@babylonjs/core 5.31.2 → 5.32.0

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Files changed (35) hide show
  1. package/Engines/thinEngine.js +2 -2
  2. package/Engines/thinEngine.js.map +1 -1
  3. package/Engines/webgpuEngine.js +3 -0
  4. package/Engines/webgpuEngine.js.map +1 -1
  5. package/Materials/Textures/MultiviewRenderTarget.d.ts +1 -0
  6. package/Materials/Textures/MultiviewRenderTarget.js +3 -0
  7. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  8. package/Materials/imageProcessingConfiguration.d.ts +16 -4
  9. package/Materials/imageProcessingConfiguration.js +36 -8
  10. package/Materials/imageProcessingConfiguration.js.map +1 -1
  11. package/Maths/math.path.d.ts +2 -2
  12. package/Maths/math.path.js +4 -4
  13. package/Maths/math.path.js.map +1 -1
  14. package/Meshes/mesh.d.ts +4 -4
  15. package/Meshes/mesh.js +5 -5
  16. package/Meshes/mesh.js.map +1 -1
  17. package/Misc/basis.js +3 -2
  18. package/Misc/basis.js.map +1 -1
  19. package/Misc/copyTextureToTexture.d.ts +41 -0
  20. package/Misc/copyTextureToTexture.js +67 -0
  21. package/Misc/copyTextureToTexture.js.map +1 -0
  22. package/Misc/index.d.ts +1 -0
  23. package/Misc/index.js +1 -0
  24. package/Misc/index.js.map +1 -1
  25. package/Misc/meshExploder.js +3 -1
  26. package/Misc/meshExploder.js.map +1 -1
  27. package/PostProcesses/imageProcessingPostProcess.d.ts +18 -4
  28. package/PostProcesses/imageProcessingPostProcess.js +30 -8
  29. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  30. package/Shaders/ShadersInclude/bumpFragmentFunctions.js +1 -1
  31. package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  32. package/Shaders/copyTextureToTexture.fragment.d.ts +6 -0
  33. package/Shaders/copyTextureToTexture.fragment.js +11 -0
  34. package/Shaders/copyTextureToTexture.fragment.js.map +1 -0
  35. package/package.json +1 -1
@@ -6,6 +6,7 @@ import type { Scene } from "../../scene";
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  */
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  export declare class MultiviewRenderTarget extends RenderTargetTexture {
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  set samples(value: number);
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+ get samples(): number;
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  /**
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  * Creates a multiview render target
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  * @param scene scene used with the render target
@@ -9,6 +9,9 @@ export class MultiviewRenderTarget extends RenderTargetTexture {
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  // We override this setter because multisampling is handled by framebufferTextureMultisampleMultiviewOVR
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  this._samples = value;
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  }
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+ get samples() {
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+ return this._samples;
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+ }
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  /**
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  * Creates a multiview render target
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  * @param scene scene used with the render target
@@ -1 +1 @@
1
- {"version":3,"file":"MultiviewRenderTarget.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Materials/Textures/MultiviewRenderTarget.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AAEtE,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAEpD;;;GAGG;AACH,MAAM,OAAO,qBAAsB,SAAQ,mBAAmB;IAC1D,IAAW,OAAO,CAAC,KAAa;QAC5B,wGAAwG;QACxG,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1B,CAAC;IAED;;;;OAIG;IACH,YAAY,KAAa,EAAE,OAAuE,GAAG;QACjG,KAAK,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,CAAC,wBAAwB,EAAE,KAAK,EAAE,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;QAC5I,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC,kCAAkC,CAAC,IAAI,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,eAAe,EAAE,CAAC,CAAC;QACpI,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,OAAQ,CAAC;QAC5C,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,SAAS,CAAC,kBAAkB,CAAC;QACpD,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,UAAU,EAAG,CAAC,OAAO,EAAE,CAAC,UAAU,IAAI,IAAI,CAAC,OAAO,CAAC;QACvE,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;IAC1C,CAAC;IAED;;OAEG;IACI,gBAAgB;QACnB,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;YACrB,OAAO;SACV;QACD,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC,wBAAwB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;IAC9E,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,CAAC,CAAC;IACb,CAAC;CACJ","sourcesContent":["import { RenderTargetTexture } from \"../Textures/renderTargetTexture\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\n/**\r\n * Renders to multiple views with a single draw call\r\n * @see https://www.khronos.org/registry/webgl/extensions/OVR_multiview2/\r\n */\r\nexport class MultiviewRenderTarget extends RenderTargetTexture {\r\n public set samples(value: number) {\r\n // We override this setter because multisampling is handled by framebufferTextureMultisampleMultiviewOVR\r\n this._samples = value;\r\n }\r\n\r\n /**\r\n * Creates a multiview render target\r\n * @param scene scene used with the render target\r\n * @param size the size of the render target (used for each view)\r\n */\r\n constructor(scene?: Scene, size: number | { width: number; height: number } | { ratio: number } = 512) {\r\n super(\"multiview rtt\", size, scene, false, true, Constants.TEXTURETYPE_UNSIGNED_INT, false, undefined, false, false, true, undefined, true);\r\n this._renderTarget = this.getScene()!.getEngine().createMultiviewRenderTargetTexture(this.getRenderWidth(), this.getRenderHeight());\r\n this._texture = this._renderTarget.texture!;\r\n this._texture.isMultiview = true;\r\n this._texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n this.samples = this._getEngine()!.getCaps().maxSamples || this.samples;\r\n this._texture.samples = this._samples;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bindFrameBuffer() {\r\n if (!this._renderTarget) {\r\n return;\r\n }\r\n this.getScene()!.getEngine().bindMultiviewFramebuffer(this._renderTarget);\r\n }\r\n\r\n /**\r\n * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)\r\n * @returns the view count\r\n */\r\n public getViewCount() {\r\n return 2;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"MultiviewRenderTarget.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Materials/Textures/MultiviewRenderTarget.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,MAAM,iCAAiC,CAAC;AAEtE,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAEpD;;;GAGG;AACH,MAAM,OAAO,qBAAsB,SAAQ,mBAAmB;IAC1D,IAAW,OAAO,CAAC,KAAa;QAC5B,wGAAwG;QACxG,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1B,CAAC;IAED,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACH,YAAY,KAAa,EAAE,OAAuE,GAAG;QACjG,KAAK,CAAC,eAAe,EAAE,IAAI,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,CAAC,wBAAwB,EAAE,KAAK,EAAE,SAAS,EAAE,KAAK,EAAE,KAAK,EAAE,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;QAC5I,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC,kCAAkC,CAAC,IAAI,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,eAAe,EAAE,CAAC,CAAC;QACpI,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAC,OAAQ,CAAC;QAC5C,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAC;QACjC,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,SAAS,CAAC,kBAAkB,CAAC;QACpD,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,UAAU,EAAG,CAAC,OAAO,EAAE,CAAC,UAAU,IAAI,IAAI,CAAC,OAAO,CAAC;QACvE,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;IAC1C,CAAC;IAED;;OAEG;IACI,gBAAgB;QACnB,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE;YACrB,OAAO;SACV;QACD,IAAI,CAAC,QAAQ,EAAG,CAAC,SAAS,EAAE,CAAC,wBAAwB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;IAC9E,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,CAAC,CAAC;IACb,CAAC;CACJ","sourcesContent":["import { RenderTargetTexture } from \"../Textures/renderTargetTexture\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\n/**\r\n * Renders to multiple views with a single draw call\r\n * @see https://www.khronos.org/registry/webgl/extensions/OVR_multiview2/\r\n */\r\nexport class MultiviewRenderTarget extends RenderTargetTexture {\r\n public set samples(value: number) {\r\n // We override this setter because multisampling is handled by framebufferTextureMultisampleMultiviewOVR\r\n this._samples = value;\r\n }\r\n\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * Creates a multiview render target\r\n * @param scene scene used with the render target\r\n * @param size the size of the render target (used for each view)\r\n */\r\n constructor(scene?: Scene, size: number | { width: number; height: number } | { ratio: number } = 512) {\r\n super(\"multiview rtt\", size, scene, false, true, Constants.TEXTURETYPE_UNSIGNED_INT, false, undefined, false, false, true, undefined, true);\r\n this._renderTarget = this.getScene()!.getEngine().createMultiviewRenderTargetTexture(this.getRenderWidth(), this.getRenderHeight());\r\n this._texture = this._renderTarget.texture!;\r\n this._texture.isMultiview = true;\r\n this._texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n this.samples = this._getEngine()!.getCaps().maxSamples || this.samples;\r\n this._texture.samples = this._samples;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bindFrameBuffer() {\r\n if (!this._renderTarget) {\r\n return;\r\n }\r\n this.getScene()!.getEngine().bindMultiviewFramebuffer(this._renderTarget);\r\n }\r\n\r\n /**\r\n * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)\r\n * @returns the view count\r\n */\r\n public getViewCount() {\r\n return 2;\r\n }\r\n}\r\n"]}
@@ -156,13 +156,25 @@ export declare class ImageProcessingConfiguration {
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  */
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  vignetteStretch: number;
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  /**
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- * Vignette centre X Offset.
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+ * Vignette center X Offset.
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  */
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- vignetteCentreX: number;
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+ vignetteCenterX: number;
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  /**
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- * Vignette centre Y Offset.
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+ * Vignette center Y Offset.
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  */
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- vignetteCentreY: number;
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+ vignetteCenterY: number;
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+ /**
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+ * Back Compat: Vignette center Y Offset.
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+ * @deprecated use vignetteCenterY instead
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+ */
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+ get vignetteCentreY(): number;
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+ set vignetteCentreY(value: number);
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+ /**
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+ * Back Compat: Vignette center X Offset.
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+ * @deprecated use vignetteCenterX instead
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+ */
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+ get vignetteCentreX(): number;
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+ set vignetteCentreX(value: number);
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  /**
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  * Vignette weight or intensity of the vignette effect.
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  */
@@ -56,13 +56,13 @@ export class ImageProcessingConfiguration {
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  */
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  this.vignetteStretch = 0;
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  /**
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- * Vignette centre X Offset.
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+ * Vignette center X Offset.
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  */
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- this.vignetteCentreX = 0;
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+ this.vignetteCenterX = 0;
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  /**
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- * Vignette centre Y Offset.
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+ * Vignette center Y Offset.
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  */
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- this.vignetteCentreY = 0;
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+ this.vignetteCenterY = 0;
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  /**
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  * Vignette weight or intensity of the vignette effect.
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  */
@@ -234,6 +234,26 @@ export class ImageProcessingConfiguration {
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  this._contrast = value;
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  this._updateParameters();
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  }
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+ /**
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+ * Back Compat: Vignette center Y Offset.
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+ * @deprecated use vignetteCenterY instead
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+ */
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+ get vignetteCentreY() {
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+ return this.vignetteCenterY;
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+ }
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+ set vignetteCentreY(value) {
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+ this.vignetteCenterY = value;
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+ }
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+ /**
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+ * Back Compat: Vignette center X Offset.
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+ * @deprecated use vignetteCenterX instead
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+ */
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+ get vignetteCentreX() {
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+ return this.vignetteCenterX;
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+ }
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+ set vignetteCentreX(value) {
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+ this.vignetteCenterX = value;
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+ }
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  /**
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  * Gets the vignette blend mode allowing different kind of effect.
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  */
@@ -485,7 +505,7 @@ export class ImageProcessingConfiguration {
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  const vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
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  vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
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  vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
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- effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
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+ effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCenterX, -vignetteScaleY * this.vignetteCenterY);
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  const vignettePower = -2.0 * this.vignetteWeight;
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  effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
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  }
@@ -525,7 +545,15 @@ export class ImageProcessingConfiguration {
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  * @returns The parsed image processing
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  */
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  static Parse(source) {
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- return SerializationHelper.Parse(() => new ImageProcessingConfiguration(), source, null, null);
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+ const parsed = SerializationHelper.Parse(() => new ImageProcessingConfiguration(), source, null, null);
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+ // Backward compatibility
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+ if (source.vignetteCentreX !== undefined) {
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+ parsed.vignetteCenterX = source.vignetteCentreX;
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+ }
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+ if (source.vignetteCentreY !== undefined) {
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+ parsed.vignetteCenterY = source.vignetteCentreY;
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+ }
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+ return parsed;
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  }
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  /**
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  * Used to apply the vignette as a mix with the pixel color.
@@ -587,10 +615,10 @@ __decorate([
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  ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
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  __decorate([
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  serialize()
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- ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
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+ ], ImageProcessingConfiguration.prototype, "vignetteCenterX", void 0);
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  __decorate([
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  serialize()
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- ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
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+ ], ImageProcessingConfiguration.prototype, "vignetteCenterY", void 0);
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  __decorate([
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  serialize()
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  ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, SerializationHelper, serializeAsTexture, serializeAsColorCurves, serializeAsColor4 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { ColorCurves } from \"../Materials/colorCurves\";\r\n\r\ndeclare type BaseTexture = import(\"../Materials/Textures/baseTexture\").BaseTexture;\r\ndeclare type Effect = import(\"../Materials/effect\").Effect;\r\n\r\n/**\r\n * Interface to follow in your material defines to integrate easily the\r\n * Image processing functions.\r\n * @internal\r\n */\r\nexport interface IImageProcessingConfigurationDefines {\r\n IMAGEPROCESSING: boolean;\r\n VIGNETTE: boolean;\r\n VIGNETTEBLENDMODEMULTIPLY: boolean;\r\n VIGNETTEBLENDMODEOPAQUE: boolean;\r\n TONEMAPPING: boolean;\r\n TONEMAPPING_ACES: boolean;\r\n CONTRAST: boolean;\r\n EXPOSURE: boolean;\r\n COLORCURVES: boolean;\r\n COLORGRADING: boolean;\r\n COLORGRADING3D: boolean;\r\n SAMPLER3DGREENDEPTH: boolean;\r\n SAMPLER3DBGRMAP: boolean;\r\n DITHER: boolean;\r\n IMAGEPROCESSINGPOSTPROCESS: boolean;\r\n SKIPFINALCOLORCLAMP: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public DITHER = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public EXPOSURE = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This groups together the common properties used for image processing either in direct forward pass\r\n * or through post processing effect depending on the use of the image processing pipeline in your scene\r\n * or not.\r\n */\r\nexport class ImageProcessingConfiguration {\r\n /**\r\n * Default tone mapping applied in BabylonJS.\r\n */\r\n public static readonly TONEMAPPING_STANDARD = 0;\r\n\r\n /**\r\n * ACES Tone mapping (used by default in unreal and unity). This can help getting closer\r\n * to other engines rendering to increase portability.\r\n */\r\n public static readonly TONEMAPPING_ACES = 1;\r\n\r\n /**\r\n * Color curves setup used in the effect if colorCurvesEnabled is set to true\r\n */\r\n @serializeAsColorCurves()\r\n public colorCurves: Nullable<ColorCurves> = new ColorCurves();\r\n\r\n @serialize()\r\n private _colorCurvesEnabled = false;\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this._colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n if (this._colorCurvesEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorCurvesEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serializeAsTexture(\"colorGradingTexture\")\r\n private _colorGradingTexture: Nullable<BaseTexture>;\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this._colorGradingTexture;\r\n }\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n if (this._colorGradingTexture === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingTexture = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingEnabled = false;\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this._colorGradingEnabled;\r\n }\r\n /**\r\n * Sets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n if (this._colorGradingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingWithGreenDepth = true;\r\n /**\r\n * Gets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public get colorGradingWithGreenDepth(): boolean {\r\n return this._colorGradingWithGreenDepth;\r\n }\r\n /**\r\n * Sets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public set colorGradingWithGreenDepth(value: boolean) {\r\n if (this._colorGradingWithGreenDepth === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingWithGreenDepth = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingBGR = true;\r\n /**\r\n * Gets whether the color grading texture contains BGR values.\r\n */\r\n public get colorGradingBGR(): boolean {\r\n return this._colorGradingBGR;\r\n }\r\n /**\r\n * Sets whether the color grading texture contains BGR values.\r\n */\r\n public set colorGradingBGR(value: boolean) {\r\n if (this._colorGradingBGR === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingBGR = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @internal */\r\n @serialize()\r\n public _exposure = 1.0;\r\n /**\r\n * Gets the Exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this._exposure;\r\n }\r\n /**\r\n * Sets the Exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n if (this._exposure === value) {\r\n return;\r\n }\r\n\r\n this._exposure = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingEnabled = false;\r\n /**\r\n * Gets whether the tone mapping effect is enabled.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether the tone mapping effect is enabled.\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n if (this._toneMappingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect used in BabylonJS.\r\n */\r\n public set toneMappingType(value: number) {\r\n if (this._toneMappingType === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingType = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n protected _contrast = 1.0;\r\n /**\r\n * Gets the contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this._contrast;\r\n }\r\n /**\r\n * Sets the contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n if (this._contrast === value) {\r\n return;\r\n }\r\n\r\n this._contrast = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Vignette stretch size.\r\n */\r\n @serialize()\r\n public vignetteStretch = 0;\r\n\r\n /**\r\n * Vignette centre X Offset.\r\n */\r\n @serialize()\r\n public vignetteCentreX = 0;\r\n\r\n /**\r\n * Vignette centre Y Offset.\r\n */\r\n @serialize()\r\n public vignetteCentreY = 0;\r\n\r\n /**\r\n * Vignette weight or intensity of the vignette effect.\r\n */\r\n @serialize()\r\n public vignetteWeight = 1.5;\r\n\r\n /**\r\n * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n @serializeAsColor4()\r\n public vignetteColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Camera field of view used by the Vignette effect.\r\n */\r\n @serialize()\r\n public vignetteCameraFov = 0.5;\r\n\r\n @serialize()\r\n private _vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this._vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n if (this._vignetteBlendMode === value) {\r\n return;\r\n }\r\n\r\n this._vignetteBlendMode = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _vignetteEnabled = false;\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this._vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n if (this._vignetteEnabled === value) {\r\n return;\r\n }\r\n\r\n this._vignetteEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _ditheringEnabled = false;\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n * The dithering effect can be used to reduce banding.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this._ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n * The dithering effect can be used to reduce banding.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n if (this._ditheringEnabled === value) {\r\n return;\r\n }\r\n\r\n this._ditheringEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _ditheringIntensity = 1.0 / 255.0;\r\n /**\r\n * Gets the dithering intensity. 0 is no dithering. Default is 1.0 / 255.0.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this._ditheringIntensity;\r\n }\r\n /**\r\n * Sets the dithering intensity. 0 is no dithering. Default is 1.0 / 255.0.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n if (this._ditheringIntensity === value) {\r\n return;\r\n }\r\n\r\n this._ditheringIntensity = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @internal */\r\n @serialize()\r\n public _skipFinalColorClamp = false;\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public get skipFinalColorClamp(): boolean {\r\n return this._skipFinalColorClamp;\r\n }\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public set skipFinalColorClamp(value: boolean) {\r\n if (this._skipFinalColorClamp === value) {\r\n return;\r\n }\r\n\r\n this._skipFinalColorClamp = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @internal */\r\n @serialize()\r\n public _applyByPostProcess = false;\r\n /**\r\n * Gets whether the image processing is applied through a post process or not.\r\n */\r\n public get applyByPostProcess(): boolean {\r\n return this._applyByPostProcess;\r\n }\r\n /**\r\n * Sets whether the image processing is applied through a post process or not.\r\n */\r\n public set applyByPostProcess(value: boolean) {\r\n if (this._applyByPostProcess === value) {\r\n return;\r\n }\r\n\r\n this._applyByPostProcess = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _isEnabled = true;\r\n /**\r\n * Gets whether the image processing is enabled or not.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Sets whether the image processing is enabled or not.\r\n */\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * An event triggered when the configuration changes and requires Shader to Update some parameters.\r\n */\r\n public onUpdateParameters = new Observable<ImageProcessingConfiguration>();\r\n\r\n /**\r\n * Method called each time the image processing information changes requires to recompile the effect.\r\n */\r\n protected _updateParameters(): void {\r\n this.onUpdateParameters.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the current class name.\r\n * @returns \"ImageProcessingConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingConfiguration\";\r\n }\r\n\r\n /**\r\n * Prepare the list of uniforms associated with the Image Processing effects.\r\n * @param uniforms The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.EXPOSURE) {\r\n uniforms.push(\"exposureLinear\");\r\n }\r\n if (defines.CONTRAST) {\r\n uniforms.push(\"contrast\");\r\n }\r\n if (defines.COLORGRADING) {\r\n uniforms.push(\"colorTransformSettings\");\r\n }\r\n if (defines.VIGNETTE || defines.DITHER) {\r\n uniforms.push(\"vInverseScreenSize\");\r\n }\r\n if (defines.VIGNETTE) {\r\n uniforms.push(\"vignetteSettings1\");\r\n uniforms.push(\"vignetteSettings2\");\r\n }\r\n if (defines.COLORCURVES) {\r\n ColorCurves.PrepareUniforms(uniforms);\r\n }\r\n if (defines.DITHER) {\r\n uniforms.push(\"ditherIntensity\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of samplers associated with the Image Processing effects.\r\n * @param samplersList The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.COLORGRADING) {\r\n samplersList.push(\"txColorTransform\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of defines associated to the shader.\r\n * @param defines the list of defines to complete\r\n * @param forPostProcess Define if we are currently in post process mode or not\r\n */\r\n public prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess = false): void {\r\n if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {\r\n defines.VIGNETTE = false;\r\n defines.TONEMAPPING = false;\r\n defines.TONEMAPPING_ACES = false;\r\n defines.CONTRAST = false;\r\n defines.EXPOSURE = false;\r\n defines.COLORCURVES = false;\r\n defines.COLORGRADING = false;\r\n defines.COLORGRADING3D = false;\r\n defines.DITHER = false;\r\n defines.IMAGEPROCESSING = false;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;\r\n return;\r\n }\r\n\r\n defines.VIGNETTE = this.vignetteEnabled;\r\n defines.VIGNETTEBLENDMODEMULTIPLY = this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY;\r\n defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;\r\n\r\n defines.TONEMAPPING = this.toneMappingEnabled;\r\n switch (this._toneMappingType) {\r\n case ImageProcessingConfiguration.TONEMAPPING_ACES:\r\n defines.TONEMAPPING_ACES = true;\r\n break;\r\n default:\r\n defines.TONEMAPPING_ACES = false;\r\n break;\r\n }\r\n\r\n defines.CONTRAST = this.contrast !== 1.0;\r\n defines.EXPOSURE = this.exposure !== 1.0;\r\n defines.COLORCURVES = this.colorCurvesEnabled && !!this.colorCurves;\r\n defines.COLORGRADING = this.colorGradingEnabled && !!this.colorGradingTexture;\r\n if (defines.COLORGRADING) {\r\n defines.COLORGRADING3D = this.colorGradingTexture!.is3D;\r\n } else {\r\n defines.COLORGRADING3D = false;\r\n }\r\n defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;\r\n defines.SAMPLER3DBGRMAP = this.colorGradingBGR;\r\n defines.DITHER = this._ditheringEnabled;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING || defines.DITHER;\r\n }\r\n\r\n /**\r\n * Returns true if all the image processing information are ready.\r\n * @returns True if ready, otherwise, false\r\n */\r\n public isReady() {\r\n // Color Grading texture can not be none blocking.\r\n return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();\r\n }\r\n\r\n /**\r\n * Binds the image processing to the shader.\r\n * @param effect The effect to bind to\r\n * @param overrideAspectRatio Override the aspect ratio of the effect\r\n */\r\n public bind(effect: Effect, overrideAspectRatio?: number): void {\r\n // Color Curves\r\n if (this._colorCurvesEnabled && this.colorCurves) {\r\n ColorCurves.Bind(this.colorCurves, effect);\r\n }\r\n\r\n // Vignette and dither handled together due to common uniform.\r\n if (this._vignetteEnabled || this._ditheringEnabled) {\r\n const inverseWidth = 1 / effect.getEngine().getRenderWidth();\r\n const inverseHeight = 1 / effect.getEngine().getRenderHeight();\r\n effect.setFloat2(\"vInverseScreenSize\", inverseWidth, inverseHeight);\r\n\r\n if (this._ditheringEnabled) {\r\n effect.setFloat(\"ditherIntensity\", 0.5 * this._ditheringIntensity);\r\n }\r\n\r\n if (this._vignetteEnabled) {\r\n const aspectRatio = overrideAspectRatio != null ? overrideAspectRatio : inverseHeight / inverseWidth;\r\n\r\n let vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);\r\n let vignetteScaleX = vignetteScaleY * aspectRatio;\r\n\r\n const vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);\r\n vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);\r\n vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);\r\n\r\n effect.setFloat4(\"vignetteSettings1\", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);\r\n\r\n const vignettePower = -2.0 * this.vignetteWeight;\r\n effect.setFloat4(\"vignetteSettings2\", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);\r\n }\r\n }\r\n\r\n // Exposure\r\n effect.setFloat(\"exposureLinear\", this.exposure);\r\n\r\n // Contrast\r\n effect.setFloat(\"contrast\", this.contrast);\r\n\r\n // Color transform settings\r\n if (this.colorGradingTexture) {\r\n effect.setTexture(\"txColorTransform\", this.colorGradingTexture);\r\n const textureSize = this.colorGradingTexture.getSize().height;\r\n\r\n effect.setFloat4(\r\n \"colorTransformSettings\",\r\n (textureSize - 1) / textureSize, // textureScale\r\n 0.5 / textureSize, // textureOffset\r\n textureSize, // textureSize\r\n this.colorGradingTexture.level // weight\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Clones the current image processing instance.\r\n * @returns The cloned image processing\r\n */\r\n public clone(): ImageProcessingConfiguration {\r\n return SerializationHelper.Clone(() => new ImageProcessingConfiguration(), this);\r\n }\r\n\r\n /**\r\n * Serializes the current image processing instance to a json representation.\r\n * @returns a JSON representation\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses the image processing from a json representation.\r\n * @param source the JSON source to parse\r\n * @returns The parsed image processing\r\n */\r\n public static Parse(source: any): ImageProcessingConfiguration {\r\n return SerializationHelper.Parse(() => new ImageProcessingConfiguration(), source, null, null);\r\n }\r\n\r\n // Static constants associated to the image processing.\r\n private static _VIGNETTEMODE_MULTIPLY = 0;\r\n private static _VIGNETTEMODE_OPAQUE = 1;\r\n\r\n /**\r\n * Used to apply the vignette as a mix with the pixel color.\r\n */\r\n public static get VIGNETTEMODE_MULTIPLY(): number {\r\n return this._VIGNETTEMODE_MULTIPLY;\r\n }\r\n\r\n /**\r\n * Used to apply the vignette as a replacement of the pixel color.\r\n */\r\n public static get VIGNETTEMODE_OPAQUE(): number {\r\n return this._VIGNETTEMODE_OPAQUE;\r\n }\r\n}\r\n\r\n// References the dependencies.\r\nSerializationHelper._ImageProcessingConfigurationParser = ImageProcessingConfiguration.Parse;\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, SerializationHelper, serializeAsTexture, serializeAsColorCurves, serializeAsColor4 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { ColorCurves } from \"../Materials/colorCurves\";\r\n\r\ndeclare type BaseTexture = import(\"../Materials/Textures/baseTexture\").BaseTexture;\r\ndeclare type Effect = import(\"../Materials/effect\").Effect;\r\n\r\n/**\r\n * Interface to follow in your material defines to integrate easily the\r\n * Image processing functions.\r\n * @internal\r\n */\r\nexport interface IImageProcessingConfigurationDefines {\r\n IMAGEPROCESSING: boolean;\r\n VIGNETTE: boolean;\r\n VIGNETTEBLENDMODEMULTIPLY: boolean;\r\n VIGNETTEBLENDMODEOPAQUE: boolean;\r\n TONEMAPPING: boolean;\r\n TONEMAPPING_ACES: boolean;\r\n CONTRAST: boolean;\r\n EXPOSURE: boolean;\r\n COLORCURVES: boolean;\r\n COLORGRADING: boolean;\r\n COLORGRADING3D: boolean;\r\n SAMPLER3DGREENDEPTH: boolean;\r\n SAMPLER3DBGRMAP: boolean;\r\n DITHER: boolean;\r\n IMAGEPROCESSINGPOSTPROCESS: boolean;\r\n SKIPFINALCOLORCLAMP: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public DITHER = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public EXPOSURE = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This groups together the common properties used for image processing either in direct forward pass\r\n * or through post processing effect depending on the use of the image processing pipeline in your scene\r\n * or not.\r\n */\r\nexport class ImageProcessingConfiguration {\r\n /**\r\n * Default tone mapping applied in BabylonJS.\r\n */\r\n public static readonly TONEMAPPING_STANDARD = 0;\r\n\r\n /**\r\n * ACES Tone mapping (used by default in unreal and unity). This can help getting closer\r\n * to other engines rendering to increase portability.\r\n */\r\n public static readonly TONEMAPPING_ACES = 1;\r\n\r\n /**\r\n * Color curves setup used in the effect if colorCurvesEnabled is set to true\r\n */\r\n @serializeAsColorCurves()\r\n public colorCurves: Nullable<ColorCurves> = new ColorCurves();\r\n\r\n @serialize()\r\n private _colorCurvesEnabled = false;\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this._colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n if (this._colorCurvesEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorCurvesEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serializeAsTexture(\"colorGradingTexture\")\r\n private _colorGradingTexture: Nullable<BaseTexture>;\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this._colorGradingTexture;\r\n }\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n if (this._colorGradingTexture === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingTexture = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingEnabled = false;\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this._colorGradingEnabled;\r\n }\r\n /**\r\n * Sets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n if (this._colorGradingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingWithGreenDepth = true;\r\n /**\r\n * Gets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public get colorGradingWithGreenDepth(): boolean {\r\n return this._colorGradingWithGreenDepth;\r\n }\r\n /**\r\n * Sets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public set colorGradingWithGreenDepth(value: boolean) {\r\n if (this._colorGradingWithGreenDepth === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingWithGreenDepth = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingBGR = true;\r\n /**\r\n * Gets whether the color grading texture contains BGR values.\r\n */\r\n public get colorGradingBGR(): boolean {\r\n return this._colorGradingBGR;\r\n }\r\n /**\r\n * Sets whether the color grading texture contains BGR values.\r\n */\r\n public set colorGradingBGR(value: boolean) {\r\n if (this._colorGradingBGR === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingBGR = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @internal */\r\n @serialize()\r\n public _exposure = 1.0;\r\n /**\r\n * Gets the Exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this._exposure;\r\n }\r\n /**\r\n * Sets the Exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n if (this._exposure === value) {\r\n return;\r\n }\r\n\r\n this._exposure = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingEnabled = false;\r\n /**\r\n * Gets whether the tone mapping effect is enabled.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether the tone mapping effect is enabled.\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n if (this._toneMappingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect used in BabylonJS.\r\n */\r\n public set toneMappingType(value: number) {\r\n if (this._toneMappingType === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingType = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n protected _contrast = 1.0;\r\n /**\r\n * Gets the contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this._contrast;\r\n }\r\n /**\r\n * Sets the contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n if (this._contrast === value) {\r\n return;\r\n }\r\n\r\n this._contrast = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Vignette stretch size.\r\n */\r\n @serialize()\r\n public vignetteStretch = 0;\r\n\r\n /**\r\n * Vignette center X Offset.\r\n */\r\n @serialize()\r\n public vignetteCenterX = 0;\r\n\r\n /**\r\n * Vignette center Y Offset.\r\n */\r\n @serialize()\r\n public vignetteCenterY = 0;\r\n\r\n /**\r\n * Back Compat: Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.vignetteCenterY;\r\n }\r\n public set vignetteCentreY(value: number) {\r\n this.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Back Compat: Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.vignetteCenterX;\r\n }\r\n public set vignetteCentreX(value: number) {\r\n this.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Vignette weight or intensity of the vignette effect.\r\n */\r\n @serialize()\r\n public vignetteWeight = 1.5;\r\n\r\n /**\r\n * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n @serializeAsColor4()\r\n public vignetteColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Camera field of view used by the Vignette effect.\r\n */\r\n @serialize()\r\n public vignetteCameraFov = 0.5;\r\n\r\n @serialize()\r\n private _vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this._vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n if (this._vignetteBlendMode === value) {\r\n return;\r\n }\r\n\r\n this._vignetteBlendMode = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _vignetteEnabled = false;\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this._vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n if (this._vignetteEnabled === value) {\r\n return;\r\n }\r\n\r\n this._vignetteEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _ditheringEnabled = false;\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n * The dithering effect can be used to reduce banding.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this._ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n * The dithering effect can be used to reduce banding.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n if (this._ditheringEnabled === value) {\r\n return;\r\n }\r\n\r\n this._ditheringEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _ditheringIntensity = 1.0 / 255.0;\r\n /**\r\n * Gets the dithering intensity. 0 is no dithering. Default is 1.0 / 255.0.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this._ditheringIntensity;\r\n }\r\n /**\r\n * Sets the dithering intensity. 0 is no dithering. Default is 1.0 / 255.0.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n if (this._ditheringIntensity === value) {\r\n return;\r\n }\r\n\r\n this._ditheringIntensity = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @internal */\r\n @serialize()\r\n public _skipFinalColorClamp = false;\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public get skipFinalColorClamp(): boolean {\r\n return this._skipFinalColorClamp;\r\n }\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public set skipFinalColorClamp(value: boolean) {\r\n if (this._skipFinalColorClamp === value) {\r\n return;\r\n }\r\n\r\n this._skipFinalColorClamp = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @internal */\r\n @serialize()\r\n public _applyByPostProcess = false;\r\n /**\r\n * Gets whether the image processing is applied through a post process or not.\r\n */\r\n public get applyByPostProcess(): boolean {\r\n return this._applyByPostProcess;\r\n }\r\n /**\r\n * Sets whether the image processing is applied through a post process or not.\r\n */\r\n public set applyByPostProcess(value: boolean) {\r\n if (this._applyByPostProcess === value) {\r\n return;\r\n }\r\n\r\n this._applyByPostProcess = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _isEnabled = true;\r\n /**\r\n * Gets whether the image processing is enabled or not.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Sets whether the image processing is enabled or not.\r\n */\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * An event triggered when the configuration changes and requires Shader to Update some parameters.\r\n */\r\n public onUpdateParameters = new Observable<ImageProcessingConfiguration>();\r\n\r\n /**\r\n * Method called each time the image processing information changes requires to recompile the effect.\r\n */\r\n protected _updateParameters(): void {\r\n this.onUpdateParameters.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the current class name.\r\n * @returns \"ImageProcessingConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingConfiguration\";\r\n }\r\n\r\n /**\r\n * Prepare the list of uniforms associated with the Image Processing effects.\r\n * @param uniforms The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.EXPOSURE) {\r\n uniforms.push(\"exposureLinear\");\r\n }\r\n if (defines.CONTRAST) {\r\n uniforms.push(\"contrast\");\r\n }\r\n if (defines.COLORGRADING) {\r\n uniforms.push(\"colorTransformSettings\");\r\n }\r\n if (defines.VIGNETTE || defines.DITHER) {\r\n uniforms.push(\"vInverseScreenSize\");\r\n }\r\n if (defines.VIGNETTE) {\r\n uniforms.push(\"vignetteSettings1\");\r\n uniforms.push(\"vignetteSettings2\");\r\n }\r\n if (defines.COLORCURVES) {\r\n ColorCurves.PrepareUniforms(uniforms);\r\n }\r\n if (defines.DITHER) {\r\n uniforms.push(\"ditherIntensity\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of samplers associated with the Image Processing effects.\r\n * @param samplersList The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.COLORGRADING) {\r\n samplersList.push(\"txColorTransform\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of defines associated to the shader.\r\n * @param defines the list of defines to complete\r\n * @param forPostProcess Define if we are currently in post process mode or not\r\n */\r\n public prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess = false): void {\r\n if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {\r\n defines.VIGNETTE = false;\r\n defines.TONEMAPPING = false;\r\n defines.TONEMAPPING_ACES = false;\r\n defines.CONTRAST = false;\r\n defines.EXPOSURE = false;\r\n defines.COLORCURVES = false;\r\n defines.COLORGRADING = false;\r\n defines.COLORGRADING3D = false;\r\n defines.DITHER = false;\r\n defines.IMAGEPROCESSING = false;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;\r\n return;\r\n }\r\n\r\n defines.VIGNETTE = this.vignetteEnabled;\r\n defines.VIGNETTEBLENDMODEMULTIPLY = this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY;\r\n defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;\r\n\r\n defines.TONEMAPPING = this.toneMappingEnabled;\r\n switch (this._toneMappingType) {\r\n case ImageProcessingConfiguration.TONEMAPPING_ACES:\r\n defines.TONEMAPPING_ACES = true;\r\n break;\r\n default:\r\n defines.TONEMAPPING_ACES = false;\r\n break;\r\n }\r\n\r\n defines.CONTRAST = this.contrast !== 1.0;\r\n defines.EXPOSURE = this.exposure !== 1.0;\r\n defines.COLORCURVES = this.colorCurvesEnabled && !!this.colorCurves;\r\n defines.COLORGRADING = this.colorGradingEnabled && !!this.colorGradingTexture;\r\n if (defines.COLORGRADING) {\r\n defines.COLORGRADING3D = this.colorGradingTexture!.is3D;\r\n } else {\r\n defines.COLORGRADING3D = false;\r\n }\r\n defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;\r\n defines.SAMPLER3DBGRMAP = this.colorGradingBGR;\r\n defines.DITHER = this._ditheringEnabled;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING || defines.DITHER;\r\n }\r\n\r\n /**\r\n * Returns true if all the image processing information are ready.\r\n * @returns True if ready, otherwise, false\r\n */\r\n public isReady() {\r\n // Color Grading texture can not be none blocking.\r\n return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();\r\n }\r\n\r\n /**\r\n * Binds the image processing to the shader.\r\n * @param effect The effect to bind to\r\n * @param overrideAspectRatio Override the aspect ratio of the effect\r\n */\r\n public bind(effect: Effect, overrideAspectRatio?: number): void {\r\n // Color Curves\r\n if (this._colorCurvesEnabled && this.colorCurves) {\r\n ColorCurves.Bind(this.colorCurves, effect);\r\n }\r\n\r\n // Vignette and dither handled together due to common uniform.\r\n if (this._vignetteEnabled || this._ditheringEnabled) {\r\n const inverseWidth = 1 / effect.getEngine().getRenderWidth();\r\n const inverseHeight = 1 / effect.getEngine().getRenderHeight();\r\n effect.setFloat2(\"vInverseScreenSize\", inverseWidth, inverseHeight);\r\n\r\n if (this._ditheringEnabled) {\r\n effect.setFloat(\"ditherIntensity\", 0.5 * this._ditheringIntensity);\r\n }\r\n\r\n if (this._vignetteEnabled) {\r\n const aspectRatio = overrideAspectRatio != null ? overrideAspectRatio : inverseHeight / inverseWidth;\r\n\r\n let vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);\r\n let vignetteScaleX = vignetteScaleY * aspectRatio;\r\n\r\n const vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);\r\n vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);\r\n vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);\r\n\r\n effect.setFloat4(\"vignetteSettings1\", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCenterX, -vignetteScaleY * this.vignetteCenterY);\r\n\r\n const vignettePower = -2.0 * this.vignetteWeight;\r\n effect.setFloat4(\"vignetteSettings2\", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);\r\n }\r\n }\r\n\r\n // Exposure\r\n effect.setFloat(\"exposureLinear\", this.exposure);\r\n\r\n // Contrast\r\n effect.setFloat(\"contrast\", this.contrast);\r\n\r\n // Color transform settings\r\n if (this.colorGradingTexture) {\r\n effect.setTexture(\"txColorTransform\", this.colorGradingTexture);\r\n const textureSize = this.colorGradingTexture.getSize().height;\r\n\r\n effect.setFloat4(\r\n \"colorTransformSettings\",\r\n (textureSize - 1) / textureSize, // textureScale\r\n 0.5 / textureSize, // textureOffset\r\n textureSize, // textureSize\r\n this.colorGradingTexture.level // weight\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Clones the current image processing instance.\r\n * @returns The cloned image processing\r\n */\r\n public clone(): ImageProcessingConfiguration {\r\n return SerializationHelper.Clone(() => new ImageProcessingConfiguration(), this);\r\n }\r\n\r\n /**\r\n * Serializes the current image processing instance to a json representation.\r\n * @returns a JSON representation\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses the image processing from a json representation.\r\n * @param source the JSON source to parse\r\n * @returns The parsed image processing\r\n */\r\n public static Parse(source: any): ImageProcessingConfiguration {\r\n const parsed = SerializationHelper.Parse(() => new ImageProcessingConfiguration(), source, null, null);\r\n // Backward compatibility\r\n if (source.vignetteCentreX !== undefined) {\r\n parsed.vignetteCenterX = source.vignetteCentreX;\r\n }\r\n if (source.vignetteCentreY !== undefined) {\r\n parsed.vignetteCenterY = source.vignetteCentreY;\r\n }\r\n\r\n return parsed;\r\n }\r\n\r\n // Static constants associated to the image processing.\r\n private static _VIGNETTEMODE_MULTIPLY = 0;\r\n private static _VIGNETTEMODE_OPAQUE = 1;\r\n\r\n /**\r\n * Used to apply the vignette as a mix with the pixel color.\r\n */\r\n public static get VIGNETTEMODE_MULTIPLY(): number {\r\n return this._VIGNETTEMODE_MULTIPLY;\r\n }\r\n\r\n /**\r\n * Used to apply the vignette as a replacement of the pixel color.\r\n */\r\n public static get VIGNETTEMODE_OPAQUE(): number {\r\n return this._VIGNETTEMODE_OPAQUE;\r\n }\r\n}\r\n\r\n// References the dependencies.\r\nSerializationHelper._ImageProcessingConfigurationParser = ImageProcessingConfiguration.Parse;\r\n"]}
@@ -360,10 +360,10 @@ export declare class Curve3 {
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  * @param t1 (Vector3) the tangent vector at the origin point
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  * @param p2 (Vector3) the end point of the Hermite Spline
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  * @param t2 (Vector3) the tangent vector at the end point
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- * @param nbPoints (integer) the wanted number of points in the curve
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+ * @param nSeg (integer) the number of curve segments or nSeg + 1 points in the array
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  * @returns the created Curve3
365
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  */
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- static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
366
+ static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nSeg: number): Curve3;
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  /**
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  * Returns a Curve3 object along a CatmullRom Spline curve :
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  * @param points (array of Vector3) the points the spline must pass through. At least, four points required
@@ -769,13 +769,13 @@ export class Curve3 {
769
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  * @param t1 (Vector3) the tangent vector at the origin point
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  * @param p2 (Vector3) the end point of the Hermite Spline
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  * @param t2 (Vector3) the tangent vector at the end point
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- * @param nbPoints (integer) the wanted number of points in the curve
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+ * @param nSeg (integer) the number of curve segments or nSeg + 1 points in the array
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  * @returns the created Curve3
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  */
775
- static CreateHermiteSpline(p1, t1, p2, t2, nbPoints) {
775
+ static CreateHermiteSpline(p1, t1, p2, t2, nSeg) {
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  const hermite = new Array();
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- const step = 1.0 / nbPoints;
778
- for (let i = 0; i <= nbPoints; i++) {
777
+ const step = 1.0 / nSeg;
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+ for (let i = 0; i <= nSeg; i++) {
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  hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
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  }
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  return new Curve3(hermite);