@babylonjs/core 7.3.3 → 7.5.0

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 (71) hide show
  1. package/Engines/abstractEngine.d.ts +11 -12
  2. package/Engines/abstractEngine.js +7 -7
  3. package/Engines/abstractEngine.js.map +1 -1
  4. package/Engines/thinEngine.d.ts +2 -2
  5. package/Engines/thinEngine.functions.d.ts +2 -0
  6. package/Engines/thinEngine.functions.js +1 -1
  7. package/Engines/thinEngine.functions.js.map +1 -1
  8. package/Engines/thinEngine.js +9 -10
  9. package/Engines/thinEngine.js.map +1 -1
  10. package/Loading/Plugins/babylonFileLoader.js +25 -14
  11. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  12. package/Materials/Background/backgroundMaterial.js +1 -2
  13. package/Materials/Background/backgroundMaterial.js.map +1 -1
  14. package/Materials/GreasedLine/greasedLinePluginMaterial.js +7 -3
  15. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  16. package/Materials/Node/Blocks/modBlock.js +7 -1
  17. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  18. package/Materials/Node/nodeMaterial.d.ts +2 -4
  19. package/Materials/Node/nodeMaterial.js +1 -3
  20. package/Materials/Node/nodeMaterial.js.map +1 -1
  21. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -2
  22. package/Materials/PBR/pbrBaseMaterial.js +1 -2
  23. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  24. package/Materials/effect.d.ts +4 -0
  25. package/Materials/effect.functions.js +2 -0
  26. package/Materials/effect.functions.js.map +1 -1
  27. package/Materials/effect.js.map +1 -1
  28. package/Materials/effect.webgl.functions.js +1 -1
  29. package/Materials/effect.webgl.functions.js.map +1 -1
  30. package/Materials/imageProcessingConfiguration.d.ts +5 -0
  31. package/Materials/imageProcessingConfiguration.defines.d.ts +2 -4
  32. package/Materials/imageProcessingConfiguration.defines.js +1 -2
  33. package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
  34. package/Materials/imageProcessingConfiguration.js +23 -11
  35. package/Materials/imageProcessingConfiguration.js.map +1 -1
  36. package/Materials/meshDebugPluginMaterial.js +2 -2
  37. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  38. package/Materials/standardMaterial.d.ts +1 -2
  39. package/Materials/standardMaterial.js +1 -2
  40. package/Materials/standardMaterial.js.map +1 -1
  41. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +6 -0
  42. package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
  43. package/Misc/fileTools.d.ts +6 -0
  44. package/Misc/fileTools.js +4 -3
  45. package/Misc/fileTools.js.map +1 -1
  46. package/Misc/greasedLineTools.js +7 -1
  47. package/Misc/greasedLineTools.js.map +1 -1
  48. package/Misc/sceneSerializer.js +9 -1
  49. package/Misc/sceneSerializer.js.map +1 -1
  50. package/Misc/textureTools.d.ts +2 -0
  51. package/Misc/textureTools.js +2 -0
  52. package/Misc/textureTools.js.map +1 -1
  53. package/Misc/tools.d.ts +0 -6
  54. package/Misc/tools.js +0 -9
  55. package/Misc/tools.js.map +1 -1
  56. package/PostProcesses/imageProcessingPostProcess.js +14 -5
  57. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  58. package/Rendering/GlobalIllumination/giRSMManager.d.ts +6 -0
  59. package/Rendering/GlobalIllumination/giRSMManager.js +15 -1
  60. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  61. package/Rendering/renderingGroup.js +1 -1
  62. package/Rendering/renderingGroup.js.map +1 -1
  63. package/Shaders/ShadersInclude/imageProcessingFunctions.js +8 -5
  64. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  65. package/Shaders/lod.fragment.d.ts +5 -0
  66. package/Shaders/lod.fragment.js +12 -0
  67. package/Shaders/lod.fragment.js.map +1 -0
  68. package/Shaders/lodCube.fragment.d.ts +5 -0
  69. package/Shaders/lodCube.fragment.js +30 -0
  70. package/Shaders/lodCube.fragment.js.map +1 -0
  71. package/package.json +1 -1
@@ -1 +1 @@
1
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{ SmartArray, SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable, DeepImmutable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport type { IEdgesRenderer } from \"./edgesRenderer\";\r\nimport type { ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\n/**\r\n * This represents the object necessary to create a rendering group.\r\n * This is exclusively used and created by the rendering manager.\r\n * To modify the behavior, you use the available helpers in your scene or meshes.\r\n * @internal\r\n */\r\nexport class RenderingGroup {\r\n private static _ZeroVector: DeepImmutable<Vector3> = Vector3.Zero();\r\n private _scene: Scene;\r\n private _opaqueSubMeshes = new SmartArray<SubMesh>(256);\r\n private _transparentSubMeshes = new SmartArray<SubMesh>(256);\r\n private _alphaTestSubMeshes = new SmartArray<SubMesh>(256);\r\n private _depthOnlySubMeshes = new SmartArray<SubMesh>(256);\r\n private _particleSystems = new SmartArray<IParticleSystem>(256);\r\n private _spriteManagers = new SmartArray<ISpriteManager>(256);\r\n\r\n private _opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number;\r\n\r\n private _renderOpaque: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderAlphaTest: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderTransparent: (subMeshes: SmartArray<SubMesh>) => void;\r\n\r\n /** @internal */\r\n public _empty = true;\r\n\r\n /** @internal */\r\n public _edgesRenderers = new SmartArrayNoDuplicate<IEdgesRenderer>(16);\r\n\r\n public onBeforeTransparentRendering: () => void;\r\n\r\n /**\r\n * Set the opaque sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._opaqueSortCompareFn = value;\r\n } else {\r\n this._opaqueSortCompareFn = RenderingGroup.PainterSortCompare;\r\n }\r\n this._renderOpaque = this._renderOpaqueSorted;\r\n }\r\n\r\n /**\r\n * Set the alpha test sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._alphaTestSortCompareFn = value;\r\n } else {\r\n this._alphaTestSortCompareFn = RenderingGroup.PainterSortCompare;\r\n }\r\n this._renderAlphaTest = this._renderAlphaTestSorted;\r\n }\r\n\r\n /**\r\n * Set the transparent sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._transparentSortCompareFn = value;\r\n } else {\r\n this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;\r\n }\r\n this._renderTransparent = this._renderTransparentSorted;\r\n }\r\n\r\n /**\r\n * Creates a new rendering group.\r\n * @param index The rendering group index\r\n * @param scene\r\n * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied\r\n * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied\r\n * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied\r\n */\r\n constructor(\r\n public index: number,\r\n scene: Scene,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ) {\r\n this._scene = scene;\r\n\r\n this.opaqueSortCompareFn = opaqueSortCompareFn;\r\n this.alphaTestSortCompareFn = alphaTestSortCompareFn;\r\n this.transparentSortCompareFn = transparentSortCompareFn;\r\n }\r\n\r\n /**\r\n * Render all the sub meshes contained in the group.\r\n * @param customRenderFunction Used to override the default render behaviour of the group.\r\n * @param renderSprites\r\n * @param renderParticles\r\n * @param activeMeshes\r\n */\r\n public render(\r\n customRenderFunction: Nullable<\r\n (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ) => void\r\n >,\r\n renderSprites: boolean,\r\n renderParticles: boolean,\r\n activeMeshes: Nullable<AbstractMesh[]>\r\n ): void {\r\n if (customRenderFunction) {\r\n customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Depth only\r\n if (this._depthOnlySubMeshes.length !== 0) {\r\n engine.setColorWrite(false);\r\n this._renderAlphaTest(this._depthOnlySubMeshes);\r\n engine.setColorWrite(true);\r\n }\r\n\r\n // Opaque\r\n if (this._opaqueSubMeshes.length !== 0) {\r\n this._renderOpaque(this._opaqueSubMeshes);\r\n }\r\n\r\n // Alpha test\r\n if (this._alphaTestSubMeshes.length !== 0) {\r\n this._renderAlphaTest(this._alphaTestSubMeshes);\r\n }\r\n\r\n const stencilState = engine.getStencilBuffer();\r\n engine.setStencilBuffer(false);\r\n\r\n // Sprites\r\n if (renderSprites) {\r\n this._renderSprites();\r\n }\r\n\r\n // Particles\r\n if (renderParticles) {\r\n this._renderParticles(activeMeshes);\r\n }\r\n\r\n if (this.onBeforeTransparentRendering) {\r\n this.onBeforeTransparentRendering();\r\n }\r\n\r\n // Transparent\r\n if (this._transparentSubMeshes.length !== 0 || this._scene.useOrderIndependentTransparency) {\r\n engine.setStencilBuffer(stencilState);\r\n if (this._scene.useOrderIndependentTransparency) {\r\n const excludedMeshes = this._scene.depthPeelingRenderer!.render(this._transparentSubMeshes);\r\n if (excludedMeshes.length) {\r\n // Render leftover meshes that could not be processed by depth peeling\r\n this._renderTransparent(excludedMeshes);\r\n }\r\n } else {\r\n this._renderTransparent(this._transparentSubMeshes);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Set back stencil to false in case it changes before the edge renderer.\r\n engine.setStencilBuffer(false);\r\n\r\n // Edges\r\n if (this._edgesRenderers.length) {\r\n for (let edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {\r\n this._edgesRenderers.data[edgesRendererIndex].render();\r\n }\r\n\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Stencil state.\r\n engine.setStencilBuffer(stencilState);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the opaqueSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderOpaqueSorted(subMeshes: SmartArray<SubMesh>): void {\r\n RenderingGroup._RenderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the alphatestSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderAlphaTestSorted(subMeshes: SmartArray<SubMesh>): void {\r\n RenderingGroup._RenderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the transparentSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderTransparentSorted(subMeshes: SmartArray<SubMesh>): void {\r\n RenderingGroup._RenderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);\r\n }\r\n\r\n /**\r\n * Renders the submeshes in a specified order.\r\n * @param subMeshes The submeshes to sort before render\r\n * @param sortCompareFn The comparison function use to sort\r\n * @param camera The camera position use to preprocess the submeshes to help sorting\r\n * @param transparent Specifies to activate blending if true\r\n */\r\n private static _RenderSorted(\r\n subMeshes: SmartArray<SubMesh>,\r\n sortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>,\r\n camera: Nullable<Camera>,\r\n transparent: boolean\r\n ): void {\r\n let subIndex = 0;\r\n let subMesh: SubMesh;\r\n const cameraPosition = camera ? camera.globalPosition : RenderingGroup._ZeroVector;\r\n\r\n if (transparent) {\r\n for (; subIndex < subMeshes.length; subIndex++) {\r\n subMesh = subMeshes.data[subIndex];\r\n subMesh._alphaIndex = subMesh.getMesh().alphaIndex;\r\n subMesh._distanceToCamera = Vector3.Distance(subMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);\r\n }\r\n }\r\n\r\n const sortedArray = subMeshes.length === subMeshes.data.length ? subMeshes.data : subMeshes.data.slice(0, subMeshes.length);\r\n\r\n if (sortCompareFn) {\r\n sortedArray.sort(sortCompareFn);\r\n }\r\n\r\n const scene = sortedArray[0].getMesh().getScene();\r\n for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {\r\n subMesh = sortedArray[subIndex];\r\n\r\n if (scene._activeMeshesFrozenButKeepClipping && !subMesh.isInFrustum(scene._frustumPlanes)) {\r\n continue;\r\n }\r\n\r\n if (transparent) {\r\n const material = subMesh.getMaterial();\r\n\r\n if (material && material.needDepthPrePass) {\r\n const engine = material.getScene().getEngine();\r\n engine.setColorWrite(false);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n subMesh.render(false);\r\n engine.setColorWrite(true);\r\n }\r\n }\r\n\r\n subMesh.render(transparent);\r\n }\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front if in the same alpha index.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n return RenderingGroup.backToFrontSortCompare(a, b);\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static backToFrontSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered front to back (prevent overdraw).\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static frontToBackSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return -1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are grouped by material then geometry.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n public static PainterSortCompare(a: SubMesh, b: SubMesh): number {\r\n const meshA = a.getMesh();\r\n const meshB = b.getMesh();\r\n\r\n if (meshA.material && meshB.material) {\r\n return meshA.material.uniqueId - meshB.material.uniqueId;\r\n }\r\n\r\n return meshA.uniqueId - meshB.uniqueId;\r\n }\r\n\r\n /**\r\n * Resets the different lists of submeshes to prepare a new frame.\r\n */\r\n public prepare(): void {\r\n this._opaqueSubMeshes.reset();\r\n this._transparentSubMeshes.reset();\r\n this._alphaTestSubMeshes.reset();\r\n this._depthOnlySubMeshes.reset();\r\n this._particleSystems.reset();\r\n this.prepareSprites();\r\n this._edgesRenderers.reset();\r\n this._empty = true;\r\n }\r\n\r\n /**\r\n * Resets the different lists of sprites to prepare a new frame.\r\n */\r\n public prepareSprites(): void {\r\n this._spriteManagers.reset();\r\n }\r\n\r\n public dispose(): void {\r\n this._opaqueSubMeshes.dispose();\r\n this._transparentSubMeshes.dispose();\r\n this._alphaTestSubMeshes.dispose();\r\n this._depthOnlySubMeshes.dispose();\r\n this._particleSystems.dispose();\r\n this._spriteManagers.dispose();\r\n this._edgesRenderers.dispose();\r\n }\r\n\r\n /**\r\n * Inserts the submesh in its correct queue depending on its material.\r\n * @param subMesh The submesh to dispatch\r\n * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n // Get mesh and materials if not provided\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (material === undefined) {\r\n material = subMesh.getMaterial();\r\n }\r\n\r\n if (material === null || material === undefined) {\r\n return;\r\n }\r\n\r\n if (material.needAlphaBlendingForMesh(mesh)) {\r\n // Transparent\r\n this._transparentSubMeshes.push(subMesh);\r\n } else if (material.needAlphaTesting()) {\r\n // Alpha test\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._alphaTestSubMeshes.push(subMesh);\r\n } else {\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._opaqueSubMeshes.push(subMesh); // Opaque\r\n }\r\n\r\n mesh._renderingGroup = this;\r\n\r\n if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {\r\n this._edgesRenderers.pushNoDuplicate(mesh._edgesRenderer);\r\n }\r\n\r\n this._empty = false;\r\n }\r\n\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n this._spriteManagers.push(spriteManager);\r\n this._empty = false;\r\n }\r\n\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n this._particleSystems.push(particleSystem);\r\n this._empty = false;\r\n }\r\n\r\n private _renderParticles(activeMeshes: Nullable<AbstractMesh[]>): void {\r\n if (this._particleSystems.length === 0) {\r\n return;\r\n }\r\n\r\n // Particles\r\n const activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);\r\n for (let particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {\r\n const particleSystem = this._particleSystems.data[particleIndex];\r\n\r\n if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {\r\n continue;\r\n }\r\n\r\n const emitter: any = particleSystem.emitter;\r\n if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {\r\n this._scene._activeParticles.addCount(particleSystem.render(), false);\r\n }\r\n }\r\n this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n\r\n private _renderSprites(): void {\r\n if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {\r\n return;\r\n }\r\n\r\n // Sprites\r\n const activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);\r\n for (let id = 0; id < this._spriteManagers.length; id++) {\r\n const spriteManager = this._spriteManagers.data[id];\r\n\r\n if ((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0) {\r\n spriteManager.render();\r\n }\r\n }\r\n this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n}\r\n"]}
1
+ 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{ SmartArray, SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Nullable, DeepImmutable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport type { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport type { IEdgesRenderer } from \"./edgesRenderer\";\r\nimport type { ISpriteManager } from \"../Sprites/spriteManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Material } from \"../Materials/material\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\n\r\n/**\r\n * This represents the object necessary to create a rendering group.\r\n * This is exclusively used and created by the rendering manager.\r\n * To modify the behavior, you use the available helpers in your scene or meshes.\r\n * @internal\r\n */\r\nexport class RenderingGroup {\r\n private static _ZeroVector: DeepImmutable<Vector3> = Vector3.Zero();\r\n private _scene: Scene;\r\n private _opaqueSubMeshes = new SmartArray<SubMesh>(256);\r\n private _transparentSubMeshes = new SmartArray<SubMesh>(256);\r\n private _alphaTestSubMeshes = new SmartArray<SubMesh>(256);\r\n private _depthOnlySubMeshes = new SmartArray<SubMesh>(256);\r\n private _particleSystems = new SmartArray<IParticleSystem>(256);\r\n private _spriteManagers = new SmartArray<ISpriteManager>(256);\r\n\r\n private _opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number;\r\n\r\n private _renderOpaque: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderAlphaTest: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderTransparent: (subMeshes: SmartArray<SubMesh>) => void;\r\n\r\n /** @internal */\r\n public _empty = true;\r\n\r\n /** @internal */\r\n public _edgesRenderers = new SmartArrayNoDuplicate<IEdgesRenderer>(16);\r\n\r\n public onBeforeTransparentRendering: () => void;\r\n\r\n /**\r\n * Set the opaque sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._opaqueSortCompareFn = value;\r\n } else {\r\n this._opaqueSortCompareFn = RenderingGroup.PainterSortCompare;\r\n }\r\n this._renderOpaque = this._renderOpaqueSorted;\r\n }\r\n\r\n /**\r\n * Set the alpha test sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._alphaTestSortCompareFn = value;\r\n } else {\r\n this._alphaTestSortCompareFn = RenderingGroup.PainterSortCompare;\r\n }\r\n this._renderAlphaTest = this._renderAlphaTestSorted;\r\n }\r\n\r\n /**\r\n * Set the transparent sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._transparentSortCompareFn = value;\r\n } else {\r\n this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;\r\n }\r\n this._renderTransparent = this._renderTransparentSorted;\r\n }\r\n\r\n /**\r\n * Creates a new rendering group.\r\n * @param index The rendering group index\r\n * @param scene\r\n * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied\r\n * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied\r\n * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied\r\n */\r\n constructor(\r\n public index: number,\r\n scene: Scene,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ) {\r\n this._scene = scene;\r\n\r\n this.opaqueSortCompareFn = opaqueSortCompareFn;\r\n this.alphaTestSortCompareFn = alphaTestSortCompareFn;\r\n this.transparentSortCompareFn = transparentSortCompareFn;\r\n }\r\n\r\n /**\r\n * Render all the sub meshes contained in the group.\r\n * @param customRenderFunction Used to override the default render behaviour of the group.\r\n * @param renderSprites\r\n * @param renderParticles\r\n * @param activeMeshes\r\n */\r\n public render(\r\n customRenderFunction: Nullable<\r\n (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ) => void\r\n >,\r\n renderSprites: boolean,\r\n renderParticles: boolean,\r\n activeMeshes: Nullable<AbstractMesh[]>\r\n ): void {\r\n if (customRenderFunction) {\r\n customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n // Depth only\r\n if (this._depthOnlySubMeshes.length !== 0) {\r\n engine.setColorWrite(false);\r\n this._renderAlphaTest(this._depthOnlySubMeshes);\r\n engine.setColorWrite(true);\r\n }\r\n\r\n // Opaque\r\n if (this._opaqueSubMeshes.length !== 0) {\r\n this._renderOpaque(this._opaqueSubMeshes);\r\n }\r\n\r\n // Alpha test\r\n if (this._alphaTestSubMeshes.length !== 0) {\r\n this._renderAlphaTest(this._alphaTestSubMeshes);\r\n }\r\n\r\n const stencilState = engine.getStencilBuffer();\r\n engine.setStencilBuffer(false);\r\n\r\n // Sprites\r\n if (renderSprites) {\r\n this._renderSprites();\r\n }\r\n\r\n // Particles\r\n if (renderParticles) {\r\n this._renderParticles(activeMeshes);\r\n }\r\n\r\n if (this.onBeforeTransparentRendering) {\r\n this.onBeforeTransparentRendering();\r\n }\r\n\r\n // Transparent\r\n if (this._transparentSubMeshes.length !== 0 || this._scene.useOrderIndependentTransparency) {\r\n engine.setStencilBuffer(stencilState);\r\n if (this._scene.useOrderIndependentTransparency) {\r\n const excludedMeshes = this._scene.depthPeelingRenderer!.render(this._transparentSubMeshes);\r\n if (excludedMeshes.length) {\r\n // Render leftover meshes that could not be processed by depth peeling\r\n this._renderTransparent(excludedMeshes);\r\n }\r\n } else {\r\n this._renderTransparent(this._transparentSubMeshes);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Set back stencil to false in case it changes before the edge renderer.\r\n engine.setStencilBuffer(false);\r\n\r\n // Edges\r\n if (this._edgesRenderers.length) {\r\n for (let edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {\r\n this._edgesRenderers.data[edgesRendererIndex].render();\r\n }\r\n\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n // Restore Stencil state.\r\n engine.setStencilBuffer(stencilState);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the opaqueSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderOpaqueSorted(subMeshes: SmartArray<SubMesh>): void {\r\n RenderingGroup._RenderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the alphatestSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderAlphaTestSorted(subMeshes: SmartArray<SubMesh>): void {\r\n RenderingGroup._RenderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the transparentSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private _renderTransparentSorted(subMeshes: SmartArray<SubMesh>): void {\r\n RenderingGroup._RenderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);\r\n }\r\n\r\n /**\r\n * Renders the submeshes in a specified order.\r\n * @param subMeshes The submeshes to sort before render\r\n * @param sortCompareFn The comparison function use to sort\r\n * @param camera The camera position use to preprocess the submeshes to help sorting\r\n * @param transparent Specifies to activate blending if true\r\n */\r\n private static _RenderSorted(\r\n subMeshes: SmartArray<SubMesh>,\r\n sortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>,\r\n camera: Nullable<Camera>,\r\n transparent: boolean\r\n ): void {\r\n let subIndex = 0;\r\n let subMesh: SubMesh;\r\n const cameraPosition = camera ? camera.globalPosition : RenderingGroup._ZeroVector;\r\n\r\n if (transparent) {\r\n for (; subIndex < subMeshes.length; subIndex++) {\r\n subMesh = subMeshes.data[subIndex];\r\n subMesh._alphaIndex = subMesh.getMesh().alphaIndex;\r\n subMesh._distanceToCamera = Vector3.Distance(subMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);\r\n }\r\n }\r\n\r\n const sortedArray = subMeshes.length === subMeshes.data.length ? subMeshes.data : subMeshes.data.slice(0, subMeshes.length);\r\n\r\n if (sortCompareFn) {\r\n sortedArray.sort(sortCompareFn);\r\n }\r\n\r\n const scene = sortedArray[0].getMesh().getScene();\r\n for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {\r\n subMesh = sortedArray[subIndex];\r\n\r\n if (scene._activeMeshesFrozenButKeepClipping && !subMesh.isInFrustum(scene._frustumPlanes)) {\r\n continue;\r\n }\r\n\r\n if (transparent) {\r\n const material = subMesh.getMaterial();\r\n\r\n if (material && material.needDepthPrePass) {\r\n const engine = material.getScene().getEngine();\r\n engine.setColorWrite(false);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n subMesh.render(false);\r\n engine.setColorWrite(true);\r\n }\r\n }\r\n\r\n subMesh.render(transparent);\r\n }\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front if in the same alpha index.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n return RenderingGroup.backToFrontSortCompare(a, b);\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static backToFrontSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered front to back (prevent overdraw).\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static frontToBackSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return -1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are grouped by material then geometry.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n public static PainterSortCompare(a: SubMesh, b: SubMesh): number {\r\n const meshA = a.getMesh();\r\n const meshB = b.getMesh();\r\n\r\n if (meshA.material && meshB.material) {\r\n return meshA.material.uniqueId - meshB.material.uniqueId;\r\n }\r\n\r\n return meshA.uniqueId - meshB.uniqueId;\r\n }\r\n\r\n /**\r\n * Resets the different lists of submeshes to prepare a new frame.\r\n */\r\n public prepare(): void {\r\n this._opaqueSubMeshes.reset();\r\n this._transparentSubMeshes.reset();\r\n this._alphaTestSubMeshes.reset();\r\n this._depthOnlySubMeshes.reset();\r\n this._particleSystems.reset();\r\n this.prepareSprites();\r\n this._edgesRenderers.reset();\r\n this._empty = true;\r\n }\r\n\r\n /**\r\n * Resets the different lists of sprites to prepare a new frame.\r\n */\r\n public prepareSprites(): void {\r\n this._spriteManagers.reset();\r\n }\r\n\r\n public dispose(): void {\r\n this._opaqueSubMeshes.dispose();\r\n this._transparentSubMeshes.dispose();\r\n this._alphaTestSubMeshes.dispose();\r\n this._depthOnlySubMeshes.dispose();\r\n this._particleSystems.dispose();\r\n this._spriteManagers.dispose();\r\n this._edgesRenderers.dispose();\r\n }\r\n\r\n /**\r\n * Inserts the submesh in its correct queue depending on its material.\r\n * @param subMesh The submesh to dispatch\r\n * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n // Get mesh and materials if not provided\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (material === undefined) {\r\n material = subMesh.getMaterial();\r\n }\r\n\r\n if (material === null || material === undefined) {\r\n return;\r\n }\r\n\r\n if (material.needAlphaBlendingForMesh(mesh)) {\r\n // Transparent\r\n this._transparentSubMeshes.push(subMesh);\r\n } else if (material.needAlphaTesting()) {\r\n // Alpha test\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._alphaTestSubMeshes.push(subMesh);\r\n } else {\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._opaqueSubMeshes.push(subMesh); // Opaque\r\n }\r\n\r\n mesh._renderingGroup = this;\r\n\r\n if (mesh._edgesRenderer && mesh.isEnabled() && mesh.isVisible && mesh._edgesRenderer.isEnabled) {\r\n this._edgesRenderers.pushNoDuplicate(mesh._edgesRenderer);\r\n }\r\n\r\n this._empty = false;\r\n }\r\n\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n this._spriteManagers.push(spriteManager);\r\n this._empty = false;\r\n }\r\n\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n this._particleSystems.push(particleSystem);\r\n this._empty = false;\r\n }\r\n\r\n private _renderParticles(activeMeshes: Nullable<AbstractMesh[]>): void {\r\n if (this._particleSystems.length === 0) {\r\n return;\r\n }\r\n\r\n // Particles\r\n const activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);\r\n for (let particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {\r\n const particleSystem = this._particleSystems.data[particleIndex];\r\n\r\n if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {\r\n continue;\r\n }\r\n\r\n const emitter: any = particleSystem.emitter;\r\n if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {\r\n this._scene._activeParticles.addCount(particleSystem.render(), false);\r\n }\r\n }\r\n this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n\r\n private _renderSprites(): void {\r\n if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {\r\n return;\r\n }\r\n\r\n // Sprites\r\n const activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);\r\n for (let id = 0; id < this._spriteManagers.length; id++) {\r\n const spriteManager = this._spriteManagers.data[id];\r\n\r\n if ((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0) {\r\n spriteManager.render();\r\n }\r\n }\r\n this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n}\r\n"]}
@@ -29,7 +29,10 @@ color.rgb=result.bgr;
29
29
  #endif
30
30
  return color;}
31
31
  #endif
32
- #ifdef TONEMAPPING_ACES
32
+ #if TONEMAPPING==3
33
+ const float PBRNeutralStartCompression=0.8-0.04;const float PBRNeutralDesaturation=0.15;vec3 PBRNeutralToneMapping( vec3 color ) {float x=min(color.r,min(color.g,color.b));float offset=x<0.08 ? x-6.25*x*x : 0.04;color-=offset;float peak=max(color.r,max(color.g,color.b));if (peak<PBRNeutralStartCompression) return color;float d=1.-PBRNeutralStartCompression;float newPeak=1.-d*d/(peak+d-PBRNeutralStartCompression);color*=newPeak/peak;float g=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(color,newPeak*vec3(1,1,1),g);}
34
+ #endif
35
+ #if TONEMAPPING==2
33
36
  const mat3 ACESInputMat=mat3(
34
37
  vec3(0.59719,0.07600,0.02840),
35
38
  vec3(0.35458,0.90834,0.13383),
@@ -58,13 +61,13 @@ vec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);result.rgb*
58
61
  result.rgb=mix(vignetteColor,result.rgb,vignette);
59
62
  #endif
60
63
  #endif
61
- #ifdef TONEMAPPING
62
- #ifdef TONEMAPPING_ACES
64
+ #if TONEMAPPING==3
65
+ result.rgb=PBRNeutralToneMapping(result.rgb);
66
+ #elif TONEMAPPING==2
63
67
  result.rgb=ACESFitted(result.rgb);
64
- #else
68
+ #elif TONEMAPPING==1
65
69
  const float tonemappingCalibration=1.590579;result.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);
66
70
  #endif
67
- #endif
68
71
  result.rgb=toGammaSpace(result.rgb);result.rgb=saturate(result.rgb);
69
72
  #ifdef CONTRAST
70
73
  vec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);if (contrast<1.0) {result.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);} else {result.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);}
@@ -1 +1 @@
1
- {"version":3,"file":"imageProcessingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/imageProcessingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;gBAoFC,CAAC;AACjB,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingFunctions\";\nconst shader = `#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n/** \n* Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL.\n* sampler3dSetting.x=textureOffset (0.5/textureSize).\n* sampler3dSetting.y=textureSize.\n*/\n#define inline\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{float sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);float sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;sliceUV.x+=sliceInteger*sliceSize;sliceUV=saturate(sliceUV);vec4 slice0Color=texture2D(colorTransform,sliceUV);sliceUV.x+=sliceSize;sliceUV=saturate(sliceUV);vec4 slice1Color=texture2D(colorTransform,sliceUV);vec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;}\n#endif\n#ifdef TONEMAPPING_ACES\nconst mat3 ACESInputMat=mat3(\nvec3(0.59719,0.07600,0.02840),\nvec3(0.35458,0.90834,0.13383),\nvec3(0.04823,0.01566,0.83777)\n);const mat3 ACESOutputMat=mat3(\nvec3( 1.60475,-0.10208,-0.00327),\nvec3(-0.53108, 1.10813,-0.07276),\nvec3(-0.07367,-0.00605, 1.07602)\n);vec3 RRTAndODTFit(vec3 v)\n{vec3 a=v*(v+0.0245786)-0.000090537;vec3 b=v*(0.983729*v+0.4329510)+0.238081;return a/b;}\nvec3 ACESFitted(vec3 color)\n{color=ACESInputMat*color;color=RRTAndODTFit(color);color=ACESOutputMat*color;color=saturate(color);return color;}\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS\nvec4 applyImageProcessing(vec4 result) {\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;vec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);float vignetteTerm=dot(vignetteXY1,vignetteXY1);float vignette=pow(vignetteTerm,vignetteSettings2.w);vec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);result.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#ifdef TONEMAPPING\n#ifdef TONEMAPPING_ACES\nresult.rgb=ACESFitted(result.rgb);\n#else\nconst float tonemappingCalibration=1.590579;result.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\n#endif\nresult.rgb=toGammaSpace(result.rgb);result.rgb=saturate(result.rgb);\n#ifdef CONTRAST\nvec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);if (contrast<1.0) {result.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);} else {result.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);}\n#endif\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\nfloat luma=getLuminance(result.rgb);vec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));vec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;result.rgb*=colorCurve.rgb;result.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\n#ifdef DITHER\nfloat rand=getRand(gl_FragCoord.xy*vInverseScreenSize);float dither=mix(-ditherIntensity,ditherIntensity,rand);result.rgb=saturate(result.rgb+vec3(dither));\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND\nreturn result;}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"imageProcessingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/imageProcessingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;gBAuFC,CAAC;AACjB,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"imageProcessingFunctions\";\nconst shader = `#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n/** \n* Polyfill for SAMPLE_TEXTURE_3D,which is unsupported in WebGL.\n* sampler3dSetting.x=textureOffset (0.5/textureSize).\n* sampler3dSetting.y=textureSize.\n*/\n#define inline\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{float sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);float sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;sliceUV.x+=sliceInteger*sliceSize;sliceUV=saturate(sliceUV);vec4 slice0Color=texture2D(colorTransform,sliceUV);sliceUV.x+=sliceSize;sliceUV=saturate(sliceUV);vec4 slice1Color=texture2D(colorTransform,sliceUV);vec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;}\n#endif\n#if TONEMAPPING==3\nconst float PBRNeutralStartCompression=0.8-0.04;const float PBRNeutralDesaturation=0.15;vec3 PBRNeutralToneMapping( vec3 color ) {float x=min(color.r,min(color.g,color.b));float offset=x<0.08 ? x-6.25*x*x : 0.04;color-=offset;float peak=max(color.r,max(color.g,color.b));if (peak<PBRNeutralStartCompression) return color;float d=1.-PBRNeutralStartCompression;float newPeak=1.-d*d/(peak+d-PBRNeutralStartCompression);color*=newPeak/peak;float g=1.-1./(PBRNeutralDesaturation*(peak-newPeak)+1.);return mix(color,newPeak*vec3(1,1,1),g);}\n#endif\n#if TONEMAPPING==2\nconst mat3 ACESInputMat=mat3(\nvec3(0.59719,0.07600,0.02840),\nvec3(0.35458,0.90834,0.13383),\nvec3(0.04823,0.01566,0.83777)\n);const mat3 ACESOutputMat=mat3(\nvec3( 1.60475,-0.10208,-0.00327),\nvec3(-0.53108, 1.10813,-0.07276),\nvec3(-0.07367,-0.00605, 1.07602)\n);vec3 RRTAndODTFit(vec3 v)\n{vec3 a=v*(v+0.0245786)-0.000090537;vec3 b=v*(0.983729*v+0.4329510)+0.238081;return a/b;}\nvec3 ACESFitted(vec3 color)\n{color=ACESInputMat*color;color=RRTAndODTFit(color);color=ACESOutputMat*color;color=saturate(color);return color;}\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS\nvec4 applyImageProcessing(vec4 result) {\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;viewportXY=viewportXY*2.0-1.0;vec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);float vignetteTerm=dot(vignetteXY1,vignetteXY1);float vignette=pow(vignetteTerm,vignetteSettings2.w);vec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);result.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#if TONEMAPPING==3\nresult.rgb=PBRNeutralToneMapping(result.rgb);\n#elif TONEMAPPING==2\nresult.rgb=ACESFitted(result.rgb);\n#elif TONEMAPPING==1\nconst float tonemappingCalibration=1.590579;result.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\nresult.rgb=toGammaSpace(result.rgb);result.rgb=saturate(result.rgb);\n#ifdef CONTRAST\nvec3 resultHighContrast=result.rgb*result.rgb*(3.0-2.0*result.rgb);if (contrast<1.0) {result.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);} else {result.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);}\n#endif\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\nfloat luma=getLuminance(result.rgb);vec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));vec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;result.rgb*=colorCurve.rgb;result.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\n#ifdef DITHER\nfloat rand=getRand(gl_FragCoord.xy*vInverseScreenSize);float dither=mix(-ditherIntensity,ditherIntensity,rand);result.rgb=saturate(result.rgb+vec3(dither));\n#endif\n#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND\nreturn result;}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const imageProcessingFunctions = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const lodPixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,12 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "lodPixelShader";
4
+ const shader = `#extension GL_EXT_shader_texture_lod : enable
5
+ precision highp float;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vUV;uniform sampler2D textureSampler;uniform float lod;uniform vec2 texSize;uniform bool gamma;void main(void)
6
+ {gl_FragColor=textureLod(textureSampler,vUV,lod);if (!gamma) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}
7
+ `;
8
+ // Sideeffect
9
+ ShaderStore.ShadersStore[name] = shader;
10
+ /** @internal */
11
+ export const lodPixelShader = { name, shader };
12
+ //# sourceMappingURL=lod.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lod.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lod.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gBAAgB,CAAC;AAC9B,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lodPixelShader\";\nconst shader = `#extension GL_EXT_shader_texture_lod : enable\nprecision highp float;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vUV;uniform sampler2D textureSampler;uniform float lod;uniform vec2 texSize;uniform bool gamma;void main(void)\n{gl_FragColor=textureLod(textureSampler,vUV,lod);if (!gamma) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lodPixelShader = { name, shader };\n"]}
@@ -0,0 +1,5 @@
1
+ /** @internal */
2
+ export declare const lodCubePixelShader: {
3
+ name: string;
4
+ shader: string;
5
+ };
@@ -0,0 +1,30 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "../Engines/shaderStore.js";
3
+ const name = "lodCubePixelShader";
4
+ const shader = `precision highp float;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vUV;uniform samplerCube textureSampler;uniform float lod;uniform bool gamma;void main(void)
5
+ {vec2 uv=vUV*2.0-1.0;
6
+ #ifdef POSITIVEX
7
+ gl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x),lod);
8
+ #endif
9
+ #ifdef NEGATIVEX
10
+ gl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x),lod);
11
+ #endif
12
+ #ifdef POSITIVEY
13
+ gl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x),lod);
14
+ #endif
15
+ #ifdef NEGATIVEY
16
+ gl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x),lod);
17
+ #endif
18
+ #ifdef POSITIVEZ
19
+ gl_FragColor=textureCube(textureSampler,vec3(uv,1.001),lod);
20
+ #endif
21
+ #ifdef NEGATIVEZ
22
+ gl_FragColor=textureCube(textureSampler,vec3(uv,-1.001),lod);
23
+ #endif
24
+ if (!gamma) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}
25
+ `;
26
+ // Sideeffect
27
+ ShaderStore.ShadersStore[name] = shader;
28
+ /** @internal */
29
+ export const lodCubePixelShader = { name, shader };
30
+ //# sourceMappingURL=lodCube.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"lodCube.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/lodCube.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"lodCubePixelShader\";\nconst shader = `precision highp float;const float GammaEncodePowerApprox=1.0/2.2;varying vec2 vUV;uniform samplerCube textureSampler;uniform float lod;uniform bool gamma;void main(void)\n{vec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x),lod);\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x),lod);\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x),lod);\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x),lod);\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001),lod);\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001),lod);\n#endif\nif (!gamma) {gl_FragColor.rgb=pow(gl_FragColor.rgb,vec3(GammaEncodePowerApprox));}}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const lodCubePixelShader = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "7.3.3",
3
+ "version": "7.5.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",