@babylonjs/core 5.45.2 → 5.47.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (563) hide show
  1. package/Actions/actionManager.js +6 -1
  2. package/Actions/actionManager.js.map +1 -1
  3. package/Actions/condition.js +23 -23
  4. package/Actions/condition.js.map +1 -1
  5. package/Animations/animatable.js +48 -48
  6. package/Animations/animatable.js.map +1 -1
  7. package/Animations/animation.js +53 -53
  8. package/Animations/animation.js.map +1 -1
  9. package/Animations/animationGroup.js +53 -53
  10. package/Animations/animationGroup.js.map +1 -1
  11. package/Animations/runtimeAnimation.js +36 -36
  12. package/Animations/runtimeAnimation.js.map +1 -1
  13. package/Audio/audioEngine.js +14 -14
  14. package/Audio/audioEngine.js.map +1 -1
  15. package/Audio/audioSceneComponent.js +14 -14
  16. package/Audio/audioSceneComponent.js.map +1 -1
  17. package/Audio/sound.js +47 -47
  18. package/Audio/sound.js.map +1 -1
  19. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +1 -1
  20. package/Behaviors/Meshes/fadeInOutBehavior.js +11 -11
  21. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  22. package/Behaviors/Meshes/pointerDragBehavior.js +34 -34
  23. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  24. package/Bones/bone.js +15 -15
  25. package/Bones/bone.js.map +1 -1
  26. package/Bones/boneIKController.js +9 -9
  27. package/Bones/boneIKController.js.map +1 -1
  28. package/Bones/boneLookController.js +50 -50
  29. package/Bones/boneLookController.js.map +1 -1
  30. package/Bones/skeleton.js +35 -35
  31. package/Bones/skeleton.js.map +1 -1
  32. package/Buffers/buffer.js +14 -14
  33. package/Buffers/buffer.js.map +1 -1
  34. package/Buffers/dataBuffer.js +6 -6
  35. package/Buffers/dataBuffer.js.map +1 -1
  36. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +42 -42
  37. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  38. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +18 -18
  39. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  40. package/Cameras/VR/vrExperienceHelper.js +178 -178
  41. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  42. package/Cameras/arcRotateCamera.js +176 -176
  43. package/Cameras/arcRotateCamera.js.map +1 -1
  44. package/Cameras/camera.js +90 -90
  45. package/Cameras/camera.js.map +1 -1
  46. package/Cameras/flyCamera.js +82 -82
  47. package/Cameras/flyCamera.js.map +1 -1
  48. package/Cameras/freeCamera.js +54 -54
  49. package/Cameras/freeCamera.js.map +1 -1
  50. package/Compute/computeShader.js +12 -12
  51. package/Compute/computeShader.js.map +1 -1
  52. package/Culling/ray.d.ts +1 -1
  53. package/Debug/axesViewer.js +12 -12
  54. package/Debug/axesViewer.js.map +1 -1
  55. package/Debug/debugLayer.js +21 -21
  56. package/Debug/debugLayer.js.map +1 -1
  57. package/Debug/directionalLightFrustumViewer.js +20 -20
  58. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  59. package/Debug/physicsViewer.js +3 -3
  60. package/Debug/physicsViewer.js.map +1 -1
  61. package/Debug/rayHelper.js +10 -10
  62. package/Debug/rayHelper.js.map +1 -1
  63. package/Debug/skeletonViewer.js +81 -81
  64. package/Debug/skeletonViewer.js.map +1 -1
  65. package/DeviceInput/InputDevices/deviceSource.d.ts +1 -1
  66. package/DeviceInput/InputDevices/deviceSourceManager.js +31 -31
  67. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  68. package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
  69. package/DeviceInput/eventFactory.d.ts +1 -1
  70. package/DeviceInput/eventFactory.js +4 -4
  71. package/DeviceInput/eventFactory.js.map +1 -1
  72. package/DeviceInput/internalDeviceSourceManager.d.ts +2 -2
  73. package/DeviceInput/webDeviceInputSystem.js +2 -2
  74. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  75. package/Engines/Extensions/engine.computeShader.d.ts +3 -3
  76. package/Engines/Extensions/engine.multiRender.js +1 -1
  77. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  78. package/Engines/Extensions/engine.query.d.ts +1 -1
  79. package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
  80. package/Engines/Extensions/engine.renderTarget.js +1 -1
  81. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  82. package/Engines/Native/nativeDataStream.d.ts +1 -1
  83. package/Engines/Native/nativeHardwareTexture.js +3 -3
  84. package/Engines/Native/nativeHardwareTexture.js.map +1 -1
  85. package/Engines/Native/nativeInterfaces.d.ts +5 -5
  86. package/Engines/Native/nativePipelineContext.js +7 -7
  87. package/Engines/Native/nativePipelineContext.js.map +1 -1
  88. package/Engines/Native/nativeRenderTargetWrapper.js +6 -6
  89. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  90. package/Engines/Processors/shaderCodeInliner.js +4 -4
  91. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  92. package/Engines/Processors/shaderProcessingOptions.d.ts +1 -1
  93. package/Engines/WebGL/webGLHardwareTexture.js +3 -3
  94. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  95. package/Engines/WebGPU/webgpuBufferManager.js +3 -3
  96. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  97. package/Engines/WebGPU/webgpuCacheBindGroups.js +6 -6
  98. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  99. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +5 -5
  100. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  101. package/Engines/WebGPU/webgpuClearQuad.js +11 -11
  102. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  103. package/Engines/WebGPU/webgpuComputeContext.js +7 -7
  104. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  105. package/Engines/WebGPU/webgpuComputePipelineContext.js +4 -4
  106. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  107. package/Engines/WebGPU/webgpuDrawContext.js +7 -7
  108. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  109. package/Engines/WebGPU/webgpuHardwareTexture.js +9 -9
  110. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  111. package/Engines/WebGPU/webgpuMaterialContext.js +5 -5
  112. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  113. package/Engines/WebGPU/webgpuOcclusionQuery.js +10 -10
  114. package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
  115. package/Engines/WebGPU/webgpuPipelineContext.js +6 -6
  116. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  117. package/Engines/WebGPU/webgpuQuerySet.js +3 -3
  118. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  119. package/Engines/WebGPU/webgpuShaderProcessingContext.js +3 -3
  120. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  121. package/Engines/WebGPU/webgpuTextureHelper.js +3 -3
  122. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  123. package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
  124. package/Engines/WebGPU/webgpuTimestampQuery.js.map +1 -1
  125. package/Engines/engine.js +134 -134
  126. package/Engines/engine.js.map +1 -1
  127. package/Engines/nativeEngine.js +6 -6
  128. package/Engines/nativeEngine.js.map +1 -1
  129. package/Engines/nullEngine.js +25 -25
  130. package/Engines/nullEngine.js.map +1 -1
  131. package/Engines/renderTargetWrapper.js +25 -25
  132. package/Engines/renderTargetWrapper.js.map +1 -1
  133. package/Engines/thinEngine.js +243 -243
  134. package/Engines/thinEngine.js.map +1 -1
  135. package/Engines/webgpuEngine.js +132 -132
  136. package/Engines/webgpuEngine.js.map +1 -1
  137. package/Events/keyboardEvents.js +10 -10
  138. package/Events/keyboardEvents.js.map +1 -1
  139. package/Events/pointerEvents.js +10 -10
  140. package/Events/pointerEvents.js.map +1 -1
  141. package/Gamepads/Controllers/poseEnabledController.js +9 -9
  142. package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
  143. package/Gamepads/Controllers/webVRController.js +13 -13
  144. package/Gamepads/Controllers/webVRController.js.map +1 -1
  145. package/Gamepads/gamepad.js +20 -20
  146. package/Gamepads/gamepad.js.map +1 -1
  147. package/Gizmos/axisDragGizmo.js +45 -45
  148. package/Gizmos/axisDragGizmo.js.map +1 -1
  149. package/Gizmos/axisScaleGizmo.js +12 -12
  150. package/Gizmos/axisScaleGizmo.js.map +1 -1
  151. package/Gizmos/boundingBoxGizmo.js +74 -74
  152. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  153. package/Gizmos/gizmo.js +34 -34
  154. package/Gizmos/gizmo.js.map +1 -1
  155. package/Gizmos/gizmoManager.js +40 -40
  156. package/Gizmos/gizmoManager.js.map +1 -1
  157. package/Gizmos/planeDragGizmo.js +23 -23
  158. package/Gizmos/planeDragGizmo.js.map +1 -1
  159. package/Gizmos/planeRotationGizmo.js +12 -12
  160. package/Gizmos/planeRotationGizmo.js.map +1 -1
  161. package/Gizmos/positionGizmo.js +40 -40
  162. package/Gizmos/positionGizmo.js.map +1 -1
  163. package/Gizmos/rotationGizmo.js +47 -47
  164. package/Gizmos/rotationGizmo.js.map +1 -1
  165. package/Gizmos/scaleGizmo.js +41 -41
  166. package/Gizmos/scaleGizmo.js.map +1 -1
  167. package/Helpers/environmentHelper.js +18 -18
  168. package/Helpers/environmentHelper.js.map +1 -1
  169. package/Helpers/textureDome.js +96 -96
  170. package/Helpers/textureDome.js.map +1 -1
  171. package/IAccessibilityTag.d.ts +2 -2
  172. package/Inputs/scene.inputManager.d.ts +4 -3
  173. package/Inputs/scene.inputManager.js +12 -11
  174. package/Inputs/scene.inputManager.js.map +1 -1
  175. package/Instrumentation/engineInstrumentation.js +21 -21
  176. package/Instrumentation/engineInstrumentation.js.map +1 -1
  177. package/Instrumentation/sceneInstrumentation.js +90 -90
  178. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  179. package/Layers/effectLayer.js +48 -48
  180. package/Layers/effectLayer.js.map +1 -1
  181. package/Layers/glowLayer.js +32 -32
  182. package/Layers/glowLayer.js.map +1 -1
  183. package/Layers/highlightLayer.js +26 -26
  184. package/Layers/highlightLayer.js.map +1 -1
  185. package/Layers/layer.js +40 -40
  186. package/Layers/layer.js.map +1 -1
  187. package/LensFlares/lensFlare.js +15 -15
  188. package/LensFlares/lensFlare.js.map +1 -1
  189. package/LensFlares/lensFlareSystem.js +4 -4
  190. package/LensFlares/lensFlareSystem.js.map +1 -1
  191. package/Lights/Shadows/cascadedShadowGenerator.js +18 -18
  192. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  193. package/Lights/Shadows/shadowGenerator.js +115 -115
  194. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  195. package/Lights/directionalLight.js +31 -31
  196. package/Lights/directionalLight.js.map +1 -1
  197. package/Lights/light.js +72 -72
  198. package/Lights/light.js.map +1 -1
  199. package/Lights/pointLight.js +18 -18
  200. package/Lights/pointLight.js.map +1 -1
  201. package/Lights/spotLight.js +30 -30
  202. package/Lights/spotLight.js.map +1 -1
  203. package/Loading/sceneLoader.d.ts +1 -1
  204. package/Materials/Background/backgroundMaterial.js +124 -124
  205. package/Materials/Background/backgroundMaterial.js.map +1 -1
  206. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +8 -8
  207. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  208. package/Materials/Node/Blocks/Dual/lightBlock.js +14 -14
  209. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  210. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +9 -9
  211. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  212. package/Materials/Node/Blocks/Dual/textureBlock.js +26 -26
  213. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  214. package/Materials/Node/Blocks/Input/inputBlock.js +34 -34
  215. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  216. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +14 -14
  217. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  218. package/Materials/Node/Blocks/PBR/reflectionBlock.js +16 -16
  219. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  220. package/Materials/Node/Blocks/customBlock.js +7 -7
  221. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  222. package/Materials/Node/Blocks/gradientBlock.js +13 -13
  223. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  224. package/Materials/Node/Blocks/triPlanarBlock.js +30 -30
  225. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  226. package/Materials/Node/nodeMaterial.d.ts +1 -1
  227. package/Materials/Node/nodeMaterial.js +60 -60
  228. package/Materials/Node/nodeMaterial.js.map +1 -1
  229. package/Materials/Node/nodeMaterialBlock.js +35 -35
  230. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  231. package/Materials/Node/nodeMaterialBlockConnectionPoint.js +50 -50
  232. package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
  233. package/Materials/PBR/pbrAnisotropicConfiguration.js +5 -5
  234. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  235. package/Materials/PBR/pbrBRDFConfiguration.js +4 -4
  236. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  237. package/Materials/PBR/pbrBaseMaterial.js +53 -55
  238. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  239. package/Materials/PBR/pbrBaseSimpleMaterial.js +17 -17
  240. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  241. package/Materials/PBR/pbrClearCoatConfiguration.js +5 -5
  242. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  243. package/Materials/PBR/pbrIridescenceConfiguration.js +5 -5
  244. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  245. package/Materials/PBR/pbrMaterial.js +209 -209
  246. package/Materials/PBR/pbrMaterial.js.map +1 -1
  247. package/Materials/PBR/pbrSheenConfiguration.js +5 -5
  248. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  249. package/Materials/PBR/pbrSpecularGlossinessMaterial.js +6 -6
  250. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  251. package/Materials/PBR/pbrSubSurfaceConfiguration.js +51 -51
  252. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  253. package/Materials/Textures/baseTexture.js +99 -99
  254. package/Materials/Textures/baseTexture.js.map +1 -1
  255. package/Materials/Textures/cubeTexture.js +61 -61
  256. package/Materials/Textures/cubeTexture.js.map +1 -1
  257. package/Materials/Textures/externalTexture.js +16 -16
  258. package/Materials/Textures/externalTexture.js.map +1 -1
  259. package/Materials/Textures/hdrCubeTexture.js +44 -44
  260. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  261. package/Materials/Textures/internalTexture.js +31 -31
  262. package/Materials/Textures/internalTexture.js.map +1 -1
  263. package/Materials/Textures/mirrorTexture.js +73 -73
  264. package/Materials/Textures/mirrorTexture.js.map +1 -1
  265. package/Materials/Textures/multiRenderTarget.js +47 -47
  266. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  267. package/Materials/Textures/rawTexture2DArray.js +6 -6
  268. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  269. package/Materials/Textures/renderTargetTexture.js +142 -142
  270. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  271. package/Materials/Textures/texture.d.ts +1 -1
  272. package/Materials/Textures/texture.js +26 -26
  273. package/Materials/Textures/texture.js.map +1 -1
  274. package/Materials/Textures/textureCreationOptions.d.ts +1 -1
  275. package/Materials/Textures/textureSampler.js +20 -20
  276. package/Materials/Textures/textureSampler.js.map +1 -1
  277. package/Materials/Textures/thinRenderTargetTexture.js +6 -6
  278. package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
  279. package/Materials/Textures/thinTexture.js +39 -39
  280. package/Materials/Textures/thinTexture.js.map +1 -1
  281. package/Materials/Textures/videoTexture.js +41 -41
  282. package/Materials/Textures/videoTexture.js.map +1 -1
  283. package/Materials/drawWrapper.js +6 -6
  284. package/Materials/drawWrapper.js.map +1 -1
  285. package/Materials/effect.js +18 -18
  286. package/Materials/effect.js.map +1 -1
  287. package/Materials/effectRenderer.js +9 -9
  288. package/Materials/effectRenderer.js.map +1 -1
  289. package/Materials/fresnelParameters.d.ts +2 -2
  290. package/Materials/fresnelParameters.js +13 -13
  291. package/Materials/fresnelParameters.js.map +1 -1
  292. package/Materials/material.detailMapConfiguration.js +5 -5
  293. package/Materials/material.detailMapConfiguration.js.map +1 -1
  294. package/Materials/material.js +223 -223
  295. package/Materials/material.js.map +1 -1
  296. package/Materials/materialPluginBase.js +5 -5
  297. package/Materials/materialPluginBase.js.map +1 -1
  298. package/Materials/materialPluginEvent.d.ts +14 -14
  299. package/Materials/materialPluginManager.d.ts +1 -1
  300. package/Materials/multiMaterial.js +16 -16
  301. package/Materials/multiMaterial.js.map +1 -1
  302. package/Materials/shadowDepthWrapper.js +14 -14
  303. package/Materials/shadowDepthWrapper.js.map +1 -1
  304. package/Materials/standardMaterial.js +100 -100
  305. package/Materials/standardMaterial.js.map +1 -1
  306. package/Materials/uniformBufferEffectCommonAccessor.js +3 -3
  307. package/Materials/uniformBufferEffectCommonAccessor.js.map +1 -1
  308. package/Maths/math.functions.js +2 -0
  309. package/Maths/math.functions.js.map +1 -1
  310. package/Maths/math.path.js +11 -11
  311. package/Maths/math.path.js.map +1 -1
  312. package/Maths/math.vector.d.ts +27 -7
  313. package/Maths/math.vector.js +75 -48
  314. package/Maths/math.vector.js.map +1 -1
  315. package/Meshes/Builders/goldbergBuilder.d.ts +2 -2
  316. package/Meshes/Compression/dracoCompression.js +23 -23
  317. package/Meshes/Compression/dracoCompression.js.map +1 -1
  318. package/Meshes/Compression/meshoptCompression.js +9 -9
  319. package/Meshes/Compression/meshoptCompression.js.map +1 -1
  320. package/Meshes/abstractMesh.js +179 -179
  321. package/Meshes/abstractMesh.js.map +1 -1
  322. package/Meshes/geometry.js +32 -32
  323. package/Meshes/geometry.js.map +1 -1
  324. package/Meshes/goldbergMesh.d.ts +1 -1
  325. package/Meshes/linesMesh.js +3 -3
  326. package/Meshes/linesMesh.js.map +1 -1
  327. package/Meshes/mesh.js +166 -166
  328. package/Meshes/mesh.js.map +1 -1
  329. package/Meshes/mesh.vertexData.js.map +1 -1
  330. package/Meshes/polygonMesh.js +5 -5
  331. package/Meshes/polygonMesh.js.map +1 -1
  332. package/Meshes/subMesh.js +59 -59
  333. package/Meshes/subMesh.js.map +1 -1
  334. package/Meshes/transformNode.js +52 -52
  335. package/Meshes/transformNode.js.map +1 -1
  336. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +1 -1
  337. package/Misc/PerformanceViewer/performanceViewerCollector.js +12 -12
  338. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  339. package/Misc/arrayTools.d.ts +1 -1
  340. package/Misc/copyTextureToTexture.js +3 -3
  341. package/Misc/copyTextureToTexture.js.map +1 -1
  342. package/Misc/coroutine.d.ts +5 -5
  343. package/Misc/deferred.js +9 -9
  344. package/Misc/deferred.js.map +1 -1
  345. package/Misc/depthReducer.js +7 -7
  346. package/Misc/depthReducer.js.map +1 -1
  347. package/Misc/environmentTextureTools.d.ts +1 -1
  348. package/Misc/error.d.ts +1 -1
  349. package/Misc/fileTools.d.ts +5 -5
  350. package/Misc/filesInput.js +6 -6
  351. package/Misc/filesInput.js.map +1 -1
  352. package/Misc/khronosTextureContainer2.js +9 -9
  353. package/Misc/khronosTextureContainer2.js.map +1 -1
  354. package/Misc/observable.js +12 -12
  355. package/Misc/observable.js.map +1 -1
  356. package/Misc/perfCounter.js +16 -16
  357. package/Misc/perfCounter.js.map +1 -1
  358. package/Misc/sceneOptimizer.js +76 -76
  359. package/Misc/sceneOptimizer.js.map +1 -1
  360. package/Misc/stringDictionary.d.ts +1 -1
  361. package/Misc/trajectoryClassifier.js +67 -67
  362. package/Misc/trajectoryClassifier.js.map +1 -1
  363. package/Misc/videoRecorder.js +15 -15
  364. package/Misc/videoRecorder.js.map +1 -1
  365. package/Misc/virtualJoystick.js +12 -12
  366. package/Misc/virtualJoystick.js.map +1 -1
  367. package/Morph/morphTarget.js +28 -28
  368. package/Morph/morphTarget.js.map +1 -1
  369. package/Morph/morphTargetManager.js +18 -18
  370. package/Morph/morphTargetManager.js.map +1 -1
  371. package/Offline/database.js +12 -12
  372. package/Offline/database.js.map +1 -1
  373. package/Particles/EmitterTypes/coneParticleEmitter.js +25 -25
  374. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  375. package/Particles/EmitterTypes/meshParticleEmitter.js +20 -20
  376. package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
  377. package/Particles/baseParticleSystem.js +232 -232
  378. package/Particles/baseParticleSystem.js.map +1 -1
  379. package/Particles/cloudPoint.js +9 -9
  380. package/Particles/cloudPoint.js.map +1 -1
  381. package/Particles/gpuParticleSystem.js +123 -123
  382. package/Particles/gpuParticleSystem.js.map +1 -1
  383. package/Particles/particleSystem.js +102 -102
  384. package/Particles/particleSystem.js.map +1 -1
  385. package/Particles/particleSystemComponent.js +5 -0
  386. package/Particles/particleSystemComponent.js.map +1 -1
  387. package/Particles/pointsCloudSystem.js +18 -18
  388. package/Particles/pointsCloudSystem.js.map +1 -1
  389. package/Particles/solidParticle.js +23 -23
  390. package/Particles/solidParticle.js.map +1 -1
  391. package/Physics/index.d.ts +1 -0
  392. package/Physics/index.js +1 -0
  393. package/Physics/index.js.map +1 -1
  394. package/Physics/v1/physicsEngine.js +14 -14
  395. package/Physics/v1/physicsEngine.js.map +1 -1
  396. package/Physics/v1/physicsImpostor.js +149 -149
  397. package/Physics/v1/physicsImpostor.js.map +1 -1
  398. package/Physics/v2/IPhysicsEnginePlugin.d.ts +6 -8
  399. package/Physics/v2/IPhysicsEnginePlugin.js +1 -0
  400. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  401. package/Physics/v2/physicsBody.d.ts +10 -1
  402. package/Physics/v2/physicsBody.js +13 -1
  403. package/Physics/v2/physicsBody.js.map +1 -1
  404. package/Physics/v2/physicsConstraint.d.ts +139 -66
  405. package/Physics/v2/physicsConstraint.js +145 -78
  406. package/Physics/v2/physicsConstraint.js.map +1 -1
  407. package/Physics/v2/physicsEngine.js +14 -14
  408. package/Physics/v2/physicsEngine.js.map +1 -1
  409. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +137 -129
  410. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  411. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +68 -68
  412. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  413. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +6 -6
  414. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  415. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +226 -225
  416. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  417. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +10 -10
  418. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  419. package/PostProcesses/anaglyphPostProcess.js +7 -7
  420. package/PostProcesses/anaglyphPostProcess.js.map +1 -1
  421. package/PostProcesses/blackAndWhitePostProcess.js +7 -7
  422. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  423. package/PostProcesses/bloomEffect.js +28 -28
  424. package/PostProcesses/bloomEffect.js.map +1 -1
  425. package/PostProcesses/bloomMergePostProcess.js +7 -7
  426. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  427. package/PostProcesses/blurPostProcess.js +32 -32
  428. package/PostProcesses/blurPostProcess.js.map +1 -1
  429. package/PostProcesses/chromaticAberrationPostProcess.js +7 -7
  430. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  431. package/PostProcesses/circleOfConfusionPostProcess.js +7 -7
  432. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  433. package/PostProcesses/colorCorrectionPostProcess.js +7 -7
  434. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  435. package/PostProcesses/convolutionPostProcess.js +7 -7
  436. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  437. package/PostProcesses/depthOfFieldBlurPostProcess.js +7 -7
  438. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  439. package/PostProcesses/depthOfFieldEffect.js +36 -36
  440. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  441. package/PostProcesses/depthOfFieldMergePostProcess.js +7 -7
  442. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  443. package/PostProcesses/extractHighlightsPostProcess.js +7 -7
  444. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  445. package/PostProcesses/filterPostProcess.js +7 -7
  446. package/PostProcesses/filterPostProcess.js.map +1 -1
  447. package/PostProcesses/grainPostProcess.js +7 -7
  448. package/PostProcesses/grainPostProcess.js.map +1 -1
  449. package/PostProcesses/imageProcessingPostProcess.js +42 -42
  450. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  451. package/PostProcesses/motionBlurPostProcess.js +41 -41
  452. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  453. package/PostProcesses/passPostProcess.js +15 -15
  454. package/PostProcesses/passPostProcess.js.map +1 -1
  455. package/PostProcesses/postProcess.d.ts +2 -2
  456. package/PostProcesses/postProcess.js +123 -123
  457. package/PostProcesses/postProcess.js.map +1 -1
  458. package/PostProcesses/refractionPostProcess.js +21 -21
  459. package/PostProcesses/refractionPostProcess.js.map +1 -1
  460. package/PostProcesses/screenSpaceCurvaturePostProcess.js +7 -7
  461. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  462. package/PostProcesses/screenSpaceReflectionPostProcess.js +19 -19
  463. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  464. package/PostProcesses/sharpenPostProcess.js +7 -7
  465. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  466. package/PostProcesses/stereoscopicInterlacePostProcess.js +14 -14
  467. package/PostProcesses/stereoscopicInterlacePostProcess.js.map +1 -1
  468. package/PostProcesses/tonemapPostProcess.js +7 -7
  469. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  470. package/PostProcesses/volumetricLightScatteringPostProcess.js +11 -11
  471. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  472. package/PostProcesses/vrDistortionCorrectionPostProcess.js +7 -7
  473. package/PostProcesses/vrDistortionCorrectionPostProcess.js.map +1 -1
  474. package/Rendering/depthPeelingRenderer.js +36 -36
  475. package/Rendering/depthPeelingRenderer.js.map +1 -1
  476. package/Rendering/depthRenderer.js +8 -8
  477. package/Rendering/depthRenderer.js.map +1 -1
  478. package/Rendering/edgesRenderer.js +34 -34
  479. package/Rendering/edgesRenderer.js.map +1 -1
  480. package/Rendering/fluidRenderer/fluidRenderer.js +8 -8
  481. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  482. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js +3 -3
  483. package/Rendering/fluidRenderer/fluidRenderingDepthTextureCopy.js.map +1 -1
  484. package/Rendering/fluidRenderer/fluidRenderingObject.js +22 -19
  485. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  486. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +12 -12
  487. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  488. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +18 -18
  489. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  490. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +71 -68
  491. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  492. package/Rendering/fluidRenderer/fluidRenderingTextures.js +29 -29
  493. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
  494. package/Rendering/geometryBufferRenderer.js +173 -168
  495. package/Rendering/geometryBufferRenderer.js.map +1 -1
  496. package/Rendering/prePassRenderer.js +51 -51
  497. package/Rendering/prePassRenderer.js.map +1 -1
  498. package/Rendering/renderingGroup.js +25 -25
  499. package/Rendering/renderingGroup.js.map +1 -1
  500. package/Rendering/renderingManager.js +21 -21
  501. package/Rendering/renderingManager.js.map +1 -1
  502. package/Rendering/subSurfaceConfiguration.js +18 -18
  503. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  504. package/Rendering/utilityLayerRenderer.js +76 -76
  505. package/Rendering/utilityLayerRenderer.js.map +1 -1
  506. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +1 -1
  507. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  508. package/Shaders/fluidRenderingParticleDepth.fragment.js +5 -1
  509. package/Shaders/fluidRenderingParticleDepth.fragment.js.map +1 -1
  510. package/Shaders/fluidRenderingRender.fragment.js +7 -2
  511. package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
  512. package/Shaders/geometry.fragment.d.ts +2 -0
  513. package/Shaders/geometry.fragment.js +5 -1
  514. package/Shaders/geometry.fragment.js.map +1 -1
  515. package/Shaders/geometry.vertex.d.ts +2 -0
  516. package/Shaders/geometry.vertex.js +8 -4
  517. package/Shaders/geometry.vertex.js.map +1 -1
  518. package/Sprites/sprite.js +16 -16
  519. package/Sprites/sprite.js.map +1 -1
  520. package/Sprites/spriteManager.js +81 -81
  521. package/Sprites/spriteManager.js.map +1 -1
  522. package/Sprites/spriteMap.js +32 -32
  523. package/Sprites/spriteMap.js.map +1 -1
  524. package/Sprites/spriteRenderer.js +6 -6
  525. package/Sprites/spriteRenderer.js.map +1 -1
  526. package/Sprites/thinSprite.js +22 -22
  527. package/Sprites/thinSprite.js.map +1 -1
  528. package/States/stencilStateComposer.js +10 -10
  529. package/States/stencilStateComposer.js.map +1 -1
  530. package/XR/features/WebXRAnchorSystem.js +7 -7
  531. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  532. package/XR/features/WebXRControllerMovement.d.ts +3 -3
  533. package/XR/features/WebXRControllerMovement.js +97 -97
  534. package/XR/features/WebXRControllerMovement.js.map +1 -1
  535. package/XR/features/WebXRControllerPhysics.js +24 -24
  536. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  537. package/XR/features/WebXRControllerTeleportation.js +26 -26
  538. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  539. package/XR/features/WebXRDOMOverlay.d.ts +1 -1
  540. package/XR/features/WebXRFeaturePointSystem.js +6 -6
  541. package/XR/features/WebXRFeaturePointSystem.js.map +1 -1
  542. package/XR/features/WebXRHandTracking.d.ts +1 -1
  543. package/XR/features/WebXRHandTracking.js +95 -95
  544. package/XR/features/WebXRHandTracking.js.map +1 -1
  545. package/XR/features/WebXRWalkingLocomotion.js +21 -21
  546. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  547. package/XR/motionController/webXRAbstractMotionController.d.ts +3 -3
  548. package/XR/motionController/webXRMotionControllerManager.d.ts +1 -1
  549. package/XR/native/nativeXRFrame.js +3 -3
  550. package/XR/native/nativeXRFrame.js.map +1 -1
  551. package/XR/webXRFeaturesManager.d.ts +1 -1
  552. package/XR/webXRLayerWrapper.d.ts +2 -2
  553. package/XR/webXRLayerWrapper.js +17 -17
  554. package/XR/webXRLayerWrapper.js.map +1 -1
  555. package/abstractScene.d.ts +2 -2
  556. package/node.d.ts +1 -1
  557. package/node.js +71 -71
  558. package/node.js.map +1 -1
  559. package/package.json +1 -1
  560. package/scene.js +777 -777
  561. package/scene.js.map +1 -1
  562. package/sceneComponent.d.ts +12 -12
  563. package/types.d.ts +11 -11
@@ -16,141 +16,13 @@ import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "../../../PostPr
16
16
  import { BloomEffect } from "../../../PostProcesses/bloomEffect.js";
17
17
  import { RegisterClass } from "../../../Misc/typeStore.js";
18
18
  import { EngineStore } from "../../../Engines/engineStore.js";
19
+ import { Tools } from "../../../Misc/tools.js";
19
20
  import "../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent.js";
20
21
  /**
21
22
  * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
22
23
  * See https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/defaultRenderingPipeline
23
24
  */
24
25
  export class DefaultRenderingPipeline extends PostProcessRenderPipeline {
25
- /**
26
- * Instantiates a DefaultRenderingPipeline.
27
- * @param name The rendering pipeline name (default: "")
28
- * @param hdr If high dynamic range textures should be used (default: true)
29
- * @param scene The scene linked to this pipeline (default: the last created scene)
30
- * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
31
- * @param automaticBuild If false, you will have to manually call prepare() to update the pipeline (default: true)
32
- */
33
- constructor(name = "", hdr = true, scene = EngineStore.LastCreatedScene, cameras, automaticBuild = true) {
34
- super(scene.getEngine(), name);
35
- this._camerasToBeAttached = [];
36
- /**
37
- * ID of the sharpen post process,
38
- */
39
- this.SharpenPostProcessId = "SharpenPostProcessEffect";
40
- /**
41
- * @ignore
42
- * ID of the image processing post process;
43
- */
44
- this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
45
- /**
46
- * @ignore
47
- * ID of the Fast Approximate Anti-Aliasing post process;
48
- */
49
- this.FxaaPostProcessId = "FxaaPostProcessEffect";
50
- /**
51
- * ID of the chromatic aberration post process,
52
- */
53
- this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
54
- /**
55
- * ID of the grain post process
56
- */
57
- this.GrainPostProcessId = "GrainPostProcessEffect";
58
- /**
59
- * Glow post process which adds a glow to emissive areas of the image
60
- */
61
- this._glowLayer = null;
62
- /**
63
- * Animations which can be used to tweak settings over a period of time
64
- */
65
- this.animations = [];
66
- this._imageProcessingConfigurationObserver = null;
67
- // Values
68
- this._sharpenEnabled = false;
69
- this._bloomEnabled = false;
70
- this._depthOfFieldEnabled = false;
71
- this._depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;
72
- this._fxaaEnabled = false;
73
- this._imageProcessingEnabled = true;
74
- this._bloomScale = 0.5;
75
- this._chromaticAberrationEnabled = false;
76
- this._grainEnabled = false;
77
- this._buildAllowed = true;
78
- /**
79
- * This is triggered each time the pipeline has been built.
80
- */
81
- this.onBuildObservable = new Observable();
82
- this._resizeObserver = null;
83
- this._hardwareScaleLevel = 1.0;
84
- this._bloomKernel = 64;
85
- /**
86
- * Specifies the weight of the bloom in the final rendering
87
- */
88
- this._bloomWeight = 0.15;
89
- /**
90
- * Specifies the luma threshold for the area that will be blurred by the bloom
91
- */
92
- this._bloomThreshold = 0.9;
93
- this._samples = 1;
94
- this._hasCleared = false;
95
- this._prevPostProcess = null;
96
- this._prevPrevPostProcess = null;
97
- this._depthOfFieldSceneObserver = null;
98
- this._activeCameraChangedObserver = null;
99
- this._activeCamerasChangedObserver = null;
100
- this._cameras = cameras || scene.cameras;
101
- this._cameras = this._cameras.slice();
102
- this._camerasToBeAttached = this._cameras.slice();
103
- this._buildAllowed = automaticBuild;
104
- // Initialize
105
- this._scene = scene;
106
- const caps = this._scene.getEngine().getCaps();
107
- this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
108
- // Misc
109
- if (this._hdr) {
110
- if (caps.textureHalfFloatRender) {
111
- this._defaultPipelineTextureType = 2;
112
- }
113
- else if (caps.textureFloatRender) {
114
- this._defaultPipelineTextureType = 1;
115
- }
116
- }
117
- else {
118
- this._defaultPipelineTextureType = 0;
119
- }
120
- // Attach
121
- scene.postProcessRenderPipelineManager.addPipeline(this);
122
- const engine = this._scene.getEngine();
123
- // Create post processes before hand so they can be modified before enabled.
124
- // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
125
- this.sharpen = new SharpenPostProcess("sharpen", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);
126
- this._sharpenEffect = new PostProcessRenderEffect(engine, this.SharpenPostProcessId, () => {
127
- return this.sharpen;
128
- }, true);
129
- this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, true);
130
- // To keep the bloom sizes consistent across different display densities, factor in the hardware scaling level.
131
- this._hardwareScaleLevel = engine.getHardwareScalingLevel();
132
- this._resizeObserver = engine.onResizeObservable.add(() => {
133
- this._hardwareScaleLevel = engine.getHardwareScalingLevel();
134
- this.bloomKernel = this._bloomKernel;
135
- });
136
- this.bloom = new BloomEffect(this._scene, this._bloomScale, this._bloomWeight, this.bloomKernel / this._hardwareScaleLevel, this._defaultPipelineTextureType, true);
137
- this.chromaticAberration = new ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);
138
- this._chromaticAberrationEffect = new PostProcessRenderEffect(engine, this.ChromaticAberrationPostProcessId, () => {
139
- return this.chromaticAberration;
140
- }, true);
141
- this.grain = new GrainPostProcess("Grain", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);
142
- this._grainEffect = new PostProcessRenderEffect(engine, this.GrainPostProcessId, () => {
143
- return this.grain;
144
- }, true);
145
- this._imageProcessingConfigurationObserver = this._scene.imageProcessingConfiguration.onUpdateParameters.add(() => {
146
- this.bloom._downscale._exposure = this._scene.imageProcessingConfiguration.exposure;
147
- if (this.imageProcessingEnabled !== this._scene.imageProcessingConfiguration.isEnabled) {
148
- this._imageProcessingEnabled = this._scene.imageProcessingConfiguration.isEnabled;
149
- this._buildPipeline();
150
- }
151
- });
152
- this._buildPipeline();
153
- }
154
26
  /**
155
27
  * Enable or disable automatic building of the pipeline when effects are enabled and disabled.
156
28
  * If false, you will have to manually call prepare() to update the pipeline.
@@ -374,6 +246,141 @@ export class DefaultRenderingPipeline extends PostProcessRenderPipeline {
374
246
  get grainEnabled() {
375
247
  return this._grainEnabled;
376
248
  }
249
+ /**
250
+ * Instantiates a DefaultRenderingPipeline.
251
+ * @param name The rendering pipeline name (default: "")
252
+ * @param hdr If high dynamic range textures should be used (default: true)
253
+ * @param scene The scene linked to this pipeline (default: the last created scene)
254
+ * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
255
+ * @param automaticBuild If false, you will have to manually call prepare() to update the pipeline (default: true)
256
+ */
257
+ constructor(name = "", hdr = true, scene = EngineStore.LastCreatedScene, cameras, automaticBuild = true) {
258
+ super(scene.getEngine(), name);
259
+ this._camerasToBeAttached = [];
260
+ /**
261
+ * ID of the sharpen post process,
262
+ */
263
+ this.SharpenPostProcessId = "SharpenPostProcessEffect";
264
+ /**
265
+ * @ignore
266
+ * ID of the image processing post process;
267
+ */
268
+ this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
269
+ /**
270
+ * @ignore
271
+ * ID of the Fast Approximate Anti-Aliasing post process;
272
+ */
273
+ this.FxaaPostProcessId = "FxaaPostProcessEffect";
274
+ /**
275
+ * ID of the chromatic aberration post process,
276
+ */
277
+ this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
278
+ /**
279
+ * ID of the grain post process
280
+ */
281
+ this.GrainPostProcessId = "GrainPostProcessEffect";
282
+ /**
283
+ * Glow post process which adds a glow to emissive areas of the image
284
+ */
285
+ this._glowLayer = null;
286
+ /**
287
+ * Animations which can be used to tweak settings over a period of time
288
+ */
289
+ this.animations = [];
290
+ this._imageProcessingConfigurationObserver = null;
291
+ // Values
292
+ this._sharpenEnabled = false;
293
+ this._bloomEnabled = false;
294
+ this._depthOfFieldEnabled = false;
295
+ this._depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;
296
+ this._fxaaEnabled = false;
297
+ this._imageProcessingEnabled = true;
298
+ this._bloomScale = 0.5;
299
+ this._chromaticAberrationEnabled = false;
300
+ this._grainEnabled = false;
301
+ this._buildAllowed = true;
302
+ /**
303
+ * This is triggered each time the pipeline has been built.
304
+ */
305
+ this.onBuildObservable = new Observable();
306
+ this._resizeObserver = null;
307
+ this._hardwareScaleLevel = 1.0;
308
+ this._bloomKernel = 64;
309
+ /**
310
+ * Specifies the weight of the bloom in the final rendering
311
+ */
312
+ this._bloomWeight = 0.15;
313
+ /**
314
+ * Specifies the luma threshold for the area that will be blurred by the bloom
315
+ */
316
+ this._bloomThreshold = 0.9;
317
+ this._samples = 1;
318
+ this._hasCleared = false;
319
+ this._prevPostProcess = null;
320
+ this._prevPrevPostProcess = null;
321
+ this._depthOfFieldSceneObserver = null;
322
+ this._activeCameraChangedObserver = null;
323
+ this._activeCamerasChangedObserver = null;
324
+ this._cameras = cameras || scene.cameras;
325
+ this._cameras = this._cameras.slice();
326
+ this._camerasToBeAttached = this._cameras.slice();
327
+ this._buildAllowed = automaticBuild;
328
+ // Initialize
329
+ this._scene = scene;
330
+ const caps = this._scene.getEngine().getCaps();
331
+ this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
332
+ // Misc
333
+ if (this._hdr) {
334
+ if (caps.textureHalfFloatRender) {
335
+ this._defaultPipelineTextureType = 2;
336
+ }
337
+ else if (caps.textureFloatRender) {
338
+ this._defaultPipelineTextureType = 1;
339
+ }
340
+ }
341
+ else {
342
+ this._defaultPipelineTextureType = 0;
343
+ }
344
+ // Attach
345
+ scene.postProcessRenderPipelineManager.addPipeline(this);
346
+ const engine = this._scene.getEngine();
347
+ // Create post processes before hand so they can be modified before enabled.
348
+ // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
349
+ this.sharpen = new SharpenPostProcess("sharpen", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);
350
+ this._sharpenEffect = new PostProcessRenderEffect(engine, this.SharpenPostProcessId, () => {
351
+ return this.sharpen;
352
+ }, true);
353
+ this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, true);
354
+ // To keep the bloom sizes consistent across different display densities, factor in the hardware scaling level.
355
+ this._hardwareScaleLevel = engine.getHardwareScalingLevel();
356
+ this._resizeObserver = engine.onResizeObservable.add(() => {
357
+ this._hardwareScaleLevel = engine.getHardwareScalingLevel();
358
+ this.bloomKernel = this._bloomKernel;
359
+ });
360
+ this.bloom = new BloomEffect(this._scene, this._bloomScale, this._bloomWeight, this.bloomKernel / this._hardwareScaleLevel, this._defaultPipelineTextureType, true);
361
+ this.chromaticAberration = new ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);
362
+ this._chromaticAberrationEffect = new PostProcessRenderEffect(engine, this.ChromaticAberrationPostProcessId, () => {
363
+ return this.chromaticAberration;
364
+ }, true);
365
+ this.grain = new GrainPostProcess("Grain", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);
366
+ this._grainEffect = new PostProcessRenderEffect(engine, this.GrainPostProcessId, () => {
367
+ return this.grain;
368
+ }, true);
369
+ this._imageProcessingConfigurationObserver = this._scene.imageProcessingConfiguration.onUpdateParameters.add(() => {
370
+ this.bloom._downscale._exposure = this._scene.imageProcessingConfiguration.exposure;
371
+ if (this.imageProcessingEnabled !== this._scene.imageProcessingConfiguration.isEnabled) {
372
+ this._imageProcessingEnabled = this._scene.imageProcessingConfiguration.isEnabled;
373
+ // Avoid re-entrant problems by deferring the call to _buildPipeline because the call to _buildPipeline
374
+ // at the end of the constructor could end up triggering imageProcessingConfiguration.onUpdateParameters!
375
+ // Note that the pipeline could have been disposed before the deferred call was executed, but in that case
376
+ // _buildAllowed will have been set to false, preventing _buildPipeline from being executed.
377
+ Tools.SetImmediate(() => {
378
+ this._buildPipeline();
379
+ });
380
+ }
381
+ });
382
+ this._buildPipeline();
383
+ }
377
384
  /**
378
385
  * Get the class name
379
386
  * @returns "DefaultRenderingPipeline"
@@ -602,6 +609,7 @@ export class DefaultRenderingPipeline extends PostProcessRenderPipeline {
602
609
  * Dispose of the pipeline and stop all post processes
603
610
  */
604
611
  dispose() {
612
+ this._buildAllowed = false;
605
613
  this.onBuildObservable.clear();
606
614
  this._disposePostProcesses(true);
607
615
  this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../../types\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport type { Observer } from \"../../../Misc/observable\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport type { IAnimatable } from \"../../../Animations/animatable.interface\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Camera } from \"../../../Cameras/camera\";\r\nimport type { ImageProcessingConfiguration } from \"../../../Materials/imageProcessingConfiguration\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { Engine } from \"../../../Engines/engine\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { IDisposable, Scene } from \"../../../scene\";\r\nimport { GlowLayer } from \"../../../Layers/glowLayer\";\r\n\r\nimport type { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { SharpenPostProcess } from \"../../../PostProcesses/sharpenPostProcess\";\r\nimport { ImageProcessingPostProcess } from \"../../../PostProcesses/imageProcessingPostProcess\";\r\nimport { ChromaticAberrationPostProcess } from \"../../../PostProcesses/chromaticAberrationPostProcess\";\r\nimport { GrainPostProcess } from \"../../../PostProcesses/grainPostProcess\";\r\nimport { FxaaPostProcess } from \"../../../PostProcesses/fxaaPostProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from \"../../../PostProcesses/depthOfFieldEffect\";\r\nimport { BloomEffect } from \"../../../PostProcesses/bloomEffect\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\ndeclare type Animation = import(\"../../../Animations/animation\").Animation;\r\n\r\n/**\r\n * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.\r\n * See https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/defaultRenderingPipeline\r\n */\r\nexport class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {\r\n private _scene: Scene;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n /**\r\n * ID of the sharpen post process,\r\n */\r\n private readonly SharpenPostProcessId = \"SharpenPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the image processing post process;\r\n */\r\n readonly ImageProcessingPostProcessId = \"ImageProcessingPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the Fast Approximate Anti-Aliasing post process;\r\n */\r\n readonly FxaaPostProcessId = \"FxaaPostProcessEffect\";\r\n /**\r\n * ID of the chromatic aberration post process,\r\n */\r\n private readonly ChromaticAberrationPostProcessId = \"ChromaticAberrationPostProcessEffect\";\r\n /**\r\n * ID of the grain post process\r\n */\r\n private readonly GrainPostProcessId = \"GrainPostProcessEffect\";\r\n\r\n // Post-processes\r\n /**\r\n * Sharpen post process which will apply a sharpen convolution to enhance edges\r\n */\r\n public sharpen: SharpenPostProcess;\r\n private _sharpenEffect: PostProcessRenderEffect;\r\n private bloom: BloomEffect;\r\n /**\r\n * Depth of field effect, applies a blur based on how far away objects are from the focus distance.\r\n */\r\n public depthOfField: DepthOfFieldEffect;\r\n /**\r\n * The Fast Approximate Anti-Aliasing post process which attempts to remove aliasing from an image.\r\n */\r\n public fxaa: FxaaPostProcess;\r\n /**\r\n * Image post processing pass used to perform operations such as tone mapping or color grading.\r\n */\r\n public imageProcessing: ImageProcessingPostProcess;\r\n /**\r\n * Chromatic aberration post process which will shift rgb colors in the image\r\n */\r\n public chromaticAberration: ChromaticAberrationPostProcess;\r\n private _chromaticAberrationEffect: PostProcessRenderEffect;\r\n /**\r\n * Grain post process which add noise to the image\r\n */\r\n public grain: GrainPostProcess;\r\n private _grainEffect: PostProcessRenderEffect;\r\n /**\r\n * Glow post process which adds a glow to emissive areas of the image\r\n */\r\n private _glowLayer: Nullable<GlowLayer> = null;\r\n\r\n /**\r\n * Animations which can be used to tweak settings over a period of time\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _imageProcessingConfigurationObserver: Nullable<Observer<ImageProcessingConfiguration>> = null;\r\n // Values\r\n private _sharpenEnabled: boolean = false;\r\n private _bloomEnabled: boolean = false;\r\n private _depthOfFieldEnabled: boolean = false;\r\n private _depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;\r\n private _fxaaEnabled: boolean = false;\r\n private _imageProcessingEnabled: boolean = true;\r\n private _defaultPipelineTextureType: number;\r\n private _bloomScale: number = 0.5;\r\n private _chromaticAberrationEnabled: boolean = false;\r\n private _grainEnabled: boolean = false;\r\n\r\n private _buildAllowed = true;\r\n\r\n /**\r\n * Enable or disable automatic building of the pipeline when effects are enabled and disabled.\r\n * If false, you will have to manually call prepare() to update the pipeline.\r\n */\r\n public get automaticBuild() {\r\n return this._buildAllowed;\r\n }\r\n public set automaticBuild(value: boolean) {\r\n this._buildAllowed = value;\r\n }\r\n\r\n /**\r\n * This is triggered each time the pipeline has been built.\r\n */\r\n public onBuildObservable = new Observable<DefaultRenderingPipeline>();\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Enable or disable the sharpen process from the pipeline\r\n */\r\n public set sharpenEnabled(enabled: boolean) {\r\n if (this._sharpenEnabled === enabled) {\r\n return;\r\n }\r\n this._sharpenEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get sharpenEnabled(): boolean {\r\n return this._sharpenEnabled;\r\n }\r\n\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _hardwareScaleLevel = 1.0;\r\n private _bloomKernel: number = 64;\r\n /**\r\n * Specifies the size of the bloom blur kernel, relative to the final output size\r\n */\r\n @serialize()\r\n public get bloomKernel(): number {\r\n return this._bloomKernel;\r\n }\r\n public set bloomKernel(value: number) {\r\n this._bloomKernel = value;\r\n this.bloom.kernel = value / this._hardwareScaleLevel;\r\n }\r\n\r\n /**\r\n * Specifies the weight of the bloom in the final rendering\r\n */\r\n @serialize()\r\n private _bloomWeight: number = 0.15;\r\n /**\r\n * Specifies the luma threshold for the area that will be blurred by the bloom\r\n */\r\n @serialize()\r\n private _bloomThreshold: number = 0.9;\r\n\r\n @serialize()\r\n private _hdr: boolean;\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public set bloomWeight(value: number) {\r\n if (this._bloomWeight === value) {\r\n return;\r\n }\r\n this.bloom.weight = value;\r\n\r\n this._bloomWeight = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomWeight(): number {\r\n return this._bloomWeight;\r\n }\r\n\r\n /**\r\n * The luminance threshold to find bright areas of the image to bloom.\r\n */\r\n public set bloomThreshold(value: number) {\r\n if (this._bloomThreshold === value) {\r\n return;\r\n }\r\n this.bloom.threshold = value;\r\n this._bloomThreshold = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomThreshold(): number {\r\n return this._bloomThreshold;\r\n }\r\n\r\n /**\r\n * The scale of the bloom, lower value will provide better performance.\r\n */\r\n public set bloomScale(value: number) {\r\n if (this._bloomScale === value) {\r\n return;\r\n }\r\n this._bloomScale = value;\r\n\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n this._rebuildBloom();\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomScale(): number {\r\n return this._bloomScale;\r\n }\r\n\r\n /**\r\n * Enable or disable the bloom from the pipeline\r\n */\r\n public set bloomEnabled(enabled: boolean) {\r\n if (this._bloomEnabled === enabled) {\r\n return;\r\n }\r\n this._bloomEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomEnabled(): boolean {\r\n return this._bloomEnabled;\r\n }\r\n\r\n private _rebuildBloom() {\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n const oldBloom = this.bloom;\r\n this.bloom = new BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel / this._hardwareScaleLevel, this._defaultPipelineTextureType, false);\r\n this.bloom.threshold = oldBloom.threshold;\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldBloom.disposeEffects(this._cameras[i]);\r\n }\r\n }\r\n\r\n /**\r\n * If the depth of field is enabled.\r\n */\r\n @serialize()\r\n public get depthOfFieldEnabled(): boolean {\r\n return this._depthOfFieldEnabled;\r\n }\r\n\r\n public set depthOfFieldEnabled(enabled: boolean) {\r\n if (this._depthOfFieldEnabled === enabled) {\r\n return;\r\n }\r\n this._depthOfFieldEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Blur level of the depth of field effect. (Higher blur will effect performance)\r\n */\r\n @serialize()\r\n public get depthOfFieldBlurLevel(): DepthOfFieldEffectBlurLevel {\r\n return this._depthOfFieldBlurLevel;\r\n }\r\n\r\n public set depthOfFieldBlurLevel(value: DepthOfFieldEffectBlurLevel) {\r\n if (this._depthOfFieldBlurLevel === value) {\r\n return;\r\n }\r\n this._depthOfFieldBlurLevel = value;\r\n\r\n // recreate dof and dispose old as this setting is not dynamic\r\n const oldDof = this.depthOfField;\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);\r\n this.depthOfField.focalLength = oldDof.focalLength;\r\n this.depthOfField.focusDistance = oldDof.focusDistance;\r\n this.depthOfField.fStop = oldDof.fStop;\r\n this.depthOfField.lensSize = oldDof.lensSize;\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldDof.disposeEffects(this._cameras[i]);\r\n }\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * If the anti aliasing is enabled.\r\n */\r\n public set fxaaEnabled(enabled: boolean) {\r\n if (this._fxaaEnabled === enabled) {\r\n return;\r\n }\r\n this._fxaaEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get fxaaEnabled(): boolean {\r\n return this._fxaaEnabled;\r\n }\r\n\r\n private _samples = 1;\r\n /**\r\n * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)\r\n */\r\n public set samples(sampleCount: number) {\r\n if (this._samples === sampleCount) {\r\n return;\r\n }\r\n this._samples = sampleCount;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * If image processing is enabled.\r\n */\r\n public set imageProcessingEnabled(enabled: boolean) {\r\n if (this._imageProcessingEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._scene.imageProcessingConfiguration.isEnabled = enabled;\r\n }\r\n\r\n @serialize()\r\n public get imageProcessingEnabled(): boolean {\r\n return this._imageProcessingEnabled;\r\n }\r\n\r\n /**\r\n * If glow layer is enabled. (Adds a glow effect to emmissive materials)\r\n */\r\n public set glowLayerEnabled(enabled: boolean) {\r\n if (enabled && !this._glowLayer) {\r\n this._glowLayer = new GlowLayer(\"\", this._scene);\r\n } else if (!enabled && this._glowLayer) {\r\n this._glowLayer.dispose();\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n @serialize()\r\n public get glowLayerEnabled(): boolean {\r\n return this._glowLayer != null;\r\n }\r\n\r\n /**\r\n * Gets the glow layer (or null if not defined)\r\n */\r\n public get glowLayer() {\r\n return this._glowLayer;\r\n }\r\n\r\n /**\r\n * Enable or disable the chromaticAberration process from the pipeline\r\n */\r\n public set chromaticAberrationEnabled(enabled: boolean) {\r\n if (this._chromaticAberrationEnabled === enabled) {\r\n return;\r\n }\r\n this._chromaticAberrationEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get chromaticAberrationEnabled(): boolean {\r\n return this._chromaticAberrationEnabled;\r\n }\r\n /**\r\n * Enable or disable the grain process from the pipeline\r\n */\r\n public set grainEnabled(enabled: boolean) {\r\n if (this._grainEnabled === enabled) {\r\n return;\r\n }\r\n this._grainEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get grainEnabled(): boolean {\r\n return this._grainEnabled;\r\n }\r\n\r\n /**\r\n * Instantiates a DefaultRenderingPipeline.\r\n * @param name The rendering pipeline name (default: \"\")\r\n * @param hdr If high dynamic range textures should be used (default: true)\r\n * @param scene The scene linked to this pipeline (default: the last created scene)\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param automaticBuild If false, you will have to manually call prepare() to update the pipeline (default: true)\r\n */\r\n constructor(name = \"\", hdr = true, scene: Scene = EngineStore.LastCreatedScene!, cameras?: Camera[], automaticBuild = true) {\r\n super(scene.getEngine(), name);\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._buildAllowed = automaticBuild;\r\n\r\n // Initialize\r\n this._scene = scene;\r\n const caps = this._scene.getEngine().getCaps();\r\n this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);\r\n\r\n // Misc\r\n if (this._hdr) {\r\n if (caps.textureHalfFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n } else {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n // Attach\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Create post processes before hand so they can be modified before enabled.\r\n // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.\r\n this.sharpen = new SharpenPostProcess(\"sharpen\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._sharpenEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.SharpenPostProcessId,\r\n () => {\r\n return this.sharpen;\r\n },\r\n true\r\n );\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, true);\r\n\r\n // To keep the bloom sizes consistent across different display densities, factor in the hardware scaling level.\r\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\r\n this.bloomKernel = this._bloomKernel;\r\n });\r\n\r\n this.bloom = new BloomEffect(this._scene, this._bloomScale, this._bloomWeight, this.bloomKernel / this._hardwareScaleLevel, this._defaultPipelineTextureType, true);\r\n\r\n this.chromaticAberration = new ChromaticAberrationPostProcess(\r\n \"ChromaticAberration\",\r\n engine.getRenderWidth(),\r\n engine.getRenderHeight(),\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n true\r\n );\r\n this._chromaticAberrationEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.ChromaticAberrationPostProcessId,\r\n () => {\r\n return this.chromaticAberration;\r\n },\r\n true\r\n );\r\n\r\n this.grain = new GrainPostProcess(\"Grain\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._grainEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.GrainPostProcessId,\r\n () => {\r\n return this.grain;\r\n },\r\n true\r\n );\r\n\r\n this._imageProcessingConfigurationObserver = this._scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this.bloom._downscale._exposure = this._scene.imageProcessingConfiguration.exposure;\r\n\r\n if (this.imageProcessingEnabled !== this._scene.imageProcessingConfiguration.isEnabled) {\r\n this._imageProcessingEnabled = this._scene.imageProcessingConfiguration.isEnabled;\r\n this._buildPipeline();\r\n }\r\n });\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"DefaultRenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"DefaultRenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Force the compilation of the entire pipeline.\r\n */\r\n public prepare(): void {\r\n const previousState = this._buildAllowed;\r\n this._buildAllowed = true;\r\n this._buildPipeline();\r\n this._buildAllowed = previousState;\r\n }\r\n\r\n private _hasCleared = false;\r\n private _prevPostProcess: Nullable<PostProcess> = null;\r\n private _prevPrevPostProcess: Nullable<PostProcess> = null;\r\n\r\n private _setAutoClearAndTextureSharing(postProcess: PostProcess, skipTextureSharing = false) {\r\n if (this._hasCleared) {\r\n postProcess.autoClear = false;\r\n } else {\r\n postProcess.autoClear = true;\r\n this._scene.autoClear = false;\r\n this._hasCleared = true;\r\n }\r\n\r\n if (!skipTextureSharing) {\r\n if (this._prevPrevPostProcess) {\r\n postProcess.shareOutputWith(this._prevPrevPostProcess);\r\n } else {\r\n postProcess.useOwnOutput();\r\n }\r\n\r\n if (this._prevPostProcess) {\r\n this._prevPrevPostProcess = this._prevPostProcess;\r\n }\r\n this._prevPostProcess = postProcess;\r\n }\r\n }\r\n\r\n private _depthOfFieldSceneObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCameraChangedObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCamerasChangedObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _buildPipeline() {\r\n if (!this._buildAllowed) {\r\n return;\r\n }\r\n this._scene.autoClear = true;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n this._prevPostProcess = null;\r\n this._prevPrevPostProcess = null;\r\n this._hasCleared = false;\r\n\r\n if (this.depthOfFieldEnabled) {\r\n // Multi camera suport\r\n if (this._cameras.length > 1) {\r\n for (const camera of this._cameras) {\r\n const depthRenderer = this._scene.enableDepthRenderer(camera);\r\n depthRenderer.useOnlyInActiveCamera = true;\r\n }\r\n\r\n this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add((scene) => {\r\n if (this._cameras.indexOf(scene.activeCamera!) > -1) {\r\n this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();\r\n }\r\n });\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n const depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);\r\n this.depthOfField.depthTexture = depthRenderer.getDepthMap();\r\n }\r\n\r\n if (!this.depthOfField._isReady()) {\r\n this.depthOfField._updateEffects();\r\n }\r\n this.addEffect(this.depthOfField);\r\n this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n }\r\n\r\n if (this.bloomEnabled) {\r\n if (!this.bloom._isReady()) {\r\n this.bloom._updateEffects();\r\n }\r\n this.addEffect(this.bloom);\r\n this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);\r\n }\r\n\r\n if (this._imageProcessingEnabled) {\r\n this.imageProcessing = new ImageProcessingPostProcess(\r\n \"imageProcessing\",\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n this.scene.imageProcessingConfiguration\r\n );\r\n if (this._hdr) {\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.ImageProcessingPostProcessId,\r\n () => {\r\n return this.imageProcessing;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.imageProcessing);\r\n } else {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this._cameras || this._cameras.length === 0) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this.imageProcessing.getEffect()) {\r\n this.imageProcessing._updateParameters();\r\n }\r\n }\r\n\r\n if (this.sharpenEnabled) {\r\n if (!this.sharpen.isReady()) {\r\n this.sharpen.updateEffect();\r\n }\r\n this.addEffect(this._sharpenEffect);\r\n this._setAutoClearAndTextureSharing(this.sharpen);\r\n }\r\n\r\n if (this.grainEnabled) {\r\n if (!this.grain.isReady()) {\r\n this.grain.updateEffect();\r\n }\r\n this.addEffect(this._grainEffect);\r\n this._setAutoClearAndTextureSharing(this.grain);\r\n }\r\n\r\n if (this.chromaticAberrationEnabled) {\r\n if (!this.chromaticAberration.isReady()) {\r\n this.chromaticAberration.updateEffect();\r\n }\r\n this.addEffect(this._chromaticAberrationEffect);\r\n this._setAutoClearAndTextureSharing(this.chromaticAberration);\r\n }\r\n\r\n if (this.fxaaEnabled) {\r\n this.fxaa = new FxaaPostProcess(\"fxaa\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.FxaaPostProcessId,\r\n () => {\r\n return this.fxaa;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.fxaa, true);\r\n }\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n\r\n // In multicamera mode, the scene needs to autoclear in between cameras.\r\n if ((this._scene.activeCameras && this._scene.activeCameras.length > 1) || (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1)) {\r\n this._scene.autoClear = true;\r\n }\r\n // The active camera on the scene can be changed anytime\r\n if (!this._activeCameraChangedObserver) {\r\n this._activeCameraChangedObserver = this._scene.onActiveCameraChanged.add(() => {\r\n if (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n if (!this._activeCamerasChangedObserver) {\r\n this._activeCamerasChangedObserver = this._scene.onActiveCamerasChanged.add(() => {\r\n if (this._scene.activeCameras && this._scene.activeCameras.length > 1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n\r\n if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {\r\n Logger.Warn(\"MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0\");\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n\r\n private _disposePostProcesses(disposeNonRecreated = false): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n if (this.imageProcessing) {\r\n this.imageProcessing.dispose(camera);\r\n }\r\n\r\n if (this.fxaa) {\r\n this.fxaa.dispose(camera);\r\n }\r\n\r\n // These are created in the constructor and should not be disposed on every pipeline change\r\n if (disposeNonRecreated) {\r\n if (this.sharpen) {\r\n this.sharpen.dispose(camera);\r\n }\r\n\r\n if (this.depthOfField) {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n this.depthOfField.disposeEffects(camera);\r\n }\r\n\r\n if (this.bloom) {\r\n this.bloom.disposeEffects(camera);\r\n }\r\n\r\n if (this.chromaticAberration) {\r\n this.chromaticAberration.dispose(camera);\r\n }\r\n\r\n if (this.grain) {\r\n this.grain.dispose(camera);\r\n }\r\n if (this._glowLayer) {\r\n this._glowLayer.dispose();\r\n }\r\n }\r\n }\r\n\r\n (<any>this.imageProcessing) = null;\r\n (<any>this.fxaa) = null;\r\n\r\n if (disposeNonRecreated) {\r\n (<any>this.sharpen) = null;\r\n (<any>this._sharpenEffect) = null;\r\n (<any>this.depthOfField) = null;\r\n (<any>this.bloom) = null;\r\n (<any>this.chromaticAberration) = null;\r\n (<any>this._chromaticAberrationEffect) = null;\r\n (<any>this.grain) = null;\r\n (<any>this._grainEffect) = null;\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Dispose of the pipeline and stop all post processes\r\n */\r\n public dispose(): void {\r\n this.onBuildObservable.clear();\r\n this._disposePostProcesses(true);\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._scene.autoClear = true;\r\n if (this._resizeObserver) {\r\n this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n\r\n this._scene.onActiveCameraChanged.remove(this._activeCameraChangedObserver);\r\n this._scene.onActiveCamerasChanged.remove(this._activeCamerasChangedObserver);\r\n\r\n this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"DefaultRenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline {\r\n return SerializationHelper.Parse(() => new DefaultRenderingPipeline(source._name, source._name._hdr, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DefaultRenderingPipeline\", DefaultRenderingPipeline);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../../../types\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport type { Observer } from \"../../../Misc/observable\";\r\nimport { Observable } from \"../../../Misc/observable\";\r\nimport type { IAnimatable } from \"../../../Animations/animatable.interface\";\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport type { Camera } from \"../../../Cameras/camera\";\r\nimport type { ImageProcessingConfiguration } from \"../../../Materials/imageProcessingConfiguration\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport type { Engine } from \"../../../Engines/engine\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { IDisposable, Scene } from \"../../../scene\";\r\nimport { GlowLayer } from \"../../../Layers/glowLayer\";\r\n\r\nimport type { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { SharpenPostProcess } from \"../../../PostProcesses/sharpenPostProcess\";\r\nimport { ImageProcessingPostProcess } from \"../../../PostProcesses/imageProcessingPostProcess\";\r\nimport { ChromaticAberrationPostProcess } from \"../../../PostProcesses/chromaticAberrationPostProcess\";\r\nimport { GrainPostProcess } from \"../../../PostProcesses/grainPostProcess\";\r\nimport { FxaaPostProcess } from \"../../../PostProcesses/fxaaPostProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from \"../../../PostProcesses/depthOfFieldEffect\";\r\nimport { BloomEffect } from \"../../../PostProcesses/bloomEffect\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\ndeclare type Animation = import(\"../../../Animations/animation\").Animation;\r\n\r\n/**\r\n * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.\r\n * See https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/defaultRenderingPipeline\r\n */\r\nexport class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {\r\n private _scene: Scene;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n /**\r\n * ID of the sharpen post process,\r\n */\r\n private readonly SharpenPostProcessId = \"SharpenPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the image processing post process;\r\n */\r\n readonly ImageProcessingPostProcessId = \"ImageProcessingPostProcessEffect\";\r\n /**\r\n * @ignore\r\n * ID of the Fast Approximate Anti-Aliasing post process;\r\n */\r\n readonly FxaaPostProcessId = \"FxaaPostProcessEffect\";\r\n /**\r\n * ID of the chromatic aberration post process,\r\n */\r\n private readonly ChromaticAberrationPostProcessId = \"ChromaticAberrationPostProcessEffect\";\r\n /**\r\n * ID of the grain post process\r\n */\r\n private readonly GrainPostProcessId = \"GrainPostProcessEffect\";\r\n\r\n // Post-processes\r\n /**\r\n * Sharpen post process which will apply a sharpen convolution to enhance edges\r\n */\r\n public sharpen: SharpenPostProcess;\r\n private _sharpenEffect: PostProcessRenderEffect;\r\n private bloom: BloomEffect;\r\n /**\r\n * Depth of field effect, applies a blur based on how far away objects are from the focus distance.\r\n */\r\n public depthOfField: DepthOfFieldEffect;\r\n /**\r\n * The Fast Approximate Anti-Aliasing post process which attempts to remove aliasing from an image.\r\n */\r\n public fxaa: FxaaPostProcess;\r\n /**\r\n * Image post processing pass used to perform operations such as tone mapping or color grading.\r\n */\r\n public imageProcessing: ImageProcessingPostProcess;\r\n /**\r\n * Chromatic aberration post process which will shift rgb colors in the image\r\n */\r\n public chromaticAberration: ChromaticAberrationPostProcess;\r\n private _chromaticAberrationEffect: PostProcessRenderEffect;\r\n /**\r\n * Grain post process which add noise to the image\r\n */\r\n public grain: GrainPostProcess;\r\n private _grainEffect: PostProcessRenderEffect;\r\n /**\r\n * Glow post process which adds a glow to emissive areas of the image\r\n */\r\n private _glowLayer: Nullable<GlowLayer> = null;\r\n\r\n /**\r\n * Animations which can be used to tweak settings over a period of time\r\n */\r\n public animations: Animation[] = [];\r\n\r\n private _imageProcessingConfigurationObserver: Nullable<Observer<ImageProcessingConfiguration>> = null;\r\n // Values\r\n private _sharpenEnabled: boolean = false;\r\n private _bloomEnabled: boolean = false;\r\n private _depthOfFieldEnabled: boolean = false;\r\n private _depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;\r\n private _fxaaEnabled: boolean = false;\r\n private _imageProcessingEnabled: boolean = true;\r\n private _defaultPipelineTextureType: number;\r\n private _bloomScale: number = 0.5;\r\n private _chromaticAberrationEnabled: boolean = false;\r\n private _grainEnabled: boolean = false;\r\n\r\n private _buildAllowed = true;\r\n\r\n /**\r\n * Enable or disable automatic building of the pipeline when effects are enabled and disabled.\r\n * If false, you will have to manually call prepare() to update the pipeline.\r\n */\r\n public get automaticBuild() {\r\n return this._buildAllowed;\r\n }\r\n public set automaticBuild(value: boolean) {\r\n this._buildAllowed = value;\r\n }\r\n\r\n /**\r\n * This is triggered each time the pipeline has been built.\r\n */\r\n public onBuildObservable = new Observable<DefaultRenderingPipeline>();\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Enable or disable the sharpen process from the pipeline\r\n */\r\n public set sharpenEnabled(enabled: boolean) {\r\n if (this._sharpenEnabled === enabled) {\r\n return;\r\n }\r\n this._sharpenEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get sharpenEnabled(): boolean {\r\n return this._sharpenEnabled;\r\n }\r\n\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _hardwareScaleLevel = 1.0;\r\n private _bloomKernel: number = 64;\r\n /**\r\n * Specifies the size of the bloom blur kernel, relative to the final output size\r\n */\r\n @serialize()\r\n public get bloomKernel(): number {\r\n return this._bloomKernel;\r\n }\r\n public set bloomKernel(value: number) {\r\n this._bloomKernel = value;\r\n this.bloom.kernel = value / this._hardwareScaleLevel;\r\n }\r\n\r\n /**\r\n * Specifies the weight of the bloom in the final rendering\r\n */\r\n @serialize()\r\n private _bloomWeight: number = 0.15;\r\n /**\r\n * Specifies the luma threshold for the area that will be blurred by the bloom\r\n */\r\n @serialize()\r\n private _bloomThreshold: number = 0.9;\r\n\r\n @serialize()\r\n private _hdr: boolean;\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public set bloomWeight(value: number) {\r\n if (this._bloomWeight === value) {\r\n return;\r\n }\r\n this.bloom.weight = value;\r\n\r\n this._bloomWeight = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomWeight(): number {\r\n return this._bloomWeight;\r\n }\r\n\r\n /**\r\n * The luminance threshold to find bright areas of the image to bloom.\r\n */\r\n public set bloomThreshold(value: number) {\r\n if (this._bloomThreshold === value) {\r\n return;\r\n }\r\n this.bloom.threshold = value;\r\n this._bloomThreshold = value;\r\n }\r\n\r\n @serialize()\r\n public get bloomThreshold(): number {\r\n return this._bloomThreshold;\r\n }\r\n\r\n /**\r\n * The scale of the bloom, lower value will provide better performance.\r\n */\r\n public set bloomScale(value: number) {\r\n if (this._bloomScale === value) {\r\n return;\r\n }\r\n this._bloomScale = value;\r\n\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n this._rebuildBloom();\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomScale(): number {\r\n return this._bloomScale;\r\n }\r\n\r\n /**\r\n * Enable or disable the bloom from the pipeline\r\n */\r\n public set bloomEnabled(enabled: boolean) {\r\n if (this._bloomEnabled === enabled) {\r\n return;\r\n }\r\n this._bloomEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get bloomEnabled(): boolean {\r\n return this._bloomEnabled;\r\n }\r\n\r\n private _rebuildBloom() {\r\n // recreate bloom and dispose old as this setting is not dynamic\r\n const oldBloom = this.bloom;\r\n this.bloom = new BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel / this._hardwareScaleLevel, this._defaultPipelineTextureType, false);\r\n this.bloom.threshold = oldBloom.threshold;\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldBloom.disposeEffects(this._cameras[i]);\r\n }\r\n }\r\n\r\n /**\r\n * If the depth of field is enabled.\r\n */\r\n @serialize()\r\n public get depthOfFieldEnabled(): boolean {\r\n return this._depthOfFieldEnabled;\r\n }\r\n\r\n public set depthOfFieldEnabled(enabled: boolean) {\r\n if (this._depthOfFieldEnabled === enabled) {\r\n return;\r\n }\r\n this._depthOfFieldEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Blur level of the depth of field effect. (Higher blur will effect performance)\r\n */\r\n @serialize()\r\n public get depthOfFieldBlurLevel(): DepthOfFieldEffectBlurLevel {\r\n return this._depthOfFieldBlurLevel;\r\n }\r\n\r\n public set depthOfFieldBlurLevel(value: DepthOfFieldEffectBlurLevel) {\r\n if (this._depthOfFieldBlurLevel === value) {\r\n return;\r\n }\r\n this._depthOfFieldBlurLevel = value;\r\n\r\n // recreate dof and dispose old as this setting is not dynamic\r\n const oldDof = this.depthOfField;\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);\r\n this.depthOfField.focalLength = oldDof.focalLength;\r\n this.depthOfField.focusDistance = oldDof.focusDistance;\r\n this.depthOfField.fStop = oldDof.fStop;\r\n this.depthOfField.lensSize = oldDof.lensSize;\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n oldDof.disposeEffects(this._cameras[i]);\r\n }\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * If the anti aliasing is enabled.\r\n */\r\n public set fxaaEnabled(enabled: boolean) {\r\n if (this._fxaaEnabled === enabled) {\r\n return;\r\n }\r\n this._fxaaEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get fxaaEnabled(): boolean {\r\n return this._fxaaEnabled;\r\n }\r\n\r\n private _samples = 1;\r\n /**\r\n * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)\r\n */\r\n public set samples(sampleCount: number) {\r\n if (this._samples === sampleCount) {\r\n return;\r\n }\r\n this._samples = sampleCount;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * If image processing is enabled.\r\n */\r\n public set imageProcessingEnabled(enabled: boolean) {\r\n if (this._imageProcessingEnabled === enabled) {\r\n return;\r\n }\r\n\r\n this._scene.imageProcessingConfiguration.isEnabled = enabled;\r\n }\r\n\r\n @serialize()\r\n public get imageProcessingEnabled(): boolean {\r\n return this._imageProcessingEnabled;\r\n }\r\n\r\n /**\r\n * If glow layer is enabled. (Adds a glow effect to emmissive materials)\r\n */\r\n public set glowLayerEnabled(enabled: boolean) {\r\n if (enabled && !this._glowLayer) {\r\n this._glowLayer = new GlowLayer(\"\", this._scene);\r\n } else if (!enabled && this._glowLayer) {\r\n this._glowLayer.dispose();\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n @serialize()\r\n public get glowLayerEnabled(): boolean {\r\n return this._glowLayer != null;\r\n }\r\n\r\n /**\r\n * Gets the glow layer (or null if not defined)\r\n */\r\n public get glowLayer() {\r\n return this._glowLayer;\r\n }\r\n\r\n /**\r\n * Enable or disable the chromaticAberration process from the pipeline\r\n */\r\n public set chromaticAberrationEnabled(enabled: boolean) {\r\n if (this._chromaticAberrationEnabled === enabled) {\r\n return;\r\n }\r\n this._chromaticAberrationEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get chromaticAberrationEnabled(): boolean {\r\n return this._chromaticAberrationEnabled;\r\n }\r\n /**\r\n * Enable or disable the grain process from the pipeline\r\n */\r\n public set grainEnabled(enabled: boolean) {\r\n if (this._grainEnabled === enabled) {\r\n return;\r\n }\r\n this._grainEnabled = enabled;\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n @serialize()\r\n public get grainEnabled(): boolean {\r\n return this._grainEnabled;\r\n }\r\n\r\n /**\r\n * Instantiates a DefaultRenderingPipeline.\r\n * @param name The rendering pipeline name (default: \"\")\r\n * @param hdr If high dynamic range textures should be used (default: true)\r\n * @param scene The scene linked to this pipeline (default: the last created scene)\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param automaticBuild If false, you will have to manually call prepare() to update the pipeline (default: true)\r\n */\r\n constructor(name = \"\", hdr = true, scene: Scene = EngineStore.LastCreatedScene!, cameras?: Camera[], automaticBuild = true) {\r\n super(scene.getEngine(), name);\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._buildAllowed = automaticBuild;\r\n\r\n // Initialize\r\n this._scene = scene;\r\n const caps = this._scene.getEngine().getCaps();\r\n this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);\r\n\r\n // Misc\r\n if (this._hdr) {\r\n if (caps.textureHalfFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (caps.textureFloatRender) {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n } else {\r\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n\r\n // Attach\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Create post processes before hand so they can be modified before enabled.\r\n // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.\r\n this.sharpen = new SharpenPostProcess(\"sharpen\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._sharpenEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.SharpenPostProcessId,\r\n () => {\r\n return this.sharpen;\r\n },\r\n true\r\n );\r\n\r\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, true);\r\n\r\n // To keep the bloom sizes consistent across different display densities, factor in the hardware scaling level.\r\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\r\n this.bloomKernel = this._bloomKernel;\r\n });\r\n\r\n this.bloom = new BloomEffect(this._scene, this._bloomScale, this._bloomWeight, this.bloomKernel / this._hardwareScaleLevel, this._defaultPipelineTextureType, true);\r\n\r\n this.chromaticAberration = new ChromaticAberrationPostProcess(\r\n \"ChromaticAberration\",\r\n engine.getRenderWidth(),\r\n engine.getRenderHeight(),\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n true\r\n );\r\n this._chromaticAberrationEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.ChromaticAberrationPostProcessId,\r\n () => {\r\n return this.chromaticAberration;\r\n },\r\n true\r\n );\r\n\r\n this.grain = new GrainPostProcess(\"Grain\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\r\n this._grainEffect = new PostProcessRenderEffect(\r\n engine,\r\n this.GrainPostProcessId,\r\n () => {\r\n return this.grain;\r\n },\r\n true\r\n );\r\n\r\n this._imageProcessingConfigurationObserver = this._scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this.bloom._downscale._exposure = this._scene.imageProcessingConfiguration.exposure;\r\n\r\n if (this.imageProcessingEnabled !== this._scene.imageProcessingConfiguration.isEnabled) {\r\n this._imageProcessingEnabled = this._scene.imageProcessingConfiguration.isEnabled;\r\n // Avoid re-entrant problems by deferring the call to _buildPipeline because the call to _buildPipeline\r\n // at the end of the constructor could end up triggering imageProcessingConfiguration.onUpdateParameters!\r\n // Note that the pipeline could have been disposed before the deferred call was executed, but in that case\r\n // _buildAllowed will have been set to false, preventing _buildPipeline from being executed.\r\n Tools.SetImmediate(() => {\r\n this._buildPipeline();\r\n });\r\n }\r\n });\r\n\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"DefaultRenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"DefaultRenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Force the compilation of the entire pipeline.\r\n */\r\n public prepare(): void {\r\n const previousState = this._buildAllowed;\r\n this._buildAllowed = true;\r\n this._buildPipeline();\r\n this._buildAllowed = previousState;\r\n }\r\n\r\n private _hasCleared = false;\r\n private _prevPostProcess: Nullable<PostProcess> = null;\r\n private _prevPrevPostProcess: Nullable<PostProcess> = null;\r\n\r\n private _setAutoClearAndTextureSharing(postProcess: PostProcess, skipTextureSharing = false) {\r\n if (this._hasCleared) {\r\n postProcess.autoClear = false;\r\n } else {\r\n postProcess.autoClear = true;\r\n this._scene.autoClear = false;\r\n this._hasCleared = true;\r\n }\r\n\r\n if (!skipTextureSharing) {\r\n if (this._prevPrevPostProcess) {\r\n postProcess.shareOutputWith(this._prevPrevPostProcess);\r\n } else {\r\n postProcess.useOwnOutput();\r\n }\r\n\r\n if (this._prevPostProcess) {\r\n this._prevPrevPostProcess = this._prevPostProcess;\r\n }\r\n this._prevPostProcess = postProcess;\r\n }\r\n }\r\n\r\n private _depthOfFieldSceneObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCameraChangedObserver: Nullable<Observer<Scene>> = null;\r\n private _activeCamerasChangedObserver: Nullable<Observer<Scene>> = null;\r\n\r\n private _buildPipeline() {\r\n if (!this._buildAllowed) {\r\n return;\r\n }\r\n this._scene.autoClear = true;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n this._prevPostProcess = null;\r\n this._prevPrevPostProcess = null;\r\n this._hasCleared = false;\r\n\r\n if (this.depthOfFieldEnabled) {\r\n // Multi camera suport\r\n if (this._cameras.length > 1) {\r\n for (const camera of this._cameras) {\r\n const depthRenderer = this._scene.enableDepthRenderer(camera);\r\n depthRenderer.useOnlyInActiveCamera = true;\r\n }\r\n\r\n this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add((scene) => {\r\n if (this._cameras.indexOf(scene.activeCamera!) > -1) {\r\n this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();\r\n }\r\n });\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n const depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);\r\n this.depthOfField.depthTexture = depthRenderer.getDepthMap();\r\n }\r\n\r\n if (!this.depthOfField._isReady()) {\r\n this.depthOfField._updateEffects();\r\n }\r\n this.addEffect(this.depthOfField);\r\n this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);\r\n } else {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n }\r\n\r\n if (this.bloomEnabled) {\r\n if (!this.bloom._isReady()) {\r\n this.bloom._updateEffects();\r\n }\r\n this.addEffect(this.bloom);\r\n this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);\r\n }\r\n\r\n if (this._imageProcessingEnabled) {\r\n this.imageProcessing = new ImageProcessingPostProcess(\r\n \"imageProcessing\",\r\n 1.0,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n this._defaultPipelineTextureType,\r\n this.scene.imageProcessingConfiguration\r\n );\r\n if (this._hdr) {\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.ImageProcessingPostProcessId,\r\n () => {\r\n return this.imageProcessing;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.imageProcessing);\r\n } else {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this._cameras || this._cameras.length === 0) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n\r\n if (!this.imageProcessing.getEffect()) {\r\n this.imageProcessing._updateParameters();\r\n }\r\n }\r\n\r\n if (this.sharpenEnabled) {\r\n if (!this.sharpen.isReady()) {\r\n this.sharpen.updateEffect();\r\n }\r\n this.addEffect(this._sharpenEffect);\r\n this._setAutoClearAndTextureSharing(this.sharpen);\r\n }\r\n\r\n if (this.grainEnabled) {\r\n if (!this.grain.isReady()) {\r\n this.grain.updateEffect();\r\n }\r\n this.addEffect(this._grainEffect);\r\n this._setAutoClearAndTextureSharing(this.grain);\r\n }\r\n\r\n if (this.chromaticAberrationEnabled) {\r\n if (!this.chromaticAberration.isReady()) {\r\n this.chromaticAberration.updateEffect();\r\n }\r\n this.addEffect(this._chromaticAberrationEffect);\r\n this._setAutoClearAndTextureSharing(this.chromaticAberration);\r\n }\r\n\r\n if (this.fxaaEnabled) {\r\n this.fxaa = new FxaaPostProcess(\"fxaa\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.FxaaPostProcessId,\r\n () => {\r\n return this.fxaa;\r\n },\r\n true\r\n )\r\n );\r\n this._setAutoClearAndTextureSharing(this.fxaa, true);\r\n }\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n\r\n // In multicamera mode, the scene needs to autoclear in between cameras.\r\n if ((this._scene.activeCameras && this._scene.activeCameras.length > 1) || (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1)) {\r\n this._scene.autoClear = true;\r\n }\r\n // The active camera on the scene can be changed anytime\r\n if (!this._activeCameraChangedObserver) {\r\n this._activeCameraChangedObserver = this._scene.onActiveCameraChanged.add(() => {\r\n if (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n if (!this._activeCamerasChangedObserver) {\r\n this._activeCamerasChangedObserver = this._scene.onActiveCamerasChanged.add(() => {\r\n if (this._scene.activeCameras && this._scene.activeCameras.length > 1) {\r\n this._scene.autoClear = true;\r\n }\r\n });\r\n }\r\n\r\n if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {\r\n Logger.Warn(\"MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0\");\r\n }\r\n\r\n this.onBuildObservable.notifyObservers(this);\r\n }\r\n\r\n private _disposePostProcesses(disposeNonRecreated = false): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n if (this.imageProcessing) {\r\n this.imageProcessing.dispose(camera);\r\n }\r\n\r\n if (this.fxaa) {\r\n this.fxaa.dispose(camera);\r\n }\r\n\r\n // These are created in the constructor and should not be disposed on every pipeline change\r\n if (disposeNonRecreated) {\r\n if (this.sharpen) {\r\n this.sharpen.dispose(camera);\r\n }\r\n\r\n if (this.depthOfField) {\r\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\r\n this.depthOfField.disposeEffects(camera);\r\n }\r\n\r\n if (this.bloom) {\r\n this.bloom.disposeEffects(camera);\r\n }\r\n\r\n if (this.chromaticAberration) {\r\n this.chromaticAberration.dispose(camera);\r\n }\r\n\r\n if (this.grain) {\r\n this.grain.dispose(camera);\r\n }\r\n if (this._glowLayer) {\r\n this._glowLayer.dispose();\r\n }\r\n }\r\n }\r\n\r\n (<any>this.imageProcessing) = null;\r\n (<any>this.fxaa) = null;\r\n\r\n if (disposeNonRecreated) {\r\n (<any>this.sharpen) = null;\r\n (<any>this._sharpenEffect) = null;\r\n (<any>this.depthOfField) = null;\r\n (<any>this.bloom) = null;\r\n (<any>this.chromaticAberration) = null;\r\n (<any>this._chromaticAberrationEffect) = null;\r\n (<any>this.grain) = null;\r\n (<any>this._grainEffect) = null;\r\n this._glowLayer = null;\r\n }\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Dispose of the pipeline and stop all post processes\r\n */\r\n public dispose(): void {\r\n this._buildAllowed = false;\r\n this.onBuildObservable.clear();\r\n this._disposePostProcesses(true);\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._scene.autoClear = true;\r\n if (this._resizeObserver) {\r\n this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n\r\n this._scene.onActiveCameraChanged.remove(this._activeCameraChangedObserver);\r\n this._scene.onActiveCamerasChanged.remove(this._activeCamerasChangedObserver);\r\n\r\n this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"DefaultRenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline {\r\n return SerializationHelper.Parse(() => new DefaultRenderingPipeline(source._name, source._name._hdr, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DefaultRenderingPipeline\", DefaultRenderingPipeline);\r\n"]}