@babylonjs/core 5.28.0 → 5.29.0

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 (82) hide show
  1. package/Actions/actionManager.js +2 -0
  2. package/Actions/actionManager.js.map +1 -1
  3. package/Cameras/camera.js +4 -4
  4. package/Cameras/camera.js.map +1 -1
  5. package/Collisions/pickingInfo.d.ts +0 -2
  6. package/Collisions/pickingInfo.js +0 -2
  7. package/Collisions/pickingInfo.js.map +1 -1
  8. package/Culling/ray.js +5 -0
  9. package/Culling/ray.js.map +1 -1
  10. package/Engines/Extensions/engine.videoTexture.js +6 -3
  11. package/Engines/Extensions/engine.videoTexture.js.map +1 -1
  12. package/Engines/renderTargetWrapper.d.ts +2 -1
  13. package/Engines/renderTargetWrapper.js +1 -0
  14. package/Engines/renderTargetWrapper.js.map +1 -1
  15. package/Engines/thinEngine.js +2 -2
  16. package/Engines/thinEngine.js.map +1 -1
  17. package/Events/pointerEvents.d.ts +11 -6
  18. package/Events/pointerEvents.js +24 -6
  19. package/Events/pointerEvents.js.map +1 -1
  20. package/Inputs/scene.inputManager.d.ts +9 -1
  21. package/Inputs/scene.inputManager.js +76 -37
  22. package/Inputs/scene.inputManager.js.map +1 -1
  23. package/Layers/effectLayer.js +2 -6
  24. package/Layers/effectLayer.js.map +1 -1
  25. package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +1 -1
  26. package/Materials/PBR/pbrMetallicRoughnessMaterial.js +1 -1
  27. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  28. package/Materials/Textures/htmlElementTexture.d.ts +5 -0
  29. package/Materials/Textures/htmlElementTexture.js +4 -1
  30. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  31. package/Materials/Textures/renderTargetTexture.d.ts +1 -1
  32. package/Materials/Textures/renderTargetTexture.js +2 -2
  33. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  34. package/Materials/Textures/videoTexture.d.ts +6 -1
  35. package/Materials/Textures/videoTexture.js +7 -2
  36. package/Materials/Textures/videoTexture.js.map +1 -1
  37. package/Maths/math.vector.d.ts +390 -319
  38. package/Maths/math.vector.js +298 -153
  39. package/Maths/math.vector.js.map +1 -1
  40. package/Meshes/Builders/decalBuilder.d.ts +8 -0
  41. package/Meshes/Builders/decalBuilder.js +270 -51
  42. package/Meshes/Builders/decalBuilder.js.map +1 -1
  43. package/Meshes/mesh.js +40 -0
  44. package/Meshes/mesh.js.map +1 -1
  45. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +14 -8
  46. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +16 -6
  47. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  48. package/PostProcesses/blurPostProcess.d.ts +2 -1
  49. package/PostProcesses/blurPostProcess.js +3 -2
  50. package/PostProcesses/blurPostProcess.js.map +1 -1
  51. package/PostProcesses/circleOfConfusionPostProcess.js +2 -1
  52. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  53. package/PostProcesses/depthOfFieldBlurPostProcess.d.ts +2 -1
  54. package/PostProcesses/depthOfFieldBlurPostProcess.js +3 -5
  55. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  56. package/PostProcesses/depthOfFieldEffect.js +9 -4
  57. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  58. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  59. package/PostProcesses/volumetricLightScatteringPostProcess.js +2 -6
  60. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  61. package/Rendering/depthRenderer.js +2 -6
  62. package/Rendering/depthRenderer.js.map +1 -1
  63. package/Rendering/geometryBufferRenderer.js +2 -6
  64. package/Rendering/geometryBufferRenderer.js.map +1 -1
  65. package/Rendering/renderingGroup.d.ts +4 -0
  66. package/Rendering/renderingGroup.js +7 -1
  67. package/Rendering/renderingGroup.js.map +1 -1
  68. package/Rendering/renderingManager.d.ts +5 -0
  69. package/Rendering/renderingManager.js +15 -0
  70. package/Rendering/renderingManager.js.map +1 -1
  71. package/Shaders/circleOfConfusion.fragment.js +1 -1
  72. package/Shaders/circleOfConfusion.fragment.js.map +1 -1
  73. package/Shaders/depthOfFieldMerge.fragment.js +1 -1
  74. package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
  75. package/Shaders/kernelBlur.fragment.js +2 -2
  76. package/Shaders/kernelBlur.fragment.js.map +1 -1
  77. package/XR/webXRRenderTargetTextureProvider.js +1 -0
  78. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  79. package/package.json +1 -1
  80. package/scene.d.ts +5 -0
  81. package/scene.js +10 -6
  82. package/scene.js.map +1 -1
@@ -28,12 +28,12 @@ export declare class DefaultRenderingPipeline extends PostProcessRenderPipeline
28
28
  * @ignore
29
29
  * ID of the image processing post process;
30
30
  */
31
- readonly ImageProcessingPostProcessId: string;
31
+ readonly ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
32
32
  /**
33
33
  * @ignore
34
34
  * ID of the Fast Approximate Anti-Aliasing post process;
35
35
  */
36
- readonly FxaaPostProcessId: string;
36
+ readonly FxaaPostProcessId = "FxaaPostProcessEffect";
37
37
  /**
38
38
  * ID of the chromatic aberration post process,
39
39
  */
@@ -90,6 +90,12 @@ export declare class DefaultRenderingPipeline extends PostProcessRenderPipeline
90
90
  private _chromaticAberrationEnabled;
91
91
  private _grainEnabled;
92
92
  private _buildAllowed;
93
+ /**
94
+ * Enable or disable automatic building of the pipeline when effects are enabled and disabled.
95
+ * If false, you will have to manually call prepare() to update the pipeline.
96
+ */
97
+ get automaticBuild(): boolean;
98
+ set automaticBuild(value: boolean);
93
99
  /**
94
100
  * This is triggered each time the pipeline has been built.
95
101
  */
@@ -187,12 +193,12 @@ export declare class DefaultRenderingPipeline extends PostProcessRenderPipeline
187
193
  set grainEnabled(enabled: boolean);
188
194
  get grainEnabled(): boolean;
189
195
  /**
190
- * @constructor
191
- * @param name - The rendering pipeline name (default: "")
192
- * @param hdr - If high dynamic range textures should be used (default: true)
193
- * @param scene - The scene linked to this pipeline (default: the last created scene)
194
- * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
195
- * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
196
+ * Instantiates a DefaultRenderingPipeline.
197
+ * @param name The rendering pipeline name (default: "")
198
+ * @param hdr If high dynamic range textures should be used (default: true)
199
+ * @param scene The scene linked to this pipeline (default: the last created scene)
200
+ * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
201
+ * @param automaticBuild If false, you will have to manually call prepare() to update the pipeline (default: true)
196
202
  */
197
203
  constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
198
204
  /**
@@ -23,12 +23,12 @@ import "../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSc
23
23
  */
24
24
  export class DefaultRenderingPipeline extends PostProcessRenderPipeline {
25
25
  /**
26
- * @constructor
27
- * @param name - The rendering pipeline name (default: "")
28
- * @param hdr - If high dynamic range textures should be used (default: true)
29
- * @param scene - The scene linked to this pipeline (default: the last created scene)
30
- * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
31
- * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
26
+ * Instantiates a DefaultRenderingPipeline.
27
+ * @param name The rendering pipeline name (default: "")
28
+ * @param hdr If high dynamic range textures should be used (default: true)
29
+ * @param scene The scene linked to this pipeline (default: the last created scene)
30
+ * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
31
+ * @param automaticBuild If false, you will have to manually call prepare() to update the pipeline (default: true)
32
32
  */
33
33
  constructor(name = "", hdr = true, scene = EngineStore.LastCreatedScene, cameras, automaticBuild = true) {
34
34
  super(scene.getEngine(), name);
@@ -149,6 +149,16 @@ export class DefaultRenderingPipeline extends PostProcessRenderPipeline {
149
149
  });
150
150
  this._buildPipeline();
151
151
  }
152
+ /**
153
+ * Enable or disable automatic building of the pipeline when effects are enabled and disabled.
154
+ * If false, you will have to manually call prepare() to update the pipeline.
155
+ */
156
+ get automaticBuild() {
157
+ return this._buildAllowed;
158
+ }
159
+ set automaticBuild(value) {
160
+ this._buildAllowed = value;
161
+ }
152
162
  /**
153
163
  * Gets active scene
154
164
  */
@@ -1 +1 @@
1
- {"version":3,"file":"defaultRenderingPipeline.js","sourceRoot":"","sources":["../../../../../../../lts/core/generated/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,0BAA0B,CAAC;AAE1E,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAEtD,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,OAAO,EAAE,OAAO,EAAE,MAAM,qCAAqC,CAAC;AAE9D,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AAEvD,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AAGtD,OAAO,EAAE,kBAAkB,EAAE,MAAM,2CAA2C,CAAC;AAC/E,OAAO,EAAE,0BAA0B,EAAE,MAAM,mDAAmD,CAAC;AAC/F,OAAO,EAAE,8BAA8B,EAAE,MAAM,uDAAuD,CAAC;AACvG,OAAO,EAAE,gBAAgB,EAAE,MAAM,yCAAyC,CAAC;AAC3E,OAAO,EAAE,eAAe,EAAE,MAAM,wCAAwC,CAAC;AACzE,OAAO,EAAE,yBAAyB,EAAE,MAAM,iEAAiE,CAAC;AAC5G,OAAO,EAAE,uBAAuB,EAAE,MAAM,+DAA+D,CAAC;AACxG,OAAO,EAAE,kBAAkB,EAAE,2BAA2B,EAAE,MAAM,2CAA2C,CAAC;AAC5G,OAAO,EAAE,WAAW,EAAE,MAAM,oCAAoC,CAAC;AACjE,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAE3D,OAAO,sFAAsF,CAAC;AAI9F;;;GAGG;AACH,MAAM,OAAO,wBAAyB,SAAQ,yBAAyB;IAqXnE;;;;;;;OAOG;IACH,YAAY,OAAe,EAAE,EAAE,MAAe,IAAI,EAAE,QAAe,WAAW,CAAC,gBAAiB,EAAE,OAAkB,EAAE,cAAc,GAAG,IAAI;QACvI,KAAK,CAAC,KAAK,CAAC,SAAS,EAAE,EAAE,IAAI,CAAC,CAAC;QA5X3B,yBAAoB,GAAkB,EAAE,CAAC;QACjD;;WAEG;QACc,yBAAoB,GAAW,0BAA0B,CAAC;QAC3E;;;WAGG;QACM,iCAA4B,GAAW,kCAAkC,CAAC;QACnF;;;WAGG;QACM,sBAAiB,GAAW,uBAAuB,CAAC;QAC7D;;WAEG;QACc,qCAAgC,GAAW,sCAAsC,CAAC;QACnG;;WAEG;QACc,uBAAkB,GAAW,wBAAwB,CAAC;QA+BvE;;WAEG;QACK,eAAU,GAAwB,IAAI,CAAC;QAE/C;;WAEG;QACI,eAAU,GAAgB,EAAE,CAAC;QAE5B,0CAAqC,GAAqD,IAAI,CAAC;QACvG,SAAS;QACD,oBAAe,GAAY,KAAK,CAAC;QACjC,kBAAa,GAAY,KAAK,CAAC;QAC/B,yBAAoB,GAAY,KAAK,CAAC;QACtC,2BAAsB,GAAG,2BAA2B,CAAC,GAAG,CAAC;QACzD,iBAAY,GAAY,KAAK,CAAC;QAC9B,4BAAuB,GAAY,IAAI,CAAC;QAExC,gBAAW,GAAW,GAAG,CAAC;QAC1B,gCAA2B,GAAY,KAAK,CAAC;QAC7C,kBAAa,GAAY,KAAK,CAAC;QAE/B,kBAAa,GAAG,IAAI,CAAC;QAE7B;;WAEG;QACI,sBAAiB,GAAG,IAAI,UAAU,EAA4B,CAAC;QA0B9D,oBAAe,GAA+B,IAAI,CAAC;QACnD,wBAAmB,GAAG,GAAG,CAAC;QAC1B,iBAAY,GAAW,EAAE,CAAC;QAalC;;WAEG;QAEK,iBAAY,GAAW,IAAI,CAAC;QACpC;;WAEG;QAEK,oBAAe,GAAW,GAAG,CAAC;QAqJ9B,aAAQ,GAAG,CAAC,CAAC;QAiNb,gBAAW,GAAG,KAAK,CAAC;QACpB,qBAAgB,GAA0B,IAAI,CAAC;QAC/C,yBAAoB,GAA0B,IAAI,CAAC;QAyBnD,+BAA0B,GAA8B,IAAI,CAAC;QAC7D,iCAA4B,GAA8B,IAAI,CAAC;QAC/D,kCAA6B,GAA8B,IAAI,CAAC;QAzIpE,IAAI,CAAC,QAAQ,GAAG,OAAO,IAAI,KAAK,CAAC,OAAO,CAAC;QACzC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;QACtC,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;QAElD,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC;QAEpC,aAAa;QACb,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;QAC/C,IAAI,CAAC,IAAI,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,sBAAsB,IAAI,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAE5E,OAAO;QACP,IAAI,IAAI,CAAC,IAAI,EAAE;YACX,IAAI,IAAI,CAAC,sBAAsB,EAAE;gBAC7B,IAAI,CAAC,2BAA2B,GAAG,SAAS,CAAC,sBAAsB,CAAC;aACvE;iBAAM,IAAI,IAAI,CAAC,kBAAkB,EAAE;gBAChC,IAAI,CAAC,2BAA2B,GAAG,SAAS,CAAC,iBAAiB,CAAC;aAClE;SACJ;aAAM;YACH,IAAI,CAAC,2BAA2B,GAAG,SAAS,CAAC,wBAAwB,CAAC;SACzE;QAED,SAAS;QACT,KAAK,CAAC,gCAAgC,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QAEzD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,4EAA4E;QAC5E,iIAAiI;QACjI,IAAI,CAAC,OAAO,GAAG,IAAI,kBAAkB,CAAC,SAAS,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAClJ,IAAI,CAAC,cAAc,GAAG,IAAI,uBAAuB,CAC7C,MAAM,EACN,IAAI,CAAC,oBAAoB,EACzB,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,OAAO,CAAC;QACxB,CAAC,EACD,IAAI,CACP,CAAC;QAEF,IAAI,CAAC,YAAY,GAAG,IAAI,kBAAkB,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAEnI,IAAI,CAAC,KAAK,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAEzI,IAAI,CAAC,mBAAmB,GAAG,IAAI,8BAA8B,CACzD,qBAAqB,EACrB,MAAM,CAAC,cAAc,EAAE,EACvB,MAAM,CAAC,eAAe,EAAE,EACxB,GAAG,EACH,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,MAAM,EACN,KAAK,EACL,IAAI,CAAC,2BAA2B,EAChC,IAAI,CACP,CAAC;QACF,IAAI,CAAC,0BAA0B,GAAG,IAAI,uBAAuB,CACzD,MAAM,EACN,IAAI,CAAC,gCAAgC,EACrC,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,mBAAmB,CAAC;QACpC,CAAC,EACD,IAAI,CACP,CAAC;QAEF,IAAI,CAAC,KAAK,GAAG,IAAI,gBAAgB,CAAC,OAAO,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAC5I,IAAI,CAAC,YAAY,GAAG,IAAI,uBAAuB,CAC3C,MAAM,EACN,IAAI,CAAC,kBAAkB,EACvB,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,KAAK,CAAC;QACtB,CAAC,EACD,IAAI,CACP,CAAC;QAEF,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE;YACtD,IAAI,CAAC,mBAAmB,GAAG,MAAM,CAAC,uBAAuB,EAAE,CAAC;YAC5D,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;QACzC,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,qCAAqC,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC9G,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,QAAQ,CAAC;YAEpF,IAAI,IAAI,CAAC,sBAAsB,KAAK,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,SAAS,EAAE;gBACpF,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,SAAS,CAAC;gBAClF,IAAI,CAAC,cAAc,EAAE,CAAC;aACzB;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAlYD;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;OAEG;IACH,IAAW,cAAc,CAAC,OAAgB;QACtC,IAAI,IAAI,CAAC,eAAe,KAAK,OAAO,EAAE;YAClC,OAAO;SACV;QACD,IAAI,CAAC,eAAe,GAAG,OAAO,CAAC;QAE/B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAKD;;OAEG;IAEH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IACD,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,GAAG,IAAI,CAAC,mBAAmB,CAAC;IACzD,CAAC;IAgBD;;OAEG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;YAC7B,OAAO;SACV;QACD,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC;QAE1B,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,IAAI,CAAC,eAAe,KAAK,KAAK,EAAE;YAChC,OAAO;SACV;QACD,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,KAAK,CAAC;QAC7B,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;IACjC,CAAC;IAGD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;YAC5B,OAAO;SACV;QACD,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QAEzB,gEAAgE;QAChE,IAAI,CAAC,aAAa,EAAE,CAAC;QAErB,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY,CAAC,OAAgB;QACpC,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;YAChC,OAAO;SACV;QACD,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC;QAE7B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAEO,aAAa;QACjB,gEAAgE;QAChE,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC;QAC5B,IAAI,CAAC,KAAK,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,2BAA2B,EAAE,KAAK,CAAC,CAAC;QACzI,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;QAC1C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,QAAQ,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;SAC7C;IACL,CAAC;IAED;;OAEG;IAEH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,OAAgB;QAC3C,IAAI,IAAI,CAAC,oBAAoB,KAAK,OAAO,EAAE;YACvC,OAAO;SACV;QACD,IAAI,CAAC,oBAAoB,GAAG,OAAO,CAAC;QAEpC,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IAEH,IAAW,qBAAqB;QAC5B,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC;IAED,IAAW,qBAAqB,CAAC,KAAkC;QAC/D,IAAI,IAAI,CAAC,sBAAsB,KAAK,KAAK,EAAE;YACvC,OAAO;SACV;QACD,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;QAEpC,8DAA8D;QAC9D,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC;QAEjC,IAAI,CAAC,YAAY,GAAG,IAAI,kBAAkB,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,2BAA2B,EAAE,KAAK,CAAC,CAAC;QACpI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;QACnD,IAAI,CAAC,YAAY,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;QACvD,IAAI,CAAC,YAAY,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;QACvC,IAAI,CAAC,YAAY,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;QAE7C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;SAC3C;QAED,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW,CAAC,OAAgB;QACnC,IAAI,IAAI,CAAC,YAAY,KAAK,OAAO,EAAE;YAC/B,OAAO;SACV;QACD,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC;QAE5B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAGD;;OAEG;IACH,IAAW,OAAO,CAAC,WAAmB;QAClC,IAAI,IAAI,CAAC,QAAQ,KAAK,WAAW,EAAE;YAC/B,OAAO;SACV;QACD,IAAI,CAAC,QAAQ,GAAG,WAAW,CAAC;QAE5B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,sBAAsB,CAAC,OAAgB;QAC9C,IAAI,IAAI,CAAC,uBAAuB,KAAK,OAAO,EAAE;YAC1C,OAAO;SACV;QAED,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,SAAS,GAAG,OAAO,CAAC;IACjE,CAAC;IAGD,IAAW,sBAAsB;QAC7B,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB,CAAC,OAAgB;QACxC,IAAI,OAAO,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;YAC7B,IAAI,CAAC,UAAU,GAAG,IAAI,SAAS,CAAC,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;SACpD;aAAM,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,UAAU,EAAE;YACpC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;YAC1B,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;SAC1B;IACL,CAAC;IAGD,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC;IACnC,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,0BAA0B,CAAC,OAAgB;QAClD,IAAI,IAAI,CAAC,2BAA2B,KAAK,OAAO,EAAE;YAC9C,OAAO;SACV;QACD,IAAI,CAAC,2BAA2B,GAAG,OAAO,CAAC;QAE3C,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,0BAA0B;QACjC,OAAO,IAAI,CAAC,2BAA2B,CAAC;IAC5C,CAAC;IACD;;OAEG;IACH,IAAW,YAAY,CAAC,OAAgB;QACpC,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;YAChC,OAAO;SACV;QACD,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC;QAE7B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAsGD;;;OAGG;IACI,YAAY;QACf,OAAO,0BAA0B,CAAC;IACtC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QACzC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;QAC1B,IAAI,CAAC,cAAc,EAAE,CAAC;QACtB,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;IACvC,CAAC;IAMO,8BAA8B,CAAC,WAAwB,EAAE,kBAAkB,GAAG,KAAK;QACvF,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,WAAW,CAAC,SAAS,GAAG,KAAK,CAAC;SACjC;aAAM;YACH,WAAW,CAAC,SAAS,GAAG,IAAI,CAAC;YAC7B,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,KAAK,CAAC;YAC9B,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;SAC3B;QAED,IAAI,CAAC,kBAAkB,EAAE;YACrB,IAAI,IAAI,CAAC,oBAAoB,EAAE;gBAC3B,WAAW,CAAC,eAAe,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;aAC1D;iBAAM;gBACH,WAAW,CAAC,YAAY,EAAE,CAAC;aAC9B;YAED,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACvB,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,gBAAgB,CAAC;aACrD;YACD,IAAI,CAAC,gBAAgB,GAAG,WAAW,CAAC;SACvC;IACL,CAAC;IAMO,cAAc;QAClB,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;YACrB,OAAO;SACV;QACD,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAE7B,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,+BAA+B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YACxG,mDAAmD;YACnD,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,oBAAoB,CAAC,KAAK,EAAE,CAAC;SACrD;QACD,IAAI,CAAC,MAAM,EAAE,CAAC;QACd,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QAC7B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QAEzB,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,sBAAsB;YACtB,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,EAAE;gBAC1B,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;oBAChC,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC;oBAC9D,aAAa,CAAC,qBAAqB,GAAG,IAAI,CAAC;iBAC9C;gBAED,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,EAAE;oBAC7F,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,YAAa,CAAC,GAAG,CAAC,CAAC,EAAE;wBACjD,IAAI,CAAC,YAAY,CAAC,YAAY,GAAG,KAAK,CAAC,mBAAmB,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,WAAW,EAAE,CAAC;qBAChG;gBACL,CAAC,CAAC,CAAC;aACN;iBAAM;gBACH,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;gBACzF,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxE,IAAI,CAAC,YAAY,CAAC,YAAY,GAAG,aAAa,CAAC,WAAW,EAAE,CAAC;aAChE;YAED,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,QAAQ,EAAE,EAAE;gBAC/B,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC;aACtC;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAClC,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;SAC5E;aAAM;YACH,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;SAC5F;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE;gBACxB,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;aAC/B;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAC3B,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;SACrE;QAED,IAAI,IAAI,CAAC,uBAAuB,EAAE;YAC9B,IAAI,CAAC,eAAe,GAAG,IAAI,0BAA0B,CACjD,iBAAiB,EACjB,GAAG,EACH,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,MAAM,EACN,KAAK,EACL,IAAI,CAAC,2BAA2B,EAChC,IAAI,CAAC,KAAK,CAAC,4BAA4B,CAC1C,CAAC;YACF,IAAI,IAAI,CAAC,IAAI,EAAE;gBACX,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,MAAM,EACN,IAAI,CAAC,4BAA4B,EACjC,GAAG,EAAE;oBACD,OAAO,IAAI,CAAC,eAAe,CAAC;gBAChC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;gBACF,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;aAC7D;iBAAM;gBACH,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;aACvE;YAED,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,KAAK,CAAC,EAAE;gBAC9C,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;aACvE;YAED,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE,EAAE;gBACnC,IAAI,CAAC,eAAe,CAAC,iBAAiB,EAAE,CAAC;aAC5C;SACJ;QAED,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE;gBACzB,IAAI,CAAC,OAAO,CAAC,YAAY,EAAE,CAAC;aAC/B;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;YACpC,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SACrD;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,EAAE;gBACvB,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;aAC7B;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAClC,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SACnD;QAED,IAAI,IAAI,CAAC,0BAA0B,EAAE;YACjC,IAAI,CAAC,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,EAAE;gBACrC,IAAI,CAAC,mBAAmB,CAAC,YAAY,EAAE,CAAC;aAC3C;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;YAChD,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;SACjE;QAED,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,IAAI,CAAC,IAAI,GAAG,IAAI,eAAe,CAAC,MAAM,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,2BAA2B,CAAC,CAAC;YACnI,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,MAAM,EACN,IAAI,CAAC,iBAAiB,EACtB,GAAG,EAAE;gBACD,OAAO,IAAI,CAAC,IAAI,CAAC;YACrB,CAAC,EACD,IAAI,CACP,CACJ,CAAC;YACF,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;SACxD;QAED,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,6BAA6B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;SACzG;QAED,wEAAwE;QACxE,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE;YAC7J,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;SAChC;QACD,wDAAwD;QACxD,IAAI,CAAC,IAAI,CAAC,4BAA4B,EAAE;YACpC,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC3E,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,EAAE;oBACpF,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;iBAChC;YACL,CAAC,CAAC,CAAC;SACN;QACD,IAAI,CAAC,IAAI,CAAC,6BAA6B,EAAE;YACrC,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC7E,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,EAAE;oBACnE,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;iBAChC;YACL,CAAC,CAAC,CAAC;SACN;QAED,IAAI,CAAC,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,IAAI,CAAC,OAAO,GAAG,CAAC,EAAE;YACvE,MAAM,CAAC,IAAI,CAAC,qFAAqF,CAAC,CAAC;SACtG;QAED,IAAI,CAAC,iBAAiB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACjD,CAAC;IAEO,qBAAqB,CAAC,mBAAmB,GAAG,KAAK;QACrD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;YAEhC,IAAI,IAAI,CAAC,eAAe,EAAE;gBACtB,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;aACxC;YAED,IAAI,IAAI,CAAC,IAAI,EAAE;gBACX,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;aAC7B;YAED,2FAA2F;YAC3F,IAAI,mBAAmB,EAAE;gBACrB,IAAI,IAAI,CAAC,OAAO,EAAE;oBACd,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;iBAChC;gBAED,IAAI,IAAI,CAAC,YAAY,EAAE;oBACnB,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;oBACzF,IAAI,CAAC,YAAY,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC;iBAC5C;gBAED,IAAI,IAAI,CAAC,KAAK,EAAE;oBACZ,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC;iBACrC;gBAED,IAAI,IAAI,CAAC,mBAAmB,EAAE;oBAC1B,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;iBAC5C;gBAED,IAAI,IAAI,CAAC,KAAK,EAAE;oBACZ,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;iBAC9B;gBACD,IAAI,IAAI,CAAC,UAAU,EAAE;oBACjB,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;iBAC7B;aACJ;SACJ;QAEK,IAAI,CAAC,eAAgB,GAAG,IAAI,CAAC;QAC7B,IAAI,CAAC,IAAK,GAAG,IAAI,CAAC;QAExB,IAAI,mBAAmB,EAAE;YACf,IAAI,CAAC,OAAQ,GAAG,IAAI,CAAC;YACrB,IAAI,CAAC,cAAe,GAAG,IAAI,CAAC;YAC5B,IAAI,CAAC,YAAa,GAAG,IAAI,CAAC;YAC1B,IAAI,CAAC,KAAM,GAAG,IAAI,CAAC;YACnB,IAAI,CAAC,mBAAoB,GAAG,IAAI,CAAC;YACjC,IAAI,CAAC,0BAA2B,GAAG,IAAI,CAAC;YACxC,IAAI,CAAC,KAAM,GAAG,IAAI,CAAC;YACnB,IAAI,CAAC,YAAa,GAAG,IAAI,CAAC;YAChC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;SAC1B;IACL,CAAC;IAED;;;OAGG;IACI,SAAS,CAAC,MAAc;QAC3B,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QACvC,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,MAAc;QAC9B,MAAM,KAAK,GAAG,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QACxD,IAAI,CAAC,oBAAoB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC3C,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,CAAC;QAC/B,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;QACjC,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,+BAA+B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QACxG,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAC7B,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;YACxE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;SAC/B;QAED,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,MAAM,CAAC,IAAI,CAAC,4BAA4B,CAAC,CAAC;QAC5E,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC,MAAM,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAE9E,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,qCAAqC,CAAC,CAAC;QAC/G,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAChE,mBAAmB,CAAC,UAAU,GAAG,0BAA0B,CAAC;QAE5D,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QAC1D,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,wBAAwB,CAAC,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;IACzI,CAAC;CACJ;AAtrBG;IADC,SAAS,EAAE;8DAGX;AASD;IADC,SAAS,EAAE;2DAGX;AAUD;IADC,SAAS,EAAE;8DACwB;AAKpC;IADC,SAAS,EAAE;iEAC0B;AAGtC;IADC,SAAS,EAAE;sDACU;AAetB;IADC,SAAS,EAAE;2DAGX;AAcD;IADC,SAAS,EAAE;8DAGX;AAkBD;IADC,SAAS,EAAE;0DAGX;AAeD;IADC,SAAS,EAAE;4DAGX;AAgBD;IADC,SAAS,EAAE;mEAGX;AAeD;IADC,SAAS,EAAE;qEAGX;AAqCD;IADC,SAAS,EAAE;2DAGX;AAgBD;IADC,SAAS,EAAE;uDAGX;AAcD;IADC,SAAS,EAAE;sEAGX;AAeD;IADC,SAAS,EAAE;gEAGX;AAsBD;IADC,SAAS,EAAE;0EAGX;AAcD;IADC,SAAS,EAAE;4DAGX;AA8aL,aAAa,CAAC,kCAAkC,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../../types\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport type { Observer } from \"../../../Misc/observable\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport type { IAnimatable } from \"../../../Animations/animatable.interface\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Camera } from \"../../../Cameras/camera\";\r\nimport type { ImageProcessingConfiguration } from \"../../../Materials/imageProcessingConfiguration\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { Engine } from \"../../../Engines/engine\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { IDisposable, Scene } from \"../../../scene\";\r\nimport { GlowLayer } from \"../../../Layers/glowLayer\";\r\n\r\nimport type { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { SharpenPostProcess } from \"../../../PostProcesses/sharpenPostProcess\";\r\nimport { ImageProcessingPostProcess } from \"../../../PostProcesses/imageProcessingPostProcess\";\r\nimport { ChromaticAberrationPostProcess } from \"../../../PostProcesses/chromaticAberrationPostProcess\";\r\nimport { GrainPostProcess } from \"../../../PostProcesses/grainPostProcess\";\r\nimport { FxaaPostProcess } from \"../../../PostProcesses/fxaaPostProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from \"../../../PostProcesses/depthOfFieldEffect\";\r\nimport { BloomEffect } from \"../../../PostProcesses/bloomEffect\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\ndeclare type Animation = import(\"../../../Animations/animation\").Animation;\r\n\r\n/**\r\n * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.\r\n * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline\r\n */\r\nexport class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {\r\n private _scene: Scene;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n /**\r\n * ID of the sharpen post process,\r\n */\r\n private readonly SharpenPostProcessId: string = \"SharpenPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the image processing post process;\r\n */\r\n readonly ImageProcessingPostProcessId: string = \"ImageProcessingPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the Fast Approximate Anti-Aliasing post process;\r\n */\r\n readonly FxaaPostProcessId: string = \"FxaaPostProcessEffect\";\r\n /**\r\n * ID of the chromatic aberration post process,\r\n */\r\n private readonly ChromaticAberrationPostProcessId: string = \"ChromaticAberrationPostProcessEffect\";\r\n /**\r\n * ID of the grain post process\r\n */\r\n private readonly GrainPostProcessId: string = \"GrainPostProcessEffect\";\r\n\r\n // Post-processes\r\n /**\r\n * Sharpen post process which will apply a sharpen convolution to enhance edges\r\n */\r\n public sharpen: SharpenPostProcess;\r\n private _sharpenEffect: PostProcessRenderEffect;\r\n private bloom: BloomEffect;\r\n /**\r\n * Depth of field effect, applies a blur based on how far away objects are from the focus distance.\r\n */\r\n public depthOfField: DepthOfFieldEffect;\r\n /**\r\n * The Fast Approximate Anti-Aliasing post process which attempts to remove aliasing from an image.\r\n */\r\n public fxaa: FxaaPostProcess;\r\n /**\r\n * Image post processing pass used to perform operations such as tone mapping or color grading.\r\n */\r\n public imageProcessing: ImageProcessingPostProcess;\r\n /**\r\n * Chromatic aberration post process which will shift rgb colors in the image\r\n */\r\n public chromaticAberration: ChromaticAberrationPostProcess;\r\n private _chromaticAberrationEffect: PostProcessRenderEffect;\r\n /**\r\n * Grain post process which add noise to the image\r\n */\r\n public grain: GrainPostProcess;\r\n private _grainEffect: PostProcessRenderEffect;\r\n /**\r\n * Glow post process which adds a glow to emissive areas of the image\r\n */\r\n private _glowLayer: Nullable<GlowLayer> = null;\r\n\r\n /**\r\n * Animations which can be used to tweak settings over a period of time\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _imageProcessingConfigurationObserver: Nullable<Observer<ImageProcessingConfiguration>> = null;\r\n // Values\r\n private _sharpenEnabled: boolean = false;\r\n private _bloomEnabled: boolean = false;\r\n private _depthOfFieldEnabled: boolean = false;\r\n private _depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;\r\n private _fxaaEnabled: boolean = false;\r\n private _imageProcessingEnabled: boolean = true;\r\n private _defaultPipelineTextureType: number;\r\n private _bloomScale: number = 0.5;\r\n private _chromaticAberrationEnabled: boolean = false;\r\n private _grainEnabled: boolean = false;\r\n\r\n private _buildAllowed = true;\r\n\r\n /**\r\n * This is triggered each time the pipeline has been built.\r\n */\r\n public onBuildObservable = new Observable<DefaultRenderingPipeline>();\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 * Enable or disable the sharpen process from the pipeline\r\n */\r\n public set sharpenEnabled(enabled: boolean) {\r\n if (this._sharpenEnabled === enabled) {\r\n return;\r\n }\r\n this._sharpenEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get sharpenEnabled(): boolean {\r\n return this._sharpenEnabled;\r\n }\r\n\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _hardwareScaleLevel = 1.0;\r\n private _bloomKernel: number = 64;\r\n /**\r\n * Specifies the size of the bloom blur kernel, relative to the final output size\r\n */\r\n @serialize()\r\n public get bloomKernel(): number {\r\n return this._bloomKernel;\r\n }\r\n public set bloomKernel(value: number) {\r\n this._bloomKernel = value;\r\n this.bloom.kernel = value / this._hardwareScaleLevel;\r\n }\r\n\r\n /**\r\n * Specifies the weight of the bloom in the final rendering\r\n */\r\n @serialize()\r\n private _bloomWeight: number = 0.15;\r\n /**\r\n * Specifies the luma threshold for the area that will be blurred by the bloom\r\n */\r\n @serialize()\r\n private _bloomThreshold: number = 0.9;\r\n\r\n @serialize()\r\n private _hdr: boolean;\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public set bloomWeight(value: number) {\r\n if (this._bloomWeight === value) {\r\n return;\r\n }\r\n this.bloom.weight = value;\r\n\r\n this._bloomWeight = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomWeight(): number {\r\n return this._bloomWeight;\r\n }\r\n\r\n /**\r\n * The luminance threshold to find bright areas of the image to bloom.\r\n */\r\n public set bloomThreshold(value: number) {\r\n if (this._bloomThreshold === value) {\r\n return;\r\n }\r\n this.bloom.threshold = value;\r\n this._bloomThreshold = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomThreshold(): number {\r\n return this._bloomThreshold;\r\n }\r\n\r\n /**\r\n * The scale of the bloom, lower value will provide better performance.\r\n */\r\n public set bloomScale(value: number) {\r\n if (this._bloomScale === value) {\r\n return;\r\n }\r\n this._bloomScale = value;\r\n\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n this._rebuildBloom();\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomScale(): number {\r\n return this._bloomScale;\r\n }\r\n\r\n /**\r\n * Enable or disable the bloom from the pipeline\r\n */\r\n public set bloomEnabled(enabled: boolean) {\r\n if (this._bloomEnabled === enabled) {\r\n return;\r\n }\r\n this._bloomEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomEnabled(): boolean {\r\n return this._bloomEnabled;\r\n }\r\n\r\n private _rebuildBloom() {\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n const oldBloom = this.bloom;\r\n this.bloom = new BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);\r\n this.bloom.threshold = oldBloom.threshold;\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldBloom.disposeEffects(this._cameras[i]);\r\n }\r\n }\r\n\r\n /**\r\n * If the depth of field is enabled.\r\n */\r\n @serialize()\r\n public get depthOfFieldEnabled(): boolean {\r\n return this._depthOfFieldEnabled;\r\n }\r\n\r\n public set depthOfFieldEnabled(enabled: boolean) {\r\n if (this._depthOfFieldEnabled === enabled) {\r\n return;\r\n }\r\n this._depthOfFieldEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Blur level of the depth of field effect. (Higher blur will effect performance)\r\n */\r\n @serialize()\r\n public get depthOfFieldBlurLevel(): DepthOfFieldEffectBlurLevel {\r\n return this._depthOfFieldBlurLevel;\r\n }\r\n\r\n public set depthOfFieldBlurLevel(value: DepthOfFieldEffectBlurLevel) {\r\n if (this._depthOfFieldBlurLevel === value) {\r\n return;\r\n }\r\n this._depthOfFieldBlurLevel = value;\r\n\r\n // recreate dof and dispose old as this setting is not dynamic\r\n const oldDof = this.depthOfField;\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);\r\n this.depthOfField.focalLength = oldDof.focalLength;\r\n this.depthOfField.focusDistance = oldDof.focusDistance;\r\n this.depthOfField.fStop = oldDof.fStop;\r\n this.depthOfField.lensSize = oldDof.lensSize;\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldDof.disposeEffects(this._cameras[i]);\r\n }\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * If the anti aliasing is enabled.\r\n */\r\n public set fxaaEnabled(enabled: boolean) {\r\n if (this._fxaaEnabled === enabled) {\r\n return;\r\n }\r\n this._fxaaEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get fxaaEnabled(): boolean {\r\n return this._fxaaEnabled;\r\n }\r\n\r\n private _samples = 1;\r\n /**\r\n * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)\r\n */\r\n public set samples(sampleCount: number) {\r\n if (this._samples === sampleCount) {\r\n return;\r\n }\r\n this._samples = sampleCount;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * If image processing is enabled.\r\n */\r\n public set imageProcessingEnabled(enabled: boolean) {\r\n if (this._imageProcessingEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._scene.imageProcessingConfiguration.isEnabled = enabled;\r\n }\r\n\r\n @serialize()\r\n public get imageProcessingEnabled(): boolean {\r\n return this._imageProcessingEnabled;\r\n }\r\n\r\n /**\r\n * If glow layer is enabled. (Adds a glow effect to emmissive materials)\r\n */\r\n public set glowLayerEnabled(enabled: boolean) {\r\n if (enabled && !this._glowLayer) {\r\n this._glowLayer = new GlowLayer(\"\", this._scene);\r\n } else if (!enabled && this._glowLayer) {\r\n this._glowLayer.dispose();\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n @serialize()\r\n public get glowLayerEnabled(): boolean {\r\n return this._glowLayer != null;\r\n }\r\n\r\n /**\r\n * Gets the glow layer (or null if not defined)\r\n */\r\n public get glowLayer() {\r\n return this._glowLayer;\r\n }\r\n\r\n /**\r\n * Enable or disable the chromaticAberration process from the pipeline\r\n */\r\n public set chromaticAberrationEnabled(enabled: boolean) {\r\n if (this._chromaticAberrationEnabled === enabled) {\r\n return;\r\n }\r\n this._chromaticAberrationEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get chromaticAberrationEnabled(): boolean {\r\n return this._chromaticAberrationEnabled;\r\n }\r\n /**\r\n * Enable or disable the grain process from the pipeline\r\n */\r\n public set grainEnabled(enabled: boolean) {\r\n if (this._grainEnabled === enabled) {\r\n return;\r\n }\r\n this._grainEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get grainEnabled(): boolean {\r\n return this._grainEnabled;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name - The rendering pipeline name (default: \"\")\r\n * @param hdr - If high dynamic range textures should be used (default: true)\r\n * @param scene - The scene linked to this pipeline (default: the last created scene)\r\n * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)\r\n */\r\n constructor(name: string = \"\", hdr: boolean = true, scene: Scene = EngineStore.LastCreatedScene!, cameras?: Camera[], automaticBuild = true) {\r\n super(scene.getEngine(), name);\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._buildAllowed = automaticBuild;\r\n\r\n // Initialize\r\n this._scene = scene;\r\n const caps = this._scene.getEngine().getCaps();\r\n this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);\r\n\r\n // Misc\r\n if (this._hdr) {\r\n if (caps.textureHalfFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n } else {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n // Attach\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n const engine = this._scene.getEngine();\r\n // Create post processes before hand so they can be modified before enabled.\r\n // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.\r\n this.sharpen = new SharpenPostProcess(\"sharpen\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._sharpenEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.SharpenPostProcessId,\r\n () => {\r\n return this.sharpen;\r\n },\r\n true\r\n );\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, true);\r\n\r\n this.bloom = new BloomEffect(this._scene, this._bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, true);\r\n\r\n this.chromaticAberration = new ChromaticAberrationPostProcess(\r\n \"ChromaticAberration\",\r\n engine.getRenderWidth(),\r\n engine.getRenderHeight(),\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n true\r\n );\r\n this._chromaticAberrationEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.ChromaticAberrationPostProcessId,\r\n () => {\r\n return this.chromaticAberration;\r\n },\r\n true\r\n );\r\n\r\n this.grain = new GrainPostProcess(\"Grain\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._grainEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.GrainPostProcessId,\r\n () => {\r\n return this.grain;\r\n },\r\n true\r\n );\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\r\n this.bloomKernel = this._bloomKernel;\r\n });\r\n\r\n this._imageProcessingConfigurationObserver = this._scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this.bloom._downscale._exposure = this._scene.imageProcessingConfiguration.exposure;\r\n\r\n if (this.imageProcessingEnabled !== this._scene.imageProcessingConfiguration.isEnabled) {\r\n this._imageProcessingEnabled = this._scene.imageProcessingConfiguration.isEnabled;\r\n this._buildPipeline();\r\n }\r\n });\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"DefaultRenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"DefaultRenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Force the compilation of the entire pipeline.\r\n */\r\n public prepare(): void {\r\n const previousState = this._buildAllowed;\r\n this._buildAllowed = true;\r\n this._buildPipeline();\r\n this._buildAllowed = previousState;\r\n }\r\n\r\n private _hasCleared = false;\r\n private _prevPostProcess: Nullable<PostProcess> = null;\r\n private _prevPrevPostProcess: Nullable<PostProcess> = null;\r\n\r\n private _setAutoClearAndTextureSharing(postProcess: PostProcess, skipTextureSharing = false) {\r\n if (this._hasCleared) {\r\n postProcess.autoClear = false;\r\n } else {\r\n postProcess.autoClear = true;\r\n this._scene.autoClear = false;\r\n this._hasCleared = true;\r\n }\r\n\r\n if (!skipTextureSharing) {\r\n if (this._prevPrevPostProcess) {\r\n postProcess.shareOutputWith(this._prevPrevPostProcess);\r\n } else {\r\n postProcess.useOwnOutput();\r\n }\r\n\r\n if (this._prevPostProcess) {\r\n this._prevPrevPostProcess = this._prevPostProcess;\r\n }\r\n this._prevPostProcess = postProcess;\r\n }\r\n }\r\n\r\n private _depthOfFieldSceneObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCameraChangedObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCamerasChangedObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _buildPipeline() {\r\n if (!this._buildAllowed) {\r\n return;\r\n }\r\n this._scene.autoClear = true;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n this._prevPostProcess = null;\r\n this._prevPrevPostProcess = null;\r\n this._hasCleared = false;\r\n\r\n if (this.depthOfFieldEnabled) {\r\n // Multi camera suport\r\n if (this._cameras.length > 1) {\r\n for (const camera of this._cameras) {\r\n const depthRenderer = this._scene.enableDepthRenderer(camera);\r\n depthRenderer.useOnlyInActiveCamera = true;\r\n }\r\n\r\n this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add((scene) => {\r\n if (this._cameras.indexOf(scene.activeCamera!) > -1) {\r\n this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();\r\n }\r\n });\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n const depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);\r\n this.depthOfField.depthTexture = depthRenderer.getDepthMap();\r\n }\r\n\r\n if (!this.depthOfField._isReady()) {\r\n this.depthOfField._updateEffects();\r\n }\r\n this.addEffect(this.depthOfField);\r\n this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n }\r\n\r\n if (this.bloomEnabled) {\r\n if (!this.bloom._isReady()) {\r\n this.bloom._updateEffects();\r\n }\r\n this.addEffect(this.bloom);\r\n this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);\r\n }\r\n\r\n if (this._imageProcessingEnabled) {\r\n this.imageProcessing = new ImageProcessingPostProcess(\r\n \"imageProcessing\",\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n this.scene.imageProcessingConfiguration\r\n );\r\n if (this._hdr) {\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.ImageProcessingPostProcessId,\r\n () => {\r\n return this.imageProcessing;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.imageProcessing);\r\n } else {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this._cameras || this._cameras.length === 0) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this.imageProcessing.getEffect()) {\r\n this.imageProcessing._updateParameters();\r\n }\r\n }\r\n\r\n if (this.sharpenEnabled) {\r\n if (!this.sharpen.isReady()) {\r\n this.sharpen.updateEffect();\r\n }\r\n this.addEffect(this._sharpenEffect);\r\n this._setAutoClearAndTextureSharing(this.sharpen);\r\n }\r\n\r\n if (this.grainEnabled) {\r\n if (!this.grain.isReady()) {\r\n this.grain.updateEffect();\r\n }\r\n this.addEffect(this._grainEffect);\r\n this._setAutoClearAndTextureSharing(this.grain);\r\n }\r\n\r\n if (this.chromaticAberrationEnabled) {\r\n if (!this.chromaticAberration.isReady()) {\r\n this.chromaticAberration.updateEffect();\r\n }\r\n this.addEffect(this._chromaticAberrationEffect);\r\n this._setAutoClearAndTextureSharing(this.chromaticAberration);\r\n }\r\n\r\n if (this.fxaaEnabled) {\r\n this.fxaa = new FxaaPostProcess(\"fxaa\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.FxaaPostProcessId,\r\n () => {\r\n return this.fxaa;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.fxaa, true);\r\n }\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n\r\n // In multicamera mode, the scene needs to autoclear in between cameras.\r\n if ((this._scene.activeCameras && this._scene.activeCameras.length > 1) || (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1)) {\r\n this._scene.autoClear = true;\r\n }\r\n // The active camera on the scene can be changed anytime\r\n if (!this._activeCameraChangedObserver) {\r\n this._activeCameraChangedObserver = this._scene.onActiveCameraChanged.add(() => {\r\n if (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n if (!this._activeCamerasChangedObserver) {\r\n this._activeCamerasChangedObserver = this._scene.onActiveCamerasChanged.add(() => {\r\n if (this._scene.activeCameras && this._scene.activeCameras.length > 1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n\r\n if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {\r\n Logger.Warn(\"MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0\");\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n\r\n private _disposePostProcesses(disposeNonRecreated = false): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n if (this.imageProcessing) {\r\n this.imageProcessing.dispose(camera);\r\n }\r\n\r\n if (this.fxaa) {\r\n this.fxaa.dispose(camera);\r\n }\r\n\r\n // These are created in the constructor and should not be disposed on every pipeline change\r\n if (disposeNonRecreated) {\r\n if (this.sharpen) {\r\n this.sharpen.dispose(camera);\r\n }\r\n\r\n if (this.depthOfField) {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n this.depthOfField.disposeEffects(camera);\r\n }\r\n\r\n if (this.bloom) {\r\n this.bloom.disposeEffects(camera);\r\n }\r\n\r\n if (this.chromaticAberration) {\r\n this.chromaticAberration.dispose(camera);\r\n }\r\n\r\n if (this.grain) {\r\n this.grain.dispose(camera);\r\n }\r\n if (this._glowLayer) {\r\n this._glowLayer.dispose();\r\n }\r\n }\r\n }\r\n\r\n (<any>this.imageProcessing) = null;\r\n (<any>this.fxaa) = null;\r\n\r\n if (disposeNonRecreated) {\r\n (<any>this.sharpen) = null;\r\n (<any>this._sharpenEffect) = null;\r\n (<any>this.depthOfField) = null;\r\n (<any>this.bloom) = null;\r\n (<any>this.chromaticAberration) = null;\r\n (<any>this._chromaticAberrationEffect) = null;\r\n (<any>this.grain) = null;\r\n (<any>this._grainEffect) = null;\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Dispose of the pipeline and stop all post processes\r\n */\r\n public dispose(): void {\r\n this.onBuildObservable.clear();\r\n this._disposePostProcesses(true);\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._scene.autoClear = true;\r\n if (this._resizeObserver) {\r\n this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n\r\n this._scene.onActiveCameraChanged.remove(this._activeCameraChangedObserver);\r\n this._scene.onActiveCamerasChanged.remove(this._activeCamerasChangedObserver);\r\n\r\n this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);\r\n super.dispose();\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 = \"DefaultRenderingPipeline\";\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): DefaultRenderingPipeline {\r\n return SerializationHelper.Parse(() => new DefaultRenderingPipeline(source._name, source._name._hdr, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DefaultRenderingPipeline\", DefaultRenderingPipeline);\r\n"]}
1
+ {"version":3,"file":"defaultRenderingPipeline.js","sourceRoot":"","sources":["../../../../../../../lts/core/generated/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,0BAA0B,CAAC;AAE1E,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAEtD,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAG9C,OAAO,EAAE,OAAO,EAAE,MAAM,qCAAqC,CAAC;AAE9D,OAAO,EAAE,SAAS,EAAE,MAAM,4BAA4B,CAAC;AAEvD,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AAGtD,OAAO,EAAE,kBAAkB,EAAE,MAAM,2CAA2C,CAAC;AAC/E,OAAO,EAAE,0BAA0B,EAAE,MAAM,mDAAmD,CAAC;AAC/F,OAAO,EAAE,8BAA8B,EAAE,MAAM,uDAAuD,CAAC;AACvG,OAAO,EAAE,gBAAgB,EAAE,MAAM,yCAAyC,CAAC;AAC3E,OAAO,EAAE,eAAe,EAAE,MAAM,wCAAwC,CAAC;AACzE,OAAO,EAAE,yBAAyB,EAAE,MAAM,iEAAiE,CAAC;AAC5G,OAAO,EAAE,uBAAuB,EAAE,MAAM,+DAA+D,CAAC;AACxG,OAAO,EAAE,kBAAkB,EAAE,2BAA2B,EAAE,MAAM,2CAA2C,CAAC;AAC5G,OAAO,EAAE,WAAW,EAAE,MAAM,oCAAoC,CAAC;AACjE,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAE3D,OAAO,sFAAsF,CAAC;AAI9F;;;GAGG;AACH,MAAM,OAAO,wBAAyB,SAAQ,yBAAyB;IAgYnE;;;;;;;OAOG;IACH,YAAY,IAAI,GAAG,EAAE,EAAE,GAAG,GAAG,IAAI,EAAE,QAAe,WAAW,CAAC,gBAAiB,EAAE,OAAkB,EAAE,cAAc,GAAG,IAAI;QACtH,KAAK,CAAC,KAAK,CAAC,SAAS,EAAE,EAAE,IAAI,CAAC,CAAC;QAvY3B,yBAAoB,GAAkB,EAAE,CAAC;QACjD;;WAEG;QACc,yBAAoB,GAAG,0BAA0B,CAAC;QACnE;;;WAGG;QACM,iCAA4B,GAAG,kCAAkC,CAAC;QAC3E;;;WAGG;QACM,sBAAiB,GAAG,uBAAuB,CAAC;QACrD;;WAEG;QACc,qCAAgC,GAAG,sCAAsC,CAAC;QAC3F;;WAEG;QACc,uBAAkB,GAAG,wBAAwB,CAAC;QA+B/D;;WAEG;QACK,eAAU,GAAwB,IAAI,CAAC;QAE/C;;WAEG;QACI,eAAU,GAAgB,EAAE,CAAC;QAE5B,0CAAqC,GAAqD,IAAI,CAAC;QACvG,SAAS;QACD,oBAAe,GAAY,KAAK,CAAC;QACjC,kBAAa,GAAY,KAAK,CAAC;QAC/B,yBAAoB,GAAY,KAAK,CAAC;QACtC,2BAAsB,GAAG,2BAA2B,CAAC,GAAG,CAAC;QACzD,iBAAY,GAAY,KAAK,CAAC;QAC9B,4BAAuB,GAAY,IAAI,CAAC;QAExC,gBAAW,GAAW,GAAG,CAAC;QAC1B,gCAA2B,GAAY,KAAK,CAAC;QAC7C,kBAAa,GAAY,KAAK,CAAC;QAE/B,kBAAa,GAAG,IAAI,CAAC;QAa7B;;WAEG;QACI,sBAAiB,GAAG,IAAI,UAAU,EAA4B,CAAC;QA0B9D,oBAAe,GAA+B,IAAI,CAAC;QACnD,wBAAmB,GAAG,GAAG,CAAC;QAC1B,iBAAY,GAAW,EAAE,CAAC;QAalC;;WAEG;QAEK,iBAAY,GAAW,IAAI,CAAC;QACpC;;WAEG;QAEK,oBAAe,GAAW,GAAG,CAAC;QAqJ9B,aAAQ,GAAG,CAAC,CAAC;QAiNb,gBAAW,GAAG,KAAK,CAAC;QACpB,qBAAgB,GAA0B,IAAI,CAAC;QAC/C,yBAAoB,GAA0B,IAAI,CAAC;QAyBnD,+BAA0B,GAA8B,IAAI,CAAC;QAC7D,iCAA4B,GAA8B,IAAI,CAAC;QAC/D,kCAA6B,GAA8B,IAAI,CAAC;QAzIpE,IAAI,CAAC,QAAQ,GAAG,OAAO,IAAI,KAAK,CAAC,OAAO,CAAC;QACzC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;QACtC,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,QAAQ,CAAC,KAAK,EAAE,CAAC;QAElD,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC;QAEpC,aAAa;QACb,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,MAAM,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC;QAC/C,IAAI,CAAC,IAAI,GAAG,GAAG,IAAI,CAAC,IAAI,CAAC,sBAAsB,IAAI,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAE5E,OAAO;QACP,IAAI,IAAI,CAAC,IAAI,EAAE;YACX,IAAI,IAAI,CAAC,sBAAsB,EAAE;gBAC7B,IAAI,CAAC,2BAA2B,GAAG,SAAS,CAAC,sBAAsB,CAAC;aACvE;iBAAM,IAAI,IAAI,CAAC,kBAAkB,EAAE;gBAChC,IAAI,CAAC,2BAA2B,GAAG,SAAS,CAAC,iBAAiB,CAAC;aAClE;SACJ;aAAM;YACH,IAAI,CAAC,2BAA2B,GAAG,SAAS,CAAC,wBAAwB,CAAC;SACzE;QAED,SAAS;QACT,KAAK,CAAC,gCAAgC,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;QAEzD,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QACvC,4EAA4E;QAC5E,iIAAiI;QACjI,IAAI,CAAC,OAAO,GAAG,IAAI,kBAAkB,CAAC,SAAS,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAClJ,IAAI,CAAC,cAAc,GAAG,IAAI,uBAAuB,CAC7C,MAAM,EACN,IAAI,CAAC,oBAAoB,EACzB,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,OAAO,CAAC;QACxB,CAAC,EACD,IAAI,CACP,CAAC;QAEF,IAAI,CAAC,YAAY,GAAG,IAAI,kBAAkB,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAEnI,IAAI,CAAC,KAAK,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAEzI,IAAI,CAAC,mBAAmB,GAAG,IAAI,8BAA8B,CACzD,qBAAqB,EACrB,MAAM,CAAC,cAAc,EAAE,EACvB,MAAM,CAAC,eAAe,EAAE,EACxB,GAAG,EACH,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,MAAM,EACN,KAAK,EACL,IAAI,CAAC,2BAA2B,EAChC,IAAI,CACP,CAAC;QACF,IAAI,CAAC,0BAA0B,GAAG,IAAI,uBAAuB,CACzD,MAAM,EACN,IAAI,CAAC,gCAAgC,EACrC,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,mBAAmB,CAAC;QACpC,CAAC,EACD,IAAI,CACP,CAAC;QAEF,IAAI,CAAC,KAAK,GAAG,IAAI,gBAAgB,CAAC,OAAO,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,2BAA2B,EAAE,IAAI,CAAC,CAAC;QAC5I,IAAI,CAAC,YAAY,GAAG,IAAI,uBAAuB,CAC3C,MAAM,EACN,IAAI,CAAC,kBAAkB,EACvB,GAAG,EAAE;YACD,OAAO,IAAI,CAAC,KAAK,CAAC;QACtB,CAAC,EACD,IAAI,CACP,CAAC;QAEF,IAAI,CAAC,eAAe,GAAG,MAAM,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE;YACtD,IAAI,CAAC,mBAAmB,GAAG,MAAM,CAAC,uBAAuB,EAAE,CAAC;YAC5D,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;QACzC,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,qCAAqC,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC9G,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,QAAQ,CAAC;YAEpF,IAAI,IAAI,CAAC,sBAAsB,KAAK,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,SAAS,EAAE;gBACpF,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,SAAS,CAAC;gBAClF,IAAI,CAAC,cAAc,EAAE,CAAC;aACzB;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAlZD;;;OAGG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IACD,IAAW,cAAc,CAAC,KAAc;QACpC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAOD;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC;IACvB,CAAC;IAED;;OAEG;IACH,IAAW,cAAc,CAAC,OAAgB;QACtC,IAAI,IAAI,CAAC,eAAe,KAAK,OAAO,EAAE;YAClC,OAAO;SACV;QACD,IAAI,CAAC,eAAe,GAAG,OAAO,CAAC;QAE/B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAKD;;OAEG;IAEH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IACD,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,GAAG,IAAI,CAAC,mBAAmB,CAAC;IACzD,CAAC;IAgBD;;OAEG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;YAC7B,OAAO;SACV;QACD,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,KAAK,CAAC;QAE1B,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc,CAAC,KAAa;QACnC,IAAI,IAAI,CAAC,eAAe,KAAK,KAAK,EAAE;YAChC,OAAO;SACV;QACD,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,KAAK,CAAC;QAC7B,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;IACjC,CAAC;IAGD,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;YAC5B,OAAO;SACV;QACD,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QAEzB,gEAAgE;QAChE,IAAI,CAAC,aAAa,EAAE,CAAC;QAErB,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY,CAAC,OAAgB;QACpC,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;YAChC,OAAO;SACV;QACD,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC;QAE7B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAEO,aAAa;QACjB,gEAAgE;QAChE,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC;QAC5B,IAAI,CAAC,KAAK,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,2BAA2B,EAAE,KAAK,CAAC,CAAC;QACzI,IAAI,CAAC,KAAK,CAAC,SAAS,GAAG,QAAQ,CAAC,SAAS,CAAC;QAC1C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,QAAQ,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;SAC7C;IACL,CAAC;IAED;;OAEG;IAEH,IAAW,mBAAmB;QAC1B,OAAO,IAAI,CAAC,oBAAoB,CAAC;IACrC,CAAC;IAED,IAAW,mBAAmB,CAAC,OAAgB;QAC3C,IAAI,IAAI,CAAC,oBAAoB,KAAK,OAAO,EAAE;YACvC,OAAO;SACV;QACD,IAAI,CAAC,oBAAoB,GAAG,OAAO,CAAC;QAEpC,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IAEH,IAAW,qBAAqB;QAC5B,OAAO,IAAI,CAAC,sBAAsB,CAAC;IACvC,CAAC;IAED,IAAW,qBAAqB,CAAC,KAAkC;QAC/D,IAAI,IAAI,CAAC,sBAAsB,KAAK,KAAK,EAAE;YACvC,OAAO;SACV;QACD,IAAI,CAAC,sBAAsB,GAAG,KAAK,CAAC;QAEpC,8DAA8D;QAC9D,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC;QAEjC,IAAI,CAAC,YAAY,GAAG,IAAI,kBAAkB,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,EAAE,IAAI,CAAC,sBAAsB,EAAE,IAAI,CAAC,2BAA2B,EAAE,KAAK,CAAC,CAAC;QACpI,IAAI,CAAC,YAAY,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;QACnD,IAAI,CAAC,YAAY,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,CAAC;QACvD,IAAI,CAAC,YAAY,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;QACvC,IAAI,CAAC,YAAY,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,CAAC;QAE7C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;SAC3C;QAED,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW,CAAC,OAAgB;QACnC,IAAI,IAAI,CAAC,YAAY,KAAK,OAAO,EAAE;YAC/B,OAAO;SACV;QACD,IAAI,CAAC,YAAY,GAAG,OAAO,CAAC;QAE5B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAGD;;OAEG;IACH,IAAW,OAAO,CAAC,WAAmB;QAClC,IAAI,IAAI,CAAC,QAAQ,KAAK,WAAW,EAAE;YAC/B,OAAO;SACV;QACD,IAAI,CAAC,QAAQ,GAAG,WAAW,CAAC;QAE5B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,sBAAsB,CAAC,OAAgB;QAC9C,IAAI,IAAI,CAAC,uBAAuB,KAAK,OAAO,EAAE;YAC1C,OAAO;SACV;QAED,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,SAAS,GAAG,OAAO,CAAC;IACjE,CAAC;IAGD,IAAW,sBAAsB;QAC7B,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB,CAAC,OAAgB;QACxC,IAAI,OAAO,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE;YAC7B,IAAI,CAAC,UAAU,GAAG,IAAI,SAAS,CAAC,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;SACpD;aAAM,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,UAAU,EAAE;YACpC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;YAC1B,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;SAC1B;IACL,CAAC;IAGD,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,UAAU,IAAI,IAAI,CAAC;IACnC,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,0BAA0B,CAAC,OAAgB;QAClD,IAAI,IAAI,CAAC,2BAA2B,KAAK,OAAO,EAAE;YAC9C,OAAO;SACV;QACD,IAAI,CAAC,2BAA2B,GAAG,OAAO,CAAC;QAE3C,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,0BAA0B;QACjC,OAAO,IAAI,CAAC,2BAA2B,CAAC;IAC5C,CAAC;IACD;;OAEG;IACH,IAAW,YAAY,CAAC,OAAgB;QACpC,IAAI,IAAI,CAAC,aAAa,KAAK,OAAO,EAAE;YAChC,OAAO;SACV;QACD,IAAI,CAAC,aAAa,GAAG,OAAO,CAAC;QAE7B,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAGD,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAsGD;;;OAGG;IACI,YAAY;QACf,OAAO,0BAA0B,CAAC;IACtC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,MAAM,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC;QACzC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;QAC1B,IAAI,CAAC,cAAc,EAAE,CAAC;QACtB,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;IACvC,CAAC;IAMO,8BAA8B,CAAC,WAAwB,EAAE,kBAAkB,GAAG,KAAK;QACvF,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,WAAW,CAAC,SAAS,GAAG,KAAK,CAAC;SACjC;aAAM;YACH,WAAW,CAAC,SAAS,GAAG,IAAI,CAAC;YAC7B,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,KAAK,CAAC;YAC9B,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC;SAC3B;QAED,IAAI,CAAC,kBAAkB,EAAE;YACrB,IAAI,IAAI,CAAC,oBAAoB,EAAE;gBAC3B,WAAW,CAAC,eAAe,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;aAC1D;iBAAM;gBACH,WAAW,CAAC,YAAY,EAAE,CAAC;aAC9B;YAED,IAAI,IAAI,CAAC,gBAAgB,EAAE;gBACvB,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,gBAAgB,CAAC;aACrD;YACD,IAAI,CAAC,gBAAgB,GAAG,WAAW,CAAC;SACvC;IACL,CAAC;IAMO,cAAc;QAClB,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;YACrB,OAAO;SACV;QACD,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAE7B,MAAM,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAEvC,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,+BAA+B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YACxG,mDAAmD;YACnD,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,oBAAoB,CAAC,KAAK,EAAE,CAAC;SACrD;QACD,IAAI,CAAC,MAAM,EAAE,CAAC;QACd,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QAC7B,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QAEzB,IAAI,IAAI,CAAC,mBAAmB,EAAE;YAC1B,sBAAsB;YACtB,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,EAAE;gBAC1B,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,QAAQ,EAAE;oBAChC,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,MAAM,CAAC,CAAC;oBAC9D,aAAa,CAAC,qBAAqB,GAAG,IAAI,CAAC;iBAC9C;gBAED,IAAI,CAAC,0BAA0B,GAAG,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,GAAG,CAAC,CAAC,KAAK,EAAE,EAAE;oBAC7F,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,CAAC,YAAa,CAAC,GAAG,CAAC,CAAC,EAAE;wBACjD,IAAI,CAAC,YAAY,CAAC,YAAY,GAAG,KAAK,CAAC,mBAAmB,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC,WAAW,EAAE,CAAC;qBAChG;gBACL,CAAC,CAAC,CAAC;aACN;iBAAM;gBACH,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;gBACzF,MAAM,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;gBACxE,IAAI,CAAC,YAAY,CAAC,YAAY,GAAG,aAAa,CAAC,WAAW,EAAE,CAAC;aAChE;YAED,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,QAAQ,EAAE,EAAE;gBAC/B,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC;aACtC;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAClC,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;SAC5E;aAAM;YACH,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;SAC5F;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,EAAE;gBACxB,IAAI,CAAC,KAAK,CAAC,cAAc,EAAE,CAAC;aAC/B;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;YAC3B,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;SACrE;QAED,IAAI,IAAI,CAAC,uBAAuB,EAAE;YAC9B,IAAI,CAAC,eAAe,GAAG,IAAI,0BAA0B,CACjD,iBAAiB,EACjB,GAAG,EACH,IAAI,EACJ,OAAO,CAAC,qBAAqB,EAC7B,MAAM,EACN,KAAK,EACL,IAAI,CAAC,2BAA2B,EAChC,IAAI,CAAC,KAAK,CAAC,4BAA4B,CAC1C,CAAC;YACF,IAAI,IAAI,CAAC,IAAI,EAAE;gBACX,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,MAAM,EACN,IAAI,CAAC,4BAA4B,EACjC,GAAG,EAAE;oBACD,OAAO,IAAI,CAAC,eAAe,CAAC;gBAChC,CAAC,EACD,IAAI,CACP,CACJ,CAAC;gBACF,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;aAC7D;iBAAM;gBACH,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;aACvE;YAED,IAAI,CAAC,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,QAAQ,CAAC,MAAM,KAAK,CAAC,EAAE;gBAC9C,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,GAAG,KAAK,CAAC;aACvE;YAED,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,SAAS,EAAE,EAAE;gBACnC,IAAI,CAAC,eAAe,CAAC,iBAAiB,EAAE,CAAC;aAC5C;SACJ;QAED,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,EAAE;gBACzB,IAAI,CAAC,OAAO,CAAC,YAAY,EAAE,CAAC;aAC/B;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;YACpC,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SACrD;QAED,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,EAAE;gBACvB,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE,CAAC;aAC7B;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAClC,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;SACnD;QAED,IAAI,IAAI,CAAC,0BAA0B,EAAE;YACjC,IAAI,CAAC,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,EAAE;gBACrC,IAAI,CAAC,mBAAmB,CAAC,YAAY,EAAE,CAAC;aAC3C;YACD,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;YAChD,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;SACjE;QAED,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,IAAI,CAAC,IAAI,GAAG,IAAI,eAAe,CAAC,MAAM,EAAE,GAAG,EAAE,IAAI,EAAE,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,KAAK,EAAE,IAAI,CAAC,2BAA2B,CAAC,CAAC;YACnI,IAAI,CAAC,SAAS,CACV,IAAI,uBAAuB,CACvB,MAAM,EACN,IAAI,CAAC,iBAAiB,EACtB,GAAG,EAAE;gBACD,OAAO,IAAI,CAAC,IAAI,CAAC;YACrB,CAAC,EACD,IAAI,CACP,CACJ,CAAC;YACF,IAAI,CAAC,8BAA8B,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;SACxD;QAED,IAAI,IAAI,CAAC,QAAQ,KAAK,IAAI,EAAE;YACxB,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,6BAA6B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;SACzG;QAED,wEAAwE;QACxE,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE;YAC7J,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;SAChC;QACD,wDAAwD;QACxD,IAAI,CAAC,IAAI,CAAC,4BAA4B,EAAE;YACpC,IAAI,CAAC,4BAA4B,GAAG,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC3E,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,IAAI,CAAC,QAAQ,CAAC,OAAO,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,KAAK,CAAC,CAAC,EAAE;oBACpF,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;iBAChC;YACL,CAAC,CAAC,CAAC;SACN;QACD,IAAI,CAAC,IAAI,CAAC,6BAA6B,EAAE;YACrC,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC7E,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,IAAI,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,EAAE;oBACnE,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;iBAChC;YACL,CAAC,CAAC,CAAC;SACN;QAED,IAAI,CAAC,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,IAAI,CAAC,OAAO,GAAG,CAAC,EAAE;YACvE,MAAM,CAAC,IAAI,CAAC,qFAAqF,CAAC,CAAC;SACtG;QAED,IAAI,CAAC,iBAAiB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACjD,CAAC;IAEO,qBAAqB,CAAC,mBAAmB,GAAG,KAAK;QACrD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC3C,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;YAEhC,IAAI,IAAI,CAAC,eAAe,EAAE;gBACtB,IAAI,CAAC,eAAe,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;aACxC;YAED,IAAI,IAAI,CAAC,IAAI,EAAE;gBACX,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;aAC7B;YAED,2FAA2F;YAC3F,IAAI,mBAAmB,EAAE;gBACrB,IAAI,IAAI,CAAC,OAAO,EAAE;oBACd,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;iBAChC;gBAED,IAAI,IAAI,CAAC,YAAY,EAAE;oBACnB,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,MAAM,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC;oBACzF,IAAI,CAAC,YAAY,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC;iBAC5C;gBAED,IAAI,IAAI,CAAC,KAAK,EAAE;oBACZ,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,CAAC;iBACrC;gBAED,IAAI,IAAI,CAAC,mBAAmB,EAAE;oBAC1B,IAAI,CAAC,mBAAmB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;iBAC5C;gBAED,IAAI,IAAI,CAAC,KAAK,EAAE;oBACZ,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;iBAC9B;gBACD,IAAI,IAAI,CAAC,UAAU,EAAE;oBACjB,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;iBAC7B;aACJ;SACJ;QAEK,IAAI,CAAC,eAAgB,GAAG,IAAI,CAAC;QAC7B,IAAI,CAAC,IAAK,GAAG,IAAI,CAAC;QAExB,IAAI,mBAAmB,EAAE;YACf,IAAI,CAAC,OAAQ,GAAG,IAAI,CAAC;YACrB,IAAI,CAAC,cAAe,GAAG,IAAI,CAAC;YAC5B,IAAI,CAAC,YAAa,GAAG,IAAI,CAAC;YAC1B,IAAI,CAAC,KAAM,GAAG,IAAI,CAAC;YACnB,IAAI,CAAC,mBAAoB,GAAG,IAAI,CAAC;YACjC,IAAI,CAAC,0BAA2B,GAAG,IAAI,CAAC;YACxC,IAAI,CAAC,KAAM,GAAG,IAAI,CAAC;YACnB,IAAI,CAAC,YAAa,GAAG,IAAI,CAAC;YAChC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;SAC1B;IACL,CAAC;IAED;;;OAGG;IACI,SAAS,CAAC,MAAc;QAC3B,IAAI,CAAC,oBAAoB,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QACvC,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;;OAGG;IACI,YAAY,CAAC,MAAc;QAC9B,MAAM,KAAK,GAAG,IAAI,CAAC,oBAAoB,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QACxD,IAAI,CAAC,oBAAoB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAC3C,IAAI,CAAC,cAAc,EAAE,CAAC;IAC1B,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,iBAAiB,CAAC,KAAK,EAAE,CAAC;QAC/B,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,CAAC;QACjC,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,+BAA+B,CAAC,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QACxG,IAAI,CAAC,MAAM,CAAC,SAAS,GAAG,IAAI,CAAC;QAC7B,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;YACxE,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;SAC/B;QAED,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,MAAM,CAAC,IAAI,CAAC,4BAA4B,CAAC,CAAC;QAC5E,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC,MAAM,CAAC,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAE9E,IAAI,CAAC,MAAM,CAAC,4BAA4B,CAAC,kBAAkB,CAAC,MAAM,CAAC,IAAI,CAAC,qCAAqC,CAAC,CAAC;QAC/G,KAAK,CAAC,OAAO,EAAE,CAAC;IACpB,CAAC;IAED;;;OAGG;IACI,SAAS;QACZ,MAAM,mBAAmB,GAAG,mBAAmB,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAChE,mBAAmB,CAAC,UAAU,GAAG,0BAA0B,CAAC;QAE5D,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;OAMG;IACI,MAAM,CAAC,KAAK,CAAC,MAAW,EAAE,KAAY,EAAE,OAAe;QAC1D,OAAO,mBAAmB,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,IAAI,wBAAwB,CAAC,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,KAAK,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;IACzI,CAAC;CACJ;AAtrBG;IADC,SAAS,EAAE;8DAGX;AASD;IADC,SAAS,EAAE;2DAGX;AAUD;IADC,SAAS,EAAE;8DACwB;AAKpC;IADC,SAAS,EAAE;iEAC0B;AAGtC;IADC,SAAS,EAAE;sDACU;AAetB;IADC,SAAS,EAAE;2DAGX;AAcD;IADC,SAAS,EAAE;8DAGX;AAkBD;IADC,SAAS,EAAE;0DAGX;AAeD;IADC,SAAS,EAAE;4DAGX;AAgBD;IADC,SAAS,EAAE;mEAGX;AAeD;IADC,SAAS,EAAE;qEAGX;AAqCD;IADC,SAAS,EAAE;2DAGX;AAgBD;IADC,SAAS,EAAE;uDAGX;AAcD;IADC,SAAS,EAAE;sEAGX;AAeD;IADC,SAAS,EAAE;gEAGX;AAsBD;IADC,SAAS,EAAE;0EAGX;AAcD;IADC,SAAS,EAAE;4DAGX;AA8aL,aAAa,CAAC,kCAAkC,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../../types\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport type { Observer } from \"../../../Misc/observable\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport type { IAnimatable } from \"../../../Animations/animatable.interface\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Camera } from \"../../../Cameras/camera\";\r\nimport type { ImageProcessingConfiguration } from \"../../../Materials/imageProcessingConfiguration\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { Engine } from \"../../../Engines/engine\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { IDisposable, Scene } from \"../../../scene\";\r\nimport { GlowLayer } from \"../../../Layers/glowLayer\";\r\n\r\nimport type { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { SharpenPostProcess } from \"../../../PostProcesses/sharpenPostProcess\";\r\nimport { ImageProcessingPostProcess } from \"../../../PostProcesses/imageProcessingPostProcess\";\r\nimport { ChromaticAberrationPostProcess } from \"../../../PostProcesses/chromaticAberrationPostProcess\";\r\nimport { GrainPostProcess } from \"../../../PostProcesses/grainPostProcess\";\r\nimport { FxaaPostProcess } from \"../../../PostProcesses/fxaaPostProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from \"../../../PostProcesses/depthOfFieldEffect\";\r\nimport { BloomEffect } from \"../../../PostProcesses/bloomEffect\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\ndeclare type Animation = import(\"../../../Animations/animation\").Animation;\r\n\r\n/**\r\n * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.\r\n * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline\r\n */\r\nexport class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {\r\n private _scene: Scene;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n /**\r\n * ID of the sharpen post process,\r\n */\r\n private readonly SharpenPostProcessId = \"SharpenPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the image processing post process;\r\n */\r\n readonly ImageProcessingPostProcessId = \"ImageProcessingPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the Fast Approximate Anti-Aliasing post process;\r\n */\r\n readonly FxaaPostProcessId = \"FxaaPostProcessEffect\";\r\n /**\r\n * ID of the chromatic aberration post process,\r\n */\r\n private readonly ChromaticAberrationPostProcessId = \"ChromaticAberrationPostProcessEffect\";\r\n /**\r\n * ID of the grain post process\r\n */\r\n private readonly GrainPostProcessId = \"GrainPostProcessEffect\";\r\n\r\n // Post-processes\r\n /**\r\n * Sharpen post process which will apply a sharpen convolution to enhance edges\r\n */\r\n public sharpen: SharpenPostProcess;\r\n private _sharpenEffect: PostProcessRenderEffect;\r\n private bloom: BloomEffect;\r\n /**\r\n * Depth of field effect, applies a blur based on how far away objects are from the focus distance.\r\n */\r\n public depthOfField: DepthOfFieldEffect;\r\n /**\r\n * The Fast Approximate Anti-Aliasing post process which attempts to remove aliasing from an image.\r\n */\r\n public fxaa: FxaaPostProcess;\r\n /**\r\n * Image post processing pass used to perform operations such as tone mapping or color grading.\r\n */\r\n public imageProcessing: ImageProcessingPostProcess;\r\n /**\r\n * Chromatic aberration post process which will shift rgb colors in the image\r\n */\r\n public chromaticAberration: ChromaticAberrationPostProcess;\r\n private _chromaticAberrationEffect: PostProcessRenderEffect;\r\n /**\r\n * Grain post process which add noise to the image\r\n */\r\n public grain: GrainPostProcess;\r\n private _grainEffect: PostProcessRenderEffect;\r\n /**\r\n * Glow post process which adds a glow to emissive areas of the image\r\n */\r\n private _glowLayer: Nullable<GlowLayer> = null;\r\n\r\n /**\r\n * Animations which can be used to tweak settings over a period of time\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _imageProcessingConfigurationObserver: Nullable<Observer<ImageProcessingConfiguration>> = null;\r\n // Values\r\n private _sharpenEnabled: boolean = false;\r\n private _bloomEnabled: boolean = false;\r\n private _depthOfFieldEnabled: boolean = false;\r\n private _depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;\r\n private _fxaaEnabled: boolean = false;\r\n private _imageProcessingEnabled: boolean = true;\r\n private _defaultPipelineTextureType: number;\r\n private _bloomScale: number = 0.5;\r\n private _chromaticAberrationEnabled: boolean = false;\r\n private _grainEnabled: boolean = false;\r\n\r\n private _buildAllowed = true;\r\n\r\n /**\r\n * Enable or disable automatic building of the pipeline when effects are enabled and disabled.\r\n * If false, you will have to manually call prepare() to update the pipeline.\r\n */\r\n public get automaticBuild() {\r\n return this._buildAllowed;\r\n }\r\n public set automaticBuild(value: boolean) {\r\n this._buildAllowed = value;\r\n }\r\n\r\n /**\r\n * This is triggered each time the pipeline has been built.\r\n */\r\n public onBuildObservable = new Observable<DefaultRenderingPipeline>();\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 * Enable or disable the sharpen process from the pipeline\r\n */\r\n public set sharpenEnabled(enabled: boolean) {\r\n if (this._sharpenEnabled === enabled) {\r\n return;\r\n }\r\n this._sharpenEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get sharpenEnabled(): boolean {\r\n return this._sharpenEnabled;\r\n }\r\n\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _hardwareScaleLevel = 1.0;\r\n private _bloomKernel: number = 64;\r\n /**\r\n * Specifies the size of the bloom blur kernel, relative to the final output size\r\n */\r\n @serialize()\r\n public get bloomKernel(): number {\r\n return this._bloomKernel;\r\n }\r\n public set bloomKernel(value: number) {\r\n this._bloomKernel = value;\r\n this.bloom.kernel = value / this._hardwareScaleLevel;\r\n }\r\n\r\n /**\r\n * Specifies the weight of the bloom in the final rendering\r\n */\r\n @serialize()\r\n private _bloomWeight: number = 0.15;\r\n /**\r\n * Specifies the luma threshold for the area that will be blurred by the bloom\r\n */\r\n @serialize()\r\n private _bloomThreshold: number = 0.9;\r\n\r\n @serialize()\r\n private _hdr: boolean;\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public set bloomWeight(value: number) {\r\n if (this._bloomWeight === value) {\r\n return;\r\n }\r\n this.bloom.weight = value;\r\n\r\n this._bloomWeight = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomWeight(): number {\r\n return this._bloomWeight;\r\n }\r\n\r\n /**\r\n * The luminance threshold to find bright areas of the image to bloom.\r\n */\r\n public set bloomThreshold(value: number) {\r\n if (this._bloomThreshold === value) {\r\n return;\r\n }\r\n this.bloom.threshold = value;\r\n this._bloomThreshold = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomThreshold(): number {\r\n return this._bloomThreshold;\r\n }\r\n\r\n /**\r\n * The scale of the bloom, lower value will provide better performance.\r\n */\r\n public set bloomScale(value: number) {\r\n if (this._bloomScale === value) {\r\n return;\r\n }\r\n this._bloomScale = value;\r\n\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n this._rebuildBloom();\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomScale(): number {\r\n return this._bloomScale;\r\n }\r\n\r\n /**\r\n * Enable or disable the bloom from the pipeline\r\n */\r\n public set bloomEnabled(enabled: boolean) {\r\n if (this._bloomEnabled === enabled) {\r\n return;\r\n }\r\n this._bloomEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomEnabled(): boolean {\r\n return this._bloomEnabled;\r\n }\r\n\r\n private _rebuildBloom() {\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n const oldBloom = this.bloom;\r\n this.bloom = new BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);\r\n this.bloom.threshold = oldBloom.threshold;\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldBloom.disposeEffects(this._cameras[i]);\r\n }\r\n }\r\n\r\n /**\r\n * If the depth of field is enabled.\r\n */\r\n @serialize()\r\n public get depthOfFieldEnabled(): boolean {\r\n return this._depthOfFieldEnabled;\r\n }\r\n\r\n public set depthOfFieldEnabled(enabled: boolean) {\r\n if (this._depthOfFieldEnabled === enabled) {\r\n return;\r\n }\r\n this._depthOfFieldEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Blur level of the depth of field effect. (Higher blur will effect performance)\r\n */\r\n @serialize()\r\n public get depthOfFieldBlurLevel(): DepthOfFieldEffectBlurLevel {\r\n return this._depthOfFieldBlurLevel;\r\n }\r\n\r\n public set depthOfFieldBlurLevel(value: DepthOfFieldEffectBlurLevel) {\r\n if (this._depthOfFieldBlurLevel === value) {\r\n return;\r\n }\r\n this._depthOfFieldBlurLevel = value;\r\n\r\n // recreate dof and dispose old as this setting is not dynamic\r\n const oldDof = this.depthOfField;\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);\r\n this.depthOfField.focalLength = oldDof.focalLength;\r\n this.depthOfField.focusDistance = oldDof.focusDistance;\r\n this.depthOfField.fStop = oldDof.fStop;\r\n this.depthOfField.lensSize = oldDof.lensSize;\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldDof.disposeEffects(this._cameras[i]);\r\n }\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * If the anti aliasing is enabled.\r\n */\r\n public set fxaaEnabled(enabled: boolean) {\r\n if (this._fxaaEnabled === enabled) {\r\n return;\r\n }\r\n this._fxaaEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get fxaaEnabled(): boolean {\r\n return this._fxaaEnabled;\r\n }\r\n\r\n private _samples = 1;\r\n /**\r\n * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)\r\n */\r\n public set samples(sampleCount: number) {\r\n if (this._samples === sampleCount) {\r\n return;\r\n }\r\n this._samples = sampleCount;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * If image processing is enabled.\r\n */\r\n public set imageProcessingEnabled(enabled: boolean) {\r\n if (this._imageProcessingEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._scene.imageProcessingConfiguration.isEnabled = enabled;\r\n }\r\n\r\n @serialize()\r\n public get imageProcessingEnabled(): boolean {\r\n return this._imageProcessingEnabled;\r\n }\r\n\r\n /**\r\n * If glow layer is enabled. (Adds a glow effect to emmissive materials)\r\n */\r\n public set glowLayerEnabled(enabled: boolean) {\r\n if (enabled && !this._glowLayer) {\r\n this._glowLayer = new GlowLayer(\"\", this._scene);\r\n } else if (!enabled && this._glowLayer) {\r\n this._glowLayer.dispose();\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n @serialize()\r\n public get glowLayerEnabled(): boolean {\r\n return this._glowLayer != null;\r\n }\r\n\r\n /**\r\n * Gets the glow layer (or null if not defined)\r\n */\r\n public get glowLayer() {\r\n return this._glowLayer;\r\n }\r\n\r\n /**\r\n * Enable or disable the chromaticAberration process from the pipeline\r\n */\r\n public set chromaticAberrationEnabled(enabled: boolean) {\r\n if (this._chromaticAberrationEnabled === enabled) {\r\n return;\r\n }\r\n this._chromaticAberrationEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get chromaticAberrationEnabled(): boolean {\r\n return this._chromaticAberrationEnabled;\r\n }\r\n /**\r\n * Enable or disable the grain process from the pipeline\r\n */\r\n public set grainEnabled(enabled: boolean) {\r\n if (this._grainEnabled === enabled) {\r\n return;\r\n }\r\n this._grainEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get grainEnabled(): boolean {\r\n return this._grainEnabled;\r\n }\r\n\r\n /**\r\n * Instantiates a DefaultRenderingPipeline.\r\n * @param name The rendering pipeline name (default: \"\")\r\n * @param hdr If high dynamic range textures should be used (default: true)\r\n * @param scene The scene linked to this pipeline (default: the last created scene)\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param automaticBuild If false, you will have to manually call prepare() to update the pipeline (default: true)\r\n */\r\n constructor(name = \"\", hdr = true, scene: Scene = EngineStore.LastCreatedScene!, cameras?: Camera[], automaticBuild = true) {\r\n super(scene.getEngine(), name);\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._buildAllowed = automaticBuild;\r\n\r\n // Initialize\r\n this._scene = scene;\r\n const caps = this._scene.getEngine().getCaps();\r\n this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);\r\n\r\n // Misc\r\n if (this._hdr) {\r\n if (caps.textureHalfFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n } else {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n // Attach\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n const engine = this._scene.getEngine();\r\n // Create post processes before hand so they can be modified before enabled.\r\n // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.\r\n this.sharpen = new SharpenPostProcess(\"sharpen\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._sharpenEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.SharpenPostProcessId,\r\n () => {\r\n return this.sharpen;\r\n },\r\n true\r\n );\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, true);\r\n\r\n this.bloom = new BloomEffect(this._scene, this._bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, true);\r\n\r\n this.chromaticAberration = new ChromaticAberrationPostProcess(\r\n \"ChromaticAberration\",\r\n engine.getRenderWidth(),\r\n engine.getRenderHeight(),\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n true\r\n );\r\n this._chromaticAberrationEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.ChromaticAberrationPostProcessId,\r\n () => {\r\n return this.chromaticAberration;\r\n },\r\n true\r\n );\r\n\r\n this.grain = new GrainPostProcess(\"Grain\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._grainEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.GrainPostProcessId,\r\n () => {\r\n return this.grain;\r\n },\r\n true\r\n );\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\r\n this.bloomKernel = this._bloomKernel;\r\n });\r\n\r\n this._imageProcessingConfigurationObserver = this._scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this.bloom._downscale._exposure = this._scene.imageProcessingConfiguration.exposure;\r\n\r\n if (this.imageProcessingEnabled !== this._scene.imageProcessingConfiguration.isEnabled) {\r\n this._imageProcessingEnabled = this._scene.imageProcessingConfiguration.isEnabled;\r\n this._buildPipeline();\r\n }\r\n });\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"DefaultRenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"DefaultRenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Force the compilation of the entire pipeline.\r\n */\r\n public prepare(): void {\r\n const previousState = this._buildAllowed;\r\n this._buildAllowed = true;\r\n this._buildPipeline();\r\n this._buildAllowed = previousState;\r\n }\r\n\r\n private _hasCleared = false;\r\n private _prevPostProcess: Nullable<PostProcess> = null;\r\n private _prevPrevPostProcess: Nullable<PostProcess> = null;\r\n\r\n private _setAutoClearAndTextureSharing(postProcess: PostProcess, skipTextureSharing = false) {\r\n if (this._hasCleared) {\r\n postProcess.autoClear = false;\r\n } else {\r\n postProcess.autoClear = true;\r\n this._scene.autoClear = false;\r\n this._hasCleared = true;\r\n }\r\n\r\n if (!skipTextureSharing) {\r\n if (this._prevPrevPostProcess) {\r\n postProcess.shareOutputWith(this._prevPrevPostProcess);\r\n } else {\r\n postProcess.useOwnOutput();\r\n }\r\n\r\n if (this._prevPostProcess) {\r\n this._prevPrevPostProcess = this._prevPostProcess;\r\n }\r\n this._prevPostProcess = postProcess;\r\n }\r\n }\r\n\r\n private _depthOfFieldSceneObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCameraChangedObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCamerasChangedObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _buildPipeline() {\r\n if (!this._buildAllowed) {\r\n return;\r\n }\r\n this._scene.autoClear = true;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n this._prevPostProcess = null;\r\n this._prevPrevPostProcess = null;\r\n this._hasCleared = false;\r\n\r\n if (this.depthOfFieldEnabled) {\r\n // Multi camera suport\r\n if (this._cameras.length > 1) {\r\n for (const camera of this._cameras) {\r\n const depthRenderer = this._scene.enableDepthRenderer(camera);\r\n depthRenderer.useOnlyInActiveCamera = true;\r\n }\r\n\r\n this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add((scene) => {\r\n if (this._cameras.indexOf(scene.activeCamera!) > -1) {\r\n this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();\r\n }\r\n });\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n const depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);\r\n this.depthOfField.depthTexture = depthRenderer.getDepthMap();\r\n }\r\n\r\n if (!this.depthOfField._isReady()) {\r\n this.depthOfField._updateEffects();\r\n }\r\n this.addEffect(this.depthOfField);\r\n this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n }\r\n\r\n if (this.bloomEnabled) {\r\n if (!this.bloom._isReady()) {\r\n this.bloom._updateEffects();\r\n }\r\n this.addEffect(this.bloom);\r\n this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);\r\n }\r\n\r\n if (this._imageProcessingEnabled) {\r\n this.imageProcessing = new ImageProcessingPostProcess(\r\n \"imageProcessing\",\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n this.scene.imageProcessingConfiguration\r\n );\r\n if (this._hdr) {\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.ImageProcessingPostProcessId,\r\n () => {\r\n return this.imageProcessing;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.imageProcessing);\r\n } else {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this._cameras || this._cameras.length === 0) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this.imageProcessing.getEffect()) {\r\n this.imageProcessing._updateParameters();\r\n }\r\n }\r\n\r\n if (this.sharpenEnabled) {\r\n if (!this.sharpen.isReady()) {\r\n this.sharpen.updateEffect();\r\n }\r\n this.addEffect(this._sharpenEffect);\r\n this._setAutoClearAndTextureSharing(this.sharpen);\r\n }\r\n\r\n if (this.grainEnabled) {\r\n if (!this.grain.isReady()) {\r\n this.grain.updateEffect();\r\n }\r\n this.addEffect(this._grainEffect);\r\n this._setAutoClearAndTextureSharing(this.grain);\r\n }\r\n\r\n if (this.chromaticAberrationEnabled) {\r\n if (!this.chromaticAberration.isReady()) {\r\n this.chromaticAberration.updateEffect();\r\n }\r\n this.addEffect(this._chromaticAberrationEffect);\r\n this._setAutoClearAndTextureSharing(this.chromaticAberration);\r\n }\r\n\r\n if (this.fxaaEnabled) {\r\n this.fxaa = new FxaaPostProcess(\"fxaa\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.FxaaPostProcessId,\r\n () => {\r\n return this.fxaa;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.fxaa, true);\r\n }\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n\r\n // In multicamera mode, the scene needs to autoclear in between cameras.\r\n if ((this._scene.activeCameras && this._scene.activeCameras.length > 1) || (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1)) {\r\n this._scene.autoClear = true;\r\n }\r\n // The active camera on the scene can be changed anytime\r\n if (!this._activeCameraChangedObserver) {\r\n this._activeCameraChangedObserver = this._scene.onActiveCameraChanged.add(() => {\r\n if (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n if (!this._activeCamerasChangedObserver) {\r\n this._activeCamerasChangedObserver = this._scene.onActiveCamerasChanged.add(() => {\r\n if (this._scene.activeCameras && this._scene.activeCameras.length > 1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n\r\n if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {\r\n Logger.Warn(\"MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0\");\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n\r\n private _disposePostProcesses(disposeNonRecreated = false): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n if (this.imageProcessing) {\r\n this.imageProcessing.dispose(camera);\r\n }\r\n\r\n if (this.fxaa) {\r\n this.fxaa.dispose(camera);\r\n }\r\n\r\n // These are created in the constructor and should not be disposed on every pipeline change\r\n if (disposeNonRecreated) {\r\n if (this.sharpen) {\r\n this.sharpen.dispose(camera);\r\n }\r\n\r\n if (this.depthOfField) {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n this.depthOfField.disposeEffects(camera);\r\n }\r\n\r\n if (this.bloom) {\r\n this.bloom.disposeEffects(camera);\r\n }\r\n\r\n if (this.chromaticAberration) {\r\n this.chromaticAberration.dispose(camera);\r\n }\r\n\r\n if (this.grain) {\r\n this.grain.dispose(camera);\r\n }\r\n if (this._glowLayer) {\r\n this._glowLayer.dispose();\r\n }\r\n }\r\n }\r\n\r\n (<any>this.imageProcessing) = null;\r\n (<any>this.fxaa) = null;\r\n\r\n if (disposeNonRecreated) {\r\n (<any>this.sharpen) = null;\r\n (<any>this._sharpenEffect) = null;\r\n (<any>this.depthOfField) = null;\r\n (<any>this.bloom) = null;\r\n (<any>this.chromaticAberration) = null;\r\n (<any>this._chromaticAberrationEffect) = null;\r\n (<any>this.grain) = null;\r\n (<any>this._grainEffect) = null;\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Dispose of the pipeline and stop all post processes\r\n */\r\n public dispose(): void {\r\n this.onBuildObservable.clear();\r\n this._disposePostProcesses(true);\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._scene.autoClear = true;\r\n if (this._resizeObserver) {\r\n this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n\r\n this._scene.onActiveCameraChanged.remove(this._activeCameraChangedObserver);\r\n this._scene.onActiveCamerasChanged.remove(this._activeCamerasChangedObserver);\r\n\r\n this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);\r\n super.dispose();\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 = \"DefaultRenderingPipeline\";\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): DefaultRenderingPipeline {\r\n return SerializationHelper.Parse(() => new DefaultRenderingPipeline(source._name, source._name._hdr, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DefaultRenderingPipeline\", DefaultRenderingPipeline);\r\n"]}
@@ -54,8 +54,9 @@ export declare class BlurPostProcess extends PostProcess {
54
54
  * @param textureType Type of textures used when performing the post process. (default: 0)
55
55
  * @param defines
56
56
  * @param _blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
57
+ * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
57
58
  */
58
- constructor(name: string, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, _blockCompilation?: boolean);
59
+ constructor(name: string, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, _blockCompilation?: boolean, textureFormat?: number);
59
60
  /**
60
61
  * Updates the effect with the current post process compile time values and recompiles the shader.
61
62
  * @param defines Define statements that should be added at the beginning of the shader. (default: null)
@@ -24,9 +24,10 @@ export class BlurPostProcess extends PostProcess {
24
24
  * @param textureType Type of textures used when performing the post process. (default: 0)
25
25
  * @param defines
26
26
  * @param _blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
27
+ * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
27
28
  */
28
- constructor(name, direction, kernel, options, camera, samplingMode = Texture.BILINEAR_SAMPLINGMODE, engine, reusable, textureType = 0, defines = "", _blockCompilation = false) {
29
- super(name, "kernelBlur", ["delta", "direction", "cameraMinMaxZ"], ["circleOfConfusionSampler"], options, camera, samplingMode, engine, reusable, null, textureType, "kernelBlur", { varyingCount: 0, depCount: 0 }, true);
29
+ constructor(name, direction, kernel, options, camera, samplingMode = Texture.BILINEAR_SAMPLINGMODE, engine, reusable, textureType = 0, defines = "", _blockCompilation = false, textureFormat = 5) {
30
+ super(name, "kernelBlur", ["delta", "direction"], ["circleOfConfusionSampler"], options, camera, samplingMode, engine, reusable, null, textureType, "kernelBlur", { varyingCount: 0, depCount: 0 }, true, textureFormat);
30
31
  this._blockCompilation = _blockCompilation;
31
32
  this._packedFloat = false;
32
33
  this._staticDefines = "";
@@ -1 +1 @@
1
- {"version":3,"file":"blurPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/blurPostProcess.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAG5C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,gCAAgC,CAAC;AACxC,OAAO,8BAA8B,CAAC;AACtC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,kBAAkB,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAIxF;;;GAGG;AACH,MAAM,OAAO,eAAgB,SAAQ,WAAW;IA+D5C;;;;;;;;;;;;;OAaG;IACH,YACI,IAAY,EACZ,SAAkB,EAClB,MAAc,EACd,OAAoC,EACpC,MAAwB,EACxB,eAAuB,OAAO,CAAC,qBAAqB,EACpD,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB,EACxD,OAAO,GAAG,EAAE,EACJ,oBAAoB,KAAK;QAEjC,KAAK,CACD,IAAI,EACJ,YAAY,EACZ,CAAC,OAAO,EAAE,WAAW,EAAE,eAAe,CAAC,EACvC,CAAC,0BAA0B,CAAC,EAC5B,OAAO,EACP,MAAM,EACN,YAAY,EACZ,MAAM,EACN,QAAQ,EACR,IAAI,EACJ,WAAW,EACX,YAAY,EACZ,EAAE,YAAY,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,EAChC,IAAI,CACP,CAAC;QAjBM,sBAAiB,GAAjB,iBAAiB,CAAQ;QAnF3B,iBAAY,GAAY,KAAK,CAAC;QAChC,mBAAc,GAAW,EAAE,CAAC;QAoGhC,IAAI,CAAC,cAAc,GAAG,OAAO,CAAC;QAC9B,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC3B,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,IAAI,IAAI,CAAC,cAAc,EAAE;gBACrB,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;aACtI;iBAAM;gBACH,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;aACxG;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACzB,CAAC;IAzGD;;OAEG;IACH,IAAW,MAAM,CAAC,CAAS;QACvB,IAAI,IAAI,CAAC,YAAY,KAAK,CAAC,EAAE;YACzB,OAAO;SACV;QAED,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACnB,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;QACtB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC;QAC1C,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;YACzB,IAAI,CAAC,iBAAiB,EAAE,CAAC;SAC5B;IACL,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW,CAAC,CAAU;QAC7B,IAAI,IAAI,CAAC,YAAY,KAAK,CAAC,EAAE;YACzB,OAAO;SACV;QACD,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;QACtB,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;YACzB,IAAI,CAAC,iBAAiB,EAAE,CAAC;SAC5B;IACL,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IA0DD;;;;;;;;OAQG;IACI,YAAY,CACf,UAA4B,IAAI,EAChC,WAA+B,IAAI,EACnC,WAA+B,IAAI,EACnC,eAAqB,EACrB,UAAqC,EACrC,OAAkD;QAElD,IAAI,CAAC,iBAAiB,CAAC,UAAU,EAAE,OAAO,CAAC,CAAC;IAChD,CAAC;IAES,iBAAiB,CAAC,UAAqC,EAAE,OAAkD;QACjH,wCAAwC;QACxC,MAAM,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC;QACvB,MAAM,WAAW,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;QAEhC,iDAAiD;QACjD,IAAI,OAAO,GAAG,EAAE,CAAC;QACjB,IAAI,OAAO,GAAG,EAAE,CAAC;QACjB,IAAI,WAAW,GAAG,CAAC,CAAC;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YACxB,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACtB,MAAM,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;YAC5C,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,WAAW,CAAC;YAC7B,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YACf,WAAW,IAAI,CAAC,CAAC;SACpB;QAED,oBAAoB;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACrC,OAAO,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC;SAC7B;QAED,0EAA0E;QAC1E,4DAA4D;QAC5D,MAAM,qBAAqB,GAAG,EAAE,CAAC;QACjC,MAAM,qBAAqB,GAAG,EAAE,CAAC;QAEjC,MAAM,iBAAiB,GAAG,EAAE,CAAC;QAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,WAAW,EAAE,CAAC,IAAI,CAAC,EAAE;YACtC,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC,CAAC;YAEnD,MAAM,kBAAkB,GAAG,CAAC,KAAK,CAAC,CAAC;YAEnC,IAAI,kBAAkB,EAAE;gBACpB,iBAAiB,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;aAC5D;iBAAM;gBACH,MAAM,UAAU,GAAG,CAAC,KAAK,WAAW,CAAC;gBAErC,MAAM,YAAY,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACtE,MAAM,YAAY,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;gBAEpE,IAAI,YAAY,KAAK,CAAC,EAAE;oBACpB,iBAAiB,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;oBACzD,iBAAiB,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC;iBACpE;qBAAM;oBACH,iBAAiB,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,YAAY,EAAE,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC;oBAC7D,iBAAiB,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC;iBACjE;aACJ;SACJ;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC/C,qBAAqB,CAAC,CAAC,CAAC,GAAG,iBAAiB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAClD,qBAAqB,CAAC,CAAC,CAAC,GAAG,iBAAiB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SACrD;QAED,yBAAyB;QACzB,OAAO,GAAG,qBAAqB,CAAC;QAChC,OAAO,GAAG,qBAAqB,CAAC;QAEhC,mBAAmB;QACnB,MAAM,cAAc,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,iBAAiB,CAAC;QACpE,MAAM,eAAe,GAAG,IAAI,CAAC,GAAG,CAAC,cAAc,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,0BAA0B;QAEnF,IAAI,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,MAAM,EAAE,eAAe,CAAC,CAAC;QAE7D,IAAI,OAAO,GAAG,EAAE,CAAC;QACjB,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC;QAE/B,iHAAiH;QACjH,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,EAAE;YAC1C,OAAO,IAAI,yBAAyB,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC,MAAM,CAAC;YACrF,YAAY,EAAE,CAAC;SAClB;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,EAAE,CAAC,EAAE,EAAE;YACnC,OAAO,IAAI,wBAAwB,CAAC,IAAI,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;YAC1E,OAAO,IAAI,wBAAwB,CAAC,IAAI,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;SAC7E;QAED,IAAI,QAAQ,GAAG,CAAC,CAAC;QACjB,KAAK,IAAI,CAAC,GAAG,eAAe,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnD,OAAO,IAAI,4BAA4B,QAAQ,IAAI,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;YACrF,OAAO,IAAI,4BAA4B,QAAQ,IAAI,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;YACrF,QAAQ,EAAE,CAAC;SACd;QAED,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,OAAO,IAAI,uBAAuB,CAAC;SACtC;QAED,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;QAC/B,KAAK,CAAC,YAAY,CACd,OAAO,EACP,IAAI,EACJ,IAAI,EACJ;YACI,YAAY,EAAE,YAAY;YAC1B,QAAQ,EAAE,QAAQ;SACrB,EACD,UAAU,EACV,OAAO,CACV,CAAC;IACN,CAAC;IAED;;;;;;;;OAQG;IACO,kBAAkB,CAAC,WAAmB;QAC5C,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC;QAClC,KAAK,MAAM,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,EAAE;YAC7C,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,IAAI,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE;gBACrD,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;aACzB;SACJ;QACD,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAC1B,CAAC;IAED;;;;OAIG;IACO,eAAe,CAAC,CAAS;QAC/B,oDAAoD;QACpD,gGAAgG;QAChG,gFAAgF;QAChF,yFAAyF;QACzF,6CAA6C;QAE7C,uHAAuH;QACvH,MAAM,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC;QACpB,MAAM,WAAW,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC;QACrD,MAAM,QAAQ,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,KAAK,GAAG,KAAK,CAAC,CAAC,CAAC;QACpD,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,WAAW,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;QACxD,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;OAKG;IACO,UAAU,CAAC,CAAS,EAAE,cAAc,GAAG,CAAC;QAC9C,OAAO,CAAC,CAAC,OAAO,CAAC,cAAc,CAAC,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;IACxD,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,eAAe,CACtB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,SAAS,EAC3B,iBAAiB,CAAC,MAAM,EACxB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,EAC1B,iBAAiB,CAAC,WAAW,EAC7B,SAAS,EACT,KAAK,CACR,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AA7TG;IADC,SAAS,CAAC,QAAQ,CAAC;gDACM;AAG1B;IADC,SAAS,CAAC,aAAa,CAAC;qDACe;AAKxC;IADC,kBAAkB,EAAE;kDACK;AAuT9B,aAAa,CAAC,yBAAyB,EAAE,eAAe,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/kernelBlur.fragment\";\r\nimport \"../Shaders/kernelBlur.vertex\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, serializeAsVector2, SerializationHelper } from \"../Misc/decorators\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * The Blur Post Process which blurs an image based on a kernel and direction.\r\n * Can be used twice in x and y directions to perform a gaussian blur in two passes.\r\n */\r\nexport class BlurPostProcess extends PostProcess {\r\n @serialize(\"kernel\")\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n @serialize(\"packedFloat\")\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /** The direction in which to blur the image. */\r\n @serializeAsVector2()\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlurPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"BlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance BlurPostProcess\r\n * @param name The name of the effect.\r\n * @param direction The direction in which to blur the image.\r\n * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param defines\r\n * @param _blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n direction: Vector2,\r\n kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n defines = \"\",\r\n private _blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n \"kernelBlur\",\r\n [\"delta\", \"direction\", \"cameraMinMaxZ\"],\r\n [\"circleOfConfusionSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n \"kernelBlur\",\r\n { varyingCount: 0, depCount: 0 },\r\n true\r\n );\r\n this._staticDefines = defines;\r\n this.direction = direction;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (this._outputTexture) {\r\n effect.setFloat2(\"delta\", (1 / this._outputTexture.width) * this.direction.x, (1 / this._outputTexture.height) * this.direction.y);\r\n } else {\r\n effect.setFloat2(\"delta\", (1 / this.width) * this.direction.x, (1 / this.height) * this.direction.y);\r\n }\r\n });\r\n\r\n this.kernel = kernel;\r\n }\r\n\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n */\r\n public updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void\r\n ) {\r\n this._updateParameters(onCompiled, onError);\r\n }\r\n\r\n protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const N = this._kernel;\r\n const centerIndex = (N - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < N; i++) {\r\n const u = i / (N - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\r\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\r\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\r\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this._blockCompilation = false;\r\n super.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlurPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.direction,\r\n parsedPostProcess.kernel,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n undefined,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlurPostProcess\", BlurPostProcess);\r\n"]}
1
+ {"version":3,"file":"blurPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/blurPostProcess.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAG5C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,gCAAgC,CAAC;AACxC,OAAO,8BAA8B,CAAC;AACtC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,kBAAkB,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAIxF;;;GAGG;AACH,MAAM,OAAO,eAAgB,SAAQ,WAAW;IA+D5C;;;;;;;;;;;;;;OAcG;IACH,YACI,IAAY,EACZ,SAAkB,EAClB,MAAc,EACd,OAAoC,EACpC,MAAwB,EACxB,eAAuB,OAAO,CAAC,qBAAqB,EACpD,MAAe,EACf,QAAkB,EAClB,WAAW,GAAG,SAAS,CAAC,wBAAwB,EAChD,OAAO,GAAG,EAAE,EACJ,oBAAoB,KAAK,EACjC,aAAa,GAAG,SAAS,CAAC,kBAAkB;QAE5C,KAAK,CACD,IAAI,EACJ,YAAY,EACZ,CAAC,OAAO,EAAE,WAAW,CAAC,EACtB,CAAC,0BAA0B,CAAC,EAC5B,OAAO,EACP,MAAM,EACN,YAAY,EACZ,MAAM,EACN,QAAQ,EACR,IAAI,EACJ,WAAW,EACX,YAAY,EACZ,EAAE,YAAY,EAAE,CAAC,EAAE,QAAQ,EAAE,CAAC,EAAE,EAChC,IAAI,EACJ,aAAa,CAChB,CAAC;QAnBM,sBAAiB,GAAjB,iBAAiB,CAAQ;QApF3B,iBAAY,GAAY,KAAK,CAAC;QAChC,mBAAc,GAAW,EAAE,CAAC;QAuGhC,IAAI,CAAC,cAAc,GAAG,OAAO,CAAC;QAC9B,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC3B,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,IAAI,IAAI,CAAC,cAAc,EAAE;gBACrB,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;aACtI;iBAAM;gBACH,MAAM,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;aACxG;QACL,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;IACzB,CAAC;IA5GD;;OAEG;IACH,IAAW,MAAM,CAAC,CAAS;QACvB,IAAI,IAAI,CAAC,YAAY,KAAK,CAAC,EAAE;YACzB,OAAO;SACV;QAED,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACnB,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;QACtB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,kBAAkB,CAAC,CAAC,CAAC,CAAC;QAC1C,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;YACzB,IAAI,CAAC,iBAAiB,EAAE,CAAC;SAC5B;IACL,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW,CAAC,CAAU;QAC7B,IAAI,IAAI,CAAC,YAAY,KAAK,CAAC,EAAE;YACzB,OAAO;SACV;QACD,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;QACtB,IAAI,CAAC,IAAI,CAAC,iBAAiB,EAAE;YACzB,IAAI,CAAC,iBAAiB,EAAE,CAAC;SAC5B;IACL,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IA6DD;;;;;;;;OAQG;IACI,YAAY,CACf,UAA4B,IAAI,EAChC,WAA+B,IAAI,EACnC,WAA+B,IAAI,EACnC,eAAqB,EACrB,UAAqC,EACrC,OAAkD;QAElD,IAAI,CAAC,iBAAiB,CAAC,UAAU,EAAE,OAAO,CAAC,CAAC;IAChD,CAAC;IAES,iBAAiB,CAAC,UAAqC,EAAE,OAAkD;QACjH,wCAAwC;QACxC,MAAM,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC;QACvB,MAAM,WAAW,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC;QAEhC,iDAAiD;QACjD,IAAI,OAAO,GAAG,EAAE,CAAC;QACjB,IAAI,OAAO,GAAG,EAAE,CAAC;QACjB,IAAI,WAAW,GAAG,CAAC,CAAC;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YACxB,MAAM,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YACtB,MAAM,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC;YAC5C,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,WAAW,CAAC;YAC7B,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;YACf,WAAW,IAAI,CAAC,CAAC;SACpB;QAED,oBAAoB;QACpB,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACrC,OAAO,CAAC,CAAC,CAAC,IAAI,WAAW,CAAC;SAC7B;QAED,0EAA0E;QAC1E,4DAA4D;QAC5D,MAAM,qBAAqB,GAAG,EAAE,CAAC;QACjC,MAAM,qBAAqB,GAAG,EAAE,CAAC;QAEjC,MAAM,iBAAiB,GAAG,EAAE,CAAC;QAE7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,WAAW,EAAE,CAAC,IAAI,CAAC,EAAE;YACtC,MAAM,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC,CAAC;YAEnD,MAAM,kBAAkB,GAAG,CAAC,KAAK,CAAC,CAAC;YAEnC,IAAI,kBAAkB,EAAE;gBACpB,iBAAiB,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;aAC5D;iBAAM;gBACH,MAAM,UAAU,GAAG,CAAC,KAAK,WAAW,CAAC;gBAErC,MAAM,YAAY,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,UAAU,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;gBACtE,MAAM,YAAY,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;gBAEpE,IAAI,YAAY,KAAK,CAAC,EAAE;oBACpB,iBAAiB,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC;oBACzD,iBAAiB,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC;iBACpE;qBAAM;oBACH,iBAAiB,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,YAAY,EAAE,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC;oBAC7D,iBAAiB,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC,YAAY,EAAE,CAAC,EAAE,YAAY,EAAE,CAAC,CAAC;iBACjE;aACJ;SACJ;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,iBAAiB,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YAC/C,qBAAqB,CAAC,CAAC,CAAC,GAAG,iBAAiB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YAClD,qBAAqB,CAAC,CAAC,CAAC,GAAG,iBAAiB,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SACrD;QAED,yBAAyB;QACzB,OAAO,GAAG,qBAAqB,CAAC;QAChC,OAAO,GAAG,qBAAqB,CAAC;QAEhC,mBAAmB;QACnB,MAAM,cAAc,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,CAAC,iBAAiB,CAAC;QACpE,MAAM,eAAe,GAAG,IAAI,CAAC,GAAG,CAAC,cAAc,EAAE,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,0BAA0B;QAEnF,IAAI,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,MAAM,EAAE,eAAe,CAAC,CAAC;QAE7D,IAAI,OAAO,GAAG,EAAE,CAAC;QACjB,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC;QAE/B,iHAAiH;QACjH,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC,EAAE;YAC1C,OAAO,IAAI,yBAAyB,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC,MAAM,CAAC;YACrF,YAAY,EAAE,CAAC;SAClB;QAED,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,YAAY,EAAE,CAAC,EAAE,EAAE;YACnC,OAAO,IAAI,wBAAwB,CAAC,IAAI,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;YAC1E,OAAO,IAAI,wBAAwB,CAAC,IAAI,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;SAC7E;QAED,IAAI,QAAQ,GAAG,CAAC,CAAC;QACjB,KAAK,IAAI,CAAC,GAAG,eAAe,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;YACnD,OAAO,IAAI,4BAA4B,QAAQ,IAAI,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;YACrF,OAAO,IAAI,4BAA4B,QAAQ,IAAI,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC;YACrF,QAAQ,EAAE,CAAC;SACd;QAED,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,OAAO,IAAI,uBAAuB,CAAC;SACtC;QAED,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;QAC/B,KAAK,CAAC,YAAY,CACd,OAAO,EACP,IAAI,EACJ,IAAI,EACJ;YACI,YAAY,EAAE,YAAY;YAC1B,QAAQ,EAAE,QAAQ;SACrB,EACD,UAAU,EACV,OAAO,CACV,CAAC;IACN,CAAC;IAED;;;;;;;;OAQG;IACO,kBAAkB,CAAC,WAAmB;QAC5C,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC;QAClC,KAAK,MAAM,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC,EAAE;YAC7C,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,IAAI,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE;gBACrD,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;aACzB;SACJ;QACD,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IAC1B,CAAC;IAED;;;;OAIG;IACO,eAAe,CAAC,CAAS;QAC/B,oDAAoD;QACpD,gGAAgG;QAChG,gFAAgF;QAChF,yFAAyF;QACzF,6CAA6C;QAE7C,uHAAuH;QACvH,MAAM,KAAK,GAAG,CAAC,GAAG,CAAC,CAAC;QACpB,MAAM,WAAW,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC;QACrD,MAAM,QAAQ,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,KAAK,GAAG,KAAK,CAAC,CAAC,CAAC;QACpD,MAAM,MAAM,GAAG,CAAC,GAAG,GAAG,WAAW,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC;QACxD,OAAO,MAAM,CAAC;IAClB,CAAC;IAED;;;;;OAKG;IACO,UAAU,CAAC,CAAS,EAAE,cAAc,GAAG,CAAC;QAC9C,OAAO,CAAC,CAAC,OAAO,CAAC,cAAc,CAAC,CAAC,OAAO,CAAC,KAAK,EAAE,EAAE,CAAC,CAAC;IACxD,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,eAAe,CACtB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,SAAS,EAC3B,iBAAiB,CAAC,MAAM,EACxB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,EAC1B,iBAAiB,CAAC,WAAW,EAC7B,SAAS,EACT,KAAK,CACR,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAhUG;IADC,SAAS,CAAC,QAAQ,CAAC;gDACM;AAG1B;IADC,SAAS,CAAC,aAAa,CAAC;qDACe;AAKxC;IADC,kBAAkB,EAAE;kDACK;AA0T9B,aAAa,CAAC,yBAAyB,EAAE,eAAe,CAAC,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/kernelBlur.fragment\";\r\nimport \"../Shaders/kernelBlur.vertex\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, serializeAsVector2, SerializationHelper } from \"../Misc/decorators\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * The Blur Post Process which blurs an image based on a kernel and direction.\r\n * Can be used twice in x and y directions to perform a gaussian blur in two passes.\r\n */\r\nexport class BlurPostProcess extends PostProcess {\r\n @serialize(\"kernel\")\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n @serialize(\"packedFloat\")\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /** The direction in which to blur the image. */\r\n @serializeAsVector2()\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlurPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"BlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance BlurPostProcess\r\n * @param name The name of the effect.\r\n * @param direction The direction in which to blur the image.\r\n * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param defines\r\n * @param _blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)\r\n */\r\n constructor(\r\n name: string,\r\n direction: Vector2,\r\n kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n defines = \"\",\r\n private _blockCompilation = false,\r\n textureFormat = Constants.TEXTUREFORMAT_RGBA\r\n ) {\r\n super(\r\n name,\r\n \"kernelBlur\",\r\n [\"delta\", \"direction\"],\r\n [\"circleOfConfusionSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n \"kernelBlur\",\r\n { varyingCount: 0, depCount: 0 },\r\n true,\r\n textureFormat\r\n );\r\n this._staticDefines = defines;\r\n this.direction = direction;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (this._outputTexture) {\r\n effect.setFloat2(\"delta\", (1 / this._outputTexture.width) * this.direction.x, (1 / this._outputTexture.height) * this.direction.y);\r\n } else {\r\n effect.setFloat2(\"delta\", (1 / this.width) * this.direction.x, (1 / this.height) * this.direction.y);\r\n }\r\n });\r\n\r\n this.kernel = kernel;\r\n }\r\n\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n */\r\n public updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void\r\n ) {\r\n this._updateParameters(onCompiled, onError);\r\n }\r\n\r\n protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const N = this._kernel;\r\n const centerIndex = (N - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < N; i++) {\r\n const u = i / (N - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\r\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\r\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\r\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this._blockCompilation = false;\r\n super.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlurPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.direction,\r\n parsedPostProcess.kernel,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n undefined,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlurPostProcess\", BlurPostProcess);\r\n"]}
@@ -52,7 +52,8 @@ export class CircleOfConfusionPostProcess extends PostProcess {
52
52
  const cocPrecalculation = (aperture * this.focalLength) / (this.focusDistance - this.focalLength); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
53
53
  effect.setFloat("focusDistance", this.focusDistance);
54
54
  effect.setFloat("cocPrecalculation", cocPrecalculation);
55
- effect.setFloat2("cameraMinMaxZ", this._depthTexture.activeCamera.minZ, this._depthTexture.activeCamera.maxZ);
55
+ const activeCamera = this._depthTexture.activeCamera;
56
+ effect.setFloat2("cameraMinMaxZ", activeCamera.minZ, activeCamera.maxZ - activeCamera.minZ);
56
57
  });
57
58
  }
58
59
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"circleOfConfusionPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/circleOfConfusionPostProcess.ts"],"names":[],"mappings":";AAGA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAI5C,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAE/C;;GAEG;AACH,MAAM,OAAO,4BAA6B,SAAQ,WAAW;IA+BzD;;;;;;;;;;;OAWG;IACH,YACI,IAAY,EACZ,YAA2C,EAC3C,OAAoC,EACpC,MAAwB,EACxB,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB,EACxD,gBAAgB,GAAG,KAAK;QAExB,KAAK,CACD,IAAI,EACJ,mBAAmB,EACnB,CAAC,eAAe,EAAE,eAAe,EAAE,mBAAmB,CAAC,EACvD,CAAC,cAAc,CAAC,EAChB,OAAO,EACP,MAAM,EACN,YAAY,EACZ,MAAM,EACN,QAAQ,EACR,IAAI,EACJ,WAAW,EACX,SAAS,EACT,IAAI,EACJ,gBAAgB,CACnB,CAAC;QApEN;;WAEG;QAEI,aAAQ,GAAG,EAAE,CAAC;QACrB;;WAEG;QAEI,UAAK,GAAG,GAAG,CAAC;QACnB;;WAEG;QAEI,kBAAa,GAAG,IAAI,CAAC;QAC5B;;WAEG;QAEI,gBAAW,GAAG,EAAE,CAAC;QAUhB,kBAAa,GAAkC,IAAI,CAAC;QAwCxD,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;QAClC,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;gBACrB,MAAM,CAAC,IAAI,CAAC,sDAAsD,CAAC,CAAC;gBACpE,OAAO;aACV;YACD,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YAEtD,sGAAsG;YACtG,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC;YAC5C,MAAM,iBAAiB,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,uFAAuF;YAE1L,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACrD,MAAM,CAAC,QAAQ,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,CAAC;YACxD,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,IAAI,CAAC,aAAa,CAAC,YAAa,CAAC,IAAI,EAAE,IAAI,CAAC,aAAa,CAAC,YAAa,CAAC,IAAI,CAAC,CAAC;QACpH,CAAC,CAAC,CAAC;IACP,CAAC;IAhED;;;OAGG;IACI,YAAY;QACf,OAAO,8BAA8B,CAAC;IAC1C,CAAC;IA4DD;;OAEG;IACH,IAAW,YAAY,CAAC,KAA0B;QAC9C,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;CACJ;AAzFG;IADC,SAAS,EAAE;8DACS;AAKrB;IADC,SAAS,EAAE;2DACO;AAKnB;IADC,SAAS,EAAE;mEACgB;AAK5B;IADC,SAAS,EAAE;iEACY;AA4E5B,aAAa,CAAC,sCAAsC,EAAE,4BAA4B,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/circleOfConfusion.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\n\r\n/**\r\n * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion\r\n */\r\nexport class CircleOfConfusionPostProcess extends PostProcess {\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n @serialize()\r\n public lensSize = 50;\r\n /**\r\n * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n @serialize()\r\n public fStop = 1.4;\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n @serialize()\r\n public focusDistance = 2000;\r\n /**\r\n * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)\r\n */\r\n @serialize()\r\n public focalLength = 50;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"CircleOfConfusionPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"CircleOfConfusionPostProcess\";\r\n }\r\n\r\n private _depthTexture: Nullable<RenderTargetTexture> = null;\r\n /**\r\n * Creates a new instance CircleOfConfusionPostProcess\r\n * @param name The name of the effect.\r\n * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n depthTexture: Nullable<RenderTargetTexture>,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n \"circleOfConfusion\",\r\n [\"cameraMinMaxZ\", \"focusDistance\", \"cocPrecalculation\"],\r\n [\"depthSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n this._depthTexture = depthTexture;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (!this._depthTexture) {\r\n Logger.Warn(\"No depth texture set on CircleOfConfusionPostProcess\");\r\n return;\r\n }\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n\r\n // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html\r\n const aperture = this.lensSize / this.fStop;\r\n const cocPrecalculation = (aperture * this.focalLength) / (this.focusDistance - this.focalLength); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]\r\n\r\n effect.setFloat(\"focusDistance\", this.focusDistance);\r\n effect.setFloat(\"cocPrecalculation\", cocPrecalculation);\r\n effect.setFloat2(\"cameraMinMaxZ\", this._depthTexture.activeCamera!.minZ, this._depthTexture.activeCamera!.maxZ);\r\n });\r\n }\r\n\r\n /**\r\n * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.\r\n */\r\n public set depthTexture(value: RenderTargetTexture) {\r\n this._depthTexture = value;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CircleOfConfusionPostProcess\", CircleOfConfusionPostProcess);\r\n"]}
1
+ {"version":3,"file":"circleOfConfusionPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/circleOfConfusionPostProcess.ts"],"names":[],"mappings":";AAGA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAI5C,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAE/C;;GAEG;AACH,MAAM,OAAO,4BAA6B,SAAQ,WAAW;IA+BzD;;;;;;;;;;;OAWG;IACH,YACI,IAAY,EACZ,YAA2C,EAC3C,OAAoC,EACpC,MAAwB,EACxB,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,WAAW,GAAG,SAAS,CAAC,wBAAwB,EAChD,gBAAgB,GAAG,KAAK;QAExB,KAAK,CACD,IAAI,EACJ,mBAAmB,EACnB,CAAC,eAAe,EAAE,eAAe,EAAE,mBAAmB,CAAC,EACvD,CAAC,cAAc,CAAC,EAChB,OAAO,EACP,MAAM,EACN,YAAY,EACZ,MAAM,EACN,QAAQ,EACR,IAAI,EACJ,WAAW,EACX,SAAS,EACT,IAAI,EACJ,gBAAgB,CACnB,CAAC;QApEN;;WAEG;QAEI,aAAQ,GAAG,EAAE,CAAC;QACrB;;WAEG;QAEI,UAAK,GAAG,GAAG,CAAC;QACnB;;WAEG;QAEI,kBAAa,GAAG,IAAI,CAAC;QAC5B;;WAEG;QAEI,gBAAW,GAAG,EAAE,CAAC;QAUhB,kBAAa,GAAkC,IAAI,CAAC;QAwCxD,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;QAClC,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;gBACrB,MAAM,CAAC,IAAI,CAAC,sDAAsD,CAAC,CAAC;gBACpE,OAAO;aACV;YACD,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YAEtD,sGAAsG;YACtG,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC;YAC5C,MAAM,iBAAiB,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,uFAAuF;YAE1L,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACrD,MAAM,CAAC,QAAQ,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,CAAC;YACxD,MAAM,YAAY,GAAG,IAAI,CAAC,aAAa,CAAC,YAAa,CAAC;YACtD,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,YAAY,CAAC,IAAI,EAAE,YAAY,CAAC,IAAI,GAAG,YAAY,CAAC,IAAI,CAAC,CAAC;QAChG,CAAC,CAAC,CAAC;IACP,CAAC;IAjED;;;OAGG;IACI,YAAY;QACf,OAAO,8BAA8B,CAAC;IAC1C,CAAC;IA6DD;;OAEG;IACH,IAAW,YAAY,CAAC,KAA0B;QAC9C,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;CACJ;AA1FG;IADC,SAAS,EAAE;8DACS;AAKrB;IADC,SAAS,EAAE;2DACO;AAKnB;IADC,SAAS,EAAE;mEACgB;AAK5B;IADC,SAAS,EAAE;iEACY;AA6E5B,aAAa,CAAC,sCAAsC,EAAE,4BAA4B,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/circleOfConfusion.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\n\r\n/**\r\n * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion\r\n */\r\nexport class CircleOfConfusionPostProcess extends PostProcess {\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n @serialize()\r\n public lensSize = 50;\r\n /**\r\n * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n @serialize()\r\n public fStop = 1.4;\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n @serialize()\r\n public focusDistance = 2000;\r\n /**\r\n * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)\r\n */\r\n @serialize()\r\n public focalLength = 50;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"CircleOfConfusionPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"CircleOfConfusionPostProcess\";\r\n }\r\n\r\n private _depthTexture: Nullable<RenderTargetTexture> = null;\r\n /**\r\n * Creates a new instance CircleOfConfusionPostProcess\r\n * @param name The name of the effect.\r\n * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n depthTexture: Nullable<RenderTargetTexture>,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n \"circleOfConfusion\",\r\n [\"cameraMinMaxZ\", \"focusDistance\", \"cocPrecalculation\"],\r\n [\"depthSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n this._depthTexture = depthTexture;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (!this._depthTexture) {\r\n Logger.Warn(\"No depth texture set on CircleOfConfusionPostProcess\");\r\n return;\r\n }\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n\r\n // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html\r\n const aperture = this.lensSize / this.fStop;\r\n const cocPrecalculation = (aperture * this.focalLength) / (this.focusDistance - this.focalLength); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]\r\n\r\n effect.setFloat(\"focusDistance\", this.focusDistance);\r\n effect.setFloat(\"cocPrecalculation\", cocPrecalculation);\r\n const activeCamera = this._depthTexture.activeCamera!;\r\n effect.setFloat2(\"cameraMinMaxZ\", activeCamera.minZ, activeCamera.maxZ - activeCamera.minZ);\r\n });\r\n }\r\n\r\n /**\r\n * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.\r\n */\r\n public set depthTexture(value: RenderTargetTexture) {\r\n this._depthTexture = value;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CircleOfConfusionPostProcess\", CircleOfConfusionPostProcess);\r\n"]}
@@ -36,6 +36,7 @@ export declare class DepthOfFieldBlurPostProcess extends BlurPostProcess {
36
36
  * @param reusable If the post process can be reused on the same frame. (default: false)
37
37
  * @param textureType Type of textures used when performing the post process. (default: 0)
38
38
  * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
39
+ * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
39
40
  */
40
- constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
41
+ constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean, textureFormat?: number);
41
42
  }
@@ -26,11 +26,12 @@ export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
26
26
  * @param reusable If the post process can be reused on the same frame. (default: false)
27
27
  * @param textureType Type of textures used when performing the post process. (default: 0)
28
28
  * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
29
+ * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
29
30
  */
30
- constructor(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur = null, samplingMode = Texture.BILINEAR_SAMPLINGMODE, engine, reusable, textureType = 0, blockCompilation = false) {
31
+ constructor(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur = null, samplingMode = Texture.BILINEAR_SAMPLINGMODE, engine, reusable, textureType = 0, blockCompilation = false, textureFormat = 5) {
31
32
  super(name, direction, kernel, options, camera,
32
33
  // eslint-disable-next-line @typescript-eslint/no-unused-vars
33
- (samplingMode = 2), engine, reusable, textureType, `#define DOF 1\r\n`, blockCompilation);
34
+ (samplingMode = 2), engine, reusable, textureType, `#define DOF 1\r\n`, blockCompilation, textureFormat);
34
35
  this.direction = direction;
35
36
  this.externalTextureSamplerBinding = !!imageToBlur;
36
37
  this.onApplyObservable.add((effect) => {
@@ -38,9 +39,6 @@ export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
38
39
  effect.setTextureFromPostProcess("textureSampler", imageToBlur);
39
40
  }
40
41
  effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
41
- if (scene.activeCamera) {
42
- effect.setFloat2("cameraMinMaxZ", scene.activeCamera.minZ, scene.activeCamera.maxZ);
43
- }
44
42
  });
45
43
  }
46
44
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"depthOfFieldBlurPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/depthOfFieldBlurPostProcess.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAGpD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAE/C;;;;;GAKG;AACH,MAAM,OAAO,2BAA4B,SAAQ,eAAe;IAe5D;;;;;;;;;;;;;;;OAeG;IACH,YACI,IAAY,EACZ,KAAY,EACZ,SAAkB,EAClB,MAAc,EACd,OAAoC,EACpC,MAAwB,EACxB,iBAA8B,EAC9B,cAAqC,IAAI,EACzC,eAAuB,OAAO,CAAC,qBAAqB,EACpD,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB,EACxD,gBAAgB,GAAG,KAAK;QAExB,KAAK,CACD,IAAI,EACJ,SAAS,EACT,MAAM,EACN,OAAO,EACP,MAAM;QACN,6DAA6D;QAC7D,CAAC,YAAY,GAAG,SAAS,CAAC,6BAA6B,CAAC,EACxD,MAAM,EACN,QAAQ,EACR,WAAW,EACX,mBAAmB,EACnB,gBAAgB,CACnB,CAAC;QAEF,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC3B,IAAI,CAAC,6BAA6B,GAAG,CAAC,CAAC,WAAW,CAAC;QAEnD,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,IAAI,WAAW,IAAI,IAAI,EAAE;gBACrB,MAAM,CAAC,yBAAyB,CAAC,gBAAgB,EAAE,WAAW,CAAC,CAAC;aACnE;YACD,MAAM,CAAC,+BAA+B,CAAC,0BAA0B,EAAE,iBAAiB,CAAC,CAAC;YACtF,IAAI,KAAK,CAAC,YAAY,EAAE;gBACpB,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,KAAK,CAAC,YAAY,CAAC,IAAI,EAAE,KAAK,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;aACvF;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAlED;;;OAGG;IACI,YAAY;QACf,OAAO,6BAA6B,CAAC;IACzC,CAAC;CA6DJ;AArEG;IADC,SAAS,EAAE;8DACc;AAuE9B,aAAa,CAAC,qCAAqC,EAAE,2BAA2B,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { BlurPostProcess } from \"./blurPostProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\n\r\n/**\r\n * The DepthOfFieldBlurPostProcess applied a blur in a give direction.\r\n * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels\r\n * based on samples that have a large difference in distance than the center pixel.\r\n * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf\r\n */\r\nexport class DepthOfFieldBlurPostProcess extends BlurPostProcess {\r\n /**\r\n * The direction the blur should be applied\r\n */\r\n @serialize()\r\n public direction: Vector2;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"DepthOfFieldBlurPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"DepthOfFieldBlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance DepthOfFieldBlurPostProcess\r\n * @param name The name of the effect.\r\n * @param scene The scene the effect belongs to.\r\n * @param direction The direction the blur should be applied.\r\n * @param kernel The size of the kernel used to blur.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring across edges\r\n * @param imageToBlur The image to apply the blur to (default: Current rendered frame)\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n direction: Vector2,\r\n kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n circleOfConfusion: PostProcess,\r\n imageToBlur: Nullable<PostProcess> = null,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n direction,\r\n kernel,\r\n options,\r\n camera,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n (samplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE),\r\n engine,\r\n reusable,\r\n textureType,\r\n `#define DOF 1\\r\\n`,\r\n blockCompilation\r\n );\r\n\r\n this.direction = direction;\r\n this.externalTextureSamplerBinding = !!imageToBlur;\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (imageToBlur != null) {\r\n effect.setTextureFromPostProcess(\"textureSampler\", imageToBlur);\r\n }\r\n effect.setTextureFromPostProcessOutput(\"circleOfConfusionSampler\", circleOfConfusion);\r\n if (scene.activeCamera) {\r\n effect.setFloat2(\"cameraMinMaxZ\", scene.activeCamera.minZ, scene.activeCamera.maxZ);\r\n }\r\n });\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DepthOfFieldBlurPostProcess\", DepthOfFieldBlurPostProcess);\r\n"]}
1
+ {"version":3,"file":"depthOfFieldBlurPostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/depthOfFieldBlurPostProcess.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAGpD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAE/C;;;;;GAKG;AACH,MAAM,OAAO,2BAA4B,SAAQ,eAAe;IAe5D;;;;;;;;;;;;;;;;OAgBG;IACH,YACI,IAAY,EACZ,KAAY,EACZ,SAAkB,EAClB,MAAc,EACd,OAAoC,EACpC,MAAwB,EACxB,iBAA8B,EAC9B,cAAqC,IAAI,EACzC,YAAY,GAAG,OAAO,CAAC,qBAAqB,EAC5C,MAAe,EACf,QAAkB,EAClB,WAAW,GAAG,SAAS,CAAC,wBAAwB,EAChD,gBAAgB,GAAG,KAAK,EACxB,aAAa,GAAG,SAAS,CAAC,kBAAkB;QAE5C,KAAK,CACD,IAAI,EACJ,SAAS,EACT,MAAM,EACN,OAAO,EACP,MAAM;QACN,6DAA6D;QAC7D,CAAC,YAAY,GAAG,SAAS,CAAC,6BAA6B,CAAC,EACxD,MAAM,EACN,QAAQ,EACR,WAAW,EACX,mBAAmB,EACnB,gBAAgB,EAChB,aAAa,CAChB,CAAC;QAEF,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC3B,IAAI,CAAC,6BAA6B,GAAG,CAAC,CAAC,WAAW,CAAC;QAEnD,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,IAAI,WAAW,IAAI,IAAI,EAAE;gBACrB,MAAM,CAAC,yBAAyB,CAAC,gBAAgB,EAAE,WAAW,CAAC,CAAC;aACnE;YACD,MAAM,CAAC,+BAA+B,CAAC,0BAA0B,EAAE,iBAAiB,CAAC,CAAC;QAC1F,CAAC,CAAC,CAAC;IACP,CAAC;IAlED;;;OAGG;IACI,YAAY;QACf,OAAO,6BAA6B,CAAC;IACzC,CAAC;CA6DJ;AArEG;IADC,SAAS,EAAE;8DACc;AAuE9B,aAAa,CAAC,qCAAqC,EAAE,2BAA2B,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { PostProcess, PostProcessOptions } from \"./postProcess\";\r\nimport { BlurPostProcess } from \"./blurPostProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\n\r\n/**\r\n * The DepthOfFieldBlurPostProcess applied a blur in a give direction.\r\n * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels\r\n * based on samples that have a large difference in distance than the center pixel.\r\n * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf\r\n */\r\nexport class DepthOfFieldBlurPostProcess extends BlurPostProcess {\r\n /**\r\n * The direction the blur should be applied\r\n */\r\n @serialize()\r\n public direction: Vector2;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"DepthOfFieldBlurPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"DepthOfFieldBlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance DepthOfFieldBlurPostProcess\r\n * @param name The name of the effect.\r\n * @param scene The scene the effect belongs to.\r\n * @param direction The direction the blur should be applied.\r\n * @param kernel The size of the kernel used to blur.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring across edges\r\n * @param imageToBlur The image to apply the blur to (default: Current rendered frame)\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n direction: Vector2,\r\n kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n circleOfConfusion: PostProcess,\r\n imageToBlur: Nullable<PostProcess> = null,\r\n samplingMode = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false,\r\n textureFormat = Constants.TEXTUREFORMAT_RGBA\r\n ) {\r\n super(\r\n name,\r\n direction,\r\n kernel,\r\n options,\r\n camera,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n (samplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE),\r\n engine,\r\n reusable,\r\n textureType,\r\n `#define DOF 1\\r\\n`,\r\n blockCompilation,\r\n textureFormat\r\n );\r\n\r\n this.direction = direction;\r\n this.externalTextureSamplerBinding = !!imageToBlur;\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (imageToBlur != null) {\r\n effect.setTextureFromPostProcess(\"textureSampler\", imageToBlur);\r\n }\r\n effect.setTextureFromPostProcessOutput(\"circleOfConfusionSampler\", circleOfConfusion);\r\n });\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DepthOfFieldBlurPostProcess\", DepthOfFieldBlurPostProcess);\r\n"]}