@babylonjs/core 7.32.5 → 7.34.0

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Files changed (136) hide show
  1. package/Cameras/arcRotateCamera.d.ts +14 -0
  2. package/Cameras/arcRotateCamera.js +39 -19
  3. package/Cameras/arcRotateCamera.js.map +1 -1
  4. package/Decorators/nodeDecorator.d.ts +2 -0
  5. package/Decorators/nodeDecorator.js +1 -0
  6. package/Decorators/nodeDecorator.js.map +1 -1
  7. package/Engines/abstractEngine.js +2 -2
  8. package/Engines/abstractEngine.js.map +1 -1
  9. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +63 -0
  10. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +150 -0
  11. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -0
  12. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.d.ts +3 -47
  13. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -129
  14. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  15. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.d.ts +40 -0
  16. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +98 -0
  17. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -0
  18. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +3 -3
  19. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  20. package/FrameGraph/Node/Blocks/index.d.ts +3 -2
  21. package/FrameGraph/Node/Blocks/index.js +3 -2
  22. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  23. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  24. package/FrameGraph/Passes/renderPass.js +1 -1
  25. package/FrameGraph/Passes/renderPass.js.map +1 -1
  26. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +21 -0
  27. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +110 -0
  28. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -0
  29. package/FrameGraph/frameGraph.d.ts +6 -0
  30. package/FrameGraph/frameGraph.js +15 -1
  31. package/FrameGraph/frameGraph.js.map +1 -1
  32. package/FrameGraph/frameGraphRenderContext.d.ts +3 -2
  33. package/FrameGraph/frameGraphRenderContext.js +9 -4
  34. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  35. package/FrameGraph/frameGraphTask.js +5 -1
  36. package/FrameGraph/frameGraphTask.js.map +1 -1
  37. package/FrameGraph/frameGraphTextureManager.d.ts +8 -0
  38. package/FrameGraph/frameGraphTextureManager.js +51 -7
  39. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  40. package/FrameGraph/frameGraphTypes.d.ts +2 -0
  41. package/FrameGraph/frameGraphTypes.js.map +1 -1
  42. package/FrameGraph/index.d.ts +3 -2
  43. package/FrameGraph/index.js +3 -2
  44. package/FrameGraph/index.js.map +1 -1
  45. package/Layers/layer.d.ts +4 -0
  46. package/Layers/layer.js +13 -2
  47. package/Layers/layer.js.map +1 -1
  48. package/Loading/sceneLoader.d.ts +11 -8
  49. package/Loading/sceneLoader.js +64 -35
  50. package/Loading/sceneLoader.js.map +1 -1
  51. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -0
  52. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +12 -0
  53. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  54. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +16 -0
  55. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +40 -7
  56. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  57. package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js +6 -1
  58. package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js.map +1 -1
  59. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +9 -2
  60. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  61. package/Materials/Node/Blocks/GaussianSplatting/index.d.ts +2 -0
  62. package/Materials/Node/Blocks/GaussianSplatting/index.js +3 -0
  63. package/Materials/Node/Blocks/GaussianSplatting/index.js.map +1 -1
  64. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +10 -3
  65. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
  66. package/Materials/Node/nodeMaterial.d.ts +1 -1
  67. package/Materials/Node/nodeMaterial.js +1 -1
  68. package/Materials/Node/nodeMaterial.js.map +1 -1
  69. package/Materials/effectRenderer.d.ts +1 -1
  70. package/Materials/effectRenderer.js +2 -2
  71. package/Materials/effectRenderer.js.map +1 -1
  72. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +2 -0
  73. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +7 -2
  74. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  75. package/Meshes/Node/nodeGeometry.js.map +1 -1
  76. package/Meshes/abstractMesh.hotSpot.js +2 -0
  77. package/Meshes/abstractMesh.hotSpot.js.map +1 -1
  78. package/Meshes/csg2.js +0 -3
  79. package/Meshes/csg2.js.map +1 -1
  80. package/Misc/webRequest.fetch.d.ts +16 -0
  81. package/Misc/webRequest.fetch.js +33 -0
  82. package/Misc/webRequest.fetch.js.map +1 -0
  83. package/PostProcesses/RenderPipeline/Pipelines/index.d.ts +2 -0
  84. package/PostProcesses/RenderPipeline/Pipelines/index.js +2 -0
  85. package/PostProcesses/RenderPipeline/Pipelines/index.js.map +1 -1
  86. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +6 -8
  87. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +32 -49
  88. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  89. package/PostProcesses/thinTAAPostProcess.d.ts +72 -0
  90. package/PostProcesses/thinTAAPostProcess.js +149 -0
  91. package/PostProcesses/thinTAAPostProcess.js.map +1 -0
  92. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  93. package/Rendering/IBLShadows/iblShadowsAccumulationPass.d.ts +3 -3
  94. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +7 -7
  95. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  96. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +81 -80
  97. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +102 -112
  98. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  99. package/Rendering/geometryBufferRenderer.js +8 -6
  100. package/Rendering/geometryBufferRenderer.js.map +1 -1
  101. package/Shaders/geometry.vertex.js +1 -1
  102. package/Shaders/geometry.vertex.js.map +1 -1
  103. package/Shaders/iblShadowAccumulation.fragment.js +2 -1
  104. package/Shaders/iblShadowAccumulation.fragment.js.map +1 -1
  105. package/Shaders/layer.fragment.js +3 -1
  106. package/Shaders/layer.fragment.js.map +1 -1
  107. package/Shaders/volumetricLightScattering.fragment.js +1 -1
  108. package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
  109. package/ShadersWGSL/ShadersInclude/gaussianSplatting.d.ts +5 -0
  110. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +47 -0
  111. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -0
  112. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.d.ts +7 -0
  113. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js +20 -0
  114. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -0
  115. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.d.ts +7 -0
  116. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js +13 -0
  117. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -0
  118. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.d.ts +5 -0
  119. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js +10 -0
  120. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -0
  121. package/ShadersWGSL/gaussianSplatting.fragment.d.ts +10 -0
  122. package/ShadersWGSL/gaussianSplatting.fragment.js +23 -0
  123. package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -0
  124. package/ShadersWGSL/gaussianSplatting.vertex.d.ts +14 -0
  125. package/ShadersWGSL/gaussianSplatting.vertex.js +31 -0
  126. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -0
  127. package/ShadersWGSL/geometry.vertex.js +1 -1
  128. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  129. package/ShadersWGSL/iblShadowAccumulation.fragment.js +2 -1
  130. package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
  131. package/ShadersWGSL/layer.fragment.js +4 -2
  132. package/ShadersWGSL/layer.fragment.js.map +1 -1
  133. package/ShadersWGSL/taa.fragment.d.ts +5 -0
  134. package/ShadersWGSL/taa.fragment.js +11 -0
  135. package/ShadersWGSL/taa.fragment.js.map +1 -0
  136. package/package.json +1 -1
@@ -2,16 +2,14 @@ import { __decorate } from "../../../tslib.es6.js";
2
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  /* eslint-disable @typescript-eslint/naming-convention */
3
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  import { serialize } from "../../../Misc/decorators.js";
4
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  import { SerializationHelper } from "../../../Misc/decorators.serialization.js";
5
- import { Camera } from "../../../Cameras/camera.js";
6
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  import { PostProcess } from "../../postProcess.js";
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  import { PostProcessRenderPipeline } from "../postProcessRenderPipeline.js";
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  import { PostProcessRenderEffect } from "../postProcessRenderEffect.js";
9
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  import { RegisterClass } from "../../../Misc/typeStore.js";
10
9
 
11
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  import { PassPostProcess } from "../../passPostProcess.js";
12
- import { Halton2DSequence } from "../../../Maths/halton2DSequence.js";
11
+ import { ThinTAAPostProcess } from "../../thinTAAPostProcess.js";
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  import "../postProcessRenderPipelineManagerSceneComponent.js";
14
- import "../../../Shaders/taa.fragment.js";
15
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  /**
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  * Simple implementation of Temporal Anti-Aliasing (TAA).
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  * This can be used to improve image quality for still pictures (screenshots for e.g.).
@@ -21,14 +19,10 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
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  * Number of accumulated samples (default: 16)
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  */
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  set samples(samples) {
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- if (this._samples === samples) {
25
- return;
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- }
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- this._samples = samples;
28
- this._hs.regenerate(samples);
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+ this._taaThinPostProcess.samples = samples;
29
23
  }
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  get samples() {
31
- return this._samples;
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+ return this._taaThinPostProcess.samples;
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  }
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  /**
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  * MSAA samples (default: 1)
@@ -45,6 +39,25 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
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  get msaaSamples() {
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  return this._msaaSamples;
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  }
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+ /**
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+ * The factor used to blend the history frame with current frame (default: 0.05)
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+ */
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+ get factor() {
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+ return this._taaThinPostProcess.factor;
47
+ }
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+ set factor(value) {
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+ this._taaThinPostProcess.factor = value;
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+ }
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+ /**
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+ * Disable TAA on camera move (default: true).
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+ * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)
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+ */
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+ get disableOnCameraMove() {
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+ return this._taaThinPostProcess.disableOnCameraMove;
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+ }
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+ set disableOnCameraMove(value) {
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+ this._taaThinPostProcess.disableOnCameraMove = value;
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+ }
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  /**
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  * Gets or sets a boolean indicating if the render pipeline is enabled (default: true).
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  */
@@ -65,7 +78,7 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
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  else if (value) {
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  if (!this._isDirty) {
67
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  if (this._cameras !== null) {
68
- this._firstUpdate = true;
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+ this._taaThinPostProcess._reset();
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  this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
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  }
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  }
@@ -105,28 +118,17 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
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  * The pass PostProcess effect id in the pipeline
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  */
107
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  this.TAAPassEffect = "TAAPassEffect";
108
- this._samples = 8;
109
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  this._msaaSamples = 1;
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- /**
111
- * The factor used to blend the history frame with current frame (default: 0.05)
112
- */
113
- this.factor = 0.05;
114
- /**
115
- * Disable TAA on camera move (default: true).
116
- * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)
117
- */
118
- this.disableOnCameraMove = true;
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  this._isEnabled = true;
120
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  this._isDirty = false;
121
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  this._camerasToBeAttached = [];
122
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  this._pingpong = 0;
123
- this._firstUpdate = true;
124
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  this._cameras = cameras || scene.cameras;
125
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  this._cameras = this._cameras.slice();
126
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  this._camerasToBeAttached = this._cameras.slice();
127
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  this._scene = scene;
128
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  this._textureType = textureType;
129
- this._hs = new Halton2DSequence(this.samples);
131
+ this._taaThinPostProcess = new ThinTAAPostProcess("TAA", this._scene.getEngine());
130
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  if (this.isSupported) {
131
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  this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());
132
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  scene.postProcessRenderPipelineManager.addPipeline(this);
@@ -173,13 +175,8 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
173
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  this._pong?.dispose();
174
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  this._ping = engine.createRenderTargetTexture({ width, height }, { generateMipMaps: false, generateDepthBuffer: false, type: 2, samplingMode: 1 });
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  this._pong = engine.createRenderTargetTexture({ width, height }, { generateMipMaps: false, generateDepthBuffer: false, type: 2, samplingMode: 1 });
176
- this._hs.setDimensions(width / 2, height / 2);
177
- this._hs.next();
178
- this._firstUpdate = true;
179
- }
180
- _updateEffectDefines() {
181
- const defines = [];
182
- this._taaPostProcess?.updateEffect(defines.join("\n"));
178
+ this._taaThinPostProcess.textureWidth = width;
179
+ this._taaThinPostProcess.textureHeight = height;
183
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  }
184
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  _buildPipeline() {
185
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  if (!this.isSupported) {
@@ -227,37 +224,23 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
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  size: 1.0,
228
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  engine: this._scene.getEngine(),
229
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  textureType: this._textureType,
227
+ effectWrapper: this._taaThinPostProcess,
230
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  });
231
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  this._taaPostProcess.samples = this._msaaSamples;
232
- this._updateEffectDefines();
233
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  this._taaPostProcess.onActivateObservable.add(() => {
234
- const camera = this._scene.activeCamera;
231
+ this._taaThinPostProcess.camera = this._scene.activeCamera;
235
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  if (this._taaPostProcess?.width !== this._ping.width || this._taaPostProcess?.height !== this._ping.height) {
236
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  const engine = this._scene.getEngine();
237
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  this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());
238
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  }
239
- if (camera && !camera.hasMoved) {
240
- if (camera.mode === Camera.PERSPECTIVE_CAMERA) {
241
- const projMat = camera.getProjectionMatrix();
242
- projMat.setRowFromFloats(2, this._hs.x, this._hs.y, projMat.m[10], projMat.m[11]);
243
- }
244
- else {
245
- // We must force the update of the projection matrix so that m[12] and m[13] are recomputed, as we modified them the previous frame
246
- const projMat = camera.getProjectionMatrix(true);
247
- projMat.setRowFromFloats(3, this._hs.x + projMat.m[12], this._hs.y + projMat.m[13], projMat.m[14], projMat.m[15]);
248
- }
249
- }
236
+ this._taaThinPostProcess.updateProjectionMatrix();
250
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  if (this._passPostProcess) {
251
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  this._passPostProcess.inputTexture = this._pingpong ? this._ping : this._pong;
252
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  }
253
240
  this._pingpong = this._pingpong ^ 1;
254
- this._hs.next();
255
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  });
256
242
  this._taaPostProcess.onApplyObservable.add((effect) => {
257
- const camera = this._scene.activeCamera;
258
243
  effect._bindTexture("historySampler", this._pingpong ? this._ping.texture : this._pong.texture);
259
- effect.setFloat("factor", (camera?.hasMoved && this.disableOnCameraMove) || this._firstUpdate ? 1 : this.factor);
260
- this._firstUpdate = false;
261
244
  });
262
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  }
263
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  _createPassPostProcess() {
@@ -288,16 +271,16 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
288
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  }
289
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  __decorate([
290
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  serialize("samples")
291
- ], TAARenderingPipeline.prototype, "_samples", void 0);
274
+ ], TAARenderingPipeline.prototype, "samples", null);
292
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  __decorate([
293
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  serialize("msaaSamples")
294
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  ], TAARenderingPipeline.prototype, "_msaaSamples", void 0);
295
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  __decorate([
296
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  serialize()
297
- ], TAARenderingPipeline.prototype, "factor", void 0);
280
+ ], TAARenderingPipeline.prototype, "factor", null);
298
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  __decorate([
299
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  serialize()
300
- ], TAARenderingPipeline.prototype, "disableOnCameraMove", void 0);
283
+ ], TAARenderingPipeline.prototype, "disableOnCameraMove", null);
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  __decorate([
302
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  serialize("isEnabled")
303
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  ], TAARenderingPipeline.prototype, "_isEnabled", void 0);
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { PostProcess } from \"../../postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../postProcessRenderEffect\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { PassPostProcess } from \"core/PostProcesses/passPostProcess\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\nimport { Halton2DSequence } from \"core/Maths/halton2DSequence\";\r\n\r\nimport \"../postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/taa.fragment\";\r\n\r\n/**\r\n * Simple implementation of Temporal Anti-Aliasing (TAA).\r\n * This can be used to improve image quality for still pictures (screenshots for e.g.).\r\n */\r\nexport class TAARenderingPipeline extends PostProcessRenderPipeline {\r\n /**\r\n * The TAA PostProcess effect id in the pipeline\r\n */\r\n public TAARenderEffect: string = \"TAARenderEffect\";\r\n /**\r\n * The pass PostProcess effect id in the pipeline\r\n */\r\n public TAAPassEffect: string = \"TAAPassEffect\";\r\n\r\n @serialize(\"samples\")\r\n private _samples = 8;\r\n /**\r\n * Number of accumulated samples (default: 16)\r\n */\r\n public set samples(samples: number) {\r\n if (this._samples === samples) {\r\n return;\r\n }\r\n\r\n this._samples = samples;\r\n this._hs.regenerate(samples);\r\n }\r\n\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"msaaSamples\")\r\n private _msaaSamples = 1;\r\n /**\r\n * MSAA samples (default: 1)\r\n */\r\n public set msaaSamples(samples: number) {\r\n if (this._msaaSamples === samples) {\r\n return;\r\n }\r\n\r\n this._msaaSamples = samples;\r\n if (this._taaPostProcess) {\r\n this._taaPostProcess.samples = samples;\r\n }\r\n }\r\n\r\n public get msaaSamples(): number {\r\n return this._msaaSamples;\r\n }\r\n\r\n /**\r\n * The factor used to blend the history frame with current frame (default: 0.05)\r\n */\r\n @serialize()\r\n public factor = 0.05;\r\n\r\n /**\r\n * Disable TAA on camera move (default: true).\r\n * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)\r\n */\r\n @serialize()\r\n public disableOnCameraMove = true;\r\n\r\n @serialize(\"isEnabled\")\r\n private _isEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if the render pipeline is enabled (default: true).\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n\r\n if (!value) {\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n } else if (value) {\r\n if (!this._isDirty) {\r\n if (this._cameras !== null) {\r\n this._firstUpdate = true;\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n } else {\r\n this._buildPipeline();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n private _scene: Scene;\r\n private _isDirty = false;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n private _textureType: number;\r\n private _taaPostProcess: Nullable<PostProcess>;\r\n private _passPostProcess: Nullable<PassPostProcess>;\r\n private _ping: RenderTargetWrapper;\r\n private _pong: RenderTargetWrapper;\r\n private _pingpong = 0;\r\n private _hs: Halton2DSequence;\r\n private _firstUpdate = true;\r\n\r\n /**\r\n * Returns true if TAA is supported by the running hardware\r\n */\r\n public override get isSupported(): boolean {\r\n const caps = this._scene.getEngine().getCaps();\r\n\r\n return caps.texelFetch;\r\n }\r\n\r\n /**\r\n * Constructor of the TAA rendering pipeline\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param textureType The type of texture where the scene will be rendered (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\r\n */\r\n constructor(name: string, scene: Scene, cameras?: Camera[], textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n const engine = scene.getEngine();\r\n\r\n super(engine, name);\r\n\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._scene = scene;\r\n this._textureType = textureType;\r\n this._hs = new Halton2DSequence(this.samples);\r\n\r\n if (this.isSupported) {\r\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n this._buildPipeline();\r\n }\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"TAARenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"TAARenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n */\r\n public override dispose(): void {\r\n this._disposePostProcesses();\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n\r\n this._ping.dispose();\r\n this._pong.dispose();\r\n\r\n super.dispose();\r\n }\r\n\r\n private _createPingPongTextures(width: number, height: number) {\r\n const engine = this._scene.getEngine();\r\n\r\n this._ping?.dispose();\r\n this._pong?.dispose();\r\n\r\n this._ping = engine.createRenderTargetTexture(\r\n { width, height },\r\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_NEAREST_NEAREST }\r\n );\r\n\r\n this._pong = engine.createRenderTargetTexture(\r\n { width, height },\r\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_NEAREST_NEAREST }\r\n );\r\n\r\n this._hs.setDimensions(width / 2, height / 2);\r\n this._hs.next();\r\n this._firstUpdate = true;\r\n }\r\n\r\n private _updateEffectDefines(): void {\r\n const defines: string[] = [];\r\n\r\n this._taaPostProcess?.updateEffect(defines.join(\"\\n\"));\r\n }\r\n\r\n private _buildPipeline() {\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n\r\n if (!this._isEnabled) {\r\n this._isDirty = true;\r\n return;\r\n }\r\n\r\n this._isDirty = false;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n\r\n this._createTAAPostProcess();\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.TAARenderEffect,\r\n () => {\r\n return this._taaPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n this._createPassPostProcess();\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.TAAPassEffect,\r\n () => {\r\n return this._passPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n }\r\n\r\n private _disposePostProcesses(): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n this._taaPostProcess?.dispose(camera);\r\n this._passPostProcess?.dispose(camera);\r\n\r\n camera.getProjectionMatrix(true); // recompute the projection matrix\r\n }\r\n\r\n this._taaPostProcess = null;\r\n this._passPostProcess = null;\r\n }\r\n\r\n private _createTAAPostProcess(): void {\r\n this._taaPostProcess = new PostProcess(\"TAA\", \"taa\", {\r\n uniforms: [\"factor\"],\r\n samplers: [\"historySampler\"],\r\n size: 1.0,\r\n engine: this._scene.getEngine(),\r\n textureType: this._textureType,\r\n });\r\n\r\n this._taaPostProcess.samples = this._msaaSamples;\r\n\r\n this._updateEffectDefines();\r\n\r\n this._taaPostProcess.onActivateObservable.add(() => {\r\n const camera = this._scene.activeCamera;\r\n\r\n if (this._taaPostProcess?.width !== this._ping.width || this._taaPostProcess?.height !== this._ping.height) {\r\n const engine = this._scene.getEngine();\r\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\r\n }\r\n\r\n if (camera && !camera.hasMoved) {\r\n if (camera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n const projMat = camera.getProjectionMatrix();\r\n projMat.setRowFromFloats(2, this._hs.x, this._hs.y, projMat.m[10], projMat.m[11]);\r\n } else {\r\n // We must force the update of the projection matrix so that m[12] and m[13] are recomputed, as we modified them the previous frame\r\n const projMat = camera.getProjectionMatrix(true);\r\n projMat.setRowFromFloats(3, this._hs.x + projMat.m[12], this._hs.y + projMat.m[13], projMat.m[14], projMat.m[15]);\r\n }\r\n }\r\n\r\n if (this._passPostProcess) {\r\n this._passPostProcess.inputTexture = this._pingpong ? this._ping : this._pong;\r\n }\r\n this._pingpong = this._pingpong ^ 1;\r\n this._hs.next();\r\n });\r\n\r\n this._taaPostProcess.onApplyObservable.add((effect: Effect) => {\r\n const camera = this._scene.activeCamera;\r\n\r\n effect._bindTexture(\"historySampler\", this._pingpong ? this._ping.texture : this._pong.texture);\r\n effect.setFloat(\"factor\", (camera?.hasMoved && this.disableOnCameraMove) || this._firstUpdate ? 1 : this.factor);\r\n\r\n this._firstUpdate = false;\r\n });\r\n }\r\n\r\n private _createPassPostProcess() {\r\n const engine = this._scene.getEngine();\r\n\r\n this._passPostProcess = new PassPostProcess(\"TAAPass\", 1, null, Constants.TEXTURE_NEAREST_NEAREST, engine);\r\n this._passPostProcess.inputTexture = this._ping;\r\n this._passPostProcess.autoClear = false;\r\n }\r\n\r\n /**\r\n * Serializes the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"TAARenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): TAARenderingPipeline {\r\n return SerializationHelper.Parse(() => new TAARenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TAARenderingPipeline\", TAARenderingPipeline);\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\r\nimport type { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { PostProcess } from \"../../postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../postProcessRenderEffect\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { PassPostProcess } from \"core/PostProcesses/passPostProcess\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\nimport { ThinTAAPostProcess } from \"core/PostProcesses/thinTAAPostProcess\";\r\n\r\nimport \"../postProcessRenderPipelineManagerSceneComponent\";\r\n\r\n/**\r\n * Simple implementation of Temporal Anti-Aliasing (TAA).\r\n * This can be used to improve image quality for still pictures (screenshots for e.g.).\r\n */\r\nexport class TAARenderingPipeline extends PostProcessRenderPipeline {\r\n /**\r\n * The TAA PostProcess effect id in the pipeline\r\n */\r\n public TAARenderEffect: string = \"TAARenderEffect\";\r\n /**\r\n * The pass PostProcess effect id in the pipeline\r\n */\r\n public TAAPassEffect: string = \"TAAPassEffect\";\r\n\r\n /**\r\n * Number of accumulated samples (default: 16)\r\n */\r\n @serialize(\"samples\")\r\n public set samples(samples: number) {\r\n this._taaThinPostProcess.samples = samples;\r\n }\r\n\r\n public get samples(): number {\r\n return this._taaThinPostProcess.samples;\r\n }\r\n\r\n @serialize(\"msaaSamples\")\r\n private _msaaSamples = 1;\r\n /**\r\n * MSAA samples (default: 1)\r\n */\r\n public set msaaSamples(samples: number) {\r\n if (this._msaaSamples === samples) {\r\n return;\r\n }\r\n\r\n this._msaaSamples = samples;\r\n if (this._taaPostProcess) {\r\n this._taaPostProcess.samples = samples;\r\n }\r\n }\r\n\r\n public get msaaSamples(): number {\r\n return this._msaaSamples;\r\n }\r\n\r\n /**\r\n * The factor used to blend the history frame with current frame (default: 0.05)\r\n */\r\n @serialize()\r\n public get factor() {\r\n return this._taaThinPostProcess.factor;\r\n }\r\n\r\n public set factor(value: number) {\r\n this._taaThinPostProcess.factor = value;\r\n }\r\n\r\n /**\r\n * Disable TAA on camera move (default: true).\r\n * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)\r\n */\r\n @serialize()\r\n public get disableOnCameraMove() {\r\n return this._taaThinPostProcess.disableOnCameraMove;\r\n }\r\n\r\n public set disableOnCameraMove(value: boolean) {\r\n this._taaThinPostProcess.disableOnCameraMove = value;\r\n }\r\n\r\n @serialize(\"isEnabled\")\r\n private _isEnabled = true;\r\n /**\r\n * Gets or sets a boolean indicating if the render pipeline is enabled (default: true).\r\n */\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n public set isEnabled(value: boolean) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n\r\n this._isEnabled = value;\r\n\r\n if (!value) {\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n } else if (value) {\r\n if (!this._isDirty) {\r\n if (this._cameras !== null) {\r\n this._taaThinPostProcess._reset();\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n } else {\r\n this._buildPipeline();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n private _scene: Scene;\r\n private _isDirty = false;\r\n private _camerasToBeAttached: Array<Camera> = [];\r\n private _textureType: number;\r\n private _taaPostProcess: Nullable<PostProcess>;\r\n private _taaThinPostProcess: ThinTAAPostProcess;\r\n private _passPostProcess: Nullable<PassPostProcess>;\r\n private _ping: RenderTargetWrapper;\r\n private _pong: RenderTargetWrapper;\r\n private _pingpong = 0;\r\n\r\n /**\r\n * Returns true if TAA is supported by the running hardware\r\n */\r\n public override get isSupported(): boolean {\r\n const caps = this._scene.getEngine().getCaps();\r\n\r\n return caps.texelFetch;\r\n }\r\n\r\n /**\r\n * Constructor of the TAA rendering pipeline\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\r\n * @param textureType The type of texture where the scene will be rendered (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\r\n */\r\n constructor(name: string, scene: Scene, cameras?: Camera[], textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n const engine = scene.getEngine();\r\n\r\n super(engine, name);\r\n\r\n this._cameras = cameras || scene.cameras;\r\n this._cameras = this._cameras.slice();\r\n this._camerasToBeAttached = this._cameras.slice();\r\n\r\n this._scene = scene;\r\n this._textureType = textureType;\r\n this._taaThinPostProcess = new ThinTAAPostProcess(\"TAA\", this._scene.getEngine());\r\n\r\n if (this.isSupported) {\r\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n this._buildPipeline();\r\n }\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"TAARenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"TAARenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Adds a camera to the pipeline\r\n * @param camera the camera to be added\r\n */\r\n public addCamera(camera: Camera): void {\r\n this._camerasToBeAttached.push(camera);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes a camera from the pipeline\r\n * @param camera the camera to remove\r\n */\r\n public removeCamera(camera: Camera): void {\r\n const index = this._camerasToBeAttached.indexOf(camera);\r\n this._camerasToBeAttached.splice(index, 1);\r\n this._buildPipeline();\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n */\r\n public override dispose(): void {\r\n this._disposePostProcesses();\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n\r\n this._ping.dispose();\r\n this._pong.dispose();\r\n\r\n super.dispose();\r\n }\r\n\r\n private _createPingPongTextures(width: number, height: number) {\r\n const engine = this._scene.getEngine();\r\n\r\n this._ping?.dispose();\r\n this._pong?.dispose();\r\n\r\n this._ping = engine.createRenderTargetTexture(\r\n { width, height },\r\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_NEAREST_NEAREST }\r\n );\r\n\r\n this._pong = engine.createRenderTargetTexture(\r\n { width, height },\r\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_NEAREST_NEAREST }\r\n );\r\n\r\n this._taaThinPostProcess.textureWidth = width;\r\n this._taaThinPostProcess.textureHeight = height;\r\n }\r\n\r\n private _buildPipeline() {\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n\r\n if (!this._isEnabled) {\r\n this._isDirty = true;\r\n return;\r\n }\r\n\r\n this._isDirty = false;\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n this._disposePostProcesses();\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\r\n // get back cameras to be used to reattach pipeline\r\n this._cameras = this._camerasToBeAttached.slice();\r\n }\r\n this._reset();\r\n\r\n this._createTAAPostProcess();\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.TAARenderEffect,\r\n () => {\r\n return this._taaPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n this._createPassPostProcess();\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n engine,\r\n this.TAAPassEffect,\r\n () => {\r\n return this._passPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n if (this._cameras !== null) {\r\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\r\n }\r\n }\r\n\r\n private _disposePostProcesses(): void {\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n const camera = this._cameras[i];\r\n\r\n this._taaPostProcess?.dispose(camera);\r\n this._passPostProcess?.dispose(camera);\r\n\r\n camera.getProjectionMatrix(true); // recompute the projection matrix\r\n }\r\n\r\n this._taaPostProcess = null;\r\n this._passPostProcess = null;\r\n }\r\n\r\n private _createTAAPostProcess(): void {\r\n this._taaPostProcess = new PostProcess(\"TAA\", \"taa\", {\r\n uniforms: [\"factor\"],\r\n samplers: [\"historySampler\"],\r\n size: 1.0,\r\n engine: this._scene.getEngine(),\r\n textureType: this._textureType,\r\n effectWrapper: this._taaThinPostProcess,\r\n });\r\n\r\n this._taaPostProcess.samples = this._msaaSamples;\r\n\r\n this._taaPostProcess.onActivateObservable.add(() => {\r\n this._taaThinPostProcess.camera = this._scene.activeCamera;\r\n\r\n if (this._taaPostProcess?.width !== this._ping.width || this._taaPostProcess?.height !== this._ping.height) {\r\n const engine = this._scene.getEngine();\r\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\r\n }\r\n\r\n this._taaThinPostProcess.updateProjectionMatrix();\r\n\r\n if (this._passPostProcess) {\r\n this._passPostProcess.inputTexture = this._pingpong ? this._ping : this._pong;\r\n }\r\n this._pingpong = this._pingpong ^ 1;\r\n });\r\n\r\n this._taaPostProcess.onApplyObservable.add((effect: Effect) => {\r\n effect._bindTexture(\"historySampler\", this._pingpong ? this._ping.texture : this._pong.texture);\r\n });\r\n }\r\n\r\n private _createPassPostProcess() {\r\n const engine = this._scene.getEngine();\r\n\r\n this._passPostProcess = new PassPostProcess(\"TAAPass\", 1, null, Constants.TEXTURE_NEAREST_NEAREST, engine);\r\n this._passPostProcess.inputTexture = this._ping;\r\n this._passPostProcess.autoClear = false;\r\n }\r\n\r\n /**\r\n * Serializes the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"TAARenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): TAARenderingPipeline {\r\n return SerializationHelper.Parse(() => new TAARenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TAARenderingPipeline\", TAARenderingPipeline);\r\n"]}
@@ -0,0 +1,72 @@
1
+ import type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from "../index.js";
2
+ import { Camera } from "../Cameras/camera";
3
+ import { EffectWrapper } from "../Materials/effectRenderer.js";
4
+ /**
5
+ * Simple implementation of Temporal Anti-Aliasing (TAA).
6
+ * This can be used to improve image quality for still pictures (screenshots for e.g.).
7
+ */
8
+ export declare class ThinTAAPostProcess extends EffectWrapper {
9
+ /**
10
+ * The fragment shader url
11
+ */
12
+ static readonly FragmentUrl = "taa";
13
+ /**
14
+ * The list of uniforms used by the effect
15
+ */
16
+ static readonly Uniforms: string[];
17
+ /**
18
+ * The list of samplers used by the effect
19
+ */
20
+ static readonly Samplers: string[];
21
+ protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void;
22
+ private _samples;
23
+ /**
24
+ * Number of accumulated samples (default: 8)
25
+ */
26
+ set samples(samples: number);
27
+ get samples(): number;
28
+ /**
29
+ * The factor used to blend the history frame with current frame (default: 0.05)
30
+ */
31
+ factor: number;
32
+ /**
33
+ * The camera to use for the post process
34
+ */
35
+ camera: Nullable<Camera>;
36
+ private _disabled;
37
+ /**
38
+ * Whether the TAA is disabled
39
+ */
40
+ get disabled(): boolean;
41
+ set disabled(value: boolean);
42
+ private _textureWidth;
43
+ /**
44
+ * The width of the texture in which to render
45
+ */
46
+ get textureWidth(): number;
47
+ set textureWidth(width: number);
48
+ private _textureHeight;
49
+ /**
50
+ * The height of the texture in which to render
51
+ */
52
+ get textureHeight(): number;
53
+ set textureHeight(height: number);
54
+ /**
55
+ * Disable TAA on camera move (default: true).
56
+ * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)
57
+ */
58
+ disableOnCameraMove: boolean;
59
+ private _hs;
60
+ private _firstUpdate;
61
+ /**
62
+ * Constructs a new TAA post process
63
+ * @param name Name of the effect
64
+ * @param engine Engine to use to render the effect. If not provided, the last created engine will be used
65
+ * @param options Options to configure the effect
66
+ */
67
+ constructor(name: string, engine?: Nullable<AbstractEngine>, options?: EffectWrapperCreationOptions);
68
+ /** @internal */
69
+ _reset(): void;
70
+ updateProjectionMatrix(): void;
71
+ bind(): void;
72
+ }
@@ -0,0 +1,149 @@
1
+ import { Camera } from "../Cameras/camera.js";
2
+ import { Halton2DSequence } from "../Maths/halton2DSequence.js";
3
+ import { Engine } from "../Engines/engine.js";
4
+ import { EffectWrapper } from "../Materials/effectRenderer.js";
5
+ /**
6
+ * Simple implementation of Temporal Anti-Aliasing (TAA).
7
+ * This can be used to improve image quality for still pictures (screenshots for e.g.).
8
+ */
9
+ export class ThinTAAPostProcess extends EffectWrapper {
10
+ _gatherImports(useWebGPU, list) {
11
+ if (useWebGPU) {
12
+ this._webGPUReady = true;
13
+ list.push(import("../ShadersWGSL/taa.fragment.js"));
14
+ }
15
+ else {
16
+ list.push(import("../Shaders/taa.fragment.js"));
17
+ }
18
+ }
19
+ /**
20
+ * Number of accumulated samples (default: 8)
21
+ */
22
+ set samples(samples) {
23
+ if (this._samples === samples) {
24
+ return;
25
+ }
26
+ this._samples = samples;
27
+ this._hs.regenerate(samples);
28
+ }
29
+ get samples() {
30
+ return this._samples;
31
+ }
32
+ /**
33
+ * Whether the TAA is disabled
34
+ */
35
+ get disabled() {
36
+ return this._disabled;
37
+ }
38
+ set disabled(value) {
39
+ if (this._disabled === value) {
40
+ return;
41
+ }
42
+ this._disabled = value;
43
+ this._reset();
44
+ }
45
+ /**
46
+ * The width of the texture in which to render
47
+ */
48
+ get textureWidth() {
49
+ return this._textureWidth;
50
+ }
51
+ set textureWidth(width) {
52
+ if (this._textureWidth === width) {
53
+ return;
54
+ }
55
+ this._textureWidth = width;
56
+ this._reset();
57
+ }
58
+ /**
59
+ * The height of the texture in which to render
60
+ */
61
+ get textureHeight() {
62
+ return this._textureHeight;
63
+ }
64
+ set textureHeight(height) {
65
+ if (this._textureHeight === height) {
66
+ return;
67
+ }
68
+ this._textureHeight = height;
69
+ this._reset();
70
+ }
71
+ /**
72
+ * Constructs a new TAA post process
73
+ * @param name Name of the effect
74
+ * @param engine Engine to use to render the effect. If not provided, the last created engine will be used
75
+ * @param options Options to configure the effect
76
+ */
77
+ constructor(name, engine = null, options) {
78
+ super({
79
+ ...options,
80
+ name,
81
+ engine: engine || Engine.LastCreatedEngine,
82
+ useShaderStore: true,
83
+ useAsPostProcess: true,
84
+ fragmentShader: ThinTAAPostProcess.FragmentUrl,
85
+ uniforms: ThinTAAPostProcess.Uniforms,
86
+ samplers: ThinTAAPostProcess.Samplers,
87
+ });
88
+ this._samples = 8;
89
+ /**
90
+ * The factor used to blend the history frame with current frame (default: 0.05)
91
+ */
92
+ this.factor = 0.05;
93
+ this._disabled = false;
94
+ this._textureWidth = 0;
95
+ this._textureHeight = 0;
96
+ /**
97
+ * Disable TAA on camera move (default: true).
98
+ * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)
99
+ */
100
+ this.disableOnCameraMove = true;
101
+ this._firstUpdate = true;
102
+ this._hs = new Halton2DSequence(this.samples);
103
+ }
104
+ /** @internal */
105
+ _reset() {
106
+ this._hs.setDimensions(this._textureWidth / 2, this._textureHeight / 2);
107
+ this._hs.next();
108
+ this._firstUpdate = true;
109
+ }
110
+ updateProjectionMatrix() {
111
+ if (this.disabled) {
112
+ return;
113
+ }
114
+ if (this.camera && !this.camera.hasMoved) {
115
+ if (this.camera.mode === Camera.PERSPECTIVE_CAMERA) {
116
+ const projMat = this.camera.getProjectionMatrix();
117
+ projMat.setRowFromFloats(2, this._hs.x, this._hs.y, projMat.m[10], projMat.m[11]);
118
+ }
119
+ else {
120
+ // We must force the update of the projection matrix so that m[12] and m[13] are recomputed, as we modified them the previous frame
121
+ const projMat = this.camera.getProjectionMatrix(true);
122
+ projMat.setRowFromFloats(3, this._hs.x + projMat.m[12], this._hs.y + projMat.m[13], projMat.m[14], projMat.m[15]);
123
+ }
124
+ }
125
+ this._hs.next();
126
+ }
127
+ bind() {
128
+ super.bind();
129
+ if (this.disabled) {
130
+ return;
131
+ }
132
+ const effect = this._drawWrapper.effect;
133
+ effect.setFloat("factor", (this.camera?.hasMoved && this.disableOnCameraMove) || this._firstUpdate ? 1 : this.factor);
134
+ this._firstUpdate = false;
135
+ }
136
+ }
137
+ /**
138
+ * The fragment shader url
139
+ */
140
+ ThinTAAPostProcess.FragmentUrl = "taa";
141
+ /**
142
+ * The list of uniforms used by the effect
143
+ */
144
+ ThinTAAPostProcess.Uniforms = ["factor"];
145
+ /**
146
+ * The list of samplers used by the effect
147
+ */
148
+ ThinTAAPostProcess.Samplers = ["historySampler"];
149
+ //# sourceMappingURL=thinTAAPostProcess.js.map
@@ -0,0 +1 @@
1
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eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from \"core/index\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Halton2DSequence } from \"core/Maths/halton2DSequence\";\r\nimport { Engine } from \"core/Engines/engine\";\r\nimport { EffectWrapper } from \"core/Materials/effectRenderer\";\r\n\r\n/**\r\n * Simple implementation of Temporal Anti-Aliasing (TAA).\r\n * This can be used to improve image quality for still pictures (screenshots for e.g.).\r\n */\r\nexport class ThinTAAPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"taa\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"factor\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"historySampler\"];\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/taa.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/taa.fragment\"));\r\n }\r\n }\r\n\r\n private _samples = 8;\r\n /**\r\n * Number of accumulated samples (default: 8)\r\n */\r\n public set samples(samples: number) {\r\n if (this._samples === samples) {\r\n return;\r\n }\r\n\r\n this._samples = samples;\r\n this._hs.regenerate(samples);\r\n }\r\n\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * The factor used to blend the history frame with current frame (default: 0.05)\r\n */\r\n public factor = 0.05;\r\n\r\n /**\r\n * The camera to use for the post process\r\n */\r\n public camera: Nullable<Camera>;\r\n\r\n private _disabled = false;\r\n /**\r\n * Whether the TAA is disabled\r\n */\r\n public get disabled() {\r\n return this._disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n if (this._disabled === value) {\r\n return;\r\n }\r\n this._disabled = value;\r\n this._reset();\r\n }\r\n\r\n private _textureWidth = 0;\r\n /**\r\n * The width of the texture in which to render\r\n */\r\n public get textureWidth() {\r\n return this._textureWidth;\r\n }\r\n\r\n public set textureWidth(width: number) {\r\n if (this._textureWidth === width) {\r\n return;\r\n }\r\n this._textureWidth = width;\r\n this._reset();\r\n }\r\n\r\n private _textureHeight = 0;\r\n /**\r\n * The height of the texture in which to render\r\n */\r\n public get textureHeight() {\r\n return this._textureHeight;\r\n }\r\n\r\n public set textureHeight(height: number) {\r\n if (this._textureHeight === height) {\r\n return;\r\n }\r\n this._textureHeight = height;\r\n this._reset();\r\n }\r\n\r\n /**\r\n * Disable TAA on camera move (default: true).\r\n * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)\r\n */\r\n public disableOnCameraMove = true;\r\n\r\n private _hs: Halton2DSequence;\r\n private _firstUpdate = true;\r\n\r\n /**\r\n * Constructs a new TAA post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinTAAPostProcess.FragmentUrl,\r\n uniforms: ThinTAAPostProcess.Uniforms,\r\n samplers: ThinTAAPostProcess.Samplers,\r\n });\r\n\r\n this._hs = new Halton2DSequence(this.samples);\r\n }\r\n\r\n /** @internal */\r\n public _reset(): void {\r\n this._hs.setDimensions(this._textureWidth / 2, this._textureHeight / 2);\r\n this._hs.next();\r\n this._firstUpdate = true;\r\n }\r\n\r\n public updateProjectionMatrix(): void {\r\n if (this.disabled) {\r\n return;\r\n }\r\n\r\n if (this.camera && !this.camera.hasMoved) {\r\n if (this.camera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n const projMat = this.camera.getProjectionMatrix();\r\n projMat.setRowFromFloats(2, this._hs.x, this._hs.y, projMat.m[10], projMat.m[11]);\r\n } else {\r\n // We must force the update of the projection matrix so that m[12] and m[13] are recomputed, as we modified them the previous frame\r\n const projMat = this.camera.getProjectionMatrix(true);\r\n projMat.setRowFromFloats(3, this._hs.x + projMat.m[12], this._hs.y + projMat.m[13], projMat.m[14], projMat.m[15]);\r\n }\r\n }\r\n\r\n this._hs.next();\r\n }\r\n\r\n public override bind() {\r\n super.bind();\r\n\r\n if (this.disabled) {\r\n return;\r\n }\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"factor\", (this.camera?.hasMoved && this.disableOnCameraMove) || this._firstUpdate ? 1 : this.factor);\r\n\r\n this._firstUpdate = false;\r\n }\r\n}\r\n"]}