@babylonjs/core 7.33.0 → 7.34.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (124) 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/Passes/renderPass.js +1 -1
  24. package/FrameGraph/Passes/renderPass.js.map +1 -1
  25. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +21 -0
  26. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +110 -0
  27. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -0
  28. package/FrameGraph/frameGraph.d.ts +6 -0
  29. package/FrameGraph/frameGraph.js +15 -1
  30. package/FrameGraph/frameGraph.js.map +1 -1
  31. package/FrameGraph/frameGraphRenderContext.d.ts +3 -2
  32. package/FrameGraph/frameGraphRenderContext.js +9 -4
  33. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  34. package/FrameGraph/frameGraphTask.js +5 -1
  35. package/FrameGraph/frameGraphTask.js.map +1 -1
  36. package/FrameGraph/frameGraphTextureManager.d.ts +8 -0
  37. package/FrameGraph/frameGraphTextureManager.js +51 -7
  38. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  39. package/FrameGraph/frameGraphTypes.d.ts +2 -0
  40. package/FrameGraph/frameGraphTypes.js.map +1 -1
  41. package/FrameGraph/index.d.ts +3 -2
  42. package/FrameGraph/index.js +3 -2
  43. package/FrameGraph/index.js.map +1 -1
  44. package/Layers/layer.d.ts +4 -0
  45. package/Layers/layer.js +13 -2
  46. package/Layers/layer.js.map +1 -1
  47. package/Loading/sceneLoader.d.ts +11 -8
  48. package/Loading/sceneLoader.js +64 -35
  49. package/Loading/sceneLoader.js.map +1 -1
  50. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -0
  51. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +12 -0
  52. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  53. package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js +6 -1
  54. package/Materials/Node/Blocks/GaussianSplatting/gaussianBlock.js.map +1 -1
  55. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +9 -2
  56. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  57. package/Materials/Node/Blocks/GaussianSplatting/index.d.ts +2 -0
  58. package/Materials/Node/Blocks/GaussianSplatting/index.js +3 -0
  59. package/Materials/Node/Blocks/GaussianSplatting/index.js.map +1 -1
  60. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +10 -3
  61. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
  62. package/Materials/Node/nodeMaterial.d.ts +1 -1
  63. package/Materials/Node/nodeMaterial.js +1 -1
  64. package/Materials/Node/nodeMaterial.js.map +1 -1
  65. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +2 -0
  66. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +7 -2
  67. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  68. package/Meshes/abstractMesh.hotSpot.js +2 -0
  69. package/Meshes/abstractMesh.hotSpot.js.map +1 -1
  70. package/Meshes/csg2.js +0 -3
  71. package/Meshes/csg2.js.map +1 -1
  72. package/Misc/webRequest.fetch.d.ts +16 -0
  73. package/Misc/webRequest.fetch.js +33 -0
  74. package/Misc/webRequest.fetch.js.map +1 -0
  75. package/PostProcesses/RenderPipeline/Pipelines/index.d.ts +2 -0
  76. package/PostProcesses/RenderPipeline/Pipelines/index.js +2 -0
  77. package/PostProcesses/RenderPipeline/Pipelines/index.js.map +1 -1
  78. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +6 -8
  79. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +32 -49
  80. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  81. package/PostProcesses/thinTAAPostProcess.d.ts +72 -0
  82. package/PostProcesses/thinTAAPostProcess.js +149 -0
  83. package/PostProcesses/thinTAAPostProcess.js.map +1 -0
  84. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  85. package/Rendering/IBLShadows/iblShadowsAccumulationPass.d.ts +3 -3
  86. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +7 -7
  87. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  88. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +70 -69
  89. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +102 -112
  90. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  91. package/Rendering/geometryBufferRenderer.js +8 -6
  92. package/Rendering/geometryBufferRenderer.js.map +1 -1
  93. package/Shaders/geometry.vertex.js +1 -1
  94. package/Shaders/geometry.vertex.js.map +1 -1
  95. package/Shaders/layer.fragment.js +3 -1
  96. package/Shaders/layer.fragment.js.map +1 -1
  97. package/Shaders/volumetricLightScattering.fragment.js +1 -1
  98. package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
  99. package/ShadersWGSL/ShadersInclude/gaussianSplatting.d.ts +5 -0
  100. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +47 -0
  101. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -0
  102. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.d.ts +7 -0
  103. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js +20 -0
  104. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -0
  105. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.d.ts +7 -0
  106. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js +13 -0
  107. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -0
  108. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.d.ts +5 -0
  109. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js +10 -0
  110. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -0
  111. package/ShadersWGSL/gaussianSplatting.fragment.d.ts +10 -0
  112. package/ShadersWGSL/gaussianSplatting.fragment.js +23 -0
  113. package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -0
  114. package/ShadersWGSL/gaussianSplatting.vertex.d.ts +14 -0
  115. package/ShadersWGSL/gaussianSplatting.vertex.js +31 -0
  116. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -0
  117. package/ShadersWGSL/geometry.vertex.js +1 -1
  118. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  119. package/ShadersWGSL/layer.fragment.js +4 -2
  120. package/ShadersWGSL/layer.fragment.js.map +1 -1
  121. package/ShadersWGSL/taa.fragment.d.ts +5 -0
  122. package/ShadersWGSL/taa.fragment.js +11 -0
  123. package/ShadersWGSL/taa.fragment.js.map +1 -0
  124. package/package.json +1 -1
@@ -1 +1 @@
1
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{ Mesh } from \"./mesh\";\r\nimport type { IDisposable, Scene } from \"core/scene\";\r\nimport type { IVertexDataLike } from \"./mesh.vertexData\";\r\nimport { VertexData } from \"./mesh.vertexData\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { MultiMaterial } from \"core/Materials/multiMaterial\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { _LoadScriptModuleAsync } from \"core/Misc/tools.internals\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Main manifold library\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet Manifold: any;\r\n\r\n/**\r\n * Manifold mesh\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet ManifoldMesh: any;\r\n\r\n/**\r\n * First ID to use for materials indexing\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet FirstID: number;\r\n\r\n/**\r\n * Interface to customize the Manifold library import\r\n */\r\nexport interface ICSG2Options {\r\n /**\r\n * Custom manifold URL\r\n */\r\n manifoldUrl?: string;\r\n /**\r\n * Custom manifold instance\r\n */\r\n manifoldInstance: any;\r\n /**\r\n * Custom manifold mesh instance\r\n */\r\n manifoldMeshInstance: any;\r\n}\r\n\r\n/**\r\n * Interface to customize the mesh rebuild options\r\n */\r\nexport interface IMeshRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n /**\r\n * True to center the mesh on 0,0,0\r\n */\r\n centerMesh?: boolean;\r\n /**\r\n * Defines a material to use for that mesh. When not defined the system will either reuse the one from the source or create a multimaterial if several materials were involved\r\n */\r\n materialToUse?: Material;\r\n}\r\n\r\n/**\r\n * Interface to customize the vertex data rebuild options\r\n */\r\nexport interface IVertexDataRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n}\r\n\r\ninterface IManifoldMesh {\r\n numProp: number;\r\n vertProperties: Float32Array;\r\n triVerts: Uint32Array;\r\n runIndex: Uint32Array;\r\n runOriginalID: Uint32Array;\r\n numRun: number;\r\n}\r\n\r\ninterface IManifoldVertexComponent {\r\n stride: number;\r\n kind: string;\r\n data?: FloatArray;\r\n}\r\n\r\n/**\r\n * Wrapper around the Manifold library\r\n * https://manifoldcad.org/\r\n * Use this class to perform fast boolean operations on meshes\r\n * #IW43EB#15 - basic operations\r\n * #JUKXQD#6104 - skull vs box\r\n * #JUKXQD#6111 - skull vs vertex data\r\n */\r\nexport class CSG2 implements IDisposable {\r\n private _manifold: any;\r\n private _numProp: number;\r\n private _vertexStructure: IManifoldVertexComponent[];\r\n\r\n /**\r\n * Return the size of a vertex (at least 3 for the position)\r\n */\r\n public get numProp() {\r\n return this._numProp;\r\n }\r\n\r\n private constructor(manifold: any, numProp: number, vertexStructure: IManifoldVertexComponent[]) {\r\n this._manifold = manifold;\r\n this._numProp = numProp;\r\n this._vertexStructure = vertexStructure;\r\n }\r\n\r\n private _process(operation: \"difference\" | \"intersection\" | \"union\", csg: CSG2) {\r\n if (this.numProp !== csg.numProp) {\r\n throw new Error(\"CSG must be used with geometries having the same number of properties\");\r\n }\r\n return new CSG2(Manifold[operation](this._manifold, csg._manifold), this.numProp, this._vertexStructure);\r\n }\r\n\r\n /**\r\n * Run a difference operation between two CSG\r\n * @param csg defines the CSG to use to create the difference\r\n * @returns a new csg\r\n */\r\n public subtract(csg: CSG2) {\r\n return this._process(\"difference\", csg);\r\n }\r\n\r\n /**\r\n * Run an intersection operation between two CSG\r\n * @param csg defines the CSG to use to create the intersection\r\n * @returns a new csg\r\n */\r\n public intersect(csg: CSG2) {\r\n return this._process(\"intersection\", csg);\r\n }\r\n\r\n /**\r\n * Run an union operation between two CSG\r\n * @param csg defines the CSG to use to create the union\r\n * @returns a new csg\r\n */\r\n public add(csg: CSG2) {\r\n return this._process(\"union\", csg);\r\n }\r\n\r\n /**\r\n * Print debug information about the CSG\r\n */\r\n public printDebug() {\r\n Logger.Log(\"Genus:\" + this._manifold.genus());\r\n const properties = this._manifold.getProperties();\r\n Logger.Log(\"Volume:\" + properties.volume);\r\n Logger.Log(\"surface area:\" + properties.surfaceArea);\r\n }\r\n\r\n /**\r\n * Generate a vertex data from the CSG\r\n * @param options defines the options to use to rebuild the vertex data\r\n * @returns a new vertex data\r\n */\r\n public toVertexData(options?: Partial<IVertexDataRebuildOptions>): VertexData {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n ...options,\r\n };\r\n const vertexData = new VertexData();\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n\r\n vertexData.indices = manifoldMesh.triVerts.length > 65535 ? new Uint32Array(manifoldMesh.triVerts) : new Uint16Array(manifoldMesh.triVerts);\r\n\r\n for (let i = 0; i < manifoldMesh.triVerts.length; i += 3) {\r\n vertexData.indices[i] = manifoldMesh.triVerts[i + 2];\r\n vertexData.indices[i + 1] = manifoldMesh.triVerts[i + 1];\r\n vertexData.indices[i + 2] = manifoldMesh.triVerts[i];\r\n }\r\n\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Attributes\r\n let offset = 0;\r\n for (let componentIndex = 0; componentIndex < this._vertexStructure.length; componentIndex++) {\r\n const component = this._vertexStructure[componentIndex];\r\n\r\n const data = new Float32Array(vertexCount * component.stride);\r\n for (let i = 0; i < vertexCount; i++) {\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n data[i * component.stride + strideIndex] = manifoldMesh.vertProperties[i * manifoldMesh.numProp + offset + strideIndex];\r\n }\r\n }\r\n vertexData.set(data, component.kind);\r\n offset += component.stride;\r\n }\r\n\r\n // Rebuild mesh from vertex data\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Generate a mesh from the CSG\r\n * @param name defines the name of the mesh\r\n * @param scene defines the scene to use to create the mesh\r\n * @param options defines the options to use to rebuild the mesh\r\n * @returns a new Mesh\r\n */\r\n public toMesh(name: string, scene?: Scene, options?: Partial<IMeshRebuildOptions>): Mesh {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n centerMesh: true,\r\n ...options,\r\n };\r\n const vertexData = this.toVertexData({ rebuildNormals: localOptions.rebuildNormals });\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Rebuild mesh from vertex data\r\n const output = new Mesh(name, scene);\r\n vertexData.applyToMesh(output);\r\n\r\n // Center mesh\r\n if (localOptions.centerMesh) {\r\n const extents = output.getBoundingInfo().boundingSphere.center;\r\n output.position.set(-extents.x, -extents.y, -extents.z);\r\n output.bakeCurrentTransformIntoVertices();\r\n }\r\n\r\n // Submeshes\r\n let id = manifoldMesh.runOriginalID[0];\r\n let start = manifoldMesh.runIndex[0];\r\n let materialIndex = 0;\r\n const materials: Material[] = [];\r\n scene = output.getScene();\r\n for (let run = 0; run < manifoldMesh.numRun; ++run) {\r\n const nextID = manifoldMesh.runOriginalID[run + 1];\r\n if (nextID !== id) {\r\n const end = manifoldMesh.runIndex[run + 1];\r\n new SubMesh(materialIndex, 0, vertexCount, start, end - start, output);\r\n materials.push(scene.getMaterialByUniqueID(id - FirstID) || scene.defaultMaterial);\r\n id = nextID;\r\n start = end;\r\n materialIndex++;\r\n }\r\n }\r\n\r\n if (localOptions.materialToUse) {\r\n output.material = localOptions.materialToUse;\r\n } else {\r\n if (materials.length > 1) {\r\n const multiMaterial = new MultiMaterial(name, scene);\r\n multiMaterial.subMaterials = materials;\r\n output.material = multiMaterial;\r\n } else {\r\n output.material = materials[0];\r\n }\r\n }\r\n\r\n return output;\r\n }\r\n\r\n /**\r\n * Dispose the CSG resources\r\n */\r\n public dispose() {\r\n if (this._manifold) {\r\n this._manifold.delete();\r\n this._manifold = null;\r\n }\r\n }\r\n\r\n private static _ProcessData(\r\n vertexCount: number,\r\n triVerts: Uint32Array,\r\n structure: IManifoldVertexComponent[],\r\n numProp: number,\r\n runIndex?: Uint32Array,\r\n runOriginalID?: Uint32Array\r\n ) {\r\n const vertProperties = new Float32Array(vertexCount * structure.reduce((acc, cur) => acc + cur.stride, 0));\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n let offset = 0;\r\n for (let idx = 0; idx < structure.length; idx++) {\r\n const component = structure[idx];\r\n\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n vertProperties[i * numProp + offset + strideIndex] = component.data![i * component.stride + strideIndex];\r\n }\r\n offset += component.stride;\r\n }\r\n }\r\n\r\n const manifoldMesh = new ManifoldMesh({ numProp: numProp, vertProperties, triVerts, runIndex, runOriginalID });\r\n manifoldMesh.merge();\r\n\r\n let returnValue: CSG2;\r\n try {\r\n returnValue = new CSG2(new Manifold(manifoldMesh), numProp, structure);\r\n } catch (e) {\r\n throw new Error(\"Error while creating the CSG: \" + e.message);\r\n }\r\n\r\n if (returnValue._manifold.genus() < 0) {\r\n throw new Error(\"Incorrect volume detected. Make sure you are not using a double sided geometry\");\r\n }\r\n\r\n return returnValue;\r\n }\r\n\r\n private static _Construct(data: IVertexDataLike, worldMatrix: Nullable<Matrix>, runIndex?: Uint32Array, runOriginalID?: Uint32Array) {\r\n // Create the MeshGL for I/O with Manifold library.\r\n const triVerts = new Uint32Array(data.indices!.length);\r\n\r\n // Revert order\r\n for (let i = 0; i < data.indices!.length; i += 3) {\r\n triVerts[i] = data.indices![i + 2];\r\n triVerts[i + 1] = data.indices![i + 1];\r\n triVerts[i + 2] = data.indices![i];\r\n }\r\n\r\n const tempVector3 = new Vector3();\r\n let numProp = 3;\r\n const structure: IManifoldVertexComponent[] = [{ stride: 3, kind: VertexBuffer.PositionKind }];\r\n\r\n if (!worldMatrix) {\r\n structure[0].data = data.positions!;\r\n } else {\r\n const positions = new Float32Array(data.positions!.length);\r\n for (let i = 0; i < data.positions!.length; i += 3) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(data.positions![i], data.positions![i + 1], data.positions![i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(positions, i);\r\n }\r\n structure[0].data = positions;\r\n }\r\n\r\n // Normals\r\n const sourceNormals = data.normals!;\r\n if (sourceNormals) {\r\n numProp += 3;\r\n structure.push({ stride: 3, kind: VertexBuffer.NormalKind });\r\n if (!worldMatrix) {\r\n structure[1].data = sourceNormals;\r\n } else {\r\n const normals = new Float32Array(sourceNormals.length);\r\n for (let i = 0; i < sourceNormals.length; i += 3) {\r\n Vector3.TransformNormalFromFloatsToRef(sourceNormals[i], sourceNormals[i + 1], sourceNormals[i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(normals, i);\r\n }\r\n structure[1].data = normals;\r\n }\r\n }\r\n\r\n // UVs\r\n for (const kind of [VertexBuffer.UVKind, VertexBuffer.UV2Kind, VertexBuffer.UV3Kind, VertexBuffer.UV4Kind, VertexBuffer.UV5Kind, VertexBuffer.UV6Kind]) {\r\n const sourceUV = (data as any)[kind === VertexBuffer.UVKind ? \"uvs\" : kind];\r\n if (sourceUV) {\r\n numProp += 2;\r\n structure.push({ stride: 2, kind: kind, data: sourceUV });\r\n }\r\n }\r\n\r\n // Colors\r\n const sourceColors = data.colors;\r\n if (sourceColors) {\r\n numProp += 4;\r\n structure.push({ stride: 4, kind: VertexBuffer.ColorKind, data: sourceColors });\r\n }\r\n\r\n return this._ProcessData(data.positions!.length / 3, triVerts, structure, numProp, runIndex, runOriginalID);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a vertexData\r\n * @param vertexData defines the vertexData to use to create the CSG\r\n * @returns a new CSG2 class\r\n */\r\n public static FromVertexData(vertexData: VertexData): CSG2 {\r\n const sourceVertices = vertexData.positions;\r\n const sourceIndices = vertexData.indices;\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The vertexData must at least have positions and indices\");\r\n }\r\n\r\n return this._Construct(vertexData, null);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a mesh\r\n * @param mesh defines the mesh to use to create the CSG\r\n * @param ignoreWorldMatrix defines if the world matrix should be ignored\r\n * @returns a new CSG2 class\r\n */\r\n public static FromMesh(mesh: Mesh, ignoreWorldMatrix = false): any {\r\n const sourceVertices = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const sourceIndices = mesh.getIndices();\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The mesh must at least have positions and indices\");\r\n }\r\n\r\n // Create a triangle run for each submesh (material)\r\n const starts = [...Array(mesh.subMeshes.length)].map((_, idx) => mesh.subMeshes[idx].indexStart);\r\n\r\n // Map the materials to ID.\r\n const sourceMaterial = mesh.material || mesh.getScene().defaultMaterial;\r\n const isMultiMaterial = sourceMaterial.getClassName() === \"MultiMaterial\";\r\n const originalIDs = [...Array(mesh.subMeshes.length)].map((_, idx) => {\r\n if (isMultiMaterial) {\r\n return FirstID + (sourceMaterial as MultiMaterial).subMaterials[mesh.subMeshes[idx].materialIndex]!.uniqueId;\r\n }\r\n\r\n return FirstID + sourceMaterial.uniqueId;\r\n });\r\n\r\n // List the runs in sequence.\r\n const indices = Array.from(starts.keys());\r\n indices.sort((a, b) => starts[a] - starts[b]);\r\n const runIndex = new Uint32Array(indices.map((i) => starts[i]));\r\n const runOriginalID = new Uint32Array(indices.map((i) => originalIDs[i]));\r\n\r\n // Process\r\n const data = {\r\n positions: sourceVertices,\r\n indices: sourceIndices,\r\n normals: mesh.getVerticesData(VertexBuffer.NormalKind),\r\n colors: mesh.getVerticesData(VertexBuffer.ColorKind),\r\n uvs: mesh.getVerticesData(VertexBuffer.UVKind),\r\n uvs2: mesh.getVerticesData(VertexBuffer.UV2Kind),\r\n uvs3: mesh.getVerticesData(VertexBuffer.UV3Kind),\r\n uvs4: mesh.getVerticesData(VertexBuffer.UV4Kind),\r\n uvs5: mesh.getVerticesData(VertexBuffer.UV5Kind),\r\n uvs6: mesh.getVerticesData(VertexBuffer.UV6Kind),\r\n };\r\n return this._Construct(data, ignoreWorldMatrix ? null : worldMatrix, runIndex, runOriginalID);\r\n }\r\n}\r\n\r\n/**\r\n * Checks if the Manifold library is ready\r\n * @returns true if the Manifold library is ready\r\n */\r\nexport function IsCSG2Ready() {\r\n return Manifold !== undefined;\r\n}\r\n\r\n/**\r\n * Initialize the Manifold library\r\n * @param options defines the options to use to initialize the library\r\n */\r\nexport async function InitializeCSG2Async(options?: Partial<ICSG2Options>) {\r\n const localOptions = {\r\n manifoldUrl: \"https://unpkg.com/manifold-3d@2.5.1\",\r\n ...options,\r\n };\r\n\r\n if (localOptions.manifoldInstance) {\r\n Manifold = localOptions.manifoldInstance;\r\n ManifoldMesh = localOptions.manifoldMeshInstance;\r\n } else {\r\n const result = await _LoadScriptModuleAsync(\r\n `\r\n import Module from '${localOptions.manifoldUrl}/manifold.js';\r\n const wasm = await Module();\r\n wasm.setup();\r\n const {Manifold, Mesh} = wasm;\r\n const returnedValue = {Manifold, Mesh};\r\n `\r\n );\r\n\r\n Manifold = result.Manifold;\r\n ManifoldMesh = result.Mesh;\r\n }\r\n\r\n // Reserve IDs for materials (we consider that there will be no more than 65536 materials)\r\n FirstID = Manifold.reserveIDs(65536);\r\n}\r\n"]}
1
+ 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{ Mesh } from \"./mesh\";\r\nimport type { IDisposable, Scene } from \"core/scene\";\r\nimport type { IVertexDataLike } from \"./mesh.vertexData\";\r\nimport { VertexData } from \"./mesh.vertexData\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { MultiMaterial } from \"core/Materials/multiMaterial\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { _LoadScriptModuleAsync } from \"core/Misc/tools.internals\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Main manifold library\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet Manifold: any;\r\n\r\n/**\r\n * Manifold mesh\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet ManifoldMesh: any;\r\n\r\n/**\r\n * First ID to use for materials indexing\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nlet FirstID: number;\r\n\r\n/**\r\n * Interface to customize the Manifold library import\r\n */\r\nexport interface ICSG2Options {\r\n /**\r\n * Custom manifold URL\r\n */\r\n manifoldUrl?: string;\r\n /**\r\n * Custom manifold instance\r\n */\r\n manifoldInstance: any;\r\n /**\r\n * Custom manifold mesh instance\r\n */\r\n manifoldMeshInstance: any;\r\n}\r\n\r\n/**\r\n * Interface to customize the mesh rebuild options\r\n */\r\nexport interface IMeshRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n /**\r\n * True to center the mesh on 0,0,0\r\n */\r\n centerMesh?: boolean;\r\n /**\r\n * Defines a material to use for that mesh. When not defined the system will either reuse the one from the source or create a multimaterial if several materials were involved\r\n */\r\n materialToUse?: Material;\r\n}\r\n\r\n/**\r\n * Interface to customize the vertex data rebuild options\r\n */\r\nexport interface IVertexDataRebuildOptions {\r\n /**\r\n * Rebuild normals\r\n */\r\n rebuildNormals?: boolean;\r\n}\r\n\r\ninterface IManifoldMesh {\r\n numProp: number;\r\n vertProperties: Float32Array;\r\n triVerts: Uint32Array;\r\n runIndex: Uint32Array;\r\n runOriginalID: Uint32Array;\r\n numRun: number;\r\n}\r\n\r\ninterface IManifoldVertexComponent {\r\n stride: number;\r\n kind: string;\r\n data?: FloatArray;\r\n}\r\n\r\n/**\r\n * Wrapper around the Manifold library\r\n * https://manifoldcad.org/\r\n * Use this class to perform fast boolean operations on meshes\r\n * #IW43EB#15 - basic operations\r\n * #JUKXQD#6104 - skull vs box\r\n * #JUKXQD#6111 - skull vs vertex data\r\n */\r\nexport class CSG2 implements IDisposable {\r\n private _manifold: any;\r\n private _numProp: number;\r\n private _vertexStructure: IManifoldVertexComponent[];\r\n\r\n /**\r\n * Return the size of a vertex (at least 3 for the position)\r\n */\r\n public get numProp() {\r\n return this._numProp;\r\n }\r\n\r\n private constructor(manifold: any, numProp: number, vertexStructure: IManifoldVertexComponent[]) {\r\n this._manifold = manifold;\r\n this._numProp = numProp;\r\n this._vertexStructure = vertexStructure;\r\n }\r\n\r\n private _process(operation: \"difference\" | \"intersection\" | \"union\", csg: CSG2) {\r\n if (this.numProp !== csg.numProp) {\r\n throw new Error(\"CSG must be used with geometries having the same number of properties\");\r\n }\r\n return new CSG2(Manifold[operation](this._manifold, csg._manifold), this.numProp, this._vertexStructure);\r\n }\r\n\r\n /**\r\n * Run a difference operation between two CSG\r\n * @param csg defines the CSG to use to create the difference\r\n * @returns a new csg\r\n */\r\n public subtract(csg: CSG2) {\r\n return this._process(\"difference\", csg);\r\n }\r\n\r\n /**\r\n * Run an intersection operation between two CSG\r\n * @param csg defines the CSG to use to create the intersection\r\n * @returns a new csg\r\n */\r\n public intersect(csg: CSG2) {\r\n return this._process(\"intersection\", csg);\r\n }\r\n\r\n /**\r\n * Run an union operation between two CSG\r\n * @param csg defines the CSG to use to create the union\r\n * @returns a new csg\r\n */\r\n public add(csg: CSG2) {\r\n return this._process(\"union\", csg);\r\n }\r\n\r\n /**\r\n * Print debug information about the CSG\r\n */\r\n public printDebug() {\r\n Logger.Log(\"Genus:\" + this._manifold.genus());\r\n const properties = this._manifold.getProperties();\r\n Logger.Log(\"Volume:\" + properties.volume);\r\n Logger.Log(\"surface area:\" + properties.surfaceArea);\r\n }\r\n\r\n /**\r\n * Generate a vertex data from the CSG\r\n * @param options defines the options to use to rebuild the vertex data\r\n * @returns a new vertex data\r\n */\r\n public toVertexData(options?: Partial<IVertexDataRebuildOptions>): VertexData {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n ...options,\r\n };\r\n const vertexData = new VertexData();\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n\r\n vertexData.indices = manifoldMesh.triVerts.length > 65535 ? new Uint32Array(manifoldMesh.triVerts) : new Uint16Array(manifoldMesh.triVerts);\r\n\r\n for (let i = 0; i < manifoldMesh.triVerts.length; i += 3) {\r\n vertexData.indices[i] = manifoldMesh.triVerts[i + 2];\r\n vertexData.indices[i + 1] = manifoldMesh.triVerts[i + 1];\r\n vertexData.indices[i + 2] = manifoldMesh.triVerts[i];\r\n }\r\n\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Attributes\r\n let offset = 0;\r\n for (let componentIndex = 0; componentIndex < this._vertexStructure.length; componentIndex++) {\r\n const component = this._vertexStructure[componentIndex];\r\n\r\n const data = new Float32Array(vertexCount * component.stride);\r\n for (let i = 0; i < vertexCount; i++) {\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n data[i * component.stride + strideIndex] = manifoldMesh.vertProperties[i * manifoldMesh.numProp + offset + strideIndex];\r\n }\r\n }\r\n vertexData.set(data, component.kind);\r\n offset += component.stride;\r\n }\r\n\r\n // Rebuild mesh from vertex data\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Generate a mesh from the CSG\r\n * @param name defines the name of the mesh\r\n * @param scene defines the scene to use to create the mesh\r\n * @param options defines the options to use to rebuild the mesh\r\n * @returns a new Mesh\r\n */\r\n public toMesh(name: string, scene?: Scene, options?: Partial<IMeshRebuildOptions>): Mesh {\r\n const localOptions = {\r\n rebuildNormals: false,\r\n centerMesh: true,\r\n ...options,\r\n };\r\n const vertexData = this.toVertexData({ rebuildNormals: localOptions.rebuildNormals });\r\n const normalComponent = this._vertexStructure.find((c) => c.kind === VertexBuffer.NormalKind);\r\n const manifoldMesh: IManifoldMesh = this._manifold.getMesh(localOptions.rebuildNormals && normalComponent ? [3, 4, 5] : undefined);\r\n const vertexCount = manifoldMesh.vertProperties.length / manifoldMesh.numProp;\r\n\r\n // Rebuild mesh from vertex data\r\n const output = new Mesh(name, scene);\r\n vertexData.applyToMesh(output);\r\n\r\n // Center mesh\r\n if (localOptions.centerMesh) {\r\n const extents = output.getBoundingInfo().boundingSphere.center;\r\n output.position.set(-extents.x, -extents.y, -extents.z);\r\n output.bakeCurrentTransformIntoVertices();\r\n }\r\n\r\n // Submeshes\r\n let id = manifoldMesh.runOriginalID[0];\r\n let start = manifoldMesh.runIndex[0];\r\n let materialIndex = 0;\r\n const materials: Material[] = [];\r\n scene = output.getScene();\r\n for (let run = 0; run < manifoldMesh.numRun; ++run) {\r\n const nextID = manifoldMesh.runOriginalID[run + 1];\r\n if (nextID !== id) {\r\n const end = manifoldMesh.runIndex[run + 1];\r\n new SubMesh(materialIndex, 0, vertexCount, start, end - start, output);\r\n materials.push(scene.getMaterialByUniqueID(id - FirstID) || scene.defaultMaterial);\r\n id = nextID;\r\n start = end;\r\n materialIndex++;\r\n }\r\n }\r\n\r\n if (localOptions.materialToUse) {\r\n output.material = localOptions.materialToUse;\r\n } else {\r\n if (materials.length > 1) {\r\n const multiMaterial = new MultiMaterial(name, scene);\r\n multiMaterial.subMaterials = materials;\r\n output.material = multiMaterial;\r\n } else {\r\n output.material = materials[0];\r\n }\r\n }\r\n\r\n return output;\r\n }\r\n\r\n /**\r\n * Dispose the CSG resources\r\n */\r\n public dispose() {\r\n if (this._manifold) {\r\n this._manifold.delete();\r\n this._manifold = null;\r\n }\r\n }\r\n\r\n private static _ProcessData(\r\n vertexCount: number,\r\n triVerts: Uint32Array,\r\n structure: IManifoldVertexComponent[],\r\n numProp: number,\r\n runIndex?: Uint32Array,\r\n runOriginalID?: Uint32Array\r\n ) {\r\n const vertProperties = new Float32Array(vertexCount * structure.reduce((acc, cur) => acc + cur.stride, 0));\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n let offset = 0;\r\n for (let idx = 0; idx < structure.length; idx++) {\r\n const component = structure[idx];\r\n\r\n for (let strideIndex = 0; strideIndex < component.stride; strideIndex++) {\r\n vertProperties[i * numProp + offset + strideIndex] = component.data![i * component.stride + strideIndex];\r\n }\r\n offset += component.stride;\r\n }\r\n }\r\n\r\n const manifoldMesh = new ManifoldMesh({ numProp: numProp, vertProperties, triVerts, runIndex, runOriginalID });\r\n manifoldMesh.merge();\r\n\r\n let returnValue: CSG2;\r\n try {\r\n returnValue = new CSG2(new Manifold(manifoldMesh), numProp, structure);\r\n } catch (e) {\r\n throw new Error(\"Error while creating the CSG: \" + e.message);\r\n }\r\n\r\n return returnValue;\r\n }\r\n\r\n private static _Construct(data: IVertexDataLike, worldMatrix: Nullable<Matrix>, runIndex?: Uint32Array, runOriginalID?: Uint32Array) {\r\n // Create the MeshGL for I/O with Manifold library.\r\n const triVerts = new Uint32Array(data.indices!.length);\r\n\r\n // Revert order\r\n for (let i = 0; i < data.indices!.length; i += 3) {\r\n triVerts[i] = data.indices![i + 2];\r\n triVerts[i + 1] = data.indices![i + 1];\r\n triVerts[i + 2] = data.indices![i];\r\n }\r\n\r\n const tempVector3 = new Vector3();\r\n let numProp = 3;\r\n const structure: IManifoldVertexComponent[] = [{ stride: 3, kind: VertexBuffer.PositionKind }];\r\n\r\n if (!worldMatrix) {\r\n structure[0].data = data.positions!;\r\n } else {\r\n const positions = new Float32Array(data.positions!.length);\r\n for (let i = 0; i < data.positions!.length; i += 3) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(data.positions![i], data.positions![i + 1], data.positions![i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(positions, i);\r\n }\r\n structure[0].data = positions;\r\n }\r\n\r\n // Normals\r\n const sourceNormals = data.normals!;\r\n if (sourceNormals) {\r\n numProp += 3;\r\n structure.push({ stride: 3, kind: VertexBuffer.NormalKind });\r\n if (!worldMatrix) {\r\n structure[1].data = sourceNormals;\r\n } else {\r\n const normals = new Float32Array(sourceNormals.length);\r\n for (let i = 0; i < sourceNormals.length; i += 3) {\r\n Vector3.TransformNormalFromFloatsToRef(sourceNormals[i], sourceNormals[i + 1], sourceNormals[i + 2], worldMatrix, tempVector3);\r\n tempVector3.toArray(normals, i);\r\n }\r\n structure[1].data = normals;\r\n }\r\n }\r\n\r\n // UVs\r\n for (const kind of [VertexBuffer.UVKind, VertexBuffer.UV2Kind, VertexBuffer.UV3Kind, VertexBuffer.UV4Kind, VertexBuffer.UV5Kind, VertexBuffer.UV6Kind]) {\r\n const sourceUV = (data as any)[kind === VertexBuffer.UVKind ? \"uvs\" : kind];\r\n if (sourceUV) {\r\n numProp += 2;\r\n structure.push({ stride: 2, kind: kind, data: sourceUV });\r\n }\r\n }\r\n\r\n // Colors\r\n const sourceColors = data.colors;\r\n if (sourceColors) {\r\n numProp += 4;\r\n structure.push({ stride: 4, kind: VertexBuffer.ColorKind, data: sourceColors });\r\n }\r\n\r\n return this._ProcessData(data.positions!.length / 3, triVerts, structure, numProp, runIndex, runOriginalID);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a vertexData\r\n * @param vertexData defines the vertexData to use to create the CSG\r\n * @returns a new CSG2 class\r\n */\r\n public static FromVertexData(vertexData: VertexData): CSG2 {\r\n const sourceVertices = vertexData.positions;\r\n const sourceIndices = vertexData.indices;\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The vertexData must at least have positions and indices\");\r\n }\r\n\r\n return this._Construct(vertexData, null);\r\n }\r\n\r\n /**\r\n * Create a new Constructive Solid Geometry from a mesh\r\n * @param mesh defines the mesh to use to create the CSG\r\n * @param ignoreWorldMatrix defines if the world matrix should be ignored\r\n * @returns a new CSG2 class\r\n */\r\n public static FromMesh(mesh: Mesh, ignoreWorldMatrix = false): any {\r\n const sourceVertices = mesh.getVerticesData(VertexBuffer.PositionKind);\r\n const sourceIndices = mesh.getIndices();\r\n const worldMatrix = mesh.computeWorldMatrix(true);\r\n\r\n if (!sourceVertices || !sourceIndices) {\r\n throw new Error(\"The mesh must at least have positions and indices\");\r\n }\r\n\r\n // Create a triangle run for each submesh (material)\r\n const starts = [...Array(mesh.subMeshes.length)].map((_, idx) => mesh.subMeshes[idx].indexStart);\r\n\r\n // Map the materials to ID.\r\n const sourceMaterial = mesh.material || mesh.getScene().defaultMaterial;\r\n const isMultiMaterial = sourceMaterial.getClassName() === \"MultiMaterial\";\r\n const originalIDs = [...Array(mesh.subMeshes.length)].map((_, idx) => {\r\n if (isMultiMaterial) {\r\n return FirstID + (sourceMaterial as MultiMaterial).subMaterials[mesh.subMeshes[idx].materialIndex]!.uniqueId;\r\n }\r\n\r\n return FirstID + sourceMaterial.uniqueId;\r\n });\r\n\r\n // List the runs in sequence.\r\n const indices = Array.from(starts.keys());\r\n indices.sort((a, b) => starts[a] - starts[b]);\r\n const runIndex = new Uint32Array(indices.map((i) => starts[i]));\r\n const runOriginalID = new Uint32Array(indices.map((i) => originalIDs[i]));\r\n\r\n // Process\r\n const data = {\r\n positions: sourceVertices,\r\n indices: sourceIndices,\r\n normals: mesh.getVerticesData(VertexBuffer.NormalKind),\r\n colors: mesh.getVerticesData(VertexBuffer.ColorKind),\r\n uvs: mesh.getVerticesData(VertexBuffer.UVKind),\r\n uvs2: mesh.getVerticesData(VertexBuffer.UV2Kind),\r\n uvs3: mesh.getVerticesData(VertexBuffer.UV3Kind),\r\n uvs4: mesh.getVerticesData(VertexBuffer.UV4Kind),\r\n uvs5: mesh.getVerticesData(VertexBuffer.UV5Kind),\r\n uvs6: mesh.getVerticesData(VertexBuffer.UV6Kind),\r\n };\r\n return this._Construct(data, ignoreWorldMatrix ? null : worldMatrix, runIndex, runOriginalID);\r\n }\r\n}\r\n\r\n/**\r\n * Checks if the Manifold library is ready\r\n * @returns true if the Manifold library is ready\r\n */\r\nexport function IsCSG2Ready() {\r\n return Manifold !== undefined;\r\n}\r\n\r\n/**\r\n * Initialize the Manifold library\r\n * @param options defines the options to use to initialize the library\r\n */\r\nexport async function InitializeCSG2Async(options?: Partial<ICSG2Options>) {\r\n const localOptions = {\r\n manifoldUrl: \"https://unpkg.com/manifold-3d@2.5.1\",\r\n ...options,\r\n };\r\n\r\n if (localOptions.manifoldInstance) {\r\n Manifold = localOptions.manifoldInstance;\r\n ManifoldMesh = localOptions.manifoldMeshInstance;\r\n } else {\r\n const result = await _LoadScriptModuleAsync(\r\n `\r\n import Module from '${localOptions.manifoldUrl}/manifold.js';\r\n const wasm = await Module();\r\n wasm.setup();\r\n const {Manifold, Mesh} = wasm;\r\n const returnedValue = {Manifold, Mesh};\r\n `\r\n );\r\n\r\n Manifold = result.Manifold;\r\n ManifoldMesh = result.Mesh;\r\n }\r\n\r\n // Reserve IDs for materials (we consider that there will be no more than 65536 materials)\r\n FirstID = Manifold.reserveIDs(65536);\r\n}\r\n"]}
@@ -0,0 +1,16 @@
1
+ /**
2
+ * Fetches a resource from the network
3
+ * @param url defines the url to fetch the resource from
4
+ * @param options defines the options to use when fetching the resource
5
+ * @returns a promise that resolves when the resource is fetched
6
+ * @internal
7
+ */
8
+ export declare function _FetchAsync(url: string, options: Partial<{
9
+ method: string;
10
+ responseHeaders?: string[];
11
+ }>): Promise<{
12
+ response: Response;
13
+ headerValues: {
14
+ [key: string]: string;
15
+ };
16
+ }>;
@@ -0,0 +1,33 @@
1
+ import { WebRequest } from "./webRequest.js";
2
+ /**
3
+ * Fetches a resource from the network
4
+ * @param url defines the url to fetch the resource from
5
+ * @param options defines the options to use when fetching the resource
6
+ * @returns a promise that resolves when the resource is fetched
7
+ * @internal
8
+ */
9
+ export function _FetchAsync(url, options) {
10
+ const method = options.method || "GET";
11
+ return new Promise((resolve, reject) => {
12
+ const request = new WebRequest();
13
+ request.addEventListener("readystatechange", () => {
14
+ if (request.readyState == 4) {
15
+ if (request.status == 200) {
16
+ const headerValues = {};
17
+ if (options.responseHeaders) {
18
+ for (const header of options.responseHeaders) {
19
+ headerValues[header] = request.getResponseHeader(header) || "";
20
+ }
21
+ }
22
+ resolve({ response: request.response, headerValues: headerValues });
23
+ }
24
+ else {
25
+ reject(`Unable to fetch data from ${url}. Error code: ${request.status}`);
26
+ }
27
+ }
28
+ });
29
+ request.open(method, url);
30
+ request.send();
31
+ });
32
+ }
33
+ //# sourceMappingURL=webRequest.fetch.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"webRequest.fetch.js","sourceRoot":"","sources":["../../../../dev/core/src/Misc/webRequest.fetch.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAC;AAE1C;;;;;;GAMG;AACH,MAAM,UAAU,WAAW,CACvB,GAAW,EACX,OAAgE;IAEhE,MAAM,MAAM,GAAG,OAAO,CAAC,MAAM,IAAI,KAAK,CAAC;IACvC,OAAO,IAAI,OAAO,CAAC,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;QACnC,MAAM,OAAO,GAAG,IAAI,UAAU,EAAE,CAAC;QACjC,OAAO,CAAC,gBAAgB,CAAC,kBAAkB,EAAE,GAAG,EAAE;YAC9C,IAAI,OAAO,CAAC,UAAU,IAAI,CAAC,EAAE;gBACzB,IAAI,OAAO,CAAC,MAAM,IAAI,GAAG,EAAE;oBACvB,MAAM,YAAY,GAA8B,EAAE,CAAC;oBACnD,IAAI,OAAO,CAAC,eAAe,EAAE;wBACzB,KAAK,MAAM,MAAM,IAAI,OAAO,CAAC,eAAe,EAAE;4BAC1C,YAAY,CAAC,MAAM,CAAC,GAAG,OAAO,CAAC,iBAAiB,CAAC,MAAM,CAAC,IAAI,EAAE,CAAC;yBAClE;qBACJ;oBAED,OAAO,CAAC,EAAE,QAAQ,EAAE,OAAO,CAAC,QAAQ,EAAE,YAAY,EAAE,YAAY,EAAE,CAAC,CAAC;iBACvE;qBAAM;oBACH,MAAM,CAAC,6BAA6B,GAAG,iBAAiB,OAAO,CAAC,MAAM,EAAE,CAAC,CAAC;iBAC7E;aACJ;QACL,CAAC,CAAC,CAAC;QAEH,OAAO,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC;QAC1B,OAAO,CAAC,IAAI,EAAE,CAAC;IACnB,CAAC,CAAC,CAAC;AACP,CAAC","sourcesContent":["import { WebRequest } from \"./webRequest\";\r\n\r\n/**\r\n * Fetches a resource from the network\r\n * @param url defines the url to fetch the resource from\r\n * @param options defines the options to use when fetching the resource\r\n * @returns a promise that resolves when the resource is fetched\r\n * @internal\r\n */\r\nexport function _FetchAsync(\r\n url: string,\r\n options: Partial<{ method: string; responseHeaders?: string[] }>\r\n): Promise<{ response: Response; headerValues: { [key: string]: string } }> {\r\n const method = options.method || \"GET\";\r\n return new Promise((resolve, reject) => {\r\n const request = new WebRequest();\r\n request.addEventListener(\"readystatechange\", () => {\r\n if (request.readyState == 4) {\r\n if (request.status == 200) {\r\n const headerValues: { [key: string]: string } = {};\r\n if (options.responseHeaders) {\r\n for (const header of options.responseHeaders) {\r\n headerValues[header] = request.getResponseHeader(header) || \"\";\r\n }\r\n }\r\n\r\n resolve({ response: request.response, headerValues: headerValues });\r\n } else {\r\n reject(`Unable to fetch data from ${url}. Error code: ${request.status}`);\r\n }\r\n }\r\n });\r\n\r\n request.open(method, url);\r\n request.send();\r\n });\r\n}\r\n"]}
@@ -15,3 +15,5 @@ export * from "../../../Shaders/screenSpaceReflection2BlurCombiner.fragment";
15
15
  export * from "../../../ShadersWGSL/screenSpaceReflection2.fragment";
16
16
  export * from "../../../ShadersWGSL/screenSpaceReflection2Blur.fragment";
17
17
  export * from "../../../ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment";
18
+ import "../../../Shaders/taa.fragment";
19
+ import "../../../ShadersWGSL/taa.fragment";
@@ -17,4 +17,6 @@ export * from "../../../Shaders/screenSpaceReflection2BlurCombiner.fragment.js";
17
17
  export * from "../../../ShadersWGSL/screenSpaceReflection2.fragment.js";
18
18
  export * from "../../../ShadersWGSL/screenSpaceReflection2Blur.fragment.js";
19
19
  export * from "../../../ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js";
20
+ import "../../../Shaders/taa.fragment.js";
21
+ import "../../../ShadersWGSL/taa.fragment.js";
20
22
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/core/src/PostProcesses/RenderPipeline/Pipelines/index.ts"],"names":[],"mappings":"AAAA,cAAc,4BAA4B,CAAC;AAC3C,cAAc,yBAAyB,CAAC;AACxC,cAAc,0BAA0B,CAAC;AACzC,cAAc,yBAAyB,CAAC;AACxC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AAEvC,QAAQ;AACR,cAAc,iCAAiC,CAAC;AAChD,cAAc,uCAAuC,CAAC;AACtD,cAAc,qCAAqC,CAAC;AACpD,cAAc,2CAA2C,CAAC;AAE1D,MAAM;AACN,cAAc,kDAAkD,CAAC;AACjE,cAAc,sDAAsD,CAAC;AACrE,cAAc,8DAA8D,CAAC;AAC7E,cAAc,sDAAsD,CAAC;AACrE,cAAc,0DAA0D,CAAC;AACzE,cAAc,kEAAkE,CAAC","sourcesContent":["export * from \"./defaultRenderingPipeline\";\r\nexport * from \"./lensRenderingPipeline\";\r\nexport * from \"./ssao2RenderingPipeline\";\r\nexport * from \"./ssaoRenderingPipeline\";\r\nexport * from \"./standardRenderingPipeline\";\r\nexport * from \"./ssrRenderingPipeline\";\r\nexport * from \"./taaRenderingPipeline\";\r\n\r\n// SSAO2\r\nexport * from \"../../../Shaders/ssao2.fragment\";\r\nexport * from \"../../../Shaders/ssaoCombine.fragment\";\r\nexport * from \"../../../ShadersWGSL/ssao2.fragment\";\r\nexport * from \"../../../ShadersWGSL/ssaoCombine.fragment\";\r\n\r\n// SSR\r\nexport * from \"../../../Shaders/screenSpaceReflection2.fragment\";\r\nexport * from \"../../../Shaders/screenSpaceReflection2Blur.fragment\";\r\nexport * from \"../../../Shaders/screenSpaceReflection2BlurCombiner.fragment\";\r\nexport * from \"../../../ShadersWGSL/screenSpaceReflection2.fragment\";\r\nexport * from \"../../../ShadersWGSL/screenSpaceReflection2Blur.fragment\";\r\nexport * from \"../../../ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../dev/core/src/PostProcesses/RenderPipeline/Pipelines/index.ts"],"names":[],"mappings":"AAAA,cAAc,4BAA4B,CAAC;AAC3C,cAAc,yBAAyB,CAAC;AACxC,cAAc,0BAA0B,CAAC;AACzC,cAAc,yBAAyB,CAAC;AACxC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC;AAEvC,QAAQ;AACR,cAAc,iCAAiC,CAAC;AAChD,cAAc,uCAAuC,CAAC;AACtD,cAAc,qCAAqC,CAAC;AACpD,cAAc,2CAA2C,CAAC;AAE1D,MAAM;AACN,cAAc,kDAAkD,CAAC;AACjE,cAAc,sDAAsD,CAAC;AACrE,cAAc,8DAA8D,CAAC;AAC7E,cAAc,sDAAsD,CAAC;AACrE,cAAc,0DAA0D,CAAC;AACzE,cAAc,kEAAkE,CAAC;AAEjF,OAAO,+BAA+B,CAAC;AACvC,OAAO,mCAAmC,CAAC","sourcesContent":["export * from \"./defaultRenderingPipeline\";\r\nexport * from \"./lensRenderingPipeline\";\r\nexport * from \"./ssao2RenderingPipeline\";\r\nexport * from \"./ssaoRenderingPipeline\";\r\nexport * from \"./standardRenderingPipeline\";\r\nexport * from \"./ssrRenderingPipeline\";\r\nexport * from \"./taaRenderingPipeline\";\r\n\r\n// SSAO2\r\nexport * from \"../../../Shaders/ssao2.fragment\";\r\nexport * from \"../../../Shaders/ssaoCombine.fragment\";\r\nexport * from \"../../../ShadersWGSL/ssao2.fragment\";\r\nexport * from \"../../../ShadersWGSL/ssaoCombine.fragment\";\r\n\r\n// SSR\r\nexport * from \"../../../Shaders/screenSpaceReflection2.fragment\";\r\nexport * from \"../../../Shaders/screenSpaceReflection2Blur.fragment\";\r\nexport * from \"../../../Shaders/screenSpaceReflection2BlurCombiner.fragment\";\r\nexport * from \"../../../ShadersWGSL/screenSpaceReflection2.fragment\";\r\nexport * from \"../../../ShadersWGSL/screenSpaceReflection2Blur.fragment\";\r\nexport * from \"../../../ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment\";\r\n\r\nimport \"../../../Shaders/taa.fragment\";\r\nimport \"../../../ShadersWGSL/taa.fragment\";\r\n"]}
@@ -1,8 +1,7 @@
1
- import { Camera } from "../../../Cameras/camera";
1
+ import type { Camera } from "../../../Cameras/camera";
2
2
  import { PostProcessRenderPipeline } from "../postProcessRenderPipeline";
3
3
  import type { Scene } from "../../../scene";
4
4
  import "../postProcessRenderPipelineManagerSceneComponent";
5
- import "../../../Shaders/taa.fragment";
6
5
  /**
7
6
  * Simple implementation of Temporal Anti-Aliasing (TAA).
8
7
  * This can be used to improve image quality for still pictures (screenshots for e.g.).
@@ -16,7 +15,6 @@ export declare class TAARenderingPipeline extends PostProcessRenderPipeline {
16
15
  * The pass PostProcess effect id in the pipeline
17
16
  */
18
17
  TAAPassEffect: string;
19
- private _samples;
20
18
  /**
21
19
  * Number of accumulated samples (default: 16)
22
20
  */
@@ -31,12 +29,14 @@ export declare class TAARenderingPipeline extends PostProcessRenderPipeline {
31
29
  /**
32
30
  * The factor used to blend the history frame with current frame (default: 0.05)
33
31
  */
34
- factor: number;
32
+ get factor(): number;
33
+ set factor(value: number);
35
34
  /**
36
35
  * Disable TAA on camera move (default: true).
37
36
  * 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!)
38
37
  */
39
- disableOnCameraMove: boolean;
38
+ get disableOnCameraMove(): boolean;
39
+ set disableOnCameraMove(value: boolean);
40
40
  private _isEnabled;
41
41
  /**
42
42
  * Gets or sets a boolean indicating if the render pipeline is enabled (default: true).
@@ -52,12 +52,11 @@ export declare class TAARenderingPipeline extends PostProcessRenderPipeline {
52
52
  private _camerasToBeAttached;
53
53
  private _textureType;
54
54
  private _taaPostProcess;
55
+ private _taaThinPostProcess;
55
56
  private _passPostProcess;
56
57
  private _ping;
57
58
  private _pong;
58
59
  private _pingpong;
59
- private _hs;
60
- private _firstUpdate;
61
60
  /**
62
61
  * Returns true if TAA is supported by the running hardware
63
62
  */
@@ -90,7 +89,6 @@ export declare class TAARenderingPipeline extends PostProcessRenderPipeline {
90
89
  */
91
90
  dispose(): void;
92
91
  private _createPingPongTextures;
93
- private _updateEffectDefines;
94
92
  private _buildPipeline;
95
93
  private _disposePostProcesses;
96
94
  private _createTAAPostProcess;
@@ -2,16 +2,14 @@ import { __decorate } from "../../../tslib.es6.js";
2
2
  /* eslint-disable @typescript-eslint/naming-convention */
3
3
  import { serialize } from "../../../Misc/decorators.js";
4
4
  import { SerializationHelper } from "../../../Misc/decorators.serialization.js";
5
- import { Camera } from "../../../Cameras/camera.js";
6
5
  import { PostProcess } from "../../postProcess.js";
7
6
  import { PostProcessRenderPipeline } from "../postProcessRenderPipeline.js";
8
7
  import { PostProcessRenderEffect } from "../postProcessRenderEffect.js";
9
8
  import { RegisterClass } from "../../../Misc/typeStore.js";
10
9
 
11
10
  import { PassPostProcess } from "../../passPostProcess.js";
12
- import { Halton2DSequence } from "../../../Maths/halton2DSequence.js";
11
+ import { ThinTAAPostProcess } from "../../thinTAAPostProcess.js";
13
12
  import "../postProcessRenderPipelineManagerSceneComponent.js";
14
- import "../../../Shaders/taa.fragment.js";
15
13
  /**
16
14
  * Simple implementation of Temporal Anti-Aliasing (TAA).
17
15
  * This can be used to improve image quality for still pictures (screenshots for e.g.).
@@ -21,14 +19,10 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
21
19
  * Number of accumulated samples (default: 16)
22
20
  */
23
21
  set samples(samples) {
24
- if (this._samples === samples) {
25
- return;
26
- }
27
- this._samples = samples;
28
- this._hs.regenerate(samples);
22
+ this._taaThinPostProcess.samples = samples;
29
23
  }
30
24
  get samples() {
31
- return this._samples;
25
+ return this._taaThinPostProcess.samples;
32
26
  }
33
27
  /**
34
28
  * MSAA samples (default: 1)
@@ -45,6 +39,25 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
45
39
  get msaaSamples() {
46
40
  return this._msaaSamples;
47
41
  }
42
+ /**
43
+ * The factor used to blend the history frame with current frame (default: 0.05)
44
+ */
45
+ get factor() {
46
+ return this._taaThinPostProcess.factor;
47
+ }
48
+ set factor(value) {
49
+ this._taaThinPostProcess.factor = value;
50
+ }
51
+ /**
52
+ * Disable TAA on camera move (default: true).
53
+ * 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!)
54
+ */
55
+ get disableOnCameraMove() {
56
+ return this._taaThinPostProcess.disableOnCameraMove;
57
+ }
58
+ set disableOnCameraMove(value) {
59
+ this._taaThinPostProcess.disableOnCameraMove = value;
60
+ }
48
61
  /**
49
62
  * Gets or sets a boolean indicating if the render pipeline is enabled (default: true).
50
63
  */
@@ -65,7 +78,7 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
65
78
  else if (value) {
66
79
  if (!this._isDirty) {
67
80
  if (this._cameras !== null) {
68
- this._firstUpdate = true;
81
+ this._taaThinPostProcess._reset();
69
82
  this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
70
83
  }
71
84
  }
@@ -105,28 +118,17 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
105
118
  * The pass PostProcess effect id in the pipeline
106
119
  */
107
120
  this.TAAPassEffect = "TAAPassEffect";
108
- this._samples = 8;
109
121
  this._msaaSamples = 1;
110
- /**
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;
119
122
  this._isEnabled = true;
120
123
  this._isDirty = false;
121
124
  this._camerasToBeAttached = [];
122
125
  this._pingpong = 0;
123
- this._firstUpdate = true;
124
126
  this._cameras = cameras || scene.cameras;
125
127
  this._cameras = this._cameras.slice();
126
128
  this._camerasToBeAttached = this._cameras.slice();
127
129
  this._scene = scene;
128
130
  this._textureType = textureType;
129
- this._hs = new Halton2DSequence(this.samples);
131
+ this._taaThinPostProcess = new ThinTAAPostProcess("TAA", this._scene.getEngine());
130
132
  if (this.isSupported) {
131
133
  this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());
132
134
  scene.postProcessRenderPipelineManager.addPipeline(this);
@@ -173,13 +175,8 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
173
175
  this._pong?.dispose();
174
176
  this._ping = engine.createRenderTargetTexture({ width, height }, { generateMipMaps: false, generateDepthBuffer: false, type: 2, samplingMode: 1 });
175
177
  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
180
  }
184
181
  _buildPipeline() {
185
182
  if (!this.isSupported) {
@@ -227,37 +224,23 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
227
224
  size: 1.0,
228
225
  engine: this._scene.getEngine(),
229
226
  textureType: this._textureType,
227
+ effectWrapper: this._taaThinPostProcess,
230
228
  });
231
229
  this._taaPostProcess.samples = this._msaaSamples;
232
- this._updateEffectDefines();
233
230
  this._taaPostProcess.onActivateObservable.add(() => {
234
- const camera = this._scene.activeCamera;
231
+ this._taaThinPostProcess.camera = this._scene.activeCamera;
235
232
  if (this._taaPostProcess?.width !== this._ping.width || this._taaPostProcess?.height !== this._ping.height) {
236
233
  const engine = this._scene.getEngine();
237
234
  this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());
238
235
  }
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
237
  if (this._passPostProcess) {
251
238
  this._passPostProcess.inputTexture = this._pingpong ? this._ping : this._pong;
252
239
  }
253
240
  this._pingpong = this._pingpong ^ 1;
254
- this._hs.next();
255
241
  });
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
245
  }
263
246
  _createPassPostProcess() {
@@ -288,16 +271,16 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
288
271
  }
289
272
  __decorate([
290
273
  serialize("samples")
291
- ], TAARenderingPipeline.prototype, "_samples", void 0);
274
+ ], TAARenderingPipeline.prototype, "samples", null);
292
275
  __decorate([
293
276
  serialize("msaaSamples")
294
277
  ], TAARenderingPipeline.prototype, "_msaaSamples", void 0);
295
278
  __decorate([
296
279
  serialize()
297
- ], TAARenderingPipeline.prototype, "factor", void 0);
280
+ ], TAARenderingPipeline.prototype, "factor", null);
298
281
  __decorate([
299
282
  serialize()
300
- ], TAARenderingPipeline.prototype, "disableOnCameraMove", void 0);
283
+ ], TAARenderingPipeline.prototype, "disableOnCameraMove", null);
301
284
  __decorate([
302
285
  serialize("isEnabled")
303
286
  ], 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"]}