@babylonjs/core 7.32.0 → 7.32.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (367) hide show
  1. package/Behaviors/Cameras/autoRotationBehavior.js +1 -0
  2. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  3. package/Cameras/camera.d.ts +5 -2
  4. package/Cameras/camera.js +1 -0
  5. package/Cameras/camera.js.map +1 -1
  6. package/Decorators/nodeDecorator.d.ts +9 -1
  7. package/Decorators/nodeDecorator.js +8 -0
  8. package/Decorators/nodeDecorator.js.map +1 -1
  9. package/Engines/Extensions/engine.multiRender.js +40 -53
  10. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  11. package/Engines/Extensions/engine.renderTarget.js +20 -8
  12. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  13. package/Engines/WebGPU/Extensions/engine.debugging.js +16 -7
  14. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  15. package/Engines/WebGPU/Extensions/engine.multiRender.js +43 -44
  16. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.renderTarget.js +8 -6
  18. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  19. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +3 -3
  20. package/Engines/WebGPU/webgpuHardwareTexture.js +12 -9
  21. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  22. package/Engines/WebGPU/webgpuTextureHelper.js +25 -19
  23. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  24. package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -1
  25. package/Engines/WebGPU/webgpuTextureManager.js +5 -3
  26. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  27. package/Engines/abstractEngine.d.ts +6 -1
  28. package/Engines/abstractEngine.js +2 -2
  29. package/Engines/abstractEngine.js.map +1 -1
  30. package/Engines/constants.d.ts +6 -1
  31. package/Engines/constants.js +6 -1
  32. package/Engines/constants.js.map +1 -1
  33. package/Engines/renderTargetWrapper.d.ts +7 -0
  34. package/Engines/renderTargetWrapper.js +15 -0
  35. package/Engines/renderTargetWrapper.js.map +1 -1
  36. package/Engines/webgpuEngine.d.ts +3 -1
  37. package/Engines/webgpuEngine.js +9 -8
  38. package/Engines/webgpuEngine.js.map +1 -1
  39. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +47 -0
  40. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +113 -0
  41. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -0
  42. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.d.ts +62 -0
  43. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +171 -0
  44. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -0
  45. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +51 -0
  46. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +127 -0
  47. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -0
  48. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +67 -0
  49. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +187 -0
  50. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -0
  51. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.d.ts +77 -0
  52. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +232 -0
  53. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -0
  54. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +47 -0
  55. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +113 -0
  56. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -0
  57. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.d.ts +41 -0
  58. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js +79 -0
  59. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +1 -0
  60. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +119 -0
  61. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +451 -0
  62. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -0
  63. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.d.ts +63 -0
  64. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +154 -0
  65. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -0
  66. package/FrameGraph/Node/Blocks/Teleport/teleportInBlock.d.ts +59 -0
  67. package/FrameGraph/Node/Blocks/Teleport/teleportInBlock.js +131 -0
  68. package/FrameGraph/Node/Blocks/Teleport/teleportInBlock.js.map +1 -0
  69. package/FrameGraph/Node/Blocks/Teleport/teleportOutBlock.d.ts +49 -0
  70. package/FrameGraph/Node/Blocks/Teleport/teleportOutBlock.js +107 -0
  71. package/FrameGraph/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -0
  72. package/FrameGraph/Node/Blocks/Textures/clearBlock.d.ts +50 -0
  73. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +125 -0
  74. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -0
  75. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.d.ts +38 -0
  76. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +71 -0
  77. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -0
  78. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.d.ts +34 -0
  79. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +59 -0
  80. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -0
  81. package/FrameGraph/Node/Blocks/elbowBlock.d.ts +28 -0
  82. package/FrameGraph/Node/Blocks/elbowBlock.js +47 -0
  83. package/FrameGraph/Node/Blocks/elbowBlock.js.map +1 -0
  84. package/FrameGraph/Node/Blocks/index.d.ts +17 -0
  85. package/FrameGraph/Node/Blocks/index.js +18 -0
  86. package/FrameGraph/Node/Blocks/index.js.map +1 -0
  87. package/FrameGraph/Node/Blocks/inputBlock.d.ts +94 -0
  88. package/FrameGraph/Node/Blocks/inputBlock.js +270 -0
  89. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -0
  90. package/FrameGraph/Node/Blocks/outputBlock.d.ts +30 -0
  91. package/FrameGraph/Node/Blocks/outputBlock.js +51 -0
  92. package/FrameGraph/Node/Blocks/outputBlock.js.map +1 -0
  93. package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +110 -0
  94. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +78 -0
  95. package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -0
  96. package/FrameGraph/Node/nodeRenderGraph.d.ts +196 -0
  97. package/FrameGraph/Node/nodeRenderGraph.js +614 -0
  98. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -0
  99. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +190 -0
  100. package/FrameGraph/Node/nodeRenderGraphBlock.js +495 -0
  101. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -0
  102. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.d.ts +143 -0
  103. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +275 -0
  104. package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -0
  105. package/FrameGraph/Node/nodeRenderGraphBuildState.d.ts +21 -0
  106. package/FrameGraph/Node/nodeRenderGraphBuildState.js +35 -0
  107. package/FrameGraph/Node/nodeRenderGraphBuildState.js.map +1 -0
  108. package/FrameGraph/Passes/cullPass.d.ts +28 -0
  109. package/FrameGraph/Passes/cullPass.js +38 -0
  110. package/FrameGraph/Passes/cullPass.js.map +1 -0
  111. package/FrameGraph/Passes/pass.d.ts +14 -0
  112. package/FrameGraph/Passes/pass.js +20 -0
  113. package/FrameGraph/Passes/pass.js.map +1 -0
  114. package/FrameGraph/Passes/renderPass.d.ts +49 -0
  115. package/FrameGraph/Passes/renderPass.js +72 -0
  116. package/FrameGraph/Passes/renderPass.js.map +1 -0
  117. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.d.ts +16 -0
  118. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js +17 -0
  119. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js.map +1 -0
  120. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.d.ts +12 -0
  121. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +21 -0
  122. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -0
  123. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +54 -0
  124. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +114 -0
  125. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -0
  126. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +17 -0
  127. package/FrameGraph/Tasks/PostProcesses/blurTask.js +24 -0
  128. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -0
  129. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.d.ts +30 -0
  130. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +35 -0
  131. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -0
  132. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.d.ts +12 -0
  133. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +26 -0
  134. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -0
  135. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.d.ts +12 -0
  136. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +29 -0
  137. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -0
  138. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +65 -0
  139. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +134 -0
  140. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -0
  141. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.d.ts +16 -0
  142. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js +17 -0
  143. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -0
  144. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +41 -0
  145. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +64 -0
  146. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -0
  147. package/FrameGraph/Tasks/Rendering/cullObjectsTask.d.ts +28 -0
  148. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js +52 -0
  149. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +1 -0
  150. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +145 -0
  151. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +259 -0
  152. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -0
  153. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +66 -0
  154. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +127 -0
  155. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -0
  156. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +34 -0
  157. package/FrameGraph/Tasks/Texture/clearTextureTask.js +42 -0
  158. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -0
  159. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.d.ts +12 -0
  160. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js +23 -0
  161. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -0
  162. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +26 -0
  163. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +31 -0
  164. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -0
  165. package/FrameGraph/Tasks/Texture/generateMipMapsTask.d.ts +22 -0
  166. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +34 -0
  167. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -0
  168. package/FrameGraph/frameGraph.d.ts +143 -0
  169. package/FrameGraph/frameGraph.js +275 -0
  170. package/FrameGraph/frameGraph.js.map +1 -0
  171. package/FrameGraph/frameGraphContext.d.ts +5 -0
  172. package/FrameGraph/frameGraphContext.js +6 -0
  173. package/FrameGraph/frameGraphContext.js.map +1 -0
  174. package/FrameGraph/frameGraphObjectList.d.ts +15 -0
  175. package/FrameGraph/frameGraphObjectList.js +7 -0
  176. package/FrameGraph/frameGraphObjectList.js.map +1 -0
  177. package/FrameGraph/frameGraphRenderContext.d.ts +110 -0
  178. package/FrameGraph/frameGraphRenderContext.js +237 -0
  179. package/FrameGraph/frameGraphRenderContext.js.map +1 -0
  180. package/FrameGraph/frameGraphTask.d.ts +49 -0
  181. package/FrameGraph/frameGraphTask.js +117 -0
  182. package/FrameGraph/frameGraphTask.js.map +1 -0
  183. package/FrameGraph/frameGraphTextureManager.d.ts +50 -0
  184. package/FrameGraph/frameGraphTextureManager.js +277 -0
  185. package/FrameGraph/frameGraphTextureManager.js.map +1 -0
  186. package/FrameGraph/frameGraphTypes.d.ts +59 -0
  187. package/FrameGraph/frameGraphTypes.js +9 -0
  188. package/FrameGraph/frameGraphTypes.js.map +1 -0
  189. package/FrameGraph/index.d.ts +28 -0
  190. package/FrameGraph/index.js +30 -0
  191. package/FrameGraph/index.js.map +1 -0
  192. package/Gamepads/gamepadSceneComponent.d.ts +0 -1
  193. package/Gamepads/gamepadSceneComponent.js +1 -7
  194. package/Gamepads/gamepadSceneComponent.js.map +1 -1
  195. package/Gizmos/boundingBoxGizmo.d.ts +7 -0
  196. package/Gizmos/boundingBoxGizmo.js +19 -6
  197. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  198. package/Inputs/scene.inputManager.d.ts +3 -1
  199. package/Inputs/scene.inputManager.js +20 -8
  200. package/Inputs/scene.inputManager.js.map +1 -1
  201. package/Layers/layer.d.ts +1 -1
  202. package/Layers/layer.js +1 -1
  203. package/Layers/layer.js.map +1 -1
  204. package/Materials/PBR/pbrBaseMaterial.d.ts +4 -0
  205. package/Materials/PBR/pbrBaseMaterial.js +8 -0
  206. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  207. package/Materials/Textures/dynamicTexture.d.ts +32 -2
  208. package/Materials/Textures/dynamicTexture.js +13 -18
  209. package/Materials/Textures/dynamicTexture.js.map +1 -1
  210. package/Materials/Textures/index.d.ts +1 -0
  211. package/Materials/Textures/index.js +1 -0
  212. package/Materials/Textures/index.js.map +1 -1
  213. package/Materials/Textures/mirrorTexture.js +0 -6
  214. package/Materials/Textures/mirrorTexture.js.map +1 -1
  215. package/Materials/Textures/multiRenderTarget.d.ts +20 -8
  216. package/Materials/Textures/multiRenderTarget.js +2 -0
  217. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  218. package/Materials/Textures/renderTargetTexture.d.ts +8 -1
  219. package/Materials/Textures/renderTargetTexture.js +28 -10
  220. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  221. package/Materials/Textures/textureCreationOptions.d.ts +20 -2
  222. package/Materials/Textures/textureCreationOptions.js +20 -1
  223. package/Materials/Textures/textureCreationOptions.js.map +1 -1
  224. package/Materials/effectRenderer.d.ts +132 -14
  225. package/Materials/effectRenderer.js +229 -33
  226. package/Materials/effectRenderer.js.map +1 -1
  227. package/Materials/index.d.ts +1 -0
  228. package/Materials/index.js +1 -0
  229. package/Materials/index.js.map +1 -1
  230. package/Materials/materialHelper.functions.js +2 -0
  231. package/Materials/materialHelper.functions.js.map +1 -1
  232. package/Materials/materialHelper.geometryrendering.d.ts +122 -0
  233. package/Materials/materialHelper.geometryrendering.js +259 -0
  234. package/Materials/materialHelper.geometryrendering.js.map +1 -0
  235. package/Materials/standardMaterial.d.ts +4 -0
  236. package/Materials/standardMaterial.js +8 -0
  237. package/Materials/standardMaterial.js.map +1 -1
  238. package/Maths/index.d.ts +1 -0
  239. package/Maths/index.js +1 -0
  240. package/Maths/index.js.map +1 -1
  241. package/Meshes/Builders/greasedLineBuilder.d.ts +1 -1
  242. package/Meshes/Node/Blocks/geometryOptimizeBlock.d.ts +22 -1
  243. package/Meshes/Node/Blocks/geometryOptimizeBlock.js +39 -0
  244. package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
  245. package/Misc/copyTextureToTexture.d.ts +3 -2
  246. package/Misc/copyTextureToTexture.js +11 -5
  247. package/Misc/copyTextureToTexture.js.map +1 -1
  248. package/PostProcesses/blackAndWhitePostProcess.d.ts +5 -3
  249. package/PostProcesses/blackAndWhitePostProcess.js +24 -19
  250. package/PostProcesses/blackAndWhitePostProcess.js.map +1 -1
  251. package/PostProcesses/bloomEffect.d.ts +7 -5
  252. package/PostProcesses/bloomEffect.js +49 -23
  253. package/PostProcesses/bloomEffect.js.map +1 -1
  254. package/PostProcesses/bloomMergePostProcess.d.ts +5 -5
  255. package/PostProcesses/bloomMergePostProcess.js +28 -19
  256. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  257. package/PostProcesses/blurPostProcess.d.ts +7 -43
  258. package/PostProcesses/blurPostProcess.js +47 -185
  259. package/PostProcesses/blurPostProcess.js.map +1 -1
  260. package/PostProcesses/circleOfConfusionPostProcess.d.ts +13 -6
  261. package/PostProcesses/circleOfConfusionPostProcess.js +59 -38
  262. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  263. package/PostProcesses/depthOfFieldBlurPostProcess.d.ts +2 -6
  264. package/PostProcesses/depthOfFieldBlurPostProcess.js +14 -11
  265. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  266. package/PostProcesses/depthOfFieldEffect.d.ts +5 -2
  267. package/PostProcesses/depthOfFieldEffect.js +53 -45
  268. package/PostProcesses/depthOfFieldEffect.js.map +1 -1
  269. package/PostProcesses/depthOfFieldMergePostProcess.d.ts +0 -1
  270. package/PostProcesses/depthOfFieldMergePostProcess.js +18 -12
  271. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  272. package/PostProcesses/extractHighlightsPostProcess.d.ts +8 -4
  273. package/PostProcesses/extractHighlightsPostProcess.js +35 -22
  274. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  275. package/PostProcesses/index.d.ts +6 -0
  276. package/PostProcesses/index.js +6 -0
  277. package/PostProcesses/index.js.map +1 -1
  278. package/PostProcesses/postProcess.d.ts +15 -70
  279. package/PostProcesses/postProcess.js +80 -97
  280. package/PostProcesses/postProcess.js.map +1 -1
  281. package/PostProcesses/thinBlackAndWhitePostProcess.d.ts +28 -0
  282. package/PostProcesses/thinBlackAndWhitePostProcess.js +50 -0
  283. package/PostProcesses/thinBlackAndWhitePostProcess.js.map +1 -0
  284. package/PostProcesses/thinBloomEffect.d.ts +49 -0
  285. package/PostProcesses/thinBloomEffect.js +59 -0
  286. package/PostProcesses/thinBloomEffect.js.map +1 -0
  287. package/PostProcesses/thinBloomMergePostProcess.d.ts +15 -0
  288. package/PostProcesses/thinBloomMergePostProcess.js +38 -0
  289. package/PostProcesses/thinBloomMergePostProcess.js.map +1 -0
  290. package/PostProcesses/thinBlurPostProcess.d.ts +89 -0
  291. package/PostProcesses/thinBlurPostProcess.js +242 -0
  292. package/PostProcesses/thinBlurPostProcess.js.map +1 -0
  293. package/PostProcesses/thinCircleOfConfusionPostProcess.d.ts +62 -0
  294. package/PostProcesses/thinCircleOfConfusionPostProcess.js +81 -0
  295. package/PostProcesses/thinCircleOfConfusionPostProcess.js.map +1 -0
  296. package/PostProcesses/thinDepthOfFieldBlurPostProcess.d.ts +8 -0
  297. package/PostProcesses/thinDepthOfFieldBlurPostProcess.js +13 -0
  298. package/PostProcesses/thinDepthOfFieldBlurPostProcess.js.map +1 -0
  299. package/PostProcesses/thinDepthOfFieldEffect.d.ts +70 -0
  300. package/PostProcesses/thinDepthOfFieldEffect.js +115 -0
  301. package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -0
  302. package/PostProcesses/thinDepthOfFieldMergePostProcess.d.ts +11 -0
  303. package/PostProcesses/thinDepthOfFieldMergePostProcess.js +30 -0
  304. package/PostProcesses/thinDepthOfFieldMergePostProcess.js.map +1 -0
  305. package/PostProcesses/thinExtractHighlightsPostProcess.d.ts +30 -0
  306. package/PostProcesses/thinExtractHighlightsPostProcess.js +55 -0
  307. package/PostProcesses/thinExtractHighlightsPostProcess.js.map +1 -0
  308. package/Rendering/depthPeelingRenderer.js +2 -2
  309. package/Rendering/depthPeelingRenderer.js.map +1 -1
  310. package/Rendering/fluidRenderer/fluidRenderingObject.js +4 -4
  311. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  312. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +1 -1
  313. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  314. package/Shaders/ShadersInclude/pbrBlockPrePass.d.ts +5 -0
  315. package/Shaders/ShadersInclude/pbrBlockPrePass.js +75 -0
  316. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -0
  317. package/Shaders/ShadersInclude/prePassVertex.js +1 -2
  318. package/Shaders/ShadersInclude/prePassVertex.js.map +1 -1
  319. package/Shaders/circleOfConfusion.fragment.js +9 -1
  320. package/Shaders/circleOfConfusion.fragment.js.map +1 -1
  321. package/Shaders/colorCorrection.fragment.js +1 -0
  322. package/Shaders/colorCorrection.fragment.js.map +1 -1
  323. package/Shaders/default.fragment.js +17 -25
  324. package/Shaders/default.fragment.js.map +1 -1
  325. package/Shaders/default.vertex.js +4 -6
  326. package/Shaders/default.vertex.js.map +1 -1
  327. package/Shaders/pbr.fragment.d.ts +1 -0
  328. package/Shaders/pbr.fragment.js +2 -74
  329. package/Shaders/pbr.fragment.js.map +1 -1
  330. package/Shaders/pbr.vertex.js +3 -3
  331. package/Shaders/pbr.vertex.js.map +1 -1
  332. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.d.ts +5 -0
  333. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +100 -0
  334. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -0
  335. package/ShadersWGSL/ShadersInclude/prePassVertex.js +1 -2
  336. package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -1
  337. package/ShadersWGSL/background.vertex.js +1 -1
  338. package/ShadersWGSL/background.vertex.js.map +1 -1
  339. package/ShadersWGSL/circleOfConfusion.fragment.js +10 -2
  340. package/ShadersWGSL/circleOfConfusion.fragment.js.map +1 -1
  341. package/ShadersWGSL/default.fragment.js +20 -31
  342. package/ShadersWGSL/default.fragment.js.map +1 -1
  343. package/ShadersWGSL/default.vertex.js +4 -5
  344. package/ShadersWGSL/default.vertex.js.map +1 -1
  345. package/ShadersWGSL/glowMapGeneration.fragment.js +1 -1
  346. package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -1
  347. package/ShadersWGSL/glowMapGeneration.vertex.js +1 -1
  348. package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
  349. package/ShadersWGSL/pbr.fragment.d.ts +1 -0
  350. package/ShadersWGSL/pbr.fragment.js +2 -100
  351. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  352. package/ShadersWGSL/pbr.vertex.js +4 -2
  353. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  354. package/XR/features/WebXRRawCameraAccess.js +1 -1
  355. package/XR/features/WebXRRawCameraAccess.js.map +1 -1
  356. package/index.d.ts +1 -0
  357. package/index.js +1 -0
  358. package/index.js.map +1 -1
  359. package/package.json +1 -1
  360. package/scene.d.ts +19 -2
  361. package/scene.js +110 -13
  362. package/scene.js.map +1 -1
  363. package/sceneComponent.d.ts +0 -1
  364. package/sceneComponent.js +0 -1
  365. package/sceneComponent.js.map +1 -1
  366. package/types.d.ts +12 -0
  367. package/types.js.map +1 -1
package/Maths/index.d.ts CHANGED
@@ -1,6 +1,7 @@
1
1
  export * from "./math.scalar";
2
2
  export * from "./math.functions";
3
3
  export * from "./math.polar";
4
+ export * from "./math.like";
4
5
  export * from "./math";
5
6
  export * from "./sphericalPolynomial";
6
7
  export * from "./halton2DSequence";
package/Maths/index.js CHANGED
@@ -1,6 +1,7 @@
1
1
  export * from "./math.scalar.js";
2
2
  export * from "./math.functions.js";
3
3
  export * from "./math.polar.js";
4
+ export * from "./math.like.js";
4
5
  export * from "./math.js";
5
6
  export * from "./sphericalPolynomial.js";
6
7
  export * from "./halton2DSequence.js";
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/index.ts"],"names":[],"mappings":"AAAA,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,QAAQ,CAAC;AACvB,cAAc,uBAAuB,CAAC;AACtC,cAAc,oBAAoB,CAAC;AACnC,cAAc,yBAAyB,CAAC","sourcesContent":["export * from \"./math.scalar\";\r\nexport * from \"./math.functions\";\r\nexport * from \"./math.polar\";\r\nexport * from \"./math\";\r\nexport * from \"./sphericalPolynomial\";\r\nexport * from \"./halton2DSequence\";\r\nexport * from \"./math.vector.functions\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/index.ts"],"names":[],"mappings":"AAAA,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,aAAa,CAAC;AAC5B,cAAc,QAAQ,CAAC;AACvB,cAAc,uBAAuB,CAAC;AACtC,cAAc,oBAAoB,CAAC;AACnC,cAAc,yBAAyB,CAAC","sourcesContent":["export * from \"./math.scalar\";\r\nexport * from \"./math.functions\";\r\nexport * from \"./math.polar\";\r\nexport * from \"./math.like\";\r\nexport * from \"./math\";\r\nexport * from \"./sphericalPolynomial\";\r\nexport * from \"./halton2DSequence\";\r\nexport * from \"./math.vector.functions\";\r\n"]}
@@ -104,7 +104,7 @@ export interface GreasedLineMeshBuilderOptions extends GreasedLineMeshOptions {
104
104
  * @param scene scene or null to use the last scene
105
105
  * @returns StandardMaterial or PBRMaterial with the @see GreasedLinePluginMaterial attached to it
106
106
  */
107
- export declare function CreateGreasedLineMaterial(name: string, options: GreasedLineMaterialOptions, scene: Nullable<Scene>): StandardMaterial | PBRMaterial | GreasedLineSimpleMaterial;
107
+ export declare function CreateGreasedLineMaterial(name: string, options: GreasedLineMaterialOptions, scene: Nullable<Scene>): PBRMaterial | GreasedLineSimpleMaterial | StandardMaterial;
108
108
  /**
109
109
  * Creates a GreasedLine mesh
110
110
  * @param name name of the mesh
@@ -1,10 +1,12 @@
1
1
  import { NodeGeometryBlock } from "../nodeGeometryBlock";
2
2
  import type { NodeGeometryConnectionPoint } from "../nodeGeometryBlockConnectionPoint";
3
3
  import type { NodeGeometryBuildState } from "../nodeGeometryBuildState";
4
+ import type { INodeGeometryExecutionContext } from "../Interfaces/nodeGeometryExecutionContext";
4
5
  /**
5
6
  * Block used to extract unique positions from a geometry
6
7
  */
7
- export declare class GeometryOptimizeBlock extends NodeGeometryBlock {
8
+ export declare class GeometryOptimizeBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {
9
+ private _currentIndex;
8
10
  /**
9
11
  * Gets or sets a boolean indicating that this block can evaluate context
10
12
  * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change
@@ -18,6 +20,21 @@ export declare class GeometryOptimizeBlock extends NodeGeometryBlock {
18
20
  * Optimize faces (by removing duplicates)
19
21
  */
20
22
  optimizeFaces: boolean;
23
+ /**
24
+ * Gets the current index in the current flow
25
+ * @returns the current index
26
+ */
27
+ getExecutionIndex(): number;
28
+ /**
29
+ * Gets the current loop index in the current flow
30
+ * @returns the current loop index
31
+ */
32
+ getExecutionLoopIndex(): number;
33
+ /**
34
+ * Gets the current face index in the current flow
35
+ * @returns the current face index
36
+ */
37
+ getExecutionFaceIndex(): number;
21
38
  /**
22
39
  * Creates a new GeometryOptimizeBlock
23
40
  * @param name defines the block name
@@ -32,6 +49,10 @@ export declare class GeometryOptimizeBlock extends NodeGeometryBlock {
32
49
  * Gets the geometry component
33
50
  */
34
51
  get geometry(): NodeGeometryConnectionPoint;
52
+ /**
53
+ * Gets the selector component
54
+ */
55
+ get selector(): NodeGeometryConnectionPoint;
35
56
  /**
36
57
  * Gets the output component
37
58
  */
@@ -10,6 +10,27 @@ import { Epsilon } from "../../../Maths/math.constants.js";
10
10
  * Block used to extract unique positions from a geometry
11
11
  */
12
12
  export class GeometryOptimizeBlock extends NodeGeometryBlock {
13
+ /**
14
+ * Gets the current index in the current flow
15
+ * @returns the current index
16
+ */
17
+ getExecutionIndex() {
18
+ return this._currentIndex;
19
+ }
20
+ /**
21
+ * Gets the current loop index in the current flow
22
+ * @returns the current loop index
23
+ */
24
+ getExecutionLoopIndex() {
25
+ return this._currentIndex;
26
+ }
27
+ /**
28
+ * Gets the current face index in the current flow
29
+ * @returns the current face index
30
+ */
31
+ getExecutionFaceIndex() {
32
+ return 0;
33
+ }
13
34
  /**
14
35
  * Creates a new GeometryOptimizeBlock
15
36
  * @param name defines the block name
@@ -30,6 +51,7 @@ export class GeometryOptimizeBlock extends NodeGeometryBlock {
30
51
  */
31
52
  this.optimizeFaces = false;
32
53
  this.registerInput("geometry", NodeGeometryBlockConnectionPointTypes.Geometry);
54
+ this.registerInput("selector", NodeGeometryBlockConnectionPointTypes.Int, true);
33
55
  this.registerOutput("output", NodeGeometryBlockConnectionPointTypes.Geometry);
34
56
  }
35
57
  /**
@@ -45,6 +67,12 @@ export class GeometryOptimizeBlock extends NodeGeometryBlock {
45
67
  get geometry() {
46
68
  return this._inputs[0];
47
69
  }
70
+ /**
71
+ * Gets the selector component
72
+ */
73
+ get selector() {
74
+ return this._inputs[1];
75
+ }
48
76
  /**
49
77
  * Gets the output component
50
78
  */
@@ -59,8 +87,17 @@ export class GeometryOptimizeBlock extends NodeGeometryBlock {
59
87
  const vertexData = this.geometry.getConnectedValue(state);
60
88
  const newPositions = [];
61
89
  const newIndicesMap = {};
90
+ state.pushExecutionContext(this);
91
+ state.pushGeometryContext(vertexData);
62
92
  // Optimize positions
63
93
  for (let index = 0; index < vertexData.positions.length; index += 3) {
94
+ this._currentIndex = index / 3;
95
+ if (this.selector.isConnected) {
96
+ const selector = this.selector.getConnectedValue(state);
97
+ if (!selector) {
98
+ continue;
99
+ }
100
+ }
64
101
  const x = vertexData.positions[index];
65
102
  const y = vertexData.positions[index + 1];
66
103
  const z = vertexData.positions[index + 2];
@@ -120,6 +157,8 @@ export class GeometryOptimizeBlock extends NodeGeometryBlock {
120
157
  }
121
158
  return newVertexData;
122
159
  };
160
+ state.restoreGeometryContext();
161
+ state.restoreExecutionContext();
123
162
  if (this.evaluateContext) {
124
163
  this.output._storedFunction = func;
125
164
  }
@@ -1 +1 @@
1
- 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{ RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { NodeGeometryBlock } from \"../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../nodeGeometryBlockConnectionPoint\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../Decorators/nodeDecorator\";\r\nimport type { NodeGeometryBuildState } from \"../nodeGeometryBuildState\";\r\nimport type { FloatArray } from \"../../../types\";\r\nimport { VertexData } from \"../../../Meshes/mesh.vertexData\";\r\nimport { WithinEpsilon } from \"../../../Maths/math.scalar.functions\";\r\nimport { Epsilon } from \"../../../Maths/math.constants\";\r\n/**\r\n * Block used to extract unique positions from a geometry\r\n */\r\nexport class GeometryOptimizeBlock extends NodeGeometryBlock {\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Define the epsilon used to compare similar positions\r\n */\r\n @editableInPropertyPage(\"Epsilon\", PropertyTypeForEdition.Float, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public epsilon = Epsilon;\r\n\r\n /**\r\n * Optimize faces (by removing duplicates)\r\n */\r\n @editableInPropertyPage(\"Optimize faces\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public optimizeFaces = false;\r\n\r\n /**\r\n * Creates a new GeometryOptimizeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"GeometryOptimizeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n if (!this.geometry.isConnected) {\r\n return null;\r\n }\r\n const vertexData = this.geometry.getConnectedValue(state);\r\n const newPositions: FloatArray = [];\r\n const newIndicesMap: { [key: number]: number } = {};\r\n\r\n // Optimize positions\r\n for (let index = 0; index < vertexData.positions.length; index += 3) {\r\n const x = vertexData.positions[index];\r\n const y = vertexData.positions[index + 1];\r\n const z = vertexData.positions[index + 2];\r\n\r\n // check if we already have it\r\n let found = false;\r\n for (let checkIndex = 0; checkIndex < newPositions.length; checkIndex += 3) {\r\n if (\r\n WithinEpsilon(x, newPositions[checkIndex], this.epsilon) &&\r\n WithinEpsilon(y, newPositions[checkIndex + 1], this.epsilon) &&\r\n WithinEpsilon(z, newPositions[checkIndex + 2], this.epsilon)\r\n ) {\r\n newIndicesMap[index / 3] = checkIndex / 3;\r\n found = true;\r\n continue;\r\n }\r\n }\r\n\r\n if (!found) {\r\n newIndicesMap[index / 3] = newPositions.length / 3;\r\n newPositions.push(x, y, z);\r\n }\r\n }\r\n const newVertexData = new VertexData();\r\n newVertexData.positions = newPositions;\r\n const indices: number[] = vertexData.indices.map((index: number) => newIndicesMap[index]);\r\n const newIndices: number[] = [];\r\n\r\n if (this.optimizeFaces) {\r\n // Optimize indices\r\n for (let index = 0; index < indices.length; index += 3) {\r\n const a = indices[index];\r\n const b = indices[index + 1];\r\n const c = indices[index + 2];\r\n\r\n if (a === b || b == c || c === a) {\r\n continue;\r\n }\r\n\r\n // check if we already have it\r\n let found = false;\r\n for (let checkIndex = 0; checkIndex < newIndices.length; checkIndex += 3) {\r\n if (a === newIndices[checkIndex] && b === newIndices[checkIndex + 1] && c === newIndices[checkIndex + 2]) {\r\n found = true;\r\n continue;\r\n }\r\n\r\n if (a === newIndices[checkIndex + 1] && b === newIndices[checkIndex + 2] && c === newIndices[checkIndex]) {\r\n found = true;\r\n continue;\r\n }\r\n\r\n if (a === newIndices[checkIndex + 2] && b === newIndices[checkIndex] && c === newIndices[checkIndex + 1]) {\r\n found = true;\r\n continue;\r\n }\r\n }\r\n\r\n if (!found) {\r\n newIndices.push(a, b, c);\r\n }\r\n }\r\n\r\n newVertexData.indices = newIndices;\r\n } else {\r\n newVertexData.indices = indices;\r\n }\r\n\r\n return newVertexData;\r\n };\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n codeString += `${this._codeVariableName}.epsilon = ${this.epsilon};\\n`;\r\n codeString += `${this._codeVariableName}.optimizeFaces = ${this.optimizeFaces ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n serializationObject.epsilon = this.epsilon;\r\n serializationObject.optimizeFaces = this.optimizeFaces;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n this.epsilon = serializationObject.epsilon;\r\n this.optimizeFaces = serializationObject.optimizeFaces;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GeometryOptimizeBlock\", GeometryOptimizeBlock);\r\n"]}
1
+ 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{ RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { NodeGeometryBlockConnectionPointTypes } from \"../Enums/nodeGeometryConnectionPointTypes\";\r\nimport { NodeGeometryBlock } from \"../nodeGeometryBlock\";\r\nimport type { NodeGeometryConnectionPoint } from \"../nodeGeometryBlockConnectionPoint\";\r\nimport { PropertyTypeForEdition, editableInPropertyPage } from \"../../../Decorators/nodeDecorator\";\r\nimport type { NodeGeometryBuildState } from \"../nodeGeometryBuildState\";\r\nimport type { FloatArray } from \"../../../types\";\r\nimport { VertexData } from \"../../../Meshes/mesh.vertexData\";\r\nimport { WithinEpsilon } from \"../../../Maths/math.scalar.functions\";\r\nimport { Epsilon } from \"../../../Maths/math.constants\";\r\nimport type { INodeGeometryExecutionContext } from \"../Interfaces/nodeGeometryExecutionContext\";\r\n/**\r\n * Block used to extract unique positions from a geometry\r\n */\r\nexport class GeometryOptimizeBlock extends NodeGeometryBlock implements INodeGeometryExecutionContext {\r\n private _currentIndex: number;\r\n /**\r\n * Gets or sets a boolean indicating that this block can evaluate context\r\n * Build performance is improved when this value is set to false as the system will cache values instead of reevaluating everything per context change\r\n */\r\n @editableInPropertyPage(\"Evaluate context\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public evaluateContext = true;\r\n\r\n /**\r\n * Define the epsilon used to compare similar positions\r\n */\r\n @editableInPropertyPage(\"Epsilon\", PropertyTypeForEdition.Float, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public epsilon = Epsilon;\r\n\r\n /**\r\n * Optimize faces (by removing duplicates)\r\n */\r\n @editableInPropertyPage(\"Optimize faces\", PropertyTypeForEdition.Boolean, \"ADVANCED\", { notifiers: { rebuild: true } })\r\n public optimizeFaces = false;\r\n\r\n /**\r\n * Gets the current index in the current flow\r\n * @returns the current index\r\n */\r\n public getExecutionIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current loop index in the current flow\r\n * @returns the current loop index\r\n */\r\n public getExecutionLoopIndex(): number {\r\n return this._currentIndex;\r\n }\r\n\r\n /**\r\n * Gets the current face index in the current flow\r\n * @returns the current face index\r\n */\r\n public getExecutionFaceIndex(): number {\r\n return 0;\r\n }\r\n\r\n /**\r\n * Creates a new GeometryOptimizeBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name);\r\n\r\n this.registerInput(\"geometry\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n this.registerInput(\"selector\", NodeGeometryBlockConnectionPointTypes.Int, true);\r\n this.registerOutput(\"output\", NodeGeometryBlockConnectionPointTypes.Geometry);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"GeometryOptimizeBlock\";\r\n }\r\n\r\n /**\r\n * Gets the geometry component\r\n */\r\n public get geometry(): NodeGeometryConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the selector component\r\n */\r\n public get selector(): NodeGeometryConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeGeometryConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n protected override _buildBlock(state: NodeGeometryBuildState) {\r\n const func = (state: NodeGeometryBuildState) => {\r\n if (!this.geometry.isConnected) {\r\n return null;\r\n }\r\n const vertexData = this.geometry.getConnectedValue(state);\r\n const newPositions: FloatArray = [];\r\n const newIndicesMap: { [key: number]: number } = {};\r\n state.pushExecutionContext(this);\r\n state.pushGeometryContext(vertexData);\r\n\r\n // Optimize positions\r\n for (let index = 0; index < vertexData.positions.length; index += 3) {\r\n this._currentIndex = index / 3;\r\n\r\n if (this.selector.isConnected) {\r\n const selector = this.selector.getConnectedValue(state);\r\n if (!selector) {\r\n continue;\r\n }\r\n }\r\n\r\n const x = vertexData.positions[index];\r\n const y = vertexData.positions[index + 1];\r\n const z = vertexData.positions[index + 2];\r\n\r\n // check if we already have it\r\n let found = false;\r\n for (let checkIndex = 0; checkIndex < newPositions.length; checkIndex += 3) {\r\n if (\r\n WithinEpsilon(x, newPositions[checkIndex], this.epsilon) &&\r\n WithinEpsilon(y, newPositions[checkIndex + 1], this.epsilon) &&\r\n WithinEpsilon(z, newPositions[checkIndex + 2], this.epsilon)\r\n ) {\r\n newIndicesMap[index / 3] = checkIndex / 3;\r\n found = true;\r\n continue;\r\n }\r\n }\r\n\r\n if (!found) {\r\n newIndicesMap[index / 3] = newPositions.length / 3;\r\n newPositions.push(x, y, z);\r\n }\r\n }\r\n const newVertexData = new VertexData();\r\n newVertexData.positions = newPositions;\r\n const indices: number[] = vertexData.indices.map((index: number) => newIndicesMap[index]);\r\n const newIndices: number[] = [];\r\n\r\n if (this.optimizeFaces) {\r\n // Optimize indices\r\n for (let index = 0; index < indices.length; index += 3) {\r\n const a = indices[index];\r\n const b = indices[index + 1];\r\n const c = indices[index + 2];\r\n\r\n if (a === b || b == c || c === a) {\r\n continue;\r\n }\r\n\r\n // check if we already have it\r\n let found = false;\r\n for (let checkIndex = 0; checkIndex < newIndices.length; checkIndex += 3) {\r\n if (a === newIndices[checkIndex] && b === newIndices[checkIndex + 1] && c === newIndices[checkIndex + 2]) {\r\n found = true;\r\n continue;\r\n }\r\n\r\n if (a === newIndices[checkIndex + 1] && b === newIndices[checkIndex + 2] && c === newIndices[checkIndex]) {\r\n found = true;\r\n continue;\r\n }\r\n\r\n if (a === newIndices[checkIndex + 2] && b === newIndices[checkIndex] && c === newIndices[checkIndex + 1]) {\r\n found = true;\r\n continue;\r\n }\r\n }\r\n\r\n if (!found) {\r\n newIndices.push(a, b, c);\r\n }\r\n }\r\n\r\n newVertexData.indices = newIndices;\r\n } else {\r\n newVertexData.indices = indices;\r\n }\r\n\r\n return newVertexData;\r\n };\r\n\r\n state.restoreGeometryContext();\r\n state.restoreExecutionContext();\r\n\r\n if (this.evaluateContext) {\r\n this.output._storedFunction = func;\r\n } else {\r\n this.output._storedFunction = null;\r\n this.output._storedValue = func(state);\r\n }\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.evaluateContext = ${this.evaluateContext ? \"true\" : \"false\"};\\n`;\r\n codeString += `${this._codeVariableName}.epsilon = ${this.epsilon};\\n`;\r\n codeString += `${this._codeVariableName}.optimizeFaces = ${this.optimizeFaces ? \"true\" : \"false\"};\\n`;\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes this block in a JSON representation\r\n * @returns the serialized block object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.evaluateContext = this.evaluateContext;\r\n serializationObject.epsilon = this.epsilon;\r\n serializationObject.optimizeFaces = this.optimizeFaces;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public override _deserialize(serializationObject: any) {\r\n super._deserialize(serializationObject);\r\n\r\n this.evaluateContext = serializationObject.evaluateContext;\r\n this.epsilon = serializationObject.epsilon;\r\n this.optimizeFaces = serializationObject.optimizeFaces;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GeometryOptimizeBlock\", GeometryOptimizeBlock);\r\n"]}
@@ -2,6 +2,7 @@ import type { AbstractEngine } from "../Engines/abstractEngine.js";
2
2
  import type { InternalTexture } from "../Materials/Textures/internalTexture";
3
3
  import type { IRenderTargetTexture, RenderTargetWrapper } from "../Engines/renderTargetWrapper";
4
4
  import type { ThinTexture } from "../Materials/Textures/thinTexture";
5
+ import type { Nullable } from "../types.js";
5
6
  import { ShaderLanguage } from "../Materials/shaderLanguage.js";
6
7
  /**
7
8
  * Conversion modes available when copying a texture into another one
@@ -44,11 +45,11 @@ export declare class CopyTextureToTexture {
44
45
  /**
45
46
  * Copy one texture into another
46
47
  * @param source The source texture
47
- * @param destination The destination texture
48
+ * @param destination The destination texture. If null, copy the source to the currently bound framebuffer
48
49
  * @param conversion The conversion mode that should be applied when copying
49
50
  * @returns
50
51
  */
51
- copy(source: InternalTexture | ThinTexture, destination: RenderTargetWrapper | IRenderTargetTexture, conversion?: ConversionMode): boolean;
52
+ copy(source: InternalTexture | ThinTexture, destination?: Nullable<RenderTargetWrapper | IRenderTargetTexture>, conversion?: ConversionMode): boolean;
52
53
  /**
53
54
  * Releases all the resources used by the class
54
55
  */
@@ -63,6 +63,10 @@ export class CopyTextureToTexture {
63
63
  engine.depthCullingState.depthMask = true;
64
64
  engine.depthCullingState.depthFunc = 519;
65
65
  }
66
+ else {
67
+ engine.depthCullingState.depthMask = false;
68
+ // other states are already set by EffectRenderer.applyEffectWrapper
69
+ }
66
70
  if (this._textureIsInternal(this._source)) {
67
71
  this._effectWrapper.effect._bindTexture("textureSampler", this._source);
68
72
  }
@@ -82,20 +86,22 @@ export class CopyTextureToTexture {
82
86
  /**
83
87
  * Copy one texture into another
84
88
  * @param source The source texture
85
- * @param destination The destination texture
89
+ * @param destination The destination texture. If null, copy the source to the currently bound framebuffer
86
90
  * @param conversion The conversion mode that should be applied when copying
87
91
  * @returns
88
92
  */
89
- copy(source, destination, conversion = 0 /* ConversionMode.None */) {
93
+ copy(source, destination = null, conversion = 0 /* ConversionMode.None */) {
90
94
  if (!this.isReady()) {
91
95
  return false;
92
96
  }
93
97
  this._source = source;
94
98
  this._conversion = conversion;
95
- const engineDepthFunc = this._engine.depthCullingState.depthFunc;
99
+ const engineDepthFunc = this._engine.getDepthFunction();
100
+ const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates
96
101
  this._renderer.render(this._effectWrapper, destination);
102
+ this._engine.setDepthWrite(engineDepthMask);
97
103
  if (this._isDepthTexture && engineDepthFunc) {
98
- this._engine.depthCullingState.depthFunc = engineDepthFunc;
104
+ this._engine.setDepthFunction(engineDepthFunc);
99
105
  }
100
106
  return true;
101
107
  }
@@ -103,7 +109,7 @@ export class CopyTextureToTexture {
103
109
  * Releases all the resources used by the class
104
110
  */
105
111
  dispose() {
106
- this._effectWrapper.dispose();
112
+ this._effectWrapper?.dispose();
107
113
  this._renderer.dispose();
108
114
  }
109
115
  }
@@ -1 +1 @@
1
- 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type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Conversion modes available when copying a texture into another one\r\n */\r\nexport const enum ConversionMode {\r\n None = 0,\r\n ToLinearSpace = 1,\r\n ToGammaSpace = 2,\r\n}\r\n\r\n/**\r\n * Class used for fast copy from one texture to another\r\n */\r\nexport class CopyTextureToTexture {\r\n private _engine: AbstractEngine;\r\n private _isDepthTexture: boolean;\r\n private _renderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n private _source: InternalTexture | ThinTexture;\r\n private _conversion: number;\r\n\r\n /** Shader language used */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _textureIsInternal(texture: InternalTexture | ThinTexture): texture is InternalTexture {\r\n return (texture as ThinTexture).getInternalTexture === undefined;\r\n }\r\n\r\n /**\r\n * Constructs a new instance of the class\r\n * @param engine The engine to use for the copy\r\n * @param isDepthTexture True means that we should write (using gl_FragDepth) into the depth texture attached to the destination (default: false)\r\n */\r\n constructor(engine: AbstractEngine, isDepthTexture = false) {\r\n this._engine = engine;\r\n this._isDepthTexture = isDepthTexture;\r\n\r\n this._renderer = new EffectRenderer(engine);\r\n\r\n this._initShaderSourceAsync(isDepthTexture);\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(isDepthTexture: boolean) {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await import(\"../ShadersWGSL/copyTextureToTexture.fragment\");\r\n } else {\r\n await import(\"../Shaders/copyTextureToTexture.fragment\");\r\n }\r\n\r\n this._shadersLoaded = true;\r\n\r\n this._effectWrapper = new EffectWrapper({\r\n engine: engine,\r\n name: \"CopyTextureToTexture\",\r\n fragmentShader: \"copyTextureToTexture\",\r\n useShaderStore: true,\r\n uniformNames: [\"conversion\"],\r\n samplerNames: [\"textureSampler\"],\r\n defines: isDepthTexture ? [\"#define DEPTH_TEXTURE\"] : [],\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n this._effectWrapper.onApplyObservable.add(() => {\r\n if (isDepthTexture) {\r\n engine.setState(false);\r\n engine.setDepthBuffer(true);\r\n engine.depthCullingState.depthMask = true;\r\n engine.depthCullingState.depthFunc = Constants.ALWAYS;\r\n }\r\n\r\n if (this._textureIsInternal(this._source)) {\r\n this._effectWrapper.effect._bindTexture(\"textureSampler\", this._source);\r\n } else {\r\n this._effectWrapper.effect.setTexture(\"textureSampler\", this._source);\r\n }\r\n this._effectWrapper.effect.setFloat(\"conversion\", this._conversion);\r\n });\r\n }\r\n\r\n /**\r\n * Indicates if the effect is ready to be used for the copy\r\n * @returns true if \"copy\" can be called without delay, else false\r\n */\r\n public isReady(): boolean {\r\n return this._shadersLoaded && this._effectWrapper.effect.isReady();\r\n }\r\n\r\n /**\r\n * Copy one texture into another\r\n * @param source The source texture\r\n * @param destination The destination texture\r\n * @param conversion The conversion mode that should be applied when copying\r\n * @returns\r\n */\r\n public copy(source: InternalTexture | ThinTexture, destination: RenderTargetWrapper | IRenderTargetTexture, conversion = ConversionMode.None): boolean {\r\n if (!this.isReady()) {\r\n return false;\r\n }\r\n\r\n this._source = source;\r\n this._conversion = conversion;\r\n\r\n const engineDepthFunc = this._engine.depthCullingState.depthFunc;\r\n\r\n this._renderer.render(this._effectWrapper, destination);\r\n\r\n if (this._isDepthTexture && engineDepthFunc) {\r\n this._engine.depthCullingState.depthFunc = engineDepthFunc;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Releases all the resources used by the class\r\n */\r\n public dispose(): void {\r\n this._effectWrapper.dispose();\r\n this._renderer.dispose();\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"copyTextureToTexture.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/copyTextureToTexture.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAG5E,OAAO,EAAE,SAAS,EAAE,gCAA+B;AAKnD;;GAEG;AACH,MAAM,CAAN,IAAkB,cAIjB;AAJD,WAAkB,cAAc;IAC5B,mDAAQ,CAAA;IACR,qEAAiB,CAAA;IACjB,mEAAgB,CAAA;AACpB,CAAC,EAJiB,cAAc,KAAd,cAAc,QAI/B;AAED;;GAEG;AACH,MAAM,OAAO,oBAAoB;IAW7B;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAEO,kBAAkB,CAAC,OAAsC;QAC7D,OAAQ,OAAuB,CAAC,kBAAkB,KAAK,SAAS,CAAC;IACrE,CAAC;IAED;;;;OAIG;IACH,YAAY,MAAsB,EAAE,cAAc,GAAG,KAAK;QAnB1D,2BAA2B;QACjB,oBAAe,+BAAuB;QA2BxC,mBAAc,GAAG,KAAK,CAAC;QAR3B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,eAAe,GAAG,cAAc,CAAC;QAEtC,IAAI,CAAC,SAAS,GAAG,IAAI,cAAc,CAAC,MAAM,CAAC,CAAC;QAE5C,IAAI,CAAC,sBAAsB,CAAC,cAAc,CAAC,CAAC;IAChD,CAAC;IAGO,KAAK,CAAC,sBAAsB,CAAC,cAAuB;QACxD,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAE5B,IAAI,MAAM,CAAC,QAAQ,EAAE;YACjB,IAAI,CAAC,eAAe,8BAAsB,CAAC;YAE3C,MAAM,MAAM,CAAC,8CAA8C,CAAC,CAAC;SAChE;aAAM;YACH,MAAM,MAAM,CAAC,0CAA0C,CAAC,CAAC;SAC5D;QAED,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;QAE3B,IAAI,CAAC,cAAc,GAAG,IAAI,aAAa,CAAC;YACpC,MAAM,EAAE,MAAM;YACd,IAAI,EAAE,sBAAsB;YAC5B,cAAc,EAAE,sBAAsB;YACtC,cAAc,EAAE,IAAI;YACpB,YAAY,EAAE,CAAC,YAAY,CAAC;YAC5B,YAAY,EAAE,CAAC,gBAAgB,CAAC;YAChC,OAAO,EAAE,cAAc,CAAC,CAAC,CAAC,CAAC,uBAAuB,CAAC,CAAC,CAAC,CAAC,EAAE;YACxD,cAAc,EAAE,IAAI,CAAC,eAAe;SACvC,CAAC,CAAC;QAEH,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC3C,IAAI,cAAc,EAAE;gBAChB,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;gBACvB,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;gBAC5B,MAAM,CAAC,iBAAiB,CAAC,SAAS,GAAG,IAAI,CAAC;gBAC1C,MAAM,CAAC,iBAAiB,CAAC,SAAS,GAAG,SAAS,CAAC,MAAM,CAAC;aACzD;iBAAM;gBACH,MAAM,CAAC,iBAAiB,CAAC,SAAS,GAAG,KAAK,CAAC;gBAC3C,oEAAoE;aACvE;YAED,IAAI,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,OAAO,CAAC,EAAE;gBACvC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,YAAY,CAAC,gBAAgB,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;aAC3E;iBAAM;gBACH,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,UAAU,CAAC,gBAAgB,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;aACzE;YACD,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,QAAQ,CAAC,YAAY,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QACxE,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,cAAc,IAAI,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;IACvE,CAAC;IAED;;;;;;OAMG;IACI,IAAI,CAAC,MAAqC,EAAE,cAAoE,IAAI,EAAE,UAAU,8BAAsB;QACzJ,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,EAAE;YACjB,OAAO,KAAK,CAAC;SAChB;QAED,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;QAE9B,MAAM,eAAe,GAAG,IAAI,CAAC,OAAO,CAAC,gBAAgB,EAAE,CAAC;QACxD,MAAM,eAAe,GAAG,IAAI,CAAC,OAAO,CAAC,aAAa,EAAE,CAAC,CAAC,+EAA+E;QAErI,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,IAAI,CAAC,cAAc,EAAE,WAAW,CAAC,CAAC;QAExD,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,eAAe,CAAC,CAAC;QAE5C,IAAI,IAAI,CAAC,eAAe,IAAI,eAAe,EAAE;YACzC,IAAI,CAAC,OAAO,CAAC,gBAAgB,CAAC,eAAe,CAAC,CAAC;SAClD;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,cAAc,EAAE,OAAO,EAAE,CAAC;QAC/B,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;IAC7B,CAAC;CACJ","sourcesContent":["import type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { IRenderTargetTexture, RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport type { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Conversion modes available when copying a texture into another one\r\n */\r\nexport const enum ConversionMode {\r\n None = 0,\r\n ToLinearSpace = 1,\r\n ToGammaSpace = 2,\r\n}\r\n\r\n/**\r\n * Class used for fast copy from one texture to another\r\n */\r\nexport class CopyTextureToTexture {\r\n private _engine: AbstractEngine;\r\n private _isDepthTexture: boolean;\r\n private _renderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n private _source: InternalTexture | ThinTexture;\r\n private _conversion: number;\r\n\r\n /** Shader language used */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n private _textureIsInternal(texture: InternalTexture | ThinTexture): texture is InternalTexture {\r\n return (texture as ThinTexture).getInternalTexture === undefined;\r\n }\r\n\r\n /**\r\n * Constructs a new instance of the class\r\n * @param engine The engine to use for the copy\r\n * @param isDepthTexture True means that we should write (using gl_FragDepth) into the depth texture attached to the destination (default: false)\r\n */\r\n constructor(engine: AbstractEngine, isDepthTexture = false) {\r\n this._engine = engine;\r\n this._isDepthTexture = isDepthTexture;\r\n\r\n this._renderer = new EffectRenderer(engine);\r\n\r\n this._initShaderSourceAsync(isDepthTexture);\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private async _initShaderSourceAsync(isDepthTexture: boolean) {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await import(\"../ShadersWGSL/copyTextureToTexture.fragment\");\r\n } else {\r\n await import(\"../Shaders/copyTextureToTexture.fragment\");\r\n }\r\n\r\n this._shadersLoaded = true;\r\n\r\n this._effectWrapper = new EffectWrapper({\r\n engine: engine,\r\n name: \"CopyTextureToTexture\",\r\n fragmentShader: \"copyTextureToTexture\",\r\n useShaderStore: true,\r\n uniformNames: [\"conversion\"],\r\n samplerNames: [\"textureSampler\"],\r\n defines: isDepthTexture ? [\"#define DEPTH_TEXTURE\"] : [],\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n this._effectWrapper.onApplyObservable.add(() => {\r\n if (isDepthTexture) {\r\n engine.setState(false);\r\n engine.setDepthBuffer(true);\r\n engine.depthCullingState.depthMask = true;\r\n engine.depthCullingState.depthFunc = Constants.ALWAYS;\r\n } else {\r\n engine.depthCullingState.depthMask = false;\r\n // other states are already set by EffectRenderer.applyEffectWrapper\r\n }\r\n\r\n if (this._textureIsInternal(this._source)) {\r\n this._effectWrapper.effect._bindTexture(\"textureSampler\", this._source);\r\n } else {\r\n this._effectWrapper.effect.setTexture(\"textureSampler\", this._source);\r\n }\r\n this._effectWrapper.effect.setFloat(\"conversion\", this._conversion);\r\n });\r\n }\r\n\r\n /**\r\n * Indicates if the effect is ready to be used for the copy\r\n * @returns true if \"copy\" can be called without delay, else false\r\n */\r\n public isReady(): boolean {\r\n return this._shadersLoaded && this._effectWrapper.effect.isReady();\r\n }\r\n\r\n /**\r\n * Copy one texture into another\r\n * @param source The source texture\r\n * @param destination The destination texture. If null, copy the source to the currently bound framebuffer\r\n * @param conversion The conversion mode that should be applied when copying\r\n * @returns\r\n */\r\n public copy(source: InternalTexture | ThinTexture, destination: Nullable<RenderTargetWrapper | IRenderTargetTexture> = null, conversion = ConversionMode.None): boolean {\r\n if (!this.isReady()) {\r\n return false;\r\n }\r\n\r\n this._source = source;\r\n this._conversion = conversion;\r\n\r\n const engineDepthFunc = this._engine.getDepthFunction();\r\n const engineDepthMask = this._engine.getDepthWrite(); // for some reasons, depthWrite is not restored by EffectRenderer.restoreStates\r\n\r\n this._renderer.render(this._effectWrapper, destination);\r\n\r\n this._engine.setDepthWrite(engineDepthMask);\r\n\r\n if (this._isDepthTexture && engineDepthFunc) {\r\n this._engine.setDepthFunction(engineDepthFunc);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Releases all the resources used by the class\r\n */\r\n public dispose(): void {\r\n this._effectWrapper?.dispose();\r\n this._renderer.dispose();\r\n }\r\n}\r\n"]}
@@ -4,6 +4,7 @@ import type { Camera } from "../Cameras/camera";
4
4
  import type { AbstractEngine } from "../Engines/abstractEngine";
5
5
  import type { Nullable } from "../types";
6
6
  import type { Scene } from "../scene";
7
+ import { ThinBlackAndWhitePostProcess } from "./thinBlackAndWhitePostProcess";
7
8
  /**
8
9
  * Post process used to render in black and white
9
10
  */
@@ -11,12 +12,14 @@ export declare class BlackAndWhitePostProcess extends PostProcess {
11
12
  /**
12
13
  * Linear about to convert he result to black and white (default: 1)
13
14
  */
14
- degree: number;
15
+ get degree(): number;
16
+ set degree(value: number);
15
17
  /**
16
18
  * Gets a string identifying the name of the class
17
19
  * @returns "BlackAndWhitePostProcess" string
18
20
  */
19
21
  getClassName(): string;
22
+ protected _effectWrapper: ThinBlackAndWhitePostProcess;
20
23
  /**
21
24
  * Creates a black and white post process
22
25
  * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#black-and-white
@@ -27,8 +30,7 @@ export declare class BlackAndWhitePostProcess extends PostProcess {
27
30
  * @param engine The engine which the post process will be applied. (default: current engine)
28
31
  * @param reusable If the post process can be reused on the same frame. (default: false)
29
32
  */
30
- constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean);
31
- protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void;
33
+ constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean);
32
34
  /**
33
35
  * @internal
34
36
  */
@@ -3,10 +3,20 @@ import { PostProcess } from "./postProcess.js";
3
3
  import { RegisterClass } from "../Misc/typeStore.js";
4
4
  import { serialize } from "../Misc/decorators.js";
5
5
  import { SerializationHelper } from "../Misc/decorators.serialization.js";
6
+ import { ThinBlackAndWhitePostProcess } from "./thinBlackAndWhitePostProcess.js";
6
7
  /**
7
8
  * Post process used to render in black and white
8
9
  */
9
10
  export class BlackAndWhitePostProcess extends PostProcess {
11
+ /**
12
+ * Linear about to convert he result to black and white (default: 1)
13
+ */
14
+ get degree() {
15
+ return this._effectWrapper.degree;
16
+ }
17
+ set degree(value) {
18
+ this._effectWrapper.degree = value;
19
+ }
10
20
  /**
11
21
  * Gets a string identifying the name of the class
12
22
  * @returns "BlackAndWhitePostProcess" string
@@ -24,26 +34,21 @@ export class BlackAndWhitePostProcess extends PostProcess {
24
34
  * @param engine The engine which the post process will be applied. (default: current engine)
25
35
  * @param reusable If the post process can be reused on the same frame. (default: false)
26
36
  */
27
- constructor(name, options, camera, samplingMode, engine, reusable) {
28
- super(name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable);
29
- /**
30
- * Linear about to convert he result to black and white (default: 1)
31
- */
32
- this.degree = 1;
33
- this.onApplyObservable.add((effect) => {
34
- effect.setFloat("degree", this.degree);
37
+ constructor(name, options, camera = null, samplingMode, engine, reusable) {
38
+ const localOptions = {
39
+ uniforms: ThinBlackAndWhitePostProcess.Uniforms,
40
+ size: typeof options === "number" ? options : undefined,
41
+ camera,
42
+ samplingMode,
43
+ engine,
44
+ reusable,
45
+ ...options,
46
+ };
47
+ super(name, ThinBlackAndWhitePostProcess.FragmentUrl, {
48
+ effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinBlackAndWhitePostProcess(name, engine, localOptions) : undefined,
49
+ ...localOptions,
35
50
  });
36
51
  }
37
- _gatherImports(useWebGPU, list) {
38
- if (useWebGPU) {
39
- this._webGPUReady = true;
40
- list.push(import("../ShadersWGSL/blackAndWhite.fragment.js"));
41
- }
42
- else {
43
- list.push(import("../Shaders/blackAndWhite.fragment.js"));
44
- }
45
- super._gatherImports(useWebGPU, list);
46
- }
47
52
  /**
48
53
  * @internal
49
54
  */
@@ -55,6 +60,6 @@ export class BlackAndWhitePostProcess extends PostProcess {
55
60
  }
56
61
  __decorate([
57
62
  serialize()
58
- ], BlackAndWhitePostProcess.prototype, "degree", void 0);
63
+ ], BlackAndWhitePostProcess.prototype, "degree", null);
59
64
  RegisterClass("BABYLON.BlackAndWhitePostProcess", BlackAndWhitePostProcess);
60
65
  //# sourceMappingURL=blackAndWhitePostProcess.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"blackAndWhitePostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/blackAndWhitePostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAK5C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAKvE;;GAEG;AACH,MAAM,OAAO,wBAAyB,SAAQ,WAAW;IAOrD;;;OAGG;IACa,YAAY;QACxB,OAAO,0BAA0B,CAAC;IACtC,CAAC;IAED;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,OAAoC,EAAE,MAAwB,EAAE,YAAqB,EAAE,MAAuB,EAAE,QAAkB;QACxJ,KAAK,CAAC,IAAI,EAAE,eAAe,EAAE,CAAC,QAAQ,CAAC,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,CAAC,CAAC;QAzBpG;;WAEG;QAEI,WAAM,GAAG,CAAC,CAAC;QAuBd,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;YAC1C,MAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3C,CAAC,CAAC,CAAC;IACP,CAAC;IAEkB,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE;YACX,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC;SAC9D;aAAM;YACH,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,mCAAmC,CAAC,CAAC,CAAC;SAC1D;QAED,KAAK,CAAC,cAAc,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC1C,CAAC;IAED;;OAEG;IACI,MAAM,CAAU,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QACrG,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,wBAAwB,CAC/B,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AA3DU;IADN,SAAS,EAAE;wDACM;AA6DtB,aAAa,CAAC,kCAAkC,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["import type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport type { Scene } from \"../scene\";\r\n\r\n/**\r\n * Post process used to render in black and white\r\n */\r\nexport class BlackAndWhitePostProcess extends PostProcess {\r\n /**\r\n * Linear about to convert he result to black and white (default: 1)\r\n */\r\n @serialize()\r\n public degree = 1;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlackAndWhitePostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"BlackAndWhitePostProcess\";\r\n }\r\n\r\n /**\r\n * Creates a black and white post process\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#black-and-white\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean) {\r\n super(name, \"blackAndWhite\", [\"degree\"], null, options, camera, samplingMode, engine, reusable);\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n effect.setFloat(\"degree\", this.degree);\r\n });\r\n }\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/blackAndWhite.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/blackAndWhite.fragment\"));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\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<BlackAndWhitePostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlackAndWhitePostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlackAndWhitePostProcess\", BlackAndWhitePostProcess);\r\n"]}
1
+ {"version":3,"file":"blackAndWhitePostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/blackAndWhitePostProcess.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAI5C,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAIvE,OAAO,EAAE,4BAA4B,EAAE,MAAM,gCAAgC,CAAC;AAE9E;;GAEG;AACH,MAAM,OAAO,wBAAyB,SAAQ,WAAW;IACrD;;OAEG;IAEH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC;IACtC,CAAC;IAED,IAAW,MAAM,CAAC,KAAa;QAC3B,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,KAAK,CAAC;IACvC,CAAC;IAED;;;OAGG;IACa,YAAY;QACxB,OAAO,0BAA0B,CAAC;IACtC,CAAC;IAID;;;;;;;;;OASG;IACH,YAAY,IAAY,EAAE,OAAoC,EAAE,SAA2B,IAAI,EAAE,YAAqB,EAAE,MAAuB,EAAE,QAAkB;QAC/J,MAAM,YAAY,GAAG;YACjB,QAAQ,EAAE,4BAA4B,CAAC,QAAQ;YAC/C,IAAI,EAAE,OAAO,OAAO,KAAK,QAAQ,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS;YACvD,MAAM;YACN,YAAY;YACZ,MAAM;YACN,QAAQ;YACR,GAAI,OAA8B;SACrC,CAAC;QAEF,KAAK,CAAC,IAAI,EAAE,4BAA4B,CAAC,WAAW,EAAE;YAClD,aAAa,EAAE,OAAO,OAAO,KAAK,QAAQ,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,IAAI,4BAA4B,CAAC,IAAI,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC,CAAC,SAAS;YAC/I,GAAG,YAAY;SAClB,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACI,MAAM,CAAU,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;QACrG,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;YACD,OAAO,IAAI,wBAAwB,CAC/B,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,CAC7B,CAAC;QACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;IACN,CAAC;CACJ;AAjEG;IADC,SAAS,EAAE;sDAGX;AAiEL,aAAa,CAAC,kCAAkC,EAAE,wBAAwB,CAAC,CAAC","sourcesContent":["import type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinBlackAndWhitePostProcess } from \"./thinBlackAndWhitePostProcess\";\r\n\r\n/**\r\n * Post process used to render in black and white\r\n */\r\nexport class BlackAndWhitePostProcess extends PostProcess {\r\n /**\r\n * Linear about to convert he result to black and white (default: 1)\r\n */\r\n @serialize()\r\n public get degree() {\r\n return this._effectWrapper.degree;\r\n }\r\n\r\n public set degree(value: number) {\r\n this._effectWrapper.degree = value;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"BlackAndWhitePostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"BlackAndWhitePostProcess\";\r\n }\r\n\r\n protected override _effectWrapper: ThinBlackAndWhitePostProcess;\r\n\r\n /**\r\n * Creates a black and white post process\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#black-and-white\r\n * @param name The name of the effect.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n */\r\n constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera> = null, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean) {\r\n const localOptions = {\r\n uniforms: ThinBlackAndWhitePostProcess.Uniforms,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n super(name, ThinBlackAndWhitePostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinBlackAndWhitePostProcess(name, engine, localOptions) : undefined,\r\n ...localOptions,\r\n });\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<BlackAndWhitePostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new BlackAndWhitePostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.BlackAndWhitePostProcess\", BlackAndWhitePostProcess);\r\n"]}
@@ -3,11 +3,11 @@ import type { PostProcess } from "./postProcess";
3
3
  import { ExtractHighlightsPostProcess } from "./extractHighlightsPostProcess";
4
4
  import type { Camera } from "../Cameras/camera";
5
5
  import type { Scene } from "../scene";
6
+ import type { AbstractEngine } from "../Engines/abstractEngine";
6
7
  /**
7
8
  * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
8
9
  */
9
10
  export declare class BloomEffect extends PostProcessRenderEffect {
10
- private _bloomScale;
11
11
  /**
12
12
  * @internal Internal
13
13
  */
@@ -34,21 +34,23 @@ export declare class BloomEffect extends PostProcessRenderEffect {
34
34
  */
35
35
  get kernel(): number;
36
36
  set kernel(value: number);
37
+ get bloomScale(): number;
38
+ private _thinBloomEffect;
37
39
  /**
38
40
  * Creates a new instance of @see BloomEffect
39
- * @param scene The scene the effect belongs to.
40
- * @param _bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
41
+ * @param sceneOrEngine The scene or engine the effect belongs to.
42
+ * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
41
43
  * @param bloomWeight The strength of bloom.
42
44
  * @param bloomKernel The size of the kernel to be used when applying the blur.
43
45
  * @param pipelineTextureType The type of texture to be used when performing the post processing.
44
46
  * @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)
45
47
  */
46
- constructor(scene: Scene, _bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
48
+ constructor(sceneOrEngine: Scene | AbstractEngine, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
47
49
  /**
48
50
  * Disposes each of the internal effects for a given camera.
49
51
  * @param camera The camera to dispose the effect on.
50
52
  */
51
- disposeEffects(camera: Camera): void;
53
+ disposeEffects(camera?: Camera): void;
52
54
  /**
53
55
  * @internal Internal
54
56
  */