@babylonjs/core 6.7.0 → 6.8.1

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 (412) hide show
  1. package/Actions/abstractActionManager.js.map +1 -1
  2. package/Actions/action.js.map +1 -1
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/animationGroup.d.ts +5 -0
  5. package/Animations/animationGroup.js +12 -0
  6. package/Animations/animationGroup.js.map +1 -1
  7. package/Animations/easing.js.map +1 -1
  8. package/Audio/audioSceneComponent.js.map +1 -1
  9. package/Audio/sound.js.map +1 -1
  10. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  11. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  12. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  13. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  14. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  15. package/Bones/bone.js.map +1 -1
  16. package/Bones/boneIKController.js.map +1 -1
  17. package/Bones/boneLookController.js.map +1 -1
  18. package/Buffers/dataBuffer.js.map +1 -1
  19. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  20. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  21. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  22. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  23. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  24. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  25. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  26. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  27. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  28. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  29. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  30. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  31. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  32. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  33. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  34. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  35. package/Cameras/arcRotateCamera.js.map +1 -1
  36. package/Cameras/camera.js.map +1 -1
  37. package/Cameras/flyCamera.js.map +1 -1
  38. package/Cameras/followCamera.js.map +1 -1
  39. package/Cameras/freeCamera.js.map +1 -1
  40. package/Cameras/targetCamera.js.map +1 -1
  41. package/Collisions/collider.js.map +1 -1
  42. package/Compute/computeEffect.js.map +1 -1
  43. package/Compute/computeShader.js +1 -5
  44. package/Compute/computeShader.js.map +1 -1
  45. package/Culling/Octrees/octree.js.map +1 -1
  46. package/Culling/boundingBox.js.map +1 -1
  47. package/Culling/boundingInfo.js.map +1 -1
  48. package/Culling/boundingSphere.js.map +1 -1
  49. package/Culling/ray.d.ts +7 -2
  50. package/Culling/ray.js +8 -3
  51. package/Culling/ray.js.map +1 -1
  52. package/Debug/debugLayer.js +1 -9
  53. package/Debug/debugLayer.js.map +1 -1
  54. package/Debug/skeletonViewer.js.map +1 -1
  55. package/Engines/Extensions/engine.cubeTexture.js +1 -6
  56. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  57. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  58. package/Engines/Extensions/engine.multiview.d.ts +6 -1
  59. package/Engines/Extensions/engine.multiview.js +27 -7
  60. package/Engines/Extensions/engine.multiview.js.map +1 -1
  61. package/Engines/Extensions/engine.renderTarget.js +1 -6
  62. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  63. package/Engines/Extensions/engine.renderTargetCube.js +1 -9
  64. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  65. package/Engines/Extensions/engine.webVR.js +1 -5
  66. package/Engines/Extensions/engine.webVR.js.map +1 -1
  67. package/Engines/Native/nativeInterfaces.d.ts +1 -0
  68. package/Engines/Native/nativeInterfaces.js.map +1 -1
  69. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +3 -0
  70. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  71. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +37 -0
  72. package/Engines/Processors/Expressions/shaderDefineExpression.js +57 -0
  73. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  74. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  75. package/Engines/Processors/shaderProcessor.js +34 -14
  76. package/Engines/Processors/shaderProcessor.js.map +1 -1
  77. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +19 -0
  78. package/Engines/WebGL/webGLRenderTargetWrapper.js +20 -1
  79. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  80. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -7
  81. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  82. package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -8
  83. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  84. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +1 -10
  85. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  86. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  87. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  88. package/Engines/WebGPU/webgpuCacheSampler.js +1 -6
  89. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  90. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  91. package/Engines/WebGPU/webgpuTintWASM.js +1 -4
  92. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  93. package/Engines/engine.d.ts +8 -1
  94. package/Engines/engine.js.map +1 -1
  95. package/Engines/engineCapabilities.d.ts +2 -0
  96. package/Engines/engineCapabilities.js.map +1 -1
  97. package/Engines/nativeEngine.d.ts +2 -0
  98. package/Engines/nativeEngine.js +16 -0
  99. package/Engines/nativeEngine.js.map +1 -1
  100. package/Engines/nullEngine.js +1 -9
  101. package/Engines/nullEngine.js.map +1 -1
  102. package/Engines/thinEngine.js +7 -9
  103. package/Engines/thinEngine.js.map +1 -1
  104. package/Engines/webgpuEngine.js +3 -14
  105. package/Engines/webgpuEngine.js.map +1 -1
  106. package/Gamepads/Controllers/gearVRController.js.map +1 -1
  107. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  108. package/Gamepads/Controllers/poseEnabledController.js.map +1 -1
  109. package/Gamepads/Controllers/windowsMotionController.js.map +1 -1
  110. package/Gamepads/gamepad.js.map +1 -1
  111. package/Gizmos/cameraGizmo.js.map +1 -1
  112. package/Gizmos/gizmo.js.map +1 -1
  113. package/Gizmos/lightGizmo.js.map +1 -1
  114. package/Gizmos/planeRotationGizmo.js.map +1 -1
  115. package/Helpers/environmentHelper.js +2 -8
  116. package/Helpers/environmentHelper.js.map +1 -1
  117. package/Helpers/textureDome.js.map +1 -1
  118. package/Inputs/scene.inputManager.js +4 -1
  119. package/Inputs/scene.inputManager.js.map +1 -1
  120. package/Layers/effectLayer.js +1 -8
  121. package/Layers/effectLayer.js.map +1 -1
  122. package/Layers/glowLayer.js +1 -12
  123. package/Layers/glowLayer.js.map +1 -1
  124. package/Layers/highlightLayer.js +1 -11
  125. package/Layers/highlightLayer.js.map +1 -1
  126. package/Legacy/legacy.js +1 -1
  127. package/Legacy/legacy.js.map +1 -1
  128. package/LensFlares/lensFlareSystem.js.map +1 -1
  129. package/Lights/Shadows/shadowGenerator.js +1 -4
  130. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  131. package/Lights/directionalLight.js.map +1 -1
  132. package/Lights/hemisphericLight.js.map +1 -1
  133. package/Lights/light.js.map +1 -1
  134. package/Lights/spotLight.js.map +1 -1
  135. package/Loading/loadingScreen.js.map +1 -1
  136. package/Loading/sceneLoader.d.ts +8 -8
  137. package/Loading/sceneLoader.js +35 -19
  138. package/Loading/sceneLoader.js.map +1 -1
  139. package/Materials/Background/backgroundMaterial.js.map +1 -1
  140. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +1 -1
  141. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -1
  144. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  145. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  146. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  147. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  148. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  149. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  150. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  151. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  152. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  153. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  154. package/Materials/Node/Blocks/addBlock.js +2 -0
  155. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  156. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  157. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  158. package/Materials/Node/Blocks/customBlock.d.ts +1 -0
  159. package/Materials/Node/Blocks/customBlock.js +18 -2
  160. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  161. package/Materials/Node/Blocks/divideBlock.js +2 -0
  162. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  163. package/Materials/Node/Blocks/meshAttributeExistsBlock.js.map +1 -1
  164. package/Materials/Node/Blocks/multiplyBlock.js +2 -0
  165. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  166. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  167. package/Materials/Node/Blocks/subtractBlock.js +2 -0
  168. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  169. package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  171. package/Materials/Node/nodeMaterial.d.ts +6 -1
  172. package/Materials/Node/nodeMaterial.js +6 -10
  173. package/Materials/Node/nodeMaterial.js.map +1 -1
  174. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  175. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  176. package/Materials/PBR/pbrBaseMaterial.js +1 -5
  177. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  178. package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
  179. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  180. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  181. package/Materials/PBR/pbrMaterial.d.ts +2 -1
  182. package/Materials/PBR/pbrMaterial.js +6 -13
  183. package/Materials/PBR/pbrMaterial.js.map +1 -1
  184. package/Materials/PBR/pbrMetallicRoughnessMaterial.js.map +1 -1
  185. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  186. package/Materials/PBR/pbrSpecularGlossinessMaterial.js.map +1 -1
  187. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  188. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  189. package/Materials/Textures/baseTexture.js.map +1 -1
  190. package/Materials/Textures/cubeTexture.js.map +1 -1
  191. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  192. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  193. package/Materials/Textures/htmlElementTexture.js +1 -4
  194. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  195. package/Materials/Textures/internalTexture.js.map +1 -1
  196. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  197. package/Materials/Textures/texture.js.map +1 -1
  198. package/Materials/Textures/videoTexture.js +9 -22
  199. package/Materials/Textures/videoTexture.js.map +1 -1
  200. package/Materials/colorCurves.js.map +1 -1
  201. package/Materials/effect.js.map +1 -1
  202. package/Materials/greasedLinePluginMaterial.d.ts +307 -0
  203. package/Materials/greasedLinePluginMaterial.js +553 -0
  204. package/Materials/greasedLinePluginMaterial.js.map +1 -0
  205. package/Materials/imageProcessingConfiguration.js.map +1 -1
  206. package/Materials/index.d.ts +1 -0
  207. package/Materials/index.js +1 -0
  208. package/Materials/index.js.map +1 -1
  209. package/Materials/material.d.ts +3 -0
  210. package/Materials/material.decalMapConfiguration.js.map +1 -1
  211. package/Materials/material.detailMapConfiguration.js.map +1 -1
  212. package/Materials/material.js +40 -5
  213. package/Materials/material.js.map +1 -1
  214. package/Materials/materialPluginBase.d.ts +2 -2
  215. package/Materials/materialPluginBase.js +2 -2
  216. package/Materials/materialPluginBase.js.map +1 -1
  217. package/Materials/materialPluginManager.d.ts +3 -2
  218. package/Materials/materialPluginManager.js +3 -1
  219. package/Materials/materialPluginManager.js.map +1 -1
  220. package/Materials/multiMaterial.js +1 -1
  221. package/Materials/multiMaterial.js.map +1 -1
  222. package/Materials/shaderMaterial.d.ts +23 -4
  223. package/Materials/shaderMaterial.js +41 -21
  224. package/Materials/shaderMaterial.js.map +1 -1
  225. package/Materials/standardMaterial.d.ts +2 -1
  226. package/Materials/standardMaterial.js +4 -1
  227. package/Materials/standardMaterial.js.map +1 -1
  228. package/Materials/uniformBuffer.js.map +1 -1
  229. package/Maths/math.vector.d.ts +2 -1
  230. package/Maths/math.vector.js +3 -2
  231. package/Maths/math.vector.js.map +1 -1
  232. package/Meshes/Builders/decalBuilder.js +4 -4
  233. package/Meshes/Builders/decalBuilder.js.map +1 -1
  234. package/Meshes/Builders/greasedLineBuilder.d.ts +105 -0
  235. package/Meshes/Builders/greasedLineBuilder.js +330 -0
  236. package/Meshes/Builders/greasedLineBuilder.js.map +1 -0
  237. package/Meshes/Builders/index.d.ts +1 -0
  238. package/Meshes/Builders/index.js +1 -0
  239. package/Meshes/Builders/index.js.map +1 -1
  240. package/Meshes/abstractMesh.d.ts +3 -2
  241. package/Meshes/abstractMesh.js +5 -3
  242. package/Meshes/abstractMesh.js.map +1 -1
  243. package/Meshes/greasedLineMesh.d.ts +189 -0
  244. package/Meshes/greasedLineMesh.js +437 -0
  245. package/Meshes/greasedLineMesh.js.map +1 -0
  246. package/Meshes/index.d.ts +1 -0
  247. package/Meshes/index.js +1 -0
  248. package/Meshes/index.js.map +1 -1
  249. package/Meshes/mesh.d.ts +4 -0
  250. package/Meshes/mesh.js +20 -10
  251. package/Meshes/mesh.js.map +1 -1
  252. package/Meshes/mesh.vertexData.js.map +1 -1
  253. package/Meshes/meshUVSpaceRenderer.js +1 -8
  254. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  255. package/Meshes/transformNode.js.map +1 -1
  256. package/Misc/basis.js.map +1 -1
  257. package/Misc/deepCopier.js +8 -2
  258. package/Misc/deepCopier.js.map +1 -1
  259. package/Misc/dumpTools.d.ts +4 -3
  260. package/Misc/dumpTools.js +5 -4
  261. package/Misc/dumpTools.js.map +1 -1
  262. package/Misc/environmentTextureTools.js +1 -1
  263. package/Misc/environmentTextureTools.js.map +1 -1
  264. package/Misc/fileTools.js +10 -10
  265. package/Misc/fileTools.js.map +1 -1
  266. package/Misc/greasedLineTools.d.ts +141 -0
  267. package/Misc/greasedLineTools.js +263 -0
  268. package/Misc/greasedLineTools.js.map +1 -0
  269. package/Misc/index.d.ts +1 -0
  270. package/Misc/index.js +1 -0
  271. package/Misc/index.js.map +1 -1
  272. package/Misc/khronosTextureContainer.js.map +1 -1
  273. package/Misc/observable.d.ts +11 -0
  274. package/Misc/observable.js +26 -1
  275. package/Misc/observable.js.map +1 -1
  276. package/Misc/sceneOptimizer.js.map +1 -1
  277. package/Misc/screenshotTools.d.ts +15 -5
  278. package/Misc/screenshotTools.js +23 -13
  279. package/Misc/screenshotTools.js.map +1 -1
  280. package/Misc/smartArray.js.map +1 -1
  281. package/Misc/tools.d.ts +21 -9
  282. package/Misc/tools.js +21 -9
  283. package/Misc/tools.js.map +1 -1
  284. package/Misc/videoRecorder.js +1 -4
  285. package/Misc/videoRecorder.js.map +1 -1
  286. package/Misc/virtualJoystick.js +1 -4
  287. package/Misc/virtualJoystick.js.map +1 -1
  288. package/Misc/webRequest.js.map +1 -1
  289. package/Morph/morphTarget.js.map +1 -1
  290. package/Morph/morphTargetManager.js.map +1 -1
  291. package/Offline/database.js.map +1 -1
  292. package/Particles/baseParticleSystem.js.map +1 -1
  293. package/Particles/gpuParticleSystem.d.ts +1 -0
  294. package/Particles/gpuParticleSystem.js +5 -8
  295. package/Particles/gpuParticleSystem.js.map +1 -1
  296. package/Particles/particle.js.map +1 -1
  297. package/Particles/particleSystem.js +1 -1
  298. package/Particles/particleSystem.js.map +1 -1
  299. package/Particles/particleSystemSet.js.map +1 -1
  300. package/Physics/physicsHelper.js +4 -4
  301. package/Physics/physicsHelper.js.map +1 -1
  302. package/Physics/physicsRaycastResult.d.ts +3 -1
  303. package/Physics/physicsRaycastResult.js +10 -1
  304. package/Physics/physicsRaycastResult.js.map +1 -1
  305. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  306. package/Physics/v1/physicsImpostor.js.map +1 -1
  307. package/Physics/v2/IPhysicsEnginePlugin.d.ts +10 -0
  308. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  309. package/Physics/v2/Plugins/havokPlugin.d.ts +3 -2
  310. package/Physics/v2/Plugins/havokPlugin.js +9 -6
  311. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  312. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  313. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  314. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  315. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  316. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  317. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  318. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  319. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  320. package/PostProcesses/blurPostProcess.js.map +1 -1
  321. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  322. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  323. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  324. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  325. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  326. package/PostProcesses/filterPostProcess.js.map +1 -1
  327. package/PostProcesses/grainPostProcess.js.map +1 -1
  328. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  329. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  330. package/PostProcesses/postProcess.js.map +1 -1
  331. package/PostProcesses/refractionPostProcess.js.map +1 -1
  332. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  333. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  334. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  335. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  336. package/Probes/reflectionProbe.js.map +1 -1
  337. package/Rendering/boundingBoxRenderer.js +2 -4
  338. package/Rendering/boundingBoxRenderer.js.map +1 -1
  339. package/Rendering/depthPeelingRenderer.js.map +1 -1
  340. package/Rendering/depthRenderer.js.map +1 -1
  341. package/Rendering/geometryBufferRenderer.js.map +1 -1
  342. package/Rendering/outlineRenderer.js.map +1 -1
  343. package/Rendering/prePassRenderer.js.map +1 -1
  344. package/Rendering/renderingGroup.js.map +1 -1
  345. package/Rendering/renderingManager.js.map +1 -1
  346. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  347. package/Rendering/utilityLayerRenderer.js.map +1 -1
  348. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +4 -2
  349. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  350. package/Shaders/ShadersInclude/pbrDebug.js +11 -2
  351. package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
  352. package/Shaders/velocity.fragment.d.ts +5 -0
  353. package/Shaders/velocity.fragment.js +13 -0
  354. package/Shaders/velocity.fragment.js.map +1 -0
  355. package/Shaders/velocity.vertex.d.ts +7 -0
  356. package/Shaders/velocity.vertex.js +23 -0
  357. package/Shaders/velocity.vertex.js.map +1 -0
  358. package/Sprites/spriteManager.js.map +1 -1
  359. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  360. package/XR/features/WebXRBackgroundRemover.js.map +1 -1
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- {"version":3,"file":"bloomMergePostProcess.js","sourceRoot":"","sources":["../../../../lts/core/generated/PostProcesses/bloomMergePostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAK5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,gCAAgC,CAAC;AACxC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAE/C;;GAEG;AACH,MAAM,OAAO,qBAAsB,SAAQ,WAAW;IAKlD;;;OAGG;IACI,YAAY;QACf,OAAO,uBAAuB,CAAC;IACnC,CAAC;IAED;;;;;;;;;;;;;OAaG;IACH,YACI,IAAY,EACZ,iBAA8B,EAC9B,OAAoB;IACpB,6DAA6D;IAC7D,MAAc,EACd,OAAoC,EACpC,MAAwB,EACxB,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB,EACxD,gBAAgB,GAAG,KAAK;QAExB,KAAK,CAAC,IAAI,EAAE,YAAY,EAAE,CAAC,aAAa,CAAC,EAAE,CAAC,WAAW,CAAC,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,SAAS,EAAE,IAAI,EAAE,IAAI,CAAC,CAAC;QAxCzJ,6DAA6D;QAEtD,WAAM,GAAG,CAAC,CAAC;QAuCd,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,6BAA6B,GAAG,IAAI,CAAC;QAC1C,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,CAAC,yBAAyB,CAAC,gBAAgB,EAAE,iBAAiB,CAAC,CAAC;YACtE,MAAM,CAAC,+BAA+B,CAAC,WAAW,EAAE,OAAO,CAAC,CAAC;YAC7D,MAAM,CAAC,QAAQ,CAAC,aAAa,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAChD,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,gBAAgB,EAAE;YACnB,IAAI,CAAC,YAAY,EAAE,CAAC;SACvB;IACL,CAAC;CACJ;AAnDG;IADC,SAAS,EAAE;qDACM;AAqDtB,aAAa,CAAC,+BAA+B,EAAE,qBAAqB,CAAC,CAAC","sourcesContent":["import type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/bloomMerge.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\n\r\n/**\r\n * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.\r\n */\r\nexport class BloomMergePostProcess extends PostProcess {\r\n /** Weight of the bloom to be added to the original input. */\r\n @serialize()\r\n public weight = 1;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BloomMergePostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"BloomMergePostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance of @see BloomMergePostProcess\r\n * @param name The name of the effect.\r\n * @param originalFromInput Post process which's input will be used for the merge.\r\n * @param blurred Blurred highlights post process which's output will be used.\r\n * @param weight Weight of the bloom to be added to the original input.\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 originalFromInput: PostProcess,\r\n blurred: PostProcess,\r\n /** Weight of the bloom to be added to the original input. */\r\n weight: 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(name, \"bloomMerge\", [\"bloomWeight\"], [\"bloomBlur\"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true);\r\n this.weight = weight;\r\n this.externalTextureSamplerBinding = true;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setTextureFromPostProcess(\"textureSampler\", originalFromInput);\r\n effect.setTextureFromPostProcessOutput(\"bloomBlur\", blurred);\r\n effect.setFloat(\"bloomWeight\", this.weight);\r\n });\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect();\r\n }\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BloomMergePostProcess\", BloomMergePostProcess);\r\n"]}
1
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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\ndeclare type Scene = import(\"../scene\").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 ${this._glslFloat(weights[varyingCount - 1])}\\r\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\r\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\r\\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, SerializationHelper } from \"../Misc/decorators\";\r\n\r\ndeclare type Scene = import(\"../scene\").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 ${this._glslFloat(weights[varyingCount - 1])}\\r\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\r\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\r\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\r\\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 +1 @@
1
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See https://en.wikipedia.org/wiki/Circle_of_confusion\r\n */\r\nexport class CircleOfConfusionPostProcess extends PostProcess {\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n @serialize()\r\n public lensSize = 50;\r\n /**\r\n * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n @serialize()\r\n public fStop = 1.4;\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n @serialize()\r\n public focusDistance = 2000;\r\n /**\r\n * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)\r\n */\r\n @serialize()\r\n public focalLength = 50;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"CircleOfConfusionPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"CircleOfConfusionPostProcess\";\r\n }\r\n\r\n private _depthTexture: Nullable<RenderTargetTexture> = null;\r\n /**\r\n * Creates a new instance CircleOfConfusionPostProcess\r\n * @param name The name of the effect.\r\n * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.\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 depthTexture: Nullable<RenderTargetTexture>,\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 = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n \"circleOfConfusion\",\r\n [\"cameraMinMaxZ\", \"focusDistance\", \"cocPrecalculation\"],\r\n [\"depthSampler\"],\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 this._depthTexture = depthTexture;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (!this._depthTexture) {\r\n Logger.Warn(\"No depth texture set on CircleOfConfusionPostProcess\");\r\n return;\r\n }\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n\r\n // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html\r\n const aperture = this.lensSize / this.fStop;\r\n const cocPrecalculation = (aperture * this.focalLength) / (this.focusDistance - this.focalLength); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]\r\n\r\n effect.setFloat(\"focusDistance\", this.focusDistance);\r\n effect.setFloat(\"cocPrecalculation\", cocPrecalculation);\r\n const activeCamera = this._depthTexture.activeCamera!;\r\n effect.setFloat2(\"cameraMinMaxZ\", activeCamera.minZ, activeCamera.maxZ - activeCamera.minZ);\r\n });\r\n }\r\n\r\n /**\r\n * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.\r\n */\r\n public set depthTexture(value: RenderTargetTexture) {\r\n this._depthTexture = value;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CircleOfConfusionPostProcess\", CircleOfConfusionPostProcess);\r\n"]}
1
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See https://en.wikipedia.org/wiki/Circle_of_confusion\r\n */\r\nexport class CircleOfConfusionPostProcess extends PostProcess {\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n @serialize()\r\n public lensSize = 50;\r\n /**\r\n * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n @serialize()\r\n public fStop = 1.4;\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n @serialize()\r\n public focusDistance = 2000;\r\n /**\r\n * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)\r\n */\r\n @serialize()\r\n public focalLength = 50;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"CircleOfConfusionPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"CircleOfConfusionPostProcess\";\r\n }\r\n\r\n private _depthTexture: Nullable<RenderTargetTexture> = null;\r\n /**\r\n * Creates a new instance CircleOfConfusionPostProcess\r\n * @param name The name of the effect.\r\n * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.\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 depthTexture: Nullable<RenderTargetTexture>,\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 = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n \"circleOfConfusion\",\r\n [\"cameraMinMaxZ\", \"focusDistance\", \"cocPrecalculation\"],\r\n [\"depthSampler\"],\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 this._depthTexture = depthTexture;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (!this._depthTexture) {\r\n Logger.Warn(\"No depth texture set on CircleOfConfusionPostProcess\");\r\n return;\r\n }\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n\r\n // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html\r\n const aperture = this.lensSize / this.fStop;\r\n const cocPrecalculation = (aperture * this.focalLength) / (this.focusDistance - this.focalLength); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]\r\n\r\n effect.setFloat(\"focusDistance\", this.focusDistance);\r\n effect.setFloat(\"cocPrecalculation\", cocPrecalculation);\r\n const activeCamera = this._depthTexture.activeCamera!;\r\n effect.setFloat2(\"cameraMinMaxZ\", activeCamera.minZ, activeCamera.maxZ - activeCamera.minZ);\r\n });\r\n }\r\n\r\n /**\r\n * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.\r\n */\r\n public set depthTexture(value: RenderTargetTexture) {\r\n this._depthTexture = value;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.CircleOfConfusionPostProcess\", CircleOfConfusionPostProcess);\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"colorCorrectionPostProcess.js","sourceRoot":"","sources":["../../../../lts/core/generated/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,CAAA,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,QAAQ,EAAE,KAAI,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/CG;IADC,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\ndeclare type Scene = import(\"../scene\").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":["../../../../lts/core/generated/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,CAAA,MAAM,aAAN,MAAM,uBAAN,MAAM,CAAE,QAAQ,EAAE,KAAI,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\ndeclare type Scene = import(\"../scene\").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 +1 @@
1
- {"version":3,"file":"convolutionPostProcess.js","sourceRoot":"","sources":["../../../../lts/core/generated/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,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAIpE;;;;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;AAtF3D;IADC,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, SerializationHelper } from \"../Misc/decorators\";\r\n\r\ndeclare type Scene = import(\"../scene\").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
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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 +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 * @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 scene: Scene,\r\n direction: Vector2,\r\n kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n circleOfConfusion: PostProcess,\r\n imageToBlur: Nullable<PostProcess> = null,\r\n samplingMode = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false,\r\n textureFormat = Constants.TEXTUREFORMAT_RGBA\r\n ) {\r\n super(\r\n name,\r\n direction,\r\n kernel,\r\n options,\r\n camera,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n (samplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE),\r\n engine,\r\n reusable,\r\n textureType,\r\n `#define DOF 1\\r\\n`,\r\n blockCompilation,\r\n textureFormat\r\n );\r\n\r\n this.direction = direction;\r\n this.externalTextureSamplerBinding = !!imageToBlur;\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (imageToBlur != null) {\r\n effect.setTextureFromPostProcess(\"textureSampler\", imageToBlur);\r\n }\r\n effect.setTextureFromPostProcessOutput(\"circleOfConfusionSampler\", circleOfConfusion);\r\n });\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DepthOfFieldBlurPostProcess\", DepthOfFieldBlurPostProcess);\r\n"]}
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 * @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 scene: Scene,\r\n direction: Vector2,\r\n kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n circleOfConfusion: PostProcess,\r\n imageToBlur: Nullable<PostProcess> = null,\r\n samplingMode = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false,\r\n textureFormat = Constants.TEXTUREFORMAT_RGBA\r\n ) {\r\n super(\r\n name,\r\n direction,\r\n kernel,\r\n options,\r\n camera,\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n (samplingMode = Constants.TEXTURE_BILINEAR_SAMPLINGMODE),\r\n engine,\r\n reusable,\r\n textureType,\r\n `#define DOF 1\\r\\n`,\r\n blockCompilation,\r\n textureFormat\r\n );\r\n\r\n this.direction = direction;\r\n this.externalTextureSamplerBinding = !!imageToBlur;\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (imageToBlur != null) {\r\n effect.setTextureFromPostProcess(\"textureSampler\", imageToBlur);\r\n }\r\n effect.setTextureFromPostProcessOutput(\"circleOfConfusionSampler\", circleOfConfusion);\r\n });\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.DepthOfFieldBlurPostProcess\", DepthOfFieldBlurPostProcess);\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"extractHighlightsPostProcess.js","sourceRoot":"","sources":["../../../../lts/core/generated/PostProcesses/extractHighlightsPostProcess.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,YAAY,EAAE,MAAM,yBAAyB,CAAC;AACvD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAElD;;GAEG;AACH,MAAM,OAAO,4BAA6B,SAAQ,WAAW;IAgBzD;;;OAGG;IACI,YAAY;QACf,OAAO,8BAA8B,CAAC;IAC1C,CAAC;IAED,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,mBAAmB,EAAE,CAAC,WAAW,EAAE,UAAU,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,WAAW,EAAE,SAAS,EAAE,IAAI,EAAE,gBAAgB,CAAC,CAAC;QAjC7K;;WAEG;QAEI,cAAS,GAAG,GAAG,CAAC;QAEvB,gBAAgB;QACT,cAAS,GAAG,CAAC,CAAC;QAErB;;;WAGG;QACI,sBAAiB,GAA0B,IAAI,CAAC;QAqBnD,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,IAAI,CAAC,6BAA6B,GAAG,CAAC,CAAC,IAAI,CAAC,iBAAiB,CAAC;YAC9D,IAAI,IAAI,CAAC,iBAAiB,EAAE;gBACxB,MAAM,CAAC,yBAAyB,CAAC,gBAAgB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;aAC9E;YACD,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,SAAS,EAAE,YAAY,CAAC,CAAC,CAAC;YACrE,MAAM,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;QAChD,CAAC,CAAC,CAAC;IACP,CAAC;CACJ;AAvCG;IADC,SAAS,EAAE;+DACW;AAyC3B,aAAa,CAAC,sCAAsC,EAAE,4BAA4B,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 { ToGammaSpace } from \"../Maths/math.constants\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/extractHighlights.fragment\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.\r\n */\r\nexport class ExtractHighlightsPostProcess extends PostProcess {\r\n /**\r\n * The luminance threshold, pixels below this value will be set to black.\r\n */\r\n @serialize()\r\n public threshold = 0.9;\r\n\r\n /** @internal */\r\n public _exposure = 1;\r\n\r\n /**\r\n * Post process which has the input texture to be used when performing highlight extraction\r\n * @internal\r\n */\r\n public _inputPostProcess: Nullable<PostProcess> = null;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ExtractHighlightsPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"ExtractHighlightsPostProcess\";\r\n }\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, \"extractHighlights\", [\"threshold\", \"exposure\"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation);\r\n this.onApplyObservable.add((effect: Effect) => {\r\n this.externalTextureSamplerBinding = !!this._inputPostProcess;\r\n if (this._inputPostProcess) {\r\n effect.setTextureFromPostProcess(\"textureSampler\", this._inputPostProcess);\r\n }\r\n effect.setFloat(\"threshold\", Math.pow(this.threshold, ToGammaSpace));\r\n effect.setFloat(\"exposure\", this._exposure);\r\n });\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.ExtractHighlightsPostProcess\", ExtractHighlightsPostProcess);\r\n"]}
1
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@@ -1 +1 @@
1
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1
+ {"version":3,"file":"filterPostProcess.js","sourceRoot":"","sources":["../../../../lts/core/generated/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\ndeclare type Scene = import(\"../scene\").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 +1 @@
1
- {"version":3,"file":"grainPostProcess.js","sourceRoot":"","sources":["../../../../lts/core/generated/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/DG;IADC,SAAS,EAAE;mDACkB;AAK9B;IADC,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\ndeclare type Scene = import(\"../scene\").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":["../../../../lts/core/generated/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\ndeclare type Scene = import(\"../scene\").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 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { ColorCurves } from \"../Materials/colorCurves\";\r\nimport type { IImageProcessingConfigurationDefines } from \"../Materials/imageProcessingConfiguration\";\r\nimport { ImageProcessingConfiguration } from \"../Materials/imageProcessingConfiguration\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/imageProcessing.fragment\";\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * ImageProcessingPostProcess\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#imageprocessing\r\n */\r\nexport class ImageProcessingPostProcess extends PostProcess {\r\n /**\r\n * Default configuration related to image processing available in the PBR Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n // We are almost sure it is applied by post process as\r\n // We are in the post process :-)\r\n value.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(value);\r\n }\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the PBR Material.\r\n * @param configuration\r\n * @param doNotBuild\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild = false): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n let scene = null;\r\n const engine = this.getEngine();\r\n const camera = this.getCamera();\r\n\r\n if (camera) {\r\n scene = camera.getScene();\r\n } else if (engine && engine.scenes) {\r\n const scenes = engine.scenes;\r\n scene = scenes[scenes.length - 1];\r\n } else {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (scene) {\r\n this._imageProcessingConfiguration = scene.imageProcessingConfiguration;\r\n } else {\r\n this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n } else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateParameters();\r\n });\r\n }\r\n\r\n // Ensure the effect will be rebuilt.\r\n if (!doNotBuild) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * If the post process is supported.\r\n */\r\n public get isSupported(): boolean {\r\n const effect = this.getEffect();\r\n return !effect || effect.isSupported;\r\n }\r\n\r\n /**\r\n * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public get colorCurves(): Nullable<ColorCurves> {\r\n return this.imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public set colorCurves(value: Nullable<ColorCurves>) {\r\n this.imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this.imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n this.imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this.imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * Sets exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n this.imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._imageProcessingConfiguration.toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect.\r\n */\r\n public set toneMappingType(value: number) {\r\n this._imageProcessingConfiguration.toneMappingType = value;\r\n }\r\n\r\n /**\r\n * Gets contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this.imageProcessingConfiguration.contrast;\r\n }\r\n /**\r\n * Sets contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n this.imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette stretch size.\r\n */\r\n public get vignetteStretch(): number {\r\n return this.imageProcessingConfiguration.vignetteStretch;\r\n }\r\n /**\r\n * Sets Vignette stretch size.\r\n */\r\n public set vignetteStretch(value: number) {\r\n this.imageProcessingConfiguration.vignetteStretch = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n /**\r\n * Sets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public set vignetteCentreX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n /**\r\n * Sets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public set vignetteCentreY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center Y Offset.\r\n */\r\n public get vignetteCenterY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n public set vignetteCenterY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center X Offset.\r\n */\r\n public get vignetteCenterX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n public set vignetteCenterX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette weight or intensity of the vignette effect.\r\n */\r\n public get vignetteWeight(): number {\r\n return this.imageProcessingConfiguration.vignetteWeight;\r\n }\r\n /**\r\n * Sets Vignette weight or intensity of the vignette effect.\r\n */\r\n public set vignetteWeight(value: number) {\r\n this.imageProcessingConfiguration.vignetteWeight = value;\r\n }\r\n\r\n /**\r\n * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public get vignetteColor(): Color4 {\r\n return this.imageProcessingConfiguration.vignetteColor;\r\n }\r\n /**\r\n * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public set vignetteColor(value: Color4) {\r\n this.imageProcessingConfiguration.vignetteColor = value;\r\n }\r\n\r\n /**\r\n * Gets Camera field of view used by the Vignette effect.\r\n */\r\n public get vignetteCameraFov(): number {\r\n return this.imageProcessingConfiguration.vignetteCameraFov;\r\n }\r\n /**\r\n * Sets Camera field of view used by the Vignette effect.\r\n */\r\n public set vignetteCameraFov(value: number) {\r\n this.imageProcessingConfiguration.vignetteCameraFov = value;\r\n }\r\n\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this.imageProcessingConfiguration.vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n this.imageProcessingConfiguration.vignetteBlendMode = value;\r\n }\r\n\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this.imageProcessingConfiguration.vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.vignetteEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets intensity of the dithering effect.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this.imageProcessingConfiguration.ditheringIntensity;\r\n }\r\n /**\r\n * Sets intensity of the dithering effect.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n this.imageProcessingConfiguration.ditheringIntensity = value;\r\n }\r\n\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this.imageProcessingConfiguration.ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.ditheringEnabled = value;\r\n }\r\n\r\n @serialize()\r\n private _fromLinearSpace = true;\r\n /**\r\n * Gets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public get fromLinearSpace(): boolean {\r\n return this._fromLinearSpace;\r\n }\r\n /**\r\n * Sets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public set fromLinearSpace(value: boolean) {\r\n if (this._fromLinearSpace === value) {\r\n return;\r\n }\r\n\r\n this._fromLinearSpace = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Defines cache preventing GC.\r\n */\r\n private _defines: IImageProcessingConfigurationDefines & { FROMLINEARSPACE: boolean } = {\r\n IMAGEPROCESSING: false,\r\n VIGNETTE: false,\r\n VIGNETTEBLENDMODEMULTIPLY: false,\r\n VIGNETTEBLENDMODEOPAQUE: false,\r\n TONEMAPPING: false,\r\n TONEMAPPING_ACES: false,\r\n CONTRAST: false,\r\n COLORCURVES: false,\r\n COLORGRADING: false,\r\n COLORGRADING3D: false,\r\n FROMLINEARSPACE: false,\r\n SAMPLER3DGREENDEPTH: false,\r\n SAMPLER3DBGRMAP: false,\r\n DITHER: false,\r\n IMAGEPROCESSINGPOSTPROCESS: false,\r\n EXPOSURE: false,\r\n SKIPFINALCOLORCLAMP: false,\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 imageProcessingConfiguration?: ImageProcessingConfiguration\r\n ) {\r\n super(name, \"imageProcessing\", [], [], options, camera, samplingMode, engine, reusable, null, textureType, \"postprocess\", null, true);\r\n\r\n // Setup the configuration as forced by the constructor. This would then not force the\r\n // scene materials output in linear space and let untouched the default forward pass.\r\n if (imageProcessingConfiguration) {\r\n imageProcessingConfiguration.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);\r\n // This will cause the shader to be compiled\r\n this._updateParameters();\r\n }\r\n // Setup the default processing configuration to the scene.\r\n else {\r\n this._attachImageProcessingConfiguration(null, true);\r\n this.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n\r\n this.onApply = (effect: Effect) => {\r\n this.imageProcessingConfiguration.bind(effect, this.aspectRatio);\r\n };\r\n }\r\n /**\r\n * \"ImageProcessingPostProcess\"\r\n * @returns \"ImageProcessingPostProcess\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingPostProcess\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateParameters(): void {\r\n this._defines.FROMLINEARSPACE = this._fromLinearSpace;\r\n this.imageProcessingConfiguration.prepareDefines(this._defines, true);\r\n let defines = \"\";\r\n for (const define in this._defines) {\r\n if ((<any>this._defines)[define]) {\r\n defines += `#define ${define};\\r\\n`;\r\n }\r\n }\r\n\r\n const samplers = [\"textureSampler\"];\r\n const uniforms = [\"scale\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);\r\n }\r\n\r\n this.updateEffect(defines, uniforms, samplers);\r\n }\r\n\r\n public dispose(camera?: Camera): void {\r\n super.dispose(camera);\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n if (this._imageProcessingConfiguration) {\r\n this.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { ColorCurves } from \"../Materials/colorCurves\";\r\nimport type { IImageProcessingConfigurationDefines } from \"../Materials/imageProcessingConfiguration\";\r\nimport { ImageProcessingConfiguration } from \"../Materials/imageProcessingConfiguration\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/imageProcessing.fragment\";\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * ImageProcessingPostProcess\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#imageprocessing\r\n */\r\nexport class ImageProcessingPostProcess extends PostProcess {\r\n /**\r\n * Default configuration related to image processing available in the PBR Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n // We are almost sure it is applied by post process as\r\n // We are in the post process :-)\r\n value.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(value);\r\n }\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the PBR Material.\r\n * @param configuration\r\n * @param doNotBuild\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild = false): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n let scene = null;\r\n const engine = this.getEngine();\r\n const camera = this.getCamera();\r\n\r\n if (camera) {\r\n scene = camera.getScene();\r\n } else if (engine && engine.scenes) {\r\n const scenes = engine.scenes;\r\n scene = scenes[scenes.length - 1];\r\n } else {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (scene) {\r\n this._imageProcessingConfiguration = scene.imageProcessingConfiguration;\r\n } else {\r\n this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n } else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateParameters();\r\n });\r\n }\r\n\r\n // Ensure the effect will be rebuilt.\r\n if (!doNotBuild) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * If the post process is supported.\r\n */\r\n public get isSupported(): boolean {\r\n const effect = this.getEffect();\r\n return !effect || effect.isSupported;\r\n }\r\n\r\n /**\r\n * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public get colorCurves(): Nullable<ColorCurves> {\r\n return this.imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public set colorCurves(value: Nullable<ColorCurves>) {\r\n this.imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this.imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n this.imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this.imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * Sets exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n this.imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._imageProcessingConfiguration.toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect.\r\n */\r\n public set toneMappingType(value: number) {\r\n this._imageProcessingConfiguration.toneMappingType = value;\r\n }\r\n\r\n /**\r\n * Gets contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this.imageProcessingConfiguration.contrast;\r\n }\r\n /**\r\n * Sets contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n this.imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette stretch size.\r\n */\r\n public get vignetteStretch(): number {\r\n return this.imageProcessingConfiguration.vignetteStretch;\r\n }\r\n /**\r\n * Sets Vignette stretch size.\r\n */\r\n public set vignetteStretch(value: number) {\r\n this.imageProcessingConfiguration.vignetteStretch = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n /**\r\n * Sets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public set vignetteCentreX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n /**\r\n * Sets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public set vignetteCentreY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center Y Offset.\r\n */\r\n public get vignetteCenterY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n public set vignetteCenterY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center X Offset.\r\n */\r\n public get vignetteCenterX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n public set vignetteCenterX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette weight or intensity of the vignette effect.\r\n */\r\n public get vignetteWeight(): number {\r\n return this.imageProcessingConfiguration.vignetteWeight;\r\n }\r\n /**\r\n * Sets Vignette weight or intensity of the vignette effect.\r\n */\r\n public set vignetteWeight(value: number) {\r\n this.imageProcessingConfiguration.vignetteWeight = value;\r\n }\r\n\r\n /**\r\n * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public get vignetteColor(): Color4 {\r\n return this.imageProcessingConfiguration.vignetteColor;\r\n }\r\n /**\r\n * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public set vignetteColor(value: Color4) {\r\n this.imageProcessingConfiguration.vignetteColor = value;\r\n }\r\n\r\n /**\r\n * Gets Camera field of view used by the Vignette effect.\r\n */\r\n public get vignetteCameraFov(): number {\r\n return this.imageProcessingConfiguration.vignetteCameraFov;\r\n }\r\n /**\r\n * Sets Camera field of view used by the Vignette effect.\r\n */\r\n public set vignetteCameraFov(value: number) {\r\n this.imageProcessingConfiguration.vignetteCameraFov = value;\r\n }\r\n\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this.imageProcessingConfiguration.vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n this.imageProcessingConfiguration.vignetteBlendMode = value;\r\n }\r\n\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this.imageProcessingConfiguration.vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.vignetteEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets intensity of the dithering effect.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this.imageProcessingConfiguration.ditheringIntensity;\r\n }\r\n /**\r\n * Sets intensity of the dithering effect.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n this.imageProcessingConfiguration.ditheringIntensity = value;\r\n }\r\n\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this.imageProcessingConfiguration.ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.ditheringEnabled = value;\r\n }\r\n\r\n @serialize()\r\n private _fromLinearSpace = true;\r\n /**\r\n * Gets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public get fromLinearSpace(): boolean {\r\n return this._fromLinearSpace;\r\n }\r\n /**\r\n * Sets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public set fromLinearSpace(value: boolean) {\r\n if (this._fromLinearSpace === value) {\r\n return;\r\n }\r\n\r\n this._fromLinearSpace = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Defines cache preventing GC.\r\n */\r\n private _defines: IImageProcessingConfigurationDefines & { FROMLINEARSPACE: boolean } = {\r\n IMAGEPROCESSING: false,\r\n VIGNETTE: false,\r\n VIGNETTEBLENDMODEMULTIPLY: false,\r\n VIGNETTEBLENDMODEOPAQUE: false,\r\n TONEMAPPING: false,\r\n TONEMAPPING_ACES: false,\r\n CONTRAST: false,\r\n COLORCURVES: false,\r\n COLORGRADING: false,\r\n COLORGRADING3D: false,\r\n FROMLINEARSPACE: false,\r\n SAMPLER3DGREENDEPTH: false,\r\n SAMPLER3DBGRMAP: false,\r\n DITHER: false,\r\n IMAGEPROCESSINGPOSTPROCESS: false,\r\n EXPOSURE: false,\r\n SKIPFINALCOLORCLAMP: false,\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 imageProcessingConfiguration?: ImageProcessingConfiguration\r\n ) {\r\n super(name, \"imageProcessing\", [], [], options, camera, samplingMode, engine, reusable, null, textureType, \"postprocess\", null, true);\r\n\r\n // Setup the configuration as forced by the constructor. This would then not force the\r\n // scene materials output in linear space and let untouched the default forward pass.\r\n if (imageProcessingConfiguration) {\r\n imageProcessingConfiguration.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);\r\n // This will cause the shader to be compiled\r\n this._updateParameters();\r\n }\r\n // Setup the default processing configuration to the scene.\r\n else {\r\n this._attachImageProcessingConfiguration(null, true);\r\n this.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n\r\n this.onApply = (effect: Effect) => {\r\n this.imageProcessingConfiguration.bind(effect, this.aspectRatio);\r\n };\r\n }\r\n /**\r\n * \"ImageProcessingPostProcess\"\r\n * @returns \"ImageProcessingPostProcess\"\r\n */\r\n public getClassName(): string {\r\n return \"ImageProcessingPostProcess\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateParameters(): void {\r\n this._defines.FROMLINEARSPACE = this._fromLinearSpace;\r\n this.imageProcessingConfiguration.prepareDefines(this._defines, true);\r\n let defines = \"\";\r\n for (const define in this._defines) {\r\n if ((<any>this._defines)[define]) {\r\n defines += `#define ${define};\\r\\n`;\r\n }\r\n }\r\n\r\n const samplers = [\"textureSampler\"];\r\n const uniforms = [\"scale\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);\r\n }\r\n\r\n this.updateEffect(defines, uniforms, samplers);\r\n }\r\n\r\n public dispose(camera?: Camera): void {\r\n super.dispose(camera);\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n if (this._imageProcessingConfiguration) {\r\n this.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n }\r\n}\r\n"]}