@babylonjs/core 6.8.1 → 6.9.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (233) hide show
  1. package/Actions/action.d.ts +4 -5
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/condition.d.ts +1 -2
  4. package/Actions/condition.js.map +1 -1
  5. package/Actions/directActions.d.ts +1 -2
  6. package/Actions/directActions.js.map +1 -1
  7. package/Animations/animatable.interface.d.ts +1 -2
  8. package/Animations/animatable.interface.js.map +1 -1
  9. package/Animations/animation.d.ts +3 -4
  10. package/Animations/animation.js.map +1 -1
  11. package/Animations/runtimeAnimation.d.ts +1 -2
  12. package/Animations/runtimeAnimation.js.map +1 -1
  13. package/Bones/bone.d.ts +3 -3
  14. package/Bones/bone.js.map +1 -1
  15. package/Cameras/arcRotateCamera.d.ts +1 -2
  16. package/Cameras/arcRotateCamera.js.map +1 -1
  17. package/Cameras/camera.d.ts +6 -7
  18. package/Cameras/camera.js.map +1 -1
  19. package/Cameras/flyCamera.js.map +1 -1
  20. package/Cameras/freeCamera.js.map +1 -1
  21. package/Collisions/meshCollisionData.d.ts +1 -2
  22. package/Collisions/meshCollisionData.js.map +1 -1
  23. package/Collisions/pickingInfo.d.ts +1 -2
  24. package/Collisions/pickingInfo.js.map +1 -1
  25. package/Compute/computeEffect.d.ts +1 -2
  26. package/Compute/computeEffect.js.map +1 -1
  27. package/Culling/Octrees/octreeSceneComponent.d.ts +1 -2
  28. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  29. package/Culling/boundingBox.d.ts +1 -2
  30. package/Culling/boundingBox.js.map +1 -1
  31. package/Culling/boundingInfo.d.ts +1 -2
  32. package/Culling/boundingInfo.js.map +1 -1
  33. package/Culling/ray.js.map +1 -1
  34. package/Engines/Extensions/engine.storageBuffer.d.ts +1 -2
  35. package/Engines/Extensions/engine.storageBuffer.js.map +1 -1
  36. package/Engines/Extensions/engine.textureSampler.d.ts +1 -2
  37. package/Engines/Extensions/engine.textureSampler.js.map +1 -1
  38. package/Engines/Processors/iShaderProcessor.d.ts +1 -2
  39. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  40. package/Engines/Processors/shaderProcessor.d.ts +5 -6
  41. package/Engines/Processors/shaderProcessor.js.map +1 -1
  42. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -2
  43. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  44. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  45. package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
  46. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  47. package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +1 -2
  48. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  49. package/Engines/WebGPU/Extensions/engine.textureSampler.d.ts +1 -2
  50. package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +1 -1
  51. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +1 -2
  52. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  53. package/Engines/engine.d.ts +3 -3
  54. package/Engines/engine.js.map +1 -1
  55. package/Engines/engineStore.d.ts +4 -5
  56. package/Engines/engineStore.js.map +1 -1
  57. package/Engines/thinEngine.js +2 -2
  58. package/Engines/thinEngine.js.map +1 -1
  59. package/Engines/webgpuEngine.d.ts +1 -2
  60. package/Engines/webgpuEngine.js.map +1 -1
  61. package/Events/pointerEvents.d.ts +1 -2
  62. package/Events/pointerEvents.js.map +1 -1
  63. package/Helpers/textureDome.js.map +1 -1
  64. package/Inputs/scene.inputManager.d.ts +1 -2
  65. package/Inputs/scene.inputManager.js.map +1 -1
  66. package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +1 -2
  67. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  68. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -2
  69. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  70. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +3 -4
  71. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  72. package/Materials/Node/Blocks/Particle/particleTextureBlock.d.ts +1 -2
  73. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  74. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  75. package/Materials/Node/nodeMaterialDecorator.d.ts +2 -3
  76. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  77. package/Materials/PBR/pbrAnisotropicConfiguration.d.ts +3 -4
  78. package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
  79. package/Materials/PBR/pbrClearCoatConfiguration.d.ts +3 -4
  80. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  81. package/Materials/PBR/pbrIridescenceConfiguration.d.ts +3 -4
  82. package/Materials/PBR/pbrIridescenceConfiguration.js.map +1 -1
  83. package/Materials/PBR/pbrSheenConfiguration.d.ts +3 -4
  84. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  85. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +3 -4
  86. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  87. package/Materials/Textures/baseTexture.d.ts +2 -1
  88. package/Materials/Textures/baseTexture.js.map +1 -1
  89. package/Materials/Textures/htmlElementTexture.d.ts +2 -3
  90. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  91. package/Materials/Textures/internalTexture.d.ts +3 -4
  92. package/Materials/Textures/internalTexture.js.map +1 -1
  93. package/Materials/Textures/rawTexture.d.ts +1 -2
  94. package/Materials/Textures/rawTexture.js.map +1 -1
  95. package/Materials/Textures/rawTexture2DArray.d.ts +1 -2
  96. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  97. package/Materials/Textures/renderTargetTexture.d.ts +1 -2
  98. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  99. package/Materials/Textures/texture.d.ts +4 -5
  100. package/Materials/Textures/texture.js.map +1 -1
  101. package/Materials/drawWrapper.d.ts +3 -4
  102. package/Materials/drawWrapper.js.map +1 -1
  103. package/Materials/effect.d.ts +5 -6
  104. package/Materials/effect.js.map +1 -1
  105. package/Materials/effectFallbacks.d.ts +2 -3
  106. package/Materials/effectFallbacks.js.map +1 -1
  107. package/Materials/iEffectFallbacks.d.ts +1 -2
  108. package/Materials/iEffectFallbacks.js.map +1 -1
  109. package/Materials/imageProcessingConfiguration.d.ts +2 -3
  110. package/Materials/imageProcessingConfiguration.js.map +1 -1
  111. package/Materials/material.d.ts +3 -4
  112. package/Materials/material.detailMapConfiguration.d.ts +4 -5
  113. package/Materials/material.detailMapConfiguration.js.map +1 -1
  114. package/Materials/material.js.map +1 -1
  115. package/Materials/materialPluginBase.d.ts +11 -12
  116. package/Materials/materialPluginBase.js.map +1 -1
  117. package/Materials/materialPluginEvent.d.ts +8 -9
  118. package/Materials/materialPluginEvent.js.map +1 -1
  119. package/Materials/materialPluginFactoryExport.d.ts +1 -2
  120. package/Materials/materialPluginFactoryExport.js.map +1 -1
  121. package/Materials/materialPluginManager.d.ts +3 -4
  122. package/Materials/materialPluginManager.js.map +1 -1
  123. package/Materials/materialStencilState.d.ts +1 -2
  124. package/Materials/materialStencilState.js.map +1 -1
  125. package/Materials/shaderMaterial.d.ts +1 -2
  126. package/Materials/shaderMaterial.js.map +1 -1
  127. package/Meshes/Builders/linesBuilder.d.ts +1 -2
  128. package/Meshes/Builders/linesBuilder.js.map +1 -1
  129. package/Meshes/Builders/textBuilder.d.ts +34 -0
  130. package/Meshes/Builders/textBuilder.js +10 -2
  131. package/Meshes/Builders/textBuilder.js.map +1 -1
  132. package/Meshes/abstractMesh.d.ts +5 -5
  133. package/Meshes/abstractMesh.js.map +1 -1
  134. package/Meshes/geometry.d.ts +1 -2
  135. package/Meshes/geometry.js.map +1 -1
  136. package/Meshes/mesh.d.ts +6 -6
  137. package/Meshes/mesh.js.map +1 -1
  138. package/Meshes/mesh.vertexData.d.ts +2 -3
  139. package/Meshes/mesh.vertexData.js.map +1 -1
  140. package/Meshes/subMesh.d.ts +7 -8
  141. package/Meshes/subMesh.js.map +1 -1
  142. package/Misc/copyTools.d.ts +1 -2
  143. package/Misc/copyTools.js.map +1 -1
  144. package/Misc/decorators.d.ts +5 -6
  145. package/Misc/decorators.js.map +1 -1
  146. package/Misc/greasedLineTools.d.ts +12 -0
  147. package/Misc/greasedLineTools.js +36 -0
  148. package/Misc/greasedLineTools.js.map +1 -1
  149. package/Misc/rgbdTextureTools.d.ts +3 -4
  150. package/Misc/rgbdTextureTools.js.map +1 -1
  151. package/Misc/screenshotTools.d.ts +1 -2
  152. package/Misc/screenshotTools.js.map +1 -1
  153. package/Morph/morphTarget.d.ts +2 -1
  154. package/Morph/morphTarget.js.map +1 -1
  155. package/Particles/EmitterTypes/IParticleEmitterType.d.ts +1 -2
  156. package/Particles/EmitterTypes/IParticleEmitterType.js.map +1 -1
  157. package/Particles/IParticleSystem.d.ts +2 -3
  158. package/Particles/IParticleSystem.js.map +1 -1
  159. package/Particles/gpuParticleSystem.d.ts +1 -2
  160. package/Particles/gpuParticleSystem.js.map +1 -1
  161. package/Particles/particle.js.map +1 -1
  162. package/Particles/particleSystem.d.ts +1 -2
  163. package/Particles/particleSystem.js.map +1 -1
  164. package/Particles/subEmitter.d.ts +2 -3
  165. package/Particles/subEmitter.js.map +1 -1
  166. package/Particles/webgl2ParticleSystem.js.map +1 -1
  167. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +1 -2
  168. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  169. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.d.ts +1 -2
  170. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  171. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +1 -2
  172. package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
  173. package/PostProcesses/blackAndWhitePostProcess.d.ts +1 -2
  174. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  175. package/PostProcesses/blurPostProcess.d.ts +1 -2
  176. package/PostProcesses/blurPostProcess.js.map +1 -1
  177. package/PostProcesses/chromaticAberrationPostProcess.d.ts +1 -2
  178. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  179. package/PostProcesses/colorCorrectionPostProcess.d.ts +1 -2
  180. package/PostProcesses/colorCorrectionPostProcess.js.map +1 -1
  181. package/PostProcesses/convolutionPostProcess.d.ts +1 -2
  182. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  183. package/PostProcesses/displayPassPostProcess.d.ts +1 -2
  184. package/PostProcesses/displayPassPostProcess.js.map +1 -1
  185. package/PostProcesses/filterPostProcess.d.ts +1 -2
  186. package/PostProcesses/filterPostProcess.js.map +1 -1
  187. package/PostProcesses/fxaaPostProcess.d.ts +1 -2
  188. package/PostProcesses/fxaaPostProcess.js.map +1 -1
  189. package/PostProcesses/grainPostProcess.d.ts +1 -2
  190. package/PostProcesses/grainPostProcess.js.map +1 -1
  191. package/PostProcesses/motionBlurPostProcess.d.ts +2 -3
  192. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  193. package/PostProcesses/passPostProcess.d.ts +1 -2
  194. package/PostProcesses/passPostProcess.js.map +1 -1
  195. package/PostProcesses/postProcess.d.ts +6 -6
  196. package/PostProcesses/postProcess.js.map +1 -1
  197. package/PostProcesses/postProcessManager.d.ts +1 -2
  198. package/PostProcesses/postProcessManager.js.map +1 -1
  199. package/PostProcesses/refractionPostProcess.d.ts +1 -2
  200. package/PostProcesses/refractionPostProcess.js.map +1 -1
  201. package/PostProcesses/screenSpaceCurvaturePostProcess.d.ts +2 -3
  202. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  203. package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +2 -3
  204. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  205. package/PostProcesses/sharpenPostProcess.d.ts +2 -3
  206. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  207. package/PostProcesses/tonemapPostProcess.d.ts +1 -2
  208. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  209. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +1 -2
  210. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  211. package/Rendering/depthRenderer.d.ts +2 -3
  212. package/Rendering/depthRenderer.js.map +1 -1
  213. package/Rendering/geometryBufferRenderer.js +2 -2
  214. package/Rendering/geometryBufferRenderer.js.map +1 -1
  215. package/Rendering/renderingManager.d.ts +5 -6
  216. package/Rendering/renderingManager.js.map +1 -1
  217. package/Sprites/sprite.d.ts +1 -2
  218. package/Sprites/sprite.js.map +1 -1
  219. package/Sprites/spriteManager.d.ts +1 -2
  220. package/Sprites/spriteManager.js.map +1 -1
  221. package/Sprites/spriteRenderer.d.ts +2 -3
  222. package/Sprites/spriteRenderer.js.map +1 -1
  223. package/XR/webXRExperienceHelper.js +1 -0
  224. package/XR/webXRExperienceHelper.js.map +1 -1
  225. package/abstractScene.d.ts +3 -3
  226. package/abstractScene.js.map +1 -1
  227. package/node.d.ts +6 -7
  228. package/node.js.map +1 -1
  229. package/package.json +1 -1
  230. package/scene.d.ts +49 -50
  231. package/scene.js.map +1 -1
  232. package/sceneComponent.d.ts +6 -7
  233. package/sceneComponent.js.map +1 -1
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type { Nullable } from \"../types\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport type { PostProcess } from \"./postProcess\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * PostProcessManager is used to manage one or more post processes or post process pipelines\r\n * See https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses\r\n */\r\nexport class PostProcessManager {\r\n private _scene: Scene;\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param scene The scene that the post process is associated with.\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n }\r\n\r\n private _prepareBuffers(): void {\r\n if (this._vertexBuffers[VertexBuffer.PositionKind]) {\r\n return;\r\n }\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._scene.getEngine(), vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n this._buildIndexBuffer();\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the vertex buffers of the manager.\r\n * @internal\r\n */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (!vb) {\r\n return;\r\n }\r\n vb._rebuild();\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // Methods\r\n /**\r\n * Prepares a frame to be run through a post process.\r\n * @param sourceTexture The input texture to the post processes. (default: null)\r\n * @param postProcesses An array of post processes to be run. (default: null)\r\n * @returns True if the post processes were able to be run.\r\n * @internal\r\n */\r\n public _prepareFrame(sourceTexture: Nullable<InternalTexture> = null, postProcesses: Nullable<PostProcess[]> = null): boolean {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n return false;\r\n }\r\n\r\n postProcesses = postProcesses || <Nullable<PostProcess[]>>camera._postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return false;\r\n }\r\n\r\n postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);\r\n return true;\r\n }\r\n\r\n /**\r\n * Manually render a set of post processes to a texture.\r\n * Please note, the frame buffer won't be unbound after the call in case you have more render to do.\r\n * @param postProcesses An array of post processes to be run.\r\n * @param targetTexture The render target wrapper to render to.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight\r\n * @param faceIndex defines the face to render to if a cubemap is defined as the target\r\n * @param lodLevel defines which lod of the texture to render to\r\n * @param doNotBindFrambuffer If set to true, assumes that the framebuffer has been bound previously\r\n */\r\n public directRender(\r\n postProcesses: PostProcess[],\r\n targetTexture: Nullable<RenderTargetWrapper> = null,\r\n forceFullscreenViewport = false,\r\n faceIndex = 0,\r\n lodLevel = 0,\r\n doNotBindFrambuffer = false\r\n ): void {\r\n const engine = this._scene.getEngine();\r\n\r\n for (let index = 0; index < postProcesses.length; index++) {\r\n if (index < postProcesses.length - 1) {\r\n postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture?.texture);\r\n } else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, lodLevel);\r\n } else if (!doNotBindFrambuffer) {\r\n engine.restoreDefaultFramebuffer();\r\n }\r\n engine._debugInsertMarker?.(`post process ${postProcesses[index].name} output`);\r\n }\r\n\r\n const pp = postProcesses[index];\r\n const effect = pp.apply();\r\n\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n\r\n // Draw order\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n\r\n // Restore depth buffer\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n /**\r\n * Finalize the result of the output of the postprocesses.\r\n * @param doNotPresent If true the result will not be displayed to the screen.\r\n * @param targetTexture The render target wrapper to render to.\r\n * @param faceIndex The index of the face to bind the target texture to.\r\n * @param postProcesses The array of post processes to render.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)\r\n * @internal\r\n */\r\n public _finalizeFrame(\r\n doNotPresent?: boolean,\r\n targetTexture?: RenderTargetWrapper,\r\n faceIndex?: number,\r\n postProcesses?: Array<PostProcess>,\r\n forceFullscreenViewport = false\r\n ): void {\r\n const camera = this._scene.activeCamera;\r\n\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n postProcesses = postProcesses || <Array<PostProcess>>camera._postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return;\r\n }\r\n const engine = this._scene.getEngine();\r\n\r\n for (let index = 0, len = postProcesses.length; index < len; index++) {\r\n const pp = postProcesses[index];\r\n\r\n if (index < len - 1) {\r\n pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture?.texture);\r\n } else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);\r\n pp._outputTexture = targetTexture;\r\n } else {\r\n engine.restoreDefaultFramebuffer();\r\n pp._outputTexture = null;\r\n }\r\n engine._debugInsertMarker?.(`post process ${postProcesses[index].name} output`);\r\n }\r\n\r\n if (doNotPresent) {\r\n break;\r\n }\r\n\r\n const effect = pp.apply();\r\n\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n\r\n // Draw order\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n\r\n // Restore states\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n /**\r\n * Disposes of the post process manager.\r\n */\r\n public dispose(): void {\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n }\r\n}\r\n"]}
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type { Nullable } from \"../types\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport type { PostProcess } from \"./postProcess\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * PostProcessManager is used to manage one or more post processes or post process pipelines\r\n * See https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses\r\n */\r\nexport class PostProcessManager {\r\n private _scene: Scene;\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param scene The scene that the post process is associated with.\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n }\r\n\r\n private _prepareBuffers(): void {\r\n if (this._vertexBuffers[VertexBuffer.PositionKind]) {\r\n return;\r\n }\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._scene.getEngine(), vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n this._buildIndexBuffer();\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Rebuilds the vertex buffers of the manager.\r\n * @internal\r\n */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (!vb) {\r\n return;\r\n }\r\n vb._rebuild();\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // Methods\r\n /**\r\n * Prepares a frame to be run through a post process.\r\n * @param sourceTexture The input texture to the post processes. (default: null)\r\n * @param postProcesses An array of post processes to be run. (default: null)\r\n * @returns True if the post processes were able to be run.\r\n * @internal\r\n */\r\n public _prepareFrame(sourceTexture: Nullable<InternalTexture> = null, postProcesses: Nullable<PostProcess[]> = null): boolean {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n return false;\r\n }\r\n\r\n postProcesses = postProcesses || <Nullable<PostProcess[]>>camera._postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return false;\r\n }\r\n\r\n postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);\r\n return true;\r\n }\r\n\r\n /**\r\n * Manually render a set of post processes to a texture.\r\n * Please note, the frame buffer won't be unbound after the call in case you have more render to do.\r\n * @param postProcesses An array of post processes to be run.\r\n * @param targetTexture The render target wrapper to render to.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight\r\n * @param faceIndex defines the face to render to if a cubemap is defined as the target\r\n * @param lodLevel defines which lod of the texture to render to\r\n * @param doNotBindFrambuffer If set to true, assumes that the framebuffer has been bound previously\r\n */\r\n public directRender(\r\n postProcesses: PostProcess[],\r\n targetTexture: Nullable<RenderTargetWrapper> = null,\r\n forceFullscreenViewport = false,\r\n faceIndex = 0,\r\n lodLevel = 0,\r\n doNotBindFrambuffer = false\r\n ): void {\r\n const engine = this._scene.getEngine();\r\n\r\n for (let index = 0; index < postProcesses.length; index++) {\r\n if (index < postProcesses.length - 1) {\r\n postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture?.texture);\r\n } else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, lodLevel);\r\n } else if (!doNotBindFrambuffer) {\r\n engine.restoreDefaultFramebuffer();\r\n }\r\n engine._debugInsertMarker?.(`post process ${postProcesses[index].name} output`);\r\n }\r\n\r\n const pp = postProcesses[index];\r\n const effect = pp.apply();\r\n\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n\r\n // Draw order\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n\r\n // Restore depth buffer\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n /**\r\n * Finalize the result of the output of the postprocesses.\r\n * @param doNotPresent If true the result will not be displayed to the screen.\r\n * @param targetTexture The render target wrapper to render to.\r\n * @param faceIndex The index of the face to bind the target texture to.\r\n * @param postProcesses The array of post processes to render.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)\r\n * @internal\r\n */\r\n public _finalizeFrame(\r\n doNotPresent?: boolean,\r\n targetTexture?: RenderTargetWrapper,\r\n faceIndex?: number,\r\n postProcesses?: Array<PostProcess>,\r\n forceFullscreenViewport = false\r\n ): void {\r\n const camera = this._scene.activeCamera;\r\n\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n postProcesses = postProcesses || <Array<PostProcess>>camera._postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return;\r\n }\r\n const engine = this._scene.getEngine();\r\n\r\n for (let index = 0, len = postProcesses.length; index < len; index++) {\r\n const pp = postProcesses[index];\r\n\r\n if (index < len - 1) {\r\n pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture?.texture);\r\n } else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);\r\n pp._outputTexture = targetTexture;\r\n } else {\r\n engine.restoreDefaultFramebuffer();\r\n pp._outputTexture = null;\r\n }\r\n engine._debugInsertMarker?.(`post process ${postProcesses[index].name} output`);\r\n }\r\n\r\n if (doNotPresent) {\r\n break;\r\n }\r\n\r\n const effect = pp.apply();\r\n\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n\r\n // Draw order\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n\r\n // Restore states\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n /**\r\n * Disposes of the post process manager.\r\n */\r\n public dispose(): void {\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -6,7 +6,7 @@ import { PostProcess } from "./postProcess";
6
6
  import type { Engine } from "../Engines/engine";
7
7
  import "../Shaders/refraction.fragment";
8
8
  import type { Nullable } from "../types";
9
- declare type Scene = import("../scene").Scene;
9
+ import type { Scene } from "../scene";
10
10
  /**
11
11
  * Post process which applies a refraction texture
12
12
  * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#refraction
@@ -58,4 +58,3 @@ export declare class RefractionPostProcess extends PostProcess {
58
58
  */
59
59
  static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): RefractionPostProcess;
60
60
  }
61
- export {};
@@ -1 +1 @@
1
- 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type { Color3 } from \"../Maths/math.color\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/refraction.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 * Post process which applies a refraction texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#refraction\r\n */\r\nexport class RefractionPostProcess extends PostProcess {\r\n private _refTexture: Texture;\r\n private _ownRefractionTexture = true;\r\n\r\n /** the base color of the refraction (used to taint the rendering) */\r\n @serialize()\r\n public color: Color3;\r\n\r\n /** simulated refraction depth */\r\n @serialize()\r\n public depth: number;\r\n\r\n /** the coefficient of the base color (0 to remove base color tainting) */\r\n @serialize()\r\n public colorLevel: number;\r\n\r\n /** Gets the url used to load the refraction texture */\r\n @serialize()\r\n public refractionTextureUrl: string;\r\n\r\n /**\r\n * Gets or sets the refraction texture\r\n * Please note that you are responsible for disposing the texture if you set it manually\r\n */\r\n public get refractionTexture(): Texture {\r\n return this._refTexture;\r\n }\r\n\r\n public set refractionTexture(value: Texture) {\r\n if (this._refTexture && this._ownRefractionTexture) {\r\n this._refTexture.dispose();\r\n }\r\n\r\n this._refTexture = value;\r\n this._ownRefractionTexture = false;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"RefractionPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"RefractionPostProcess\";\r\n }\r\n\r\n /**\r\n * Initializes the RefractionPostProcess\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#refraction\r\n * @param name The name of the effect.\r\n * @param refractionTextureUrl Url of the refraction texture to use\r\n * @param color the base color of the refraction (used to taint the rendering)\r\n * @param depth simulated refraction depth\r\n * @param colorLevel the coefficient of the base color (0 to remove base color tainting)\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(\r\n name: string,\r\n refractionTextureUrl: string,\r\n color: Color3,\r\n depth: number,\r\n colorLevel: 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 ) {\r\n super(name, \"refraction\", [\"baseColor\", \"depth\", \"colorLevel\"], [\"refractionSampler\"], options, camera, samplingMode, engine, reusable);\r\n\r\n this.color = color;\r\n this.depth = depth;\r\n this.colorLevel = colorLevel;\r\n this.refractionTextureUrl = refractionTextureUrl;\r\n\r\n this.onActivateObservable.add((cam: Camera) => {\r\n this._refTexture = this._refTexture || new Texture(refractionTextureUrl, cam.getScene());\r\n });\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setColor3(\"baseColor\", this.color);\r\n effect.setFloat(\"depth\", this.depth);\r\n effect.setFloat(\"colorLevel\", this.colorLevel);\r\n\r\n effect.setTexture(\"refractionSampler\", this._refTexture);\r\n });\r\n }\r\n\r\n // Methods\r\n /**\r\n * Disposes of the post process\r\n * @param camera Camera to dispose post process on\r\n */\r\n public dispose(camera: Camera): void {\r\n if (this._refTexture && this._ownRefractionTexture) {\r\n this._refTexture.dispose();\r\n (<any>this._refTexture) = null;\r\n }\r\n\r\n super.dispose(camera);\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 RefractionPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.refractionTextureUrl,\r\n parsedPostProcess.color,\r\n parsedPostProcess.depth,\r\n parsedPostProcess.colorLevel,\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.RefractionPostProcess\", RefractionPostProcess);\r\n"]}
1
+ 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type { Color3 } from \"../Maths/math.color\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\nimport \"../Shaders/refraction.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { SerializationHelper, serialize } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Post process which applies a refraction texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#refraction\r\n */\r\nexport class RefractionPostProcess extends PostProcess {\r\n private _refTexture: Texture;\r\n private _ownRefractionTexture = true;\r\n\r\n /** the base color of the refraction (used to taint the rendering) */\r\n @serialize()\r\n public color: Color3;\r\n\r\n /** simulated refraction depth */\r\n @serialize()\r\n public depth: number;\r\n\r\n /** the coefficient of the base color (0 to remove base color tainting) */\r\n @serialize()\r\n public colorLevel: number;\r\n\r\n /** Gets the url used to load the refraction texture */\r\n @serialize()\r\n public refractionTextureUrl: string;\r\n\r\n /**\r\n * Gets or sets the refraction texture\r\n * Please note that you are responsible for disposing the texture if you set it manually\r\n */\r\n public get refractionTexture(): Texture {\r\n return this._refTexture;\r\n }\r\n\r\n public set refractionTexture(value: Texture) {\r\n if (this._refTexture && this._ownRefractionTexture) {\r\n this._refTexture.dispose();\r\n }\r\n\r\n this._refTexture = value;\r\n this._ownRefractionTexture = false;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"RefractionPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"RefractionPostProcess\";\r\n }\r\n\r\n /**\r\n * Initializes the RefractionPostProcess\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#refraction\r\n * @param name The name of the effect.\r\n * @param refractionTextureUrl Url of the refraction texture to use\r\n * @param color the base color of the refraction (used to taint the rendering)\r\n * @param depth simulated refraction depth\r\n * @param colorLevel the coefficient of the base color (0 to remove base color tainting)\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(\r\n name: string,\r\n refractionTextureUrl: string,\r\n color: Color3,\r\n depth: number,\r\n colorLevel: 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 ) {\r\n super(name, \"refraction\", [\"baseColor\", \"depth\", \"colorLevel\"], [\"refractionSampler\"], options, camera, samplingMode, engine, reusable);\r\n\r\n this.color = color;\r\n this.depth = depth;\r\n this.colorLevel = colorLevel;\r\n this.refractionTextureUrl = refractionTextureUrl;\r\n\r\n this.onActivateObservable.add((cam: Camera) => {\r\n this._refTexture = this._refTexture || new Texture(refractionTextureUrl, cam.getScene());\r\n });\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setColor3(\"baseColor\", this.color);\r\n effect.setFloat(\"depth\", this.depth);\r\n effect.setFloat(\"colorLevel\", this.colorLevel);\r\n\r\n effect.setTexture(\"refractionSampler\", this._refTexture);\r\n });\r\n }\r\n\r\n // Methods\r\n /**\r\n * Disposes of the post process\r\n * @param camera Camera to dispose post process on\r\n */\r\n public dispose(camera: Camera): void {\r\n if (this._refTexture && this._ownRefractionTexture) {\r\n this._refTexture.dispose();\r\n (<any>this._refTexture) = null;\r\n }\r\n\r\n super.dispose(camera);\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 RefractionPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.refractionTextureUrl,\r\n parsedPostProcess.color,\r\n parsedPostProcess.depth,\r\n parsedPostProcess.colorLevel,\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.RefractionPostProcess\", RefractionPostProcess);\r\n"]}
@@ -4,8 +4,8 @@ import type { PostProcessOptions } from "./postProcess";
4
4
  import { PostProcess } from "./postProcess";
5
5
  import "../Rendering/geometryBufferRendererSceneComponent";
6
6
  import "../Shaders/screenSpaceCurvature.fragment";
7
- declare type Engine = import("../Engines/engine").Engine;
8
- declare type Scene = import("../scene").Scene;
7
+ import type { Engine } from "../Engines/engine";
8
+ import type { Scene } from "../scene";
9
9
  /**
10
10
  * The Screen Space curvature effect can help highlighting ridge and valley of a model.
11
11
  */
@@ -46,4 +46,3 @@ export declare class ScreenSpaceCurvaturePostProcess extends PostProcess {
46
46
  */
47
47
  static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): ScreenSpaceCurvaturePostProcess;
48
48
  }
49
- export {};
@@ -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 */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n \"screenSpaceCurvature\",\r\n [\"curvature_ridge\", \"curvature_valley\"],\r\n [\"textureSampler\", \"normalSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n undefined,\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n\r\n this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBufferRenderer) {\r\n // Geometry buffer renderer is not supported. So, work as a passthrough.\r\n Logger.Error(\"Multiple Render Target support needed for screen space curvature post process. Please use IsSupported test first.\");\r\n } else {\r\n // Geometry buffer renderer is supported.\r\n this.onApply = (effect: Effect) => {\r\n effect.setFloat(\"curvature_ridge\", 0.5 / Math.max(this.ridge * this.ridge, 1e-4));\r\n effect.setFloat(\"curvature_valley\", 0.7 / Math.max(this.valley * this.valley, 1e-4));\r\n\r\n const normalTexture = this._geometryBufferRenderer!.getGBuffer().textures[1];\r\n effect.setTexture(\"normalSampler\", normalTexture);\r\n };\r\n }\r\n }\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n\r\n return engine.getCaps().drawBuffersExtension;\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 ScreenSpaceCurvaturePostProcess(\r\n parsedPostProcess.name,\r\n scene,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.textureType,\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.ScreenSpaceCurvaturePostProcess\", ScreenSpaceCurvaturePostProcess);\r\n"]}
1
+ {"version":3,"file":"screenSpaceCurvaturePostProcess.js","sourceRoot":"","sources":["../../../../lts/core/generated/PostProcesses/screenSpaceCurvaturePostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AAIxC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD,OAAO,mDAAmD,CAAC;AAC3D,OAAO,0CAA0C,CAAC;AAClD,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAKpE;;GAEG;AACH,MAAM,OAAO,+BAAgC,SAAQ,WAAW;IAe5D;;;OAGG;IACI,YAAY;QACf,OAAO,iCAAiC,CAAC;IAC7C,CAAC;IAED;;;;;;;;;;;OAWG;IACH,YACI,IAAY,EACZ,KAAY,EACZ,OAAoC,EACpC,MAAwB,EACxB,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB,EACxD,gBAAgB,GAAG,KAAK;QAExB,KAAK,CACD,IAAI,EACJ,sBAAsB,EACtB,CAAC,iBAAiB,EAAE,kBAAkB,CAAC,EACvC,CAAC,gBAAgB,EAAE,eAAe,CAAC,EACnC,OAAO,EACP,MAAM,EACN,YAAY,EACZ,MAAM,EACN,QAAQ,EACR,SAAS,EACT,WAAW,EACX,SAAS,EACT,IAAI,EACJ,gBAAgB,CACnB,CAAC;QA5DN;;WAEG;QAEI,UAAK,GAAW,CAAC,CAAC;QAEzB;;WAEG;QAEI,WAAM,GAAW,CAAC,CAAC;QAoDtB,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC,4BAA4B,EAAE,CAAC;QAEpE,IAAI,CAAC,IAAI,CAAC,uBAAuB,EAAE;YAC/B,wEAAwE;YACxE,MAAM,CAAC,KAAK,CAAC,mHAAmH,CAAC,CAAC;SACrI;aAAM;YACH,yCAAyC;YACzC,IAAI,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;gBAC9B,MAAM,CAAC,QAAQ,CAAC,iBAAiB,EAAE,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC,CAAC;gBAClF,MAAM,CAAC,QAAQ,CAAC,kBAAkB,EAAE,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC,CAAC;gBAErF,MAAM,aAAa,GAAG,IAAI,CAAC,uBAAwB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;gBAC7E,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,aAAa,CAAC,CAAC;YACtD,CAAC,CAAC;SACL;IACL,CAAC;IAED;;OAEG;IACI,MAAM,KAAK,WAAW;QACzB,MAAM,MAAM,GAAG,WAAW,CAAC,iBAAiB,CAAC;QAC7C,IAAI,CAAC,MAAM,EAAE;YACT,OAAO,KAAK,CAAC;SAChB;QAED,OAAO,MAAM,CAAC,OAAO,EAAE,CAAC,oBAAoB,CAAC;IACjD,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,+BAA+B,CACtC,iBAAiB,CAAC,IAAI,EACtB,KAAK,EACL,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,WAAW,EAC7B,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AA7GU;IADN,SAAS,EAAE;8DACa;AAMlB;IADN,SAAS,EAAE;+DACc;AAyG9B,aAAa,CAAC,yCAAyC,EAAE,+BAA+B,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\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 { Constants } from \"../Engines/constants\";\r\nimport type { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\nimport \"../Rendering/geometryBufferRendererSceneComponent\";\r\nimport \"../Shaders/screenSpaceCurvature.fragment\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * The Screen Space curvature effect can help highlighting ridge and valley of a model.\r\n */\r\nexport class ScreenSpaceCurvaturePostProcess extends PostProcess {\r\n /**\r\n * Defines how much ridge the curvature effect displays.\r\n */\r\n @serialize()\r\n public ridge: number = 1;\r\n\r\n /**\r\n * Defines how much valley the curvature effect displays.\r\n */\r\n @serialize()\r\n public valley: number = 1;\r\n\r\n private _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ScreenSpaceCurvaturePostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"ScreenSpaceCurvaturePostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance ScreenSpaceCurvaturePostProcess\r\n * @param name The name of the effect.\r\n * @param scene The scene containing the objects to blur according to their velocity.\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 scene: Scene,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(\r\n name,\r\n \"screenSpaceCurvature\",\r\n [\"curvature_ridge\", \"curvature_valley\"],\r\n [\"textureSampler\", \"normalSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n undefined,\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n\r\n this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBufferRenderer) {\r\n // Geometry buffer renderer is not supported. So, work as a passthrough.\r\n Logger.Error(\"Multiple Render Target support needed for screen space curvature post process. Please use IsSupported test first.\");\r\n } else {\r\n // Geometry buffer renderer is supported.\r\n this.onApply = (effect: Effect) => {\r\n effect.setFloat(\"curvature_ridge\", 0.5 / Math.max(this.ridge * this.ridge, 1e-4));\r\n effect.setFloat(\"curvature_valley\", 0.7 / Math.max(this.valley * this.valley, 1e-4));\r\n\r\n const normalTexture = this._geometryBufferRenderer!.getGBuffer().textures[1];\r\n effect.setTexture(\"normalSampler\", normalTexture);\r\n };\r\n }\r\n }\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n\r\n return engine.getCaps().drawBuffersExtension;\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 ScreenSpaceCurvaturePostProcess(\r\n parsedPostProcess.name,\r\n scene,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.textureType,\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.ScreenSpaceCurvaturePostProcess\", ScreenSpaceCurvaturePostProcess);\r\n"]}
@@ -3,8 +3,8 @@ import type { Camera } from "../Cameras/camera";
3
3
  import type { PostProcessOptions } from "./postProcess";
4
4
  import { PostProcess } from "./postProcess";
5
5
  import "../Shaders/screenSpaceReflection.fragment";
6
- declare type Engine = import("../Engines/engine").Engine;
7
- declare type Scene = import("../scene").Scene;
6
+ import type { Engine } from "../Engines/engine";
7
+ import type { Scene } from "../scene";
8
8
  /**
9
9
  * The ScreenSpaceReflectionPostProcess performs realtime reflections using only and only the available informations on the screen (positions and normals).
10
10
  * Basically, the screen space reflection post-process will compute reflections according the material's reflectivity.
@@ -90,4 +90,3 @@ export declare class ScreenSpaceReflectionPostProcess extends PostProcess {
90
90
  */
91
91
  static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): ScreenSpaceReflectionPostProcess;
92
92
  }
93
- export {};
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceReflectionPostProcess.js","sourceRoot":"","sources":["../../../../lts/core/generated/PostProcesses/screenSpaceReflectionPostProcess.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,sBAAsB,EAAE,MAAM,qCAAqC,CAAC;AAC7E,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAEpE,OAAO,EAAE,mCAAmC,EAAE,MAAM,kDAAkD,CAAC;AAEvG,OAAO,2CAA2C,CAAC;AACnD,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAKlD;;;;GAIG;AACH,MAAM,OAAO,gCAAiC,SAAQ,WAAW;IA4B7D,IAAY,uBAAuB;QAC/B,IAAI,CAAC,IAAI,CAAC,oBAAoB,EAAE;YAC5B,OAAO,IAAI,CAAC;SACf;QAED,OAAO,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC;IAC9C,CAAC;IAED,IAAY,gBAAgB;QACxB,IAAI,IAAI,CAAC,oBAAoB,EAAE;YAC3B,OAAO,IAAI,CAAC;SACf;QAED,OAAO,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC;IACvC,CAAC;IAOD;;;OAGG;IACI,YAAY;QACf,OAAO,kCAAkC,CAAC;IAC9C,CAAC;IAED;;;;;;;;;;;;OAYG;IACH,YACI,IAAY,EACZ,KAAY,EACZ,OAAoC,EACpC,MAAwB,EACxB,YAAqB,EACrB,MAAe,EACf,QAAkB,EAClB,cAAsB,SAAS,CAAC,wBAAwB,EACxD,gBAAgB,GAAG,KAAK,EACxB,mBAAmB,GAAG,KAAK;QAE3B,KAAK,CACD,IAAI,EACJ,uBAAuB,EACvB,CAAC,YAAY,EAAE,MAAM,EAAE,WAAW,EAAE,mCAAmC,EAAE,UAAU,EAAE,UAAU,EAAE,iBAAiB,CAAC,EACnH,CAAC,gBAAgB,EAAE,eAAe,EAAE,iBAAiB,EAAE,qBAAqB,CAAC,EAC7E,OAAO,EACP,MAAM,EACN,YAAY,EACZ,MAAM,EACN,QAAQ,EACR,gFAAgF,EAChF,WAAW,EACX,SAAS,EACT,IAAI,EACJ,gBAAgB,CACnB,CAAC;QAhGN;;WAEG;QAEI,cAAS,GAAW,GAAG,CAAC;QAC/B;;WAEG;QAEI,aAAQ,GAAW,CAAC,CAAC;QAC5B;;WAEG;QAEI,sCAAiC,GAAW,CAAC,CAAC;QACrD;;WAEG;QAEI,SAAI,GAAW,GAAG,CAAC;QAC1B;;WAEG;QAEI,oBAAe,GAAW,GAAG,CAAC;QAE7B,yBAAoB,GAAY,KAAK,CAAC;QAiBtC,6BAAwB,GAAY,KAAK,CAAC;QAC1C,uBAAkB,GAAW,EAAE,CAAC;QAChC,iBAAY,GAAW,CAAC,CAAC;QAqD7B,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC;QAEhD,IAAI,IAAI,CAAC,oBAAoB,EAAE;YAC3B,iDAAiD;YACjD,MAAM,sBAAsB,GAAG,KAAK,CAAC,4BAA4B,EAAE,CAAC;YACpE,IAAI,sBAAsB,EAAE;gBACxB,IAAI,sBAAsB,CAAC,WAAW,EAAE;oBACpC,sBAAsB,CAAC,cAAc,GAAG,IAAI,CAAC;oBAC7C,sBAAsB,CAAC,kBAAkB,GAAG,IAAI,CAAC;iBACpD;aACJ;SACJ;aAAM;YACH,MAAM,eAAe,GAAG,KAAK,CAAC,qBAAqB,EAAE,CAAC;YACtD,eAAe,aAAf,eAAe,uBAAf,eAAe,CAAE,WAAW,EAAE,CAAC;YAC/B,IAAI,CAAC,2BAA2B,GAAG,IAAI,mCAAmC,EAAE,CAAC;SAChF;QAED,IAAI,CAAC,oBAAoB,EAAE,CAAC;QAE5B,0BAA0B;QAC1B,IAAI,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9B,MAAM,sBAAsB,GAAG,IAAI,CAAC,uBAAuB,CAAC;YAC5D,MAAM,eAAe,GAAG,IAAI,CAAC,gBAAgB,CAAC;YAE9C,IAAI,CAAC,eAAe,IAAI,CAAC,sBAAsB,EAAE;gBAC7C,OAAO;aACV;YAED,IAAI,sBAAsB,EAAE;gBACxB,WAAW;gBACX,MAAM,aAAa,GAAG,sBAAsB,CAAC,eAAe,CAAC,sBAAsB,CAAC,qBAAqB,CAAC,CAAC;gBAC3G,MAAM,cAAc,GAAG,sBAAsB,CAAC,eAAe,CAAC,sBAAsB,CAAC,yBAAyB,CAAC,CAAC;gBAEhH,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,sBAAsB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;gBACpF,MAAM,CAAC,UAAU,CAAC,iBAAiB,EAAE,sBAAsB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC,CAAC;gBAClG,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,sBAAsB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,CAAC;aAC1G;iBAAM,IAAI,eAAe,EAAE;gBACxB,WAAW;gBACX,MAAM,aAAa,GAAG,eAAe,CAAC,QAAQ,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC;gBACxF,MAAM,cAAc,GAAG,eAAe,CAAC,QAAQ,CAAC,SAAS,CAAC,iCAAiC,CAAC,CAAC;gBAC7F,MAAM,WAAW,GAAG,eAAe,CAAC,QAAQ,CAAC,SAAS,CAAC,2BAA2B,CAAC,CAAC;gBAEpF,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,eAAe,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC,CAAC;gBAC5F,MAAM,CAAC,UAAU,CAAC,iBAAiB,EAAE,eAAe,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,aAAa,CAAC,CAAC,CAAC;gBAChG,MAAM,CAAC,UAAU,CAAC,qBAAqB,EAAE,eAAe,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,CAAC;aACxG;YAED,WAAW;YACX,MAAM,MAAM,GAAG,KAAK,CAAC,YAAY,CAAC;YAClC,IAAI,CAAC,MAAM,EAAE;gBACT,OAAO;aACV;YAED,MAAM,UAAU,GAAG,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YAC9C,MAAM,gBAAgB,GAAG,MAAM,CAAC,mBAAmB,CAAC,IAAI,CAAC,CAAC;YAE1D,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,gBAAgB,CAAC,CAAC;YACjD,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,UAAU,CAAC,CAAC;YACrC,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;YAC7C,MAAM,CAAC,QAAQ,CAAC,mCAAmC,EAAE,IAAI,CAAC,iCAAiC,CAAC,CAAC;YAC7F,MAAM,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC3C,MAAM,CAAC,QAAQ,CAAC,UAAU,EAAE,IAAI,CAAC,IAAI,CAAC,CAAC;YACvC,MAAM,CAAC,QAAQ,CAAC,iBAAiB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QAC7D,CAAC,CAAC;QAEF,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC,oBAAoB,CAAC;IAC1D,CAAC;IAED;;;OAGG;IAEH,IAAW,uBAAuB;QAC9B,OAAO,IAAI,CAAC,wBAAwB,CAAC;IACzC,CAAC;IAED;;;OAGG;IACH,IAAW,uBAAuB,CAAC,OAAgB;QAC/C,IAAI,OAAO,KAAK,IAAI,CAAC,wBAAwB,EAAE;YAC3C,OAAO;SACV;QAED,IAAI,CAAC,wBAAwB,GAAG,OAAO,CAAC;QACxC,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAED;;;OAGG;IAEH,IAAW,iBAAiB;QACxB,OAAO,IAAI,CAAC,kBAAkB,CAAC;IACnC,CAAC;IAED;;;OAGG;IACH,IAAW,iBAAiB,CAAC,OAAe;QACxC,IAAI,OAAO,KAAK,IAAI,CAAC,kBAAkB,EAAE;YACrC,OAAO;SACV;QAED,IAAI,CAAC,kBAAkB,GAAG,OAAO,CAAC;QAClC,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAED;;;;OAIG;IAEH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;;OAIG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,KAAK,KAAK,IAAI,CAAC,YAAY,EAAE;YAC7B,OAAO;SACV;QAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,oBAAoB,EAAE,CAAC;IAChC,CAAC;IAEO,oBAAoB;QACxB,MAAM,OAAO,GAAa,EAAE,CAAC;QAC7B,IAAI,IAAI,CAAC,uBAAuB,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvD,OAAO,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;SACzC;QACD,IAAI,IAAI,CAAC,wBAAwB,EAAE;YAC/B,OAAO,CAAC,IAAI,CAAC,mCAAmC,CAAC,CAAC;SACrD;QACD,IAAI,IAAI,CAA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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 { Constants } from \"../Engines/constants\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\nimport { ScreenSpaceReflectionsConfiguration } from \"../Rendering/screenSpaceReflectionsConfiguration\";\r\n\r\nimport \"../Shaders/screenSpaceReflection.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * The ScreenSpaceReflectionPostProcess performs realtime reflections using only and only the available informations on the screen (positions and normals).\r\n * Basically, the screen space reflection post-process will compute reflections according the material's reflectivity.\r\n * @deprecated Use the new SSRRenderingPipeline instead.\r\n */\r\nexport class ScreenSpaceReflectionPostProcess extends PostProcess {\r\n /**\r\n * Gets or sets a reflection threshold mainly used to adjust the reflection's height.\r\n */\r\n @serialize()\r\n public threshold: number = 1.2;\r\n /**\r\n * Gets or sets the current reflection strength. 1.0 is an ideal value but can be increased/decreased for particular results.\r\n */\r\n @serialize()\r\n public strength: number = 1;\r\n /**\r\n * Gets or sets the falloff exponent used while computing fresnel. More the exponent is high, more the reflections will be discrete.\r\n */\r\n @serialize()\r\n public reflectionSpecularFalloffExponent: number = 3;\r\n /**\r\n * Gets or sets the step size used to iterate until the effect finds the color of the reflection's pixel. Typically in interval [0.1, 1.0]\r\n */\r\n @serialize()\r\n public step: number = 1.0;\r\n /**\r\n * Gets or sets the factor applied when computing roughness. Default value is 0.2.\r\n */\r\n @serialize()\r\n public roughnessFactor: number = 0.2;\r\n\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n private _enableSmoothReflections: boolean = false;\r\n private _reflectionSamples: number = 64;\r\n private _smoothSteps: number = 5;\r\n private _isSceneRightHanded: boolean;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ScreenSpaceReflectionPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"ScreenSpaceReflectionPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance of ScreenSpaceReflectionPostProcess.\r\n * @param name The name of the effect.\r\n * @param scene The scene containing the objects to calculate reflections.\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: true)\r\n * @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\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 forceGeometryBuffer = false\r\n ) {\r\n super(\r\n name,\r\n \"screenSpaceReflection\",\r\n [\"projection\", \"view\", \"threshold\", \"reflectionSpecularFalloffExponent\", \"strength\", \"stepSize\", \"roughnessFactor\"],\r\n [\"textureSampler\", \"normalSampler\", \"positionSampler\", \"reflectivitySampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define SSR_SUPPORTED\\n#define REFLECTION_SAMPLES 64\\n#define SMOOTH_STEPS 5\\n\",\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (this._forceGeometryBuffer) {\r\n // Get geometry buffer renderer and update effect\r\n const geometryBufferRenderer = scene.enableGeometryBufferRenderer();\r\n if (geometryBufferRenderer) {\r\n if (geometryBufferRenderer.isSupported) {\r\n geometryBufferRenderer.enablePosition = true;\r\n geometryBufferRenderer.enableReflectivity = true;\r\n }\r\n }\r\n } else {\r\n const prePassRenderer = scene.enablePrePassRenderer();\r\n prePassRenderer?.markAsDirty();\r\n this._prePassEffectConfiguration = new ScreenSpaceReflectionsConfiguration();\r\n }\r\n\r\n this._updateEffectDefines();\r\n\r\n // On apply, send uniforms\r\n this.onApply = (effect: Effect) => {\r\n const geometryBufferRenderer = this._geometryBufferRenderer;\r\n const prePassRenderer = this._prePassRenderer;\r\n\r\n if (!prePassRenderer && !geometryBufferRenderer) {\r\n return;\r\n }\r\n\r\n if (geometryBufferRenderer) {\r\n // Samplers\r\n const positionIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n const roughnessIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE);\r\n\r\n effect.setTexture(\"normalSampler\", geometryBufferRenderer.getGBuffer().textures[1]);\r\n effect.setTexture(\"positionSampler\", geometryBufferRenderer.getGBuffer().textures[positionIndex]);\r\n effect.setTexture(\"reflectivitySampler\", geometryBufferRenderer.getGBuffer().textures[roughnessIndex]);\r\n } else if (prePassRenderer) {\r\n // Samplers\r\n const positionIndex = prePassRenderer.getIndex(Constants.PREPASS_POSITION_TEXTURE_TYPE);\r\n const roughnessIndex = prePassRenderer.getIndex(Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE);\r\n const normalIndex = prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE);\r\n\r\n effect.setTexture(\"normalSampler\", prePassRenderer.getRenderTarget().textures[normalIndex]);\r\n effect.setTexture(\"positionSampler\", prePassRenderer.getRenderTarget().textures[positionIndex]);\r\n effect.setTexture(\"reflectivitySampler\", prePassRenderer.getRenderTarget().textures[roughnessIndex]);\r\n }\r\n\r\n // Uniforms\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n const viewMatrix = camera.getViewMatrix(true);\r\n const projectionMatrix = camera.getProjectionMatrix(true);\r\n\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setFloat(\"threshold\", this.threshold);\r\n effect.setFloat(\"reflectionSpecularFalloffExponent\", this.reflectionSpecularFalloffExponent);\r\n effect.setFloat(\"strength\", this.strength);\r\n effect.setFloat(\"stepSize\", this.step);\r\n effect.setFloat(\"roughnessFactor\", this.roughnessFactor);\r\n };\r\n\r\n this._isSceneRightHanded = scene.useRightHandedSystem;\r\n }\r\n\r\n /**\r\n * Gets whether or not smoothing reflections is enabled.\r\n * Enabling smoothing will require more GPU power and can generate a drop in FPS.\r\n */\r\n @serialize()\r\n public get enableSmoothReflections(): boolean {\r\n return this._enableSmoothReflections;\r\n }\r\n\r\n /**\r\n * Sets whether or not smoothing reflections is enabled.\r\n * Enabling smoothing will require more GPU power and can generate a drop in FPS.\r\n */\r\n public set enableSmoothReflections(enabled: boolean) {\r\n if (enabled === this._enableSmoothReflections) {\r\n return;\r\n }\r\n\r\n this._enableSmoothReflections = enabled;\r\n this._updateEffectDefines();\r\n }\r\n\r\n /**\r\n * Gets the number of samples taken while computing reflections. More samples count is high,\r\n * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].\r\n */\r\n @serialize()\r\n public get reflectionSamples(): number {\r\n return this._reflectionSamples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples taken while computing reflections. More samples count is high,\r\n * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].\r\n */\r\n public set reflectionSamples(samples: number) {\r\n if (samples === this._reflectionSamples) {\r\n return;\r\n }\r\n\r\n this._reflectionSamples = samples;\r\n this._updateEffectDefines();\r\n }\r\n\r\n /**\r\n * Gets the number of samples taken while smoothing reflections. More samples count is high,\r\n * more the post-process will require GPU power and can generate a drop in FPS.\r\n * Default value (5.0) work pretty well in all cases but can be adjusted.\r\n */\r\n @serialize()\r\n public get smoothSteps(): number {\r\n return this._smoothSteps;\r\n }\r\n\r\n /*\r\n * Sets the number of samples taken while smoothing reflections. More samples count is high,\r\n * more the post-process will require GPU power and can generate a drop in FPS.\r\n * Default value (5.0) work pretty well in all cases but can be adjusted.\r\n */\r\n public set smoothSteps(steps: number) {\r\n if (steps === this._smoothSteps) {\r\n return;\r\n }\r\n\r\n this._smoothSteps = steps;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _updateEffectDefines(): void {\r\n const defines: string[] = [];\r\n if (this._geometryBufferRenderer || this._prePassRenderer) {\r\n defines.push(\"#define SSR_SUPPORTED\");\r\n }\r\n if (this._enableSmoothReflections) {\r\n defines.push(\"#define ENABLE_SMOOTH_REFLECTIONS\");\r\n }\r\n if (this._isSceneRightHanded) {\r\n defines.push(\"#define RIGHT_HANDED_SCENE\");\r\n }\r\n\r\n defines.push(\"#define REFLECTION_SAMPLES \" + (this._reflectionSamples >> 0));\r\n defines.push(\"#define SMOOTH_STEPS \" + (this._smoothSteps >> 0));\r\n\r\n this.updateEffect(defines.join(\"\\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 ScreenSpaceReflectionPostProcess(\r\n parsedPostProcess.name,\r\n scene,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.textureType,\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.ScreenSpaceReflectionPostProcess\", ScreenSpaceReflectionPostProcess);\r\n"]}
1
+ 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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 { Constants } from \"../Engines/constants\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\nimport { ScreenSpaceReflectionsConfiguration } from \"../Rendering/screenSpaceReflectionsConfiguration\";\r\n\r\nimport \"../Shaders/screenSpaceReflection.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * The ScreenSpaceReflectionPostProcess performs realtime reflections using only and only the available informations on the screen (positions and normals).\r\n * Basically, the screen space reflection post-process will compute reflections according the material's reflectivity.\r\n * @deprecated Use the new SSRRenderingPipeline instead.\r\n */\r\nexport class ScreenSpaceReflectionPostProcess extends PostProcess {\r\n /**\r\n * Gets or sets a reflection threshold mainly used to adjust the reflection's height.\r\n */\r\n @serialize()\r\n public threshold: number = 1.2;\r\n /**\r\n * Gets or sets the current reflection strength. 1.0 is an ideal value but can be increased/decreased for particular results.\r\n */\r\n @serialize()\r\n public strength: number = 1;\r\n /**\r\n * Gets or sets the falloff exponent used while computing fresnel. More the exponent is high, more the reflections will be discrete.\r\n */\r\n @serialize()\r\n public reflectionSpecularFalloffExponent: number = 3;\r\n /**\r\n * Gets or sets the step size used to iterate until the effect finds the color of the reflection's pixel. Typically in interval [0.1, 1.0]\r\n */\r\n @serialize()\r\n public step: number = 1.0;\r\n /**\r\n * Gets or sets the factor applied when computing roughness. Default value is 0.2.\r\n */\r\n @serialize()\r\n public roughnessFactor: number = 0.2;\r\n\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n private _enableSmoothReflections: boolean = false;\r\n private _reflectionSamples: number = 64;\r\n private _smoothSteps: number = 5;\r\n private _isSceneRightHanded: boolean;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ScreenSpaceReflectionPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"ScreenSpaceReflectionPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance of ScreenSpaceReflectionPostProcess.\r\n * @param name The name of the effect.\r\n * @param scene The scene containing the objects to calculate reflections.\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: true)\r\n * @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\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 forceGeometryBuffer = false\r\n ) {\r\n super(\r\n name,\r\n \"screenSpaceReflection\",\r\n [\"projection\", \"view\", \"threshold\", \"reflectionSpecularFalloffExponent\", \"strength\", \"stepSize\", \"roughnessFactor\"],\r\n [\"textureSampler\", \"normalSampler\", \"positionSampler\", \"reflectivitySampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define SSR_SUPPORTED\\n#define REFLECTION_SAMPLES 64\\n#define SMOOTH_STEPS 5\\n\",\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation\r\n );\r\n\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (this._forceGeometryBuffer) {\r\n // Get geometry buffer renderer and update effect\r\n const geometryBufferRenderer = scene.enableGeometryBufferRenderer();\r\n if (geometryBufferRenderer) {\r\n if (geometryBufferRenderer.isSupported) {\r\n geometryBufferRenderer.enablePosition = true;\r\n geometryBufferRenderer.enableReflectivity = true;\r\n }\r\n }\r\n } else {\r\n const prePassRenderer = scene.enablePrePassRenderer();\r\n prePassRenderer?.markAsDirty();\r\n this._prePassEffectConfiguration = new ScreenSpaceReflectionsConfiguration();\r\n }\r\n\r\n this._updateEffectDefines();\r\n\r\n // On apply, send uniforms\r\n this.onApply = (effect: Effect) => {\r\n const geometryBufferRenderer = this._geometryBufferRenderer;\r\n const prePassRenderer = this._prePassRenderer;\r\n\r\n if (!prePassRenderer && !geometryBufferRenderer) {\r\n return;\r\n }\r\n\r\n if (geometryBufferRenderer) {\r\n // Samplers\r\n const positionIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n const roughnessIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE);\r\n\r\n effect.setTexture(\"normalSampler\", geometryBufferRenderer.getGBuffer().textures[1]);\r\n effect.setTexture(\"positionSampler\", geometryBufferRenderer.getGBuffer().textures[positionIndex]);\r\n effect.setTexture(\"reflectivitySampler\", geometryBufferRenderer.getGBuffer().textures[roughnessIndex]);\r\n } else if (prePassRenderer) {\r\n // Samplers\r\n const positionIndex = prePassRenderer.getIndex(Constants.PREPASS_POSITION_TEXTURE_TYPE);\r\n const roughnessIndex = prePassRenderer.getIndex(Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE);\r\n const normalIndex = prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE);\r\n\r\n effect.setTexture(\"normalSampler\", prePassRenderer.getRenderTarget().textures[normalIndex]);\r\n effect.setTexture(\"positionSampler\", prePassRenderer.getRenderTarget().textures[positionIndex]);\r\n effect.setTexture(\"reflectivitySampler\", prePassRenderer.getRenderTarget().textures[roughnessIndex]);\r\n }\r\n\r\n // Uniforms\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n const viewMatrix = camera.getViewMatrix(true);\r\n const projectionMatrix = camera.getProjectionMatrix(true);\r\n\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setFloat(\"threshold\", this.threshold);\r\n effect.setFloat(\"reflectionSpecularFalloffExponent\", this.reflectionSpecularFalloffExponent);\r\n effect.setFloat(\"strength\", this.strength);\r\n effect.setFloat(\"stepSize\", this.step);\r\n effect.setFloat(\"roughnessFactor\", this.roughnessFactor);\r\n };\r\n\r\n this._isSceneRightHanded = scene.useRightHandedSystem;\r\n }\r\n\r\n /**\r\n * Gets whether or not smoothing reflections is enabled.\r\n * Enabling smoothing will require more GPU power and can generate a drop in FPS.\r\n */\r\n @serialize()\r\n public get enableSmoothReflections(): boolean {\r\n return this._enableSmoothReflections;\r\n }\r\n\r\n /**\r\n * Sets whether or not smoothing reflections is enabled.\r\n * Enabling smoothing will require more GPU power and can generate a drop in FPS.\r\n */\r\n public set enableSmoothReflections(enabled: boolean) {\r\n if (enabled === this._enableSmoothReflections) {\r\n return;\r\n }\r\n\r\n this._enableSmoothReflections = enabled;\r\n this._updateEffectDefines();\r\n }\r\n\r\n /**\r\n * Gets the number of samples taken while computing reflections. More samples count is high,\r\n * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].\r\n */\r\n @serialize()\r\n public get reflectionSamples(): number {\r\n return this._reflectionSamples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples taken while computing reflections. More samples count is high,\r\n * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].\r\n */\r\n public set reflectionSamples(samples: number) {\r\n if (samples === this._reflectionSamples) {\r\n return;\r\n }\r\n\r\n this._reflectionSamples = samples;\r\n this._updateEffectDefines();\r\n }\r\n\r\n /**\r\n * Gets the number of samples taken while smoothing reflections. More samples count is high,\r\n * more the post-process will require GPU power and can generate a drop in FPS.\r\n * Default value (5.0) work pretty well in all cases but can be adjusted.\r\n */\r\n @serialize()\r\n public get smoothSteps(): number {\r\n return this._smoothSteps;\r\n }\r\n\r\n /*\r\n * Sets the number of samples taken while smoothing reflections. More samples count is high,\r\n * more the post-process will require GPU power and can generate a drop in FPS.\r\n * Default value (5.0) work pretty well in all cases but can be adjusted.\r\n */\r\n public set smoothSteps(steps: number) {\r\n if (steps === this._smoothSteps) {\r\n return;\r\n }\r\n\r\n this._smoothSteps = steps;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _updateEffectDefines(): void {\r\n const defines: string[] = [];\r\n if (this._geometryBufferRenderer || this._prePassRenderer) {\r\n defines.push(\"#define SSR_SUPPORTED\");\r\n }\r\n if (this._enableSmoothReflections) {\r\n defines.push(\"#define ENABLE_SMOOTH_REFLECTIONS\");\r\n }\r\n if (this._isSceneRightHanded) {\r\n defines.push(\"#define RIGHT_HANDED_SCENE\");\r\n }\r\n\r\n defines.push(\"#define REFLECTION_SAMPLES \" + (this._reflectionSamples >> 0));\r\n defines.push(\"#define SMOOTH_STEPS \" + (this._smoothSteps >> 0));\r\n\r\n this.updateEffect(defines.join(\"\\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 ScreenSpaceReflectionPostProcess(\r\n parsedPostProcess.name,\r\n scene,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.textureType,\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.ScreenSpaceReflectionPostProcess\", ScreenSpaceReflectionPostProcess);\r\n"]}
@@ -3,8 +3,8 @@ import type { Camera } from "../Cameras/camera";
3
3
  import type { PostProcessOptions } from "./postProcess";
4
4
  import { PostProcess } from "./postProcess";
5
5
  import "../Shaders/sharpen.fragment";
6
- declare type Engine = import("../Engines/engine").Engine;
7
- declare type Scene = import("../scene").Scene;
6
+ import type { Engine } from "../Engines/engine";
7
+ import type { Scene } from "../scene";
8
8
  /**
9
9
  * The SharpenPostProcess applies a sharpen kernel to every pixel
10
10
  * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
@@ -40,4 +40,3 @@ export declare class SharpenPostProcess extends PostProcess {
40
40
  */
41
41
  static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): SharpenPostProcess;
42
42
  }
43
- export {};
@@ -1 +1 @@
1
- {"version":3,"file":"sharpenPostProcess.js","sourceRoot":"","sources":["../../../../lts/core/generated/PostProcesses/sharpenPostProcess.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,6BAA6B,CAAC;AACrC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAKpE;;;GAGG;AACH,MAAM,OAAO,kBAAmB,SAAQ,WAAW;IAY/C;;;OAGG;IACI,YAAY;QACf,OAAO,oBAAoB,CAAC;IAChC,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,SAAS,EAAE,CAAC,kBAAkB,EAAE,YAAY,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;QAxC5K;;WAEG;QAEI,gBAAW,GAAW,GAAG,CAAC;QACjC;;WAEG;QAEI,eAAU,GAAW,GAAG,CAAC;QAiC5B,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,SAAS,CAAC,kBAAkB,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAC5E,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,kBAAkB,CACzB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,WAAW,EAC7B,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAjEU;IADN,SAAS,EAAE;uDACqB;AAK1B;IADN,SAAS,EAAE;sDACoB;AA8DpC,aAAa,CAAC,4BAA4B,EAAE,kBAAkB,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 { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/sharpen.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\ndeclare type Scene = import(\"../scene\").Scene;\r\n\r\n/**\r\n * The SharpenPostProcess applies a sharpen kernel to every pixel\r\n * See http://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\nexport class SharpenPostProcess extends PostProcess {\r\n /**\r\n * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)\r\n */\r\n @serialize()\r\n public colorAmount: number = 1.0;\r\n /**\r\n * How much sharpness should be applied (default: 0.3)\r\n */\r\n @serialize()\r\n public edgeAmount: number = 0.3;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"SharpenPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"SharpenPostProcess\";\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 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, \"sharpen\", [\"sharpnessAmounts\", \"screenSize\"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation);\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setFloat2(\"screenSize\", this.width, this.height);\r\n effect.setFloat2(\"sharpnessAmounts\", this.edgeAmount, this.colorAmount);\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 SharpenPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.textureType,\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.SharpenPostProcess\", SharpenPostProcess);\r\n"]}
1
+ {"version":3,"file":"sharpenPostProcess.js","sourceRoot":"","sources":["../../../../lts/core/generated/PostProcesses/sharpenPostProcess.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,6BAA6B,CAAC;AACrC,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AAKpE;;;GAGG;AACH,MAAM,OAAO,kBAAmB,SAAQ,WAAW;IAY/C;;;OAGG;IACI,YAAY;QACf,OAAO,oBAAoB,CAAC;IAChC,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,SAAS,EAAE,CAAC,kBAAkB,EAAE,YAAY,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;QAxC5K;;WAEG;QAEI,gBAAW,GAAW,GAAG,CAAC;QACjC;;WAEG;QAEI,eAAU,GAAW,GAAG,CAAC;QAiC5B,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,SAAS,CAAC,kBAAkB,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAC5E,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,kBAAkB,CACzB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,WAAW,EAC7B,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAjEU;IADN,SAAS,EAAE;uDACqB;AAK1B;IADN,SAAS,EAAE;sDACoB;AA8DpC,aAAa,CAAC,4BAA4B,EAAE,kBAAkB,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 { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/sharpen.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * The SharpenPostProcess applies a sharpen kernel to every pixel\r\n * See http://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\nexport class SharpenPostProcess extends PostProcess {\r\n /**\r\n * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)\r\n */\r\n @serialize()\r\n public colorAmount: number = 1.0;\r\n /**\r\n * How much sharpness should be applied (default: 0.3)\r\n */\r\n @serialize()\r\n public edgeAmount: number = 0.3;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"SharpenPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"SharpenPostProcess\";\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 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, \"sharpen\", [\"sharpnessAmounts\", \"screenSize\"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation);\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setFloat2(\"screenSize\", this.width, this.height);\r\n effect.setFloat2(\"sharpnessAmounts\", this.edgeAmount, this.colorAmount);\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 SharpenPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.textureType,\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.SharpenPostProcess\", SharpenPostProcess);\r\n"]}
@@ -2,7 +2,7 @@ import type { Camera } from "../Cameras/camera";
2
2
  import { PostProcess } from "./postProcess";
3
3
  import "../Shaders/tonemap.fragment";
4
4
  import type { Nullable } from "../types";
5
- declare type Engine = import("../Engines/engine").Engine;
5
+ import type { Engine } from "../Engines/engine";
6
6
  /** Defines operator used for tonemapping */
7
7
  export declare enum TonemappingOperator {
8
8
  /** Hable */
@@ -41,4 +41,3 @@ export declare class TonemapPostProcess extends PostProcess {
41
41
  /** Defines the required exposure adjustment */
42
42
  exposureAdjustment: number, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, textureFormat?: number, reusable?: boolean);
43
43
  }
44
- export {};
@@ -1 +1 @@
1
- {"version":3,"file":"tonemapPostProcess.js","sourceRoot":"","sources":["../../../../lts/core/generated/PostProcesses/tonemapPostProcess.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,6BAA6B,CAAC;AAKrC,4CAA4C;AAC5C,MAAM,CAAN,IAAY,mBASX;AATD,WAAY,mBAAmB;IAC3B,YAAY;IACZ,+DAAS,CAAA;IACT,eAAe;IACf,qEAAY,CAAA;IACZ,iBAAiB;IACjB,yEAAc,CAAA;IACd,mBAAmB;IACnB,6EAAgB,CAAA;AACpB,CAAC,EATW,mBAAmB,KAAnB,mBAAmB,QAS9B;AAED;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,WAAW;IAC/C;;;OAGG;IACI,YAAY;QACf,OAAO,oBAAoB,CAAC;IAChC,CAAC;IAED;;;;;;;;;;OAUG;IACH,YACI,IAAY,EACJ,SAA8B;IACtC,+CAA+C;IACxC,kBAA0B,EACjC,MAAwB,EACxB,eAAuB,SAAS,CAAC,6BAA6B,EAC9D,MAAe,EACf,aAAa,GAAG,SAAS,CAAC,wBAAwB,EAClD,QAAkB;QAElB,KAAK,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,qBAAqB,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,aAAa,CAAC,CAAC;QAThH,cAAS,GAAT,SAAS,CAAqB;QAE/B,uBAAkB,GAAlB,kBAAkB,CAAQ;QASjC,IAAI,OAAO,GAAG,UAAU,CAAC;QAEzB,IAAI,IAAI,CAAC,SAAS,KAAK,mBAAmB,CAAC,KAAK,EAAE;YAC9C,OAAO,IAAI,mBAAmB,CAAC;SAClC;aAAM,IAAI,IAAI,CAAC,SAAS,KAAK,mBAAmB,CAAC,QAAQ,EAAE;YACxD,OAAO,IAAI,sBAAsB,CAAC;SACrC;aAAM,IAAI,IAAI,CAAC,SAAS,KAAK,mBAAmB,CAAC,UAAU,EAAE;YAC1D,OAAO,IAAI,kCAAkC,CAAC;SACjD;aAAM,IAAI,IAAI,CAAC,SAAS,KAAK,mBAAmB,CAAC,YAAY,EAAE;YAC5D,OAAO,IAAI,0BAA0B,CAAC;SACzC;QAED,2CAA2C;QAC3C,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;QAE3B,IAAI,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9B,MAAM,CAAC,QAAQ,CAAC,qBAAqB,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QACpE,CAAC,CAAC;IACN,CAAC;CACJ","sourcesContent":["import type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/tonemap.fragment\";\r\nimport type { Nullable } from \"../types\";\r\n\r\ndeclare type Engine = import(\"../Engines/engine\").Engine;\r\n\r\n/** Defines operator used for tonemapping */\r\nexport enum TonemappingOperator {\r\n /** Hable */\r\n Hable = 0,\r\n /** Reinhard */\r\n Reinhard = 1,\r\n /** HejiDawson */\r\n HejiDawson = 2,\r\n /** Photographic */\r\n Photographic = 3,\r\n}\r\n\r\n/**\r\n * Defines a post process to apply tone mapping\r\n */\r\nexport class TonemapPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"TonemapPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"TonemapPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new TonemapPostProcess\r\n * @param name defines the name of the postprocess\r\n * @param _operator defines the operator to use\r\n * @param exposureAdjustment defines the required exposure adjustment\r\n * @param camera defines the camera to use (can be null)\r\n * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)\r\n * @param engine defines the hosting engine (can be ignore if camera is set)\r\n * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n private _operator: TonemappingOperator,\r\n /** Defines the required exposure adjustment */\r\n public exposureAdjustment: number,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n textureFormat = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n reusable?: boolean\r\n ) {\r\n super(name, \"tonemap\", [\"_ExposureAdjustment\"], null, 1.0, camera, samplingMode, engine, reusable, null, textureFormat);\r\n\r\n let defines = \"#define \";\r\n\r\n if (this._operator === TonemappingOperator.Hable) {\r\n defines += \"HABLE_TONEMAPPING\";\r\n } else if (this._operator === TonemappingOperator.Reinhard) {\r\n defines += \"REINHARD_TONEMAPPING\";\r\n } else if (this._operator === TonemappingOperator.HejiDawson) {\r\n defines += \"OPTIMIZED_HEJIDAWSON_TONEMAPPING\";\r\n } else if (this._operator === TonemappingOperator.Photographic) {\r\n defines += \"PHOTOGRAPHIC_TONEMAPPING\";\r\n }\r\n\r\n //sadly a second call to create the effect.\r\n this.updateEffect(defines);\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setFloat(\"_ExposureAdjustment\", this.exposureAdjustment);\r\n };\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"tonemapPostProcess.js","sourceRoot":"","sources":["../../../../lts/core/generated/PostProcesses/tonemapPostProcess.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,6BAA6B,CAAC;AAKrC,4CAA4C;AAC5C,MAAM,CAAN,IAAY,mBASX;AATD,WAAY,mBAAmB;IAC3B,YAAY;IACZ,+DAAS,CAAA;IACT,eAAe;IACf,qEAAY,CAAA;IACZ,iBAAiB;IACjB,yEAAc,CAAA;IACd,mBAAmB;IACnB,6EAAgB,CAAA;AACpB,CAAC,EATW,mBAAmB,KAAnB,mBAAmB,QAS9B;AAED;;GAEG;AACH,MAAM,OAAO,kBAAmB,SAAQ,WAAW;IAC/C;;;OAGG;IACI,YAAY;QACf,OAAO,oBAAoB,CAAC;IAChC,CAAC;IAED;;;;;;;;;;OAUG;IACH,YACI,IAAY,EACJ,SAA8B;IACtC,+CAA+C;IACxC,kBAA0B,EACjC,MAAwB,EACxB,eAAuB,SAAS,CAAC,6BAA6B,EAC9D,MAAe,EACf,aAAa,GAAG,SAAS,CAAC,wBAAwB,EAClD,QAAkB;QAElB,KAAK,CAAC,IAAI,EAAE,SAAS,EAAE,CAAC,qBAAqB,CAAC,EAAE,IAAI,EAAE,GAAG,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,IAAI,EAAE,aAAa,CAAC,CAAC;QAThH,cAAS,GAAT,SAAS,CAAqB;QAE/B,uBAAkB,GAAlB,kBAAkB,CAAQ;QASjC,IAAI,OAAO,GAAG,UAAU,CAAC;QAEzB,IAAI,IAAI,CAAC,SAAS,KAAK,mBAAmB,CAAC,KAAK,EAAE;YAC9C,OAAO,IAAI,mBAAmB,CAAC;SAClC;aAAM,IAAI,IAAI,CAAC,SAAS,KAAK,mBAAmB,CAAC,QAAQ,EAAE;YACxD,OAAO,IAAI,sBAAsB,CAAC;SACrC;aAAM,IAAI,IAAI,CAAC,SAAS,KAAK,mBAAmB,CAAC,UAAU,EAAE;YAC1D,OAAO,IAAI,kCAAkC,CAAC;SACjD;aAAM,IAAI,IAAI,CAAC,SAAS,KAAK,mBAAmB,CAAC,YAAY,EAAE;YAC5D,OAAO,IAAI,0BAA0B,CAAC;SACzC;QAED,2CAA2C;QAC3C,IAAI,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;QAE3B,IAAI,CAAC,OAAO,GAAG,CAAC,MAAc,EAAE,EAAE;YAC9B,MAAM,CAAC,QAAQ,CAAC,qBAAqB,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QACpE,CAAC,CAAC;IACN,CAAC;CACJ","sourcesContent":["import type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/tonemap.fragment\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport type { Engine } from \"../Engines/engine\";\r\n\r\n/** Defines operator used for tonemapping */\r\nexport enum TonemappingOperator {\r\n /** Hable */\r\n Hable = 0,\r\n /** Reinhard */\r\n Reinhard = 1,\r\n /** HejiDawson */\r\n HejiDawson = 2,\r\n /** Photographic */\r\n Photographic = 3,\r\n}\r\n\r\n/**\r\n * Defines a post process to apply tone mapping\r\n */\r\nexport class TonemapPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"TonemapPostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"TonemapPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new TonemapPostProcess\r\n * @param name defines the name of the postprocess\r\n * @param _operator defines the operator to use\r\n * @param exposureAdjustment defines the required exposure adjustment\r\n * @param camera defines the camera to use (can be null)\r\n * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)\r\n * @param engine defines the hosting engine (can be ignore if camera is set)\r\n * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n private _operator: TonemappingOperator,\r\n /** Defines the required exposure adjustment */\r\n public exposureAdjustment: number,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine?: Engine,\r\n textureFormat = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n reusable?: boolean\r\n ) {\r\n super(name, \"tonemap\", [\"_ExposureAdjustment\"], null, 1.0, camera, samplingMode, engine, reusable, null, textureFormat);\r\n\r\n let defines = \"#define \";\r\n\r\n if (this._operator === TonemappingOperator.Hable) {\r\n defines += \"HABLE_TONEMAPPING\";\r\n } else if (this._operator === TonemappingOperator.Reinhard) {\r\n defines += \"REINHARD_TONEMAPPING\";\r\n } else if (this._operator === TonemappingOperator.HejiDawson) {\r\n defines += \"OPTIMIZED_HEJIDAWSON_TONEMAPPING\";\r\n } else if (this._operator === TonemappingOperator.Photographic) {\r\n defines += \"PHOTOGRAPHIC_TONEMAPPING\";\r\n }\r\n\r\n //sadly a second call to create the effect.\r\n this.updateEffect(defines);\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setFloat(\"_ExposureAdjustment\", this.exposureAdjustment);\r\n };\r\n }\r\n}\r\n"]}
@@ -10,7 +10,7 @@ import "../Shaders/volumetricLightScattering.fragment";
10
10
  import "../Shaders/volumetricLightScatteringPass.vertex";
11
11
  import "../Shaders/volumetricLightScatteringPass.fragment";
12
12
  import type { Nullable } from "../types";
13
- declare type Engine = import("../Engines/engine").Engine;
13
+ import type { Engine } from "../Engines/engine";
14
14
  /**
15
15
  * Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process
16
16
  */
@@ -121,4 +121,3 @@ export declare class VolumetricLightScatteringPostProcess extends PostProcess {
121
121
  */
122
122
  static CreateDefaultMesh(name: string, scene: Scene): Mesh;
123
123
  }
124
- export {};