@babylonjs/core 5.28.0 → 5.30.0

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Files changed (154) 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 +1 -2
  6. package/Collisions/pickingInfo.js +7 -4
  7. package/Collisions/pickingInfo.js.map +1 -1
  8. package/Culling/ray.d.ts +1 -1
  9. package/Culling/ray.js +5 -6
  10. package/Culling/ray.js.map +1 -1
  11. package/Debug/debugLayer.d.ts +5 -0
  12. package/Debug/debugLayer.js.map +1 -1
  13. package/Engines/Extensions/engine.renderTarget.js +5 -1
  14. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  15. package/Engines/Extensions/engine.videoTexture.js +6 -3
  16. package/Engines/Extensions/engine.videoTexture.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.renderTarget.js +4 -1
  18. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  19. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +2 -0
  20. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  21. package/Engines/WebGPU/webgpuShaderProcessor.js +3 -7
  22. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  23. package/Engines/WebGPU/webgpuTextureHelper.js +2 -0
  24. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  25. package/Engines/WebGPU/webgpuTintWASM.d.ts +1 -0
  26. package/Engines/WebGPU/webgpuTintWASM.js +7 -1
  27. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  28. package/Engines/constants.d.ts +4 -0
  29. package/Engines/constants.js +4 -0
  30. package/Engines/constants.js.map +1 -1
  31. package/Engines/engine.d.ts +45 -12
  32. package/Engines/renderTargetWrapper.d.ts +2 -1
  33. package/Engines/renderTargetWrapper.js +1 -0
  34. package/Engines/renderTargetWrapper.js.map +1 -1
  35. package/Engines/thinEngine.js +6 -3
  36. package/Engines/thinEngine.js.map +1 -1
  37. package/Engines/webgpuEngine.d.ts +0 -2
  38. package/Engines/webgpuEngine.js +15 -14
  39. package/Engines/webgpuEngine.js.map +1 -1
  40. package/Events/pointerEvents.d.ts +11 -6
  41. package/Events/pointerEvents.js +24 -6
  42. package/Events/pointerEvents.js.map +1 -1
  43. package/IAccessibilityTag.d.ts +29 -0
  44. package/IAccessibilityTag.js +2 -0
  45. package/IAccessibilityTag.js.map +1 -0
  46. package/Inputs/scene.inputManager.d.ts +9 -1
  47. package/Inputs/scene.inputManager.js +83 -37
  48. package/Inputs/scene.inputManager.js.map +1 -1
  49. package/Layers/effectLayer.js +2 -6
  50. package/Layers/effectLayer.js.map +1 -1
  51. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.d.ts +24 -3
  52. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +92 -21
  53. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  54. package/Materials/PBR/pbrMetallicRoughnessMaterial.d.ts +1 -1
  55. package/Materials/PBR/pbrMetallicRoughnessMaterial.js +1 -1
  56. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  57. package/Materials/Textures/htmlElementTexture.d.ts +5 -0
  58. package/Materials/Textures/htmlElementTexture.js +4 -1
  59. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  60. package/Materials/Textures/renderTargetTexture.d.ts +1 -1
  61. package/Materials/Textures/renderTargetTexture.js +2 -2
  62. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  63. package/Materials/Textures/videoTexture.d.ts +6 -1
  64. package/Materials/Textures/videoTexture.js +7 -2
  65. package/Materials/Textures/videoTexture.js.map +1 -1
  66. package/Maths/math.vector.d.ts +460 -337
  67. package/Maths/math.vector.js +370 -184
  68. package/Maths/math.vector.js.map +1 -1
  69. package/Meshes/Builders/decalBuilder.d.ts +8 -0
  70. package/Meshes/Builders/decalBuilder.js +270 -51
  71. package/Meshes/Builders/decalBuilder.js.map +1 -1
  72. package/Meshes/mesh.d.ts +1 -1
  73. package/Meshes/mesh.js +42 -1
  74. package/Meshes/mesh.js.map +1 -1
  75. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +17 -4
  76. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +49 -9
  77. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  78. package/Misc/iInspectable.d.ts +5 -1
  79. package/Misc/iInspectable.js +4 -0
  80. package/Misc/iInspectable.js.map +1 -1
  81. package/Misc/index.d.ts +1 -1
  82. package/Misc/index.js +1 -1
  83. package/Misc/index.js.map +1 -1
  84. package/Misc/khronosTextureContainer2.js +41 -46
  85. package/Misc/khronosTextureContainer2.js.map +1 -1
  86. package/Misc/observable.js +4 -4
  87. package/Misc/observable.js.map +1 -1
  88. package/Misc/pressureObserverWrapper.d.ts +36 -0
  89. package/Misc/pressureObserverWrapper.js +68 -0
  90. package/Misc/pressureObserverWrapper.js.map +1 -0
  91. package/Misc/screenshotTools.js +0 -1
  92. package/Misc/screenshotTools.js.map +1 -1
  93. package/Particles/particleSystem.d.ts +4 -0
  94. package/Particles/particleSystem.js +12 -4
  95. package/Particles/particleSystem.js.map +1 -1
  96. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +14 -8
  97. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +16 -6
  98. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  99. package/PostProcesses/blurPostProcess.d.ts +2 -1
  100. package/PostProcesses/blurPostProcess.js +3 -2
  101. package/PostProcesses/blurPostProcess.js.map +1 -1
  102. package/PostProcesses/circleOfConfusionPostProcess.js +2 -1
  103. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  104. package/PostProcesses/depthOfFieldBlurPostProcess.d.ts +2 -1
  105. package/PostProcesses/depthOfFieldBlurPostProcess.js +3 -5
  106. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  107. package/PostProcesses/depthOfFieldEffect.js +9 -4
  108. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  109. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  110. package/PostProcesses/postProcess.js +4 -4
  111. package/PostProcesses/postProcess.js.map +1 -1
  112. package/PostProcesses/volumetricLightScatteringPostProcess.js +2 -6
  113. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  114. package/Rendering/depthPeelingRenderer.js +4 -0
  115. package/Rendering/depthPeelingRenderer.js.map +1 -1
  116. package/Rendering/depthRenderer.js +2 -6
  117. package/Rendering/depthRenderer.js.map +1 -1
  118. package/Rendering/geometryBufferRenderer.js +2 -6
  119. package/Rendering/geometryBufferRenderer.js.map +1 -1
  120. package/Rendering/renderingGroup.d.ts +4 -0
  121. package/Rendering/renderingGroup.js +7 -1
  122. package/Rendering/renderingGroup.js.map +1 -1
  123. package/Rendering/renderingManager.d.ts +8 -0
  124. package/Rendering/renderingManager.js +18 -0
  125. package/Rendering/renderingManager.js.map +1 -1
  126. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +18 -13
  127. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  128. package/Shaders/circleOfConfusion.fragment.js +1 -1
  129. package/Shaders/circleOfConfusion.fragment.js.map +1 -1
  130. package/Shaders/depthOfFieldMerge.fragment.js +1 -1
  131. package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
  132. package/Shaders/fxaa.fragment.js +10 -5
  133. package/Shaders/fxaa.fragment.js.map +1 -1
  134. package/Shaders/kernelBlur.fragment.js +2 -2
  135. package/Shaders/kernelBlur.fragment.js.map +1 -1
  136. package/Shaders/particles.vertex.js +4 -1
  137. package/Shaders/particles.vertex.js.map +1 -1
  138. package/Shaders/spriteMap.fragment.js +7 -2
  139. package/Shaders/spriteMap.fragment.js.map +1 -1
  140. package/XR/features/WebXRControllerPointerSelection.js +1 -0
  141. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  142. package/XR/features/WebXRNearInteraction.js.map +1 -1
  143. package/XR/webXRRenderTargetTextureProvider.js +1 -0
  144. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  145. package/node.d.ts +8 -0
  146. package/node.js +13 -1
  147. package/node.js.map +1 -1
  148. package/package.json +1 -1
  149. package/scene.d.ts +6 -8
  150. package/scene.js +11 -30
  151. package/scene.js.map +1 -1
  152. package/Misc/computePressure.d.ts +0 -57
  153. package/Misc/computePressure.js +0 -48
  154. package/Misc/computePressure.js.map +0 -1
@@ -4,6 +4,7 @@ import { PostProcessRenderEffect } from "../PostProcesses/RenderPipeline/postPro
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  import { CircleOfConfusionPostProcess } from "./circleOfConfusionPostProcess.js";
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  import { DepthOfFieldBlurPostProcess } from "./depthOfFieldBlurPostProcess.js";
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  import { DepthOfFieldMergePostProcess } from "./depthOfFieldMergePostProcess.js";
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+
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  /**
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  * Specifies the level of max blur that should be applied when using the depth of field effect
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  */
@@ -42,8 +43,12 @@ export class DepthOfFieldEffect extends PostProcessRenderEffect {
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  * @internal Internal post processes in depth of field effect
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  */
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  this._effects = [];
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+ // Use R-only formats if supported to store the circle of confusion values.
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+ // This should be more space and bandwidth efficient than using RGBA.
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+ const engine = scene.getEngine();
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+ const circleOfConfusionTextureFormat = engine.isWebGPU || engine.webGLVersion > 1 ? 6 : 5;
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  // Circle of confusion value for each pixel is used to determine how much to blur that pixel
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- this._circleOfConfusion = new CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
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+ this._circleOfConfusion = new CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, pipelineTextureType, blockCompilation);
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  // Create a pyramid of blurred images (eg. fullSize 1/4 blur, half size 1/2 blur, quarter size 3/4 blur, eith size 4/4 blur)
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  // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
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  // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
@@ -71,10 +76,10 @@ export class DepthOfFieldEffect extends PostProcessRenderEffect {
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  const adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
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  let ratio = 1.0;
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  for (let i = 0; i < blurCount; i++) {
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- const blurY = new DepthOfFieldBlurPostProcess("vertical blur", scene, new Vector2(0, 1.0), adjustedKernelSize, ratio, null, this._circleOfConfusion, i == 0 ? this._circleOfConfusion : null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
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+ const blurY = new DepthOfFieldBlurPostProcess("vertical blur", scene, new Vector2(0, 1.0), adjustedKernelSize, ratio, null, this._circleOfConfusion, i == 0 ? this._circleOfConfusion : null, Texture.BILINEAR_SAMPLINGMODE, engine, false, pipelineTextureType, blockCompilation, i == 0 ? circleOfConfusionTextureFormat : 5);
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  blurY.autoClear = false;
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  ratio = 0.75 / Math.pow(2, i);
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- const blurX = new DepthOfFieldBlurPostProcess("horizontal blur", scene, new Vector2(1.0, 0), adjustedKernelSize, ratio, null, this._circleOfConfusion, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
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+ const blurX = new DepthOfFieldBlurPostProcess("horizontal blur", scene, new Vector2(1.0, 0), adjustedKernelSize, ratio, null, this._circleOfConfusion, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, pipelineTextureType, blockCompilation);
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  blurX.autoClear = false;
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  this._depthOfFieldBlurY.push(blurY);
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  this._depthOfFieldBlurX.push(blurX);
@@ -86,7 +91,7 @@ export class DepthOfFieldEffect extends PostProcessRenderEffect {
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  this._effects.push(this._depthOfFieldBlurX[i]);
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  }
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  // Merge blurred images with original image based on circleOfConfusion
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- this._dofMerge = new DepthOfFieldMergePostProcess("dofMerge", this._circleOfConfusion, this._circleOfConfusion, this._depthOfFieldBlurX, ratio, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
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+ this._dofMerge = new DepthOfFieldMergePostProcess("dofMerge", this._circleOfConfusion, this._circleOfConfusion, this._depthOfFieldBlurX, ratio, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, pipelineTextureType, blockCompilation);
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  this._dofMerge.autoClear = false;
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  this._effects.push(this._dofMerge);
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  }
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { PostProcess } from \"./postProcess\";\r\nimport { PostProcessRenderEffect } from \"../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { CircleOfConfusionPostProcess } from \"./circleOfConfusionPostProcess\";\r\nimport { DepthOfFieldBlurPostProcess } from \"./depthOfFieldBlurPostProcess\";\r\nimport { DepthOfFieldMergePostProcess } from \"./depthOfFieldMergePostProcess\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Specifies the level of max blur that should be applied when using the depth of field effect\r\n */\r\nexport enum DepthOfFieldEffectBlurLevel {\r\n /**\r\n * Subtle blur\r\n */\r\n Low,\r\n /**\r\n * Medium blur\r\n */\r\n Medium,\r\n /**\r\n * Large blur\r\n */\r\n High,\r\n}\r\n/**\r\n * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.\r\n */\r\nexport class DepthOfFieldEffect extends PostProcessRenderEffect {\r\n private _circleOfConfusion: CircleOfConfusionPostProcess;\r\n /**\r\n * @internal Internal, blurs from high to low\r\n */\r\n public _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;\r\n private _depthOfFieldBlurY: Array<DepthOfFieldBlurPostProcess>;\r\n private _dofMerge: Nullable<DepthOfFieldMergePostProcess>;\r\n\r\n /**\r\n * @internal Internal post processes in depth of field effect\r\n */\r\n public _effects: Array<PostProcess> = [];\r\n\r\n /**\r\n * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)\r\n */\r\n public set focalLength(value: number) {\r\n this._circleOfConfusion.focalLength = value;\r\n }\r\n public get focalLength() {\r\n return this._circleOfConfusion.focalLength;\r\n }\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 public set fStop(value: number) {\r\n this._circleOfConfusion.fStop = value;\r\n }\r\n public get fStop() {\r\n return this._circleOfConfusion.fStop;\r\n }\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n public set focusDistance(value: number) {\r\n this._circleOfConfusion.focusDistance = value;\r\n }\r\n public get focusDistance() {\r\n return this._circleOfConfusion.focusDistance;\r\n }\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 public set lensSize(value: number) {\r\n this._circleOfConfusion.lensSize = value;\r\n }\r\n public get lensSize() {\r\n return this._circleOfConfusion.lensSize;\r\n }\r\n\r\n /**\r\n * Creates a new instance DepthOfFieldEffect\r\n * @param scene The scene the effect belongs to.\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 blurLevel\r\n * @param pipelineTextureType The type of texture to be used when performing the post processing.\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n scene: Scene,\r\n depthTexture: Nullable<RenderTargetTexture>,\r\n blurLevel: DepthOfFieldEffectBlurLevel = DepthOfFieldEffectBlurLevel.Low,\r\n pipelineTextureType = 0,\r\n blockCompilation = false\r\n ) {\r\n super(\r\n scene.getEngine(),\r\n \"depth of field\",\r\n () => {\r\n return this._effects;\r\n },\r\n true\r\n );\r\n // Circle of confusion value for each pixel is used to determine how much to blur that pixel\r\n this._circleOfConfusion = new CircleOfConfusionPostProcess(\r\n \"circleOfConfusion\",\r\n depthTexture,\r\n 1,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n scene.getEngine(),\r\n false,\r\n pipelineTextureType,\r\n blockCompilation\r\n );\r\n\r\n // Create a pyramid of blurred images (eg. fullSize 1/4 blur, half size 1/2 blur, quarter size 3/4 blur, eith size 4/4 blur)\r\n // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts\r\n // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf\r\n this._depthOfFieldBlurY = [];\r\n this._depthOfFieldBlurX = [];\r\n let blurCount = 1;\r\n let kernelSize = 15;\r\n switch (blurLevel) {\r\n case DepthOfFieldEffectBlurLevel.High: {\r\n blurCount = 3;\r\n kernelSize = 51;\r\n break;\r\n }\r\n case DepthOfFieldEffectBlurLevel.Medium: {\r\n blurCount = 2;\r\n kernelSize = 31;\r\n break;\r\n }\r\n default: {\r\n kernelSize = 15;\r\n blurCount = 1;\r\n break;\r\n }\r\n }\r\n const adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);\r\n let ratio = 1.0;\r\n for (let i = 0; i < blurCount; i++) {\r\n const blurY = new DepthOfFieldBlurPostProcess(\r\n \"vertical blur\",\r\n scene,\r\n new Vector2(0, 1.0),\r\n adjustedKernelSize,\r\n ratio,\r\n null,\r\n this._circleOfConfusion,\r\n i == 0 ? this._circleOfConfusion : null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n scene.getEngine(),\r\n false,\r\n pipelineTextureType,\r\n blockCompilation\r\n );\r\n blurY.autoClear = false;\r\n ratio = 0.75 / Math.pow(2, i);\r\n const blurX = new DepthOfFieldBlurPostProcess(\r\n \"horizontal blur\",\r\n scene,\r\n new Vector2(1.0, 0),\r\n adjustedKernelSize,\r\n ratio,\r\n null,\r\n this._circleOfConfusion,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n scene.getEngine(),\r\n false,\r\n pipelineTextureType,\r\n blockCompilation\r\n );\r\n blurX.autoClear = false;\r\n this._depthOfFieldBlurY.push(blurY);\r\n this._depthOfFieldBlurX.push(blurX);\r\n }\r\n\r\n // Set all post processes on the effect.\r\n this._effects = [this._circleOfConfusion];\r\n for (let i = 0; i < this._depthOfFieldBlurX.length; i++) {\r\n this._effects.push(this._depthOfFieldBlurY[i]);\r\n this._effects.push(this._depthOfFieldBlurX[i]);\r\n }\r\n\r\n // Merge blurred images with original image based on circleOfConfusion\r\n this._dofMerge = new DepthOfFieldMergePostProcess(\r\n \"dofMerge\",\r\n this._circleOfConfusion,\r\n this._circleOfConfusion,\r\n this._depthOfFieldBlurX,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n scene.getEngine(),\r\n false,\r\n pipelineTextureType,\r\n blockCompilation\r\n );\r\n this._dofMerge.autoClear = false;\r\n this._effects.push(this._dofMerge);\r\n }\r\n\r\n /**\r\n * Get the current class name of the current effect\r\n * @returns \"DepthOfFieldEffect\"\r\n */\r\n public getClassName(): string {\r\n return \"DepthOfFieldEffect\";\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._circleOfConfusion.depthTexture = value;\r\n }\r\n\r\n /**\r\n * Disposes each of the internal effects for a given camera.\r\n * @param camera The camera to dispose the effect on.\r\n */\r\n public disposeEffects(camera: Camera) {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].dispose(camera);\r\n }\r\n }\r\n\r\n /**\r\n * @internal Internal\r\n */\r\n public _updateEffects() {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].updateEffect();\r\n }\r\n }\r\n\r\n /**\r\n * Internal\r\n * @returns if all the contained post processes are ready.\r\n * @internal\r\n */\r\n public _isReady() {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n if (!this._effects[effectIndex].isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n}\r\n"]}
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type { Nullable } from \"../types\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { PostProcess } from \"./postProcess\";\r\nimport { PostProcessRenderEffect } from \"../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { CircleOfConfusionPostProcess } from \"./circleOfConfusionPostProcess\";\r\nimport { DepthOfFieldBlurPostProcess } from \"./depthOfFieldBlurPostProcess\";\r\nimport { DepthOfFieldMergePostProcess } from \"./depthOfFieldMergePostProcess\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\n/**\r\n * Specifies the level of max blur that should be applied when using the depth of field effect\r\n */\r\nexport enum DepthOfFieldEffectBlurLevel {\r\n /**\r\n * Subtle blur\r\n */\r\n Low,\r\n /**\r\n * Medium blur\r\n */\r\n Medium,\r\n /**\r\n * Large blur\r\n */\r\n High,\r\n}\r\n/**\r\n * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.\r\n */\r\nexport class DepthOfFieldEffect extends PostProcessRenderEffect {\r\n private _circleOfConfusion: CircleOfConfusionPostProcess;\r\n /**\r\n * @internal Internal, blurs from high to low\r\n */\r\n public _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;\r\n private _depthOfFieldBlurY: Array<DepthOfFieldBlurPostProcess>;\r\n private _dofMerge: Nullable<DepthOfFieldMergePostProcess>;\r\n\r\n /**\r\n * @internal Internal post processes in depth of field effect\r\n */\r\n public _effects: Array<PostProcess> = [];\r\n\r\n /**\r\n * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)\r\n */\r\n public set focalLength(value: number) {\r\n this._circleOfConfusion.focalLength = value;\r\n }\r\n public get focalLength() {\r\n return this._circleOfConfusion.focalLength;\r\n }\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 public set fStop(value: number) {\r\n this._circleOfConfusion.fStop = value;\r\n }\r\n public get fStop() {\r\n return this._circleOfConfusion.fStop;\r\n }\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n public set focusDistance(value: number) {\r\n this._circleOfConfusion.focusDistance = value;\r\n }\r\n public get focusDistance() {\r\n return this._circleOfConfusion.focusDistance;\r\n }\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 public set lensSize(value: number) {\r\n this._circleOfConfusion.lensSize = value;\r\n }\r\n public get lensSize() {\r\n return this._circleOfConfusion.lensSize;\r\n }\r\n\r\n /**\r\n * Creates a new instance DepthOfFieldEffect\r\n * @param scene The scene the effect belongs to.\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 blurLevel\r\n * @param pipelineTextureType The type of texture to be used when performing the post processing.\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n scene: Scene,\r\n depthTexture: Nullable<RenderTargetTexture>,\r\n blurLevel: DepthOfFieldEffectBlurLevel = DepthOfFieldEffectBlurLevel.Low,\r\n pipelineTextureType = 0,\r\n blockCompilation = false\r\n ) {\r\n super(\r\n scene.getEngine(),\r\n \"depth of field\",\r\n () => {\r\n return this._effects;\r\n },\r\n true\r\n );\r\n\r\n // Use R-only formats if supported to store the circle of confusion values.\r\n // This should be more space and bandwidth efficient than using RGBA.\r\n const engine = scene.getEngine();\r\n const circleOfConfusionTextureFormat = engine.isWebGPU || engine.webGLVersion > 1 ? Constants.TEXTUREFORMAT_RED : Constants.TEXTUREFORMAT_RGBA;\r\n\r\n // Circle of confusion value for each pixel is used to determine how much to blur that pixel\r\n this._circleOfConfusion = new CircleOfConfusionPostProcess(\r\n \"circleOfConfusion\",\r\n depthTexture,\r\n 1,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n pipelineTextureType,\r\n blockCompilation\r\n );\r\n\r\n // Create a pyramid of blurred images (eg. fullSize 1/4 blur, half size 1/2 blur, quarter size 3/4 blur, eith size 4/4 blur)\r\n // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts\r\n // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf\r\n this._depthOfFieldBlurY = [];\r\n this._depthOfFieldBlurX = [];\r\n let blurCount = 1;\r\n let kernelSize = 15;\r\n switch (blurLevel) {\r\n case DepthOfFieldEffectBlurLevel.High: {\r\n blurCount = 3;\r\n kernelSize = 51;\r\n break;\r\n }\r\n case DepthOfFieldEffectBlurLevel.Medium: {\r\n blurCount = 2;\r\n kernelSize = 31;\r\n break;\r\n }\r\n default: {\r\n kernelSize = 15;\r\n blurCount = 1;\r\n break;\r\n }\r\n }\r\n const adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);\r\n let ratio = 1.0;\r\n for (let i = 0; i < blurCount; i++) {\r\n const blurY = new DepthOfFieldBlurPostProcess(\r\n \"vertical blur\",\r\n scene,\r\n new Vector2(0, 1.0),\r\n adjustedKernelSize,\r\n ratio,\r\n null,\r\n this._circleOfConfusion,\r\n i == 0 ? this._circleOfConfusion : null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n pipelineTextureType,\r\n blockCompilation,\r\n i == 0 ? circleOfConfusionTextureFormat : Constants.TEXTUREFORMAT_RGBA\r\n );\r\n blurY.autoClear = false;\r\n ratio = 0.75 / Math.pow(2, i);\r\n const blurX = new DepthOfFieldBlurPostProcess(\r\n \"horizontal blur\",\r\n scene,\r\n new Vector2(1.0, 0),\r\n adjustedKernelSize,\r\n ratio,\r\n null,\r\n this._circleOfConfusion,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n pipelineTextureType,\r\n blockCompilation\r\n );\r\n blurX.autoClear = false;\r\n this._depthOfFieldBlurY.push(blurY);\r\n this._depthOfFieldBlurX.push(blurX);\r\n }\r\n\r\n // Set all post processes on the effect.\r\n this._effects = [this._circleOfConfusion];\r\n for (let i = 0; i < this._depthOfFieldBlurX.length; i++) {\r\n this._effects.push(this._depthOfFieldBlurY[i]);\r\n this._effects.push(this._depthOfFieldBlurX[i]);\r\n }\r\n\r\n // Merge blurred images with original image based on circleOfConfusion\r\n this._dofMerge = new DepthOfFieldMergePostProcess(\r\n \"dofMerge\",\r\n this._circleOfConfusion,\r\n this._circleOfConfusion,\r\n this._depthOfFieldBlurX,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n pipelineTextureType,\r\n blockCompilation\r\n );\r\n this._dofMerge.autoClear = false;\r\n this._effects.push(this._dofMerge);\r\n }\r\n\r\n /**\r\n * Get the current class name of the current effect\r\n * @returns \"DepthOfFieldEffect\"\r\n */\r\n public getClassName(): string {\r\n return \"DepthOfFieldEffect\";\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._circleOfConfusion.depthTexture = value;\r\n }\r\n\r\n /**\r\n * Disposes each of the internal effects for a given camera.\r\n * @param camera The camera to dispose the effect on.\r\n */\r\n public disposeEffects(camera: Camera) {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].dispose(camera);\r\n }\r\n }\r\n\r\n /**\r\n * @internal Internal\r\n */\r\n public _updateEffects() {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].updateEffect();\r\n }\r\n }\r\n\r\n /**\r\n * Internal\r\n * @returns if all the contained post processes are ready.\r\n * @internal\r\n */\r\n public _isReady() {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n if (!this._effects[effectIndex].isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"depthOfFieldMergePostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/depthOfFieldMergePostProcess.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,uCAAuC,CAAC;AAE/C;;GAEG;AACH,MAAM,OAAO,mCAAmC;CAmB/C;AAED;;GAEG;AACH,MAAM,OAAO,4BAA6B,SAAQ,WAAW;IASzD;;;;;;;;;;;;;OAaG;IACH,YACI,IAAY,EACZ,iBAA8B,EAC9B,iBAA8B,EACtB,UAA8B,EACtC,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,EAAE,EACF,CAAC,0BAA0B,EAAE,WAAW,EAAE,WAAW,EAAE,WAAW,CAAC,EACnE,OAAO,EACP,MAAM,EACN,YAAY,EACZ,MAAM,EACN,QAAQ,EACR,IAAI,EACJ,WAAW,EACX,SAAS,EACT,IAAI,EACJ,IAAI,CACP,CAAC;QAxBM,eAAU,GAAV,UAAU,CAAoB;QAyBtC,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC;QAC1C,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,CAAC,yBAAyB,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,CAAC;YACtE,MAAM,CAAC,+BAA+B,CAAC,0BAA0B,EAAE,iBAAiB,CAAC,CAAC;YACtF,UAAU,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;gBAC/B,MAAM,CAAC,+BAA+B,CAAC,UAAU,GAAG,CAAC,UAAU,CAAC,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAC/F,CAAC,CAAC,CAAC;QACP,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,gBAAgB,EAAE;YACnB,IAAI,CAAC,YAAY,EAAE,CAAC;SACvB;IACL,CAAC;IA/DD;;;OAGG;IACI,YAAY;QACf,OAAO,8BAA8B,CAAC;IAC1C,CAAC;IA2DD;;;;;;;;OAQG;IACI,YAAY,CACf,UAA4B,IAAI,EAChC,WAA+B,IAAI,EACnC,WAA+B,IAAI,EACnC,eAAqB,EACrB,UAAqC,EACrC,OAAkD;QAElD,IAAI,CAAC,OAAO,EAAE;YACV,OAAO,GAAG,EAAE,CAAC;YACb,OAAO,IAAI,qBAAqB,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC;SAC1E;QACD,KAAK,CAAC,YAAY,CAAC,OAAO,EAAE,QAAQ,EAAE,QAAQ,EAAE,eAAe,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;IAC1F,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depthOfFieldMerge.fragment\";\r\n\r\n/**\r\n * Options to be set when merging outputs from the default pipeline.\r\n */\r\nexport class DepthOfFieldMergePostProcessOptions {\r\n /**\r\n * The original image to merge on top of\r\n */\r\n public originalFromInput: PostProcess;\r\n /**\r\n * Parameters to perform the merge of the depth of field effect\r\n */\r\n public depthOfField?: {\r\n circleOfConfusion: PostProcess;\r\n blurSteps: Array<PostProcess>;\r\n };\r\n /**\r\n * Parameters to perform the merge of bloom effect\r\n */\r\n public bloom?: {\r\n blurred: PostProcess;\r\n weight: number;\r\n };\r\n}\r\n\r\n/**\r\n * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.\r\n */\r\nexport class DepthOfFieldMergePostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"DepthOfFieldMergePostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"DepthOfFieldMergePostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance of DepthOfFieldMergePostProcess\r\n * @param name The name of the effect.\r\n * @param originalFromInput Post process which's input will be used for the merge.\r\n * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.\r\n * @param _blurSteps Blur post processes from low to high which will be mixed with the original image.\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 originalFromInput: PostProcess,\r\n circleOfConfusion: PostProcess,\r\n private _blurSteps: Array<PostProcess>,\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 \"depthOfFieldMerge\",\r\n [],\r\n [\"circleOfConfusionSampler\", \"blurStep0\", \"blurStep1\", \"blurStep2\"],\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 true\r\n );\r\n this.externalTextureSamplerBinding = true;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setTextureFromPostProcess(\"textureSampler\", originalFromInput);\r\n effect.setTextureFromPostProcessOutput(\"circleOfConfusionSampler\", circleOfConfusion);\r\n _blurSteps.forEach((step, index) => {\r\n effect.setTextureFromPostProcessOutput(\"blurStep\" + (_blurSteps.length - index - 1), step);\r\n });\r\n });\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect();\r\n }\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 if (!defines) {\r\n defines = \"\";\r\n defines += \"#define BLUR_LEVEL \" + (this._blurSteps.length - 1) + \"\\n\";\r\n }\r\n super.updateEffect(defines, uniforms, samplers, indexParameters, onCompiled, onError);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"depthOfFieldMergePostProcess.js","sourceRoot":"","sources":["../../../../../lts/core/generated/PostProcesses/depthOfFieldMergePostProcess.ts"],"names":[],"mappings":"AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,uCAAuC,CAAC;AAE/C;;GAEG;AACH,MAAM,OAAO,mCAAmC;CAmB/C;AAED;;GAEG;AACH,MAAM,OAAO,4BAA6B,SAAQ,WAAW;IASzD;;;;;;;;;;;;;OAaG;IACH,YACI,IAAY,EACZ,iBAA8B,EAC9B,iBAA8B,EACtB,UAA8B,EACtC,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,EAAE,EACF,CAAC,0BAA0B,EAAE,WAAW,EAAE,WAAW,EAAE,WAAW,CAAC,EACnE,OAAO,EACP,MAAM,EACN,YAAY,EACZ,MAAM,EACN,QAAQ,EACR,IAAI,EACJ,WAAW,EACX,SAAS,EACT,IAAI,EACJ,IAAI,CACP,CAAC;QAxBM,eAAU,GAAV,UAAU,CAAoB;QAyBtC,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC;QAC1C,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,CAAC,yBAAyB,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,CAAC;YACtE,MAAM,CAAC,+BAA+B,CAAC,0BAA0B,EAAE,iBAAiB,CAAC,CAAC;YACtF,UAAU,CAAC,OAAO,CAAC,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;gBAC/B,MAAM,CAAC,+BAA+B,CAAC,UAAU,GAAG,CAAC,UAAU,CAAC,MAAM,GAAG,KAAK,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;YAC/F,CAAC,CAAC,CAAC;QACP,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,gBAAgB,EAAE;YACnB,IAAI,CAAC,YAAY,EAAE,CAAC;SACvB;IACL,CAAC;IA/DD;;;OAGG;IACI,YAAY;QACf,OAAO,8BAA8B,CAAC;IAC1C,CAAC;IA2DD;;;;;;;;OAQG;IACI,YAAY,CACf,UAA4B,IAAI,EAChC,WAA+B,IAAI,EACnC,WAA+B,IAAI,EACnC,eAAqB,EACrB,UAAqC,EACrC,OAAkD;QAElD,IAAI,CAAC,OAAO,EAAE;YACV,OAAO,GAAG,EAAE,CAAC;YACb,OAAO,IAAI,qBAAqB,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC;SAC1E;QACD,KAAK,CAAC,YAAY,CAAC,OAAO,EAAE,QAAQ,EAAE,QAAQ,EAAE,eAAe,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;IAC1F,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/depthOfFieldMerge.fragment\";\r\n\r\n/**\r\n * Options to be set when merging outputs from the default pipeline.\r\n */\r\nexport class DepthOfFieldMergePostProcessOptions {\r\n /**\r\n * The original image to merge on top of\r\n */\r\n public originalFromInput: PostProcess;\r\n /**\r\n * Parameters to perform the merge of the depth of field effect\r\n */\r\n public depthOfField?: {\r\n circleOfConfusion: PostProcess;\r\n blurSteps: Array<PostProcess>;\r\n };\r\n /**\r\n * Parameters to perform the merge of bloom effect\r\n */\r\n public bloom?: {\r\n blurred: PostProcess;\r\n weight: number;\r\n };\r\n}\r\n\r\n/**\r\n * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.\r\n */\r\nexport class DepthOfFieldMergePostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"DepthOfFieldMergePostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"DepthOfFieldMergePostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance of DepthOfFieldMergePostProcess\r\n * @param name The name of the effect.\r\n * @param originalFromInput Post process which's input will be used for the merge.\r\n * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.\r\n * @param _blurSteps Blur post processes from low to high which will be mixed with the original image.\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 originalFromInput: PostProcess,\r\n circleOfConfusion: PostProcess,\r\n private _blurSteps: Array<PostProcess>,\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 \"depthOfFieldMerge\",\r\n [],\r\n [\"circleOfConfusionSampler\", \"blurStep0\", \"blurStep1\", \"blurStep2\"],\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 true\r\n );\r\n this.externalTextureSamplerBinding = true;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setTextureFromPostProcess(\"textureSampler\", originalFromInput);\r\n effect.setTextureFromPostProcessOutput(\"circleOfConfusionSampler\", circleOfConfusion);\r\n _blurSteps.forEach((step, index) => {\r\n effect.setTextureFromPostProcessOutput(\"blurStep\" + (_blurSteps.length - index - 1), step);\r\n });\r\n });\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect();\r\n }\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 if (!defines) {\r\n defines = \"\";\r\n defines += \"#define BLUR_LEVEL \" + (this._blurSteps.length - 1) + \"\\n\";\r\n }\r\n super.updateEffect(defines, uniforms, samplers, indexParameters, onCompiled, onError);\r\n }\r\n}\r\n"]}
@@ -179,9 +179,7 @@ export class PostProcess {
179
179
  set samples(n) {
180
180
  this._samples = Math.min(n, this._engine.getCaps().maxMSAASamples);
181
181
  this._textures.forEach((texture) => {
182
- if (texture.samples !== this._samples) {
183
- this._engine.updateRenderTargetTextureSampleCount(texture, this._samples);
184
- }
182
+ texture.setSamples(this._samples);
185
183
  });
186
184
  }
187
185
  /**
@@ -350,7 +348,8 @@ export class PostProcess {
350
348
  if (this._textureCache[i].texture.width === textureSize.width &&
351
349
  this._textureCache[i].texture.height === textureSize.height &&
352
350
  this._textureCache[i].postProcessChannel === channel &&
353
- this._textureCache[i].texture._generateDepthBuffer === textureOptions.generateDepthBuffer) {
351
+ this._textureCache[i].texture._generateDepthBuffer === textureOptions.generateDepthBuffer &&
352
+ this._textureCache[i].texture.samples === textureOptions.samples) {
354
353
  return this._textureCache[i].texture;
355
354
  }
356
355
  }
@@ -397,6 +396,7 @@ export class PostProcess {
397
396
  samplingMode: this.renderTargetSamplingMode,
398
397
  type: this._textureType,
399
398
  format: this._textureFormat,
399
+ samples: this._samples,
400
400
  };
401
401
  this._textures.push(this._createRenderTargetTexture(textureSize, textureOptions, 0));
402
402
  if (this._reusable) {
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { RenderTargetCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\n\r\nimport \"../Engines/Extensions/engine.renderTarget\";\r\nimport type { NodeMaterial } from \"../Materials/Node/nodeMaterial\";\r\nimport { serialize, serializeAsColor4, SerializationHelper } from \"../Misc/decorators\";\r\nimport { GetClass, RegisterClass } from \"../Misc/typeStore\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type InternalTexture = import(\"../Materials/Textures/internalTexture\").InternalTexture;\r\ndeclare type WebVRFreeCamera = import(\"../Cameras/VR/webVRCamera\").WebVRFreeCamera;\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\ndeclare type PrePassRenderer = import(\"../Rendering/prePassRenderer\").PrePassRenderer;\r\ndeclare type PrePassEffectConfiguration = import(\"../Rendering/prePassEffectConfiguration\").PrePassEffectConfiguration;\r\n\r\n/**\r\n * Size options for a post process\r\n */\r\nexport type PostProcessOptions = { width: number; height: number };\r\n\r\ntype TextureCache = { texture: RenderTargetWrapper; postProcessChannel: number; lastUsedRenderId: number };\r\n\r\n/**\r\n * PostProcess can be used to apply a shader to a texture after it has been rendered\r\n * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n */\r\nexport class PostProcess {\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /**\r\n * Gets or sets the unique id of the post process\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /** Name of the PostProcess. */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Width of the texture to apply the post process on\r\n */\r\n @serialize()\r\n public width = -1;\r\n\r\n /**\r\n * Height of the texture to apply the post process on\r\n */\r\n @serialize()\r\n public height = -1;\r\n\r\n /**\r\n * Gets the node material used to create this postprocess (null if the postprocess was manually created)\r\n */\r\n public nodeMaterialSource: Nullable<NodeMaterial> = null;\r\n\r\n /**\r\n * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)\r\n * @internal\r\n */\r\n public _outputTexture: Nullable<RenderTargetWrapper> = null;\r\n /**\r\n * Sampling mode used by the shader\r\n * See https://doc.babylonjs.com/classes/3.1/texture\r\n */\r\n @serialize()\r\n public renderTargetSamplingMode: number;\r\n /**\r\n * Clear color to use when screen clearing\r\n */\r\n @serializeAsColor4()\r\n public clearColor: Color4;\r\n /**\r\n * If the buffer needs to be cleared before applying the post process. (default: true)\r\n * Should be set to false if shader will overwrite all previous pixels.\r\n */\r\n @serialize()\r\n public autoClear = true;\r\n /**\r\n * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)\r\n */\r\n @serialize()\r\n public alphaMode = Constants.ALPHA_DISABLE;\r\n /**\r\n * Sets the setAlphaBlendConstants of the babylon engine\r\n */\r\n @serialize()\r\n public alphaConstants: Color4;\r\n /**\r\n * Animations to be used for the post processing\r\n */\r\n public animations = new Array<Animation>();\r\n\r\n /**\r\n * Enable Pixel Perfect mode where texture is not scaled to be power of 2.\r\n * Can only be used on a single postprocess or on the last one of a chain. (default: false)\r\n */\r\n @serialize()\r\n public enablePixelPerfectMode = false;\r\n\r\n /**\r\n * Force the postprocess to be applied without taking in account viewport\r\n */\r\n @serialize()\r\n public forceFullscreenViewport = true;\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](https://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |\r\n * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](https://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |\r\n * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](https://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |\r\n *\r\n */\r\n @serialize()\r\n public scaleMode = Constants.SCALEMODE_FLOOR;\r\n /**\r\n * Force textures to be a power of two (default: false)\r\n */\r\n @serialize()\r\n public alwaysForcePOT = false;\r\n\r\n @serialize(\"samples\")\r\n private _samples = 1;\r\n\r\n /**\r\n * Number of sample textures (default: 1)\r\n */\r\n public get samples() {\r\n return this._samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this._samples = Math.min(n, this._engine.getCaps().maxMSAASamples);\r\n\r\n this._textures.forEach((texture) => {\r\n if (texture.samples !== this._samples) {\r\n this._engine.updateRenderTargetTextureSampleCount(texture, this._samples);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Modify the scale of the post process to be the same as the viewport (default: false)\r\n */\r\n @serialize()\r\n public adaptScaleToCurrentViewport = false;\r\n\r\n private _camera: Camera;\r\n protected _scene: Scene;\r\n private _engine: Engine;\r\n\r\n private _options: number | PostProcessOptions;\r\n private _reusable = false;\r\n private _renderId = 0;\r\n private _textureType: number;\r\n private _textureFormat: number;\r\n\r\n /**\r\n * if externalTextureSamplerBinding is true, the \"apply\" method won't bind the textureSampler texture, it is expected to be done by the \"outside\" (by the onApplyObservable observer most probably).\r\n * counter-productive in some cases because if the texture bound by \"apply\" is different from the currently texture bound, (the one set by the onApplyObservable observer, for eg) some\r\n * internal structures (materialContext) will be dirtified, which may impact performances\r\n */\r\n public externalTextureSamplerBinding = false;\r\n\r\n /**\r\n * Smart array of input and output textures for the post process.\r\n * @internal\r\n */\r\n public _textures = new SmartArray<RenderTargetWrapper>(2);\r\n /**\r\n * Smart array of input and output textures for the post process.\r\n * @internal\r\n */\r\n private _textureCache: TextureCache[] = [];\r\n /**\r\n * The index in _textures that corresponds to the output texture.\r\n * @internal\r\n */\r\n public _currentRenderTextureInd = 0;\r\n private _drawWrapper: DrawWrapper;\r\n private _samplers: string[];\r\n private _fragmentUrl: string;\r\n private _vertexUrl: string;\r\n private _parameters: string[];\r\n protected _postProcessDefines: Nullable<string>;\r\n private _scaleRatio = new Vector2(1, 1);\r\n protected _indexParameters: any;\r\n private _shareOutputWithPostProcess: Nullable<PostProcess>;\r\n private _texelSize = Vector2.Zero();\r\n /** @internal */\r\n public _forcedOutputTexture: Nullable<RenderTargetWrapper>;\r\n\r\n /**\r\n * Prepass configuration in case this post process needs a texture from prepass\r\n * @internal\r\n */\r\n public _prePassEffectConfiguration: PrePassEffectConfiguration;\r\n\r\n /**\r\n * Returns the fragment url or shader name used in the post process.\r\n * @returns the fragment url or name in the shader store.\r\n */\r\n public getEffectName(): string {\r\n return this._fragmentUrl;\r\n }\r\n\r\n // Events\r\n\r\n /**\r\n * An event triggered when the postprocess is activated.\r\n */\r\n public onActivateObservable = new Observable<Camera>();\r\n\r\n private _onActivateObserver: Nullable<Observer<Camera>>;\r\n /**\r\n * A function that is added to the onActivateObservable\r\n */\r\n public set onActivate(callback: Nullable<(camera: Camera) => void>) {\r\n if (this._onActivateObserver) {\r\n this.onActivateObservable.remove(this._onActivateObserver);\r\n }\r\n if (callback) {\r\n this._onActivateObserver = this.onActivateObservable.add(callback);\r\n }\r\n }\r\n\r\n /**\r\n * An event triggered when the postprocess changes its size.\r\n */\r\n public onSizeChangedObservable = new Observable<PostProcess>();\r\n\r\n private _onSizeChangedObserver: Nullable<Observer<PostProcess>>;\r\n /**\r\n * A function that is added to the onSizeChangedObservable\r\n */\r\n public set onSizeChanged(callback: (postProcess: PostProcess) => void) {\r\n if (this._onSizeChangedObserver) {\r\n this.onSizeChangedObservable.remove(this._onSizeChangedObserver);\r\n }\r\n this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered when the postprocess applies its effect.\r\n */\r\n public onApplyObservable = new Observable<Effect>();\r\n\r\n private _onApplyObserver: Nullable<Observer<Effect>>;\r\n /**\r\n * A function that is added to the onApplyObservable\r\n */\r\n public set onApply(callback: (effect: Effect) => void) {\r\n if (this._onApplyObserver) {\r\n this.onApplyObservable.remove(this._onApplyObserver);\r\n }\r\n this._onApplyObserver = this.onApplyObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the postprocess\r\n */\r\n public onBeforeRenderObservable = new Observable<Effect>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Effect>>;\r\n /**\r\n * A function that is added to the onBeforeRenderObservable\r\n */\r\n public set onBeforeRender(callback: (effect: Effect) => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the postprocess\r\n */\r\n public onAfterRenderObservable = new Observable<Effect>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Effect>>;\r\n /**\r\n * A function that is added to the onAfterRenderObservable\r\n */\r\n public set onAfterRender(callback: (efect: Effect) => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will\r\n * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.\r\n */\r\n public get inputTexture(): RenderTargetWrapper {\r\n return this._textures.data[this._currentRenderTextureInd];\r\n }\r\n\r\n public set inputTexture(value: RenderTargetWrapper) {\r\n this._forcedOutputTexture = value;\r\n }\r\n\r\n /**\r\n * Since inputTexture should always be defined, if we previously manually set `inputTexture`,\r\n * the only way to unset it is to use this function to restore its internal state\r\n */\r\n public restoreDefaultInputTexture() {\r\n if (this._forcedOutputTexture) {\r\n this._forcedOutputTexture = null;\r\n this.markTextureDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the camera which post process is applied to.\r\n * @returns The camera the post process is applied to.\r\n */\r\n public getCamera(): Camera {\r\n return this._camera;\r\n }\r\n\r\n /**\r\n * Gets the texel size of the postprocess.\r\n * See https://en.wikipedia.org/wiki/Texel_(graphics)\r\n */\r\n public get texelSize(): Vector2 {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.texelSize;\r\n }\r\n\r\n if (this._forcedOutputTexture) {\r\n this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);\r\n }\r\n\r\n return this._texelSize;\r\n }\r\n\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param name The name of the PostProcess.\r\n * @param fragmentUrl The url of the fragment shader to be used.\r\n * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.\r\n * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.\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 defines String of defines that will be set when running the fragment shader. (default: null)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param vertexUrl The url of the vertex shader to be used. (default: \"postprocess\")\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 blockCompilation If the shader should not be compiled immediatly. (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 fragmentUrl: string,\r\n parameters: Nullable<string[]>,\r\n samplers: Nullable<string[]>,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n defines: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n vertexUrl: string = \"postprocess\",\r\n indexParameters?: any,\r\n blockCompilation = false,\r\n textureFormat = Constants.TEXTUREFORMAT_RGBA\r\n ) {\r\n this.name = name;\r\n if (camera != null) {\r\n this._camera = camera;\r\n this._scene = camera.getScene();\r\n camera.attachPostProcess(this);\r\n this._engine = this._scene.getEngine();\r\n\r\n this._scene.postProcesses.push(this);\r\n this.uniqueId = this._scene.getUniqueId();\r\n } else if (engine) {\r\n this._engine = engine;\r\n this._engine.postProcesses.push(this);\r\n }\r\n this._options = options;\r\n this.renderTargetSamplingMode = samplingMode ? samplingMode : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n this._reusable = reusable || false;\r\n this._textureType = textureType;\r\n this._textureFormat = textureFormat;\r\n\r\n this._samplers = samplers || [];\r\n this._samplers.push(\"textureSampler\");\r\n\r\n this._fragmentUrl = fragmentUrl;\r\n this._vertexUrl = vertexUrl;\r\n this._parameters = parameters || [];\r\n\r\n this._parameters.push(\"scale\");\r\n\r\n this._indexParameters = indexParameters;\r\n this._drawWrapper = new DrawWrapper(this._engine);\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect(defines);\r\n }\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"PostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"PostProcess\";\r\n }\r\n\r\n /**\r\n * Gets the engine which this post process belongs to.\r\n * @returns The engine the post process was enabled with.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the the postprocess.\r\n */\r\n public getEffect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n /**\r\n * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.\r\n * @param postProcess The post process to share the output with.\r\n * @returns This post process.\r\n */\r\n public shareOutputWith(postProcess: PostProcess): PostProcess {\r\n this._disposeTextures();\r\n\r\n this._shareOutputWithPostProcess = postProcess;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.\r\n * This should be called if the post process that shares output with this post process is disabled/disposed.\r\n */\r\n public useOwnOutput() {\r\n if (this._textures.length == 0) {\r\n this._textures = new SmartArray<RenderTargetWrapper>(2);\r\n }\r\n\r\n this._shareOutputWithPostProcess = null;\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 * @param vertexUrl The url of the vertex shader to be used (default: the one given at construction time)\r\n * @param fragmentUrl The url of the fragment shader to be used (default: the one given at construction time)\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 vertexUrl?: string,\r\n fragmentUrl?: string\r\n ) {\r\n this._postProcessDefines = defines;\r\n this._drawWrapper.effect = this._engine.createEffect(\r\n { vertex: vertexUrl ?? this._vertexUrl, fragment: fragmentUrl ?? this._fragmentUrl },\r\n [\"position\"],\r\n uniforms || this._parameters,\r\n samplers || this._samplers,\r\n defines !== null ? defines : \"\",\r\n undefined,\r\n onCompiled,\r\n onError,\r\n indexParameters || this._indexParameters\r\n );\r\n }\r\n\r\n /**\r\n * The post process is reusable if it can be used multiple times within one frame.\r\n * @returns If the post process is reusable\r\n */\r\n public isReusable(): boolean {\r\n return this._reusable;\r\n }\r\n\r\n /** invalidate frameBuffer to hint the postprocess to create a depth buffer */\r\n public markTextureDirty(): void {\r\n this.width = -1;\r\n }\r\n\r\n private _createRenderTargetTexture(textureSize: { width: number; height: number }, textureOptions: RenderTargetCreationOptions, channel = 0) {\r\n for (let i = 0; i < this._textureCache.length; i++) {\r\n if (\r\n this._textureCache[i].texture.width === textureSize.width &&\r\n this._textureCache[i].texture.height === textureSize.height &&\r\n this._textureCache[i].postProcessChannel === channel &&\r\n this._textureCache[i].texture._generateDepthBuffer === textureOptions.generateDepthBuffer\r\n ) {\r\n return this._textureCache[i].texture;\r\n }\r\n }\r\n\r\n const tex = this._engine.createRenderTargetTexture(textureSize, textureOptions);\r\n this._textureCache.push({ texture: tex, postProcessChannel: channel, lastUsedRenderId: -1 });\r\n\r\n return tex;\r\n }\r\n\r\n private _flushTextureCache() {\r\n const currentRenderId = this._renderId;\r\n\r\n for (let i = this._textureCache.length - 1; i >= 0; i--) {\r\n if (currentRenderId - this._textureCache[i].lastUsedRenderId > 100) {\r\n let currentlyUsed = false;\r\n for (let j = 0; j < this._textures.length; j++) {\r\n if (this._textures.data[j] === this._textureCache[i].texture) {\r\n currentlyUsed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!currentlyUsed) {\r\n this._textureCache[i].texture.dispose();\r\n this._textureCache.splice(i, 1);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _resize(width: number, height: number, camera: Camera, needMipMaps: boolean, forceDepthStencil?: boolean) {\r\n if (this._textures.length > 0) {\r\n this._textures.reset();\r\n }\r\n\r\n this.width = width;\r\n this.height = height;\r\n\r\n let firstPP = null;\r\n for (let i = 0; i < camera._postProcesses.length; i++) {\r\n if (camera._postProcesses[i] !== null) {\r\n firstPP = camera._postProcesses[i];\r\n break;\r\n }\r\n }\r\n\r\n const textureSize = { width: this.width, height: this.height };\r\n const textureOptions = {\r\n generateMipMaps: needMipMaps,\r\n generateDepthBuffer: forceDepthStencil || firstPP === this,\r\n generateStencilBuffer: (forceDepthStencil || firstPP === this) && this._engine.isStencilEnable,\r\n samplingMode: this.renderTargetSamplingMode,\r\n type: this._textureType,\r\n format: this._textureFormat,\r\n };\r\n\r\n this._textures.push(this._createRenderTargetTexture(textureSize, textureOptions, 0));\r\n\r\n if (this._reusable) {\r\n this._textures.push(this._createRenderTargetTexture(textureSize, textureOptions, 1));\r\n }\r\n\r\n this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);\r\n\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.\r\n * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.\r\n * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.\r\n * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)\r\n * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)\r\n * @returns The render target wrapper that was bound to be written to.\r\n */\r\n public activate(camera: Nullable<Camera>, sourceTexture: Nullable<InternalTexture> = null, forceDepthStencil?: boolean): RenderTargetWrapper {\r\n camera = camera || this._camera;\r\n\r\n const scene = camera.getScene();\r\n const engine = scene.getEngine();\r\n const maxSize = engine.getCaps().maxTextureSize;\r\n\r\n let requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * <number>this._options) | 0;\r\n const requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * <number>this._options) | 0;\r\n\r\n // If rendering to a webvr camera's left or right eye only half the width should be used to avoid resize when rendered to screen\r\n const webVRCamera = <WebVRFreeCamera>camera.parent;\r\n if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {\r\n requiredWidth /= 2;\r\n }\r\n\r\n let desiredWidth = (<PostProcessOptions>this._options).width || requiredWidth;\r\n let desiredHeight = (<PostProcessOptions>this._options).height || requiredHeight;\r\n\r\n const needMipMaps =\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_NEAREST_LINEAR &&\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_NEAREST_NEAREST &&\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_LINEAR_LINEAR;\r\n\r\n if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {\r\n if (this.adaptScaleToCurrentViewport) {\r\n const currentViewport = engine.currentViewport;\r\n\r\n if (currentViewport) {\r\n desiredWidth *= currentViewport.width;\r\n desiredHeight *= currentViewport.height;\r\n }\r\n }\r\n\r\n if (needMipMaps || this.alwaysForcePOT) {\r\n if (!(<PostProcessOptions>this._options).width) {\r\n desiredWidth = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;\r\n }\r\n\r\n if (!(<PostProcessOptions>this._options).height) {\r\n desiredHeight = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;\r\n }\r\n }\r\n\r\n if (this.width !== desiredWidth || this.height !== desiredHeight) {\r\n this._resize(desiredWidth, desiredHeight, camera, needMipMaps, forceDepthStencil);\r\n }\r\n\r\n this._textures.forEach((texture) => {\r\n if (texture.samples !== this.samples) {\r\n this._engine.updateRenderTargetTextureSampleCount(texture, this.samples);\r\n }\r\n });\r\n\r\n this._flushTextureCache();\r\n this._renderId++;\r\n }\r\n\r\n let target: RenderTargetWrapper;\r\n\r\n if (this._shareOutputWithPostProcess) {\r\n target = this._shareOutputWithPostProcess.inputTexture;\r\n } else if (this._forcedOutputTexture) {\r\n target = this._forcedOutputTexture;\r\n\r\n this.width = this._forcedOutputTexture.width;\r\n this.height = this._forcedOutputTexture.height;\r\n } else {\r\n target = this.inputTexture;\r\n\r\n let cache;\r\n for (let i = 0; i < this._textureCache.length; i++) {\r\n if (this._textureCache[i].texture === target) {\r\n cache = this._textureCache[i];\r\n break;\r\n }\r\n }\r\n\r\n if (cache) {\r\n cache.lastUsedRenderId = this._renderId;\r\n }\r\n }\r\n\r\n // Bind the input of this post process to be used as the output of the previous post process.\r\n if (this.enablePixelPerfectMode) {\r\n this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);\r\n this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);\r\n } else {\r\n this._scaleRatio.copyFromFloats(1, 1);\r\n this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);\r\n }\r\n\r\n this._engine._debugInsertMarker?.(`post process ${this.name} input`);\r\n\r\n this.onActivateObservable.notifyObservers(camera);\r\n\r\n // Clear\r\n if (this.autoClear && this.alphaMode === Constants.ALPHA_DISABLE) {\r\n this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);\r\n }\r\n\r\n if (this._reusable) {\r\n this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;\r\n }\r\n return target;\r\n }\r\n\r\n /**\r\n * If the post process is supported.\r\n */\r\n public get isSupported(): boolean {\r\n return this._drawWrapper.effect!.isSupported;\r\n }\r\n\r\n /**\r\n * The aspect ratio of the output texture.\r\n */\r\n public get aspectRatio(): number {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.aspectRatio;\r\n }\r\n\r\n if (this._forcedOutputTexture) {\r\n return this._forcedOutputTexture.width / this._forcedOutputTexture.height;\r\n }\r\n return this.width / this.height;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the post-process is ready to be used\r\n * @returns true if the post-process is ready (shader is compiled)\r\n */\r\n public isReady(): boolean {\r\n return this._drawWrapper.effect?.isReady() ?? false;\r\n }\r\n\r\n /**\r\n * Binds all textures and uniforms to the shader, this will be run on every pass.\r\n * @returns the effect corresponding to this post process. Null if not compiled or not ready.\r\n */\r\n public apply(): Nullable<Effect> {\r\n // Check\r\n if (!this._drawWrapper.effect?.isReady()) {\r\n return null;\r\n }\r\n\r\n // States\r\n this._engine.enableEffect(this._drawWrapper);\r\n this._engine.setState(false);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n\r\n // Alpha\r\n this._engine.setAlphaMode(this.alphaMode);\r\n if (this.alphaConstants) {\r\n this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);\r\n }\r\n\r\n // Bind the output texture of the preivous post process as the input to this post process.\r\n let source: RenderTargetWrapper;\r\n if (this._shareOutputWithPostProcess) {\r\n source = this._shareOutputWithPostProcess.inputTexture;\r\n } else if (this._forcedOutputTexture) {\r\n source = this._forcedOutputTexture;\r\n } else {\r\n source = this.inputTexture;\r\n }\r\n\r\n if (!this.externalTextureSamplerBinding) {\r\n this._drawWrapper.effect._bindTexture(\"textureSampler\", source?.texture);\r\n }\r\n\r\n // Parameters\r\n this._drawWrapper.effect.setVector2(\"scale\", this._scaleRatio);\r\n this.onApplyObservable.notifyObservers(this._drawWrapper.effect);\r\n\r\n return this._drawWrapper.effect;\r\n }\r\n\r\n private _disposeTextures() {\r\n if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {\r\n this._disposeTextureCache();\r\n return;\r\n }\r\n\r\n this._disposeTextureCache();\r\n this._textures.dispose();\r\n }\r\n\r\n private _disposeTextureCache() {\r\n for (let i = this._textureCache.length - 1; i >= 0; i--) {\r\n this._textureCache[i].texture.dispose();\r\n }\r\n\r\n this._textureCache.length = 0;\r\n }\r\n\r\n /**\r\n * Sets the required values to the prepass renderer.\r\n * @param prePassRenderer defines the prepass renderer to setup.\r\n * @returns true if the pre pass is needed.\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n if (this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration = prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n this._prePassEffectConfiguration.enabled = true;\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n public dispose(camera?: Camera): void {\r\n camera = camera || this._camera;\r\n\r\n this._disposeTextures();\r\n\r\n let index;\r\n if (this._scene) {\r\n index = this._scene.postProcesses.indexOf(this);\r\n if (index !== -1) {\r\n this._scene.postProcesses.splice(index, 1);\r\n }\r\n }\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.postProcesses.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.postProcesses.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n index = this._engine.postProcesses.indexOf(this);\r\n if (index !== -1) {\r\n this._engine.postProcesses.splice(index, 1);\r\n }\r\n\r\n if (!camera) {\r\n return;\r\n }\r\n camera.detachPostProcess(this);\r\n\r\n index = camera._postProcesses.indexOf(this);\r\n if (index === 0 && camera._postProcesses.length > 0) {\r\n const firstPostProcess = this._camera._getFirstPostProcess();\r\n if (firstPostProcess) {\r\n firstPostProcess.markTextureDirty();\r\n }\r\n }\r\n\r\n this.onActivateObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onApplyObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n }\r\n\r\n /**\r\n * Serializes the post process to a JSON object\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n const camera = this.getCamera() || (this._scene && this._scene.activeCamera);\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.cameraId = camera ? camera.id : null;\r\n serializationObject.reusable = this._reusable;\r\n serializationObject.textureType = this._textureType;\r\n serializationObject.fragmentUrl = this._fragmentUrl;\r\n serializationObject.parameters = this._parameters;\r\n serializationObject.samplers = this._samplers;\r\n serializationObject.options = this._options;\r\n serializationObject.defines = this._postProcessDefines;\r\n serializationObject.textureFormat = this._textureFormat;\r\n serializationObject.vertexUrl = this._vertexUrl;\r\n serializationObject.indexParameters = this._indexParameters;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Clones this post process\r\n * @returns a new post process similar to this one\r\n */\r\n public clone(): Nullable<PostProcess> {\r\n const serializationObject = this.serialize();\r\n serializationObject._engine = this._engine;\r\n serializationObject.cameraId = null;\r\n\r\n const result = PostProcess.Parse(serializationObject, this._scene, \"\");\r\n\r\n if (!result) {\r\n return null;\r\n }\r\n\r\n result.onActivateObservable = this.onActivateObservable.clone();\r\n result.onSizeChangedObservable = this.onSizeChangedObservable.clone();\r\n result.onApplyObservable = this.onApplyObservable.clone();\r\n result.onBeforeRenderObservable = this.onBeforeRenderObservable.clone();\r\n result.onAfterRenderObservable = this.onAfterRenderObservable.clone();\r\n\r\n result._prePassEffectConfiguration = this._prePassEffectConfiguration;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a material from parsed material data\r\n * @param parsedPostProcess defines parsed post process data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures\r\n * @returns a new post process\r\n */\r\n public static Parse(parsedPostProcess: any, scene: Scene, rootUrl: string): Nullable<PostProcess> {\r\n const postProcessType = GetClass(parsedPostProcess.customType);\r\n\r\n if (!postProcessType || !postProcessType._Parse) {\r\n return null;\r\n }\r\n\r\n const camera = scene ? scene.getCameraById(parsedPostProcess.cameraId) : null;\r\n return postProcessType._Parse(parsedPostProcess, camera, scene, rootUrl);\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<PostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new PostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.fragmentUrl,\r\n parsedPostProcess.parameters,\r\n parsedPostProcess.samplers,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n parsedPostProcess._engine,\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.defines,\r\n parsedPostProcess.textureType,\r\n parsedPostProcess.vertexUrl,\r\n parsedPostProcess.indexParameters,\r\n false,\r\n parsedPostProcess.textureFormat\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PostProcess\", PostProcess);\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { RenderTargetCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\n\r\nimport \"../Engines/Extensions/engine.renderTarget\";\r\nimport type { NodeMaterial } from \"../Materials/Node/nodeMaterial\";\r\nimport { serialize, serializeAsColor4, SerializationHelper } from \"../Misc/decorators\";\r\nimport { GetClass, RegisterClass } from \"../Misc/typeStore\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type InternalTexture = import(\"../Materials/Textures/internalTexture\").InternalTexture;\r\ndeclare type WebVRFreeCamera = import(\"../Cameras/VR/webVRCamera\").WebVRFreeCamera;\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\ndeclare type PrePassRenderer = import(\"../Rendering/prePassRenderer\").PrePassRenderer;\r\ndeclare type PrePassEffectConfiguration = import(\"../Rendering/prePassEffectConfiguration\").PrePassEffectConfiguration;\r\n\r\n/**\r\n * Size options for a post process\r\n */\r\nexport type PostProcessOptions = { width: number; height: number };\r\n\r\ntype TextureCache = { texture: RenderTargetWrapper; postProcessChannel: number; lastUsedRenderId: number };\r\n\r\n/**\r\n * PostProcess can be used to apply a shader to a texture after it has been rendered\r\n * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n */\r\nexport class PostProcess {\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /**\r\n * Gets or sets the unique id of the post process\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /** Name of the PostProcess. */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Width of the texture to apply the post process on\r\n */\r\n @serialize()\r\n public width = -1;\r\n\r\n /**\r\n * Height of the texture to apply the post process on\r\n */\r\n @serialize()\r\n public height = -1;\r\n\r\n /**\r\n * Gets the node material used to create this postprocess (null if the postprocess was manually created)\r\n */\r\n public nodeMaterialSource: Nullable<NodeMaterial> = null;\r\n\r\n /**\r\n * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)\r\n * @internal\r\n */\r\n public _outputTexture: Nullable<RenderTargetWrapper> = null;\r\n /**\r\n * Sampling mode used by the shader\r\n * See https://doc.babylonjs.com/classes/3.1/texture\r\n */\r\n @serialize()\r\n public renderTargetSamplingMode: number;\r\n /**\r\n * Clear color to use when screen clearing\r\n */\r\n @serializeAsColor4()\r\n public clearColor: Color4;\r\n /**\r\n * If the buffer needs to be cleared before applying the post process. (default: true)\r\n * Should be set to false if shader will overwrite all previous pixels.\r\n */\r\n @serialize()\r\n public autoClear = true;\r\n /**\r\n * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)\r\n */\r\n @serialize()\r\n public alphaMode = Constants.ALPHA_DISABLE;\r\n /**\r\n * Sets the setAlphaBlendConstants of the babylon engine\r\n */\r\n @serialize()\r\n public alphaConstants: Color4;\r\n /**\r\n * Animations to be used for the post processing\r\n */\r\n public animations = new Array<Animation>();\r\n\r\n /**\r\n * Enable Pixel Perfect mode where texture is not scaled to be power of 2.\r\n * Can only be used on a single postprocess or on the last one of a chain. (default: false)\r\n */\r\n @serialize()\r\n public enablePixelPerfectMode = false;\r\n\r\n /**\r\n * Force the postprocess to be applied without taking in account viewport\r\n */\r\n @serialize()\r\n public forceFullscreenViewport = true;\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](https://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |\r\n * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](https://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |\r\n * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](https://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |\r\n *\r\n */\r\n @serialize()\r\n public scaleMode = Constants.SCALEMODE_FLOOR;\r\n /**\r\n * Force textures to be a power of two (default: false)\r\n */\r\n @serialize()\r\n public alwaysForcePOT = false;\r\n\r\n @serialize(\"samples\")\r\n private _samples = 1;\r\n\r\n /**\r\n * Number of sample textures (default: 1)\r\n */\r\n public get samples() {\r\n return this._samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this._samples = Math.min(n, this._engine.getCaps().maxMSAASamples);\r\n\r\n this._textures.forEach((texture) => {\r\n texture.setSamples(this._samples);\r\n });\r\n }\r\n\r\n /**\r\n * Modify the scale of the post process to be the same as the viewport (default: false)\r\n */\r\n @serialize()\r\n public adaptScaleToCurrentViewport = false;\r\n\r\n private _camera: Camera;\r\n protected _scene: Scene;\r\n private _engine: Engine;\r\n\r\n private _options: number | PostProcessOptions;\r\n private _reusable = false;\r\n private _renderId = 0;\r\n private _textureType: number;\r\n private _textureFormat: number;\r\n\r\n /**\r\n * if externalTextureSamplerBinding is true, the \"apply\" method won't bind the textureSampler texture, it is expected to be done by the \"outside\" (by the onApplyObservable observer most probably).\r\n * counter-productive in some cases because if the texture bound by \"apply\" is different from the currently texture bound, (the one set by the onApplyObservable observer, for eg) some\r\n * internal structures (materialContext) will be dirtified, which may impact performances\r\n */\r\n public externalTextureSamplerBinding = false;\r\n\r\n /**\r\n * Smart array of input and output textures for the post process.\r\n * @internal\r\n */\r\n public _textures = new SmartArray<RenderTargetWrapper>(2);\r\n /**\r\n * Smart array of input and output textures for the post process.\r\n * @internal\r\n */\r\n private _textureCache: TextureCache[] = [];\r\n /**\r\n * The index in _textures that corresponds to the output texture.\r\n * @internal\r\n */\r\n public _currentRenderTextureInd = 0;\r\n private _drawWrapper: DrawWrapper;\r\n private _samplers: string[];\r\n private _fragmentUrl: string;\r\n private _vertexUrl: string;\r\n private _parameters: string[];\r\n protected _postProcessDefines: Nullable<string>;\r\n private _scaleRatio = new Vector2(1, 1);\r\n protected _indexParameters: any;\r\n private _shareOutputWithPostProcess: Nullable<PostProcess>;\r\n private _texelSize = Vector2.Zero();\r\n /** @internal */\r\n public _forcedOutputTexture: Nullable<RenderTargetWrapper>;\r\n\r\n /**\r\n * Prepass configuration in case this post process needs a texture from prepass\r\n * @internal\r\n */\r\n public _prePassEffectConfiguration: PrePassEffectConfiguration;\r\n\r\n /**\r\n * Returns the fragment url or shader name used in the post process.\r\n * @returns the fragment url or name in the shader store.\r\n */\r\n public getEffectName(): string {\r\n return this._fragmentUrl;\r\n }\r\n\r\n // Events\r\n\r\n /**\r\n * An event triggered when the postprocess is activated.\r\n */\r\n public onActivateObservable = new Observable<Camera>();\r\n\r\n private _onActivateObserver: Nullable<Observer<Camera>>;\r\n /**\r\n * A function that is added to the onActivateObservable\r\n */\r\n public set onActivate(callback: Nullable<(camera: Camera) => void>) {\r\n if (this._onActivateObserver) {\r\n this.onActivateObservable.remove(this._onActivateObserver);\r\n }\r\n if (callback) {\r\n this._onActivateObserver = this.onActivateObservable.add(callback);\r\n }\r\n }\r\n\r\n /**\r\n * An event triggered when the postprocess changes its size.\r\n */\r\n public onSizeChangedObservable = new Observable<PostProcess>();\r\n\r\n private _onSizeChangedObserver: Nullable<Observer<PostProcess>>;\r\n /**\r\n * A function that is added to the onSizeChangedObservable\r\n */\r\n public set onSizeChanged(callback: (postProcess: PostProcess) => void) {\r\n if (this._onSizeChangedObserver) {\r\n this.onSizeChangedObservable.remove(this._onSizeChangedObserver);\r\n }\r\n this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered when the postprocess applies its effect.\r\n */\r\n public onApplyObservable = new Observable<Effect>();\r\n\r\n private _onApplyObserver: Nullable<Observer<Effect>>;\r\n /**\r\n * A function that is added to the onApplyObservable\r\n */\r\n public set onApply(callback: (effect: Effect) => void) {\r\n if (this._onApplyObserver) {\r\n this.onApplyObservable.remove(this._onApplyObserver);\r\n }\r\n this._onApplyObserver = this.onApplyObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the postprocess\r\n */\r\n public onBeforeRenderObservable = new Observable<Effect>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Effect>>;\r\n /**\r\n * A function that is added to the onBeforeRenderObservable\r\n */\r\n public set onBeforeRender(callback: (effect: Effect) => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the postprocess\r\n */\r\n public onAfterRenderObservable = new Observable<Effect>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Effect>>;\r\n /**\r\n * A function that is added to the onAfterRenderObservable\r\n */\r\n public set onAfterRender(callback: (efect: Effect) => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will\r\n * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.\r\n */\r\n public get inputTexture(): RenderTargetWrapper {\r\n return this._textures.data[this._currentRenderTextureInd];\r\n }\r\n\r\n public set inputTexture(value: RenderTargetWrapper) {\r\n this._forcedOutputTexture = value;\r\n }\r\n\r\n /**\r\n * Since inputTexture should always be defined, if we previously manually set `inputTexture`,\r\n * the only way to unset it is to use this function to restore its internal state\r\n */\r\n public restoreDefaultInputTexture() {\r\n if (this._forcedOutputTexture) {\r\n this._forcedOutputTexture = null;\r\n this.markTextureDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the camera which post process is applied to.\r\n * @returns The camera the post process is applied to.\r\n */\r\n public getCamera(): Camera {\r\n return this._camera;\r\n }\r\n\r\n /**\r\n * Gets the texel size of the postprocess.\r\n * See https://en.wikipedia.org/wiki/Texel_(graphics)\r\n */\r\n public get texelSize(): Vector2 {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.texelSize;\r\n }\r\n\r\n if (this._forcedOutputTexture) {\r\n this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);\r\n }\r\n\r\n return this._texelSize;\r\n }\r\n\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param name The name of the PostProcess.\r\n * @param fragmentUrl The url of the fragment shader to be used.\r\n * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.\r\n * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.\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 defines String of defines that will be set when running the fragment shader. (default: null)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param vertexUrl The url of the vertex shader to be used. (default: \"postprocess\")\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 blockCompilation If the shader should not be compiled immediatly. (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 fragmentUrl: string,\r\n parameters: Nullable<string[]>,\r\n samplers: Nullable<string[]>,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n defines: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n vertexUrl: string = \"postprocess\",\r\n indexParameters?: any,\r\n blockCompilation = false,\r\n textureFormat = Constants.TEXTUREFORMAT_RGBA\r\n ) {\r\n this.name = name;\r\n if (camera != null) {\r\n this._camera = camera;\r\n this._scene = camera.getScene();\r\n camera.attachPostProcess(this);\r\n this._engine = this._scene.getEngine();\r\n\r\n this._scene.postProcesses.push(this);\r\n this.uniqueId = this._scene.getUniqueId();\r\n } else if (engine) {\r\n this._engine = engine;\r\n this._engine.postProcesses.push(this);\r\n }\r\n this._options = options;\r\n this.renderTargetSamplingMode = samplingMode ? samplingMode : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n this._reusable = reusable || false;\r\n this._textureType = textureType;\r\n this._textureFormat = textureFormat;\r\n\r\n this._samplers = samplers || [];\r\n this._samplers.push(\"textureSampler\");\r\n\r\n this._fragmentUrl = fragmentUrl;\r\n this._vertexUrl = vertexUrl;\r\n this._parameters = parameters || [];\r\n\r\n this._parameters.push(\"scale\");\r\n\r\n this._indexParameters = indexParameters;\r\n this._drawWrapper = new DrawWrapper(this._engine);\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect(defines);\r\n }\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"PostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"PostProcess\";\r\n }\r\n\r\n /**\r\n * Gets the engine which this post process belongs to.\r\n * @returns The engine the post process was enabled with.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the the postprocess.\r\n */\r\n public getEffect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n /**\r\n * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.\r\n * @param postProcess The post process to share the output with.\r\n * @returns This post process.\r\n */\r\n public shareOutputWith(postProcess: PostProcess): PostProcess {\r\n this._disposeTextures();\r\n\r\n this._shareOutputWithPostProcess = postProcess;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.\r\n * This should be called if the post process that shares output with this post process is disabled/disposed.\r\n */\r\n public useOwnOutput() {\r\n if (this._textures.length == 0) {\r\n this._textures = new SmartArray<RenderTargetWrapper>(2);\r\n }\r\n\r\n this._shareOutputWithPostProcess = null;\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 * @param vertexUrl The url of the vertex shader to be used (default: the one given at construction time)\r\n * @param fragmentUrl The url of the fragment shader to be used (default: the one given at construction time)\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 vertexUrl?: string,\r\n fragmentUrl?: string\r\n ) {\r\n this._postProcessDefines = defines;\r\n this._drawWrapper.effect = this._engine.createEffect(\r\n { vertex: vertexUrl ?? this._vertexUrl, fragment: fragmentUrl ?? this._fragmentUrl },\r\n [\"position\"],\r\n uniforms || this._parameters,\r\n samplers || this._samplers,\r\n defines !== null ? defines : \"\",\r\n undefined,\r\n onCompiled,\r\n onError,\r\n indexParameters || this._indexParameters\r\n );\r\n }\r\n\r\n /**\r\n * The post process is reusable if it can be used multiple times within one frame.\r\n * @returns If the post process is reusable\r\n */\r\n public isReusable(): boolean {\r\n return this._reusable;\r\n }\r\n\r\n /** invalidate frameBuffer to hint the postprocess to create a depth buffer */\r\n public markTextureDirty(): void {\r\n this.width = -1;\r\n }\r\n\r\n private _createRenderTargetTexture(textureSize: { width: number; height: number }, textureOptions: RenderTargetCreationOptions, channel = 0) {\r\n for (let i = 0; i < this._textureCache.length; i++) {\r\n if (\r\n this._textureCache[i].texture.width === textureSize.width &&\r\n this._textureCache[i].texture.height === textureSize.height &&\r\n this._textureCache[i].postProcessChannel === channel &&\r\n this._textureCache[i].texture._generateDepthBuffer === textureOptions.generateDepthBuffer &&\r\n this._textureCache[i].texture.samples === textureOptions.samples\r\n ) {\r\n return this._textureCache[i].texture;\r\n }\r\n }\r\n\r\n const tex = this._engine.createRenderTargetTexture(textureSize, textureOptions);\r\n this._textureCache.push({ texture: tex, postProcessChannel: channel, lastUsedRenderId: -1 });\r\n\r\n return tex;\r\n }\r\n\r\n private _flushTextureCache() {\r\n const currentRenderId = this._renderId;\r\n\r\n for (let i = this._textureCache.length - 1; i >= 0; i--) {\r\n if (currentRenderId - this._textureCache[i].lastUsedRenderId > 100) {\r\n let currentlyUsed = false;\r\n for (let j = 0; j < this._textures.length; j++) {\r\n if (this._textures.data[j] === this._textureCache[i].texture) {\r\n currentlyUsed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!currentlyUsed) {\r\n this._textureCache[i].texture.dispose();\r\n this._textureCache.splice(i, 1);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _resize(width: number, height: number, camera: Camera, needMipMaps: boolean, forceDepthStencil?: boolean) {\r\n if (this._textures.length > 0) {\r\n this._textures.reset();\r\n }\r\n\r\n this.width = width;\r\n this.height = height;\r\n\r\n let firstPP = null;\r\n for (let i = 0; i < camera._postProcesses.length; i++) {\r\n if (camera._postProcesses[i] !== null) {\r\n firstPP = camera._postProcesses[i];\r\n break;\r\n }\r\n }\r\n\r\n const textureSize = { width: this.width, height: this.height };\r\n const textureOptions = {\r\n generateMipMaps: needMipMaps,\r\n generateDepthBuffer: forceDepthStencil || firstPP === this,\r\n generateStencilBuffer: (forceDepthStencil || firstPP === this) && this._engine.isStencilEnable,\r\n samplingMode: this.renderTargetSamplingMode,\r\n type: this._textureType,\r\n format: this._textureFormat,\r\n samples: this._samples,\r\n };\r\n\r\n this._textures.push(this._createRenderTargetTexture(textureSize, textureOptions, 0));\r\n\r\n if (this._reusable) {\r\n this._textures.push(this._createRenderTargetTexture(textureSize, textureOptions, 1));\r\n }\r\n\r\n this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);\r\n\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.\r\n * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.\r\n * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.\r\n * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)\r\n * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)\r\n * @returns The render target wrapper that was bound to be written to.\r\n */\r\n public activate(camera: Nullable<Camera>, sourceTexture: Nullable<InternalTexture> = null, forceDepthStencil?: boolean): RenderTargetWrapper {\r\n camera = camera || this._camera;\r\n\r\n const scene = camera.getScene();\r\n const engine = scene.getEngine();\r\n const maxSize = engine.getCaps().maxTextureSize;\r\n\r\n let requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * <number>this._options) | 0;\r\n const requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * <number>this._options) | 0;\r\n\r\n // If rendering to a webvr camera's left or right eye only half the width should be used to avoid resize when rendered to screen\r\n const webVRCamera = <WebVRFreeCamera>camera.parent;\r\n if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {\r\n requiredWidth /= 2;\r\n }\r\n\r\n let desiredWidth = (<PostProcessOptions>this._options).width || requiredWidth;\r\n let desiredHeight = (<PostProcessOptions>this._options).height || requiredHeight;\r\n\r\n const needMipMaps =\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_NEAREST_LINEAR &&\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_NEAREST_NEAREST &&\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_LINEAR_LINEAR;\r\n\r\n if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {\r\n if (this.adaptScaleToCurrentViewport) {\r\n const currentViewport = engine.currentViewport;\r\n\r\n if (currentViewport) {\r\n desiredWidth *= currentViewport.width;\r\n desiredHeight *= currentViewport.height;\r\n }\r\n }\r\n\r\n if (needMipMaps || this.alwaysForcePOT) {\r\n if (!(<PostProcessOptions>this._options).width) {\r\n desiredWidth = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;\r\n }\r\n\r\n if (!(<PostProcessOptions>this._options).height) {\r\n desiredHeight = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;\r\n }\r\n }\r\n\r\n if (this.width !== desiredWidth || this.height !== desiredHeight) {\r\n this._resize(desiredWidth, desiredHeight, camera, needMipMaps, forceDepthStencil);\r\n }\r\n\r\n this._textures.forEach((texture) => {\r\n if (texture.samples !== this.samples) {\r\n this._engine.updateRenderTargetTextureSampleCount(texture, this.samples);\r\n }\r\n });\r\n\r\n this._flushTextureCache();\r\n this._renderId++;\r\n }\r\n\r\n let target: RenderTargetWrapper;\r\n\r\n if (this._shareOutputWithPostProcess) {\r\n target = this._shareOutputWithPostProcess.inputTexture;\r\n } else if (this._forcedOutputTexture) {\r\n target = this._forcedOutputTexture;\r\n\r\n this.width = this._forcedOutputTexture.width;\r\n this.height = this._forcedOutputTexture.height;\r\n } else {\r\n target = this.inputTexture;\r\n\r\n let cache;\r\n for (let i = 0; i < this._textureCache.length; i++) {\r\n if (this._textureCache[i].texture === target) {\r\n cache = this._textureCache[i];\r\n break;\r\n }\r\n }\r\n\r\n if (cache) {\r\n cache.lastUsedRenderId = this._renderId;\r\n }\r\n }\r\n\r\n // Bind the input of this post process to be used as the output of the previous post process.\r\n if (this.enablePixelPerfectMode) {\r\n this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);\r\n this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);\r\n } else {\r\n this._scaleRatio.copyFromFloats(1, 1);\r\n this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);\r\n }\r\n\r\n this._engine._debugInsertMarker?.(`post process ${this.name} input`);\r\n\r\n this.onActivateObservable.notifyObservers(camera);\r\n\r\n // Clear\r\n if (this.autoClear && this.alphaMode === Constants.ALPHA_DISABLE) {\r\n this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);\r\n }\r\n\r\n if (this._reusable) {\r\n this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;\r\n }\r\n return target;\r\n }\r\n\r\n /**\r\n * If the post process is supported.\r\n */\r\n public get isSupported(): boolean {\r\n return this._drawWrapper.effect!.isSupported;\r\n }\r\n\r\n /**\r\n * The aspect ratio of the output texture.\r\n */\r\n public get aspectRatio(): number {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.aspectRatio;\r\n }\r\n\r\n if (this._forcedOutputTexture) {\r\n return this._forcedOutputTexture.width / this._forcedOutputTexture.height;\r\n }\r\n return this.width / this.height;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the post-process is ready to be used\r\n * @returns true if the post-process is ready (shader is compiled)\r\n */\r\n public isReady(): boolean {\r\n return this._drawWrapper.effect?.isReady() ?? false;\r\n }\r\n\r\n /**\r\n * Binds all textures and uniforms to the shader, this will be run on every pass.\r\n * @returns the effect corresponding to this post process. Null if not compiled or not ready.\r\n */\r\n public apply(): Nullable<Effect> {\r\n // Check\r\n if (!this._drawWrapper.effect?.isReady()) {\r\n return null;\r\n }\r\n\r\n // States\r\n this._engine.enableEffect(this._drawWrapper);\r\n this._engine.setState(false);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n\r\n // Alpha\r\n this._engine.setAlphaMode(this.alphaMode);\r\n if (this.alphaConstants) {\r\n this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);\r\n }\r\n\r\n // Bind the output texture of the preivous post process as the input to this post process.\r\n let source: RenderTargetWrapper;\r\n if (this._shareOutputWithPostProcess) {\r\n source = this._shareOutputWithPostProcess.inputTexture;\r\n } else if (this._forcedOutputTexture) {\r\n source = this._forcedOutputTexture;\r\n } else {\r\n source = this.inputTexture;\r\n }\r\n\r\n if (!this.externalTextureSamplerBinding) {\r\n this._drawWrapper.effect._bindTexture(\"textureSampler\", source?.texture);\r\n }\r\n\r\n // Parameters\r\n this._drawWrapper.effect.setVector2(\"scale\", this._scaleRatio);\r\n this.onApplyObservable.notifyObservers(this._drawWrapper.effect);\r\n\r\n return this._drawWrapper.effect;\r\n }\r\n\r\n private _disposeTextures() {\r\n if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {\r\n this._disposeTextureCache();\r\n return;\r\n }\r\n\r\n this._disposeTextureCache();\r\n this._textures.dispose();\r\n }\r\n\r\n private _disposeTextureCache() {\r\n for (let i = this._textureCache.length - 1; i >= 0; i--) {\r\n this._textureCache[i].texture.dispose();\r\n }\r\n\r\n this._textureCache.length = 0;\r\n }\r\n\r\n /**\r\n * Sets the required values to the prepass renderer.\r\n * @param prePassRenderer defines the prepass renderer to setup.\r\n * @returns true if the pre pass is needed.\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n if (this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration = prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n this._prePassEffectConfiguration.enabled = true;\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n public dispose(camera?: Camera): void {\r\n camera = camera || this._camera;\r\n\r\n this._disposeTextures();\r\n\r\n let index;\r\n if (this._scene) {\r\n index = this._scene.postProcesses.indexOf(this);\r\n if (index !== -1) {\r\n this._scene.postProcesses.splice(index, 1);\r\n }\r\n }\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.postProcesses.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.postProcesses.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n index = this._engine.postProcesses.indexOf(this);\r\n if (index !== -1) {\r\n this._engine.postProcesses.splice(index, 1);\r\n }\r\n\r\n if (!camera) {\r\n return;\r\n }\r\n camera.detachPostProcess(this);\r\n\r\n index = camera._postProcesses.indexOf(this);\r\n if (index === 0 && camera._postProcesses.length > 0) {\r\n const firstPostProcess = this._camera._getFirstPostProcess();\r\n if (firstPostProcess) {\r\n firstPostProcess.markTextureDirty();\r\n }\r\n }\r\n\r\n this.onActivateObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onApplyObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n }\r\n\r\n /**\r\n * Serializes the post process to a JSON object\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n const camera = this.getCamera() || (this._scene && this._scene.activeCamera);\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.cameraId = camera ? camera.id : null;\r\n serializationObject.reusable = this._reusable;\r\n serializationObject.textureType = this._textureType;\r\n serializationObject.fragmentUrl = this._fragmentUrl;\r\n serializationObject.parameters = this._parameters;\r\n serializationObject.samplers = this._samplers;\r\n serializationObject.options = this._options;\r\n serializationObject.defines = this._postProcessDefines;\r\n serializationObject.textureFormat = this._textureFormat;\r\n serializationObject.vertexUrl = this._vertexUrl;\r\n serializationObject.indexParameters = this._indexParameters;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Clones this post process\r\n * @returns a new post process similar to this one\r\n */\r\n public clone(): Nullable<PostProcess> {\r\n const serializationObject = this.serialize();\r\n serializationObject._engine = this._engine;\r\n serializationObject.cameraId = null;\r\n\r\n const result = PostProcess.Parse(serializationObject, this._scene, \"\");\r\n\r\n if (!result) {\r\n return null;\r\n }\r\n\r\n result.onActivateObservable = this.onActivateObservable.clone();\r\n result.onSizeChangedObservable = this.onSizeChangedObservable.clone();\r\n result.onApplyObservable = this.onApplyObservable.clone();\r\n result.onBeforeRenderObservable = this.onBeforeRenderObservable.clone();\r\n result.onAfterRenderObservable = this.onAfterRenderObservable.clone();\r\n\r\n result._prePassEffectConfiguration = this._prePassEffectConfiguration;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a material from parsed material data\r\n * @param parsedPostProcess defines parsed post process data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures\r\n * @returns a new post process\r\n */\r\n public static Parse(parsedPostProcess: any, scene: Scene, rootUrl: string): Nullable<PostProcess> {\r\n const postProcessType = GetClass(parsedPostProcess.customType);\r\n\r\n if (!postProcessType || !postProcessType._Parse) {\r\n return null;\r\n }\r\n\r\n const camera = scene ? scene.getCameraById(parsedPostProcess.cameraId) : null;\r\n return postProcessType._Parse(parsedPostProcess, camera, scene, rootUrl);\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<PostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new PostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.fragmentUrl,\r\n parsedPostProcess.parameters,\r\n parsedPostProcess.samplers,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n parsedPostProcess._engine,\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.defines,\r\n parsedPostProcess.textureType,\r\n parsedPostProcess.vertexUrl,\r\n parsedPostProcess.indexParameters,\r\n false,\r\n parsedPostProcess.textureFormat\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PostProcess\", PostProcess);\r\n"]}
@@ -304,12 +304,8 @@ export class VolumetricLightScatteringPostProcess extends PostProcess {
304
304
  this._volumetricLightScatteringRTT.onAfterRenderObservable.add(() => {
305
305
  scene.clearColor = savedSceneClearColor;
306
306
  });
307
- this._volumetricLightScatteringRTT.customIsReadyFunction = (mesh, refreshRate) => {
308
- if (!mesh.isReady(false)) {
309
- return false;
310
- }
311
- if (refreshRate === 0 && mesh.subMeshes) {
312
- // full check: check that the effects are ready
307
+ this._volumetricLightScatteringRTT.customIsReadyFunction = (mesh, refreshRate, preWarm) => {
308
+ if ((preWarm || refreshRate === 0) && mesh.subMeshes) {
313
309
  for (let i = 0; i < mesh.subMeshes.length; ++i) {
314
310
  const subMesh = mesh.subMeshes[i];
315
311
  const material = subMesh.getMaterial();