@babylonjs/core 8.2.0 → 8.2.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/abstractActionManager.d.ts +4 -4
- package/Actions/action.d.ts +9 -9
- package/Actions/actionEvent.d.ts +5 -5
- package/Actions/actionManager.d.ts +6 -6
- package/Actions/condition.d.ts +1 -1
- package/Actions/directActions.d.ts +3 -3
- package/Actions/directAudioActions.d.ts +3 -3
- package/Actions/index.d.ts +8 -8
- package/Actions/interpolateValueAction.d.ts +3 -3
- package/Animations/animatable.core.d.ts +2 -2
- package/Animations/animatable.d.ts +8 -8
- package/Animations/animatable.interface.d.ts +2 -2
- package/Animations/animation.d.ts +13 -13
- package/Animations/animationGroup.d.ts +8 -8
- package/Animations/animationKey.d.ts +1 -1
- package/Animations/index.d.ts +12 -12
- package/Animations/pathCursor.d.ts +2 -2
- package/Animations/runtimeAnimation.d.ts +4 -4
- package/Audio/Interfaces/IAudioEngine.d.ts +4 -4
- package/Audio/analyser.d.ts +2 -2
- package/Audio/audioEngine.d.ts +4 -4
- package/Audio/audioSceneComponent.d.ts +8 -8
- package/Audio/index.d.ts +8 -8
- package/Audio/sound.d.ts +6 -6
- package/Audio/soundTrack.d.ts +4 -4
- package/Audio/weightedsound.d.ts +1 -1
- package/AudioV2/abstractAudio/abstractAudioBus.d.ts +5 -5
- package/AudioV2/abstractAudio/abstractAudioNode.d.ts +2 -2
- package/AudioV2/abstractAudio/abstractSound.d.ts +12 -12
- package/AudioV2/abstractAudio/abstractSoundInstance.d.ts +4 -4
- package/AudioV2/abstractAudio/audioBus.d.ts +7 -7
- package/AudioV2/abstractAudio/audioEngineV2.d.ts +8 -8
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.d.ts +5 -5
- package/AudioV2/abstractAudio/index.d.ts +10 -10
- package/AudioV2/abstractAudio/mainAudioBus.d.ts +3 -3
- package/AudioV2/abstractAudio/mainAudioOut.d.ts +2 -2
- package/AudioV2/abstractAudio/staticSound.d.ts +5 -5
- package/AudioV2/abstractAudio/staticSoundBuffer.d.ts +1 -1
- package/AudioV2/abstractAudio/staticSoundInstance.d.ts +3 -3
- package/AudioV2/abstractAudio/streamingSound.d.ts +4 -4
- package/AudioV2/abstractAudio/streamingSoundInstance.d.ts +4 -4
- package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.d.ts +3 -3
- package/AudioV2/abstractAudio/subNodes/abstractAudioSubNode.d.ts +2 -2
- package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.d.ts +6 -6
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +9 -9
- package/AudioV2/abstractAudio/subNodes/stereoAudioSubNode.d.ts +6 -6
- package/AudioV2/abstractAudio/subNodes/volumeAudioSubNode.d.ts +4 -4
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +4 -4
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +4 -4
- package/AudioV2/abstractAudio/subProperties/audioAnalyzer.d.ts +3 -3
- package/AudioV2/abstractAudio/subProperties/index.d.ts +4 -4
- package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +6 -6
- package/AudioV2/abstractAudio/subProperties/spatialAudioListener.d.ts +6 -6
- package/AudioV2/abstractAudio/subProperties/stereoAudio.d.ts +2 -2
- package/AudioV2/index.d.ts +4 -4
- package/AudioV2/webAudio/index.d.ts +5 -5
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +4 -4
- package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +3 -3
- package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +3 -3
- package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +4 -4
- package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.d.ts +7 -7
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.d.ts +7 -7
- package/AudioV2/webAudio/subProperties/spatialWebAudio.d.ts +2 -2
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.d.ts +2 -2
- package/AudioV2/webAudio/webAudioBus.d.ts +7 -7
- package/AudioV2/webAudio/webAudioEngine.d.ts +11 -11
- package/AudioV2/webAudio/webAudioMainBus.d.ts +6 -6
- package/AudioV2/webAudio/webAudioMainOut.d.ts +3 -3
- package/AudioV2/webAudio/webAudioNode.d.ts +4 -4
- package/AudioV2/webAudio/webAudioStaticSound.d.ts +13 -13
- package/AudioV2/webAudio/webAudioStreamingSound.d.ts +10 -10
- package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +5 -5
- package/BakedVertexAnimation/index.d.ts +2 -2
- package/BakedVertexAnimation/vertexAnimationBaker.d.ts +4 -4
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +3 -3
- package/Behaviors/Cameras/bouncingBehavior.d.ts +3 -3
- package/Behaviors/Cameras/framingBehavior.d.ts +7 -7
- package/Behaviors/Cameras/index.d.ts +3 -3
- package/Behaviors/Meshes/attachToBoxBehavior.d.ts +3 -3
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +9 -9
- package/Behaviors/Meshes/fadeInOutBehavior.d.ts +2 -2
- package/Behaviors/Meshes/followBehavior.d.ts +4 -4
- package/Behaviors/Meshes/handConstraintBehavior.d.ts +4 -4
- package/Behaviors/Meshes/index.d.ts +9 -9
- package/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +2 -2
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +8 -8
- package/Behaviors/Meshes/sixDofDragBehavior.d.ts +4 -4
- package/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +5 -5
- package/Behaviors/behavior.d.ts +1 -1
- package/Behaviors/index.d.ts +3 -3
- package/Bones/bone.d.ts +8 -8
- package/Bones/boneIKController.d.ts +4 -4
- package/Bones/boneLookController.d.ts +4 -4
- package/Bones/index.d.ts +4 -4
- package/Bones/skeleton.d.ts +13 -13
- package/Buffers/buffer.align.d.ts +2 -2
- package/Buffers/buffer.d.ts +3 -3
- package/Buffers/buffer.nonFloatVertexBuffers.d.ts +3 -3
- package/Buffers/bufferUtils.d.ts +1 -1
- package/Buffers/index.d.ts +5 -5
- package/Buffers/storageBuffer.d.ts +2 -2
- package/Cameras/Inputs/BaseCameraMouseWheelInput.d.ts +3 -3
- package/Cameras/Inputs/BaseCameraPointersInput.d.ts +5 -5
- package/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +4 -4
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +2 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +4 -4
- package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +5 -5
- package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +3 -3
- package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -2
- package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +2 -2
- package/Cameras/Inputs/followCameraMouseWheelInput.d.ts +2 -2
- package/Cameras/Inputs/followCameraPointersInput.d.ts +4 -4
- package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +5 -5
- package/Cameras/Inputs/freeCameraGamepadInput.d.ts +4 -4
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +2 -2
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +3 -3
- package/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +4 -4
- package/Cameras/Inputs/freeCameraTouchInput.d.ts +2 -2
- package/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +4 -4
- package/Cameras/Inputs/index.d.ts +19 -19
- package/Cameras/RigModes/index.d.ts +3 -3
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
- package/Cameras/RigModes/vrRigMode.d.ts +1 -1
- package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +3 -3
- package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +3 -3
- package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +3 -3
- package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +3 -3
- package/Cameras/Stereoscopic/index.d.ts +9 -9
- package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +3 -3
- package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +3 -3
- package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +3 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +5 -5
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +3 -3
- package/Cameras/VR/index.d.ts +5 -5
- package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +5 -5
- package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +4 -4
- package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +5 -5
- package/Cameras/VR/vrExperienceHelper.d.ts +15 -15
- package/Cameras/arcRotateCamera.d.ts +12 -12
- package/Cameras/arcRotateCameraInputsManager.d.ts +2 -2
- package/Cameras/camera.d.ts +16 -16
- package/Cameras/cameraInputsManager.d.ts +2 -2
- package/Cameras/deviceOrientationCamera.d.ts +5 -5
- package/Cameras/flyCamera.d.ts +6 -6
- package/Cameras/flyCameraInputsManager.d.ts +2 -2
- package/Cameras/followCamera.d.ts +6 -6
- package/Cameras/followCameraInputsManager.d.ts +2 -2
- package/Cameras/freeCamera.d.ts +5 -5
- package/Cameras/freeCameraInputsManager.d.ts +5 -5
- package/Cameras/gamepadCamera.d.ts +3 -3
- package/Cameras/index.d.ts +20 -20
- package/Cameras/targetCamera.d.ts +4 -4
- package/Cameras/touchCamera.d.ts +3 -3
- package/Cameras/universalCamera.d.ts +4 -4
- package/Cameras/virtualJoysticksCamera.d.ts +4 -4
- package/Collisions/collider.d.ts +4 -4
- package/Collisions/collisionCoordinator.d.ts +5 -5
- package/Collisions/index.d.ts +10 -10
- package/Collisions/intersectionInfo.d.ts +1 -1
- package/Collisions/meshCollisionData.d.ts +5 -5
- package/Collisions/pickingInfo.d.ts +6 -6
- package/Compat/index.d.ts +1 -1
- package/Compute/computeEffect.d.ts +4 -4
- package/Compute/computeShader.d.ts +8 -8
- package/Compute/index.d.ts +2 -2
- package/Culling/Helper/computeShaderBoundingHelper.d.ts +2 -2
- package/Culling/Helper/transformFeedbackBoundingHelper.d.ts +3 -3
- package/Culling/Octrees/index.d.ts +3 -3
- package/Culling/Octrees/octree.d.ts +7 -7
- package/Culling/Octrees/octreeBlock.d.ts +4 -4
- package/Culling/Octrees/octreeSceneComponent.d.ts +9 -9
- package/Culling/boundingBox.d.ts +6 -6
- package/Culling/boundingInfo.d.ts +7 -7
- package/Culling/boundingSphere.d.ts +3 -3
- package/Culling/index.d.ts +8 -8
- package/Culling/ray.core.d.ts +3 -3
- package/Culling/ray.d.ts +1 -1
- package/Debug/ISkeletonViewer.d.ts +2 -2
- package/Debug/axesViewer.d.ts +4 -4
- package/Debug/boneAxesViewer.d.ts +6 -6
- package/Debug/debugLayer.d.ts +4 -4
- package/Debug/directionalLightFrustumViewer.d.ts +3 -3
- package/Debug/index.d.ts +8 -8
- package/Debug/physicsViewer.d.ts +11 -11
- package/Debug/rayHelper.d.ts +6 -6
- package/Debug/skeletonViewer.d.ts +9 -9
- package/Decorators/nodeDecorator.d.ts +2 -2
- package/DeviceInput/InputDevices/deviceSource.d.ts +5 -5
- package/DeviceInput/InputDevices/deviceSourceManager.d.ts +8 -8
- package/DeviceInput/InputDevices/deviceTypes.d.ts +1 -1
- package/DeviceInput/eventFactory.d.ts +4 -4
- package/DeviceInput/index.d.ts +4 -4
- package/DeviceInput/inputInterfaces.d.ts +2 -2
- package/DeviceInput/internalDeviceSourceManager.d.ts +8 -8
- package/DeviceInput/nativeDeviceInputSystem.d.ts +3 -3
- package/DeviceInput/webDeviceInputSystem.d.ts +4 -4
- package/Engines/AbstractEngine/abstractEngine.alpha.d.ts +1 -1
- package/Engines/AbstractEngine/abstractEngine.cubeTexture.d.ts +4 -4
- package/Engines/AbstractEngine/abstractEngine.dom.d.ts +3 -3
- package/Engines/AbstractEngine/abstractEngine.loadingScreen.d.ts +2 -2
- package/Engines/AbstractEngine/abstractEngine.query.d.ts +3 -3
- package/Engines/AbstractEngine/abstractEngine.renderPass.d.ts +1 -1
- package/Engines/AbstractEngine/abstractEngine.states.d.ts +3 -3
- package/Engines/AbstractEngine/abstractEngine.texture.d.ts +4 -4
- package/Engines/AbstractEngine/abstractEngine.timeQuery.d.ts +3 -3
- package/Engines/AbstractEngine/abstractEngine.views.d.ts +4 -4
- package/Engines/AbstractEngine/index.d.ts +10 -10
- package/Engines/Extensions/engine.alpha.d.ts +1 -1
- package/Engines/Extensions/engine.computeShader.d.ts +7 -7
- package/Engines/Extensions/engine.cubeTexture.d.ts +5 -5
- package/Engines/Extensions/engine.debugging.d.ts +1 -1
- package/Engines/Extensions/engine.dynamicBuffer.d.ts +3 -3
- package/Engines/Extensions/engine.dynamicTexture.d.ts +4 -4
- package/Engines/Extensions/engine.multiRender.d.ts +5 -5
- package/Engines/Extensions/engine.multiview.d.ts +9 -9
- package/Engines/Extensions/engine.prefilteredCubeTexture.d.ts +4 -4
- package/Engines/Extensions/engine.query.d.ts +7 -7
- package/Engines/Extensions/engine.rawTexture.d.ts +4 -4
- package/Engines/Extensions/engine.readTexture.d.ts +4 -4
- package/Engines/Extensions/engine.renderTarget.d.ts +6 -6
- package/Engines/Extensions/engine.renderTargetCube.d.ts +3 -3
- package/Engines/Extensions/engine.renderTargetTexture.d.ts +3 -3
- package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
- package/Engines/Extensions/engine.transformFeedback.d.ts +3 -3
- package/Engines/Extensions/engine.uniformBuffer.d.ts +4 -4
- package/Engines/Extensions/engine.videoTexture.d.ts +4 -4
- package/Engines/Extensions/engine.views.d.ts +1 -1
- package/Engines/Extensions/index.d.ts +20 -20
- package/Engines/IPipelineContext.d.ts +4 -4
- package/Engines/Native/index.d.ts +2 -2
- package/Engines/Native/nativeDataStream.d.ts +1 -1
- package/Engines/Native/nativeHardwareTexture.d.ts +3 -3
- package/Engines/Native/nativeInterfaces.d.ts +6 -6
- package/Engines/Native/nativePipelineContext.d.ts +8 -8
- package/Engines/Native/nativeRenderTargetWrapper.d.ts +5 -5
- package/Engines/Native/nativeShaderProcessingContext.d.ts +1 -1
- package/Engines/Native/nativeShaderProcessors.d.ts +4 -4
- package/Engines/Native/validatedNativeDataStream.d.ts +2 -2
- package/Engines/Processors/Expressions/Operators/index.d.ts +4 -4
- package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +2 -6
- package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
- package/Engines/Processors/Expressions/index.d.ts +2 -2
- package/Engines/Processors/iShaderProcessor.d.ts +8 -4
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/index.d.ts +9 -9
- package/Engines/Processors/shaderCodeConditionNode.d.ts +5 -3
- package/Engines/Processors/shaderCodeConditionNode.js +2 -2
- package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
- package/Engines/Processors/shaderCodeNode.d.ts +4 -2
- package/Engines/Processors/shaderCodeNode.js +3 -2
- package/Engines/Processors/shaderCodeNode.js.map +1 -1
- package/Engines/Processors/shaderCodeTestNode.d.ts +2 -2
- package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
- package/Engines/Processors/shaderProcessor.d.ts +6 -6
- package/Engines/Processors/shaderProcessor.js +16 -14
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGL2ShaderProcessors.d.ts +2 -2
- package/Engines/WebGL/webGLHardwareTexture.d.ts +2 -2
- package/Engines/WebGL/webGLPipelineContext.d.ts +6 -6
- package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +5 -5
- package/Engines/WebGL/webGLShaderProcessors.d.ts +4 -4
- package/Engines/WebGPU/Extensions/engine.alpha.d.ts +2 -2
- package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +7 -7
- package/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +5 -5
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.d.ts +4 -4
- package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +5 -5
- package/Engines/WebGPU/Extensions/engine.query.d.ts +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +4 -4
- package/Engines/WebGPU/Extensions/engine.readTexture.d.ts +3 -3
- package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +6 -6
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.d.ts +3 -3
- package/Engines/WebGPU/Extensions/engine.renderTargetTexture.d.ts +3 -3
- package/Engines/WebGPU/Extensions/engine.videoTexture.d.ts +4 -4
- package/Engines/WebGPU/Extensions/index.d.ts +13 -13
- package/Engines/WebGPU/webgpuBufferManager.d.ts +4 -4
- package/Engines/WebGPU/webgpuBundleList.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +5 -5
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +5 -5
- package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +2 -2
- package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
- package/Engines/WebGPU/webgpuCacheSampler.d.ts +2 -2
- package/Engines/WebGPU/webgpuClearQuad.d.ts +7 -7
- package/Engines/WebGPU/webgpuComputeContext.d.ts +3 -3
- package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +3 -3
- package/Engines/WebGPU/webgpuDepthCullingState.d.ts +3 -3
- package/Engines/WebGPU/webgpuDrawContext.d.ts +4 -4
- package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +3 -3
- package/Engines/WebGPU/webgpuMaterialContext.d.ts +5 -5
- package/Engines/WebGPU/webgpuOcclusionQuery.d.ts +2 -2
- package/Engines/WebGPU/webgpuPerfCounter.d.ts +1 -1
- package/Engines/WebGPU/webgpuPipelineContext.d.ts +8 -8
- package/Engines/WebGPU/webgpuQuerySet.d.ts +3 -3
- package/Engines/WebGPU/webgpuRenderTargetWrapper.d.ts +4 -4
- package/Engines/WebGPU/webgpuShaderProcessingContext.d.ts +2 -2
- package/Engines/WebGPU/webgpuShaderProcessor.d.ts +4 -4
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +5 -5
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +22 -18
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +64 -21
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +2 -2
- package/Engines/WebGPU/webgpuStencilStateComposer.d.ts +2 -2
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +2 -2
- package/Engines/WebGPU/webgpuTextureManager.d.ts +6 -6
- package/Engines/WebGPU/webgpuTimestampQuery.d.ts +4 -4
- package/Engines/abstractEngine.d.ts +41 -41
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.common.d.ts +3 -3
- package/Engines/engine.d.ts +30 -30
- package/Engines/engineFactory.d.ts +1 -1
- package/Engines/engineStore.d.ts +4 -4
- package/Engines/index.d.ts +39 -39
- package/Engines/nativeEngine.d.ts +27 -27
- package/Engines/nullEngine.d.ts +13 -13
- package/Engines/renderTargetWrapper.d.ts +4 -4
- package/Engines/shaderStore.d.ts +1 -1
- package/Engines/thinEngine.d.ts +27 -27
- package/Engines/thinEngine.functions.d.ts +5 -5
- package/Engines/thinWebGPUEngine.d.ts +8 -8
- package/Engines/webgpuEngine.d.ts +48 -48
- package/Events/deviceInputEvents.d.ts +1 -1
- package/Events/index.d.ts +4 -4
- package/Events/keyboardEvents.d.ts +1 -1
- package/Events/pointerEvents.d.ts +6 -6
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.d.ts +12 -7
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js +26 -7
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMathCombineExtractBlocks.d.ts +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMatrixMathBlocks.d.ts +2 -2
- package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.d.ts +3 -3
- package/FlowGraph/Blocks/Data/Math/index.d.ts +4 -4
- package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Data/Transformers/flowGraphTypeToTypeBlocks.d.ts +1 -1
- package/FlowGraph/Blocks/Data/Transformers/index.d.ts +2 -2
- package/FlowGraph/Blocks/Data/Utils/index.d.ts +5 -5
- package/FlowGraph/Blocks/Data/flowGraphBinaryOperationBlock.d.ts +5 -5
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +5 -5
- package/FlowGraph/Blocks/Data/flowGraphConditionalDataBlock.d.ts +4 -4
- package/FlowGraph/Blocks/Data/flowGraphConstantBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Data/flowGraphConstantOperationBlock.d.ts +4 -4
- package/FlowGraph/Blocks/Data/flowGraphGetPropertyBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Data/flowGraphGetVariableBlock.d.ts +4 -4
- package/FlowGraph/Blocks/Data/flowGraphTernaryOperationBlock.d.ts +5 -5
- package/FlowGraph/Blocks/Data/flowGraphTransformCoordinatesSystemBlock.d.ts +6 -6
- package/FlowGraph/Blocks/Data/flowGraphUnaryOperationBlock.d.ts +5 -5
- package/FlowGraph/Blocks/Data/index.d.ts +12 -12
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.d.ts +6 -6
- package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.d.ts +4 -4
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.d.ts +2 -2
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import { ThinExtractHighlightsPostProcess } from "./thinExtractHighlightsPostProcess";
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import { ThinExtractHighlightsPostProcess } from "./thinExtractHighlightsPostProcess.js";
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5
5
|
/**
|
|
6
6
|
* The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
|
|
7
7
|
*/
|
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
import type { Nullable, AbstractEngine, EffectWrapperCreationOptions, Vector2, Effect } from "../index.js";
|
|
2
|
-
import { EffectWrapper } from "../Materials/effectRenderer";
|
|
2
|
+
import { EffectWrapper } from "../Materials/effectRenderer.js";
|
|
3
3
|
/**
|
|
4
4
|
* Post process used to apply a blur effect
|
|
5
5
|
*/
|
|
@@ -45,6 +45,7 @@ export class ThinBlurPostProcess extends EffectWrapper {
|
|
|
45
45
|
* Height of the texture to apply the blur on
|
|
46
46
|
*/
|
|
47
47
|
this.textureHeight = 0;
|
|
48
|
+
this._staticDefines = options ? (Array.isArray(options.defines) ? options.defines.join("\n") : options.defines || "") : "";
|
|
48
49
|
this.options.blockCompilation = blockCompilationFinal;
|
|
49
50
|
if (direction !== undefined) {
|
|
50
51
|
this.direction = direction;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(Promise.all([import(\"../ShadersWGSL/kernelBlur.fragment\"), import(\"../ShadersWGSL/kernelBlur.vertex\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/kernelBlur.fragment\"), import(\"../Shaders/kernelBlur.vertex\")]));\r\n }\r\n }\r\n\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /**\r\n * Constructs a new blur 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 direction Direction in which to apply the blur\r\n * @param kernel Kernel size of the blur\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, direction?: Vector2, kernel?: number, options?: EffectWrapperCreationOptions) {\r\n const blockCompilationFinal = !!options?.blockCompilation;\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: ThinBlurPostProcess.FragmentUrl,\r\n uniforms: ThinBlurPostProcess.Uniforms,\r\n samplers: ThinBlurPostProcess.Samplers,\r\n vertexUrl: ThinBlurPostProcess.VertexUrl,\r\n blockCompilation: true,\r\n });\r\n\r\n this.options.blockCompilation = blockCompilationFinal;\r\n\r\n if (direction !== undefined) {\r\n this.direction = direction;\r\n }\r\n if (kernel !== undefined) {\r\n this.kernel = kernel;\r\n }\r\n }\r\n\r\n /**\r\n * Width of the texture to apply the blur on\r\n */\r\n public textureWidth: number = 0;\r\n\r\n /**\r\n * Height of the texture to apply the blur on\r\n */\r\n public textureHeight: number = 0;\r\n\r\n /** The direction in which to blur the image. */\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this.options.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this.options.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this._drawWrapper.effect!.setFloat2(\"delta\", (1 / this.textureWidth) * this.direction.x, (1 / this.textureHeight) * this.direction.y);\r\n }\r\n\r\n /** @internal */\r\n public _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const N = this._kernel;\r\n const centerIndex = (N - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < N; i++) {\r\n const u = i / (N - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.options.engine.getCaps().maxVaryingVectors - (this.options.shaderLanguage === ShaderLanguage.WGSL ? 1 : 0); // Because of the additional builtins\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this.options.blockCompilation = false;\r\n\r\n this.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n}\r\n"]}
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+
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eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions, Vector2, Effect } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Post process used to apply a blur effect\r\n */\r\nexport class ThinBlurPostProcess extends EffectWrapper {\r\n /**\r\n * The vertex shader url\r\n */\r\n public static readonly VertexUrl = \"kernelBlur\";\r\n\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"kernelBlur\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"delta\", \"direction\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"circleOfConfusionSampler\"];\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(Promise.all([import(\"../ShadersWGSL/kernelBlur.fragment\"), import(\"../ShadersWGSL/kernelBlur.vertex\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/kernelBlur.fragment\"), import(\"../Shaders/kernelBlur.vertex\")]));\r\n }\r\n }\r\n\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /**\r\n * Constructs a new blur 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 direction Direction in which to apply the blur\r\n * @param kernel Kernel size of the blur\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, direction?: Vector2, kernel?: number, options?: EffectWrapperCreationOptions) {\r\n const blockCompilationFinal = !!options?.blockCompilation;\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: ThinBlurPostProcess.FragmentUrl,\r\n uniforms: ThinBlurPostProcess.Uniforms,\r\n samplers: ThinBlurPostProcess.Samplers,\r\n vertexUrl: ThinBlurPostProcess.VertexUrl,\r\n blockCompilation: true,\r\n });\r\n\r\n this._staticDefines = options ? (Array.isArray(options.defines) ? options.defines.join(\"\\n\") : options.defines || \"\") : \"\";\r\n\r\n this.options.blockCompilation = blockCompilationFinal;\r\n\r\n if (direction !== undefined) {\r\n this.direction = direction;\r\n }\r\n if (kernel !== undefined) {\r\n this.kernel = kernel;\r\n }\r\n }\r\n\r\n /**\r\n * Width of the texture to apply the blur on\r\n */\r\n public textureWidth: number = 0;\r\n\r\n /**\r\n * Height of the texture to apply the blur on\r\n */\r\n public textureHeight: number = 0;\r\n\r\n /** The direction in which to blur the image. */\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this.options.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this.options.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this._drawWrapper.effect!.setFloat2(\"delta\", (1 / this.textureWidth) * this.direction.x, (1 / this.textureHeight) * this.direction.y);\r\n }\r\n\r\n /** @internal */\r\n public _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const N = this._kernel;\r\n const centerIndex = (N - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < N; i++) {\r\n const u = i / (N - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.options.engine.getCaps().maxVaryingVectors - (this.options.shaderLanguage === ShaderLanguage.WGSL ? 1 : 0); // Because of the additional builtins\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this.options.blockCompilation = false;\r\n\r\n this.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n}\r\n"]}
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import type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from "../index.js";
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import { EffectWrapper } from "../Materials/effectRenderer";
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import { Vector2 } from "../Maths/math.vector.js";
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import type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from "../index.js";
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import { EffectWrapper } from "../Materials/effectRenderer";
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import { EffectWrapper } from "../Materials/effectRenderer.js";
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import type { Camera } from "../Cameras/camera.js";
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import {
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import { ThinCircleOfConfusionPostProcess } from "./thinCircleOfConfusionPostProcess";
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import { ThinDepthOfFieldMergePostProcess } from "./thinDepthOfFieldMergePostProcess";
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import { ThinDepthOfFieldBlurPostProcess } from "./thinDepthOfFieldBlurPostProcess.js";
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import { ThinCircleOfConfusionPostProcess } from "./thinCircleOfConfusionPostProcess.js";
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import { ThinDepthOfFieldMergePostProcess } from "./thinDepthOfFieldMergePostProcess.js";
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@@ -24,9 +24,9 @@ export declare class ThinDepthOfFieldEffect {
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readonly _circleOfConfusion: ThinCircleOfConfusionPostProcess;
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readonly _depthOfFieldBlurX: Array<[
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readonly _depthOfFieldBlurX: Array<[ThinDepthOfFieldBlurPostProcess, number]>;
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readonly _depthOfFieldBlurY: Array<[
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readonly _depthOfFieldBlurY: Array<[ThinDepthOfFieldBlurPostProcess, number]>;
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import {
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@@ -94,9 +94,9 @@ export class ThinDepthOfFieldEffect {
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this._depthOfFieldBlurY.push([new
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The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n public set fStop(value: number) {\r\n this._circleOfConfusion.fStop = value;\r\n }\r\n public get fStop() {\r\n return this._circleOfConfusion.fStop;\r\n }\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n public set focusDistance(value: number) {\r\n this._circleOfConfusion.focusDistance = value;\r\n }\r\n public get focusDistance() {\r\n return this._circleOfConfusion.focusDistance;\r\n }\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n public set lensSize(value: number) {\r\n this._circleOfConfusion.lensSize = value;\r\n }\r\n public get lensSize() {\r\n return this._circleOfConfusion.lensSize;\r\n }\r\n\r\n /**\r\n * The quality of the effect.\r\n */\r\n public readonly blurLevel: ThinDepthOfFieldEffectBlurLevel;\r\n\r\n /**\r\n * Creates a new instance of @see ThinDepthOfFieldEffect\r\n * @param name The name of the depth of field render effect\r\n * @param engine The engine which the render effect will be applied. (default: current engine)\r\n * @param blurLevel The quality of the effect. (default: DepthOfFieldEffectBlurLevel.Low)\r\n * @param depthNotNormalized If the (view) depth used in circle of confusion post-process is normalized (0.0 to 1.0 from near to far) or not (0 to camera max distance) (default: false)\r\n * @param blockCompilation If shaders should not be compiled when the effect is created (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n engine: Nullable<AbstractEngine>,\r\n blurLevel: ThinDepthOfFieldEffectBlurLevel = ThinDepthOfFieldEffectBlurLevel.Low,\r\n depthNotNormalized = false,\r\n blockCompilation = false\r\n ) {\r\n this._circleOfConfusion = new ThinCircleOfConfusionPostProcess(name, engine, { depthNotNormalized, blockCompilation });\r\n this.blurLevel = blurLevel;\r\n\r\n let blurCount = 1;\r\n let kernelSize = 15;\r\n switch (blurLevel) {\r\n case ThinDepthOfFieldEffectBlurLevel.High: {\r\n blurCount = 3;\r\n kernelSize = 51;\r\n break;\r\n }\r\n case ThinDepthOfFieldEffectBlurLevel.Medium: {\r\n blurCount = 2;\r\n kernelSize = 31;\r\n break;\r\n }\r\n default: {\r\n kernelSize = 15;\r\n blurCount = 1;\r\n break;\r\n }\r\n }\r\n\r\n const adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);\r\n let ratio = 1.0;\r\n for (let i = 0; i < blurCount; i++) {\r\n this._depthOfFieldBlurY.push([new ThinDepthOfFieldBlurPostProcess(name, engine, new Vector2(0, 1), adjustedKernelSize, { blockCompilation }), ratio]);\r\n ratio = 0.75 / Math.pow(2, i);\r\n this._depthOfFieldBlurX.push([new ThinDepthOfFieldBlurPostProcess(name, engine, new Vector2(1, 0), adjustedKernelSize, { blockCompilation }), ratio]);\r\n }\r\n\r\n this._dofMerge = new ThinDepthOfFieldMergePostProcess(name, engine, { blockCompilation });\r\n }\r\n\r\n /**\r\n * Checks if the effect is ready to be used\r\n * @returns if the effect is ready\r\n */\r\n public isReady() {\r\n let isReady = this._circleOfConfusion.isReady() && this._dofMerge.isReady();\r\n for (let i = 0; i < this._depthOfFieldBlurX.length; i++) {\r\n isReady = isReady && this._depthOfFieldBlurX[i][0].isReady() && this._depthOfFieldBlurY[i][0].isReady();\r\n }\r\n return isReady;\r\n }\r\n}\r\n"]}
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import type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from "../index.js";
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* Post process used to extract highlights.
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*/
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import type { Nullable, AbstractEngine, EffectWrapperCreationOptions, NonNullableFields, Scene, ColorCurves, BaseTexture, Color4 } from "../index.js";
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import { ImageProcessingConfiguration } from "../Materials/imageProcessingConfiguration.js";
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* Options used to create a ThinImageProcessingPostProcessOptions.
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import type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from "../index.js";
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import { EffectWrapper } from "../Materials/effectRenderer";
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*/
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import type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from "../index.js";
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import { Camera } from "../Cameras/camera";
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import { Camera } from "../Cameras/camera.js";
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import { EffectWrapper } from "../Materials/effectRenderer.js";
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* Simple implementation of Temporal Anti-Aliasing (TAA).
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import type { Camera } from "../Cameras/camera";
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import { PostProcess } from "./postProcess";
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import type { Nullable } from "../types";
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import type { Camera } from "../Cameras/camera.js";
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import { PostProcess } from "./postProcess.js";
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import type { Nullable } from "../types.js";
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import type { AbstractEngine } from "../Engines/abstractEngine.js";
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/** Defines operator used for tonemapping */
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export declare enum TonemappingOperator {
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import { Vector3 } from "../Maths/math.vector";
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import type { Mesh } from "../Meshes/mesh";
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import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture";
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import type { Scene } from "../scene";
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import "../Shaders/volumetricLightScatteringPass.fragment";
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import type { Nullable } from "../types";
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import type { AbstractEngine } from "../Engines/abstractEngine";
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import { Vector3 } from "../Maths/math.vector.js";
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import { AbstractMesh } from "../Meshes/abstractMesh.js";
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import type { Mesh } from "../Meshes/mesh.js";
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import type { Camera } from "../Cameras/camera.js";
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import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture.js";
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import { PostProcess } from "./postProcess.js";
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import type { Scene } from "../scene.js";
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import "../Shaders/depth.vertex.js";
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import "../Shaders/volumetricLightScattering.fragment.js";
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import "../Shaders/volumetricLightScatteringPass.vertex.js";
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import "../Shaders/volumetricLightScatteringPass.fragment.js";
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import type { Nullable } from "../types.js";
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import type { AbstractEngine } from "../Engines/abstractEngine.js";
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/**
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* Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process
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*/
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import type { Camera } from "../Cameras/camera";
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import type { VRCameraMetrics } from "../Cameras/VR/vrCameraMetrics";
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import { PostProcess } from "./postProcess";
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import type { Nullable } from "../types";
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import type { Camera } from "../Cameras/camera.js";
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import type { VRCameraMetrics } from "../Cameras/VR/vrCameraMetrics.js";
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import { PostProcess } from "./postProcess.js";
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import type { Nullable } from "../types.js";
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/**
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* VRDistortionCorrectionPostProcess used for mobile VR
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*/
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import type { Camera } from "../Cameras/camera";
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import { PostProcess } from "./postProcess";
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import "../Shaders/vrMultiviewToSingleview.fragment";
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import "../Engines/Extensions/engine.multiview";
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import type { Nullable } from "../types";
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import type { Camera } from "../Cameras/camera.js";
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import { PostProcess } from "./postProcess.js";
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import "../Shaders/vrMultiviewToSingleview.fragment.js";
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import "../Engines/Extensions/engine.multiview.js";
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import type { Nullable } from "../types.js";
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/**
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* VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
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* This will not be used for webXR as it supports displaying texture arrays directly
|
package/Probes/index.d.ts
CHANGED
|
@@ -1 +1 @@
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-
export * from "./reflectionProbe";
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export * from "./reflectionProbe.js";
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import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture";
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import { Vector3 } from "../Maths/math.vector";
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import type { AbstractMesh } from "../Meshes/abstractMesh";
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import type { Nullable } from "../types";
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import { Scene } from "../scene";
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import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture.js";
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import { Vector3 } from "../Maths/math.vector.js";
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import type { AbstractMesh } from "../Meshes/abstractMesh.js";
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import type { Nullable } from "../types.js";
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import { Scene } from "../scene.js";
|
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|
import type { IAssetContainer } from "../IAssetContainer.js";
|
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declare module "../scene" {
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declare module "../scene.js" {
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interface Scene {
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/**
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* The list of reflection probes added to the scene
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-
import type { ReflectiveShadowMap } from "../reflectiveShadowMap";
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import type { ReflectiveShadowMap } from "../reflectiveShadowMap.js";
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|
/**
|
|
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3
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* Class used to store the global illumination parameters for a reflective shadow map.
|
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|
* Instances of this class are used by the GIRSMManager class to generate global illumination for a scene.
|
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* - Javascript implementation by Erkaman: https://github.com/Erkaman/webgl-rsm
|
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*/
|
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|
import type { Scene } from "../../scene.js";
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|
-
import type { GIRSM } from "./giRSM";
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import type { GIRSM } from "./giRSM.js";
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import type { Material } from "../../Materials/material.js";
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import { MaterialPluginBase } from "../../Materials/materialPluginBase.js";
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import type { InternalTexture } from "../../Materials/Textures/internalTexture.js";
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export * from "./giRSM";
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export * from "./giRSMManager";
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export * from "../../Shaders/bilateralBlur.fragment";
|
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export * from "../../Shaders/bilateralBlurQuality.fragment";
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export * from "../../Shaders/rsmGlobalIllumination.fragment";
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export * from "../../Shaders/rsmFullGlobalIllumination.fragment";
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export * from "../../ShadersWGSL/bilateralBlur.fragment";
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export * from "../../ShadersWGSL/bilateralBlurQuality.fragment";
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export * from "../../ShadersWGSL/rsmGlobalIllumination.fragment";
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export * from "../../ShadersWGSL/rsmFullGlobalIllumination.fragment";
|
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+
export * from "./giRSM.js";
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export * from "./giRSMManager.js";
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export * from "../../Shaders/bilateralBlur.fragment.js";
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export * from "../../Shaders/bilateralBlurQuality.fragment.js";
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export * from "../../Shaders/rsmGlobalIllumination.fragment.js";
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|
+
export * from "../../Shaders/rsmFullGlobalIllumination.fragment.js";
|
|
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|
+
export * from "../../ShadersWGSL/bilateralBlur.fragment.js";
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|
+
export * from "../../ShadersWGSL/bilateralBlurQuality.fragment.js";
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|
+
export * from "../../ShadersWGSL/rsmGlobalIllumination.fragment.js";
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+
export * from "../../ShadersWGSL/rsmFullGlobalIllumination.fragment.js";
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import type { Scene } from "../../scene";
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import { PostProcess } from "../../PostProcesses/postProcess";
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import type { Scene } from "../../scene.js";
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import { PostProcess } from "../../PostProcesses/postProcess.js";
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|
import { ProceduralTexture } from "../../Materials/Textures/Procedurals/proceduralTexture.js";
|
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import type { IblShadowsRenderPipeline } from "./iblShadowsRenderPipeline";
|
|
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|
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import { Observable } from "../../Misc/observable";
|
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|
+
import type { IblShadowsRenderPipeline } from "./iblShadowsRenderPipeline.js";
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|
+
import { Observable } from "../../Misc/observable.js";
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|
/**
|
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|
* This should not be instanciated directly, as it is part of a scene component
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|
* @internal
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import type { Mesh } from "../../Meshes/mesh";
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import type { Scene } from "../../scene";
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import { Texture } from "../../Materials/Textures/texture";
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import { PostProcessRenderPipeline } from "../../PostProcesses/RenderPipeline/postProcessRenderPipeline";
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import type { Mesh } from "../../Meshes/mesh.js";
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import type { Scene } from "../../scene.js";
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import { Texture } from "../../Materials/Textures/texture.js";
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import { PostProcessRenderPipeline } from "../../PostProcesses/RenderPipeline/postProcessRenderPipeline.js";
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import type { Camera } from "../../Cameras/camera.js";
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import type { Material } from "../../Materials/material.js";
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import { Observable } from "../../Misc/observable.js";
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import "../geometryBufferRendererSceneComponent";
|
|
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|
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import "../iblCdfGeneratorSceneComponent";
|
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|
+
import "../geometryBufferRendererSceneComponent.js";
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import "../iblCdfGeneratorSceneComponent.js";
|
|
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|
interface IblShadowsSettings {
|
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12
12
|
/**
|
|
13
13
|
* The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper
|
|
@@ -1,7 +1,7 @@
|
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|
-
import type { Scene } from "../../scene";
|
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import { PostProcess } from "../../PostProcesses/postProcess";
|
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|
+
import type { Scene } from "../../scene.js";
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|
+
import { PostProcess } from "../../PostProcesses/postProcess.js";
|
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3
|
import { ProceduralTexture } from "../../Materials/Textures/Procedurals/proceduralTexture.js";
|
|
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|
-
import type { IblShadowsRenderPipeline } from "./iblShadowsRenderPipeline";
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+
import type { IblShadowsRenderPipeline } from "./iblShadowsRenderPipeline.js";
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|
/**
|
|
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|
* This should not be instanciated directly, as it is part of a scene component
|
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7
|
* @internal
|
|
@@ -1,11 +1,11 @@
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|
-
import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTexture";
|
|
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|
-
import { Matrix } from "../../Maths/math.vector";
|
|
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|
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import type { Mesh } from "../../Meshes/mesh";
|
|
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|
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import type { Scene } from "../../scene";
|
|
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|
-
import { Observable } from "../../Misc/observable";
|
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|
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import { PostProcess } from "../../PostProcesses/postProcess";
|
|
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|
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import { ProceduralTexture } from "../../Materials/Textures/Procedurals/proceduralTexture";
|
|
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|
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import type { IblShadowsRenderPipeline } from "./iblShadowsRenderPipeline";
|
|
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|
+
import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTexture.js";
|
|
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|
+
import { Matrix } from "../../Maths/math.vector.js";
|
|
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|
+
import type { Mesh } from "../../Meshes/mesh.js";
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|
+
import type { Scene } from "../../scene.js";
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|
+
import { Observable } from "../../Misc/observable.js";
|
|
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|
+
import { PostProcess } from "../../PostProcesses/postProcess.js";
|
|
7
|
+
import { ProceduralTexture } from "../../Materials/Textures/Procedurals/proceduralTexture.js";
|
|
8
|
+
import type { IblShadowsRenderPipeline } from "./iblShadowsRenderPipeline.js";
|
|
9
9
|
/**
|
|
10
10
|
* Voxel-based shadow rendering for IBL's.
|
|
11
11
|
* This should not be instanciated directly, as it is part of a scene component
|
|
@@ -1,7 +1,7 @@
|
|
|
1
|
-
import type { Scene } from "../../scene";
|
|
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|
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import { Matrix } from "../../Maths/math.vector";
|
|
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|
-
import { PostProcess } from "../../PostProcesses/postProcess";
|
|
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|
-
import type { IblShadowsRenderPipeline } from "./iblShadowsRenderPipeline";
|
|
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|
+
import type { Scene } from "../../scene.js";
|
|
2
|
+
import { Matrix } from "../../Maths/math.vector.js";
|
|
3
|
+
import { PostProcess } from "../../PostProcesses/postProcess.js";
|
|
4
|
+
import type { IblShadowsRenderPipeline } from "./iblShadowsRenderPipeline.js";
|
|
5
5
|
import { ProceduralTexture } from "../../Materials/Textures/Procedurals/proceduralTexture.js";
|
|
6
6
|
/**
|
|
7
7
|
* Build cdf maps for IBL importance sampling during IBL shadow computation.
|
|
@@ -1,14 +1,14 @@
|
|
|
1
|
-
import { Scene } from "../scene";
|
|
2
|
-
import { AbstractMesh } from "../Meshes/abstractMesh";
|
|
3
|
-
import { SmartArray } from "../Misc/smartArray";
|
|
4
|
-
import type { Nullable } from "../types";
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5
|
-
import type { ISceneComponent } from "../sceneComponent";
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6
|
-
import { BoundingBox } from "../Culling/boundingBox";
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7
|
-
import { Color3 } from "../Maths/math.color";
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8
|
-
import { Observable } from "../Misc/observable";
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9
|
-
import { DrawWrapper } from "../Materials/drawWrapper";
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1
|
+
import { Scene } from "../scene.js";
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2
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+
import { AbstractMesh } from "../Meshes/abstractMesh.js";
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3
|
+
import { SmartArray } from "../Misc/smartArray.js";
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4
|
+
import type { Nullable } from "../types.js";
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5
|
+
import type { ISceneComponent } from "../sceneComponent.js";
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6
|
+
import { BoundingBox } from "../Culling/boundingBox.js";
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7
|
+
import { Color3 } from "../Maths/math.color.js";
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8
|
+
import { Observable } from "../Misc/observable.js";
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|
9
|
+
import { DrawWrapper } from "../Materials/drawWrapper.js";
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10
10
|
import { ShaderLanguage } from "../Materials/shaderLanguage.js";
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11
|
-
declare module "../scene" {
|
|
11
|
+
declare module "../scene.js" {
|
|
12
12
|
interface Scene {
|
|
13
13
|
/** @internal (Backing field) */
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|
14
14
|
_boundingBoxRenderer: BoundingBoxRenderer;
|
|
@@ -25,7 +25,7 @@ declare module "../scene" {
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25
25
|
getBoundingBoxRenderer(): BoundingBoxRenderer;
|
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26
26
|
}
|
|
27
27
|
}
|
|
28
|
-
declare module "../Meshes/abstractMesh" {
|
|
28
|
+
declare module "../Meshes/abstractMesh.js" {
|
|
29
29
|
interface AbstractMesh {
|
|
30
30
|
/** @internal (Backing field) */
|
|
31
31
|
_showBoundingBox: boolean;
|
|
@@ -1,10 +1,10 @@
|
|
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1
|
-
import type { Effect } from "../Materials/effect";
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2
|
-
import type { SubMesh } from "../Meshes/subMesh";
|
|
3
|
-
import type { AbstractMesh } from "../Meshes/abstractMesh";
|
|
4
|
-
import { SmartArray } from "../Misc/smartArray";
|
|
5
|
-
import type { Scene } from "../scene";
|
|
6
|
-
import type { PrePassRenderer } from "./prePassRenderer";
|
|
7
|
-
import "../Engines/Extensions/engine.multiRender";
|
|
1
|
+
import type { Effect } from "../Materials/effect.js";
|
|
2
|
+
import type { SubMesh } from "../Meshes/subMesh.js";
|
|
3
|
+
import type { AbstractMesh } from "../Meshes/abstractMesh.js";
|
|
4
|
+
import { SmartArray } from "../Misc/smartArray.js";
|
|
5
|
+
import type { Scene } from "../scene.js";
|
|
6
|
+
import type { PrePassRenderer } from "./prePassRenderer.js";
|
|
7
|
+
import "../Engines/Extensions/engine.multiRender.js";
|
|
8
8
|
import { ShaderLanguage } from "../Materials/shaderLanguage.js";
|
|
9
9
|
/**
|
|
10
10
|
* The depth peeling renderer that performs
|
|
@@ -1,8 +1,8 @@
|
|
|
1
|
-
import { Scene } from "../scene";
|
|
2
|
-
import type { ISceneComponent } from "../sceneComponent";
|
|
3
|
-
import type { Nullable } from "../types";
|
|
4
|
-
import { DepthPeelingRenderer } from "./depthPeelingRenderer";
|
|
5
|
-
declare module "../scene" {
|
|
1
|
+
import { Scene } from "../scene.js";
|
|
2
|
+
import type { ISceneComponent } from "../sceneComponent.js";
|
|
3
|
+
import type { Nullable } from "../types.js";
|
|
4
|
+
import { DepthPeelingRenderer } from "./depthPeelingRenderer.js";
|
|
5
|
+
declare module "../scene.js" {
|
|
6
6
|
interface Scene {
|
|
7
7
|
/**
|
|
8
8
|
* The depth peeling renderer
|