@babylonjs/core 6.29.2 → 6.31.0

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Files changed (91) hide show
  1. package/Cameras/camera.js +1 -1
  2. package/Cameras/camera.js.map +1 -1
  3. package/Culling/ray.js +24 -24
  4. package/Culling/ray.js.map +1 -1
  5. package/Debug/skeletonViewer.js +2 -2
  6. package/Debug/skeletonViewer.js.map +1 -1
  7. package/Engines/Extensions/engine.views.d.ts +8 -5
  8. package/Engines/Extensions/engine.views.js +14 -8
  9. package/Engines/Extensions/engine.views.js.map +1 -1
  10. package/Engines/WebGPU/Extensions/engine.multiRender.js +6 -3
  11. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  12. package/Engines/engine.d.ts +16 -1
  13. package/Engines/engine.js +1 -1
  14. package/Engines/engine.js.map +1 -1
  15. package/Engines/thinEngine.js +2 -2
  16. package/Engines/thinEngine.js.map +1 -1
  17. package/Gizmos/axisDragGizmo.d.ts +4 -2
  18. package/Gizmos/axisDragGizmo.js +18 -6
  19. package/Gizmos/axisDragGizmo.js.map +1 -1
  20. package/Gizmos/axisScaleGizmo.d.ts +2 -2
  21. package/Gizmos/axisScaleGizmo.js +1 -1
  22. package/Gizmos/axisScaleGizmo.js.map +1 -1
  23. package/Gizmos/planeDragGizmo.d.ts +4 -4
  24. package/Gizmos/planeDragGizmo.js +1 -1
  25. package/Gizmos/planeDragGizmo.js.map +1 -1
  26. package/Gizmos/planeRotationGizmo.d.ts +13 -7
  27. package/Gizmos/planeRotationGizmo.js +26 -10
  28. package/Gizmos/planeRotationGizmo.js.map +1 -1
  29. package/Materials/Node/Blocks/Teleport/teleportInBlock.d.ts +6 -0
  30. package/Materials/Node/Blocks/Teleport/teleportInBlock.js +22 -0
  31. package/Materials/Node/Blocks/Teleport/teleportInBlock.js.map +1 -1
  32. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +1 -1
  33. package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
  34. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  35. package/Materials/Textures/multiRenderTarget.d.ts +14 -10
  36. package/Materials/Textures/multiRenderTarget.js +7 -5
  37. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  38. package/Materials/imageProcessingConfiguration.d.ts +2 -2
  39. package/Materials/imageProcessingConfiguration.js +2 -2
  40. package/Materials/imageProcessingConfiguration.js.map +1 -1
  41. package/Maths/math.vector.d.ts +5 -5
  42. package/Maths/math.vector.js +5 -4
  43. package/Maths/math.vector.js.map +1 -1
  44. package/Meshes/Builders/linesBuilder.js +4 -2
  45. package/Meshes/Builders/linesBuilder.js.map +1 -1
  46. package/Meshes/GreasedLine/greasedLineBaseMesh.d.ts +1 -1
  47. package/Meshes/GreasedLine/greasedLineBaseMesh.js +1 -1
  48. package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
  49. package/Meshes/Node/nodeGeometry.js +3 -1
  50. package/Meshes/Node/nodeGeometry.js.map +1 -1
  51. package/Meshes/groundMesh.js +1 -1
  52. package/Meshes/groundMesh.js.map +1 -1
  53. package/Physics/physicsHelper.d.ts +1 -1
  54. package/Physics/physicsHelper.js +1 -1
  55. package/Physics/physicsHelper.js.map +1 -1
  56. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +1 -1
  57. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +1 -1
  58. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  59. package/PostProcesses/bloomEffect.d.ts +1 -1
  60. package/PostProcesses/bloomEffect.js +1 -1
  61. package/PostProcesses/bloomEffect.js.map +1 -1
  62. package/PostProcesses/postProcess.d.ts +1 -1
  63. package/PostProcesses/postProcess.js +1 -1
  64. package/PostProcesses/postProcess.js.map +1 -1
  65. package/Rendering/depthPeelingRenderer.d.ts +5 -0
  66. package/Rendering/depthPeelingRenderer.js +33 -9
  67. package/Rendering/depthPeelingRenderer.js.map +1 -1
  68. package/Rendering/depthRenderer.js +9 -0
  69. package/Rendering/depthRenderer.js.map +1 -1
  70. package/Shaders/depth.vertex.d.ts +2 -0
  71. package/Shaders/depth.vertex.js +4 -0
  72. package/Shaders/depth.vertex.js.map +1 -1
  73. package/XR/features/WebXRAbstractFeature.d.ts +10 -1
  74. package/XR/features/WebXRAbstractFeature.js +13 -0
  75. package/XR/features/WebXRAbstractFeature.js.map +1 -1
  76. package/XR/features/WebXRLightEstimation.d.ts +5 -0
  77. package/XR/features/WebXRLightEstimation.js +14 -2
  78. package/XR/features/WebXRLightEstimation.js.map +1 -1
  79. package/XR/features/WebXRRawCameraAccess.d.ts +81 -0
  80. package/XR/features/WebXRRawCameraAccess.js +169 -0
  81. package/XR/features/WebXRRawCameraAccess.js.map +1 -0
  82. package/XR/features/index.d.ts +1 -0
  83. package/XR/features/index.js +1 -0
  84. package/XR/features/index.js.map +1 -1
  85. package/XR/webXRFeaturesManager.d.ts +13 -0
  86. package/XR/webXRFeaturesManager.js +4 -0
  87. package/XR/webXRFeaturesManager.js.map +1 -1
  88. package/package.json +1 -1
  89. package/scene.d.ts +1 -1
  90. package/scene.js +11 -6
  91. package/scene.js.map +1 -1
@@ -13,15 +13,15 @@ export interface IMultiRenderTargetOptions {
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  */
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  generateMipMaps?: boolean;
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  /**
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- * Define the types of all the draw buffers we want to create
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+ * Define the types of all the draw buffers (render textures) we want to create
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  */
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  types?: number[];
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  /**
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- * Define the sampling modes of all the draw buffers we want to create
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+ * Define the sampling modes of all the draw buffers (render textures) we want to create
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  */
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  samplingModes?: number[];
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  /**
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- * Define if sRGB format should be used for each of the draw buffers we want to create
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+ * Define if sRGB format should be used for each of the draw buffers (render textures) we want to create
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  */
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  useSRGBBuffers?: boolean[];
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  /**
@@ -37,7 +37,7 @@ export interface IMultiRenderTargetOptions {
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  */
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  generateDepthTexture?: boolean;
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  /**
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- * Define the internal format of the buffer in the RTT (RED, RG, RGB, RGBA (default), ALPHA...) of all the draw buffers we want to create
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+ * Define the internal format of the buffer in the RTT (RED, RG, RGB, RGBA (default), ALPHA...) of all the draw buffers (render textures) we want to create
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  */
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  formats?: number[];
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  /**
@@ -45,7 +45,7 @@ export interface IMultiRenderTargetOptions {
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  */
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  depthTextureFormat?: number;
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  /**
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- * Define the number of desired draw buffers
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+ * Define the number of desired draw buffers (render textures)
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  */
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  textureCount?: number;
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  /**
@@ -81,10 +81,14 @@ export interface IMultiRenderTargetOptions {
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  * Define the number of layer of each texture in the textures array (if applicable, given the corresponding targetType) (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY)
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  */
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  layerCounts?: number[];
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+ /**
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+ * Define the names of the textures (used for debugging purpose)
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+ */
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+ labels?: string[];
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  }
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  /**
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  * A multi render target, like a render target provides the ability to render to a texture.
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- * Unlike the render target, it can render to several draw buffers in one draw.
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+ * Unlike the render target, it can render to several draw buffers (render textures) in one draw.
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  * This is specially interesting in deferred rendering or for any effects requiring more than
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  * just one color from a single pass.
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  */
@@ -95,7 +99,7 @@ export declare class MultiRenderTarget extends RenderTargetTexture {
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  private _drawOnlyOnFirstAttachmentByDefault;
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  private _textureNames?;
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  /**
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- * Get if draw buffers are currently supported by the used hardware and browser.
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+ * Get if draw buffers (render textures) are currently supported by the used hardware and browser.
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  */
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  get isSupported(): boolean;
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  /**
@@ -123,7 +127,7 @@ export declare class MultiRenderTarget extends RenderTargetTexture {
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  /**
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  * Instantiate a new multi render target texture.
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  * A multi render target, like a render target provides the ability to render to a texture.
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- * Unlike the render target, it can render to several draw buffers in one draw.
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+ * Unlike the render target, it can render to several draw buffers (render textures) in one draw.
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  * This is specially interesting in deferred rendering or for any effects requiring more than
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  * just one color from a single pass.
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  * @param name Define the name of the texture
@@ -131,7 +135,7 @@ export declare class MultiRenderTarget extends RenderTargetTexture {
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  * @param count Define the number of target we are rendering into
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  * @param scene Define the scene the texture belongs to
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  * @param options Define the options used to create the multi render target
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- * @param textureNames Define the names to set to the textures (if count > 0 - optional)
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+ * @param textureNames Define the names to set to the textures (if count \> 0 - optional)
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  */
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  constructor(name: string, size: any, count: number, scene?: Scene, options?: IMultiRenderTargetOptions, textureNames?: string[]);
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  private _initTypes;
@@ -189,7 +193,7 @@ export declare class MultiRenderTarget extends RenderTargetTexture {
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  */
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  dispose(doNotDisposeInternalTextures?: boolean): void;
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  /**
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- * Release all the underlying texture used as draw buffers.
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+ * Release all the underlying texture used as draw buffers (render textures).
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  */
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  releaseInternalTextures(): void;
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  }
@@ -4,13 +4,13 @@ import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTextur
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  import "../../Engines/Extensions/engine.multiRender.js";
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  /**
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  * A multi render target, like a render target provides the ability to render to a texture.
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- * Unlike the render target, it can render to several draw buffers in one draw.
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+ * Unlike the render target, it can render to several draw buffers (render textures) in one draw.
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  * This is specially interesting in deferred rendering or for any effects requiring more than
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  * just one color from a single pass.
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  */
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  export class MultiRenderTarget extends RenderTargetTexture {
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  /**
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- * Get if draw buffers are currently supported by the used hardware and browser.
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+ * Get if draw buffers (render textures) are currently supported by the used hardware and browser.
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  */
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  get isSupported() {
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  var _a, _b;
@@ -59,7 +59,7 @@ export class MultiRenderTarget extends RenderTargetTexture {
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  /**
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  * Instantiate a new multi render target texture.
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  * A multi render target, like a render target provides the ability to render to a texture.
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- * Unlike the render target, it can render to several draw buffers in one draw.
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+ * Unlike the render target, it can render to several draw buffers (render textures) in one draw.
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  * This is specially interesting in deferred rendering or for any effects requiring more than
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  * just one color from a single pass.
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  * @param name Define the name of the texture
@@ -67,7 +67,7 @@ export class MultiRenderTarget extends RenderTargetTexture {
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  * @param count Define the number of target we are rendering into
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  * @param scene Define the scene the texture belongs to
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  * @param options Define the options used to create the multi render target
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- * @param textureNames Define the names to set to the textures (if count > 0 - optional)
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+ * @param textureNames Define the names to set to the textures (if count \> 0 - optional)
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  */
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  constructor(name, size, count, scene, options, textureNames) {
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  const generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
@@ -107,6 +107,7 @@ export class MultiRenderTarget extends RenderTargetTexture {
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  faceIndex: faceIndex,
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  layerIndex: layerIndex,
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  layerCounts: layerCounts,
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+ labels: textureNames,
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  };
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  this._count = count;
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  this._drawOnlyOnFirstAttachmentByDefault = drawOnlyOnFirstAttachmentByDefault;
@@ -381,6 +382,7 @@ export class MultiRenderTarget extends RenderTargetTexture {
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  this._multiRenderTargetOptions.faceIndex = faceIndex;
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  this._multiRenderTargetOptions.layerIndex = layerIndex;
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  this._multiRenderTargetOptions.layerCounts = layerCounts;
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+ this._multiRenderTargetOptions.labels = textureNames;
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  this._rebuild(true, textureNames);
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  }
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  _unbindFrameBuffer(engine, faceIndex) {
@@ -406,7 +408,7 @@ export class MultiRenderTarget extends RenderTargetTexture {
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  super.dispose();
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  }
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  /**
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- * Release all the underlying texture used as draw buffers.
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+ * Release all the underlying texture used as draw buffers (render textures).
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  */
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  releaseInternalTextures() {
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  var _a, _b;
@@ -1 +1 @@
1
- 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type { Scene } from \"../../scene\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport \"../../Engines/Extensions/engine.multiRender\";\r\nimport type { InternalTexture } from \"./internalTexture\";\r\n\r\n/**\r\n * Creation options of the multi render target texture.\r\n */\r\nexport interface IMultiRenderTargetOptions {\r\n /**\r\n * Define if the texture needs to create mip maps after render.\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Define the types of all the draw buffers we want to create\r\n */\r\n types?: number[];\r\n /**\r\n * Define the sampling modes of all the draw buffers we want to create\r\n */\r\n samplingModes?: number[];\r\n /**\r\n * Define if sRGB format should be used for each of the draw buffers we want to create\r\n */\r\n useSRGBBuffers?: boolean[];\r\n /**\r\n * Define if a depth buffer is required\r\n */\r\n generateDepthBuffer?: boolean;\r\n /**\r\n * Define if a stencil buffer is required\r\n */\r\n generateStencilBuffer?: boolean;\r\n /**\r\n * Define if a depth texture is required instead of a depth buffer\r\n */\r\n generateDepthTexture?: boolean;\r\n /**\r\n * Define the internal format of the buffer in the RTT (RED, RG, RGB, RGBA (default), ALPHA...) of all the draw buffers we want to create\r\n */\r\n formats?: number[];\r\n /**\r\n * Define depth texture format to use\r\n */\r\n depthTextureFormat?: number;\r\n /**\r\n * Define the number of desired draw buffers\r\n */\r\n textureCount?: number;\r\n /**\r\n * Define if aspect ratio should be adapted to the texture or stay the scene one\r\n */\r\n doNotChangeAspectRatio?: boolean;\r\n /**\r\n * Define the default type of the buffers we are creating\r\n */\r\n defaultType?: number;\r\n /**\r\n * Define the default type of the buffers we are creating\r\n */\r\n drawOnlyOnFirstAttachmentByDefault?: boolean;\r\n /**\r\n * Define the type of texture at each attahment index (of Constants.TEXTURE_2D, .TEXTURE_2D_ARRAY, .TEXTURE_CUBE_MAP, .TEXTURE_CUBE_MAP_ARRAY, .TEXTURE_3D).\r\n * You can also use the -1 value to indicate that no texture should be created but that you will assign a texture to that attachment index later.\r\n * Can be useful when you want to attach several layers of the same 2DArrayTexture / 3DTexture or several faces of the same CubeMapTexture: Use the setInternalTexture\r\n * method for that purpose, after the MultiRenderTarget has been created.\r\n */\r\n targetTypes?: number[];\r\n /**\r\n * Define the face index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_CUBE_MAP and .TEXTURE_CUBE_MAP_ARRAY).\r\n * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex\r\n */\r\n faceIndex?: number[];\r\n /**\r\n * Define the layer index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY).\r\n * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex\r\n */\r\n layerIndex?: number[];\r\n /**\r\n * Define the number of layer of each texture in the textures array (if applicable, given the corresponding targetType) (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY)\r\n */\r\n layerCounts?: number[];\r\n}\r\n\r\n/**\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n */\r\nexport class MultiRenderTarget extends RenderTargetTexture {\r\n private _textures: Texture[];\r\n private _multiRenderTargetOptions: IMultiRenderTargetOptions;\r\n private _count: number;\r\n private _drawOnlyOnFirstAttachmentByDefault: boolean;\r\n private _textureNames?: string[];\r\n\r\n /**\r\n * Get if draw buffers are currently supported by the used hardware and browser.\r\n */\r\n public get isSupported(): boolean {\r\n return this._engine?.getCaps().drawBuffersExtension ?? false;\r\n }\r\n\r\n /**\r\n * Get the list of textures generated by the multi render target.\r\n */\r\n public get textures(): Texture[] {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the number of textures in this MRT. This number can be different from `_textures.length` in case a depth texture is generated.\r\n */\r\n public get count(): number {\r\n return this._count;\r\n }\r\n\r\n /**\r\n * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set\r\n */\r\n public get depthTexture(): Texture {\r\n return this._textures[this._textures.length - 1];\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on U of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public set wrapU(wrap: number) {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapU = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on V of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public set wrapV(wrap: number) {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapV = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiate a new multi render target texture.\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the buffers to render to\r\n * @param count Define the number of target we are rendering into\r\n * @param scene Define the scene the texture belongs to\r\n * @param options Define the options used to create the multi render target\r\n * @param textureNames Define the names to set to the textures (if count > 0 - optional)\r\n */\r\n constructor(name: string, size: any, count: number, scene?: Scene, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n const generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;\r\n const generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;\r\n const depthTextureFormat = options && options.depthTextureFormat ? options.depthTextureFormat : Constants.TEXTUREFORMAT_DEPTH16;\r\n const doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;\r\n const drawOnlyOnFirstAttachmentByDefault = options && options.drawOnlyOnFirstAttachmentByDefault ? options.drawOnlyOnFirstAttachmentByDefault : false;\r\n super(name, size, scene, generateMipMaps, doNotChangeAspectRatio, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);\r\n\r\n if (!this.isSupported) {\r\n this.dispose();\r\n return;\r\n }\r\n\r\n this._textureNames = textureNames;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n const formats: number[] = [];\r\n const targetTypes: number[] = [];\r\n const faceIndex: number[] = [];\r\n const layerIndex: number[] = [];\r\n const layerCounts: number[] = [];\r\n this._initTypes(count, types, samplingModes, useSRGBBuffers, formats, targetTypes, faceIndex, layerIndex, layerCounts, options);\r\n\r\n const generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n const generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n\r\n this._multiRenderTargetOptions = {\r\n samplingModes: samplingModes,\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: generateDepthBuffer,\r\n generateStencilBuffer: generateStencilBuffer,\r\n generateDepthTexture: generateDepthTexture,\r\n depthTextureFormat: depthTextureFormat,\r\n types: types,\r\n textureCount: count,\r\n useSRGBBuffers: useSRGBBuffers,\r\n formats: formats,\r\n targetTypes: targetTypes,\r\n faceIndex: faceIndex,\r\n layerIndex: layerIndex,\r\n layerCounts: layerCounts,\r\n };\r\n\r\n this._count = count;\r\n this._drawOnlyOnFirstAttachmentByDefault = drawOnlyOnFirstAttachmentByDefault;\r\n\r\n if (count > 0) {\r\n this._createInternalTextures();\r\n this._createTextures(textureNames);\r\n }\r\n }\r\n\r\n private _initTypes(\r\n count: number,\r\n types: number[],\r\n samplingModes: number[],\r\n useSRGBBuffers: boolean[],\r\n formats: number[],\r\n targets: number[],\r\n faceIndex: number[],\r\n layerIndex: number[],\r\n layerCounts: number[],\r\n options?: IMultiRenderTargetOptions\r\n ) {\r\n for (let i = 0; i < count; i++) {\r\n if (options && options.types && options.types[i] !== undefined) {\r\n types.push(options.types[i]);\r\n } else {\r\n types.push(options && options.defaultType ? options.defaultType : Constants.TEXTURETYPE_UNSIGNED_INT);\r\n }\r\n\r\n if (options && options.samplingModes && options.samplingModes[i] !== undefined) {\r\n samplingModes.push(options.samplingModes[i]);\r\n } else {\r\n samplingModes.push(Texture.BILINEAR_SAMPLINGMODE);\r\n }\r\n\r\n if (options && options.useSRGBBuffers && options.useSRGBBuffers[i] !== undefined) {\r\n useSRGBBuffers.push(options.useSRGBBuffers[i]);\r\n } else {\r\n useSRGBBuffers.push(false);\r\n }\r\n\r\n if (options && options.formats && options.formats[i] !== undefined) {\r\n formats.push(options.formats[i]);\r\n } else {\r\n formats.push(Constants.TEXTUREFORMAT_RGBA);\r\n }\r\n\r\n if (options && options.targetTypes && options.targetTypes[i] !== undefined) {\r\n targets.push(options.targetTypes[i]);\r\n } else {\r\n targets.push(Constants.TEXTURE_2D);\r\n }\r\n\r\n if (options && options.faceIndex && options.faceIndex[i] !== undefined) {\r\n faceIndex.push(options.faceIndex[i]);\r\n } else {\r\n faceIndex.push(0);\r\n }\r\n\r\n if (options && options.layerIndex && options.layerIndex[i] !== undefined) {\r\n layerIndex.push(options.layerIndex[i]);\r\n } else {\r\n layerIndex.push(0);\r\n }\r\n\r\n if (options && options.layerCounts && options.layerCounts[i] !== undefined) {\r\n layerCounts.push(options.layerCounts[i]);\r\n } else {\r\n layerCounts.push(1);\r\n }\r\n }\r\n }\r\n\r\n private _createInternaTextureIndexMapping() {\r\n const mapMainInternalTexture2Index: { [key: number]: number } = {};\r\n const mapInternalTexture2MainIndex: number[] = [];\r\n\r\n if (!this._renderTarget) {\r\n return mapInternalTexture2MainIndex;\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = internalTextures[i];\r\n if (!texture) {\r\n continue;\r\n }\r\n const mainIndex = mapMainInternalTexture2Index[texture.uniqueId];\r\n if (mainIndex !== undefined) {\r\n mapInternalTexture2MainIndex[i] = mainIndex;\r\n } else {\r\n mapMainInternalTexture2Index[texture.uniqueId] = i;\r\n }\r\n }\r\n\r\n return mapInternalTexture2MainIndex;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _rebuild(forceFullRebuild: boolean = false, textureNames?: string[]): void {\r\n if (this._count < 1) {\r\n return;\r\n }\r\n\r\n const mapInternalTexture2MainIndex = this._createInternaTextureIndexMapping();\r\n\r\n this.releaseInternalTextures();\r\n this._createInternalTextures();\r\n\r\n if (forceFullRebuild) {\r\n this._releaseTextures();\r\n this._createTextures(textureNames);\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = this._textures[i];\r\n if (mapInternalTexture2MainIndex[i] !== undefined) {\r\n this._renderTarget!.setTexture(internalTextures[mapInternalTexture2MainIndex[i]], i);\r\n }\r\n texture._texture = internalTextures[i];\r\n if (texture._texture) {\r\n texture._noMipmap = !texture._texture.useMipMaps;\r\n texture._useSRGBBuffer = texture._texture._useSRGBBuffer;\r\n }\r\n }\r\n\r\n if (this.samples !== 1) {\r\n this._renderTarget!.setSamples(this.samples, !this._drawOnlyOnFirstAttachmentByDefault, true);\r\n }\r\n }\r\n\r\n private _createInternalTextures(): void {\r\n this._renderTarget = this._getEngine()!.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions, !this._drawOnlyOnFirstAttachmentByDefault);\r\n this._texture = this._renderTarget.texture;\r\n }\r\n\r\n private _releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i]._texture = null; // internal textures are released by a call to releaseInternalTextures()\r\n this._textures[i].dispose();\r\n }\r\n }\r\n }\r\n\r\n private _createTextures(textureNames?: string[]): void {\r\n const internalTextures = this._renderTarget!.textures!;\r\n this._textures = [];\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = new Texture(null, this.getScene());\r\n if (textureNames?.[i]) {\r\n texture.name = textureNames[i];\r\n }\r\n texture._texture = internalTextures[i];\r\n if (texture._texture) {\r\n texture._noMipmap = !texture._texture.useMipMaps;\r\n texture._useSRGBBuffer = texture._texture._useSRGBBuffer;\r\n }\r\n this._textures.push(texture);\r\n }\r\n }\r\n\r\n /**\r\n * Replaces an internal texture within the MRT. Useful to share textures between MultiRenderTarget.\r\n * @param texture The new texture to set in the MRT\r\n * @param index The index of the texture to replace\r\n * @param disposePrevious Set to true if the previous internal texture should be disposed\r\n */\r\n public setInternalTexture(texture: InternalTexture, index: number, disposePrevious: boolean = true) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (index === 0) {\r\n this._texture = texture;\r\n }\r\n\r\n this.renderTarget.setTexture(texture, index, disposePrevious);\r\n\r\n if (!this.textures[index]) {\r\n this.textures[index] = new Texture(null, this.getScene());\r\n this.textures[index].name = this._textureNames?.[index] ?? this.textures[index].name;\r\n }\r\n this.textures[index]._texture = texture;\r\n this.textures[index]._noMipmap = !texture.useMipMaps;\r\n this.textures[index]._useSRGBBuffer = texture._useSRGBBuffer;\r\n\r\n this._count = this.renderTarget.textures ? this.renderTarget.textures.length : 0;\r\n\r\n if (this._multiRenderTargetOptions.types) {\r\n this._multiRenderTargetOptions.types[index] = texture.type;\r\n }\r\n if (this._multiRenderTargetOptions.samplingModes) {\r\n this._multiRenderTargetOptions.samplingModes[index] = texture.samplingMode;\r\n }\r\n if (this._multiRenderTargetOptions.useSRGBBuffers) {\r\n this._multiRenderTargetOptions.useSRGBBuffers[index] = texture._useSRGBBuffer;\r\n }\r\n if (this._multiRenderTargetOptions.targetTypes && this._multiRenderTargetOptions.targetTypes[index] !== -1) {\r\n let target: number = 0;\r\n if (texture.is2DArray) {\r\n target = Constants.TEXTURE_2D_ARRAY;\r\n } else if (texture.isCube) {\r\n target = Constants.TEXTURE_CUBE_MAP;\r\n } /*else if (texture.isCubeArray) {\r\n target = Constants.TEXTURE_CUBE_MAP_ARRAY;\r\n }*/ else if (texture.is3D) {\r\n target = Constants.TEXTURE_3D;\r\n } else {\r\n target = Constants.TEXTURE_2D;\r\n }\r\n this._multiRenderTargetOptions.targetTypes[index] = target;\r\n }\r\n }\r\n\r\n /**\r\n * Changes an attached texture's face index or layer.\r\n * @param index The index of the texture to modify the attachment of\r\n * @param layerIndex The layer index of the texture to be attached to the framebuffer\r\n * @param faceIndex The face index of the texture to be attached to the framebuffer\r\n */\r\n public setLayerAndFaceIndex(index: number, layerIndex: number = -1, faceIndex: number = -1) {\r\n if (!this.textures[index] || !this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (this._multiRenderTargetOptions.layerIndex) {\r\n this._multiRenderTargetOptions.layerIndex[index] = layerIndex;\r\n }\r\n if (this._multiRenderTargetOptions.faceIndex) {\r\n this._multiRenderTargetOptions.faceIndex[index] = faceIndex;\r\n }\r\n\r\n this.renderTarget.setLayerAndFaceIndex(index, layerIndex, faceIndex);\r\n }\r\n\r\n /**\r\n * Changes every attached texture's face index or layer.\r\n * @param layerIndices The layer indices of the texture to be attached to the framebuffer\r\n * @param faceIndices The face indices of the texture to be attached to the framebuffer\r\n */\r\n public setLayerAndFaceIndices(layerIndices: number[], faceIndices: number[]) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n this._multiRenderTargetOptions.layerIndex = layerIndices;\r\n this._multiRenderTargetOptions.faceIndex = faceIndices;\r\n\r\n this.renderTarget.setLayerAndFaceIndices(layerIndices, faceIndices);\r\n }\r\n\r\n /**\r\n * Define the number of samples used if MSAA is enabled.\r\n */\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n if (this._renderTarget) {\r\n this._samples = this._renderTarget.setSamples(value);\r\n } else {\r\n // In case samples are set with 0 textures created, we must save the desired samples value\r\n this._samples = value;\r\n }\r\n }\r\n\r\n /**\r\n * Resize all the textures in the multi render target.\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param size Define the new size\r\n */\r\n public resize(size: any) {\r\n this._processSizeParameter(size, false);\r\n this._rebuild(undefined, this._textureNames);\r\n }\r\n\r\n /**\r\n * Changes the number of render targets in this MRT\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param count new texture count\r\n * @param options Specifies texture types and sampling modes for new textures\r\n * @param textureNames Specifies the names of the textures (optional)\r\n */\r\n public updateCount(count: number, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n this._multiRenderTargetOptions.textureCount = count;\r\n this._count = count;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n const formats: number[] = [];\r\n const targetTypes: number[] = [];\r\n const faceIndex: number[] = [];\r\n const layerIndex: number[] = [];\r\n const layerCounts: number[] = [];\r\n\r\n this._textureNames = textureNames;\r\n\r\n this._initTypes(count, types, samplingModes, useSRGBBuffers, formats, targetTypes, faceIndex, layerIndex, layerCounts, options);\r\n this._multiRenderTargetOptions.types = types;\r\n this._multiRenderTargetOptions.samplingModes = samplingModes;\r\n this._multiRenderTargetOptions.useSRGBBuffers = useSRGBBuffers;\r\n this._multiRenderTargetOptions.formats = formats;\r\n this._multiRenderTargetOptions.targetTypes = targetTypes;\r\n this._multiRenderTargetOptions.faceIndex = faceIndex;\r\n this._multiRenderTargetOptions.layerIndex = layerIndex;\r\n this._multiRenderTargetOptions.layerCounts = layerCounts;\r\n\r\n this._rebuild(true, textureNames);\r\n }\r\n\r\n protected _unbindFrameBuffer(engine: Engine, faceIndex: number): void {\r\n if (this._renderTarget) {\r\n engine.unBindMultiColorAttachmentFramebuffer(this._renderTarget, this.isCube, () => {\r\n this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the render targets and their associated resources\r\n * @param doNotDisposeInternalTextures\r\n */\r\n public dispose(doNotDisposeInternalTextures = false): void {\r\n this._releaseTextures();\r\n if (!doNotDisposeInternalTextures) {\r\n this.releaseInternalTextures();\r\n } else {\r\n // Prevent internal texture dispose in super.dispose\r\n this._texture = null;\r\n }\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Release all the underlying texture used as draw buffers.\r\n */\r\n public releaseInternalTextures(): void {\r\n const internalTextures = this._renderTarget?.textures;\r\n\r\n if (!internalTextures) {\r\n return;\r\n }\r\n\r\n for (let i = internalTextures.length - 1; i >= 0; i--) {\r\n this._textures[i]._texture = null;\r\n }\r\n\r\n this._renderTarget?.dispose();\r\n this._renderTarget = null;\r\n }\r\n}\r\n"]}
1
+ 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type { Scene } from \"../../scene\";\r\nimport type { Engine } from \"../../Engines/engine\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\n\r\nimport \"../../Engines/Extensions/engine.multiRender\";\r\nimport type { InternalTexture } from \"./internalTexture\";\r\n\r\n/**\r\n * Creation options of the multi render target texture.\r\n */\r\nexport interface IMultiRenderTargetOptions {\r\n /**\r\n * Define if the texture needs to create mip maps after render.\r\n */\r\n generateMipMaps?: boolean;\r\n /**\r\n * Define the types of all the draw buffers (render textures) we want to create\r\n */\r\n types?: number[];\r\n /**\r\n * Define the sampling modes of all the draw buffers (render textures) we want to create\r\n */\r\n samplingModes?: number[];\r\n /**\r\n * Define if sRGB format should be used for each of the draw buffers (render textures) we want to create\r\n */\r\n useSRGBBuffers?: boolean[];\r\n /**\r\n * Define if a depth buffer is required\r\n */\r\n generateDepthBuffer?: boolean;\r\n /**\r\n * Define if a stencil buffer is required\r\n */\r\n generateStencilBuffer?: boolean;\r\n /**\r\n * Define if a depth texture is required instead of a depth buffer\r\n */\r\n generateDepthTexture?: boolean;\r\n /**\r\n * Define the internal format of the buffer in the RTT (RED, RG, RGB, RGBA (default), ALPHA...) of all the draw buffers (render textures) we want to create\r\n */\r\n formats?: number[];\r\n /**\r\n * Define depth texture format to use\r\n */\r\n depthTextureFormat?: number;\r\n /**\r\n * Define the number of desired draw buffers (render textures)\r\n */\r\n textureCount?: number;\r\n /**\r\n * Define if aspect ratio should be adapted to the texture or stay the scene one\r\n */\r\n doNotChangeAspectRatio?: boolean;\r\n /**\r\n * Define the default type of the buffers we are creating\r\n */\r\n defaultType?: number;\r\n /**\r\n * Define the default type of the buffers we are creating\r\n */\r\n drawOnlyOnFirstAttachmentByDefault?: boolean;\r\n /**\r\n * Define the type of texture at each attahment index (of Constants.TEXTURE_2D, .TEXTURE_2D_ARRAY, .TEXTURE_CUBE_MAP, .TEXTURE_CUBE_MAP_ARRAY, .TEXTURE_3D).\r\n * You can also use the -1 value to indicate that no texture should be created but that you will assign a texture to that attachment index later.\r\n * Can be useful when you want to attach several layers of the same 2DArrayTexture / 3DTexture or several faces of the same CubeMapTexture: Use the setInternalTexture\r\n * method for that purpose, after the MultiRenderTarget has been created.\r\n */\r\n targetTypes?: number[];\r\n /**\r\n * Define the face index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_CUBE_MAP and .TEXTURE_CUBE_MAP_ARRAY).\r\n * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex\r\n */\r\n faceIndex?: number[];\r\n /**\r\n * Define the layer index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY).\r\n * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex\r\n */\r\n layerIndex?: number[];\r\n /**\r\n * Define the number of layer of each texture in the textures array (if applicable, given the corresponding targetType) (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY)\r\n */\r\n layerCounts?: number[];\r\n /**\r\n * Define the names of the textures (used for debugging purpose)\r\n */\r\n labels?: string[];\r\n}\r\n\r\n/**\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers (render textures) in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n */\r\nexport class MultiRenderTarget extends RenderTargetTexture {\r\n private _textures: Texture[];\r\n private _multiRenderTargetOptions: IMultiRenderTargetOptions;\r\n private _count: number;\r\n private _drawOnlyOnFirstAttachmentByDefault: boolean;\r\n private _textureNames?: string[];\r\n\r\n /**\r\n * Get if draw buffers (render textures) are currently supported by the used hardware and browser.\r\n */\r\n public get isSupported(): boolean {\r\n return this._engine?.getCaps().drawBuffersExtension ?? false;\r\n }\r\n\r\n /**\r\n * Get the list of textures generated by the multi render target.\r\n */\r\n public get textures(): Texture[] {\r\n return this._textures;\r\n }\r\n\r\n /**\r\n * Gets the number of textures in this MRT. This number can be different from `_textures.length` in case a depth texture is generated.\r\n */\r\n public get count(): number {\r\n return this._count;\r\n }\r\n\r\n /**\r\n * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set\r\n */\r\n public get depthTexture(): Texture {\r\n return this._textures[this._textures.length - 1];\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on U of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public set wrapU(wrap: number) {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapU = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Set the wrapping mode on V of all the textures we are rendering to.\r\n * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)\r\n */\r\n public set wrapV(wrap: number) {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i].wrapV = wrap;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiate a new multi render target texture.\r\n * A multi render target, like a render target provides the ability to render to a texture.\r\n * Unlike the render target, it can render to several draw buffers (render textures) in one draw.\r\n * This is specially interesting in deferred rendering or for any effects requiring more than\r\n * just one color from a single pass.\r\n * @param name Define the name of the texture\r\n * @param size Define the size of the buffers to render to\r\n * @param count Define the number of target we are rendering into\r\n * @param scene Define the scene the texture belongs to\r\n * @param options Define the options used to create the multi render target\r\n * @param textureNames Define the names to set to the textures (if count \\> 0 - optional)\r\n */\r\n constructor(name: string, size: any, count: number, scene?: Scene, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n const generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;\r\n const generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;\r\n const depthTextureFormat = options && options.depthTextureFormat ? options.depthTextureFormat : Constants.TEXTUREFORMAT_DEPTH16;\r\n const doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;\r\n const drawOnlyOnFirstAttachmentByDefault = options && options.drawOnlyOnFirstAttachmentByDefault ? options.drawOnlyOnFirstAttachmentByDefault : false;\r\n super(name, size, scene, generateMipMaps, doNotChangeAspectRatio, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);\r\n\r\n if (!this.isSupported) {\r\n this.dispose();\r\n return;\r\n }\r\n\r\n this._textureNames = textureNames;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n const formats: number[] = [];\r\n const targetTypes: number[] = [];\r\n const faceIndex: number[] = [];\r\n const layerIndex: number[] = [];\r\n const layerCounts: number[] = [];\r\n this._initTypes(count, types, samplingModes, useSRGBBuffers, formats, targetTypes, faceIndex, layerIndex, layerCounts, options);\r\n\r\n const generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n const generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;\r\n\r\n this._multiRenderTargetOptions = {\r\n samplingModes: samplingModes,\r\n generateMipMaps: generateMipMaps,\r\n generateDepthBuffer: generateDepthBuffer,\r\n generateStencilBuffer: generateStencilBuffer,\r\n generateDepthTexture: generateDepthTexture,\r\n depthTextureFormat: depthTextureFormat,\r\n types: types,\r\n textureCount: count,\r\n useSRGBBuffers: useSRGBBuffers,\r\n formats: formats,\r\n targetTypes: targetTypes,\r\n faceIndex: faceIndex,\r\n layerIndex: layerIndex,\r\n layerCounts: layerCounts,\r\n labels: textureNames,\r\n };\r\n\r\n this._count = count;\r\n this._drawOnlyOnFirstAttachmentByDefault = drawOnlyOnFirstAttachmentByDefault;\r\n\r\n if (count > 0) {\r\n this._createInternalTextures();\r\n this._createTextures(textureNames);\r\n }\r\n }\r\n\r\n private _initTypes(\r\n count: number,\r\n types: number[],\r\n samplingModes: number[],\r\n useSRGBBuffers: boolean[],\r\n formats: number[],\r\n targets: number[],\r\n faceIndex: number[],\r\n layerIndex: number[],\r\n layerCounts: number[],\r\n options?: IMultiRenderTargetOptions\r\n ) {\r\n for (let i = 0; i < count; i++) {\r\n if (options && options.types && options.types[i] !== undefined) {\r\n types.push(options.types[i]);\r\n } else {\r\n types.push(options && options.defaultType ? options.defaultType : Constants.TEXTURETYPE_UNSIGNED_INT);\r\n }\r\n\r\n if (options && options.samplingModes && options.samplingModes[i] !== undefined) {\r\n samplingModes.push(options.samplingModes[i]);\r\n } else {\r\n samplingModes.push(Texture.BILINEAR_SAMPLINGMODE);\r\n }\r\n\r\n if (options && options.useSRGBBuffers && options.useSRGBBuffers[i] !== undefined) {\r\n useSRGBBuffers.push(options.useSRGBBuffers[i]);\r\n } else {\r\n useSRGBBuffers.push(false);\r\n }\r\n\r\n if (options && options.formats && options.formats[i] !== undefined) {\r\n formats.push(options.formats[i]);\r\n } else {\r\n formats.push(Constants.TEXTUREFORMAT_RGBA);\r\n }\r\n\r\n if (options && options.targetTypes && options.targetTypes[i] !== undefined) {\r\n targets.push(options.targetTypes[i]);\r\n } else {\r\n targets.push(Constants.TEXTURE_2D);\r\n }\r\n\r\n if (options && options.faceIndex && options.faceIndex[i] !== undefined) {\r\n faceIndex.push(options.faceIndex[i]);\r\n } else {\r\n faceIndex.push(0);\r\n }\r\n\r\n if (options && options.layerIndex && options.layerIndex[i] !== undefined) {\r\n layerIndex.push(options.layerIndex[i]);\r\n } else {\r\n layerIndex.push(0);\r\n }\r\n\r\n if (options && options.layerCounts && options.layerCounts[i] !== undefined) {\r\n layerCounts.push(options.layerCounts[i]);\r\n } else {\r\n layerCounts.push(1);\r\n }\r\n }\r\n }\r\n\r\n private _createInternaTextureIndexMapping() {\r\n const mapMainInternalTexture2Index: { [key: number]: number } = {};\r\n const mapInternalTexture2MainIndex: number[] = [];\r\n\r\n if (!this._renderTarget) {\r\n return mapInternalTexture2MainIndex;\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = internalTextures[i];\r\n if (!texture) {\r\n continue;\r\n }\r\n const mainIndex = mapMainInternalTexture2Index[texture.uniqueId];\r\n if (mainIndex !== undefined) {\r\n mapInternalTexture2MainIndex[i] = mainIndex;\r\n } else {\r\n mapMainInternalTexture2Index[texture.uniqueId] = i;\r\n }\r\n }\r\n\r\n return mapInternalTexture2MainIndex;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _rebuild(forceFullRebuild: boolean = false, textureNames?: string[]): void {\r\n if (this._count < 1) {\r\n return;\r\n }\r\n\r\n const mapInternalTexture2MainIndex = this._createInternaTextureIndexMapping();\r\n\r\n this.releaseInternalTextures();\r\n this._createInternalTextures();\r\n\r\n if (forceFullRebuild) {\r\n this._releaseTextures();\r\n this._createTextures(textureNames);\r\n }\r\n\r\n const internalTextures = this._renderTarget!.textures!;\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = this._textures[i];\r\n if (mapInternalTexture2MainIndex[i] !== undefined) {\r\n this._renderTarget!.setTexture(internalTextures[mapInternalTexture2MainIndex[i]], i);\r\n }\r\n texture._texture = internalTextures[i];\r\n if (texture._texture) {\r\n texture._noMipmap = !texture._texture.useMipMaps;\r\n texture._useSRGBBuffer = texture._texture._useSRGBBuffer;\r\n }\r\n }\r\n\r\n if (this.samples !== 1) {\r\n this._renderTarget!.setSamples(this.samples, !this._drawOnlyOnFirstAttachmentByDefault, true);\r\n }\r\n }\r\n\r\n private _createInternalTextures(): void {\r\n this._renderTarget = this._getEngine()!.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions, !this._drawOnlyOnFirstAttachmentByDefault);\r\n this._texture = this._renderTarget.texture;\r\n }\r\n\r\n private _releaseTextures(): void {\r\n if (this._textures) {\r\n for (let i = 0; i < this._textures.length; i++) {\r\n this._textures[i]._texture = null; // internal textures are released by a call to releaseInternalTextures()\r\n this._textures[i].dispose();\r\n }\r\n }\r\n }\r\n\r\n private _createTextures(textureNames?: string[]): void {\r\n const internalTextures = this._renderTarget!.textures!;\r\n this._textures = [];\r\n for (let i = 0; i < internalTextures.length; i++) {\r\n const texture = new Texture(null, this.getScene());\r\n if (textureNames?.[i]) {\r\n texture.name = textureNames[i];\r\n }\r\n texture._texture = internalTextures[i];\r\n if (texture._texture) {\r\n texture._noMipmap = !texture._texture.useMipMaps;\r\n texture._useSRGBBuffer = texture._texture._useSRGBBuffer;\r\n }\r\n this._textures.push(texture);\r\n }\r\n }\r\n\r\n /**\r\n * Replaces an internal texture within the MRT. Useful to share textures between MultiRenderTarget.\r\n * @param texture The new texture to set in the MRT\r\n * @param index The index of the texture to replace\r\n * @param disposePrevious Set to true if the previous internal texture should be disposed\r\n */\r\n public setInternalTexture(texture: InternalTexture, index: number, disposePrevious: boolean = true) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (index === 0) {\r\n this._texture = texture;\r\n }\r\n\r\n this.renderTarget.setTexture(texture, index, disposePrevious);\r\n\r\n if (!this.textures[index]) {\r\n this.textures[index] = new Texture(null, this.getScene());\r\n this.textures[index].name = this._textureNames?.[index] ?? this.textures[index].name;\r\n }\r\n this.textures[index]._texture = texture;\r\n this.textures[index]._noMipmap = !texture.useMipMaps;\r\n this.textures[index]._useSRGBBuffer = texture._useSRGBBuffer;\r\n\r\n this._count = this.renderTarget.textures ? this.renderTarget.textures.length : 0;\r\n\r\n if (this._multiRenderTargetOptions.types) {\r\n this._multiRenderTargetOptions.types[index] = texture.type;\r\n }\r\n if (this._multiRenderTargetOptions.samplingModes) {\r\n this._multiRenderTargetOptions.samplingModes[index] = texture.samplingMode;\r\n }\r\n if (this._multiRenderTargetOptions.useSRGBBuffers) {\r\n this._multiRenderTargetOptions.useSRGBBuffers[index] = texture._useSRGBBuffer;\r\n }\r\n if (this._multiRenderTargetOptions.targetTypes && this._multiRenderTargetOptions.targetTypes[index] !== -1) {\r\n let target: number = 0;\r\n if (texture.is2DArray) {\r\n target = Constants.TEXTURE_2D_ARRAY;\r\n } else if (texture.isCube) {\r\n target = Constants.TEXTURE_CUBE_MAP;\r\n } /*else if (texture.isCubeArray) {\r\n target = Constants.TEXTURE_CUBE_MAP_ARRAY;\r\n }*/ else if (texture.is3D) {\r\n target = Constants.TEXTURE_3D;\r\n } else {\r\n target = Constants.TEXTURE_2D;\r\n }\r\n this._multiRenderTargetOptions.targetTypes[index] = target;\r\n }\r\n }\r\n\r\n /**\r\n * Changes an attached texture's face index or layer.\r\n * @param index The index of the texture to modify the attachment of\r\n * @param layerIndex The layer index of the texture to be attached to the framebuffer\r\n * @param faceIndex The face index of the texture to be attached to the framebuffer\r\n */\r\n public setLayerAndFaceIndex(index: number, layerIndex: number = -1, faceIndex: number = -1) {\r\n if (!this.textures[index] || !this.renderTarget) {\r\n return;\r\n }\r\n\r\n if (this._multiRenderTargetOptions.layerIndex) {\r\n this._multiRenderTargetOptions.layerIndex[index] = layerIndex;\r\n }\r\n if (this._multiRenderTargetOptions.faceIndex) {\r\n this._multiRenderTargetOptions.faceIndex[index] = faceIndex;\r\n }\r\n\r\n this.renderTarget.setLayerAndFaceIndex(index, layerIndex, faceIndex);\r\n }\r\n\r\n /**\r\n * Changes every attached texture's face index or layer.\r\n * @param layerIndices The layer indices of the texture to be attached to the framebuffer\r\n * @param faceIndices The face indices of the texture to be attached to the framebuffer\r\n */\r\n public setLayerAndFaceIndices(layerIndices: number[], faceIndices: number[]) {\r\n if (!this.renderTarget) {\r\n return;\r\n }\r\n\r\n this._multiRenderTargetOptions.layerIndex = layerIndices;\r\n this._multiRenderTargetOptions.faceIndex = faceIndices;\r\n\r\n this.renderTarget.setLayerAndFaceIndices(layerIndices, faceIndices);\r\n }\r\n\r\n /**\r\n * Define the number of samples used if MSAA is enabled.\r\n */\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n public set samples(value: number) {\r\n if (this._renderTarget) {\r\n this._samples = this._renderTarget.setSamples(value);\r\n } else {\r\n // In case samples are set with 0 textures created, we must save the desired samples value\r\n this._samples = value;\r\n }\r\n }\r\n\r\n /**\r\n * Resize all the textures in the multi render target.\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param size Define the new size\r\n */\r\n public resize(size: any) {\r\n this._processSizeParameter(size, false);\r\n this._rebuild(undefined, this._textureNames);\r\n }\r\n\r\n /**\r\n * Changes the number of render targets in this MRT\r\n * Be careful as it will recreate all the data in the new texture.\r\n * @param count new texture count\r\n * @param options Specifies texture types and sampling modes for new textures\r\n * @param textureNames Specifies the names of the textures (optional)\r\n */\r\n public updateCount(count: number, options?: IMultiRenderTargetOptions, textureNames?: string[]) {\r\n this._multiRenderTargetOptions.textureCount = count;\r\n this._count = count;\r\n\r\n const types: number[] = [];\r\n const samplingModes: number[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n const formats: number[] = [];\r\n const targetTypes: number[] = [];\r\n const faceIndex: number[] = [];\r\n const layerIndex: number[] = [];\r\n const layerCounts: number[] = [];\r\n\r\n this._textureNames = textureNames;\r\n\r\n this._initTypes(count, types, samplingModes, useSRGBBuffers, formats, targetTypes, faceIndex, layerIndex, layerCounts, options);\r\n this._multiRenderTargetOptions.types = types;\r\n this._multiRenderTargetOptions.samplingModes = samplingModes;\r\n this._multiRenderTargetOptions.useSRGBBuffers = useSRGBBuffers;\r\n this._multiRenderTargetOptions.formats = formats;\r\n this._multiRenderTargetOptions.targetTypes = targetTypes;\r\n this._multiRenderTargetOptions.faceIndex = faceIndex;\r\n this._multiRenderTargetOptions.layerIndex = layerIndex;\r\n this._multiRenderTargetOptions.layerCounts = layerCounts;\r\n this._multiRenderTargetOptions.labels = textureNames;\r\n\r\n this._rebuild(true, textureNames);\r\n }\r\n\r\n protected _unbindFrameBuffer(engine: Engine, faceIndex: number): void {\r\n if (this._renderTarget) {\r\n engine.unBindMultiColorAttachmentFramebuffer(this._renderTarget, this.isCube, () => {\r\n this.onAfterRenderObservable.notifyObservers(faceIndex);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Dispose the render targets and their associated resources\r\n * @param doNotDisposeInternalTextures\r\n */\r\n public dispose(doNotDisposeInternalTextures = false): void {\r\n this._releaseTextures();\r\n if (!doNotDisposeInternalTextures) {\r\n this.releaseInternalTextures();\r\n } else {\r\n // Prevent internal texture dispose in super.dispose\r\n this._texture = null;\r\n }\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Release all the underlying texture used as draw buffers (render textures).\r\n */\r\n public releaseInternalTextures(): void {\r\n const internalTextures = this._renderTarget?.textures;\r\n\r\n if (!internalTextures) {\r\n return;\r\n }\r\n\r\n for (let i = internalTextures.length - 1; i >= 0; i--) {\r\n this._textures[i]._texture = null;\r\n }\r\n\r\n this._renderTarget?.dispose();\r\n this._renderTarget = null;\r\n }\r\n}\r\n"]}
@@ -229,12 +229,12 @@ export declare class ImageProcessingConfiguration {
229
229
  /** @internal */
230
230
  _skipFinalColorClamp: boolean;
231
231
  /**
232
- * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader
232
+ * If apply by post process is set to true, setting this to true will skip the final color clamp step in the fragment shader
233
233
  * Applies to PBR materials.
234
234
  */
235
235
  get skipFinalColorClamp(): boolean;
236
236
  /**
237
- * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader
237
+ * If apply by post process is set to true, setting this to true will skip the final color clamp step in the fragment shader
238
238
  * Applies to PBR materials.
239
239
  */
240
240
  set skipFinalColorClamp(value: boolean);
@@ -321,14 +321,14 @@ export class ImageProcessingConfiguration {
321
321
  this._updateParameters();
322
322
  }
323
323
  /**
324
- * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader
324
+ * If apply by post process is set to true, setting this to true will skip the final color clamp step in the fragment shader
325
325
  * Applies to PBR materials.
326
326
  */
327
327
  get skipFinalColorClamp() {
328
328
  return this._skipFinalColorClamp;
329
329
  }
330
330
  /**
331
- * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader
331
+ * If apply by post process is set to true, setting this to true will skip the final color clamp step in the fragment shader
332
332
  * Applies to PBR materials.
333
333
  */
334
334
  set skipFinalColorClamp(value) {
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, SerializationHelper, serializeAsTexture, serializeAsColorCurves, serializeAsColor4 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { ColorCurves } from \"../Materials/colorCurves\";\r\n\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\n\r\n/**\r\n * Interface to follow in your material defines to integrate easily the\r\n * Image processing functions.\r\n * @internal\r\n */\r\nexport interface IImageProcessingConfigurationDefines {\r\n IMAGEPROCESSING: boolean;\r\n VIGNETTE: boolean;\r\n VIGNETTEBLENDMODEMULTIPLY: boolean;\r\n VIGNETTEBLENDMODEOPAQUE: boolean;\r\n TONEMAPPING: boolean;\r\n TONEMAPPING_ACES: boolean;\r\n CONTRAST: boolean;\r\n EXPOSURE: boolean;\r\n COLORCURVES: boolean;\r\n COLORGRADING: boolean;\r\n COLORGRADING3D: boolean;\r\n SAMPLER3DGREENDEPTH: boolean;\r\n SAMPLER3DBGRMAP: boolean;\r\n DITHER: boolean;\r\n IMAGEPROCESSINGPOSTPROCESS: boolean;\r\n SKIPFINALCOLORCLAMP: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public DITHER = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public EXPOSURE = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This groups together the common properties used for image processing either in direct forward pass\r\n * or through post processing effect depending on the use of the image processing pipeline in your scene\r\n * or not.\r\n */\r\nexport class ImageProcessingConfiguration {\r\n /**\r\n * Default tone mapping applied in BabylonJS.\r\n */\r\n public static readonly TONEMAPPING_STANDARD = 0;\r\n\r\n /**\r\n * ACES Tone mapping (used by default in unreal and unity). This can help getting closer\r\n * to other engines rendering to increase portability.\r\n */\r\n public static readonly TONEMAPPING_ACES = 1;\r\n\r\n /**\r\n * Color curves setup used in the effect if colorCurvesEnabled is set to true\r\n */\r\n @serializeAsColorCurves()\r\n public colorCurves: Nullable<ColorCurves> = new ColorCurves();\r\n\r\n @serialize()\r\n private _colorCurvesEnabled = false;\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this._colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n if (this._colorCurvesEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorCurvesEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serializeAsTexture(\"colorGradingTexture\")\r\n private _colorGradingTexture: Nullable<BaseTexture>;\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this._colorGradingTexture;\r\n }\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n if (this._colorGradingTexture === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingTexture = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingEnabled = false;\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this._colorGradingEnabled;\r\n }\r\n /**\r\n * Sets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n if (this._colorGradingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingWithGreenDepth = true;\r\n /**\r\n * Gets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public get colorGradingWithGreenDepth(): boolean {\r\n return this._colorGradingWithGreenDepth;\r\n }\r\n /**\r\n * Sets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public set colorGradingWithGreenDepth(value: boolean) {\r\n if (this._colorGradingWithGreenDepth === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingWithGreenDepth = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingBGR = true;\r\n /**\r\n * Gets whether the color grading texture contains BGR values.\r\n */\r\n public get colorGradingBGR(): boolean {\r\n return this._colorGradingBGR;\r\n }\r\n /**\r\n * Sets whether the color grading texture contains BGR values.\r\n */\r\n public set colorGradingBGR(value: boolean) {\r\n if (this._colorGradingBGR === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingBGR = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @internal */\r\n @serialize()\r\n public _exposure = 1.0;\r\n /**\r\n * Gets the Exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this._exposure;\r\n }\r\n /**\r\n * Sets the Exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n if (this._exposure === value) {\r\n return;\r\n }\r\n\r\n this._exposure = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingEnabled = false;\r\n /**\r\n * Gets whether the tone mapping effect is enabled.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether the tone mapping effect is enabled.\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n if (this._toneMappingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect used in BabylonJS.\r\n */\r\n public set toneMappingType(value: number) {\r\n if (this._toneMappingType === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingType = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n protected _contrast = 1.0;\r\n /**\r\n * Gets the contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this._contrast;\r\n }\r\n /**\r\n * Sets the contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n if (this._contrast === value) {\r\n return;\r\n }\r\n\r\n this._contrast = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Vignette stretch size.\r\n */\r\n @serialize()\r\n public vignetteStretch = 0;\r\n\r\n /**\r\n * Vignette center X Offset.\r\n */\r\n @serialize()\r\n public vignetteCenterX = 0;\r\n\r\n /**\r\n * Vignette center Y Offset.\r\n */\r\n @serialize()\r\n public vignetteCenterY = 0;\r\n\r\n /**\r\n * Back Compat: Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.vignetteCenterY;\r\n }\r\n public set vignetteCentreY(value: number) {\r\n this.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Back Compat: Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.vignetteCenterX;\r\n }\r\n public set vignetteCentreX(value: number) {\r\n this.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Vignette weight or intensity of the vignette effect.\r\n */\r\n @serialize()\r\n public vignetteWeight = 1.5;\r\n\r\n /**\r\n * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n @serializeAsColor4()\r\n public vignetteColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Camera field of view used by the Vignette effect.\r\n */\r\n @serialize()\r\n public vignetteCameraFov = 0.5;\r\n\r\n @serialize()\r\n private _vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this._vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n if (this._vignetteBlendMode === value) {\r\n return;\r\n }\r\n\r\n this._vignetteBlendMode = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _vignetteEnabled = false;\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this._vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n if (this._vignetteEnabled === value) {\r\n return;\r\n }\r\n\r\n this._vignetteEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _ditheringEnabled = false;\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n * The dithering effect can be used to reduce banding.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this._ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n * The dithering effect can be used to reduce banding.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n if (this._ditheringEnabled === value) {\r\n return;\r\n }\r\n\r\n this._ditheringEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _ditheringIntensity = 1.0 / 255.0;\r\n /**\r\n * Gets the dithering intensity. 0 is no dithering. Default is 1.0 / 255.0.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this._ditheringIntensity;\r\n }\r\n /**\r\n * Sets the dithering intensity. 0 is no dithering. Default is 1.0 / 255.0.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n if (this._ditheringIntensity === value) {\r\n return;\r\n }\r\n\r\n this._ditheringIntensity = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @internal */\r\n @serialize()\r\n public _skipFinalColorClamp = false;\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public get skipFinalColorClamp(): boolean {\r\n return this._skipFinalColorClamp;\r\n }\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public set skipFinalColorClamp(value: boolean) {\r\n if (this._skipFinalColorClamp === value) {\r\n return;\r\n }\r\n\r\n this._skipFinalColorClamp = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @internal */\r\n @serialize()\r\n public _applyByPostProcess = false;\r\n /**\r\n * Gets whether the image processing is applied through a post process or not.\r\n */\r\n public get applyByPostProcess(): boolean {\r\n return this._applyByPostProcess;\r\n }\r\n /**\r\n * Sets whether the image processing is applied through a post process or not.\r\n */\r\n public set applyByPostProcess(value: boolean) {\r\n if (this._applyByPostProcess === value) {\r\n return;\r\n }\r\n\r\n this._applyByPostProcess = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _isEnabled = true;\r\n /**\r\n * Gets whether the image processing is enabled or not.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Sets whether the image processing is enabled or not.\r\n */\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * An event triggered when the configuration changes and requires Shader to Update some parameters.\r\n */\r\n public onUpdateParameters = new Observable<ImageProcessingConfiguration>();\r\n\r\n /**\r\n * Method called each time the image processing information changes requires to recompile the effect.\r\n */\r\n protected _updateParameters(): void {\r\n this.onUpdateParameters.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the current class name.\r\n * @returns \"ImageProcessingConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingConfiguration\";\r\n }\r\n\r\n /**\r\n * Prepare the list of uniforms associated with the Image Processing effects.\r\n * @param uniforms The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.EXPOSURE) {\r\n uniforms.push(\"exposureLinear\");\r\n }\r\n if (defines.CONTRAST) {\r\n uniforms.push(\"contrast\");\r\n }\r\n if (defines.COLORGRADING) {\r\n uniforms.push(\"colorTransformSettings\");\r\n }\r\n if (defines.VIGNETTE || defines.DITHER) {\r\n uniforms.push(\"vInverseScreenSize\");\r\n }\r\n if (defines.VIGNETTE) {\r\n uniforms.push(\"vignetteSettings1\");\r\n uniforms.push(\"vignetteSettings2\");\r\n }\r\n if (defines.COLORCURVES) {\r\n ColorCurves.PrepareUniforms(uniforms);\r\n }\r\n if (defines.DITHER) {\r\n uniforms.push(\"ditherIntensity\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of samplers associated with the Image Processing effects.\r\n * @param samplersList The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.COLORGRADING) {\r\n samplersList.push(\"txColorTransform\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of defines associated to the shader.\r\n * @param defines the list of defines to complete\r\n * @param forPostProcess Define if we are currently in post process mode or not\r\n */\r\n public prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess = false): void {\r\n if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {\r\n defines.VIGNETTE = false;\r\n defines.TONEMAPPING = false;\r\n defines.TONEMAPPING_ACES = false;\r\n defines.CONTRAST = false;\r\n defines.EXPOSURE = false;\r\n defines.COLORCURVES = false;\r\n defines.COLORGRADING = false;\r\n defines.COLORGRADING3D = false;\r\n defines.DITHER = false;\r\n defines.IMAGEPROCESSING = false;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;\r\n return;\r\n }\r\n\r\n defines.VIGNETTE = this.vignetteEnabled;\r\n defines.VIGNETTEBLENDMODEMULTIPLY = this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY;\r\n defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;\r\n\r\n defines.TONEMAPPING = this.toneMappingEnabled;\r\n switch (this._toneMappingType) {\r\n case ImageProcessingConfiguration.TONEMAPPING_ACES:\r\n defines.TONEMAPPING_ACES = true;\r\n break;\r\n default:\r\n defines.TONEMAPPING_ACES = false;\r\n break;\r\n }\r\n\r\n defines.CONTRAST = this.contrast !== 1.0;\r\n defines.EXPOSURE = this.exposure !== 1.0;\r\n defines.COLORCURVES = this.colorCurvesEnabled && !!this.colorCurves;\r\n defines.COLORGRADING = this.colorGradingEnabled && !!this.colorGradingTexture;\r\n if (defines.COLORGRADING) {\r\n defines.COLORGRADING3D = this.colorGradingTexture!.is3D;\r\n } else {\r\n defines.COLORGRADING3D = false;\r\n }\r\n defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;\r\n defines.SAMPLER3DBGRMAP = this.colorGradingBGR;\r\n defines.DITHER = this._ditheringEnabled;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING || defines.DITHER;\r\n }\r\n\r\n /**\r\n * Returns true if all the image processing information are ready.\r\n * @returns True if ready, otherwise, false\r\n */\r\n public isReady() {\r\n // Color Grading texture can not be none blocking.\r\n return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();\r\n }\r\n\r\n /**\r\n * Binds the image processing to the shader.\r\n * @param effect The effect to bind to\r\n * @param overrideAspectRatio Override the aspect ratio of the effect\r\n */\r\n public bind(effect: Effect, overrideAspectRatio?: number): void {\r\n // Color Curves\r\n if (this._colorCurvesEnabled && this.colorCurves) {\r\n ColorCurves.Bind(this.colorCurves, effect);\r\n }\r\n\r\n // Vignette and dither handled together due to common uniform.\r\n if (this._vignetteEnabled || this._ditheringEnabled) {\r\n const inverseWidth = 1 / effect.getEngine().getRenderWidth();\r\n const inverseHeight = 1 / effect.getEngine().getRenderHeight();\r\n effect.setFloat2(\"vInverseScreenSize\", inverseWidth, inverseHeight);\r\n\r\n if (this._ditheringEnabled) {\r\n effect.setFloat(\"ditherIntensity\", 0.5 * this._ditheringIntensity);\r\n }\r\n\r\n if (this._vignetteEnabled) {\r\n const aspectRatio = overrideAspectRatio != null ? overrideAspectRatio : inverseHeight / inverseWidth;\r\n\r\n let vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);\r\n let vignetteScaleX = vignetteScaleY * aspectRatio;\r\n\r\n const vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);\r\n vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);\r\n vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);\r\n\r\n effect.setFloat4(\"vignetteSettings1\", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCenterX, -vignetteScaleY * this.vignetteCenterY);\r\n\r\n const vignettePower = -2.0 * this.vignetteWeight;\r\n effect.setFloat4(\"vignetteSettings2\", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);\r\n }\r\n }\r\n\r\n // Exposure\r\n effect.setFloat(\"exposureLinear\", this.exposure);\r\n\r\n // Contrast\r\n effect.setFloat(\"contrast\", this.contrast);\r\n\r\n // Color transform settings\r\n if (this.colorGradingTexture) {\r\n effect.setTexture(\"txColorTransform\", this.colorGradingTexture);\r\n const textureSize = this.colorGradingTexture.getSize().height;\r\n\r\n effect.setFloat4(\r\n \"colorTransformSettings\",\r\n (textureSize - 1) / textureSize, // textureScale\r\n 0.5 / textureSize, // textureOffset\r\n textureSize, // textureSize\r\n this.colorGradingTexture.level // weight\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Clones the current image processing instance.\r\n * @returns The cloned image processing\r\n */\r\n public clone(): ImageProcessingConfiguration {\r\n return SerializationHelper.Clone(() => new ImageProcessingConfiguration(), this);\r\n }\r\n\r\n /**\r\n * Serializes the current image processing instance to a json representation.\r\n * @returns a JSON representation\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses the image processing from a json representation.\r\n * @param source the JSON source to parse\r\n * @returns The parsed image processing\r\n */\r\n public static Parse(source: any): ImageProcessingConfiguration {\r\n const parsed = SerializationHelper.Parse(() => new ImageProcessingConfiguration(), source, null, null);\r\n // Backward compatibility\r\n if (source.vignetteCentreX !== undefined) {\r\n parsed.vignetteCenterX = source.vignetteCentreX;\r\n }\r\n if (source.vignetteCentreY !== undefined) {\r\n parsed.vignetteCenterY = source.vignetteCentreY;\r\n }\r\n\r\n return parsed;\r\n }\r\n\r\n // Static constants associated to the image processing.\r\n private static _VIGNETTEMODE_MULTIPLY = 0;\r\n private static _VIGNETTEMODE_OPAQUE = 1;\r\n\r\n /**\r\n * Used to apply the vignette as a mix with the pixel color.\r\n */\r\n public static get VIGNETTEMODE_MULTIPLY(): number {\r\n return this._VIGNETTEMODE_MULTIPLY;\r\n }\r\n\r\n /**\r\n * Used to apply the vignette as a replacement of the pixel color.\r\n */\r\n public static get VIGNETTEMODE_OPAQUE(): number {\r\n return this._VIGNETTEMODE_OPAQUE;\r\n }\r\n}\r\n\r\n// References the dependencies.\r\nSerializationHelper._ImageProcessingConfigurationParser = ImageProcessingConfiguration.Parse;\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, SerializationHelper, serializeAsTexture, serializeAsColorCurves, serializeAsColor4 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { ColorCurves } from \"../Materials/colorCurves\";\r\n\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\n\r\n/**\r\n * Interface to follow in your material defines to integrate easily the\r\n * Image processing functions.\r\n * @internal\r\n */\r\nexport interface IImageProcessingConfigurationDefines {\r\n IMAGEPROCESSING: boolean;\r\n VIGNETTE: boolean;\r\n VIGNETTEBLENDMODEMULTIPLY: boolean;\r\n VIGNETTEBLENDMODEOPAQUE: boolean;\r\n TONEMAPPING: boolean;\r\n TONEMAPPING_ACES: boolean;\r\n CONTRAST: boolean;\r\n EXPOSURE: boolean;\r\n COLORCURVES: boolean;\r\n COLORGRADING: boolean;\r\n COLORGRADING3D: boolean;\r\n SAMPLER3DGREENDEPTH: boolean;\r\n SAMPLER3DBGRMAP: boolean;\r\n DITHER: boolean;\r\n IMAGEPROCESSINGPOSTPROCESS: boolean;\r\n SKIPFINALCOLORCLAMP: boolean;\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {\r\n public IMAGEPROCESSING = false;\r\n public VIGNETTE = false;\r\n public VIGNETTEBLENDMODEMULTIPLY = false;\r\n public VIGNETTEBLENDMODEOPAQUE = false;\r\n public TONEMAPPING = false;\r\n public TONEMAPPING_ACES = false;\r\n public CONTRAST = false;\r\n public COLORCURVES = false;\r\n public COLORGRADING = false;\r\n public COLORGRADING3D = false;\r\n public SAMPLER3DGREENDEPTH = false;\r\n public SAMPLER3DBGRMAP = false;\r\n public DITHER = false;\r\n public IMAGEPROCESSINGPOSTPROCESS = false;\r\n public EXPOSURE = false;\r\n public SKIPFINALCOLORCLAMP = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * This groups together the common properties used for image processing either in direct forward pass\r\n * or through post processing effect depending on the use of the image processing pipeline in your scene\r\n * or not.\r\n */\r\nexport class ImageProcessingConfiguration {\r\n /**\r\n * Default tone mapping applied in BabylonJS.\r\n */\r\n public static readonly TONEMAPPING_STANDARD = 0;\r\n\r\n /**\r\n * ACES Tone mapping (used by default in unreal and unity). This can help getting closer\r\n * to other engines rendering to increase portability.\r\n */\r\n public static readonly TONEMAPPING_ACES = 1;\r\n\r\n /**\r\n * Color curves setup used in the effect if colorCurvesEnabled is set to true\r\n */\r\n @serializeAsColorCurves()\r\n public colorCurves: Nullable<ColorCurves> = new ColorCurves();\r\n\r\n @serialize()\r\n private _colorCurvesEnabled = false;\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this._colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n if (this._colorCurvesEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorCurvesEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serializeAsTexture(\"colorGradingTexture\")\r\n private _colorGradingTexture: Nullable<BaseTexture>;\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this._colorGradingTexture;\r\n }\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n if (this._colorGradingTexture === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingTexture = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingEnabled = false;\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this._colorGradingEnabled;\r\n }\r\n /**\r\n * Sets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n if (this._colorGradingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingWithGreenDepth = true;\r\n /**\r\n * Gets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public get colorGradingWithGreenDepth(): boolean {\r\n return this._colorGradingWithGreenDepth;\r\n }\r\n /**\r\n * Sets whether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n public set colorGradingWithGreenDepth(value: boolean) {\r\n if (this._colorGradingWithGreenDepth === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingWithGreenDepth = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _colorGradingBGR = true;\r\n /**\r\n * Gets whether the color grading texture contains BGR values.\r\n */\r\n public get colorGradingBGR(): boolean {\r\n return this._colorGradingBGR;\r\n }\r\n /**\r\n * Sets whether the color grading texture contains BGR values.\r\n */\r\n public set colorGradingBGR(value: boolean) {\r\n if (this._colorGradingBGR === value) {\r\n return;\r\n }\r\n\r\n this._colorGradingBGR = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @internal */\r\n @serialize()\r\n public _exposure = 1.0;\r\n /**\r\n * Gets the Exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this._exposure;\r\n }\r\n /**\r\n * Sets the Exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n if (this._exposure === value) {\r\n return;\r\n }\r\n\r\n this._exposure = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingEnabled = false;\r\n /**\r\n * Gets whether the tone mapping effect is enabled.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether the tone mapping effect is enabled.\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n if (this._toneMappingEnabled === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect used in BabylonJS.\r\n */\r\n public set toneMappingType(value: number) {\r\n if (this._toneMappingType === value) {\r\n return;\r\n }\r\n\r\n this._toneMappingType = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n protected _contrast = 1.0;\r\n /**\r\n * Gets the contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this._contrast;\r\n }\r\n /**\r\n * Sets the contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n if (this._contrast === value) {\r\n return;\r\n }\r\n\r\n this._contrast = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Vignette stretch size.\r\n */\r\n @serialize()\r\n public vignetteStretch = 0;\r\n\r\n /**\r\n * Vignette center X Offset.\r\n */\r\n @serialize()\r\n public vignetteCenterX = 0;\r\n\r\n /**\r\n * Vignette center Y Offset.\r\n */\r\n @serialize()\r\n public vignetteCenterY = 0;\r\n\r\n /**\r\n * Back Compat: Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.vignetteCenterY;\r\n }\r\n public set vignetteCentreY(value: number) {\r\n this.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Back Compat: Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.vignetteCenterX;\r\n }\r\n public set vignetteCentreX(value: number) {\r\n this.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Vignette weight or intensity of the vignette effect.\r\n */\r\n @serialize()\r\n public vignetteWeight = 1.5;\r\n\r\n /**\r\n * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n @serializeAsColor4()\r\n public vignetteColor: Color4 = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Camera field of view used by the Vignette effect.\r\n */\r\n @serialize()\r\n public vignetteCameraFov = 0.5;\r\n\r\n @serialize()\r\n private _vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this._vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n if (this._vignetteBlendMode === value) {\r\n return;\r\n }\r\n\r\n this._vignetteBlendMode = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _vignetteEnabled = false;\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this._vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n if (this._vignetteEnabled === value) {\r\n return;\r\n }\r\n\r\n this._vignetteEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _ditheringEnabled = false;\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n * The dithering effect can be used to reduce banding.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this._ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n * The dithering effect can be used to reduce banding.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n if (this._ditheringEnabled === value) {\r\n return;\r\n }\r\n\r\n this._ditheringEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _ditheringIntensity = 1.0 / 255.0;\r\n /**\r\n * Gets the dithering intensity. 0 is no dithering. Default is 1.0 / 255.0.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this._ditheringIntensity;\r\n }\r\n /**\r\n * Sets the dithering intensity. 0 is no dithering. Default is 1.0 / 255.0.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n if (this._ditheringIntensity === value) {\r\n return;\r\n }\r\n\r\n this._ditheringIntensity = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @internal */\r\n @serialize()\r\n public _skipFinalColorClamp = false;\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public get skipFinalColorClamp(): boolean {\r\n return this._skipFinalColorClamp;\r\n }\r\n /**\r\n * If apply by post process is set to true, setting this to true will skip the final color clamp step in the fragment shader\r\n * Applies to PBR materials.\r\n */\r\n public set skipFinalColorClamp(value: boolean) {\r\n if (this._skipFinalColorClamp === value) {\r\n return;\r\n }\r\n\r\n this._skipFinalColorClamp = value;\r\n this._updateParameters();\r\n }\r\n\r\n /** @internal */\r\n @serialize()\r\n public _applyByPostProcess = false;\r\n /**\r\n * Gets whether the image processing is applied through a post process or not.\r\n */\r\n public get applyByPostProcess(): boolean {\r\n return this._applyByPostProcess;\r\n }\r\n /**\r\n * Sets whether the image processing is applied through a post process or not.\r\n */\r\n public set applyByPostProcess(value: boolean) {\r\n if (this._applyByPostProcess === value) {\r\n return;\r\n }\r\n\r\n this._applyByPostProcess = value;\r\n this._updateParameters();\r\n }\r\n\r\n @serialize()\r\n private _isEnabled = true;\r\n /**\r\n * Gets whether the image processing is enabled or not.\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n /**\r\n * Sets whether the image processing is enabled or not.\r\n */\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * An event triggered when the configuration changes and requires Shader to Update some parameters.\r\n */\r\n public onUpdateParameters = new Observable<ImageProcessingConfiguration>();\r\n\r\n /**\r\n * Method called each time the image processing information changes requires to recompile the effect.\r\n */\r\n protected _updateParameters(): void {\r\n this.onUpdateParameters.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets the current class name.\r\n * @returns \"ImageProcessingConfiguration\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingConfiguration\";\r\n }\r\n\r\n /**\r\n * Prepare the list of uniforms associated with the Image Processing effects.\r\n * @param uniforms The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.EXPOSURE) {\r\n uniforms.push(\"exposureLinear\");\r\n }\r\n if (defines.CONTRAST) {\r\n uniforms.push(\"contrast\");\r\n }\r\n if (defines.COLORGRADING) {\r\n uniforms.push(\"colorTransformSettings\");\r\n }\r\n if (defines.VIGNETTE || defines.DITHER) {\r\n uniforms.push(\"vInverseScreenSize\");\r\n }\r\n if (defines.VIGNETTE) {\r\n uniforms.push(\"vignetteSettings1\");\r\n uniforms.push(\"vignetteSettings2\");\r\n }\r\n if (defines.COLORCURVES) {\r\n ColorCurves.PrepareUniforms(uniforms);\r\n }\r\n if (defines.DITHER) {\r\n uniforms.push(\"ditherIntensity\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of samplers associated with the Image Processing effects.\r\n * @param samplersList The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n public static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void {\r\n if (defines.COLORGRADING) {\r\n samplersList.push(\"txColorTransform\");\r\n }\r\n }\r\n\r\n /**\r\n * Prepare the list of defines associated to the shader.\r\n * @param defines the list of defines to complete\r\n * @param forPostProcess Define if we are currently in post process mode or not\r\n */\r\n public prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess = false): void {\r\n if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {\r\n defines.VIGNETTE = false;\r\n defines.TONEMAPPING = false;\r\n defines.TONEMAPPING_ACES = false;\r\n defines.CONTRAST = false;\r\n defines.EXPOSURE = false;\r\n defines.COLORCURVES = false;\r\n defines.COLORGRADING = false;\r\n defines.COLORGRADING3D = false;\r\n defines.DITHER = false;\r\n defines.IMAGEPROCESSING = false;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;\r\n return;\r\n }\r\n\r\n defines.VIGNETTE = this.vignetteEnabled;\r\n defines.VIGNETTEBLENDMODEMULTIPLY = this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY;\r\n defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;\r\n\r\n defines.TONEMAPPING = this.toneMappingEnabled;\r\n switch (this._toneMappingType) {\r\n case ImageProcessingConfiguration.TONEMAPPING_ACES:\r\n defines.TONEMAPPING_ACES = true;\r\n break;\r\n default:\r\n defines.TONEMAPPING_ACES = false;\r\n break;\r\n }\r\n\r\n defines.CONTRAST = this.contrast !== 1.0;\r\n defines.EXPOSURE = this.exposure !== 1.0;\r\n defines.COLORCURVES = this.colorCurvesEnabled && !!this.colorCurves;\r\n defines.COLORGRADING = this.colorGradingEnabled && !!this.colorGradingTexture;\r\n if (defines.COLORGRADING) {\r\n defines.COLORGRADING3D = this.colorGradingTexture!.is3D;\r\n } else {\r\n defines.COLORGRADING3D = false;\r\n }\r\n defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;\r\n defines.SAMPLER3DBGRMAP = this.colorGradingBGR;\r\n defines.DITHER = this._ditheringEnabled;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;\r\n defines.SKIPFINALCOLORCLAMP = this.skipFinalColorClamp;\r\n defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING || defines.DITHER;\r\n }\r\n\r\n /**\r\n * Returns true if all the image processing information are ready.\r\n * @returns True if ready, otherwise, false\r\n */\r\n public isReady() {\r\n // Color Grading texture can not be none blocking.\r\n return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();\r\n }\r\n\r\n /**\r\n * Binds the image processing to the shader.\r\n * @param effect The effect to bind to\r\n * @param overrideAspectRatio Override the aspect ratio of the effect\r\n */\r\n public bind(effect: Effect, overrideAspectRatio?: number): void {\r\n // Color Curves\r\n if (this._colorCurvesEnabled && this.colorCurves) {\r\n ColorCurves.Bind(this.colorCurves, effect);\r\n }\r\n\r\n // Vignette and dither handled together due to common uniform.\r\n if (this._vignetteEnabled || this._ditheringEnabled) {\r\n const inverseWidth = 1 / effect.getEngine().getRenderWidth();\r\n const inverseHeight = 1 / effect.getEngine().getRenderHeight();\r\n effect.setFloat2(\"vInverseScreenSize\", inverseWidth, inverseHeight);\r\n\r\n if (this._ditheringEnabled) {\r\n effect.setFloat(\"ditherIntensity\", 0.5 * this._ditheringIntensity);\r\n }\r\n\r\n if (this._vignetteEnabled) {\r\n const aspectRatio = overrideAspectRatio != null ? overrideAspectRatio : inverseHeight / inverseWidth;\r\n\r\n let vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);\r\n let vignetteScaleX = vignetteScaleY * aspectRatio;\r\n\r\n const vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);\r\n vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);\r\n vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);\r\n\r\n effect.setFloat4(\"vignetteSettings1\", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCenterX, -vignetteScaleY * this.vignetteCenterY);\r\n\r\n const vignettePower = -2.0 * this.vignetteWeight;\r\n effect.setFloat4(\"vignetteSettings2\", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);\r\n }\r\n }\r\n\r\n // Exposure\r\n effect.setFloat(\"exposureLinear\", this.exposure);\r\n\r\n // Contrast\r\n effect.setFloat(\"contrast\", this.contrast);\r\n\r\n // Color transform settings\r\n if (this.colorGradingTexture) {\r\n effect.setTexture(\"txColorTransform\", this.colorGradingTexture);\r\n const textureSize = this.colorGradingTexture.getSize().height;\r\n\r\n effect.setFloat4(\r\n \"colorTransformSettings\",\r\n (textureSize - 1) / textureSize, // textureScale\r\n 0.5 / textureSize, // textureOffset\r\n textureSize, // textureSize\r\n this.colorGradingTexture.level // weight\r\n );\r\n }\r\n }\r\n\r\n /**\r\n * Clones the current image processing instance.\r\n * @returns The cloned image processing\r\n */\r\n public clone(): ImageProcessingConfiguration {\r\n return SerializationHelper.Clone(() => new ImageProcessingConfiguration(), this);\r\n }\r\n\r\n /**\r\n * Serializes the current image processing instance to a json representation.\r\n * @returns a JSON representation\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses the image processing from a json representation.\r\n * @param source the JSON source to parse\r\n * @returns The parsed image processing\r\n */\r\n public static Parse(source: any): ImageProcessingConfiguration {\r\n const parsed = SerializationHelper.Parse(() => new ImageProcessingConfiguration(), source, null, null);\r\n // Backward compatibility\r\n if (source.vignetteCentreX !== undefined) {\r\n parsed.vignetteCenterX = source.vignetteCentreX;\r\n }\r\n if (source.vignetteCentreY !== undefined) {\r\n parsed.vignetteCenterY = source.vignetteCentreY;\r\n }\r\n\r\n return parsed;\r\n }\r\n\r\n // Static constants associated to the image processing.\r\n private static _VIGNETTEMODE_MULTIPLY = 0;\r\n private static _VIGNETTEMODE_OPAQUE = 1;\r\n\r\n /**\r\n * Used to apply the vignette as a mix with the pixel color.\r\n */\r\n public static get VIGNETTEMODE_MULTIPLY(): number {\r\n return this._VIGNETTEMODE_MULTIPLY;\r\n }\r\n\r\n /**\r\n * Used to apply the vignette as a replacement of the pixel color.\r\n */\r\n public static get VIGNETTEMODE_OPAQUE(): number {\r\n return this._VIGNETTEMODE_OPAQUE;\r\n }\r\n}\r\n\r\n// References the dependencies.\r\nSerializationHelper._ImageProcessingConfigurationParser = ImageProcessingConfiguration.Parse;\r\n"]}
@@ -907,7 +907,7 @@ export declare class Vector3 {
907
907
  * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
908
908
  * Check if is non uniform within a certain amount of decimal places to account for this
909
909
  * @param epsilon the amount the values can differ
910
- * @returns if the the vector is non uniform to a certain number of decimal places
910
+ * @returns if the vector is non uniform to a certain number of decimal places
911
911
  */
912
912
  isNonUniformWithinEpsilon(epsilon: number): boolean;
913
913
  /**
@@ -2329,7 +2329,7 @@ export declare class Quaternion {
2329
2329
  */
2330
2330
  multiply(q1: DeepImmutable<Quaternion>): this;
2331
2331
  /**
2332
- * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
2332
+ * Sets the given "result" as the multiplication result of the current one with the given one "q1"
2333
2333
  * Example Playground https://playground.babylonjs.com/#L49EJ7#45
2334
2334
  * @param q1 defines the second operand
2335
2335
  * @param result defines the target quaternion
@@ -3383,7 +3383,7 @@ export declare class Matrix {
3383
3383
  static LerpToRef<T extends Matrix>(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: T): T;
3384
3384
  /**
3385
3385
  * Builds a new matrix whose values are computed by:
3386
- * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
3386
+ * * decomposing the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
3387
3387
  * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
3388
3388
  * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
3389
3389
  * Example Playground - https://playground.babylonjs.com/#AV9X17#22
@@ -3396,7 +3396,7 @@ export declare class Matrix {
3396
3396
  static DecomposeLerp<T extends Matrix>(startValue: DeepImmutable<T>, endValue: DeepImmutable<Matrix>, gradient: number): T;
3397
3397
  /**
3398
3398
  * Update a matrix to values which are computed by:
3399
- * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
3399
+ * * decomposing the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
3400
3400
  * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
3401
3401
  * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
3402
3402
  * Example Playground - https://playground.babylonjs.com/#AV9X17#23
@@ -3430,7 +3430,7 @@ export declare class Matrix {
3430
3430
  * @param result defines the target matrix
3431
3431
  * @returns result input
3432
3432
  */
3433
- static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
3433
+ static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): Matrix;
3434
3434
  /**
3435
3435
  * Creates a new matrix that transforms vertices from world space to camera space. It takes three vectors as arguments that together describe the position and orientation of the camera.
3436
3436
  * This function generates a matrix suitable for a right handed coordinate system