@babylonjs/core 7.20.0 → 7.20.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Bones/bone.js +3 -3
- package/Bones/bone.js.map +1 -1
- package/Bones/boneLookController.js +3 -3
- package/Bones/boneLookController.js.map +1 -1
- package/Compat/compatibilityOptions.d.ts +13 -6
- package/Compat/compatibilityOptions.js +20 -4
- package/Compat/compatibilityOptions.js.map +1 -1
- package/Compat/index.d.ts +1 -1
- package/Compat/index.js +1 -1
- package/Compat/index.js.map +1 -1
- package/Culling/boundingBox.js +5 -5
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.js +2 -2
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.js +2 -2
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.js +2 -2
- package/Culling/ray.js.map +1 -1
- package/Debug/debugLayer.d.ts +3 -0
- package/Debug/debugLayer.js +15 -0
- package/Debug/debugLayer.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.js +11 -2
- package/Engines/engine.js.map +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.d.ts +2 -2
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js +1 -1
- package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphDoNBlock.js.map +1 -1
- package/Layers/highlightLayer.js +0 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Materials/Textures/Loaders/hdrTextureLoader.js +3 -3
- package/Materials/Textures/Loaders/hdrTextureLoader.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.js +2 -2
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +2 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/texture.js +3 -3
- package/Materials/Textures/texture.js.map +1 -1
- package/Maths/math.color.js +3 -3
- package/Maths/math.color.js.map +1 -1
- package/Maths/math.vector.js +13 -14
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.js +5 -5
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.js +4 -4
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +8 -8
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +3 -3
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.js +3 -3
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/goldbergBuilder.js +2 -2
- package/Meshes/Builders/goldbergBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.js +2 -2
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +2 -2
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/planeBuilder.js +5 -5
- package/Meshes/Builders/planeBuilder.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.js +4 -4
- package/Meshes/Builders/polygonBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +3 -3
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/ribbonBuilder.js +4 -4
- package/Meshes/Builders/ribbonBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.js +2 -2
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/tiledBoxBuilder.js +2 -2
- package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.js +2 -2
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.js +2 -2
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/geometry.js +7 -7
- package/Meshes/geometry.js.map +1 -1
- package/Misc/HighDynamicRange/hdr.d.ts +40 -42
- package/Misc/HighDynamicRange/hdr.js +209 -202
- package/Misc/HighDynamicRange/hdr.js.map +1 -1
- package/Misc/HighDynamicRange/index.d.ts +1 -1
- package/Misc/HighDynamicRange/index.js +1 -1
- package/Misc/HighDynamicRange/index.js.map +1 -1
- package/Misc/arrayTools.d.ts +12 -17
- package/Misc/arrayTools.js +18 -23
- package/Misc/arrayTools.js.map +1 -1
- package/Misc/dumpTools.d.ts +50 -47
- package/Misc/dumpTools.js +153 -143
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/environmentTextureTools.js +2 -2
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/equirectangularCapture.js +2 -2
- package/Misc/equirectangularCapture.js.map +1 -1
- package/Misc/index.d.ts +2 -1
- package/Misc/index.js +2 -1
- package/Misc/index.js.map +1 -1
- package/Misc/rgbdTextureTools.js +1 -0
- package/Misc/rgbdTextureTools.js.map +1 -1
- package/Misc/screenshotTools.js +3 -3
- package/Misc/screenshotTools.js.map +1 -1
- package/Physics/v1/physicsImpostor.js +2 -2
- package/Physics/v1/physicsImpostor.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.js +2 -2
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/PostProcesses/blurPostProcess.js +0 -1
- package/PostProcesses/blurPostProcess.js.map +1 -1
- package/PostProcesses/passPostProcess.js +0 -2
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +6 -0
- package/PostProcesses/postProcess.js +22 -1
- package/PostProcesses/postProcess.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -1
- package/ShadersWGSL/background.fragment.js +1 -1
- package/ShadersWGSL/background.fragment.js.map +1 -1
- package/package.json +1 -1
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@@ -91,7 +91,6 @@ export class BlurPostProcess extends PostProcess {
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}
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async _initShaderSourceAsync(forceGLSL = false) {
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const engine = this.getEngine();
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-
this._shadersLoaded = false;
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if (engine.isWebGPU && !forceGLSL) {
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this._shaderLanguage = 1 /* ShaderLanguage.WGSL */;
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await Promise.all([import("../ShadersWGSL/kernelBlur.fragment.js"), import("../ShadersWGSL/kernelBlur.vertex.js")]);
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@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/kernelBlur.fragment\";\r\nimport \"../Shaders/kernelBlur.vertex\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, serializeAsVector2 } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * The Blur Post Process which blurs an image based on a kernel and direction.\r\n * Can be used twice in x and y directions to perform a gaussian blur in two passes.\r\n */\r\nexport class BlurPostProcess extends PostProcess {\r\n @serialize(\"kernel\")\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n @serialize(\"packedFloat\")\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /** The direction in which to blur the image. */\r\n @serializeAsVector2()\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlurPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"BlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance BlurPostProcess\r\n * @param name The name of the effect.\r\n * @param direction The direction in which to blur the image.\r\n * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param defines\r\n * @param _blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)\r\n */\r\n constructor(\r\n name: string,\r\n direction: Vector2,\r\n kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n defines = \"\",\r\n private _blockCompilation = false,\r\n textureFormat = Constants.TEXTUREFORMAT_RGBA\r\n ) {\r\n super(\r\n name,\r\n \"kernelBlur\",\r\n [\"delta\", \"direction\"],\r\n [\"circleOfConfusionSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n \"kernelBlur\",\r\n { varyingCount: 0, depCount: 0 },\r\n true,\r\n textureFormat,\r\n undefined,\r\n true\r\n );\r\n this._staticDefines = defines;\r\n this.direction = direction;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (this._outputTexture) {\r\n effect.setFloat2(\"delta\", (1 / this._outputTexture.width) * this.direction.x, (1 / this._outputTexture.height) * this.direction.y);\r\n } else {\r\n effect.setFloat2(\"delta\", (1 / this.width) * this.direction.x, (1 / this.height) * this.direction.y);\r\n }\r\n });\r\n\r\n this.kernel = kernel;\r\n }\r\n\r\n protected override async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this.getEngine();\r\n\r\n this._shadersLoaded = false;\r\n if (engine.isWebGPU && !forceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/kernelBlur.fragment\"), import(\"../ShadersWGSL/kernelBlur.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/kernelBlur.fragment\"), import(\"../Shaders/kernelBlur.vertex\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the post-process is ready to be used\r\n * @returns true if the post-process is ready (shader is compiled)\r\n */\r\n public override isReady(): boolean {\r\n return this._shadersLoaded && super.isReady();\r\n }\r\n\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n */\r\n public override updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void\r\n ) {\r\n this._updateParameters(onCompiled, onError);\r\n }\r\n\r\n protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const N = this._kernel;\r\n const centerIndex = (N - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < N; i++) {\r\n const u = i / (N - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors - (this._shaderLanguage === ShaderLanguage.WGSL ? 1 : 0); // Because of the additional builtins\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this._blockCompilation = false;\r\n super.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlurPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.direction,\r\n parsedPostProcess.kernel,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n undefined,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlurPostProcess\", BlurPostProcess);\r\n"]}
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+
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport type { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/kernelBlur.fragment\";\r\nimport \"../Shaders/kernelBlur.vertex\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize, serializeAsVector2 } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * The Blur Post Process which blurs an image based on a kernel and direction.\r\n * Can be used twice in x and y directions to perform a gaussian blur in two passes.\r\n */\r\nexport class BlurPostProcess extends PostProcess {\r\n @serialize(\"kernel\")\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n @serialize(\"packedFloat\")\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /** The direction in which to blur the image. */\r\n @serializeAsVector2()\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this._blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlurPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"BlurPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a new instance BlurPostProcess\r\n * @param name The name of the effect.\r\n * @param direction The direction in which to blur the image.\r\n * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param defines\r\n * @param _blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)\r\n */\r\n constructor(\r\n name: string,\r\n direction: Vector2,\r\n kernel: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n defines = \"\",\r\n private _blockCompilation = false,\r\n textureFormat = Constants.TEXTUREFORMAT_RGBA\r\n ) {\r\n super(\r\n name,\r\n \"kernelBlur\",\r\n [\"delta\", \"direction\"],\r\n [\"circleOfConfusionSampler\"],\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n null,\r\n textureType,\r\n \"kernelBlur\",\r\n { varyingCount: 0, depCount: 0 },\r\n true,\r\n textureFormat,\r\n undefined,\r\n true\r\n );\r\n this._staticDefines = defines;\r\n this.direction = direction;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (this._outputTexture) {\r\n effect.setFloat2(\"delta\", (1 / this._outputTexture.width) * this.direction.x, (1 / this._outputTexture.height) * this.direction.y);\r\n } else {\r\n effect.setFloat2(\"delta\", (1 / this.width) * this.direction.x, (1 / this.height) * this.direction.y);\r\n }\r\n });\r\n\r\n this.kernel = kernel;\r\n }\r\n\r\n protected override async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/kernelBlur.fragment\"), import(\"../ShadersWGSL/kernelBlur.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/kernelBlur.fragment\"), import(\"../Shaders/kernelBlur.vertex\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the post-process is ready to be used\r\n * @returns true if the post-process is ready (shader is compiled)\r\n */\r\n public override isReady(): boolean {\r\n return this._shadersLoaded && super.isReady();\r\n }\r\n\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n */\r\n public override updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void\r\n ) {\r\n this._updateParameters(onCompiled, onError);\r\n }\r\n\r\n protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const N = this._kernel;\r\n const centerIndex = (N - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < N; i++) {\r\n const u = i / (N - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors - (this._shaderLanguage === ShaderLanguage.WGSL ? 1 : 0); // Because of the additional builtins\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this._blockCompilation = false;\r\n super.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<BlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlurPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.direction,\r\n parsedPostProcess.kernel,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n undefined,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlurPostProcess\", BlurPostProcess);\r\n"]}
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@@ -32,7 +32,6 @@ export class PassPostProcess extends PostProcess {
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type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport \"../Shaders/pass.fragment\";\r\nimport \"../Shaders/passCube.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * PassPostProcess which produces an output the same as it's input\r\n */\r\nexport class PassPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"PassPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"PassPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates the PassPostProcess\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 The type of texture to be used when performing the post processing.\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> = null,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(name, \"pass\", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation, undefined, undefined, true);\r\n }\r\n\r\n protected override async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this.getEngine();\r\n\r\n this._shadersLoaded = false;\r\n\r\n if (engine.isWebGPU && !forceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/pass.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new PassPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n parsedPostProcess._engine,\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.PassPostProcess\", PassPostProcess);\r\n\r\n/**\r\n * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)\r\n */\r\nexport class PassCubePostProcess extends PostProcess {\r\n private _face = 0;\r\n\r\n /**\r\n * Gets or sets the cube face to display.\r\n * * 0 is +X\r\n * * 1 is -X\r\n * * 2 is +Y\r\n * * 3 is -Y\r\n * * 4 is +Z\r\n * * 5 is -Z\r\n */\r\n public get face(): number {\r\n return this._face;\r\n }\r\n\r\n public set face(value: number) {\r\n if (value < 0 || value > 5) {\r\n return;\r\n }\r\n\r\n this._face = value;\r\n switch (this._face) {\r\n case 0:\r\n this.updateEffect(\"#define POSITIVEX\");\r\n break;\r\n case 1:\r\n this.updateEffect(\"#define NEGATIVEX\");\r\n break;\r\n case 2:\r\n this.updateEffect(\"#define POSITIVEY\");\r\n break;\r\n case 3:\r\n this.updateEffect(\"#define NEGATIVEY\");\r\n break;\r\n case 4:\r\n this.updateEffect(\"#define POSITIVEZ\");\r\n break;\r\n case 5:\r\n this.updateEffect(\"#define NEGATIVEZ\");\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"PassCubePostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"PassCubePostProcess\";\r\n }\r\n\r\n /**\r\n * Creates the PassCubePostProcess\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 The type of texture to be used when performing the post processing.\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> = null,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\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 \"passCube\",\r\n null,\r\n null,\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define POSITIVEX\",\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation,\r\n undefined,\r\n undefined,\r\n true\r\n );\r\n }\r\n\r\n protected override async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this.getEngine();\r\n this._shadersLoaded = false;\r\n if (engine.isWebGPU && !forceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/passCube.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/passCube.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new PassCubePostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n parsedPostProcess._engine,\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\nAbstractEngine._RescalePostProcessFactory = (engine: AbstractEngine) => {\r\n return new PassPostProcess(\"rescale\", 1, null, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, engine, false, Constants.TEXTURETYPE_UNSIGNED_INT);\r\n};\r\n"]}
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type { Nullable } from \"../types\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport \"../Shaders/pass.fragment\";\r\nimport \"../Shaders/passCube.fragment\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * PassPostProcess which produces an output the same as it's input\r\n */\r\nexport class PassPostProcess extends PostProcess {\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"PassPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"PassPostProcess\";\r\n }\r\n\r\n /**\r\n * Creates the PassPostProcess\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 The type of texture to be used when performing the post processing.\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> = null,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n blockCompilation = false\r\n ) {\r\n super(name, \"pass\", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation, undefined, undefined, true);\r\n }\r\n\r\n protected override async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this.getEngine();\r\n\r\n if (engine.isWebGPU && !forceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/pass.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new PassPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n parsedPostProcess._engine,\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.PassPostProcess\", PassPostProcess);\r\n\r\n/**\r\n * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)\r\n */\r\nexport class PassCubePostProcess extends PostProcess {\r\n private _face = 0;\r\n\r\n /**\r\n * Gets or sets the cube face to display.\r\n * * 0 is +X\r\n * * 1 is -X\r\n * * 2 is +Y\r\n * * 3 is -Y\r\n * * 4 is +Z\r\n * * 5 is -Z\r\n */\r\n public get face(): number {\r\n return this._face;\r\n }\r\n\r\n public set face(value: number) {\r\n if (value < 0 || value > 5) {\r\n return;\r\n }\r\n\r\n this._face = value;\r\n switch (this._face) {\r\n case 0:\r\n this.updateEffect(\"#define POSITIVEX\");\r\n break;\r\n case 1:\r\n this.updateEffect(\"#define NEGATIVEX\");\r\n break;\r\n case 2:\r\n this.updateEffect(\"#define POSITIVEY\");\r\n break;\r\n case 3:\r\n this.updateEffect(\"#define NEGATIVEY\");\r\n break;\r\n case 4:\r\n this.updateEffect(\"#define POSITIVEZ\");\r\n break;\r\n case 5:\r\n this.updateEffect(\"#define NEGATIVEZ\");\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"PassCubePostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"PassCubePostProcess\";\r\n }\r\n\r\n /**\r\n * Creates the PassCubePostProcess\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 The type of texture to be used when performing the post processing.\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> = null,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\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 \"passCube\",\r\n null,\r\n null,\r\n options,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define POSITIVEX\",\r\n textureType,\r\n undefined,\r\n null,\r\n blockCompilation,\r\n undefined,\r\n undefined,\r\n true\r\n );\r\n }\r\n\r\n protected override async _initShaderSourceAsync(forceGLSL = false) {\r\n const engine = this.getEngine();\r\n if (engine.isWebGPU && !forceGLSL) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([import(\"../ShadersWGSL/passCube.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/passCube.fragment\")]);\r\n }\r\n\r\n this._shadersLoaded = true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new PassCubePostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n parsedPostProcess._engine,\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\nAbstractEngine._RescalePostProcessFactory = (engine: AbstractEngine) => {\r\n return new PassPostProcess(\"rescale\", 1, null, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, engine, false, Constants.TEXTURETYPE_UNSIGNED_INT);\r\n};\r\n"]}
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@@ -324,6 +324,11 @@ export declare class PostProcess {
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* @returns the fragment url or name in the shader store.
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*/
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getEffectName(): string;
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/**
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* Executed when the effect was created
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* @returns effect that was created for this post process
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*/
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onEffectCreatedObservable: Observable<Effect>;
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@@ -418,6 +423,7 @@ export declare class PostProcess {
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*/
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constructor(name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean, textureFormat?: number, shaderLanguage?: ShaderLanguage, dealyLoadShaders?: boolean);
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protected _initShaderSourceAsync(_forceGLSL?: boolean): Promise<void>;
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private _onInitShadersDone;
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private _postConstructor;
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/**
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* Gets a string identifying the name of the class
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@@ -238,7 +238,7 @@ export class PostProcess {
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* Modify the scale of the post process to be the same as the viewport (default: false)
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*/
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this.adaptScaleToCurrentViewport = false;
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this._shadersLoaded =
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this._shadersLoaded = false;
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this._reusable = false;
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this._renderId = 0;
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/**
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@@ -264,6 +264,11 @@ export class PostProcess {
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this._currentRenderTextureInd = 0;
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this._scaleRatio = new Vector2(1, 1);
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this._texelSize = Vector2.Zero();
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/**
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* Executed when the effect was created
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* @returns effect that was created for this post process
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*/
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this.onEffectCreatedObservable = new Observable();
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// Events
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/**
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* An event triggered when the postprocess is activated.
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@@ -285,6 +290,7 @@ export class PostProcess {
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* An event triggered after rendering the postprocess
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*/
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this.onAfterRenderObservable = new Observable();
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this._onInitShadersDone = null;
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294
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this.name = name;
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289
295
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let size = 1;
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290
296
|
let uniformBuffers = null;
|
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@@ -347,7 +353,12 @@ export class PostProcess {
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|
|
347
353
|
async _postConstructor(blockCompilation, defines = null, dealyLoadShaders = false) {
|
|
348
354
|
if (dealyLoadShaders) {
|
|
349
355
|
await this._initShaderSourceAsync(PostProcess.ForceGLSL);
|
|
356
|
+
if (this._onInitShadersDone) {
|
|
357
|
+
this._onInitShadersDone();
|
|
358
|
+
return;
|
|
359
|
+
}
|
|
350
360
|
}
|
|
361
|
+
this._shadersLoaded = true;
|
|
351
362
|
if (!blockCompilation) {
|
|
352
363
|
this.updateEffect(defines);
|
|
353
364
|
}
|
|
@@ -405,6 +416,14 @@ export class PostProcess {
|
|
|
405
416
|
* @param fragmentUrl The url of the fragment shader to be used (default: the one given at construction time)
|
|
406
417
|
*/
|
|
407
418
|
updateEffect(defines = null, uniforms = null, samplers = null, indexParameters, onCompiled, onError, vertexUrl, fragmentUrl) {
|
|
419
|
+
if (!this._shadersLoaded) {
|
|
420
|
+
this._onInitShadersDone = () => {
|
|
421
|
+
this._shadersLoaded = true;
|
|
422
|
+
this._onInitShadersDone = null;
|
|
423
|
+
this.updateEffect(defines, uniforms, samplers, indexParameters, onCompiled, onError, vertexUrl, fragmentUrl);
|
|
424
|
+
};
|
|
425
|
+
return;
|
|
426
|
+
}
|
|
408
427
|
const customShaderCodeProcessing = PostProcess._GetShaderCodeProcessing(this.name);
|
|
409
428
|
if (customShaderCodeProcessing?.defineCustomBindings) {
|
|
410
429
|
const newUniforms = uniforms?.slice() ?? [];
|
|
@@ -434,6 +453,7 @@ export class PostProcess {
|
|
|
434
453
|
: null,
|
|
435
454
|
shaderLanguage: this._shaderLanguage,
|
|
436
455
|
}, this._engine);
|
|
456
|
+
this.onEffectCreatedObservable.notifyObservers(this._drawWrapper.effect);
|
|
437
457
|
}
|
|
438
458
|
/**
|
|
439
459
|
* The post process is reusable if it can be used multiple times within one frame.
|
|
@@ -750,6 +770,7 @@ export class PostProcess {
|
|
|
750
770
|
this.onApplyObservable.clear();
|
|
751
771
|
this.onBeforeRenderObservable.clear();
|
|
752
772
|
this.onSizeChangedObservable.clear();
|
|
773
|
+
this.onEffectCreatedObservable.clear();
|
|
753
774
|
}
|
|
754
775
|
/**
|
|
755
776
|
* Serializes the post process to a JSON object
|