@babylonjs/core 5.45.2 → 5.46.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/condition.js +23 -23
- package/Actions/condition.js.map +1 -1
- package/Animations/animatable.js +48 -48
- package/Animations/animatable.js.map +1 -1
- package/Animations/animation.js +53 -53
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.js +53 -53
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/runtimeAnimation.js +36 -36
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioEngine.js +14 -14
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/audioSceneComponent.js +14 -14
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Audio/sound.js +47 -47
- package/Audio/sound.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/fadeInOutBehavior.js +11 -11
- package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +34 -34
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/bone.js +15 -15
- package/Bones/bone.js.map +1 -1
- package/Bones/boneIKController.js +9 -9
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.js +50 -50
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.js +35 -35
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.js +14 -14
- package/Buffers/buffer.js.map +1 -1
- package/Buffers/dataBuffer.js +6 -6
- package/Buffers/dataBuffer.js.map +1 -1
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +42 -42
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +18 -18
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.js +178 -178
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/arcRotateCamera.js +176 -176
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js +90 -90
- package/Cameras/camera.js.map +1 -1
- package/Cameras/flyCamera.js +82 -82
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/freeCamera.js +54 -54
- package/Cameras/freeCamera.js.map +1 -1
- package/Compute/computeShader.js +12 -12
- package/Compute/computeShader.js.map +1 -1
- package/Culling/ray.d.ts +1 -1
- package/Debug/axesViewer.js +12 -12
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/debugLayer.js +21 -21
- package/Debug/debugLayer.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.js +20 -20
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/rayHelper.js +10 -10
- package/Debug/rayHelper.js.map +1 -1
- package/Debug/skeletonViewer.js +81 -81
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSource.d.ts +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.js +31 -31
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +2 -2
- package/Engines/Extensions/engine.computeShader.d.ts +3 -3
- package/Engines/Extensions/engine.multiRender.js +1 -1
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.query.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
- package/Engines/Extensions/engine.renderTarget.js +1 -1
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Native/nativeDataStream.d.ts +1 -1
- package/Engines/Native/nativeHardwareTexture.js +3 -3
- package/Engines/Native/nativeHardwareTexture.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +5 -5
- package/Engines/Native/nativePipelineContext.js +7 -7
- package/Engines/Native/nativePipelineContext.js.map +1 -1
- package/Engines/Native/nativeRenderTargetWrapper.js +6 -6
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
- package/Engines/Processors/shaderCodeInliner.js +4 -4
- package/Engines/Processors/shaderCodeInliner.js.map +1 -1
- package/Engines/Processors/shaderProcessingOptions.d.ts +1 -1
- package/Engines/WebGL/webGLHardwareTexture.js +3 -3
- package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +3 -3
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -6
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +5 -5
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +11 -11
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +7 -7
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuComputePipelineContext.js +4 -4
- package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuDrawContext.js +7 -7
- package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +9 -9
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuMaterialContext.js +5 -5
- package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +10 -10
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.js +6 -6
- package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
- package/Engines/WebGPU/webgpuQuerySet.js +3 -3
- package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +3 -3
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
- package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
- package/Engines/engine.js +134 -134
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js +6 -6
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +25 -25
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.js +25 -25
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +243 -243
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +132 -132
- package/Engines/webgpuEngine.js.map +1 -1
- package/Events/keyboardEvents.js +10 -10
- package/Events/keyboardEvents.js.map +1 -1
- package/Events/pointerEvents.js +9 -9
- package/Events/pointerEvents.js.map +1 -1
- package/Gamepads/Controllers/poseEnabledController.js +9 -9
- package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
- package/Gamepads/Controllers/webVRController.js +13 -13
- package/Gamepads/Controllers/webVRController.js.map +1 -1
- package/Gamepads/gamepad.js +20 -20
- package/Gamepads/gamepad.js.map +1 -1
- package/Gizmos/axisDragGizmo.js +45 -45
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.js +12 -12
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +74 -74
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +34 -34
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.js +40 -40
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/planeDragGizmo.js +23 -23
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +12 -12
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.js +40 -40
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.js +47 -47
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.js +41 -41
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Helpers/environmentHelper.js +18 -18
- package/Helpers/environmentHelper.js.map +1 -1
- package/Helpers/textureDome.js +96 -96
- package/Helpers/textureDome.js.map +1 -1
- package/IAccessibilityTag.d.ts +2 -2
- package/Instrumentation/engineInstrumentation.js +21 -21
- package/Instrumentation/engineInstrumentation.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.js +90 -90
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayer.js +48 -48
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.js +32 -32
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +26 -26
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layer.js +40 -40
- package/Layers/layer.js.map +1 -1
- package/LensFlares/lensFlare.js +15 -15
- package/LensFlares/lensFlare.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +4 -4
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +18 -18
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +115 -115
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/directionalLight.js +31 -31
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/light.js +72 -72
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.js +18 -18
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.js +30 -30
- package/Lights/spotLight.js.map +1 -1
- package/Loading/sceneLoader.d.ts +1 -1
- package/Materials/Background/backgroundMaterial.js +124 -124
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +8 -8
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +14 -14
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +9 -9
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.js +26 -26
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +34 -34
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +14 -14
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +16 -16
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.js +7 -7
- package/Materials/Node/Blocks/customBlock.js.map +1 -1
- package/Materials/Node/Blocks/gradientBlock.js +13 -13
- package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +30 -30
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -1
- package/Materials/Node/nodeMaterial.js +60 -60
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +35 -35
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +50 -50
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.js +5 -5
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js +4 -4
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +52 -52
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.js +17 -17
- package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.js +5 -5
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrIridescenceConfiguration.js +5 -5
- package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
- package/Materials/PBR/pbrMaterial.js +209 -209
- package/Materials/PBR/pbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.js +5 -5
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js +6 -6
- package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +51 -51
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/baseTexture.js +99 -99
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +61 -61
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/externalTexture.js +16 -16
- package/Materials/Textures/externalTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +44 -44
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/internalTexture.js +31 -31
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.js +73 -73
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js +47 -47
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/rawTexture2DArray.js +6 -6
- package/Materials/Textures/rawTexture2DArray.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +142 -142
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.d.ts +1 -1
- package/Materials/Textures/texture.js +26 -26
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/Textures/textureCreationOptions.d.ts +1 -1
- package/Materials/Textures/textureSampler.js +20 -20
- package/Materials/Textures/textureSampler.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js +6 -6
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/thinTexture.js +39 -39
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +40 -40
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/drawWrapper.js +6 -6
- package/Materials/drawWrapper.js.map +1 -1
- package/Materials/effect.js +18 -18
- package/Materials/effect.js.map +1 -1
- package/Materials/effectRenderer.js +9 -9
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +2 -2
- package/Materials/fresnelParameters.js +13 -13
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/material.detailMapConfiguration.js +5 -5
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/material.js +223 -223
- package/Materials/material.js.map +1 -1
- package/Materials/materialPluginBase.js +5 -5
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/materialPluginEvent.d.ts +14 -14
- package/Materials/materialPluginManager.d.ts +1 -1
- package/Materials/multiMaterial.js +16 -16
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +14 -14
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.js +100 -100
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBufferEffectCommonAccessor.js +3 -3
- package/Materials/uniformBufferEffectCommonAccessor.js.map +1 -1
- package/Maths/math.functions.js +2 -0
- package/Maths/math.functions.js.map +1 -1
- package/Maths/math.path.js +11 -11
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.vector.d.ts +6 -7
- package/Maths/math.vector.js +48 -48
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.d.ts +2 -2
- package/Meshes/Compression/dracoCompression.js +23 -23
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/Compression/meshoptCompression.js +9 -9
- package/Meshes/Compression/meshoptCompression.js.map +1 -1
- package/Meshes/abstractMesh.js +179 -179
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.js +32 -32
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/goldbergMesh.d.ts +1 -1
- package/Meshes/linesMesh.js +3 -3
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.js +165 -165
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/polygonMesh.js +5 -5
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/subMesh.js +59 -59
- package/Meshes/subMesh.js.map +1 -1
- package/Meshes/transformNode.js +52 -52
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollector.js +12 -12
- package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
- package/Misc/arrayTools.d.ts +1 -1
- package/Misc/copyTextureToTexture.js +3 -3
- package/Misc/copyTextureToTexture.js.map +1 -1
- package/Misc/coroutine.d.ts +5 -5
- package/Misc/deferred.js +9 -9
- package/Misc/deferred.js.map +1 -1
- package/Misc/depthReducer.js +7 -7
- package/Misc/depthReducer.js.map +1 -1
- package/Misc/environmentTextureTools.d.ts +1 -1
- package/Misc/error.d.ts +1 -1
- package/Misc/fileTools.d.ts +5 -5
- package/Misc/filesInput.js +6 -6
- package/Misc/filesInput.js.map +1 -1
- package/Misc/khronosTextureContainer2.js +9 -9
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Misc/observable.js +12 -12
- package/Misc/observable.js.map +1 -1
- package/Misc/perfCounter.js +16 -16
- package/Misc/perfCounter.js.map +1 -1
- package/Misc/sceneOptimizer.js +76 -76
- package/Misc/sceneOptimizer.js.map +1 -1
- package/Misc/stringDictionary.d.ts +1 -1
- package/Misc/trajectoryClassifier.js +67 -67
- package/Misc/trajectoryClassifier.js.map +1 -1
- package/Misc/videoRecorder.js +15 -15
- package/Misc/videoRecorder.js.map +1 -1
- package/Misc/virtualJoystick.js +12 -12
- package/Misc/virtualJoystick.js.map +1 -1
- package/Morph/morphTarget.js +28 -28
- package/Morph/morphTarget.js.map +1 -1
- package/Morph/morphTargetManager.js +18 -18
- package/Morph/morphTargetManager.js.map +1 -1
- package/Offline/database.js +12 -12
- package/Offline/database.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.js +25 -25
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/meshParticleEmitter.js +20 -20
- package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
- package/Particles/baseParticleSystem.js +232 -232
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/cloudPoint.js +9 -9
- package/Particles/cloudPoint.js.map +1 -1
- package/Particles/gpuParticleSystem.js +123 -123
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +102 -102
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/pointsCloudSystem.js +18 -18
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/Particles/solidParticle.js +23 -23
- package/Particles/solidParticle.js.map +1 -1
- package/Physics/v1/physicsEngine.js +14 -14
- package/Physics/v1/physicsEngine.js.map +1 -1
- package/Physics/v1/physicsImpostor.js +149 -149
- package/Physics/v1/physicsImpostor.js.map +1 -1
- package/Physics/v2/physicsEngine.js +14 -14
- package/Physics/v2/physicsEngine.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +129 -129
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +68 -68
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +6 -6
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +226 -225
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +10 -10
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/anaglyphPostProcess.js +7 -7
- package/PostProcesses/anaglyphPostProcess.js.map +1 -1
- package/PostProcesses/blackAndWhitePostProcess.js +7 -7
- package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
- package/PostProcesses/bloomEffect.js +28 -28
- package/PostProcesses/bloomEffect.js.map +1 -1
- package/PostProcesses/bloomMergePostProcess.js +7 -7
- package/PostProcesses/bloomMergePostProcess.js.map +1 -1
- package/PostProcesses/blurPostProcess.js +32 -32
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/chromaticAberrationPostProcess.js +7 -7
- package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
- package/PostProcesses/circleOfConfusionPostProcess.js +7 -7
- package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
- package/PostProcesses/colorCorrectionPostProcess.js +7 -7
- package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
- package/PostProcesses/convolutionPostProcess.js +7 -7
- package/PostProcesses/convolutionPostProcess.js.map +1 -1
- package/PostProcesses/depthOfFieldBlurPostProcess.js +7 -7
- package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
- package/PostProcesses/depthOfFieldEffect.js +36 -36
- package/PostProcesses/depthOfFieldEffect.js.map +1 -1
- package/PostProcesses/depthOfFieldMergePostProcess.js +7 -7
- package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
- package/PostProcesses/extractHighlightsPostProcess.js +7 -7
- package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
- package/PostProcesses/filterPostProcess.js +7 -7
- package/PostProcesses/filterPostProcess.js.map +1 -1
- package/PostProcesses/grainPostProcess.js +7 -7
- package/PostProcesses/grainPostProcess.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.js +42 -42
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/PostProcesses/motionBlurPostProcess.js +41 -41
- package/PostProcesses/motionBlurPostProcess.js.map +1 -1
- package/PostProcesses/passPostProcess.js +15 -15
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +2 -2
- package/PostProcesses/postProcess.js +123 -123
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/refractionPostProcess.js +21 -21
- package/PostProcesses/refractionPostProcess.js.map +1 -1
- package/PostProcesses/screenSpaceCurvaturePostProcess.js +7 -7
- package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.js +19 -19
- package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
- package/PostProcesses/sharpenPostProcess.js +7 -7
- package/PostProcesses/sharpenPostProcess.js.map +1 -1
- package/PostProcesses/stereoscopicInterlacePostProcess.js +14 -14
- package/PostProcesses/stereoscopicInterlacePostProcess.js.map +1 -1
- package/PostProcesses/tonemapPostProcess.js +7 -7
- package/PostProcesses/tonemapPostProcess.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +11 -11
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/PostProcesses/vrDistortionCorrectionPostProcess.js +7 -7
- package/PostProcesses/vrDistortionCorrectionPostProcess.js.map +1 -1
- package/Rendering/depthPeelingRenderer.js +36 -36
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/depthRenderer.js +8 -8
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +34 -34
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.js +8 -8
- package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +3 -3
- package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObject.js +19 -19
- package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +12 -12
- package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +18 -18
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +68 -68
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTextures.js +29 -29
- package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +44 -44
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js +51 -51
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/renderingGroup.js +25 -25
- package/Rendering/renderingGroup.js.map +1 -1
- package/Rendering/renderingManager.js +21 -21
- package/Rendering/renderingManager.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.js +18 -18
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Rendering/utilityLayerRenderer.js +76 -76
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Sprites/sprite.js +16 -16
- package/Sprites/sprite.js.map +1 -1
- package/Sprites/spriteManager.js +81 -81
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteMap.js +32 -32
- package/Sprites/spriteMap.js.map +1 -1
- package/Sprites/spriteRenderer.js +6 -6
- package/Sprites/spriteRenderer.js.map +1 -1
- package/Sprites/thinSprite.js +22 -22
- package/Sprites/thinSprite.js.map +1 -1
- package/States/stencilStateComposer.js +10 -10
- package/States/stencilStateComposer.js.map +1 -1
- package/XR/features/WebXRAnchorSystem.js +7 -7
- package/XR/features/WebXRAnchorSystem.js.map +1 -1
- package/XR/features/WebXRControllerMovement.d.ts +3 -3
- package/XR/features/WebXRControllerMovement.js +97 -97
- package/XR/features/WebXRControllerMovement.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.js +24 -24
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRControllerTeleportation.js +26 -26
- package/XR/features/WebXRControllerTeleportation.js.map +1 -1
- package/XR/features/WebXRDOMOverlay.d.ts +1 -1
- package/XR/features/WebXRFeaturePointSystem.js +6 -6
- package/XR/features/WebXRFeaturePointSystem.js.map +1 -1
- package/XR/features/WebXRHandTracking.d.ts +1 -1
- package/XR/features/WebXRHandTracking.js +95 -95
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/XR/features/WebXRWalkingLocomotion.js +21 -21
- package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
- package/XR/motionController/webXRAbstractMotionController.d.ts +3 -3
- package/XR/motionController/webXRMotionControllerManager.d.ts +1 -1
- package/XR/native/nativeXRFrame.js +3 -3
- package/XR/native/nativeXRFrame.js.map +1 -1
- package/XR/webXRFeaturesManager.d.ts +1 -1
- package/XR/webXRLayerWrapper.d.ts +2 -2
- package/XR/webXRLayerWrapper.js +17 -17
- package/XR/webXRLayerWrapper.js.map +1 -1
- package/abstractScene.d.ts +2 -2
- package/node.d.ts +1 -1
- package/node.js +71 -71
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +777 -777
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +12 -12
- package/types.d.ts +11 -11
package/Layers/layer.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { LayerSceneComponent } from \"./layerSceneComponent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport \"../Shaders/layer.fragment\";\r\nimport \"../Shaders/layer.vertex\";\r\n\r\n/**\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n */\r\nexport class Layer {\r\n /**\r\n * Define the texture the layer should display.\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Is the layer in background or foreground.\r\n */\r\n public isBackground: boolean;\r\n\r\n private _applyPostProcess: boolean = true;\r\n /**\r\n * Determines if the layer is drawn before (true) or after (false) post-processing.\r\n * If the layer is background, it is always before.\r\n */\r\n public set applyPostProcess(value: boolean) {\r\n this._applyPostProcess = value;\r\n }\r\n public get applyPostProcess(): boolean {\r\n return this.isBackground || this._applyPostProcess;\r\n }\r\n\r\n /**\r\n * Define the color of the layer (instead of texture).\r\n */\r\n public color: Color4;\r\n\r\n /**\r\n * Define the scale of the layer in order to zoom in out of the texture.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * Define an offset for the layer in order to shift the texture.\r\n */\r\n public offset = new Vector2(0, 0);\r\n\r\n /**\r\n * Define the alpha blending mode used in the layer in case the texture or color has an alpha.\r\n */\r\n public alphaBlendingMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Define if the layer should alpha test or alpha blend with the rest of the scene.\r\n * Alpha test will not mix with the background color in case of transparency.\r\n * It will either use the texture color or the background depending on the alpha value of the current pixel.\r\n */\r\n public alphaTest: boolean;\r\n\r\n /**\r\n * Define a mask to restrict the layer to only some of the scene cameras.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /**\r\n * Define the list of render target the layer is visible into.\r\n */\r\n public renderTargetTextures: RenderTargetTexture[] = [];\r\n\r\n /**\r\n * Define if the layer is only used in renderTarget or if it also\r\n * renders in the main frame buffer of the canvas.\r\n */\r\n public renderOnlyInRenderTargetTextures = false;\r\n\r\n /**\r\n * Define if the layer is enabled (ie. should be displayed). Default: true\r\n */\r\n public isEnabled = true;\r\n\r\n private _scene: Scene;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _drawWrapper: DrawWrapper;\r\n private _previousDefines: string;\r\n\r\n /**\r\n * An event triggered when the layer is disposed.\r\n */\r\n public onDisposeObservable = new Observable<Layer>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onDisposeObservable existed.\r\n * The set callback will be triggered when the layer has been disposed.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the scene\r\n */\r\n public onBeforeRenderObservable = new Observable<Layer>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onBeforeRenderObservable existed.\r\n * The set callback will be triggered just before rendering the layer.\r\n */\r\n public set onBeforeRender(callback: () => 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 scene\r\n */\r\n public onAfterRenderObservable = new Observable<Layer>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onAfterRenderObservable existed.\r\n * The set callback will be triggered just after rendering the layer.\r\n */\r\n public set onAfterRender(callback: () => 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 * Instantiates a new layer.\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n * @param name Define the name of the layer in the scene\r\n * @param imgUrl Define the url of the texture to display in the layer\r\n * @param scene Define the scene the layer belongs to\r\n * @param isBackground Defines whether the layer is displayed in front or behind the scene\r\n * @param color Defines a color for the layer\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the layer.\r\n */\r\n public name: string,\r\n imgUrl: Nullable<string>,\r\n scene: Nullable<Scene>,\r\n isBackground?: boolean,\r\n color?: Color4\r\n ) {\r\n this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;\r\n this.isBackground = isBackground === undefined ? true : isBackground;\r\n this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;\r\n\r\n this._scene = <Scene>(scene || EngineStore.LastCreatedScene);\r\n let layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER) as LayerSceneComponent;\r\n if (!layerComponent) {\r\n layerComponent = new LayerSceneComponent(this._scene);\r\n this._scene._addComponent(layerComponent);\r\n }\r\n this._scene.layers.push(this);\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._drawWrapper = new DrawWrapper(engine);\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * Renders the layer in the scene.\r\n */\r\n public render(): void {\r\n if (!this.isEnabled) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n let defines = \"\";\r\n\r\n if (this.alphaTest) {\r\n defines = \"#define ALPHATEST\";\r\n }\r\n\r\n if (this.texture && !this.texture.gammaSpace) {\r\n defines += \"\\r\\n#define LINEAR\";\r\n }\r\n\r\n if (this._previousDefines !== defines) {\r\n this._previousDefines = defines;\r\n this._drawWrapper.effect = engine.createEffect(\"layer\", [VertexBuffer.PositionKind], [\"textureMatrix\", \"color\", \"scale\", \"offset\"], [\"textureSampler\"], defines);\r\n }\r\n const currentEffect = this._drawWrapper.effect;\r\n\r\n // Check\r\n if (!currentEffect || !currentEffect.isReady() || !this.texture || !this.texture.isReady()) {\r\n return;\r\n }\r\n\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n engine.setState(false);\r\n\r\n // Texture\r\n currentEffect.setTexture(\"textureSampler\", this.texture);\r\n currentEffect.setMatrix(\"textureMatrix\", this.texture.getTextureMatrix());\r\n\r\n // Color\r\n currentEffect.setFloat4(\"color\", this.color.r, this.color.g, this.color.b, this.color.a);\r\n\r\n // Scale / offset\r\n currentEffect.setVector2(\"offset\", this.offset);\r\n currentEffect.setVector2(\"scale\", this.scale);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n\r\n // Draw order\r\n if (!this.alphaTest) {\r\n engine.setAlphaMode(this.alphaBlendingMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n } else {\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Disposes and releases the associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n this.texture = null;\r\n }\r\n\r\n // Clean RTT list\r\n this.renderTargetTextures = [];\r\n\r\n // Remove from scene\r\n const index = this._scene.layers.indexOf(this);\r\n this._scene.layers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n }\r\n}\r\n"]}
|
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1
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+
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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { LayerSceneComponent } from \"./layerSceneComponent\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\nimport \"../Shaders/layer.fragment\";\r\nimport \"../Shaders/layer.vertex\";\r\n\r\n/**\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n */\r\nexport class Layer {\r\n /**\r\n * Define the texture the layer should display.\r\n */\r\n public texture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Is the layer in background or foreground.\r\n */\r\n public isBackground: boolean;\r\n\r\n private _applyPostProcess: boolean = true;\r\n /**\r\n * Determines if the layer is drawn before (true) or after (false) post-processing.\r\n * If the layer is background, it is always before.\r\n */\r\n public set applyPostProcess(value: boolean) {\r\n this._applyPostProcess = value;\r\n }\r\n public get applyPostProcess(): boolean {\r\n return this.isBackground || this._applyPostProcess;\r\n }\r\n\r\n /**\r\n * Define the color of the layer (instead of texture).\r\n */\r\n public color: Color4;\r\n\r\n /**\r\n * Define the scale of the layer in order to zoom in out of the texture.\r\n */\r\n public scale = new Vector2(1, 1);\r\n\r\n /**\r\n * Define an offset for the layer in order to shift the texture.\r\n */\r\n public offset = new Vector2(0, 0);\r\n\r\n /**\r\n * Define the alpha blending mode used in the layer in case the texture or color has an alpha.\r\n */\r\n public alphaBlendingMode = Constants.ALPHA_COMBINE;\r\n\r\n /**\r\n * Define if the layer should alpha test or alpha blend with the rest of the scene.\r\n * Alpha test will not mix with the background color in case of transparency.\r\n * It will either use the texture color or the background depending on the alpha value of the current pixel.\r\n */\r\n public alphaTest: boolean;\r\n\r\n /**\r\n * Define a mask to restrict the layer to only some of the scene cameras.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /**\r\n * Define the list of render target the layer is visible into.\r\n */\r\n public renderTargetTextures: RenderTargetTexture[] = [];\r\n\r\n /**\r\n * Define if the layer is only used in renderTarget or if it also\r\n * renders in the main frame buffer of the canvas.\r\n */\r\n public renderOnlyInRenderTargetTextures = false;\r\n\r\n /**\r\n * Define if the layer is enabled (ie. should be displayed). Default: true\r\n */\r\n public isEnabled = true;\r\n\r\n private _scene: Scene;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _drawWrapper: DrawWrapper;\r\n private _previousDefines: string;\r\n\r\n /**\r\n * An event triggered when the layer is disposed.\r\n */\r\n public onDisposeObservable = new Observable<Layer>();\r\n\r\n private _onDisposeObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onDisposeObservable existed.\r\n * The set callback will be triggered when the layer has been disposed.\r\n */\r\n public set onDispose(callback: () => void) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the scene\r\n */\r\n public onBeforeRenderObservable = new Observable<Layer>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onBeforeRenderObservable existed.\r\n * The set callback will be triggered just before rendering the layer.\r\n */\r\n public set onBeforeRender(callback: () => 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 scene\r\n */\r\n public onAfterRenderObservable = new Observable<Layer>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Layer>>;\r\n /**\r\n * Back compatibility with callback before the onAfterRenderObservable existed.\r\n * The set callback will be triggered just after rendering the layer.\r\n */\r\n public set onAfterRender(callback: () => 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 * Instantiates a new layer.\r\n * This represents a full screen 2d layer.\r\n * This can be useful to display a picture in the background of your scene for instance.\r\n * @see https://www.babylonjs-playground.com/#08A2BS#1\r\n * @param name Define the name of the layer in the scene\r\n * @param imgUrl Define the url of the texture to display in the layer\r\n * @param scene Define the scene the layer belongs to\r\n * @param isBackground Defines whether the layer is displayed in front or behind the scene\r\n * @param color Defines a color for the layer\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the layer.\r\n */\r\n public name: string,\r\n imgUrl: Nullable<string>,\r\n scene: Nullable<Scene>,\r\n isBackground?: boolean,\r\n color?: Color4\r\n ) {\r\n this.texture = imgUrl ? new Texture(imgUrl, scene, true) : null;\r\n this.isBackground = isBackground === undefined ? true : isBackground;\r\n this.color = color === undefined ? new Color4(1, 1, 1, 1) : color;\r\n\r\n this._scene = <Scene>(scene || EngineStore.LastCreatedScene);\r\n let layerComponent = this._scene._getComponent(SceneComponentConstants.NAME_LAYER) as LayerSceneComponent;\r\n if (!layerComponent) {\r\n layerComponent = new LayerSceneComponent(this._scene);\r\n this._scene._addComponent(layerComponent);\r\n }\r\n this._scene.layers.push(this);\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._drawWrapper = new DrawWrapper(engine);\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n const vertexBuffer = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = engine.createIndexBuffer(indices);\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._createIndexBuffer();\r\n }\r\n\r\n /**\r\n * Renders the layer in the scene.\r\n */\r\n public render(): void {\r\n if (!this.isEnabled) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n let defines = \"\";\r\n\r\n if (this.alphaTest) {\r\n defines = \"#define ALPHATEST\";\r\n }\r\n\r\n if (this.texture && !this.texture.gammaSpace) {\r\n defines += \"\\r\\n#define LINEAR\";\r\n }\r\n\r\n if (this._previousDefines !== defines) {\r\n this._previousDefines = defines;\r\n this._drawWrapper.effect = engine.createEffect(\"layer\", [VertexBuffer.PositionKind], [\"textureMatrix\", \"color\", \"scale\", \"offset\"], [\"textureSampler\"], defines);\r\n }\r\n const currentEffect = this._drawWrapper.effect;\r\n\r\n // Check\r\n if (!currentEffect || !currentEffect.isReady() || !this.texture || !this.texture.isReady()) {\r\n return;\r\n }\r\n\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(this._drawWrapper);\r\n engine.setState(false);\r\n\r\n // Texture\r\n currentEffect.setTexture(\"textureSampler\", this.texture);\r\n currentEffect.setMatrix(\"textureMatrix\", this.texture.getTextureMatrix());\r\n\r\n // Color\r\n currentEffect.setFloat4(\"color\", this.color.r, this.color.g, this.color.b, this.color.a);\r\n\r\n // Scale / offset\r\n currentEffect.setVector2(\"offset\", this.offset);\r\n currentEffect.setVector2(\"scale\", this.scale);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);\r\n\r\n // Draw order\r\n if (!this.alphaTest) {\r\n engine.setAlphaMode(this.alphaBlendingMode);\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n } else {\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Disposes and releases the associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n if (this.texture) {\r\n this.texture.dispose();\r\n this.texture = null;\r\n }\r\n\r\n // Clean RTT list\r\n this.renderTargetTextures = [];\r\n\r\n // Remove from scene\r\n const index = this._scene.layers.indexOf(this);\r\n this._scene.layers.splice(index, 1);\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n }\r\n}\r\n"]}
|
package/LensFlares/lensFlare.js
CHANGED
|
@@ -9,6 +9,21 @@ import { VertexBuffer } from "../Buffers/buffer.js";
|
|
|
9
9
|
* @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare
|
|
10
10
|
*/
|
|
11
11
|
export class LensFlare {
|
|
12
|
+
/**
|
|
13
|
+
* Creates a new Lens Flare.
|
|
14
|
+
* This represents one of the lens effect in a `lensFlareSystem`.
|
|
15
|
+
* It controls one of the individual texture used in the effect.
|
|
16
|
+
* @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare
|
|
17
|
+
* @param size Define the size of the lens flare (a floating value between 0 and 1)
|
|
18
|
+
* @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
|
|
19
|
+
* @param color Define the lens color
|
|
20
|
+
* @param imgUrl Define the lens texture url
|
|
21
|
+
* @param system Define the `lensFlareSystem` this flare is part of
|
|
22
|
+
* @returns The newly created Lens Flare
|
|
23
|
+
*/
|
|
24
|
+
static AddFlare(size, position, color, imgUrl, system) {
|
|
25
|
+
return new LensFlare(size, position, color, imgUrl, system);
|
|
26
|
+
}
|
|
12
27
|
/**
|
|
13
28
|
* Instantiates a new Lens Flare.
|
|
14
29
|
* This represents one of the lens effect in a `lensFlareSystem`.
|
|
@@ -43,21 +58,6 @@ export class LensFlare {
|
|
|
43
58
|
this._drawWrapper.effect = engine.createEffect("lensFlare", [VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
|
|
44
59
|
system.lensFlares.push(this);
|
|
45
60
|
}
|
|
46
|
-
/**
|
|
47
|
-
* Creates a new Lens Flare.
|
|
48
|
-
* This represents one of the lens effect in a `lensFlareSystem`.
|
|
49
|
-
* It controls one of the individual texture used in the effect.
|
|
50
|
-
* @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare
|
|
51
|
-
* @param size Define the size of the lens flare (a floating value between 0 and 1)
|
|
52
|
-
* @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
|
|
53
|
-
* @param color Define the lens color
|
|
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|
-
* @param imgUrl Define the lens texture url
|
|
55
|
-
* @param system Define the `lensFlareSystem` this flare is part of
|
|
56
|
-
* @returns The newly created Lens Flare
|
|
57
|
-
*/
|
|
58
|
-
static AddFlare(size, position, color, imgUrl, system) {
|
|
59
|
-
return new LensFlare(size, position, color, imgUrl, system);
|
|
60
|
-
}
|
|
61
61
|
/**
|
|
62
62
|
* Dispose and release the lens flare with its associated resources.
|
|
63
63
|
*/
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"lensFlare.js","sourceRoot":"","sources":["../../../../lts/core/generated/LensFlares/lensFlare.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAC7C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD;;;;GAIG;AACH,MAAM,OAAO,SAAS;
|
|
1
|
+
{"version":3,"file":"lensFlare.js","sourceRoot":"","sources":["../../../../lts/core/generated/LensFlares/lensFlare.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAC7C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAC;AACvD,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AACjD;;;;GAIG;AACH,MAAM,OAAO,SAAS;IAqBlB;;;;;;;;;;;OAWG;IACI,MAAM,CAAC,QAAQ,CAAC,IAAY,EAAE,QAAgB,EAAE,KAAa,EAAE,MAAc,EAAE,MAAuB;QACzG,OAAO,IAAI,SAAS,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAChE,CAAC;IAED;;;;;;;;;;OAUG;IACH;IACI;;OAEG;IACI,IAAY;IACnB;;OAEG;IACI,QAAgB,EACvB,KAAa,EACb,MAAc,EACd,MAAuB;QAPhB,SAAI,GAAJ,IAAI,CAAQ;QAIZ,aAAQ,GAAR,QAAQ,CAAQ;QA7C3B;;WAEG;QACI,cAAS,GAAW,SAAS,CAAC,YAAY,CAAC;QA+C9C,IAAI,CAAC,KAAK,GAAG,KAAK,IAAI,IAAI,MAAM,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC1C,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,CAAC,CAAC,IAAI,OAAO,CAAC,MAAM,EAAE,MAAM,CAAC,QAAQ,EAAE,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC;QAC5E,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QAEtB,MAAM,MAAM,GAAG,MAAM,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC;QAExC,IAAI,CAAC,YAAY,GAAG,IAAI,WAAW,CAAC,MAAM,CAAC,CAAC;QAE5C,IAAI,CAAC,YAAY,CAAC,MAAM,GAAG,MAAM,CAAC,YAAY,CAAC,WAAW,EAAE,CAAC,YAAY,CAAC,YAAY,CAAC,EAAE,CAAC,OAAO,EAAE,gBAAgB,CAAC,EAAE,CAAC,gBAAgB,CAAC,EAAE,EAAE,CAAC,CAAC;QAE9I,MAAM,CAAC,UAAU,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IACjC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,OAAO,EAAE;YACd,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE,CAAC;SAC1B;QAED,oBAAoB;QACpB,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;QACpD,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;IAC7C,CAAC;CACJ","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { LensFlareSystem } from \"./lensFlareSystem\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\n/**\r\n * This represents one of the lens effect in a `lensFlareSystem`.\r\n * It controls one of the individual texture used in the effect.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n */\r\nexport class LensFlare {\r\n /**\r\n * Define the lens color.\r\n */\r\n public color: Color3;\r\n\r\n /**\r\n * Define the lens texture.\r\n */\r\n public texture: Nullable<Texture>;\r\n\r\n /**\r\n * Define the alpha mode to render this particular lens.\r\n */\r\n public alphaMode: number = Constants.ALPHA_ONEONE;\r\n\r\n /** @internal */\r\n public _drawWrapper: DrawWrapper;\r\n\r\n private _system: LensFlareSystem;\r\n\r\n /**\r\n * Creates a new Lens Flare.\r\n * This represents one of the lens effect in a `lensFlareSystem`.\r\n * It controls one of the individual texture used in the effect.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n * @param size Define the size of the lens flare (a floating value between 0 and 1)\r\n * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.\r\n * @param color Define the lens color\r\n * @param imgUrl Define the lens texture url\r\n * @param system Define the `lensFlareSystem` this flare is part of\r\n * @returns The newly created Lens Flare\r\n */\r\n public static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare {\r\n return new LensFlare(size, position, color, imgUrl, system);\r\n }\r\n\r\n /**\r\n * Instantiates a new Lens Flare.\r\n * This represents one of the lens effect in a `lensFlareSystem`.\r\n * It controls one of the individual texture used in the effect.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)\r\n * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.\r\n * @param color Define the lens color\r\n * @param imgUrl Define the lens texture url\r\n * @param system Define the `lensFlareSystem` this flare is part of\r\n */\r\n constructor(\r\n /**\r\n * Define the size of the lens flare in the system (a floating value between 0 and 1)\r\n */\r\n public size: number,\r\n /**\r\n * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.\r\n */\r\n public position: number,\r\n color: Color3,\r\n imgUrl: string,\r\n system: LensFlareSystem\r\n ) {\r\n this.color = color || new Color3(1, 1, 1);\r\n this.texture = imgUrl ? new Texture(imgUrl, system.getScene(), true) : null;\r\n this._system = system;\r\n\r\n const engine = system.scene.getEngine();\r\n\r\n this._drawWrapper = new DrawWrapper(engine);\r\n\r\n this._drawWrapper.effect = engine.createEffect(\"lensFlare\", [VertexBuffer.PositionKind], [\"color\", \"viewportMatrix\"], [\"textureSampler\"], \"\");\r\n\r\n system.lensFlares.push(this);\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated resources.\r\n */\r\n public dispose(): void {\r\n if (this.texture) {\r\n this.texture.dispose();\r\n }\r\n\r\n // Remove from scene\r\n const index = this._system.lensFlares.indexOf(this);\r\n this._system.lensFlares.splice(index, 1);\r\n }\r\n}\r\n"]}
|
|
@@ -17,6 +17,10 @@ import { Color3 } from "../Maths/math.color.js";
|
|
|
17
17
|
* @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare
|
|
18
18
|
*/
|
|
19
19
|
export class LensFlareSystem {
|
|
20
|
+
/** Gets the scene */
|
|
21
|
+
get scene() {
|
|
22
|
+
return this._scene;
|
|
23
|
+
}
|
|
20
24
|
/**
|
|
21
25
|
* Instantiates a lens flare system.
|
|
22
26
|
* This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
|
|
@@ -67,10 +71,6 @@ export class LensFlareSystem {
|
|
|
67
71
|
// Indices
|
|
68
72
|
this._createIndexBuffer();
|
|
69
73
|
}
|
|
70
|
-
/** Gets the scene */
|
|
71
|
-
get scene() {
|
|
72
|
-
return this._scene;
|
|
73
|
-
}
|
|
74
74
|
_createIndexBuffer() {
|
|
75
75
|
const indices = [];
|
|
76
76
|
indices.push(0);
|
|
@@ -1 +1 @@
|
|
|
1
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-
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{ Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { LensFlare } from \"./lensFlare\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/lensFlare.fragment\";\r\nimport \"../Shaders/lensFlare.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { Viewport } from \"../Maths/math.viewport\";\r\n\r\n/**\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n */\r\nexport class LensFlareSystem {\r\n /**\r\n * List of lens flares used in this system.\r\n */\r\n public lensFlares = new Array<LensFlare>();\r\n\r\n /**\r\n * Define a limit from the border the lens flare can be visible.\r\n */\r\n public borderLimit = 300;\r\n\r\n /**\r\n * Define a viewport border we do not want to see the lens flare in.\r\n */\r\n public viewportBorder = 0;\r\n\r\n /**\r\n * Define a predicate which could limit the list of meshes able to occlude the effect.\r\n */\r\n public meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * Restricts the rendering of the effect to only the camera rendering this layer mask.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /** Gets the scene */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Define the id of the lens flare system in the scene.\r\n * (equal to name by default)\r\n */\r\n public id: string;\r\n\r\n private _scene: Scene;\r\n private _emitter: any;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _positionX: number;\r\n private _positionY: number;\r\n private _isEnabled = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"LensFlareSystemSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instantiates a lens flare system.\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n * @param name Define the name of the lens flare system in the scene\r\n * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).\r\n * @param scene Define the scene the lens flare system belongs to\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the lens flare system\r\n */\r\n public name: string,\r\n emitter: any,\r\n scene: Scene\r\n ) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n LensFlareSystem._SceneComponentInitialization(this._scene);\r\n\r\n this._emitter = emitter;\r\n this.id = name;\r\n scene.lensFlareSystems.push(this);\r\n\r\n this.meshesSelectionPredicate = (m) =>\r\n <boolean>(scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && (m.layerMask & scene.activeCamera.layerMask) != 0);\r\n\r\n const engine = scene.getEngine();\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n // Indices\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Define if the lens flare system is enabled.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n }\r\n\r\n /**\r\n * Get the scene the effects belongs to.\r\n * @returns the scene holding the lens flare system\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Get the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the emitter of the lens flare system\r\n */\r\n public getEmitter(): any {\r\n return this._emitter;\r\n }\r\n\r\n /**\r\n * Set the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @param newEmitter Define the new emitter of the system\r\n */\r\n public setEmitter(newEmitter: any): void {\r\n this._emitter = newEmitter;\r\n }\r\n\r\n /**\r\n * Get the lens flare system emitter position.\r\n * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the position\r\n */\r\n public getEmitterPosition(): Vector3 {\r\n return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public computeEffectivePosition(globalViewport: Viewport): boolean {\r\n let position = this.getEmitterPosition();\r\n\r\n position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);\r\n\r\n this._positionX = position.x;\r\n this._positionY = position.y;\r\n\r\n position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x -= this.viewportBorder;\r\n globalViewport.y -= this.viewportBorder;\r\n globalViewport.width += this.viewportBorder * 2;\r\n globalViewport.height += this.viewportBorder * 2;\r\n position.x += this.viewportBorder;\r\n position.y += this.viewportBorder;\r\n this._positionX += this.viewportBorder;\r\n this._positionY += this.viewportBorder;\r\n }\r\n\r\n const rhs = this._scene.useRightHandedSystem;\r\n const okZ = (position.z > 0 && !rhs) || (position.z < 0 && rhs);\r\n\r\n if (okZ) {\r\n if (this._positionX > globalViewport.x && this._positionX < globalViewport.x + globalViewport.width) {\r\n if (this._positionY > globalViewport.y && this._positionY < globalViewport.y + globalViewport.height) {\r\n return true;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _isVisible(): boolean {\r\n if (!this._isEnabled || !this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n const emitterPosition = this.getEmitterPosition();\r\n const direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);\r\n const distance = direction.length();\r\n direction.normalize();\r\n\r\n const ray = new Ray(this._scene.activeCamera.globalPosition, direction);\r\n const pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);\r\n\r\n return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public render(): boolean {\r\n if (!this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const viewport = this._scene.activeCamera.viewport;\r\n const globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));\r\n\r\n // Position\r\n if (!this.computeEffectivePosition(globalViewport)) {\r\n return false;\r\n }\r\n\r\n // Visibility\r\n if (!this._isVisible()) {\r\n return false;\r\n }\r\n\r\n // Intensity\r\n let awayX;\r\n let awayY;\r\n\r\n if (this._positionX < this.borderLimit + globalViewport.x) {\r\n awayX = this.borderLimit + globalViewport.x - this._positionX;\r\n } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {\r\n awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;\r\n } else {\r\n awayX = 0;\r\n }\r\n\r\n if (this._positionY < this.borderLimit + globalViewport.y) {\r\n awayY = this.borderLimit + globalViewport.y - this._positionY;\r\n } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {\r\n awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;\r\n } else {\r\n awayY = 0;\r\n }\r\n\r\n let away = awayX > awayY ? awayX : awayY;\r\n\r\n away -= this.viewportBorder;\r\n\r\n if (away > this.borderLimit) {\r\n away = this.borderLimit;\r\n }\r\n\r\n let intensity = 1.0 - Scalar.Clamp(away / this.borderLimit, 0, 1);\r\n if (intensity < 0) {\r\n return false;\r\n }\r\n\r\n if (intensity > 1.0) {\r\n intensity = 1.0;\r\n }\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x += this.viewportBorder;\r\n globalViewport.y += this.viewportBorder;\r\n globalViewport.width -= this.viewportBorder * 2;\r\n globalViewport.height -= this.viewportBorder * 2;\r\n this._positionX -= this.viewportBorder;\r\n this._positionY -= this.viewportBorder;\r\n }\r\n\r\n // Position\r\n const centerX = globalViewport.x + globalViewport.width / 2;\r\n const centerY = globalViewport.y + globalViewport.height / 2;\r\n const distX = centerX - this._positionX;\r\n const distY = centerY - this._positionY;\r\n\r\n // Effects\r\n engine.setState(false);\r\n engine.setDepthBuffer(false);\r\n\r\n // Flares\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n if (!flare._drawWrapper.effect!.isReady() || (flare.texture && !flare.texture.isReady())) {\r\n continue;\r\n }\r\n\r\n engine.enableEffect(flare._drawWrapper);\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, flare._drawWrapper.effect!);\r\n\r\n engine.setAlphaMode(flare.alphaMode);\r\n\r\n const x = centerX - distX * flare.position;\r\n const y = centerY - distY * flare.position;\r\n\r\n const cw = flare.size;\r\n const ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);\r\n const cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;\r\n const cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));\r\n\r\n const viewportMatrix = Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);\r\n\r\n flare._drawWrapper.effect!.setMatrix(\"viewportMatrix\", viewportMatrix);\r\n\r\n // Texture\r\n flare._drawWrapper.effect!.setTexture(\"textureSampler\", flare.texture);\r\n\r\n // Color\r\n flare._drawWrapper.effect!.setFloat4(\"color\", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n engine.setDepthBuffer(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n return true;\r\n }\r\n\r\n /**\r\n * Rebuilds the lens flare system\r\n */\r\n public rebuild(): void {\r\n this._createIndexBuffer();\r\n\r\n for (const key in this._vertexBuffers) {\r\n this._vertexBuffers[key]?._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n while (this.lensFlares.length) {\r\n this.lensFlares[0].dispose();\r\n }\r\n\r\n // Remove from scene\r\n const index = this._scene.lensFlareSystems.indexOf(this);\r\n this._scene.lensFlareSystems.splice(index, 1);\r\n }\r\n\r\n /**\r\n * Parse a lens flare system from a JSON representation\r\n * @param parsedLensFlareSystem Define the JSON to parse\r\n * @param scene Define the scene the parsed system should be instantiated in\r\n * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures\r\n * @returns the parsed system\r\n */\r\n public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {\r\n const emitter = scene.getLastEntryById(parsedLensFlareSystem.emitterId);\r\n\r\n const name = parsedLensFlareSystem.name || \"lensFlareSystem#\" + parsedLensFlareSystem.emitterId;\r\n\r\n const lensFlareSystem = new LensFlareSystem(name, emitter, scene);\r\n\r\n lensFlareSystem.id = parsedLensFlareSystem.id || name;\r\n lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;\r\n\r\n for (let index = 0; index < parsedLensFlareSystem.flares.length; index++) {\r\n const parsedFlare = parsedLensFlareSystem.flares[index];\r\n LensFlare.AddFlare(\r\n parsedFlare.size,\r\n parsedFlare.position,\r\n Color3.FromArray(parsedFlare.color),\r\n parsedFlare.textureName ? rootUrl + parsedFlare.textureName : \"\",\r\n lensFlareSystem\r\n );\r\n }\r\n\r\n return lensFlareSystem;\r\n }\r\n\r\n /**\r\n * Serialize the current Lens Flare System into a JSON representation.\r\n * @returns the serialized JSON\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.id;\r\n serializationObject.name = this.name;\r\n\r\n serializationObject.emitterId = this.getEmitter().id;\r\n serializationObject.borderLimit = this.borderLimit;\r\n\r\n serializationObject.flares = [];\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n serializationObject.flares.push({\r\n size: flare.size,\r\n position: flare.position,\r\n color: flare.color.asArray(),\r\n textureName: Tools.GetFilename(flare.texture ? flare.texture.name : \"\"),\r\n });\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Scalar } from \"../Maths/math.scalar\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { LensFlare } from \"./lensFlare\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/lensFlare.fragment\";\r\nimport \"../Shaders/lensFlare.vertex\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { Viewport } from \"../Maths/math.viewport\";\r\n\r\n/**\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n */\r\nexport class LensFlareSystem {\r\n /**\r\n * List of lens flares used in this system.\r\n */\r\n public lensFlares = new Array<LensFlare>();\r\n\r\n /**\r\n * Define a limit from the border the lens flare can be visible.\r\n */\r\n public borderLimit = 300;\r\n\r\n /**\r\n * Define a viewport border we do not want to see the lens flare in.\r\n */\r\n public viewportBorder = 0;\r\n\r\n /**\r\n * Define a predicate which could limit the list of meshes able to occlude the effect.\r\n */\r\n public meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;\r\n\r\n /**\r\n * Restricts the rendering of the effect to only the camera rendering this layer mask.\r\n */\r\n public layerMask: number = 0x0fffffff;\r\n\r\n /** Gets the scene */\r\n public get scene() {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Define the id of the lens flare system in the scene.\r\n * (equal to name by default)\r\n */\r\n public id: string;\r\n\r\n private _scene: Scene;\r\n private _emitter: any;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _positionX: number;\r\n private _positionY: number;\r\n private _isEnabled = true;\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"LensFlareSystemSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instantiates a lens flare system.\r\n * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.\r\n * It is usually composed of several `lensFlare`.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare\r\n * @param name Define the name of the lens flare system in the scene\r\n * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).\r\n * @param scene Define the scene the lens flare system belongs to\r\n */\r\n constructor(\r\n /**\r\n * Define the name of the lens flare system\r\n */\r\n public name: string,\r\n emitter: any,\r\n scene: Scene\r\n ) {\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n LensFlareSystem._SceneComponentInitialization(this._scene);\r\n\r\n this._emitter = emitter;\r\n this.id = name;\r\n scene.lensFlareSystems.push(this);\r\n\r\n this.meshesSelectionPredicate = (m) =>\r\n <boolean>(scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && (m.layerMask & scene.activeCamera.layerMask) != 0);\r\n\r\n const engine = scene.getEngine();\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n // Indices\r\n this._createIndexBuffer();\r\n }\r\n\r\n private _createIndexBuffer(): void {\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Define if the lens flare system is enabled.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n }\r\n\r\n /**\r\n * Get the scene the effects belongs to.\r\n * @returns the scene holding the lens flare system\r\n */\r\n public getScene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Get the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the emitter of the lens flare system\r\n */\r\n public getEmitter(): any {\r\n return this._emitter;\r\n }\r\n\r\n /**\r\n * Set the emitter of the lens flare system.\r\n * It defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @param newEmitter Define the new emitter of the system\r\n */\r\n public setEmitter(newEmitter: any): void {\r\n this._emitter = newEmitter;\r\n }\r\n\r\n /**\r\n * Get the lens flare system emitter position.\r\n * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).\r\n * @returns the position\r\n */\r\n public getEmitterPosition(): Vector3 {\r\n return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public computeEffectivePosition(globalViewport: Viewport): boolean {\r\n let position = this.getEmitterPosition();\r\n\r\n position = Vector3.Project(position, Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);\r\n\r\n this._positionX = position.x;\r\n this._positionY = position.y;\r\n\r\n position = Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x -= this.viewportBorder;\r\n globalViewport.y -= this.viewportBorder;\r\n globalViewport.width += this.viewportBorder * 2;\r\n globalViewport.height += this.viewportBorder * 2;\r\n position.x += this.viewportBorder;\r\n position.y += this.viewportBorder;\r\n this._positionX += this.viewportBorder;\r\n this._positionY += this.viewportBorder;\r\n }\r\n\r\n const rhs = this._scene.useRightHandedSystem;\r\n const okZ = (position.z > 0 && !rhs) || (position.z < 0 && rhs);\r\n\r\n if (okZ) {\r\n if (this._positionX > globalViewport.x && this._positionX < globalViewport.x + globalViewport.width) {\r\n if (this._positionY > globalViewport.y && this._positionY < globalViewport.y + globalViewport.height) {\r\n return true;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _isVisible(): boolean {\r\n if (!this._isEnabled || !this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n const emitterPosition = this.getEmitterPosition();\r\n const direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);\r\n const distance = direction.length();\r\n direction.normalize();\r\n\r\n const ray = new Ray(this._scene.activeCamera.globalPosition, direction);\r\n const pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);\r\n\r\n return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public render(): boolean {\r\n if (!this._scene.activeCamera) {\r\n return false;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n const viewport = this._scene.activeCamera.viewport;\r\n const globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));\r\n\r\n // Position\r\n if (!this.computeEffectivePosition(globalViewport)) {\r\n return false;\r\n }\r\n\r\n // Visibility\r\n if (!this._isVisible()) {\r\n return false;\r\n }\r\n\r\n // Intensity\r\n let awayX;\r\n let awayY;\r\n\r\n if (this._positionX < this.borderLimit + globalViewport.x) {\r\n awayX = this.borderLimit + globalViewport.x - this._positionX;\r\n } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {\r\n awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;\r\n } else {\r\n awayX = 0;\r\n }\r\n\r\n if (this._positionY < this.borderLimit + globalViewport.y) {\r\n awayY = this.borderLimit + globalViewport.y - this._positionY;\r\n } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {\r\n awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;\r\n } else {\r\n awayY = 0;\r\n }\r\n\r\n let away = awayX > awayY ? awayX : awayY;\r\n\r\n away -= this.viewportBorder;\r\n\r\n if (away > this.borderLimit) {\r\n away = this.borderLimit;\r\n }\r\n\r\n let intensity = 1.0 - Scalar.Clamp(away / this.borderLimit, 0, 1);\r\n if (intensity < 0) {\r\n return false;\r\n }\r\n\r\n if (intensity > 1.0) {\r\n intensity = 1.0;\r\n }\r\n\r\n if (this.viewportBorder > 0) {\r\n globalViewport.x += this.viewportBorder;\r\n globalViewport.y += this.viewportBorder;\r\n globalViewport.width -= this.viewportBorder * 2;\r\n globalViewport.height -= this.viewportBorder * 2;\r\n this._positionX -= this.viewportBorder;\r\n this._positionY -= this.viewportBorder;\r\n }\r\n\r\n // Position\r\n const centerX = globalViewport.x + globalViewport.width / 2;\r\n const centerY = globalViewport.y + globalViewport.height / 2;\r\n const distX = centerX - this._positionX;\r\n const distY = centerY - this._positionY;\r\n\r\n // Effects\r\n engine.setState(false);\r\n engine.setDepthBuffer(false);\r\n\r\n // Flares\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n if (!flare._drawWrapper.effect!.isReady() || (flare.texture && !flare.texture.isReady())) {\r\n continue;\r\n }\r\n\r\n engine.enableEffect(flare._drawWrapper);\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, flare._drawWrapper.effect!);\r\n\r\n engine.setAlphaMode(flare.alphaMode);\r\n\r\n const x = centerX - distX * flare.position;\r\n const y = centerY - distY * flare.position;\r\n\r\n const cw = flare.size;\r\n const ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);\r\n const cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;\r\n const cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));\r\n\r\n const viewportMatrix = Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);\r\n\r\n flare._drawWrapper.effect!.setMatrix(\"viewportMatrix\", viewportMatrix);\r\n\r\n // Texture\r\n flare._drawWrapper.effect!.setTexture(\"textureSampler\", flare.texture);\r\n\r\n // Color\r\n flare._drawWrapper.effect!.setFloat4(\"color\", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);\r\n\r\n // Draw order\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n }\r\n\r\n engine.setDepthBuffer(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n return true;\r\n }\r\n\r\n /**\r\n * Rebuilds the lens flare system\r\n */\r\n public rebuild(): void {\r\n this._createIndexBuffer();\r\n\r\n for (const key in this._vertexBuffers) {\r\n this._vertexBuffers[key]?._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Dispose and release the lens flare with its associated resources.\r\n */\r\n public dispose(): void {\r\n const vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n while (this.lensFlares.length) {\r\n this.lensFlares[0].dispose();\r\n }\r\n\r\n // Remove from scene\r\n const index = this._scene.lensFlareSystems.indexOf(this);\r\n this._scene.lensFlareSystems.splice(index, 1);\r\n }\r\n\r\n /**\r\n * Parse a lens flare system from a JSON representation\r\n * @param parsedLensFlareSystem Define the JSON to parse\r\n * @param scene Define the scene the parsed system should be instantiated in\r\n * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures\r\n * @returns the parsed system\r\n */\r\n public static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem {\r\n const emitter = scene.getLastEntryById(parsedLensFlareSystem.emitterId);\r\n\r\n const name = parsedLensFlareSystem.name || \"lensFlareSystem#\" + parsedLensFlareSystem.emitterId;\r\n\r\n const lensFlareSystem = new LensFlareSystem(name, emitter, scene);\r\n\r\n lensFlareSystem.id = parsedLensFlareSystem.id || name;\r\n lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;\r\n\r\n for (let index = 0; index < parsedLensFlareSystem.flares.length; index++) {\r\n const parsedFlare = parsedLensFlareSystem.flares[index];\r\n LensFlare.AddFlare(\r\n parsedFlare.size,\r\n parsedFlare.position,\r\n Color3.FromArray(parsedFlare.color),\r\n parsedFlare.textureName ? rootUrl + parsedFlare.textureName : \"\",\r\n lensFlareSystem\r\n );\r\n }\r\n\r\n return lensFlareSystem;\r\n }\r\n\r\n /**\r\n * Serialize the current Lens Flare System into a JSON representation.\r\n * @returns the serialized JSON\r\n */\r\n public serialize(): any {\r\n const serializationObject: any = {};\r\n\r\n serializationObject.id = this.id;\r\n serializationObject.name = this.name;\r\n\r\n serializationObject.emitterId = this.getEmitter().id;\r\n serializationObject.borderLimit = this.borderLimit;\r\n\r\n serializationObject.flares = [];\r\n for (let index = 0; index < this.lensFlares.length; index++) {\r\n const flare = this.lensFlares[index];\r\n\r\n serializationObject.flares.push({\r\n size: flare.size,\r\n position: flare.position,\r\n color: flare.color.asArray(),\r\n textureName: Tools.GetFilename(flare.texture ? flare.texture.name : \"\"),\r\n });\r\n }\r\n\r\n return serializationObject;\r\n }\r\n}\r\n"]}
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@@ -21,24 +21,6 @@ const tmpv1 = new Vector3(), tmpv2 = new Vector3(), tmpMatrix = new Matrix();
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* Based on: https://github.com/TheRealMJP/Shadows and https://johanmedestrom.wordpress.com/2016/03/18/opengl-cascaded-shadow-maps/
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*/
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export class CascadedShadowGenerator extends ShadowGenerator {
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/**
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* Creates a Cascaded Shadow Generator object.
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* A ShadowGenerator is the required tool to use the shadows.
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* Each directional light casting shadows needs to use its own ShadowGenerator.
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* Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
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* @param mapSize The size of the texture what stores the shadows. Example : 1024.
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* @param light The directional light object generating the shadows.
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* @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
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* @param camera Camera associated with this shadow generator (default: null). If null, takes the scene active camera at the time we need to access it
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*/
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constructor(mapSize, light, usefulFloatFirst, camera) {
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if (!CascadedShadowGenerator.IsSupported) {
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Logger.Error("CascadedShadowMap is not supported by the current engine.");
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return;
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}
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super(mapSize, light, usefulFloatFirst, camera);
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this.usePercentageCloserFiltering = true;
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}
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_validateFilter(filter) {
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if (filter === ShadowGenerator.FILTER_NONE || filter === ShadowGenerator.FILTER_PCF || filter === ShadowGenerator.FILTER_PCSS) {
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return filter;
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@@ -510,6 +492,24 @@ export class CascadedShadowGenerator extends ShadowGenerator {
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}
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return engine._features.supportCSM;
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}
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+
/**
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+
* Creates a Cascaded Shadow Generator object.
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+
* A ShadowGenerator is the required tool to use the shadows.
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+
* Each directional light casting shadows needs to use its own ShadowGenerator.
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+
* Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
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+
* @param mapSize The size of the texture what stores the shadows. Example : 1024.
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501
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+
* @param light The directional light object generating the shadows.
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+
* @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
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+
* @param camera Camera associated with this shadow generator (default: null). If null, takes the scene active camera at the time we need to access it
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+
*/
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+
constructor(mapSize, light, usefulFloatFirst, camera) {
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+
if (!CascadedShadowGenerator.IsSupported) {
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+
Logger.Error("CascadedShadowMap is not supported by the current engine.");
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+
return;
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+
}
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+
super(mapSize, light, usefulFloatFirst, camera);
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+
this.usePercentageCloserFiltering = true;
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+
}
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_initializeGenerator() {
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var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u, _v;
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this.penumbraDarkness = (_a = this.penumbraDarkness) !== null && _a !== void 0 ? _a : 1.0;
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