@babylonjs/core 6.27.0 → 6.28.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Debug/debugLayer.js +1 -1
- package/Debug/debugLayer.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +2 -2
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +2 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.js +0 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +5 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +6 -4
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +1 -1
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/shaderMaterial.js +3 -1
- package/Materials/shaderMaterial.js.map +1 -1
- package/Meshes/Compression/dracoCompression.d.ts +3 -3
- package/Meshes/Compression/dracoCompression.js +6 -6
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/Compression/meshoptCompression.d.ts +1 -1
- package/Meshes/Compression/meshoptCompression.js +2 -2
- package/Meshes/Compression/meshoptCompression.js.map +1 -1
- package/Meshes/Node/nodeGeometry.js +1 -1
- package/Meshes/Node/nodeGeometry.js.map +1 -1
- package/Misc/basis.js +2 -2
- package/Misc/basis.js.map +1 -1
- package/Misc/devTools.d.ts +1 -1
- package/Misc/devTools.js +6 -1
- package/Misc/devTools.js.map +1 -1
- package/Misc/fileTools.js +1 -1
- package/Misc/fileTools.js.map +1 -1
- package/Misc/khronosTextureContainer2.js +1 -1
- package/Misc/khronosTextureContainer2.js.map +1 -1
- package/Misc/tools.d.ts +4 -0
- package/Misc/tools.js +10 -4
- package/Misc/tools.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +5 -0
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +15 -0
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/Shaders/greasedLine.vertex.js +1 -7
- package/Shaders/greasedLine.vertex.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +15 -6
- package/scene.js.map +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\nimport { Tools } from \"core/Misc/tools\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport type { Animation } from \"../../../Animations/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 let avoidReentrancyAtConstructionTime = true;\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 if (avoidReentrancyAtConstructionTime) {\r\n Tools.SetImmediate(() => {\r\n this._buildPipeline();\r\n });\r\n } else {\r\n this._buildPipeline();\r\n }\r\n }\r\n });\r\n\r\n this._buildPipeline();\r\n\r\n avoidReentrancyAtConstructionTime = false;\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._postProcessRenderPipelineManager.removePipeline(this.name);\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\nimport type { Animation } from \"../../../Animations/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 let avoidReentrancyAtConstructionTime = true;\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 if (avoidReentrancyAtConstructionTime) {\r\n Tools.SetImmediate(() => {\r\n this._buildPipeline();\r\n });\r\n } else {\r\n this._buildPipeline();\r\n }\r\n }\r\n });\r\n\r\n this._buildPipeline();\r\n\r\n avoidReentrancyAtConstructionTime = false;\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 this._adaptPostProcessesToViewPort();\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._postProcessRenderPipelineManager.removePipeline(this.name);\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"]}
|
|
@@ -74,6 +74,11 @@ export declare class PostProcessRenderPipeline {
|
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|
74
74
|
/** @internal */
|
|
75
75
|
_reset(): void;
|
|
76
76
|
protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
|
|
77
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+
/**
|
|
78
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+
* Ensures that all post processes in the pipeline are the correct size according to the
|
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79
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+
* the viewport's required size
|
|
80
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*/
|
|
81
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+
protected _adaptPostProcessesToViewPort(): void;
|
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77
82
|
/**
|
|
78
83
|
* Sets the required values to the prepass renderer.
|
|
79
84
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* @param prePassRenderer defines the prepass renderer to setup.
|
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@@ -162,6 +162,21 @@ export class PostProcessRenderPipeline {
|
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162
162
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}
|
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163
163
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return true;
|
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164
164
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}
|
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+
/**
|
|
166
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+
* Ensures that all post processes in the pipeline are the correct size according to the
|
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+
* the viewport's required size
|
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168
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*/
|
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169
|
+
_adaptPostProcessesToViewPort() {
|
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170
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+
const effectKeys = Object.keys(this._renderEffects);
|
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171
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+
for (const effectKey of effectKeys) {
|
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172
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+
const postProcesses = this._renderEffects[effectKey].getPostProcesses();
|
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173
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+
if (postProcesses) {
|
|
174
|
+
for (const postProcess of postProcesses) {
|
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175
|
+
postProcess.adaptScaleToCurrentViewport = true;
|
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176
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+
}
|
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177
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+
}
|
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+
}
|
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+
}
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/**
|
|
166
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|
* Sets the required values to the prepass renderer.
|
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* @param prePassRenderer defines the prepass renderer to setup.
|
|
@@ -1 +1 @@
|
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1
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-
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type { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { PostProcessRenderEffect } from \"./postProcessRenderEffect\";\r\nimport type { IInspectable } from \"../../Misc/iInspectable\";\r\n\r\nimport type { PrePassRenderer } from \"../../Rendering/prePassRenderer\";\r\n\r\n/**\r\n * PostProcessRenderPipeline\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline\r\n */\r\nexport class PostProcessRenderPipeline {\r\n protected _renderEffects: { [key: string]: PostProcessRenderEffect };\r\n protected _renderEffectsForIsolatedPass: PostProcessRenderEffect[];\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * @internal\r\n */\r\n protected _cameras: Camera[];\r\n\r\n /** @internal */\r\n @serialize()\r\n public _name: string;\r\n\r\n /**\r\n * Gets pipeline name\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n /** Gets the list of attached cameras */\r\n public get cameras() {\r\n return this._cameras;\r\n }\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipeline\r\n * @param _engine engine to add the pipeline to\r\n * @param name name of the pipeline\r\n */\r\n constructor(\r\n private _engine: Engine,\r\n name: string\r\n ) {\r\n this._name = name;\r\n\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n\r\n this._cameras = [];\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns \"PostProcessRenderPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"PostProcessRenderPipeline\";\r\n }\r\n\r\n /**\r\n * If all the render effects in the pipeline are supported\r\n */\r\n public get isSupported(): boolean {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n if (!this._renderEffects[renderEffectName].isSupported) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds an effect to the pipeline\r\n * @param renderEffect the effect to add\r\n */\r\n public addEffect(renderEffect: PostProcessRenderEffect): void {\r\n (<any>this._renderEffects)[renderEffect._name] = renderEffect;\r\n }\r\n\r\n // private\r\n\r\n /** @internal */\r\n public _rebuild() {}\r\n\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera): void;\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera[]): void;\r\n /**\r\n * @internal\r\n */\r\n public _enableEffect(renderEffectName: string, cameras: any): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._enable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._disable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _attachCameras(cameras: Camera, unique: boolean): void;\r\n /** @internal */\r\n public _attachCameras(cameras: Camera[], unique: boolean): void;\r\n /**\r\n * @internal\r\n */\r\n public _attachCameras(cameras: any, unique: boolean): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n const indicesToDelete = [];\r\n let i: number;\r\n for (i = 0; i < cams.length; i++) {\r\n const camera = cams[i];\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n if (this._cameras.indexOf(camera) === -1) {\r\n this._cameras.push(camera);\r\n } else if (unique) {\r\n indicesToDelete.push(i);\r\n }\r\n }\r\n\r\n for (i = 0; i < indicesToDelete.length; i++) {\r\n cams.splice(indicesToDelete[i], 1);\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._attachCameras(cams);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _detachCameras(cameras: Camera): void;\r\n /** @internal */\r\n public _detachCameras(cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _detachCameras(cameras: any): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._detachCameras(cams);\r\n }\r\n }\r\n\r\n for (let i = 0; i < cams.length; i++) {\r\n this._cameras.splice(this._cameras.indexOf(cams[i]), 1);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _update(): void {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._update();\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n if (!this._cameras[i]) {\r\n continue;\r\n }\r\n const cameraName = this._cameras[i].name;\r\n if ((<any>this._renderEffectsForIsolatedPass)[cameraName]) {\r\n (<any>this._renderEffectsForIsolatedPass)[cameraName]._update();\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _reset(): void {\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n }\r\n\r\n protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean {\r\n if (!this._engine._features.supportMSAA) {\r\n return false;\r\n }\r\n\r\n // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)\r\n const effectKeys = Object.keys(this._renderEffects);\r\n if (effectKeys.length > 0) {\r\n const postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();\r\n if (postProcesses) {\r\n postProcesses[0].samples = sampleCount;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Sets the required values to the prepass renderer.\r\n * @param prePassRenderer defines the prepass renderer to setup.\r\n * @returns true if the pre pass is needed.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n // Do Nothing by default\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes of the pipeline\r\n */\r\n public dispose() {\r\n // Must be implemented by children\r\n }\r\n}\r\n"]}
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1
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+
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type { Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport type { PostProcessRenderEffect } from \"./postProcessRenderEffect\";\r\nimport type { IInspectable } from \"../../Misc/iInspectable\";\r\n\r\nimport type { PrePassRenderer } from \"../../Rendering/prePassRenderer\";\r\n\r\n/**\r\n * PostProcessRenderPipeline\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline\r\n */\r\nexport class PostProcessRenderPipeline {\r\n protected _renderEffects: { [key: string]: PostProcessRenderEffect };\r\n protected _renderEffectsForIsolatedPass: PostProcessRenderEffect[];\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * @internal\r\n */\r\n protected _cameras: Camera[];\r\n\r\n /** @internal */\r\n @serialize()\r\n public _name: string;\r\n\r\n /**\r\n * Gets pipeline name\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n /** Gets the list of attached cameras */\r\n public get cameras() {\r\n return this._cameras;\r\n }\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipeline\r\n * @param _engine engine to add the pipeline to\r\n * @param name name of the pipeline\r\n */\r\n constructor(\r\n private _engine: Engine,\r\n name: string\r\n ) {\r\n this._name = name;\r\n\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n\r\n this._cameras = [];\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns \"PostProcessRenderPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"PostProcessRenderPipeline\";\r\n }\r\n\r\n /**\r\n * If all the render effects in the pipeline are supported\r\n */\r\n public get isSupported(): boolean {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n if (!this._renderEffects[renderEffectName].isSupported) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds an effect to the pipeline\r\n * @param renderEffect the effect to add\r\n */\r\n public addEffect(renderEffect: PostProcessRenderEffect): void {\r\n (<any>this._renderEffects)[renderEffect._name] = renderEffect;\r\n }\r\n\r\n // private\r\n\r\n /** @internal */\r\n public _rebuild() {}\r\n\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera): void;\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera[]): void;\r\n /**\r\n * @internal\r\n */\r\n public _enableEffect(renderEffectName: string, cameras: any): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._enable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._disable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _attachCameras(cameras: Camera, unique: boolean): void;\r\n /** @internal */\r\n public _attachCameras(cameras: Camera[], unique: boolean): void;\r\n /**\r\n * @internal\r\n */\r\n public _attachCameras(cameras: any, unique: boolean): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n const indicesToDelete = [];\r\n let i: number;\r\n for (i = 0; i < cams.length; i++) {\r\n const camera = cams[i];\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n if (this._cameras.indexOf(camera) === -1) {\r\n this._cameras.push(camera);\r\n } else if (unique) {\r\n indicesToDelete.push(i);\r\n }\r\n }\r\n\r\n for (i = 0; i < indicesToDelete.length; i++) {\r\n cams.splice(indicesToDelete[i], 1);\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._attachCameras(cams);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _detachCameras(cameras: Camera): void;\r\n /** @internal */\r\n public _detachCameras(cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _detachCameras(cameras: any): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._detachCameras(cams);\r\n }\r\n }\r\n\r\n for (let i = 0; i < cams.length; i++) {\r\n this._cameras.splice(this._cameras.indexOf(cams[i]), 1);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _update(): void {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._update();\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n if (!this._cameras[i]) {\r\n continue;\r\n }\r\n const cameraName = this._cameras[i].name;\r\n if ((<any>this._renderEffectsForIsolatedPass)[cameraName]) {\r\n (<any>this._renderEffectsForIsolatedPass)[cameraName]._update();\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _reset(): void {\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n }\r\n\r\n protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean {\r\n if (!this._engine._features.supportMSAA) {\r\n return false;\r\n }\r\n\r\n // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)\r\n const effectKeys = Object.keys(this._renderEffects);\r\n if (effectKeys.length > 0) {\r\n const postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();\r\n if (postProcesses) {\r\n postProcesses[0].samples = sampleCount;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Ensures that all post processes in the pipeline are the correct size according to the\r\n * the viewport's required size\r\n */\r\n protected _adaptPostProcessesToViewPort(): void {\r\n const effectKeys = Object.keys(this._renderEffects);\r\n for (const effectKey of effectKeys) {\r\n const postProcesses = this._renderEffects[effectKey].getPostProcesses();\r\n if (postProcesses) {\r\n for (const postProcess of postProcesses) {\r\n postProcess.adaptScaleToCurrentViewport = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the required values to the prepass renderer.\r\n * @param prePassRenderer defines the prepass renderer to setup.\r\n * @returns true if the pre pass is needed.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n // Do Nothing by default\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes of the pipeline\r\n */\r\n public dispose() {\r\n // Must be implemented by children\r\n }\r\n}\r\n"]}
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@@ -15,13 +15,7 @@ void main() {
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#include<instancesVertex>
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grlColorPointer=grl_colorPointers;
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#ifdef GREASED_LINE_CAMERA_FACING
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float grlBaseWidth=grlWidth;vec3 grlPrevious=grl_previousAndSide.xyz;float grlSide=grl_previousAndSide.w;vec3 grlNext=grl_nextAndCounters.xyz;grlCounters=grl_nextAndCounters.w;
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#ifdef INSTANCES
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mat4 grlMatrix=viewProjection*finalWorld ;
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#else
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mat4 grlMatrix=viewProjection*world ;
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#endif
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vec3 grlPositionOffset=grl_offsets;vec4 grlFinalPosition=grlMatrix*vec4( position+grlPositionOffset ,1.0 );vec4 grlPrevPos=grlMatrix*vec4( grlPrevious+grlPositionOffset,1.0 );vec4 grlNextPos=grlMatrix*vec4( grlNext+grlPositionOffset,1.0 );vec2 grlCurrentP=grlFix( grlFinalPosition,grlAspect );vec2 grlPrevP=grlFix( grlPrevPos,grlAspect );vec2 grlNextP=grlFix( grlNextPos,grlAspect );float grlWidth=grlBaseWidth*grl_widths;vec2 grlDir;if( grlNextP==grlCurrentP ) grlDir=normalize( grlCurrentP-grlPrevP );else if( grlPrevP==grlCurrentP ) grlDir=normalize( grlNextP-grlCurrentP );else {vec2 grlDir1=normalize( grlCurrentP-grlPrevP );vec2 grlDir2=normalize( grlNextP-grlCurrentP );grlDir=normalize( grlDir1+grlDir2 );}
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float grlBaseWidth=grlWidth;vec3 grlPrevious=grl_previousAndSide.xyz;float grlSide=grl_previousAndSide.w;vec3 grlNext=grl_nextAndCounters.xyz;grlCounters=grl_nextAndCounters.w;mat4 grlMatrix=viewProjection*finalWorld ;vec3 grlPositionOffset=grl_offsets;vec4 grlFinalPosition=grlMatrix*vec4( position+grlPositionOffset ,1.0 );vec4 grlPrevPos=grlMatrix*vec4( grlPrevious+grlPositionOffset,1.0 );vec4 grlNextPos=grlMatrix*vec4( grlNext+grlPositionOffset,1.0 );vec2 grlCurrentP=grlFix( grlFinalPosition,grlAspect );vec2 grlPrevP=grlFix( grlPrevPos,grlAspect );vec2 grlNextP=grlFix( grlNextPos,grlAspect );float grlWidth=grlBaseWidth*grl_widths;vec2 grlDir;if( grlNextP==grlCurrentP ) grlDir=normalize( grlCurrentP-grlPrevP );else if( grlPrevP==grlCurrentP ) grlDir=normalize( grlNextP-grlCurrentP );else {vec2 grlDir1=normalize( grlCurrentP-grlPrevP );vec2 grlDir2=normalize( grlNextP-grlCurrentP );grlDir=normalize( grlDir1+grlDir2 );}
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vec4 grlNormal=vec4( -grlDir.y,grlDir.x,0.,1. );
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#ifdef GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM
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grlNormal.xy*=-.5*grlWidth;
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@@ -1 +1 @@
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-
{"version":3,"file":"greasedLine.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/greasedLine.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"greasedLine.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/greasedLine.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/instancesVertex\";\n\nconst name = \"greasedLineVertexShader\";\nconst shader = `precision highp float;\n#include<instancesDeclaration>\nattribute float grl_widths;attribute vec3 grl_offsets;attribute float grl_colorPointers;attribute vec3 position;uniform mat4 viewProjection;uniform mat4 projection;varying float grlCounters;varying float grlColorPointer;\n#ifdef GREASED_LINE_CAMERA_FACING\nattribute vec4 grl_nextAndCounters;attribute vec4 grl_previousAndSide;uniform vec2 grlResolution;uniform float grlAspect;uniform float grlWidth;uniform float grlSizeAttenuation;vec2 grlFix( vec4 i,float aspect ) {vec2 res=i.xy/i.w;res.x*=aspect;return res;}\n#else\nattribute vec3 grl_slopes;attribute float grl_counters;\n#endif\nvoid main() {\n#include<instancesVertex>\ngrlColorPointer=grl_colorPointers;\n#ifdef GREASED_LINE_CAMERA_FACING\nfloat grlBaseWidth=grlWidth;vec3 grlPrevious=grl_previousAndSide.xyz;float grlSide=grl_previousAndSide.w;vec3 grlNext=grl_nextAndCounters.xyz;grlCounters=grl_nextAndCounters.w;mat4 grlMatrix=viewProjection*finalWorld ;vec3 grlPositionOffset=grl_offsets;vec4 grlFinalPosition=grlMatrix*vec4( position+grlPositionOffset ,1.0 );vec4 grlPrevPos=grlMatrix*vec4( grlPrevious+grlPositionOffset,1.0 );vec4 grlNextPos=grlMatrix*vec4( grlNext+grlPositionOffset,1.0 );vec2 grlCurrentP=grlFix( grlFinalPosition,grlAspect );vec2 grlPrevP=grlFix( grlPrevPos,grlAspect );vec2 grlNextP=grlFix( grlNextPos,grlAspect );float grlWidth=grlBaseWidth*grl_widths;vec2 grlDir;if( grlNextP==grlCurrentP ) grlDir=normalize( grlCurrentP-grlPrevP );else if( grlPrevP==grlCurrentP ) grlDir=normalize( grlNextP-grlCurrentP );else {vec2 grlDir1=normalize( grlCurrentP-grlPrevP );vec2 grlDir2=normalize( grlNextP-grlCurrentP );grlDir=normalize( grlDir1+grlDir2 );}\nvec4 grlNormal=vec4( -grlDir.y,grlDir.x,0.,1. );\n#ifdef GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM\ngrlNormal.xy*=-.5*grlWidth;\n#else\ngrlNormal.xy*=.5*grlWidth;\n#endif\ngrlNormal*=projection;if (grlSizeAttenuation==1.) {grlNormal.xy*=grlFinalPosition.w;grlNormal.xy/=( vec4( grlResolution,0.,1. )*projection ).xy;}\ngrlFinalPosition.xy+=grlNormal.xy*grlSide;gl_Position=grlFinalPosition;\n#else\ngrlCounters=grl_counters;vec4 grlFinalPosition=worldViewProjection*vec4( (position+grl_offsets)+grl_slopes*grl_widths ,1.0 ) ;gl_Position=grlFinalPosition;\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const greasedLineVertexShader = { name, shader };\n"]}
|
package/package.json
CHANGED
package/scene.js
CHANGED
|
@@ -26,6 +26,7 @@ import { ReadFile, RequestFile, LoadFile } from "./Misc/fileTools.js";
|
|
|
26
26
|
import { LightConstants } from "./Lights/lightConstants.js";
|
|
27
27
|
import { _ObserveArray } from "./Misc/arrayTools.js";
|
|
28
28
|
import { PointerPickingConfiguration } from "./Inputs/pointerPickingConfiguration.js";
|
|
29
|
+
import { Logger } from "./Misc/logger.js";
|
|
29
30
|
/**
|
|
30
31
|
* Define how the scene should favor performance over ease of use
|
|
31
32
|
*/
|
|
@@ -1230,13 +1231,13 @@ export class Scene extends AbstractScene {
|
|
|
1230
1231
|
this._perfCollector = null;
|
|
1231
1232
|
this.activeCameras = new Array();
|
|
1232
1233
|
const fullOptions = Object.assign({ useGeometryUniqueIdsMap: true, useMaterialMeshMap: true, useClonedMeshMap: true, virtual: false }, options);
|
|
1233
|
-
this._engine = engine || EngineStore.LastCreatedEngine;
|
|
1234
|
-
if (
|
|
1235
|
-
|
|
1236
|
-
this._engine.scenes.push(this);
|
|
1234
|
+
engine = this._engine = engine || EngineStore.LastCreatedEngine;
|
|
1235
|
+
if (fullOptions.virtual) {
|
|
1236
|
+
engine._virtualScenes.push(this);
|
|
1237
1237
|
}
|
|
1238
1238
|
else {
|
|
1239
|
-
|
|
1239
|
+
EngineStore._LastCreatedScene = this;
|
|
1240
|
+
engine.scenes.push(this);
|
|
1240
1241
|
}
|
|
1241
1242
|
this._uid = null;
|
|
1242
1243
|
this._renderingManager = new RenderingManager(this);
|
|
@@ -1259,7 +1260,7 @@ export class Scene extends AbstractScene {
|
|
|
1259
1260
|
this.useMaterialMeshMap = fullOptions.useMaterialMeshMap;
|
|
1260
1261
|
this.useClonedMeshMap = fullOptions.useClonedMeshMap;
|
|
1261
1262
|
if (!options || !options.virtual) {
|
|
1262
|
-
|
|
1263
|
+
engine.onNewSceneAddedObservable.notifyObservers(this);
|
|
1263
1264
|
}
|
|
1264
1265
|
}
|
|
1265
1266
|
/**
|
|
@@ -4134,6 +4135,10 @@ export class Scene extends AbstractScene {
|
|
|
4134
4135
|
* @returns a PickingInfo
|
|
4135
4136
|
*/
|
|
4136
4137
|
pick(x, y, predicate, fastCheck, camera, trianglePredicate) {
|
|
4138
|
+
const warn = _WarnImport("Ray", true);
|
|
4139
|
+
if (warn) {
|
|
4140
|
+
Logger.Warn(warn);
|
|
4141
|
+
}
|
|
4137
4142
|
// Dummy info if picking as not been imported
|
|
4138
4143
|
return new PickingInfo();
|
|
4139
4144
|
}
|
|
@@ -4146,6 +4151,10 @@ export class Scene extends AbstractScene {
|
|
|
4146
4151
|
* @returns a PickingInfo (Please note that some info will not be set like distance, bv, bu and everything that cannot be capture by only using bounding infos)
|
|
4147
4152
|
*/
|
|
4148
4153
|
pickWithBoundingInfo(x, y, predicate, fastCheck, camera) {
|
|
4154
|
+
const warn = _WarnImport("Ray", true);
|
|
4155
|
+
if (warn) {
|
|
4156
|
+
Logger.Warn(warn);
|
|
4157
|
+
}
|
|
4149
4158
|
// Dummy info if picking as not been imported
|
|
4150
4159
|
return new PickingInfo();
|
|
4151
4160
|
}
|