@babylonjs/core 6.45.0 → 6.46.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (235) hide show
  1. package/Animations/animation.js +1 -1
  2. package/Animations/animation.js.map +1 -1
  3. package/BakedVertexAnimation/bakedVertexAnimationManager.js +2 -1
  4. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  5. package/Bones/skeleton.js +2 -2
  6. package/Bones/skeleton.js.map +1 -1
  7. package/Cameras/camera.d.ts +3 -3
  8. package/Cameras/camera.js +2 -1
  9. package/Cameras/camera.js.map +1 -1
  10. package/Cameras/cameraInputsManager.js +1 -1
  11. package/Cameras/cameraInputsManager.js.map +1 -1
  12. package/Cameras/targetCamera.js +4 -0
  13. package/Cameras/targetCamera.js.map +1 -1
  14. package/Compute/computeShader.d.ts +4 -2
  15. package/Compute/computeShader.js +7 -3
  16. package/Compute/computeShader.js.map +1 -1
  17. package/Debug/directionalLightFrustumViewer.js +6 -6
  18. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  19. package/Engines/Extensions/engine.computeShader.d.ts +2 -1
  20. package/Engines/Extensions/engine.computeShader.js +1 -0
  21. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  22. package/Engines/Extensions/engine.rawTexture.js +3 -3
  23. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  24. package/Engines/Native/nativePipelineContext.js +1 -1
  25. package/Engines/Native/nativePipelineContext.js.map +1 -1
  26. package/Engines/WebGL/webGLPipelineContext.js +1 -1
  27. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  28. package/Engines/WebGPU/webgpuComputeContext.js +7 -3
  29. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  30. package/Engines/engine.d.ts +1 -1
  31. package/Engines/thinEngine.js +2 -2
  32. package/Engines/thinEngine.js.map +1 -1
  33. package/Engines/webgpuEngine.js +2 -15
  34. package/Engines/webgpuEngine.js.map +1 -1
  35. package/Layers/glowLayer.js +2 -1
  36. package/Layers/glowLayer.js.map +1 -1
  37. package/Layers/highlightLayer.js +2 -1
  38. package/Layers/highlightLayer.js.map +1 -1
  39. package/Lights/light.js +2 -1
  40. package/Lights/light.js.map +1 -1
  41. package/Loading/Plugins/babylonFileLoader.js +9 -0
  42. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  43. package/Loading/sceneLoader.d.ts +6 -1
  44. package/Loading/sceneLoader.js +6 -5
  45. package/Loading/sceneLoader.js.map +1 -1
  46. package/Materials/Background/backgroundMaterial.js +2 -1
  47. package/Materials/Background/backgroundMaterial.js.map +1 -1
  48. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
  49. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  50. package/Materials/Node/nodeMaterial.d.ts +2 -1
  51. package/Materials/Node/nodeMaterial.js +5 -1
  52. package/Materials/Node/nodeMaterial.js.map +1 -1
  53. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -1
  54. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  55. package/Materials/PBR/pbrMaterial.js +2 -1
  56. package/Materials/PBR/pbrMaterial.js.map +1 -1
  57. package/Materials/PBR/pbrMetallicRoughnessMaterial.js +2 -1
  58. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  59. package/Materials/PBR/pbrSpecularGlossinessMaterial.js +2 -1
  60. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  61. package/Materials/Textures/baseTexture.js +2 -1
  62. package/Materials/Textures/baseTexture.js.map +1 -1
  63. package/Materials/Textures/cubeTexture.js +2 -1
  64. package/Materials/Textures/cubeTexture.js.map +1 -1
  65. package/Materials/Textures/rawCubeTexture.js +1 -1
  66. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  67. package/Materials/Textures/texture.js +2 -1
  68. package/Materials/Textures/texture.js.map +1 -1
  69. package/Materials/colorCurves.d.ts +1 -1
  70. package/Materials/colorCurves.functions.d.ts +5 -0
  71. package/Materials/colorCurves.functions.js +8 -0
  72. package/Materials/colorCurves.functions.js.map +1 -0
  73. package/Materials/colorCurves.js +8 -8
  74. package/Materials/colorCurves.js.map +1 -1
  75. package/Materials/fresnelParameters.js +1 -1
  76. package/Materials/fresnelParameters.js.map +1 -1
  77. package/Materials/imageProcessingConfiguration.d.ts +3 -48
  78. package/Materials/imageProcessingConfiguration.defines.d.ts +46 -0
  79. package/Materials/imageProcessingConfiguration.defines.js +27 -0
  80. package/Materials/imageProcessingConfiguration.defines.js.map +1 -0
  81. package/Materials/imageProcessingConfiguration.functions.d.ts +13 -0
  82. package/Materials/imageProcessingConfiguration.functions.js +41 -0
  83. package/Materials/imageProcessingConfiguration.functions.js.map +1 -0
  84. package/Materials/imageProcessingConfiguration.js +18 -69
  85. package/Materials/imageProcessingConfiguration.js.map +1 -1
  86. package/Materials/material.js +2 -1
  87. package/Materials/material.js.map +1 -1
  88. package/Materials/materialHelper.d.ts +33 -33
  89. package/Materials/materialHelper.js +244 -286
  90. package/Materials/materialHelper.js.map +1 -1
  91. package/Materials/materialPluginBase.js +2 -1
  92. package/Materials/materialPluginBase.js.map +1 -1
  93. package/Materials/materialStencilState.js +2 -1
  94. package/Materials/materialStencilState.js.map +1 -1
  95. package/Materials/shaderMaterial.js +1 -1
  96. package/Materials/shaderMaterial.js.map +1 -1
  97. package/Materials/standardMaterial.d.ts +1 -1
  98. package/Materials/standardMaterial.js +2 -1
  99. package/Materials/standardMaterial.js.map +1 -1
  100. package/Materials/uniformBuffer.js +2 -2
  101. package/Materials/uniformBuffer.js.map +1 -1
  102. package/Maths/math.color.d.ts +392 -66
  103. package/Maths/math.color.js +541 -65
  104. package/Maths/math.color.js.map +1 -1
  105. package/Maths/math.like.d.ts +17 -28
  106. package/Maths/math.like.js.map +1 -1
  107. package/Maths/math.plane.d.ts +2 -1
  108. package/Maths/math.plane.js.map +1 -1
  109. package/Maths/math.polar.d.ts +1 -1
  110. package/Maths/math.polar.js.map +1 -1
  111. package/Maths/math.scalar.d.ts +6 -6
  112. package/Maths/math.scalar.functions.d.ts +51 -0
  113. package/Maths/math.scalar.functions.js +80 -0
  114. package/Maths/math.scalar.functions.js.map +1 -0
  115. package/Maths/math.scalar.js +48 -73
  116. package/Maths/math.scalar.js.map +1 -1
  117. package/Maths/math.vector.d.ts +571 -72
  118. package/Maths/math.vector.js +917 -119
  119. package/Maths/math.vector.js.map +1 -1
  120. package/Maths/math.viewport.d.ts +2 -1
  121. package/Maths/math.viewport.js.map +1 -1
  122. package/Maths/tensor.d.ts +411 -0
  123. package/Maths/tensor.js +3 -0
  124. package/Maths/tensor.js.map +1 -0
  125. package/Meshes/Node/Blocks/Set/setColorsBlock.js +20 -4
  126. package/Meshes/Node/Blocks/Set/setColorsBlock.js.map +1 -1
  127. package/Meshes/Node/nodeGeometry.js +2 -1
  128. package/Meshes/Node/nodeGeometry.js.map +1 -1
  129. package/Meshes/mesh.js +2 -2
  130. package/Meshes/mesh.js.map +1 -1
  131. package/Meshes/mesh.vertexData.d.ts +4 -0
  132. package/Meshes/mesh.vertexData.js +10 -0
  133. package/Meshes/mesh.vertexData.js.map +1 -1
  134. package/Meshes/transformNode.js +2 -1
  135. package/Meshes/transformNode.js.map +1 -1
  136. package/Misc/arrayTools.d.ts +2 -19
  137. package/Misc/arrayTools.js.map +1 -1
  138. package/Misc/decorators.d.ts +0 -80
  139. package/Misc/decorators.functions.d.ts +7 -0
  140. package/Misc/decorators.functions.js +52 -0
  141. package/Misc/decorators.functions.js.map +1 -0
  142. package/Misc/decorators.js +2 -318
  143. package/Misc/decorators.js.map +1 -1
  144. package/Misc/decorators.serialization.d.ts +81 -0
  145. package/Misc/decorators.serialization.js +269 -0
  146. package/Misc/decorators.serialization.js.map +1 -0
  147. package/Misc/index.d.ts +1 -0
  148. package/Misc/index.js +1 -0
  149. package/Misc/index.js.map +1 -1
  150. package/Misc/sceneRecorder.js +1 -1
  151. package/Misc/sceneRecorder.js.map +1 -1
  152. package/Misc/sceneSerializer.js +8 -1
  153. package/Misc/sceneSerializer.js.map +1 -1
  154. package/Misc/tools.functions.d.ts +14 -0
  155. package/Misc/tools.functions.js +23 -0
  156. package/Misc/tools.functions.js.map +1 -0
  157. package/Misc/tools.js +5 -6
  158. package/Misc/tools.js.map +1 -1
  159. package/Morph/morphTarget.js +2 -1
  160. package/Morph/morphTarget.js.map +1 -1
  161. package/Particles/EmitterTypes/boxParticleEmitter.js +8 -8
  162. package/Particles/EmitterTypes/boxParticleEmitter.js.map +1 -1
  163. package/Particles/baseParticleSystem.d.ts +8 -11
  164. package/Particles/baseParticleSystem.js +9 -40
  165. package/Particles/baseParticleSystem.js.map +1 -1
  166. package/Particles/gpuParticleSystem.d.ts +71 -1
  167. package/Particles/gpuParticleSystem.js +102 -1
  168. package/Particles/gpuParticleSystem.js.map +1 -1
  169. package/Particles/particle.d.ts +3 -3
  170. package/Particles/particle.js +3 -3
  171. package/Particles/particle.js.map +1 -1
  172. package/Particles/particleSystem.d.ts +81 -455
  173. package/Particles/particleSystem.functions.d.ts +61 -0
  174. package/Particles/particleSystem.functions.js +79 -0
  175. package/Particles/particleSystem.functions.js.map +1 -0
  176. package/Particles/particleSystem.js +390 -1984
  177. package/Particles/particleSystem.js.map +1 -1
  178. package/Particles/thinParticleSystem.d.ts +485 -0
  179. package/Particles/thinParticleSystem.js +1768 -0
  180. package/Particles/thinParticleSystem.js.map +1 -0
  181. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +2 -1
  182. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  183. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -1
  184. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  185. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +2 -1
  186. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  187. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +2 -1
  188. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  189. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +2 -1
  190. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  191. package/PostProcesses/blackAndWhitePostProcess.js +2 -1
  192. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  193. package/PostProcesses/blurPostProcess.js +2 -1
  194. package/PostProcesses/blurPostProcess.js.map +1 -1
  195. package/PostProcesses/chromaticAberrationPostProcess.js +2 -1
  196. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  197. package/PostProcesses/colorCorrectionPostProcess.js +2 -1
  198. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  199. package/PostProcesses/convolutionPostProcess.js +2 -1
  200. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  201. package/PostProcesses/displayPassPostProcess.js +1 -1
  202. package/PostProcesses/displayPassPostProcess.js.map +1 -1
  203. package/PostProcesses/filterPostProcess.js +2 -1
  204. package/PostProcesses/filterPostProcess.js.map +1 -1
  205. package/PostProcesses/fxaaPostProcess.js +1 -1
  206. package/PostProcesses/fxaaPostProcess.js.map +1 -1
  207. package/PostProcesses/grainPostProcess.js +2 -1
  208. package/PostProcesses/grainPostProcess.js.map +1 -1
  209. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  210. package/PostProcesses/motionBlurPostProcess.js +2 -1
  211. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  212. package/PostProcesses/passPostProcess.js +1 -1
  213. package/PostProcesses/passPostProcess.js.map +1 -1
  214. package/PostProcesses/postProcess.js +2 -1
  215. package/PostProcesses/postProcess.js.map +1 -1
  216. package/PostProcesses/refractionPostProcess.js +2 -1
  217. package/PostProcesses/refractionPostProcess.js.map +1 -1
  218. package/PostProcesses/screenSpaceCurvaturePostProcess.js +2 -1
  219. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  220. package/PostProcesses/screenSpaceReflectionPostProcess.js +2 -1
  221. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  222. package/PostProcesses/sharpenPostProcess.js +2 -1
  223. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  224. package/Probes/reflectionProbe.js +2 -1
  225. package/Probes/reflectionProbe.js.map +1 -1
  226. package/Sprites/spriteManager.d.ts +4 -0
  227. package/Sprites/spriteManager.js.map +1 -1
  228. package/XR/features/WebXRControllerTeleportation.d.ts +9 -0
  229. package/XR/features/WebXRControllerTeleportation.js +75 -31
  230. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  231. package/node.js +2 -1
  232. package/node.js.map +1 -1
  233. package/package.json +1 -1
  234. package/types.d.ts +105 -0
  235. package/types.js.map +1 -1
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1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { PostProcess } from \"../../postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../postProcessRenderEffect\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { PassPostProcess } from \"core/PostProcesses/passPostProcess\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\nimport { Halton2DSequence } from \"core/Maths/halton2DSequence\";\r\n\r\nimport \"../postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/taa.fragment\";\r\n\r\n/**\r\n * Simple implementation of Temporal Anti-Aliasing (TAA).\r\n * This can be used to improve image quality for still pictures (screenshots for e.g.).\r\n */\r\nexport class TAARenderingPipeline extends PostProcessRenderPipeline {\r\n /**\r\n * The TAA PostProcess effect id in the pipeline\r\n */\r\n public TAARenderEffect: string = \"TAARenderEffect\";\r\n /**\r\n * The pass PostProcess effect id in the pipeline\r\n */\r\n public TAAPassEffect: string = \"TAAPassEffect\";\r\n\r\n @serialize(\"samples\")\r\n private _samples = 8;\r\n /**\r\n * Number of accumulated samples (default: 16)\r\n */\r\n public set samples(samples: number) {\r\n if (this._samples === samples) {\r\n return;\r\n }\r\n\r\n this._samples = samples;\r\n this._hs.regenerate(samples);\r\n }\r\n\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"msaaSamples\")\r\n private _msaaSamples = 1;\r\n /**\r\n * MSAA samples (default: 1)\r\n */\r\n public set msaaSamples(samples: number) {\r\n if (this._msaaSamples === samples) {\r\n return;\r\n }\r\n\r\n this._msaaSamples = samples;\r\n if (this._taaPostProcess) {\r\n this._taaPostProcess.samples = samples;\r\n }\r\n }\r\n\r\n public get msaaSamples(): number {\r\n return this._msaaSamples;\r\n }\r\n\r\n /**\r\n * The factor used to blend the history frame with current frame (default: 0.05)\r\n */\r\n @serialize()\r\n public factor = 0.05;\r\n\r\n /**\r\n * Disable TAA on camera move (default: true).\r\n * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)\r\n */\r\n @serialize()\r\n public disableOnCameraMove = true;\r\n\r\n @serialize(\"isEnabled\")\r\n private _isEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if the render pipeline is enabled (default: true).\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n\r\n if (!value) {\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n } else if (value) {\r\n if (!this._isDirty) {\r\n if (this._cameras !== null) {\r\n this._firstUpdate = true;\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n } else {\r\n this._buildPipeline();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n private _scene: Scene;\r\n private _isDirty = false;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n private _textureType: number;\r\n private _taaPostProcess: Nullable<PostProcess>;\r\n private _passPostProcess: Nullable<PassPostProcess>;\r\n private _ping: RenderTargetWrapper;\r\n private _pong: RenderTargetWrapper;\r\n private _pingpong = 0;\r\n private _hs: Halton2DSequence;\r\n private _firstUpdate = true;\r\n\r\n /**\r\n * Returns true if TAA is supported by the running hardware\r\n */\r\n public get isSupported(): boolean {\r\n const caps = this._scene.getEngine().getCaps();\r\n\r\n return caps.texelFetch;\r\n }\r\n\r\n /**\r\n * Constructor of the TAA rendering pipeline\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param textureType The type of texture where the scene will be rendered (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\r\n */\r\n constructor(name: string, scene: Scene, cameras?: Camera[], textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n const engine = scene.getEngine();\r\n\r\n super(engine, name);\r\n\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._scene = scene;\r\n this._textureType = textureType;\r\n this._hs = new Halton2DSequence(this.samples);\r\n\r\n if (this.isSupported) {\r\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n this._buildPipeline();\r\n }\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"TAARenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"TAARenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n */\r\n public dispose(): void {\r\n this._disposePostProcesses();\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n\r\n this._ping.dispose();\r\n this._pong.dispose();\r\n\r\n super.dispose();\r\n }\r\n\r\n private _createPingPongTextures(width: number, height: number) {\r\n const engine = this._scene.getEngine();\r\n\r\n this._ping?.dispose();\r\n this._pong?.dispose();\r\n\r\n this._ping = engine.createRenderTargetTexture(\r\n { width, height },\r\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_NEAREST_NEAREST }\r\n );\r\n\r\n this._pong = engine.createRenderTargetTexture(\r\n { width, height },\r\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_NEAREST_NEAREST }\r\n );\r\n\r\n this._hs.setDimensions(width / 2, height / 2);\r\n this._firstUpdate = true;\r\n }\r\n\r\n private _updateEffectDefines(): void {\r\n const defines: string[] = [];\r\n\r\n this._taaPostProcess?.updateEffect(defines.join(\"\\n\"));\r\n }\r\n\r\n private _buildPipeline() {\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n\r\n if (!this._isEnabled) {\r\n this._isDirty = true;\r\n return;\r\n }\r\n\r\n this._isDirty = false;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n\r\n this._createTAAPostProcess();\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.TAARenderEffect,\r\n () => {\r\n return this._taaPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n this._createPassPostProcess();\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.TAAPassEffect,\r\n () => {\r\n return this._passPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n }\r\n\r\n private _disposePostProcesses(): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n this._taaPostProcess?.dispose(camera);\r\n this._passPostProcess?.dispose(camera);\r\n\r\n camera.getProjectionMatrix(true); // recompute the projection matrix\r\n }\r\n\r\n this._taaPostProcess = null;\r\n this._passPostProcess = null;\r\n }\r\n\r\n private _createTAAPostProcess(): void {\r\n this._taaPostProcess = new PostProcess(\"TAA\", \"taa\", {\r\n uniforms: [\"factor\"],\r\n samplers: [\"historySampler\"],\r\n size: 1.0,\r\n engine: this._scene.getEngine(),\r\n textureType: this._textureType,\r\n });\r\n\r\n this._taaPostProcess.samples = this._msaaSamples;\r\n\r\n this._updateEffectDefines();\r\n\r\n this._taaPostProcess.onActivateObservable.add(() => {\r\n const camera = this._scene.activeCamera;\r\n\r\n if (this._taaPostProcess?.width !== this._ping.width || this._taaPostProcess?.height !== this._ping.height) {\r\n const engine = this._scene.getEngine();\r\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\r\n }\r\n\r\n if (camera && !camera.hasMoved) {\r\n if (camera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n const projMat = camera.getProjectionMatrix();\r\n projMat.setRowFromFloats(2, this._hs.x, this._hs.y, projMat.m[10], projMat.m[11]);\r\n } else {\r\n // We must force the update of the projection matrix so that m[12] and m[13] are recomputed, as we modified them the previous frame\r\n const projMat = camera.getProjectionMatrix(true);\r\n projMat.setRowFromFloats(3, this._hs.x + projMat.m[12], this._hs.y + projMat.m[13], projMat.m[14], projMat.m[15]);\r\n }\r\n }\r\n\r\n if (this._passPostProcess) {\r\n this._passPostProcess.inputTexture = this._pingpong ? this._ping : this._pong;\r\n }\r\n this._pingpong = this._pingpong ^ 1;\r\n this._hs.next();\r\n });\r\n\r\n this._taaPostProcess.onApplyObservable.add((effect: Effect) => {\r\n const camera = this._scene.activeCamera;\r\n\r\n effect._bindTexture(\"historySampler\", this._pingpong ? this._ping.texture : this._pong.texture);\r\n effect.setFloat(\"factor\", (camera?.hasMoved && this.disableOnCameraMove) || this._firstUpdate ? 1 : this.factor);\r\n\r\n this._firstUpdate = false;\r\n });\r\n }\r\n\r\n private _createPassPostProcess() {\r\n const engine = this._scene.getEngine();\r\n\r\n this._passPostProcess = new PassPostProcess(\"TAAPass\", 1, null, Constants.TEXTURE_NEAREST_NEAREST, engine);\r\n this._passPostProcess.inputTexture = this._ping;\r\n this._passPostProcess.autoClear = false;\r\n }\r\n\r\n /**\r\n * Serializes the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"TAARenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): TAARenderingPipeline {\r\n return SerializationHelper.Parse(() => new TAARenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TAARenderingPipeline\", TAARenderingPipeline);\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { PostProcess } from \"../../postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../postProcessRenderEffect\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { PassPostProcess } from \"core/PostProcesses/passPostProcess\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\nimport { Halton2DSequence } from \"core/Maths/halton2DSequence\";\r\n\r\nimport \"../postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/taa.fragment\";\r\n\r\n/**\r\n * Simple implementation of Temporal Anti-Aliasing (TAA).\r\n * This can be used to improve image quality for still pictures (screenshots for e.g.).\r\n */\r\nexport class TAARenderingPipeline extends PostProcessRenderPipeline {\r\n /**\r\n * The TAA PostProcess effect id in the pipeline\r\n */\r\n public TAARenderEffect: string = \"TAARenderEffect\";\r\n /**\r\n * The pass PostProcess effect id in the pipeline\r\n */\r\n public TAAPassEffect: string = \"TAAPassEffect\";\r\n\r\n @serialize(\"samples\")\r\n private _samples = 8;\r\n /**\r\n * Number of accumulated samples (default: 16)\r\n */\r\n public set samples(samples: number) {\r\n if (this._samples === samples) {\r\n return;\r\n }\r\n\r\n this._samples = samples;\r\n this._hs.regenerate(samples);\r\n }\r\n\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"msaaSamples\")\r\n private _msaaSamples = 1;\r\n /**\r\n * MSAA samples (default: 1)\r\n */\r\n public set msaaSamples(samples: number) {\r\n if (this._msaaSamples === samples) {\r\n return;\r\n }\r\n\r\n this._msaaSamples = samples;\r\n if (this._taaPostProcess) {\r\n this._taaPostProcess.samples = samples;\r\n }\r\n }\r\n\r\n public get msaaSamples(): number {\r\n return this._msaaSamples;\r\n }\r\n\r\n /**\r\n * The factor used to blend the history frame with current frame (default: 0.05)\r\n */\r\n @serialize()\r\n public factor = 0.05;\r\n\r\n /**\r\n * Disable TAA on camera move (default: true).\r\n * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)\r\n */\r\n @serialize()\r\n public disableOnCameraMove = true;\r\n\r\n @serialize(\"isEnabled\")\r\n private _isEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if the render pipeline is enabled (default: true).\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n\r\n if (!value) {\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n } else if (value) {\r\n if (!this._isDirty) {\r\n if (this._cameras !== null) {\r\n this._firstUpdate = true;\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n } else {\r\n this._buildPipeline();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n private _scene: Scene;\r\n private _isDirty = false;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n private _textureType: number;\r\n private _taaPostProcess: Nullable<PostProcess>;\r\n private _passPostProcess: Nullable<PassPostProcess>;\r\n private _ping: RenderTargetWrapper;\r\n private _pong: RenderTargetWrapper;\r\n private _pingpong = 0;\r\n private _hs: Halton2DSequence;\r\n private _firstUpdate = true;\r\n\r\n /**\r\n * Returns true if TAA is supported by the running hardware\r\n */\r\n public get isSupported(): boolean {\r\n const caps = this._scene.getEngine().getCaps();\r\n\r\n return caps.texelFetch;\r\n }\r\n\r\n /**\r\n * Constructor of the TAA rendering pipeline\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param textureType The type of texture where the scene will be rendered (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\r\n */\r\n constructor(name: string, scene: Scene, cameras?: Camera[], textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n const engine = scene.getEngine();\r\n\r\n super(engine, name);\r\n\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._scene = scene;\r\n this._textureType = textureType;\r\n this._hs = new Halton2DSequence(this.samples);\r\n\r\n if (this.isSupported) {\r\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n this._buildPipeline();\r\n }\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"TAARenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"TAARenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n */\r\n public dispose(): void {\r\n this._disposePostProcesses();\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n\r\n this._ping.dispose();\r\n this._pong.dispose();\r\n\r\n super.dispose();\r\n }\r\n\r\n private _createPingPongTextures(width: number, height: number) {\r\n const engine = this._scene.getEngine();\r\n\r\n this._ping?.dispose();\r\n this._pong?.dispose();\r\n\r\n this._ping = engine.createRenderTargetTexture(\r\n { width, height },\r\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_NEAREST_NEAREST }\r\n );\r\n\r\n this._pong = engine.createRenderTargetTexture(\r\n { width, height },\r\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_NEAREST_NEAREST }\r\n );\r\n\r\n this._hs.setDimensions(width / 2, height / 2);\r\n this._firstUpdate = true;\r\n }\r\n\r\n private _updateEffectDefines(): void {\r\n const defines: string[] = [];\r\n\r\n this._taaPostProcess?.updateEffect(defines.join(\"\\n\"));\r\n }\r\n\r\n private _buildPipeline() {\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n\r\n if (!this._isEnabled) {\r\n this._isDirty = true;\r\n return;\r\n }\r\n\r\n this._isDirty = false;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n\r\n this._createTAAPostProcess();\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.TAARenderEffect,\r\n () => {\r\n return this._taaPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n this._createPassPostProcess();\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.TAAPassEffect,\r\n () => {\r\n return this._passPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n }\r\n\r\n private _disposePostProcesses(): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n this._taaPostProcess?.dispose(camera);\r\n this._passPostProcess?.dispose(camera);\r\n\r\n camera.getProjectionMatrix(true); // recompute the projection matrix\r\n }\r\n\r\n this._taaPostProcess = null;\r\n this._passPostProcess = null;\r\n }\r\n\r\n private _createTAAPostProcess(): void {\r\n this._taaPostProcess = new PostProcess(\"TAA\", \"taa\", {\r\n uniforms: [\"factor\"],\r\n samplers: [\"historySampler\"],\r\n size: 1.0,\r\n engine: this._scene.getEngine(),\r\n textureType: this._textureType,\r\n });\r\n\r\n this._taaPostProcess.samples = this._msaaSamples;\r\n\r\n this._updateEffectDefines();\r\n\r\n this._taaPostProcess.onActivateObservable.add(() => {\r\n const camera = this._scene.activeCamera;\r\n\r\n if (this._taaPostProcess?.width !== this._ping.width || this._taaPostProcess?.height !== this._ping.height) {\r\n const engine = this._scene.getEngine();\r\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\r\n }\r\n\r\n if (camera && !camera.hasMoved) {\r\n if (camera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n const projMat = camera.getProjectionMatrix();\r\n projMat.setRowFromFloats(2, this._hs.x, this._hs.y, projMat.m[10], projMat.m[11]);\r\n } else {\r\n // We must force the update of the projection matrix so that m[12] and m[13] are recomputed, as we modified them the previous frame\r\n const projMat = camera.getProjectionMatrix(true);\r\n projMat.setRowFromFloats(3, this._hs.x + projMat.m[12], this._hs.y + projMat.m[13], projMat.m[14], projMat.m[15]);\r\n }\r\n }\r\n\r\n if (this._passPostProcess) {\r\n this._passPostProcess.inputTexture = this._pingpong ? this._ping : this._pong;\r\n }\r\n this._pingpong = this._pingpong ^ 1;\r\n this._hs.next();\r\n });\r\n\r\n this._taaPostProcess.onApplyObservable.add((effect: Effect) => {\r\n const camera = this._scene.activeCamera;\r\n\r\n effect._bindTexture(\"historySampler\", this._pingpong ? this._ping.texture : this._pong.texture);\r\n effect.setFloat(\"factor\", (camera?.hasMoved && this.disableOnCameraMove) || this._firstUpdate ? 1 : this.factor);\r\n\r\n this._firstUpdate = false;\r\n });\r\n }\r\n\r\n private _createPassPostProcess() {\r\n const engine = this._scene.getEngine();\r\n\r\n this._passPostProcess = new PassPostProcess(\"TAAPass\", 1, null, Constants.TEXTURE_NEAREST_NEAREST, engine);\r\n this._passPostProcess.inputTexture = this._ping;\r\n this._passPostProcess.autoClear = false;\r\n }\r\n\r\n /**\r\n * Serializes the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"TAARenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): TAARenderingPipeline {\r\n return SerializationHelper.Parse(() => new TAARenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TAARenderingPipeline\", TAARenderingPipeline);\r\n"]}
@@ -2,7 +2,8 @@ import { __decorate } from "../tslib.es6.js";
2
2
  import { PostProcess } from "./postProcess.js";
3
3
  import "../Shaders/blackAndWhite.fragment.js";
4
4
  import { RegisterClass } from "../Misc/typeStore.js";
5
- import { serialize, SerializationHelper } from "../Misc/decorators.js";
5
+ import { serialize } from "../Misc/decorators.js";
6
+ import { SerializationHelper } from "../Misc/decorators.serialization.js";
6
7
  /**
7
8
  * Post process used to render in black and white
8
9
  */
@@ -1 +1 @@
1
- {"version":3,"file":"blackAndWhitePostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/blackAndWhitePostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAK5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAKpE;;GAEG;AACH,MAAM,OAAO,wBAAyB,SAAQ,WAAW;IAOrD;;;OAGG;IACI,YAAY;QACf,OAAO,0BAA0B,CAAC;IACtC,CAAC;IAED;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAqB,EAAE,MAAe,EAAE,QAAkB;QAChJ,KAAK,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC,QAAQ,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAzBpG;;WAEG;QAEI,WAAM,GAAG,CAAC,CAAC;QAuBd,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3C,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,wBAAwB,CAC/B,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAhDU;IADN,SAAS,EAAE;wDACM;AAkDtB,aAAa,CAAC,kCAAkC,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["import type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/blackAndWhite.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Post process used to render in black and white\r\n */\r\nexport class BlackAndWhitePostProcess extends PostProcess {\r\n /**\r\n * Linear about to convert he result to black and white (default: 1)\r\n */\r\n @serialize()\r\n public degree = 1;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlackAndWhitePostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"BlackAndWhitePostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a black and white post process\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#black-and-white\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"blackAndWhite\", [\"degree\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"degree\", this.degree);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlackAndWhitePostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlackAndWhitePostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlackAndWhitePostProcess\", BlackAndWhitePostProcess);\r\n"]}
1
+ {"version":3,"file":"blackAndWhitePostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/blackAndWhitePostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAK5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAKvE;;GAEG;AACH,MAAM,OAAO,wBAAyB,SAAQ,WAAW;IAOrD;;;OAGG;IACI,YAAY;QACf,OAAO,0BAA0B,CAAC;IACtC,CAAC;IAED;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAqB,EAAE,MAAe,EAAE,QAAkB;QAChJ,KAAK,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC,QAAQ,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAzBpG;;WAEG;QAEI,WAAM,GAAG,CAAC,CAAC;QAuBd,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3C,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,wBAAwB,CAC/B,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAhDU;IADN,SAAS,EAAE;wDACM;AAkDtB,aAAa,CAAC,kCAAkC,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["import type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/blackAndWhite.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Post process used to render in black and white\r\n */\r\nexport class BlackAndWhitePostProcess extends PostProcess {\r\n /**\r\n * Linear about to convert he result to black and white (default: 1)\r\n */\r\n @serialize()\r\n public degree = 1;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlackAndWhitePostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"BlackAndWhitePostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a black and white post process\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#black-and-white\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"blackAndWhite\", [\"degree\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"degree\", this.degree);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlackAndWhitePostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlackAndWhitePostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlackAndWhitePostProcess\", BlackAndWhitePostProcess);\r\n"]}
@@ -5,7 +5,8 @@ import { Texture } from "../Materials/Textures/texture.js";
5
5
  import "../Shaders/kernelBlur.fragment.js";
6
6
  import "../Shaders/kernelBlur.vertex.js";
7
7
  import { RegisterClass } from "../Misc/typeStore.js";
8
- import { serialize, serializeAsVector2, SerializationHelper } from "../Misc/decorators.js";
8
+ import { serialize, serializeAsVector2 } from "../Misc/decorators.js";
9
+ import { SerializationHelper } from "../Misc/decorators.serialization.js";
9
10
  /**
10
11
  * The Blur Post Process which blurs an image based on a kernel and direction.
11
12
  * Can be used twice in x and y directions to perform a gaussian blur in two passes.
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/kernelBlur.fragment\";\r\nimport \"../Shaders/kernelBlur.vertex\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, serializeAsVector2, SerializationHelper } from \"../Misc/decorators\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * The Blur Post Process which blurs an image based on a kernel and direction.\r\n * Can be used twice in x and y directions to perform a gaussian blur in two passes.\r\n */\r\nexport class BlurPostProcess extends PostProcess {\r\n @serialize(\"kernel\")\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n @serialize(\"packedFloat\")\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /** The direction in which to blur the image. */\r\n @serializeAsVector2()\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlurPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"BlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance BlurPostProcess\r\n * @param name The name of the effect.\r\n * @param direction The direction in which to blur the image.\r\n * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param defines\r\n * @param _blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)\r\n */\r\n constructor(\r\n name: string,\r\n direction: Vector2,\r\n kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n defines = \"\",\r\n private _blockCompilation = false,\r\n textureFormat = Constants.TEXTUREFORMAT_RGBA\r\n ) {\r\n super(\r\n name,\r\n \"kernelBlur\",\r\n [\"delta\", \"direction\"],\r\n [\"circleOfConfusionSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n \"kernelBlur\",\r\n { varyingCount: 0, depCount: 0 },\r\n true,\r\n textureFormat\r\n );\r\n this._staticDefines = defines;\r\n this.direction = direction;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (this._outputTexture) {\r\n effect.setFloat2(\"delta\", (1 / this._outputTexture.width) * this.direction.x, (1 / this._outputTexture.height) * this.direction.y);\r\n } else {\r\n effect.setFloat2(\"delta\", (1 / this.width) * this.direction.x, (1 / this.height) * this.direction.y);\r\n }\r\n });\r\n\r\n this.kernel = kernel;\r\n }\r\n\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n */\r\n public updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void\r\n ) {\r\n this._updateParameters(onCompiled, onError);\r\n }\r\n\r\n protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const N = this._kernel;\r\n const centerIndex = (N - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < N; i++) {\r\n const u = i / (N - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this._blockCompilation = false;\r\n super.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlurPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.direction,\r\n parsedPostProcess.kernel,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n undefined,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlurPostProcess\", BlurPostProcess);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/kernelBlur.fragment\";\r\nimport \"../Shaders/kernelBlur.vertex\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, serializeAsVector2 } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * The Blur Post Process which blurs an image based on a kernel and direction.\r\n * Can be used twice in x and y directions to perform a gaussian blur in two passes.\r\n */\r\nexport class BlurPostProcess extends PostProcess {\r\n @serialize(\"kernel\")\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n @serialize(\"packedFloat\")\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /** The direction in which to blur the image. */\r\n @serializeAsVector2()\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlurPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"BlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance BlurPostProcess\r\n * @param name The name of the effect.\r\n * @param direction The direction in which to blur the image.\r\n * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param defines\r\n * @param _blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)\r\n */\r\n constructor(\r\n name: string,\r\n direction: Vector2,\r\n kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n defines = \"\",\r\n private _blockCompilation = false,\r\n textureFormat = Constants.TEXTUREFORMAT_RGBA\r\n ) {\r\n super(\r\n name,\r\n \"kernelBlur\",\r\n [\"delta\", \"direction\"],\r\n [\"circleOfConfusionSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n \"kernelBlur\",\r\n { varyingCount: 0, depCount: 0 },\r\n true,\r\n textureFormat\r\n );\r\n this._staticDefines = defines;\r\n this.direction = direction;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (this._outputTexture) {\r\n effect.setFloat2(\"delta\", (1 / this._outputTexture.width) * this.direction.x, (1 / this._outputTexture.height) * this.direction.y);\r\n } else {\r\n effect.setFloat2(\"delta\", (1 / this.width) * this.direction.x, (1 / this.height) * this.direction.y);\r\n }\r\n });\r\n\r\n this.kernel = kernel;\r\n }\r\n\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n */\r\n public updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void\r\n ) {\r\n this._updateParameters(onCompiled, onError);\r\n }\r\n\r\n protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const N = this._kernel;\r\n const centerIndex = (N - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < N; i++) {\r\n const u = i / (N - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this._blockCompilation = false;\r\n super.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlurPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.direction,\r\n parsedPostProcess.kernel,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n undefined,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlurPostProcess\", BlurPostProcess);\r\n"]}
@@ -4,7 +4,8 @@ import { PostProcess } from "./postProcess.js";
4
4
 
5
5
  import "../Shaders/chromaticAberration.fragment.js";
6
6
  import { RegisterClass } from "../Misc/typeStore.js";
7
- import { serialize, SerializationHelper } from "../Misc/decorators.js";
7
+ import { serialize } from "../Misc/decorators.js";
8
+ import { SerializationHelper } from "../Misc/decorators.serialization.js";
8
9
  /**
9
10
  * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
10
11
  */
@@ -1 +1 @@
1
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(default: 0)\r\n */\r\n @serialize()\r\n radialIntensity = 0;\r\n\r\n /**\r\n * The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))\r\n */\r\n @serialize()\r\n direction = new Vector2(0.707, 0.707);\r\n\r\n /**\r\n * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5))\r\n */\r\n @serialize()\r\n centerPosition = new Vector2(0.5, 0.5);\r\n\r\n /** The width of the screen to apply the effect on */\r\n @serialize()\r\n screenWidth: number;\r\n\r\n /** The height of the screen to apply the effect on */\r\n @serialize()\r\n screenHeight: number;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ChromaticAberrationPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"ChromaticAberrationPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance ChromaticAberrationPostProcess\r\n * @param name The name of the effect.\r\n * @param screenWidth The width of the screen to apply the effect on.\r\n * @param screenHeight The height of the screen to apply the effect on.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n screenWidth: number,\r\n screenHeight: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n \"chromaticAberration\",\r\n [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"],\r\n [],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n\r\n this.screenWidth = screenWidth;\r\n this.screenHeight = screenHeight;\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"chromatic_aberration\", this.aberrationAmount);\r\n effect.setFloat(\"screen_width\", screenWidth);\r\n effect.setFloat(\"screen_height\", screenHeight);\r\n effect.setFloat(\"radialIntensity\", this.radialIntensity);\r\n effect.setFloat2(\"direction\", this.direction.x, this.direction.y);\r\n effect.setFloat2(\"centerPosition\", this.centerPosition.x, this.centerPosition.y);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ChromaticAberrationPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ChromaticAberrationPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.screenWidth,\r\n parsedPostProcess.screenHeight,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ChromaticAberrationPostProcess\", ChromaticAberrationPostProcess);\r\n"]}
1
+ {"version":3,"file":"chromaticAberrationPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/chromaticAberrationPostProcess.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAG/C,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAI5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,yCAAyC,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAIvE;;GAEG;AACH,MAAM,OAAO,8BAA+B,SAAQ,WAAW;IAiC3D;;;OAGG;IACI,YAAY;QACf,OAAO,gCAAgC,CAAC;IAC5C,CAAC;IAED;;;;;;;;;;;;OAYG;IACH,YACI,IAAY,EACZ,WAAmB,EACnB,YAAoB,EACpB,OAAoC,EACpC,MAAwB,EACxB,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB,EACxD,gBAAgB,GAAG,KAAK;QAExB,KAAK,CACD,IAAI,EACJ,qBAAqB,EACrB,CAAC,sBAAsB,EAAE,cAAc,EAAE,eAAe,EAAE,WAAW,EAAE,iBAAiB,EAAE,gBAAgB,CAAC,EAC3G,EAAE,EACF,OAAO,EACP,MAAM,EACN,YAAY,EACZ,MAAM,EACN,QAAQ,EACR,IAAI,EACJ,WAAW,EACX,SAAS,EACT,IAAI,EACJ,gBAAgB,CACnB,CAAC;QAhFN;;WAEG;QAEH,qBAAgB,GAAG,EAAE,CAAC;QAEtB;;WAEG;QAEH,oBAAe,GAAG,CAAC,CAAC;QAEpB;;WAEG;QAEH,cAAS,GAAG,IAAI,OAAO,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;QAEtC;;WAEG;QAEH,mBAAc,GAAG,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QA4DnC,IAAI,CAAC,WAAW,GAAG,WAAW,CAAC;QAC/B,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;QAEjC,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,CAAC,QAAQ,CAAC,sBAAsB,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC/D,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,WAAW,CAAC,CAAC;YAC7C,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,YAAY,CAAC,CAAC;YAC/C,MAAM,CAAC,QAAQ,CAAC,iBAAiB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;YACzD,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;YAClE,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;QACrF,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,8BAA8B,CACrC,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,WAAW,EAC7B,iBAAiB,CAAC,YAAY,EAC9B,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,EAC1B,iBAAiB,CAAC,WAAW,EAC7B,KAAK,CACR,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAnHG;IADC,SAAS,EAAE;wEACU;AAMtB;IADC,SAAS,EAAE;uEACQ;AAMpB;IADC,SAAS,EAAE;iEAC0B;AAMtC;IADC,SAAS,EAAE;sEAC2B;AAIvC;IADC,SAAS,EAAE;mEACQ;AAIpB;IADC,SAAS,EAAE;oEACS;AA2FzB,aAAa,CAAC,wCAAwC,EAAE,8BAA8B,CAAC,CAAC","sourcesContent":["import { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/chromaticAberration.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen\r\n */\r\nexport class ChromaticAberrationPostProcess extends PostProcess {\r\n /**\r\n * The amount of separation of rgb channels (default: 30)\r\n */\r\n @serialize()\r\n aberrationAmount = 30;\r\n\r\n /**\r\n * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)\r\n */\r\n @serialize()\r\n radialIntensity = 0;\r\n\r\n /**\r\n * The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))\r\n */\r\n @serialize()\r\n direction = new Vector2(0.707, 0.707);\r\n\r\n /**\r\n * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5))\r\n */\r\n @serialize()\r\n centerPosition = new Vector2(0.5, 0.5);\r\n\r\n /** The width of the screen to apply the effect on */\r\n @serialize()\r\n screenWidth: number;\r\n\r\n /** The height of the screen to apply the effect on */\r\n @serialize()\r\n screenHeight: number;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ChromaticAberrationPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"ChromaticAberrationPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance ChromaticAberrationPostProcess\r\n * @param name The name of the effect.\r\n * @param screenWidth The width of the screen to apply the effect on.\r\n * @param screenHeight The height of the screen to apply the effect on.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n screenWidth: number,\r\n screenHeight: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n \"chromaticAberration\",\r\n [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"],\r\n [],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n\r\n this.screenWidth = screenWidth;\r\n this.screenHeight = screenHeight;\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"chromatic_aberration\", this.aberrationAmount);\r\n effect.setFloat(\"screen_width\", screenWidth);\r\n effect.setFloat(\"screen_height\", screenHeight);\r\n effect.setFloat(\"radialIntensity\", this.radialIntensity);\r\n effect.setFloat2(\"direction\", this.direction.x, this.direction.y);\r\n effect.setFloat2(\"centerPosition\", this.centerPosition.x, this.centerPosition.y);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ChromaticAberrationPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ChromaticAberrationPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.screenWidth,\r\n parsedPostProcess.screenHeight,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ChromaticAberrationPostProcess\", ChromaticAberrationPostProcess);\r\n"]}
@@ -3,7 +3,8 @@ import { PostProcess } from "./postProcess.js";
3
3
  import { Texture } from "../Materials/Textures/texture.js";
4
4
  import "../Shaders/colorCorrection.fragment.js";
5
5
  import { RegisterClass } from "../Misc/typeStore.js";
6
- import { SerializationHelper, serialize } from "../Misc/decorators.js";
6
+ import { serialize } from "../Misc/decorators.js";
7
+ import { SerializationHelper } from "../Misc/decorators.serialization.js";
7
8
  /**
8
9
  *
9
10
  * This post-process allows the modification of rendered colors by using
@@ -1 +1 @@
1
- {"version":3,"file":"colorCorrectionPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/colorCorrectionPostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAIxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,mBAAmB,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAKpE;;;;;;;;;;;;;;GAcG;AACH,MAAM,OAAO,0BAA2B,SAAQ,WAAW;IASvD;;;OAGG;IACI,YAAY;QACf,OAAO,4BAA4B,CAAC;IACxC,CAAC;IAED,YAAY,IAAY,EAAE,aAAqB,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAqB,EAAE,MAAe,EAAE,QAAkB;QACvK,KAAK,CAAC,IAAI,EAAE,iBAAiB,EAAE,IAAI,EAAE,CAAC,YAAY,CAAC,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAEtG,MAAM,KAAK,GAAG,MAAM,EAAE,QAAQ,EAAE,IAAI,IAAI,CAAC;QACzC,IAAI,CAAC,kBAAkB,GAAG,IAAI,OAAO,CAAC,aAAa,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,sBAAsB,CAAC,CAAC;QACzG,IAAI,CAAC,kBAAkB,CAAC,yBAAyB,GAAG,CAAC,CAAC;QACtD,IAAI,CAAC,kBAAkB,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAC1D,IAAI,CAAC,kBAAkB,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAE1D,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;QAEnC,IAAI,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9B,MAAM,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAC7D,CAAC,CAAC;IACN,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,0BAA0B,CACjC,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,aAAa,EAC/B,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AA/CU;IADN,SAAS,EAAE;iEACiB;AAiDjC,aAAa,CAAC,oCAAoC,EAAE,0BAA0B,CAAC,CAAC","sourcesContent":["import type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\nimport \"../Shaders/colorCorrection.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { SerializationHelper, serialize } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n *\r\n * This post-process allows the modification of rendered colors by using\r\n * a 'look-up table' (LUT). This effect is also called Color Grading.\r\n *\r\n * The object needs to be provided an url to a texture containing the color\r\n * look-up table: the texture must be 256 pixels wide and 16 pixels high.\r\n * Use an image editing software to tweak the LUT to match your needs.\r\n *\r\n * For an example of a color LUT, see here:\r\n * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png\r\n * For explanations on color grading, see here:\r\n * @see http://udn.epicgames.com/Three/ColorGrading.html\r\n *\r\n */\r\nexport class ColorCorrectionPostProcess extends PostProcess {\r\n private _colorTableTexture: Texture;\r\n\r\n /**\r\n * Gets the color table url used to create the LUT texture\r\n */\r\n @serialize()\r\n public colorTableUrl: string;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ColorCorrectionPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"ColorCorrectionPostProcess\";\r\n }\r\n\r\n constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"colorCorrection\", null, [\"colorTable\"], options, camera, samplingMode, engine, reusable);\r\n\r\n const scene = camera?.getScene() || null;\r\n this._colorTableTexture = new Texture(colorTableUrl, scene, true, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._colorTableTexture.anisotropicFilteringLevel = 1;\r\n this._colorTableTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._colorTableTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this.colorTableUrl = colorTableUrl;\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setTexture(\"colorTable\", this._colorTableTexture);\r\n };\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ColorCorrectionPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ColorCorrectionPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.colorTableUrl,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ColorCorrectionPostProcess\", ColorCorrectionPostProcess);\r\n"]}
1
+ {"version":3,"file":"colorCorrectionPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/colorCorrectionPostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAIxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAKvE;;;;;;;;;;;;;;GAcG;AACH,MAAM,OAAO,0BAA2B,SAAQ,WAAW;IASvD;;;OAGG;IACI,YAAY;QACf,OAAO,4BAA4B,CAAC;IACxC,CAAC;IAED,YAAY,IAAY,EAAE,aAAqB,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAqB,EAAE,MAAe,EAAE,QAAkB;QACvK,KAAK,CAAC,IAAI,EAAE,iBAAiB,EAAE,IAAI,EAAE,CAAC,YAAY,CAAC,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAEtG,MAAM,KAAK,GAAG,MAAM,EAAE,QAAQ,EAAE,IAAI,IAAI,CAAC;QACzC,IAAI,CAAC,kBAAkB,GAAG,IAAI,OAAO,CAAC,aAAa,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,sBAAsB,CAAC,CAAC;QACzG,IAAI,CAAC,kBAAkB,CAAC,yBAAyB,GAAG,CAAC,CAAC;QACtD,IAAI,CAAC,kBAAkB,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAC1D,IAAI,CAAC,kBAAkB,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAE1D,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;QAEnC,IAAI,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9B,MAAM,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAC7D,CAAC,CAAC;IACN,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,0BAA0B,CACjC,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,aAAa,EAC/B,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AA/CU;IADN,SAAS,EAAE;iEACiB;AAiDjC,aAAa,CAAC,oCAAoC,EAAE,0BAA0B,CAAC,CAAC","sourcesContent":["import type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\nimport \"../Shaders/colorCorrection.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n *\r\n * This post-process allows the modification of rendered colors by using\r\n * a 'look-up table' (LUT). This effect is also called Color Grading.\r\n *\r\n * The object needs to be provided an url to a texture containing the color\r\n * look-up table: the texture must be 256 pixels wide and 16 pixels high.\r\n * Use an image editing software to tweak the LUT to match your needs.\r\n *\r\n * For an example of a color LUT, see here:\r\n * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png\r\n * For explanations on color grading, see here:\r\n * @see http://udn.epicgames.com/Three/ColorGrading.html\r\n *\r\n */\r\nexport class ColorCorrectionPostProcess extends PostProcess {\r\n private _colorTableTexture: Texture;\r\n\r\n /**\r\n * Gets the color table url used to create the LUT texture\r\n */\r\n @serialize()\r\n public colorTableUrl: string;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ColorCorrectionPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"ColorCorrectionPostProcess\";\r\n }\r\n\r\n constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"colorCorrection\", null, [\"colorTable\"], options, camera, samplingMode, engine, reusable);\r\n\r\n const scene = camera?.getScene() || null;\r\n this._colorTableTexture = new Texture(colorTableUrl, scene, true, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._colorTableTexture.anisotropicFilteringLevel = 1;\r\n this._colorTableTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._colorTableTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this.colorTableUrl = colorTableUrl;\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setTexture(\"colorTable\", this._colorTableTexture);\r\n };\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ColorCorrectionPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ColorCorrectionPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.colorTableUrl,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ColorCorrectionPostProcess\", ColorCorrectionPostProcess);\r\n"]}
@@ -3,7 +3,8 @@ import { PostProcess } from "./postProcess.js";
3
3
 
4
4
  import "../Shaders/convolution.fragment.js";
5
5
  import { RegisterClass } from "../Misc/typeStore.js";
6
- import { serialize, SerializationHelper } from "../Misc/decorators.js";
6
+ import { serialize } from "../Misc/decorators.js";
7
+ import { SerializationHelper } from "../Misc/decorators.serialization.js";
7
8
  /**
8
9
  * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
9
10
  * input texture to perform effects such as edge detection or sharpening
@@ -1 +1 @@
1
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(default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n */\r\n constructor(\r\n name: string,\r\n kernel: number[],\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ) {\r\n super(name, \"convolution\", [\"kernel\", \"screenSize\"], null, options, camera, samplingMode, engine, reusable, null, textureType);\r\n this.kernel = kernel;\r\n this.onApply = (effect: Effect) => {\r\n effect.setFloat2(\"screenSize\", this.width, this.height);\r\n effect.setArray(\"kernel\", this.kernel);\r\n };\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ConvolutionPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ConvolutionPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.kernel,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n\r\n // Statics\r\n /**\r\n * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];\r\n /**\r\n * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];\r\n /**\r\n * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];\r\n /**\r\n * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];\r\n /**\r\n * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];\r\n /**\r\n * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];\r\n}\r\n\r\nRegisterClass(\"BABYLON.ConvolutionPostProcess\", ConvolutionPostProcess);\r\n"]}
1
+ {"version":3,"file":"convolutionPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/convolutionPostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAK5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,iCAAiC,CAAC;AACzC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAIvE;;;;GAIG;AACH,MAAM,OAAO,sBAAuB,SAAQ,WAAW;IAKnD;;;OAGG;IACI,YAAY;QACf,OAAO,wBAAwB,CAAC;IACpC,CAAC;IAED;;;;;;;;;;OAUG;IACH,YACI,IAAY,EACZ,MAAgB,EAChB,OAAoC,EACpC,MAAwB,EACxB,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB;QAExD,KAAK,CAAC,IAAI,EAAE,aAAa,EAAE,CAAC,QAAQ,EAAE,YAAY,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,CAAC,CAAC;QAC/H,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9B,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;YACxD,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3C,CAAC,CAAC;IACN,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,sBAAsB,CAC7B,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,MAAM,EACxB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,EAC1B,iBAAiB,CAAC,WAAW,CAChC,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;;AAED,UAAU;AACV;;GAEG;AACW,wCAAiB,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AAChE;;GAEG;AACW,wCAAiB,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AAC/D;;GAEG;AACW,wCAAiB,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;AACtE;;GAEG;AACW,oCAAa,GAAG,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;AAC9D;;GAEG;AACW,mCAAY,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AAC5D;;GAEG;AACW,qCAAc,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;AAtFpD;IADN,SAAS,EAAE;sDACY;AAyF5B,aAAa,CAAC,gCAAgC,EAAE,sBAAsB,CAAC,CAAC","sourcesContent":["import type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/convolution.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the\r\n * input texture to perform effects such as edge detection or sharpening\r\n * See http://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\nexport class ConvolutionPostProcess extends PostProcess {\r\n /** Array of 9 values corresponding to the 3x3 kernel to be applied */\r\n @serialize()\r\n public kernel: number[];\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ConvolutionPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"ConvolutionPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance ConvolutionPostProcess\r\n * @param name The name of the effect.\r\n * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n */\r\n constructor(\r\n name: string,\r\n kernel: number[],\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ) {\r\n super(name, \"convolution\", [\"kernel\", \"screenSize\"], null, options, camera, samplingMode, engine, reusable, null, textureType);\r\n this.kernel = kernel;\r\n this.onApply = (effect: Effect) => {\r\n effect.setFloat2(\"screenSize\", this.width, this.height);\r\n effect.setArray(\"kernel\", this.kernel);\r\n };\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ConvolutionPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ConvolutionPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.kernel,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n\r\n // Statics\r\n /**\r\n * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];\r\n /**\r\n * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];\r\n /**\r\n * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];\r\n /**\r\n * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];\r\n /**\r\n * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];\r\n /**\r\n * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\n public static GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];\r\n}\r\n\r\nRegisterClass(\"BABYLON.ConvolutionPostProcess\", ConvolutionPostProcess);\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import { PostProcess } from "./postProcess.js";
2
2
  import "../Shaders/displayPass.fragment.js";
3
3
  import { RegisterClass } from "../Misc/typeStore.js";
4
- import { SerializationHelper } from "../Misc/decorators.js";
4
+ import { SerializationHelper } from "../Misc/decorators.serialization.js";
5
5
  /**
6
6
  * DisplayPassPostProcess which produces an output the same as it's input
7
7
  */
@@ -1 +1 @@
1
- {"version":3,"file":"displayPassPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/displayPassPostProcess.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAG5C,OAAO,iCAAiC,CAAC;AACzC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAIzD;;GAEG;AACH,MAAM,OAAO,sBAAuB,SAAQ,WAAW;IACnD;;;OAGG;IACI,YAAY;QACf,OAAO,wBAAwB,CAAC;IACpC,CAAC;IAED;;;;;;;;OAQG;IACH,YAAY,IAAY,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAqB,EAAE,MAAe,EAAE,QAAkB;QAChJ,KAAK,CAAC,IAAI,EAAE,aAAa,EAAE,CAAC,aAAa,CAAC,EAAE,CAAC,aAAa,CAAC,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;IAClH,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,sBAAsB,CAC7B,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,gCAAgC,EAAE,sBAAsB,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/displayPass.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * DisplayPassPostProcess which produces an output the same as it's input\r\n */\r\nexport class DisplayPassPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"DisplayPassPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"DisplayPassPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates the DisplayPassPostProcess\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"displayPass\", [\"passSampler\"], [\"passSampler\"], options, camera, samplingMode, engine, reusable);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<DisplayPassPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new DisplayPassPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DisplayPassPostProcess\", DisplayPassPostProcess);\r\n"]}
1
+ {"version":3,"file":"displayPassPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/displayPassPostProcess.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAG5C,OAAO,iCAAiC,CAAC;AACzC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAIvE;;GAEG;AACH,MAAM,OAAO,sBAAuB,SAAQ,WAAW;IACnD;;;OAGG;IACI,YAAY;QACf,OAAO,wBAAwB,CAAC;IACpC,CAAC;IAED;;;;;;;;OAQG;IACH,YAAY,IAAY,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAqB,EAAE,MAAe,EAAE,QAAkB;QAChJ,KAAK,CAAC,IAAI,EAAE,aAAa,EAAE,CAAC,aAAa,CAAC,EAAE,CAAC,aAAa,CAAC,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;IAClH,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,sBAAsB,CAC7B,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,gCAAgC,EAAE,sBAAsB,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/displayPass.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * DisplayPassPostProcess which produces an output the same as it's input\r\n */\r\nexport class DisplayPassPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"DisplayPassPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"DisplayPassPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates the DisplayPassPostProcess\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"displayPass\", [\"passSampler\"], [\"passSampler\"], options, camera, samplingMode, engine, reusable);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<DisplayPassPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new DisplayPassPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DisplayPassPostProcess\", DisplayPassPostProcess);\r\n"]}
@@ -2,7 +2,8 @@ import { __decorate } from "../tslib.es6.js";
2
2
  import { PostProcess } from "./postProcess.js";
3
3
  import "../Shaders/filter.fragment.js";
4
4
  import { RegisterClass } from "../Misc/typeStore.js";
5
- import { serializeAsMatrix, SerializationHelper } from "../Misc/decorators.js";
5
+ import { serializeAsMatrix } from "../Misc/decorators.js";
6
+ import { SerializationHelper } from "../Misc/decorators.serialization.js";
6
7
  /**
7
8
  * Applies a kernel filter to the image
8
9
  */
@@ -1 +1 @@
1
- {"version":3,"file":"filterPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/filterPostProcess.ts"],"names":[],"mappings":";AAKA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAG5C,OAAO,4BAA4B,CAAC;AACpC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,iBAAiB,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAI5E;;GAEG;AACH,MAAM,OAAO,iBAAkB,SAAQ,WAAW;IAK9C;;;OAGG;IACI,YAAY;QACf,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,YAAoB,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAqB,EAAE,MAAe,EAAE,QAAkB;QACtK,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC,cAAc,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAC/F,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;QAEjC,IAAI,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9B,MAAM,CAAC,SAAS,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACxD,CAAC,CAAC;IACN,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,iBAAiB,CACxB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,YAAY,EAC9B,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAlDU;IADN,iBAAiB,EAAE;uDACQ;AAoDhC,aAAa,CAAC,2BAA2B,EAAE,iBAAiB,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/filter.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serializeAsMatrix, SerializationHelper } from \"../Misc/decorators\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Applies a kernel filter to the image\r\n */\r\nexport class FilterPostProcess extends PostProcess {\r\n /** The matrix to be applied to the image */\r\n @serializeAsMatrix()\r\n public kernelMatrix: Matrix;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"FilterPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"FilterPostProcess\";\r\n }\r\n\r\n /**\r\n *\r\n * @param name The name of the effect.\r\n * @param kernelMatrix The matrix to be applied to the image\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"filter\", [\"kernelMatrix\"], null, options, camera, samplingMode, engine, reusable);\r\n this.kernelMatrix = kernelMatrix;\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setMatrix(\"kernelMatrix\", this.kernelMatrix);\r\n };\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<FilterPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new FilterPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.kernelMatrix,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FilterPostProcess\", FilterPostProcess);\r\n"]}
1
+ {"version":3,"file":"filterPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/filterPostProcess.ts"],"names":[],"mappings":";AAKA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAG5C,OAAO,4BAA4B,CAAC;AACpC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AACvD,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAIvE;;GAEG;AACH,MAAM,OAAO,iBAAkB,SAAQ,WAAW;IAK9C;;;OAGG;IACI,YAAY;QACf,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,YAAoB,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAqB,EAAE,MAAe,EAAE,QAAkB;QACtK,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,CAAC,cAAc,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAC/F,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;QAEjC,IAAI,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9B,MAAM,CAAC,SAAS,CAAC,cAAc,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACxD,CAAC,CAAC;IACN,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,iBAAiB,CACxB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,YAAY,EAC9B,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAlDU;IADN,iBAAiB,EAAE;uDACQ;AAoDhC,aAAa,CAAC,2BAA2B,EAAE,iBAAiB,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Matrix } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/filter.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serializeAsMatrix } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Applies a kernel filter to the image\r\n */\r\nexport class FilterPostProcess extends PostProcess {\r\n /** The matrix to be applied to the image */\r\n @serializeAsMatrix()\r\n public kernelMatrix: Matrix;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"FilterPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"FilterPostProcess\";\r\n }\r\n\r\n /**\r\n *\r\n * @param name The name of the effect.\r\n * @param kernelMatrix The matrix to be applied to the image\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean) {\r\n super(name, \"filter\", [\"kernelMatrix\"], null, options, camera, samplingMode, engine, reusable);\r\n this.kernelMatrix = kernelMatrix;\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setMatrix(\"kernelMatrix\", this.kernelMatrix);\r\n };\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<FilterPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new FilterPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.kernelMatrix,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FilterPostProcess\", FilterPostProcess);\r\n"]}
@@ -4,7 +4,7 @@ import { PostProcess } from "./postProcess.js";
4
4
  import "../Shaders/fxaa.fragment.js";
5
5
  import "../Shaders/fxaa.vertex.js";
6
6
  import { RegisterClass } from "../Misc/typeStore.js";
7
- import { SerializationHelper } from "../Misc/decorators.js";
7
+ import { SerializationHelper } from "../Misc/decorators.serialization.js";
8
8
  /**
9
9
  * Fxaa post process
10
10
  * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#fxaa
@@ -1 +1 @@
1
- {"version":3,"file":"fxaaPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/fxaaPostProcess.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,0BAA0B,CAAC;AAClC,OAAO,wBAAwB,CAAC;AAChC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAGzD;;;GAGG;AACH,MAAM,OAAO,eAAgB,SAAQ,WAAW;IAC5C;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED,YACI,IAAY,EACZ,OAAoC,EACpC,SAA2B,IAAI,EAC/B,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB;QAExD,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,WAAW,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,IAAI,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,MAAM,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;QAEvK,MAAM,OAAO,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;QACnC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;QAE3B,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;YACjC,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC;QAC5D,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,WAAW;QACf,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,MAAM,MAAM,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC;QAClC,IAAI,MAAM,IAAI,MAAM,CAAC,QAAQ,IAAI,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,CAAC,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,EAAE;YACjF,OAAO,kBAAkB,CAAC;SAC7B;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,eAAe,CACtB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,yBAAyB,EAAE,eAAe,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/fxaa.fragment\";\r\nimport \"../Shaders/fxaa.vertex\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n/**\r\n * Fxaa post process\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#fxaa\r\n */\r\nexport class FxaaPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"FxaaPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"FxaaPostProcess\";\r\n }\r\n\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ) {\r\n super(name, \"fxaa\", [\"texelSize\"], null, options, camera, samplingMode || Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, \"fxaa\", undefined, true);\r\n\r\n const defines = this._getDefines();\r\n this.updateEffect(defines);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n const texelSize = this.texelSize;\r\n effect.setFloat2(\"texelSize\", texelSize.x, texelSize.y);\r\n });\r\n }\r\n\r\n private _getDefines(): Nullable<string> {\r\n const engine = this.getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const glInfo = engine.getGlInfo();\r\n if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf(\"mali\") > -1) {\r\n return \"#define MALI 1\\n\";\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new FxaaPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FxaaPostProcess\", FxaaPostProcess);\r\n"]}
1
+ {"version":3,"file":"fxaaPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/fxaaPostProcess.ts"],"names":[],"mappings":"AAGA,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,0BAA0B,CAAC;AAClC,OAAO,wBAAwB,CAAC;AAChC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAGvE;;;GAGG;AACH,MAAM,OAAO,eAAgB,SAAQ,WAAW;IAC5C;;;OAGG;IACI,YAAY;QACf,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAED,YACI,IAAY,EACZ,OAAoC,EACpC,SAA2B,IAAI,EAC/B,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB;QAExD,KAAK,CAAC,IAAI,EAAE,MAAM,EAAE,CAAC,WAAW,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,IAAI,OAAO,CAAC,qBAAqB,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,MAAM,EAAE,SAAS,EAAE,IAAI,CAAC,CAAC;QAEvK,MAAM,OAAO,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;QACnC,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;QAE3B,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;YACjC,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,SAAS,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC;QAC5D,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,WAAW;QACf,MAAM,MAAM,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAChC,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,IAAI,CAAC;SACf;QAED,MAAM,MAAM,GAAG,MAAM,CAAC,SAAS,EAAE,CAAC;QAClC,IAAI,MAAM,IAAI,MAAM,CAAC,QAAQ,IAAI,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,CAAC,OAAO,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC,EAAE;YACjF,OAAO,kBAAkB,CAAC;SAC7B;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,eAAe,CACtB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAED,aAAa,CAAC,yBAAyB,EAAE,eAAe,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/fxaa.fragment\";\r\nimport \"../Shaders/fxaa.vertex\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n/**\r\n * Fxaa post process\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#fxaa\r\n */\r\nexport class FxaaPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"FxaaPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"FxaaPostProcess\";\r\n }\r\n\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT\r\n ) {\r\n super(name, \"fxaa\", [\"texelSize\"], null, options, camera, samplingMode || Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, \"fxaa\", undefined, true);\r\n\r\n const defines = this._getDefines();\r\n this.updateEffect(defines);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n const texelSize = this.texelSize;\r\n effect.setFloat2(\"texelSize\", texelSize.x, texelSize.y);\r\n });\r\n }\r\n\r\n private _getDefines(): Nullable<string> {\r\n const engine = this.getEngine();\r\n if (!engine) {\r\n return null;\r\n }\r\n\r\n const glInfo = engine.getGlInfo();\r\n if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf(\"mali\") > -1) {\r\n return \"#define MALI 1\\n\";\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new FxaaPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FxaaPostProcess\", FxaaPostProcess);\r\n"]}
@@ -3,7 +3,8 @@ import { PostProcess } from "./postProcess.js";
3
3
 
4
4
  import "../Shaders/grain.fragment.js";
5
5
  import { RegisterClass } from "../Misc/typeStore.js";
6
- import { serialize, SerializationHelper } from "../Misc/decorators.js";
6
+ import { serialize } from "../Misc/decorators.js";
7
+ import { SerializationHelper } from "../Misc/decorators.serialization.js";
7
8
  /**
8
9
  * The GrainPostProcess adds noise to the image at mid luminance levels
9
10
  */
@@ -1 +1 @@
1
- {"version":3,"file":"grainPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/grainPostProcess.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,2BAA2B,CAAC;AACnC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAIpE;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,WAAW;IAY7C;;;OAGG;IACI,YAAY;QACf,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;;;;;;;;;OAUG;IACH,YACI,IAAY,EACZ,OAAoC,EACpC,MAAwB,EACxB,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB,EACxD,gBAAgB,GAAG,KAAK;QAExB,KAAK,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC,WAAW,EAAE,cAAc,CAAC,EAAE,EAAE,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,SAAS,EAAE,IAAI,EAAE,gBAAgB,CAAC,CAAC;QAxCnK;;WAEG;QAEI,cAAS,GAAW,EAAE,CAAC;QAC9B;;WAEG;QAEI,aAAQ,GAAY,KAAK,CAAC;QAgC7B,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;YAC7C,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC3E,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,gBAAgB,CACvB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AA/DU;IADN,SAAS,EAAE;mDACkB;AAKvB;IADN,SAAS,EAAE;kDACqB;AA4DrC,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/grain.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * The GrainPostProcess adds noise to the image at mid luminance levels\r\n */\r\nexport class GrainPostProcess extends PostProcess {\r\n /**\r\n * The intensity of the grain added (default: 30)\r\n */\r\n @serialize()\r\n public intensity: number = 30;\r\n /**\r\n * If the grain should be randomized on every frame\r\n */\r\n @serialize()\r\n public animated: boolean = false;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"GrainPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"GrainPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance of @see GrainPostProcess\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(name, \"grain\", [\"intensity\", \"animatedSeed\"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation);\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"intensity\", this.intensity);\r\n effect.setFloat(\"animatedSeed\", this.animated ? Math.random() + 1 : 1);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new GrainPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GrainPostProcess\", GrainPostProcess);\r\n"]}
1
+ {"version":3,"file":"grainPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/grainPostProcess.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,2BAA2B,CAAC;AACnC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAIvE;;GAEG;AACH,MAAM,OAAO,gBAAiB,SAAQ,WAAW;IAY7C;;;OAGG;IACI,YAAY;QACf,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED;;;;;;;;;;OAUG;IACH,YACI,IAAY,EACZ,OAAoC,EACpC,MAAwB,EACxB,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB,EACxD,gBAAgB,GAAG,KAAK;QAExB,KAAK,CAAC,IAAI,EAAE,OAAO,EAAE,CAAC,WAAW,EAAE,cAAc,CAAC,EAAE,EAAE,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,SAAS,EAAE,IAAI,EAAE,gBAAgB,CAAC,CAAC;QAxCnK;;WAEG;QAEI,cAAS,GAAW,EAAE,CAAC;QAC9B;;WAEG;QAEI,aAAQ,GAAY,KAAK,CAAC;QAgC7B,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;YAC7C,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC3E,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QAC5F,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,gBAAgB,CACvB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AA/DU;IADN,SAAS,EAAE;mDACkB;AAKvB;IADN,SAAS,EAAE;kDACqB;AA4DrC,aAAa,CAAC,0BAA0B,EAAE,gBAAgB,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/grain.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * The GrainPostProcess adds noise to the image at mid luminance levels\r\n */\r\nexport class GrainPostProcess extends PostProcess {\r\n /**\r\n * The intensity of the grain added (default: 30)\r\n */\r\n @serialize()\r\n public intensity: number = 30;\r\n /**\r\n * If the grain should be randomized on every frame\r\n */\r\n @serialize()\r\n public animated: boolean = false;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"GrainPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"GrainPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance of @see GrainPostProcess\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(name, \"grain\", [\"intensity\", \"animatedSeed\"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation);\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"intensity\", this.intensity);\r\n effect.setFloat(\"animatedSeed\", this.animated ? Math.random() + 1 : 1);\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new GrainPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GrainPostProcess\", GrainPostProcess);\r\n"]}