materialHelper.js.map +1 -1
  264. package/Materials/materialPluginManager.js +3 -2
  265. package/Materials/materialPluginManager.js.map +1 -1
  266. package/Materials/multiMaterial.js +2 -1
  267. package/Materials/multiMaterial.js.map +1 -1
  268. package/Materials/shaderMaterial.js +12 -9
  269. package/Materials/shaderMaterial.js.map +1 -1
  270. package/Materials/shadowDepthWrapper.js +13 -8
  271. package/Materials/shadowDepthWrapper.js.map +1 -1
  272. package/Materials/standardMaterial.js +12 -10
  273. package/Materials/standardMaterial.js.map +1 -1
  274. package/Materials/uniformBuffer.js +1 -1
  275. package/Materials/uniformBuffer.js.map +1 -1
  276. package/Maths/math.vector.d.ts +7 -6
  277. package/Maths/math.vector.js +10 -8
  278. package/Maths/math.vector.js.map +1 -1
  279. package/Meshes/Builders/groundBuilder.js +1 -1
  280. package/Meshes/Builders/groundBuilder.js.map +1 -1
  281. package/Meshes/abstractMesh.js +8 -5
  282. package/Meshes/abstractMesh.js.map +1 -1
  283. package/Meshes/csg.js +2 -1
  284. package/Meshes/csg.js.map +1 -1
  285. package/Meshes/instancedMesh.js +2 -1
  286. package/Meshes/instancedMesh.js.map +1 -1
  287. package/Meshes/mesh.d.ts +1 -1
  288. package/Meshes/mesh.js +23 -13
  289. package/Meshes/mesh.js.map +1 -1
  290. package/Meshes/mesh.vertexData.js +4 -3
  291. package/Meshes/mesh.vertexData.js.map +1 -1
  292. package/Meshes/subMesh.js +14 -8
  293. package/Meshes/subMesh.js.map +1 -1
  294. package/Meshes/thinInstanceMesh.js +18 -12
  295. package/Meshes/thinInstanceMesh.js.map +1 -1
  296. package/Meshes/transformNode.d.ts +7 -1
  297. package/Meshes/transformNode.js +15 -4
  298. package/Meshes/transformNode.js.map +1 -1
  299. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +2 -1
  300. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  301. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +12 -8
  302. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  303. package/Misc/PerformanceViewer/performanceViewerCollector.js +3 -2
  304. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  305. package/Misc/arrayTools.js +1 -1
  306. package/Misc/arrayTools.js.map +1 -1
  307. package/Misc/assetsManager.d.ts +22 -4
  308. package/Misc/assetsManager.js +20 -8
  309. package/Misc/assetsManager.js.map +1 -1
  310. package/Misc/computePressure.js +9 -6
  311. package/Misc/computePressure.js.map +1 -1
  312. package/Misc/dataStorage.js +1 -1
  313. package/Misc/dataStorage.js.map +1 -1
  314. package/Misc/dds.js +1 -1
  315. package/Misc/dds.js.map +1 -1
  316. package/Misc/environmentTextureTools.js +3 -2
  317. package/Misc/environmentTextureTools.js.map +1 -1
  318. package/Misc/fileTools.js +31 -8
  319. package/Misc/fileTools.js.map +1 -1
  320. package/Misc/logger.js +2 -1
  321. package/Misc/logger.js.map +1 -1
  322. package/Misc/minMaxReducer.js +3 -2
  323. package/Misc/minMaxReducer.js.map +1 -1
  324. package/Misc/sceneRecorder.js +1 -1
  325. package/Misc/sceneRecorder.js.map +1 -1
  326. package/Misc/textureTools.js +3 -3
  327. package/Misc/textureTools.js.map +1 -1
  328. package/Misc/timer.js +5 -3
  329. package/Misc/timer.js.map +1 -1
  330. package/Misc/tools.js +4 -4
  331. package/Misc/tools.js.map +1 -1
  332. package/Misc/trajectoryClassifier.js +3 -3
  333. package/Misc/trajectoryClassifier.js.map +1 -1
  334. package/Particles/EmitterTypes/meshParticleEmitter.js +2 -1
  335. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  336. package/Particles/computeShaderParticleSystem.js +6 -3
  337. package/Particles/computeShaderParticleSystem.js.map +1 -1
  338. package/Particles/gpuParticleSystem.js +13 -8
  339. package/Particles/gpuParticleSystem.js.map +1 -1
  340. package/Particles/particleSystem.js +22 -14
  341. package/Particles/particleSystem.js.map +1 -1
  342. package/Particles/particleSystemComponent.js +2 -1
  343. package/Particles/particleSystemComponent.js.map +1 -1
  344. package/Particles/pointsCloudSystem.js +7 -4
  345. package/Particles/pointsCloudSystem.js.map +1 -1
  346. package/Particles/solidParticleSystem.js +2 -2
  347. package/Particles/solidParticleSystem.js.map +1 -1
  348. package/Particles/webgl2ParticleSystem.js +2 -1
  349. package/Particles/webgl2ParticleSystem.js.map +1 -1
  350. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +5 -4
  351. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  352. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +4 -2
  353. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  354. package/PostProcesses/colorCorrectionPostProcess.js +1 -1
  355. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  356. package/PostProcesses/postProcess.js +8 -5
  357. package/PostProcesses/postProcess.js.map +1 -1
  358. package/PostProcesses/postProcessManager.js +6 -4
  359. package/PostProcesses/postProcessManager.js.map +1 -1
  360. package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -1
  361. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  362. package/PostProcesses/volumetricLightScatteringPostProcess.js +7 -4
  363. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  364. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js +1 -1
  365. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js.map +1 -1
  366. package/Probes/reflectionProbe.js +4 -2
  367. package/Probes/reflectionProbe.js.map +1 -1
  368. package/Rendering/boundingBoxRenderer.js +3 -2
  369. package/Rendering/boundingBoxRenderer.js.map +1 -1
  370. package/Rendering/depthPeelingRenderer.d.ts +12 -0
  371. package/Rendering/depthPeelingRenderer.js +30 -6
  372. package/Rendering/depthPeelingRenderer.js.map +1 -1
  373. package/Rendering/depthPeelingSceneComponent.js +4 -2
  374. package/Rendering/depthPeelingSceneComponent.js.map +1 -1
  375. package/Rendering/depthRenderer.js +10 -6
  376. package/Rendering/depthRenderer.js.map +1 -1
  377. package/Rendering/edgesRenderer.js +11 -8
  378. package/Rendering/edgesRenderer.js.map +1 -1
  379. package/Rendering/outlineRenderer.js +2 -2
  380. package/Rendering/outlineRenderer.js.map +1 -1
  381. package/Rendering/prePassRenderer.js +4 -2
  382. package/Rendering/prePassRenderer.js.map +1 -1
  383. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +3 -3
  384. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  385. package/Shaders/pbr.fragment.js +4 -1
  386. package/Shaders/pbr.fragment.js.map +1 -1
  387. package/Sprites/spriteManager.js +2 -1
  388. package/Sprites/spriteManager.js.map +1 -1
  389. package/Sprites/spriteRenderer.js +2 -1
  390. package/Sprites/spriteRenderer.js.map +1 -1
  391. package/States/stencilStateComposer.js +4 -2
  392. package/States/stencilStateComposer.js.map +1 -1
  393. package/XR/features/WebXRAnchorSystem.js +2 -1
  394. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  395. package/XR/features/WebXRControllerMovement.js +7 -6
  396. package/XR/features/WebXRControllerMovement.js.map +1 -1
  397. package/XR/features/WebXRControllerPhysics.js +6 -4
  398. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  399. package/XR/features/WebXRControllerPointerSelection.js +2 -1
  400. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  401. package/XR/features/WebXRHandTracking.d.ts +3 -3
  402. package/XR/features/WebXRHandTracking.js +126 -118
  403. package/XR/features/WebXRHandTracking.js.map +1 -1
  404. package/XR/features/WebXRHitTest.js.map +1 -1
  405. package/XR/features/WebXRLayers.js +1 -1
  406. package/XR/features/WebXRLayers.js.map +1 -1
  407. package/XR/features/WebXRLightEstimation.js +7 -4
  408. package/XR/features/WebXRLightEstimation.js.map +1 -1
  409. package/XR/features/WebXRMeshDetector.js +2 -1
  410. package/XR/features/WebXRMeshDetector.js.map +1 -1
  411. package/XR/features/WebXRNearInteraction.js +7 -4
  412. package/XR/features/WebXRNearInteraction.js.map +1 -1
  413. package/XR/features/WebXRPlaneDetector.js +2 -1
  414. package/XR/features/WebXRPlaneDetector.js.map +1 -1
  415. package/XR/native/nativeXRFrame.js +2 -1
  416. package/XR/native/nativeXRFrame.js.map +1 -1
  417. package/XR/webXRCamera.js +2 -1
  418. package/XR/webXRCamera.js.map +1 -1
  419. package/XR/webXRExperienceHelper.js +7 -5
  420. package/XR/webXRExperienceHelper.js.map +1 -1
  421. package/XR/webXRInput.js.map +1 -1
  422. package/XR/webXRInputSource.js +2 -1
  423. package/XR/webXRInputSource.js.map +1 -1
  424. package/XR/webXRManagedOutputCanvas.js +0 -1
  425. package/XR/webXRManagedOutputCanvas.js.map +1 -1
  426. package/XR/webXRSessionManager.js +27 -14
  427. package/XR/webXRSessionManager.js.map +1 -1
  428. package/XR/webXRWebGLLayer.js +3 -0
  429. package/XR/webXRWebGLLayer.js.map +1 -1
  430. package/package.json +1 -1
  431. package/scene.js +17 -11
  432. package/scene.js.map +1 -1
@@ -80,7 +80,8 @@ export class WebGL2ParticleSystem {
80
80
  return !!this._updateEffect;
81
81
  }
82
82
  isUpdateBufferReady() {
83
- return this._updateEffect?.isReady() ?? false;
83
+ var _a, _b;
84
+ return (_b = (_a = this._updateEffect) === null || _a === void 0 ? void 0 : _a.isReady()) !== null && _b !== void 0 ? _b : false;
84
85
  }
85
86
  createUpdateBuffer(defines) {
86
87
  this._updateEffectOptions.transformFeedbackVaryings = ["outPosition"];
@@ -1 +1 @@
1
- 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type { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport type { IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\n\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport type { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport type { DataArray } from \"../types\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../Shaders/gpuUpdateParticles.fragment\";\r\nimport \"../Shaders/gpuUpdateParticles.vertex\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n\r\n public readonly alignDataInBuffer = false;\r\n\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n }\r\n\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n this._updateEffect = new Effect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._parent._getWrapper(this._parent.blendMode).effect!));\r\n this._engine.bindArrayBuffer(null);\r\n }\r\n\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n public bindDrawBuffers(index: number): void {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n public releaseBuffers(): void {}\r\n\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n offset += 1;\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n"]}
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type { VertexBuffer, Buffer } from \"../Buffers/buffer\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport type { IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport type { IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\n\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport type { GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport type { DataArray } from \"../types\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../Shaders/gpuUpdateParticles.fragment\";\r\nimport \"../Shaders/gpuUpdateParticles.vertex\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n\r\n public readonly alignDataInBuffer = false;\r\n\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n }\r\n\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n this._updateEffect = new Effect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._parent._getWrapper(this._parent.blendMode).effect!));\r\n this._engine.bindArrayBuffer(null);\r\n }\r\n\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n public bindDrawBuffers(index: number): void {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n public releaseBuffers(): void {}\r\n\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n offset += 1;\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n"]}
@@ -340,6 +340,7 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
340
340
  "depthProjection",
341
341
  ], samplers, ratio, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, defines, textureType);
342
342
  this._ssaoPostProcess.onApply = (effect) => {
343
+ var _a, _b, _c, _d;
343
344
  if (!this._scene.activeCamera) {
344
345
  return;
345
346
  }
@@ -362,10 +363,10 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
362
363
  else {
363
364
  const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;
364
365
  const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;
365
- const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;
366
- const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;
367
- const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;
368
- const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;
366
+ const orthoLeft = (_a = this._scene.activeCamera.orthoLeft) !== null && _a !== void 0 ? _a : -halfWidth;
367
+ const orthoRight = (_b = this._scene.activeCamera.orthoRight) !== null && _b !== void 0 ? _b : halfWidth;
368
+ const orthoBottom = (_c = this._scene.activeCamera.orthoBottom) !== null && _c !== void 0 ? _c : -halfHeight;
369
+ const orthoTop = (_d = this._scene.activeCamera.orthoTop) !== null && _d !== void 0 ? _d : halfHeight;
369
370
  effect.setMatrix3x3("depthProjection", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);
370
371
  effect.setFloat("xViewport", (orthoRight - orthoLeft) * 0.5);
371
372
  effect.setFloat("yViewport", (orthoTop - orthoBottom) * 0.5);
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { Vector3, TmpVectors } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"../../../Materials/Textures/dynamicTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/ssao2.fragment\";\r\nimport \"../../../Shaders/ssaoCombine.fragment\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer\r\n */\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * Blur filter offsets\r\n */\r\n private _samplerOffsets: number[];\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * If bilateral blur should be used\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n this._blurHPostProcess.updateEffect(\"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (b ? \"1\" : \"0\") + \"\\n\", null, [\r\n \"textureSampler\",\r\n \"depthSampler\",\r\n ]);\r\n this._blurVPostProcess.updateEffect(\"#define BILATERAL_BLUR\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (b ? \"1\" : \"0\") + \"\\n\", null, [\"textureSampler\", \"depthSampler\"]);\r\n this._expensiveBlur = b;\r\n }\r\n\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: DynamicTexture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n } else {\r\n scene.enablePrePassRenderer();\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer\r\n */\r\n public dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n this._samplerOffsets = [];\r\n const expensive = this.expensiveBlur;\r\n\r\n for (let i = -8; i < 8; i++) {\r\n this._samplerOffsets.push(i * 2 + 0.5);\r\n }\r\n\r\n this._blurHPostProcess = new PostProcess(\r\n \"BlurH\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n ssaoRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurHPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.width > 0 ? this._ssaoCombinePostProcess.width : this._originalColorPostProcess.width);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurVPostProcess = new PostProcess(\r\n \"BlurV\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n blurRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_V\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurVPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.height > 0 ? this._ssaoCombinePostProcess.height : this._originalColorPostProcess.height);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurHPostProcess.samples = this.textureSamples;\r\n this._blurVPostProcess.samples = this.textureSamples;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n const defines = \"#define SAMPLES \" + this.samples + \"\\n#define SSAO\";\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"far\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType\r\n );\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", (orthoRight - orthoLeft) * 0.5);\r\n effect.setFloat(\"yViewport\", (orthoTop - orthoBottom) * 0.5);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n this._randomTexture = new DynamicTexture(\"SSAORandomTexture\", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n const context = this._randomTexture.getContext();\r\n\r\n const rand = (min: number, max: number) => {\r\n return Math.random() * (max - min) + min;\r\n };\r\n\r\n const randVector = Vector3.Zero();\r\n\r\n for (let x = 0; x < size; x++) {\r\n for (let y = 0; y < size; y++) {\r\n randVector.x = rand(0.0, 1.0);\r\n randVector.y = rand(0.0, 1.0);\r\n randVector.z = 0.0;\r\n\r\n randVector.normalize();\r\n\r\n randVector.scaleInPlace(255);\r\n randVector.x = Math.floor(randVector.x);\r\n randVector.y = Math.floor(randVector.y);\r\n\r\n context.fillStyle = \"rgb(\" + randVector.x + \", \" + randVector.y + \", \" + randVector.z + \")\";\r\n context.fillRect(x, y, 1, 1);\r\n }\r\n }\r\n\r\n this._randomTexture.update(false);\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(() => new SSAO2RenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { Vector3, TmpVectors } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"../../../Materials/Textures/dynamicTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/ssao2.fragment\";\r\nimport \"../../../Shaders/ssaoCombine.fragment\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer\r\n */\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * Blur filter offsets\r\n */\r\n private _samplerOffsets: number[];\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * If bilateral blur should be used\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n this._blurHPostProcess.updateEffect(\"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (b ? \"1\" : \"0\") + \"\\n\", null, [\r\n \"textureSampler\",\r\n \"depthSampler\",\r\n ]);\r\n this._blurVPostProcess.updateEffect(\"#define BILATERAL_BLUR\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (b ? \"1\" : \"0\") + \"\\n\", null, [\"textureSampler\", \"depthSampler\"]);\r\n this._expensiveBlur = b;\r\n }\r\n\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: DynamicTexture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n } else {\r\n scene.enablePrePassRenderer();\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer\r\n */\r\n public dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n this._samplerOffsets = [];\r\n const expensive = this.expensiveBlur;\r\n\r\n for (let i = -8; i < 8; i++) {\r\n this._samplerOffsets.push(i * 2 + 0.5);\r\n }\r\n\r\n this._blurHPostProcess = new PostProcess(\r\n \"BlurH\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n ssaoRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurHPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.width > 0 ? this._ssaoCombinePostProcess.width : this._originalColorPostProcess.width);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurVPostProcess = new PostProcess(\r\n \"BlurV\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n blurRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_V\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurVPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.height > 0 ? this._ssaoCombinePostProcess.height : this._originalColorPostProcess.height);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurHPostProcess.samples = this.textureSamples;\r\n this._blurVPostProcess.samples = this.textureSamples;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n const defines = \"#define SAMPLES \" + this.samples + \"\\n#define SSAO\";\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"far\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType\r\n );\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", (orthoRight - orthoLeft) * 0.5);\r\n effect.setFloat(\"yViewport\", (orthoTop - orthoBottom) * 0.5);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n this._randomTexture = new DynamicTexture(\"SSAORandomTexture\", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n const context = this._randomTexture.getContext();\r\n\r\n const rand = (min: number, max: number) => {\r\n return Math.random() * (max - min) + min;\r\n };\r\n\r\n const randVector = Vector3.Zero();\r\n\r\n for (let x = 0; x < size; x++) {\r\n for (let y = 0; y < size; y++) {\r\n randVector.x = rand(0.0, 1.0);\r\n randVector.y = rand(0.0, 1.0);\r\n randVector.z = 0.0;\r\n\r\n randVector.normalize();\r\n\r\n randVector.scaleInPlace(255);\r\n randVector.x = Math.floor(randVector.x);\r\n randVector.y = Math.floor(randVector.y);\r\n\r\n context.fillStyle = \"rgb(\" + randVector.x + \", \" + randVector.y + \", \" + randVector.z + \")\";\r\n context.fillRect(x, y, 1, 1);\r\n }\r\n }\r\n\r\n this._randomTexture.update(false);\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(() => new SSAO2RenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
@@ -10,8 +10,10 @@ declare type PrePassRenderer = import("../../Rendering/prePassRenderer").PrePass
10
10
  */
11
11
  export declare class PostProcessRenderPipeline {
12
12
  private _engine;
13
- private _renderEffects;
14
- private _renderEffectsForIsolatedPass;
13
+ protected _renderEffects: {
14
+ [key: string]: PostProcessRenderEffect;
15
+ };
16
+ protected _renderEffectsForIsolatedPass: PostProcessRenderEffect[];
15
17
  /**
16
18
  * List of inspectable custom properties (used by the Inspector)
17
19
  * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
@@ -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 * @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"]}
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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 protected _renderEffects: { [key: string]: PostProcessRenderEffect };\r\n protected _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"]}
@@ -22,7 +22,7 @@ import { SerializationHelper, serialize } from "../Misc/decorators.js";
22
22
  export class ColorCorrectionPostProcess extends PostProcess {
23
23
  constructor(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
24
24
  super(name, "colorCorrection", null, ["colorTable"], options, camera, samplingMode, engine, reusable);
25
- const scene = camera?.getScene() || null;
25
+ const scene = (camera === null || camera === void 0 ? void 0 : camera.getScene()) || null;
26
26
  this._colorTableTexture = new Texture(colorTableUrl, scene, true, false, Texture.TRILINEAR_SAMPLINGMODE);
27
27
  this._colorTableTexture.anisotropicFilteringLevel = 1;
28
28
  this._colorTableTexture.wrapU = Texture.CLAMP_ADDRESSMODE;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"colorCorrectionPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/colorCorrectionPostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAIxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,mBAAmB,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAKpE;;;;;;;;;;;;;;GAcG;AACH,MAAM,OAAO,0BAA2B,SAAQ,WAAW;IAiBvD,YAAY,IAAY,EAAE,aAAqB,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAqB,EAAE,MAAe,EAAE,QAAkB;QACvK,KAAK,CAAC,IAAI,EAAE,iBAAiB,EAAE,IAAI,EAAE,CAAC,YAAY,CAAC,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAEtG,MAAM,KAAK,GAAG,CAAA,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,QAAQ,EAAE,KAAI,IAAI,CAAC;QACzC,IAAI,CAAC,kBAAkB,GAAG,IAAI,OAAO,CAAC,aAAa,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,sBAAsB,CAAC,CAAC;QACzG,IAAI,CAAC,kBAAkB,CAAC,yBAAyB,GAAG,CAAC,CAAC;QACtD,IAAI,CAAC,kBAAkB,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAC1D,IAAI,CAAC,kBAAkB,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAE1D,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;QAEnC,IAAI,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9B,MAAM,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAC7D,CAAC,CAAC;IACN,CAAC;IAtBD;;;OAGG;IACI,YAAY;QACf,OAAO,4BAA4B,CAAC;IACxC,CAAC;IAkBD;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,0BAA0B,CACjC,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,aAAa,EAC/B,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;AA/CG;IADC,SAAS,EAAE;iEACiB;AAiDjC,aAAa,CAAC,oCAAoC,EAAE,0BAA0B,CAAC,CAAC","sourcesContent":["import type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\nimport \"../Shaders/colorCorrection.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { SerializationHelper, serialize } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n *\r\n * This post-process allows the modification of rendered colors by using\r\n * a 'look-up table' (LUT). This effect is also called Color Grading.\r\n *\r\n * The object needs to be provided an url to a texture containing the color\r\n * look-up table: the texture must be 256 pixels wide and 16 pixels high.\r\n * Use an image editing software to tweak the LUT to match your needs.\r\n *\r\n * For an example of a color LUT, see here:\r\n * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png\r\n * For explanations on color grading, see here:\r\n * @see http://udn.epicgames.com/Three/ColorGrading.html\r\n *\r\n */\r\nexport class ColorCorrectionPostProcess extends PostProcess {\r\n private _colorTableTexture: Texture;\r\n\r\n /**\r\n * Gets the color table url used to create the LUT texture\r\n */\r\n @serialize()\r\n public colorTableUrl: string;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ColorCorrectionPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"ColorCorrectionPostProcess\";\r\n }\r\n\r\n constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"colorCorrection\", null, [\"colorTable\"], options, camera, samplingMode, engine, reusable);\r\n\r\n const scene = camera?.getScene() || null;\r\n this._colorTableTexture = new Texture(colorTableUrl, scene, true, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._colorTableTexture.anisotropicFilteringLevel = 1;\r\n this._colorTableTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._colorTableTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this.colorTableUrl = colorTableUrl;\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setTexture(\"colorTable\", this._colorTableTexture);\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<ColorCorrectionPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ColorCorrectionPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.colorTableUrl,\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.ColorCorrectionPostProcess\", ColorCorrectionPostProcess);\r\n"]}
@@ -332,7 +332,7 @@ export class PostProcess {
332
332
  */
333
333
  updateEffect(defines = null, uniforms = null, samplers = null, indexParameters, onCompiled, onError, vertexUrl, fragmentUrl) {
334
334
  this._postProcessDefines = defines;
335
- this._drawWrapper.effect = this._engine.createEffect({ vertex: vertexUrl ?? this._vertexUrl, fragment: fragmentUrl ?? this._fragmentUrl }, ["position"], uniforms || this._parameters, samplers || this._samplers, defines !== null ? defines : "", undefined, onCompiled, onError, indexParameters || this._indexParameters);
335
+ this._drawWrapper.effect = this._engine.createEffect({ vertex: vertexUrl !== null && vertexUrl !== void 0 ? vertexUrl : this._vertexUrl, fragment: fragmentUrl !== null && fragmentUrl !== void 0 ? fragmentUrl : this._fragmentUrl }, ["position"], uniforms || this._parameters, samplers || this._samplers, defines !== null ? defines : "", undefined, onCompiled, onError, indexParameters || this._indexParameters);
336
336
  }
337
337
  /**
338
338
  * The post process is reusable if it can be used multiple times within one frame.
@@ -414,6 +414,7 @@ export class PostProcess {
414
414
  * @returns The render target wrapper that was bound to be written to.
415
415
  */
416
416
  activate(camera, sourceTexture = null, forceDepthStencil) {
417
+ var _a, _b;
417
418
  camera = camera || this._camera;
418
419
  const scene = camera.getScene();
419
420
  const engine = scene.getEngine();
@@ -488,7 +489,7 @@ export class PostProcess {
488
489
  this._scaleRatio.copyFromFloats(1, 1);
489
490
  this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
490
491
  }
491
- this._engine._debugInsertMarker?.(`post process ${this.name} input`);
492
+ (_b = (_a = this._engine)._debugInsertMarker) === null || _b === void 0 ? void 0 : _b.call(_a, `post process ${this.name} input`);
492
493
  this.onActivateObservable.notifyObservers(camera);
493
494
  // Clear
494
495
  if (this.autoClear && this.alphaMode === 0) {
@@ -522,15 +523,17 @@ export class PostProcess {
522
523
  * @returns true if the post-process is ready (shader is compiled)
523
524
  */
524
525
  isReady() {
525
- return this._drawWrapper.effect?.isReady() ?? false;
526
+ var _a, _b;
527
+ return (_b = (_a = this._drawWrapper.effect) === null || _a === void 0 ? void 0 : _a.isReady()) !== null && _b !== void 0 ? _b : false;
526
528
  }
527
529
  /**
528
530
  * Binds all textures and uniforms to the shader, this will be run on every pass.
529
531
  * @returns the effect corresponding to this post process. Null if not compiled or not ready.
530
532
  */
531
533
  apply() {
534
+ var _a;
532
535
  // Check
533
- if (!this._drawWrapper.effect?.isReady()) {
536
+ if (!((_a = this._drawWrapper.effect) === null || _a === void 0 ? void 0 : _a.isReady())) {
534
537
  return null;
535
538
  }
536
539
  // States
@@ -555,7 +558,7 @@ export class PostProcess {
555
558
  source = this.inputTexture;
556
559
  }
557
560
  if (!this.externalTextureSamplerBinding) {
558
- this._drawWrapper.effect._bindTexture("textureSampler", source?.texture);
561
+ this._drawWrapper.effect._bindTexture("textureSampler", source === null || source === void 0 ? void 0 : source.texture);
559
562
  }
560
563
  // Parameters
561
564
  this._drawWrapper.effect.setVector2("scale", this._scaleRatio);