@babylonjs/core 8.32.1 → 8.32.3

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 (163) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.d.ts +1 -0
  4. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
  5. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  6. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.d.ts +1 -0
  7. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  8. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.d.ts +1 -0
  9. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
  10. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.d.ts +1 -0
  11. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.js.map +1 -1
  12. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.d.ts +94 -0
  13. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js +312 -0
  14. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js.map +1 -0
  15. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.d.ts +1 -0
  16. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  17. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +55 -0
  18. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +147 -0
  19. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -0
  20. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.d.ts +1 -0
  21. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.js.map +1 -1
  22. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +1 -0
  23. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  24. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +1 -0
  25. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +1 -1
  26. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  27. package/FrameGraph/Node/Blocks/index.d.ts +2 -1
  28. package/FrameGraph/Node/Blocks/index.js +2 -1
  29. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  30. package/FrameGraph/Node/nodeRenderGraph.js +1 -1
  31. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  32. package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -7
  33. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  34. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +0 -6
  35. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  36. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +3 -4
  37. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  38. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +3 -4
  39. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  40. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +3 -4
  41. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  42. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +0 -8
  43. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  44. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +4 -11
  45. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  46. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.d.ts +13 -0
  47. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js +25 -0
  48. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js.map +1 -0
  49. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.d.ts +76 -0
  50. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +147 -0
  51. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -0
  52. package/FrameGraph/Tasks/PostProcesses/ssao2Task.d.ts +14 -0
  53. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js +29 -0
  54. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js.map +1 -0
  55. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +2 -11
  56. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  57. package/FrameGraph/Tasks/PostProcesses/ssrTask.js +8 -9
  58. package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -1
  59. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +29 -0
  60. package/FrameGraph/Tasks/PostProcesses/taaTask.js +102 -0
  61. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -0
  62. package/FrameGraph/frameGraphTextureManager.d.ts +9 -0
  63. package/FrameGraph/frameGraphTextureManager.js +15 -0
  64. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  65. package/FrameGraph/index.d.ts +2 -1
  66. package/FrameGraph/index.js +2 -1
  67. package/FrameGraph/index.js.map +1 -1
  68. package/Lights/Clustered/clusteredLightContainer.js +4 -3
  69. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  70. package/Lights/pointLight.js +6 -4
  71. package/Lights/pointLight.js.map +1 -1
  72. package/Lights/rectAreaLight.js +6 -4
  73. package/Lights/rectAreaLight.js.map +1 -1
  74. package/Lights/spotLight.js +3 -2
  75. package/Lights/spotLight.js.map +1 -1
  76. package/Materials/Background/backgroundMaterial.js +1 -1
  77. package/Materials/Background/backgroundMaterial.js.map +1 -1
  78. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +11 -0
  79. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +74 -27
  80. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  81. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +4 -0
  82. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +6 -0
  83. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  84. package/Materials/Node/nodeMaterial.js +1 -1
  85. package/Materials/Node/nodeMaterial.js.map +1 -1
  86. package/Materials/PBR/openPbrMaterial.js +1 -1
  87. package/Materials/PBR/openPbrMaterial.js.map +1 -1
  88. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  89. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  90. package/Materials/material.d.ts +7 -3
  91. package/Materials/material.js +11 -7
  92. package/Materials/material.js.map +1 -1
  93. package/Materials/standardMaterial.js +1 -1
  94. package/Materials/standardMaterial.js.map +1 -1
  95. package/Maths/math.vector.d.ts +1 -1
  96. package/Maths/math.vector.js +1 -1
  97. package/Maths/math.vector.js.map +1 -1
  98. package/Meshes/Node/nodeGeometry.js +1 -1
  99. package/Meshes/Node/nodeGeometry.js.map +1 -1
  100. package/Meshes/mesh.js +9 -0
  101. package/Meshes/mesh.js.map +1 -1
  102. package/Morph/morphTargetManager.d.ts +2 -0
  103. package/Morph/morphTargetManager.js +19 -1
  104. package/Morph/morphTargetManager.js.map +1 -1
  105. package/Particles/Node/nodeParticleSystemSet.d.ts +14 -6
  106. package/Particles/Node/nodeParticleSystemSet.js +38 -7
  107. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  108. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +21 -30
  109. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +163 -256
  110. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  111. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +1 -3
  112. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  113. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +1 -1
  114. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -1
  115. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +0 -1
  116. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +4 -22
  117. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  118. package/PostProcesses/RenderPipeline/Pipelines/thinSSAO2RenderingPipeline.d.ts +130 -0
  119. package/PostProcesses/RenderPipeline/Pipelines/thinSSAO2RenderingPipeline.js +193 -0
  120. package/PostProcesses/RenderPipeline/Pipelines/thinSSAO2RenderingPipeline.js.map +1 -0
  121. package/PostProcesses/thinSSAO2BlurPostProcess.d.ts +26 -0
  122. package/PostProcesses/thinSSAO2BlurPostProcess.js +81 -0
  123. package/PostProcesses/thinSSAO2BlurPostProcess.js.map +1 -0
  124. package/PostProcesses/thinSSAO2CombinePostProcess.d.ts +15 -0
  125. package/PostProcesses/thinSSAO2CombinePostProcess.js +48 -0
  126. package/PostProcesses/thinSSAO2CombinePostProcess.js.map +1 -0
  127. package/PostProcesses/thinSSAO2PostProcess.d.ts +45 -0
  128. package/PostProcesses/thinSSAO2PostProcess.js +208 -0
  129. package/PostProcesses/thinSSAO2PostProcess.js.map +1 -0
  130. package/PostProcesses/thinTAAPostProcess.d.ts +10 -5
  131. package/PostProcesses/thinTAAPostProcess.js +37 -7
  132. package/PostProcesses/thinTAAPostProcess.js.map +1 -1
  133. package/Rendering/boundingBoxRenderer.js +6 -1
  134. package/Rendering/boundingBoxRenderer.js.map +1 -1
  135. package/Rendering/edgesRenderer.js +4 -0
  136. package/Rendering/edgesRenderer.js.map +1 -1
  137. package/Shaders/ShadersInclude/gaussianSplatting.js +10 -2
  138. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  139. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +29 -4
  140. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  141. package/Shaders/gaussianSplattingDepth.fragment.d.ts +5 -0
  142. package/Shaders/gaussianSplattingDepth.fragment.js +11 -0
  143. package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -0
  144. package/Shaders/gaussianSplattingDepth.vertex.d.ts +8 -0
  145. package/Shaders/gaussianSplattingDepth.vertex.js +17 -0
  146. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -0
  147. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +7 -1
  148. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  149. package/ShadersWGSL/gaussianSplattingDepth.fragment.d.ts +6 -0
  150. package/ShadersWGSL/gaussianSplattingDepth.fragment.js +17 -0
  151. package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -0
  152. package/ShadersWGSL/gaussianSplattingDepth.vertex.d.ts +8 -0
  153. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +19 -0
  154. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -0
  155. package/package.json +1 -1
  156. package/scene.js +6 -5
  157. package/scene.js.map +1 -1
  158. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.d.ts +0 -48
  159. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +0 -119
  160. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +0 -1
  161. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +0 -24
  162. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +0 -109
  163. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +0 -1
@@ -1 +1 @@
1
- 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type { Material } from \"core/Materials/material\";\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\nimport { RegisterMaterialPlugin, UnregisterMaterialPlugin } from \"core/Materials/materialPluginManager\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\nimport { Vector2 } from \"core/Maths/math.vector\";\nimport type { Scene } from \"core/scene\";\nimport type { Nullable } from \"core/types\";\nimport { RegisterClass } from \"../../../Misc/typeStore\";\n\nclass TAAJitterMaterialDefines extends MaterialDefines {\n TAA_JITTER = false;\n}\n\nclass TAAJitterMaterialPlugin extends MaterialPluginBase {\n public static readonly Name = \"TAAJitter\";\n\n private _manager: Nullable<TAAMaterialManager>;\n public get manager(): Nullable<TAAMaterialManager> {\n return this._manager;\n }\n\n public set manager(manager: Nullable<TAAMaterialManager>) {\n if (this._manager === manager) {\n return;\n }\n this.dispose();\n this._manager = manager;\n manager?._materialPlugins.push(this);\n this._updateMaterial();\n }\n\n public get isEnabled(): boolean {\n return this._manager?.isEnabled ?? false;\n }\n\n constructor(material: Material) {\n super(material, TAAJitterMaterialPlugin.Name, 300, new TAAJitterMaterialDefines());\n this.registerForExtraEvents = true;\n this.doNotSerialize = true;\n }\n\n /** @internal */\n public _updateMaterial(): void {\n this._enable(this.isEnabled);\n this.markAllDefinesAsDirty();\n }\n\n public override isCompatible(): boolean {\n return true;\n }\n\n public override getClassName(): string {\n return \"TAAJitterMaterialPlugin\";\n }\n\n public override prepareDefines(defines: TAAJitterMaterialDefines): void {\n defines.TAA_JITTER = this.isEnabled;\n }\n\n public override getUniforms(shaderLanguage = ShaderLanguage.GLSL) {\n const ubo = [{ name: \"taa_jitter\", size: 2, type: \"vec2\" }];\n if (shaderLanguage === ShaderLanguage.GLSL) {\n return {\n ubo,\n vertex: `\n #ifdef TAA_JITTER\n uniform vec2 taa_jitter;\n #endif\n `,\n };\n } else {\n return { ubo };\n }\n }\n\n public override hardBindForSubMesh(uniformBuffer: UniformBuffer): void {\n if (this.isEnabled) {\n const jitter = this._manager!.jitter;\n uniformBuffer.updateFloat2(\"taa_jitter\", jitter.x, jitter.y);\n }\n }\n\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL) {\n // We jitter instead of modifying the camera so the velocity buffer stays unaffected\n // More info: https://sugulee.wordpress.com/2021/06/21/temporal-anti-aliasingtaa-tutorial/\n if (shaderType !== \"vertex\") {\n return null;\n } else if (shaderLanguage === ShaderLanguage.WGSL) {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n vertexOutputs.position += vec4f(uniforms.taa_jitter * vertexOutputs.position.w, 0, 1);\n #endif\n `,\n };\n } else {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n gl_Position.xy += taa_jitter * gl_Position.w;\n #endif\n `,\n };\n }\n }\n\n public override dispose(): void {\n if (this._manager) {\n const index = this._manager._materialPlugins.indexOf(this);\n if (index !== -1) {\n this._manager._materialPlugins.splice(index, 1);\n }\n }\n }\n}\n\nRegisterClass(`BABYLON.TAAJitterMaterialPlugin`, TAAJitterMaterialPlugin);\n\n/**\n * Applies and manages the TAA jitter plugin on all materials.\n */\nexport class TAAMaterialManager {\n private _isEnabled = true;\n /**\n * Set to enable or disable the jitter offset on all materials.\n */\n public get isEnabled(): boolean {\n return this._isEnabled;\n }\n\n public set isEnabled(enabled: boolean) {\n if (this._isEnabled === enabled) {\n return;\n }\n this._isEnabled = enabled;\n for (const plugin of this._materialPlugins) {\n plugin._updateMaterial();\n }\n }\n\n /**\n * The current jitter offset to apply to all materials.\n */\n public readonly jitter = new Vector2();\n\n /** @internal */\n public readonly _materialPlugins: TAAJitterMaterialPlugin[] = [];\n\n /**\n * @param scene All materials in this scene will have a jitter offset applied to them.\n */\n constructor(scene: Scene) {\n for (const material of scene.materials) {\n this._getPlugin(material);\n }\n RegisterMaterialPlugin(TAAJitterMaterialPlugin.Name, (material) => this._getPlugin(material));\n }\n\n /**\n * Disposes of the material manager.\n */\n public dispose(): void {\n UnregisterMaterialPlugin(TAAJitterMaterialPlugin.Name);\n const plugins = this._materialPlugins.splice(0, this._materialPlugins.length);\n for (const plugin of plugins) {\n plugin.manager = null;\n }\n }\n\n private _getPlugin(material: Material): TAAJitterMaterialPlugin {\n let plugin = material.pluginManager?.getPlugin<TAAJitterMaterialPlugin>(TAAJitterMaterialPlugin.Name);\n if (!plugin) {\n plugin = new TAAJitterMaterialPlugin(material);\n }\n plugin.manager = this;\n return plugin;\n }\n}\n"]}
1
+ {"version":3,"file":"taaMaterialManager.js","sourceRoot":"","sources":["../../../../../../dev/core/src/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,eAAe,EAAE,8CAAuC;AACjE,OAAO,EAAE,kBAAkB,EAAE,iDAA0C;AACvE,OAAO,EAAE,sBAAsB,EAAE,wBAAwB,EAAE,oDAA6C;AAGxG,OAAO,EAAE,OAAO,EAAE,sCAA+B;AAGjD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAExD,MAAM,wBAAyB,SAAQ,eAAe;IAAtD;;QACI,eAAU,GAAG,KAAK,CAAC;IACvB,CAAC;CAAA;AAED,MAAM,uBAAwB,SAAQ,kBAAkB;IAIpD,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,OAAO,CAAC,OAAqC;QACpD,IAAI,IAAI,CAAC,QAAQ,KAAK,OAAO,EAAE,CAAC;YAC5B,OAAO;QACX,CAAC;QACD,IAAI,CAAC,OAAO,EAAE,CAAC;QACf,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QACxB,OAAO,EAAE,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACrC,IAAI,CAAC,eAAe,EAAE,CAAC;IAC3B,CAAC;IAED,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,QAAQ,EAAE,SAAS,IAAI,KAAK,CAAC;IAC7C,CAAC;IAED,YAAY,QAAkB;QAC1B,KAAK,CAAC,QAAQ,EAAE,uBAAuB,CAAC,IAAI,EAAE,GAAG,EAAE,IAAI,wBAAwB,EAAE,CAAC,CAAC;QACnF,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;QACnC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;IAED,gBAAgB;IACT,eAAe;QAClB,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC7B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAEe,YAAY;QACxB,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,YAAY;QACxB,OAAO,yBAAyB,CAAC;IACrC,CAAC;IAEe,cAAc,CAAC,OAAiC;QAC5D,OAAO,CAAC,UAAU,GAAG,IAAI,CAAC,SAAS,CAAC;IACxC,CAAC;IAEe,WAAW,CAAC,cAAc,8BAAsB;QAC5D,MAAM,GAAG,GAAG,CAAC,EAAE,IAAI,EAAE,YAAY,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC;QAC5D,IAAI,cAAc,gCAAwB,EAAE,CAAC;YACzC,OAAO;gBACH,GAAG;gBACH,MAAM,EAAE;;;;iBAIP;aACJ,CAAC;QACN,CAAC;aAAM,CAAC;YACJ,OAAO,EAAE,GAAG,EAAE,CAAC;QACnB,CAAC;IACL,CAAC;IAEe,kBAAkB,CAAC,aAA4B;QAC3D,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAS,CAAC,MAAM,CAAC;YACrC,aAAa,CAAC,YAAY,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;QACjE,CAAC;IACL,CAAC;IAEe,aAAa,CAAC,UAAkB,EAAE,cAAc,8BAAsB;QAClF,oFAAoF;QACpF,0FAA0F;QAC1F,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;YAC1B,OAAO,IAAI,CAAC;QAChB,CAAC;aAAM,IAAI,cAAc,gCAAwB,EAAE,CAAC;YAChD,OAAO;gBACH,sBAAsB,EAAE;;;;iBAIvB;aACJ,CAAC;QACN,CAAC;aAAM,CAAC;YACJ,OAAO;gBACH,sBAAsB,EAAE;;;;iBAIvB;aACJ,CAAC;QACN,CAAC;IACL,CAAC;IAEe,OAAO;QACnB,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAC3D,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;gBACf,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YACpD,CAAC;QACL,CAAC;IACL,CAAC;;AAnGsB,4BAAI,GAAG,WAAW,CAAC;AAsG9C,aAAa,CAAC,iCAAiC,EAAE,uBAAuB,CAAC,CAAC;AAE1E;;GAEG;AACH,MAAM,OAAO,kBAAkB;IAE3B;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,SAAS,CAAC,OAAgB;QACjC,IAAI,IAAI,CAAC,UAAU,KAAK,OAAO,EAAE,CAAC;YAC9B,OAAO;QACX,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC;QAC1B,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACzC,MAAM,CAAC,eAAe,EAAE,CAAC;QAC7B,CAAC;IACL,CAAC;IAUD;;OAEG;IACH,YAAY,KAAY;QA7BhB,eAAU,GAAG,IAAI,CAAC;QAkB1B;;WAEG;QACa,WAAM,GAAG,IAAI,OAAO,EAAE,CAAC;QAEvC,gBAAgB;QACA,qBAAgB,GAA8B,EAAE,CAAC;QAM7D,KAAK,MAAM,QAAQ,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC;YACrC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC;QAC9B,CAAC;QACD,sBAAsB,CAAC,uBAAuB,CAAC,IAAI,EAAE,CAAC,QAAQ,EAAE,EAAE,CAAC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC,CAAC;IAClG,CAAC;IAED;;OAEG;IACI,OAAO;QACV,wBAAwB,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;QACvD,MAAM,OAAO,GAAG,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;QAC9E,KAAK,MAAM,MAAM,IAAI,OAAO,EAAE,CAAC;YAC3B,MAAM,CAAC,OAAO,GAAG,IAAI,CAAC;QAC1B,CAAC;IACL,CAAC;IAEO,UAAU,CAAC,QAAkB;QACjC,IAAI,MAAM,GAAG,QAAQ,CAAC,aAAa,EAAE,SAAS,CAA0B,uBAAuB,CAAC,IAAI,CAAC,CAAC;QACtG,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,MAAM,GAAG,IAAI,uBAAuB,CAAC,QAAQ,CAAC,CAAC;QACnD,CAAC;QACD,MAAM,CAAC,OAAO,GAAG,IAAI,CAAC;QACtB,OAAO,MAAM,CAAC;IAClB,CAAC;CACJ","sourcesContent":["import type { Material } from \"core/Materials/material\";\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\nimport { RegisterMaterialPlugin, UnregisterMaterialPlugin } from \"core/Materials/materialPluginManager\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\nimport { Vector2 } from \"core/Maths/math.vector\";\nimport type { Scene } from \"core/scene\";\nimport type { Nullable } from \"core/types\";\nimport { RegisterClass } from \"../../../Misc/typeStore\";\n\nclass TAAJitterMaterialDefines extends MaterialDefines {\n TAA_JITTER = false;\n}\n\nclass TAAJitterMaterialPlugin extends MaterialPluginBase {\n public static readonly Name = \"TAAJitter\";\n\n private _manager: Nullable<TAAMaterialManager>;\n public get manager(): Nullable<TAAMaterialManager> {\n return this._manager;\n }\n\n public set manager(manager: Nullable<TAAMaterialManager>) {\n if (this._manager === manager) {\n return;\n }\n this.dispose();\n this._manager = manager;\n manager?._materialPlugins.push(this);\n this._updateMaterial();\n }\n\n public get isEnabled(): boolean {\n return this._manager?.isEnabled ?? false;\n }\n\n constructor(material: Material) {\n super(material, TAAJitterMaterialPlugin.Name, 300, new TAAJitterMaterialDefines());\n this.registerForExtraEvents = true;\n this.doNotSerialize = true;\n }\n\n /** @internal */\n public _updateMaterial(): void {\n this._enable(this.isEnabled);\n this.markAllDefinesAsDirty();\n }\n\n public override isCompatible(): boolean {\n return true;\n }\n\n public override getClassName(): string {\n return \"TAAJitterMaterialPlugin\";\n }\n\n public override prepareDefines(defines: TAAJitterMaterialDefines): void {\n defines.TAA_JITTER = this.isEnabled;\n }\n\n public override getUniforms(shaderLanguage = ShaderLanguage.GLSL) {\n const ubo = [{ name: \"taa_jitter\", size: 2, type: \"vec2\" }];\n if (shaderLanguage === ShaderLanguage.GLSL) {\n return {\n ubo,\n vertex: `\n #ifdef TAA_JITTER\n uniform vec2 taa_jitter;\n #endif\n `,\n };\n } else {\n return { ubo };\n }\n }\n\n public override hardBindForSubMesh(uniformBuffer: UniformBuffer): void {\n if (this.isEnabled) {\n const jitter = this._manager!.jitter;\n uniformBuffer.updateFloat2(\"taa_jitter\", jitter.x, jitter.y);\n }\n }\n\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL) {\n // We jitter instead of modifying the camera so the velocity buffer stays unaffected\n // More info: https://sugulee.wordpress.com/2021/06/21/temporal-anti-aliasingtaa-tutorial/\n if (shaderType !== \"vertex\") {\n return null;\n } else if (shaderLanguage === ShaderLanguage.WGSL) {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n vertexOutputs.position += vec4f(uniforms.taa_jitter * vertexOutputs.position.w, 0.0, 0.0);\n #endif\n `,\n };\n } else {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n gl_Position.xy += taa_jitter * gl_Position.w;\n #endif\n `,\n };\n }\n }\n\n public override dispose(): void {\n if (this._manager) {\n const index = this._manager._materialPlugins.indexOf(this);\n if (index !== -1) {\n this._manager._materialPlugins.splice(index, 1);\n }\n }\n }\n}\n\nRegisterClass(`BABYLON.TAAJitterMaterialPlugin`, TAAJitterMaterialPlugin);\n\n/**\n * Applies and manages the TAA jitter plugin on all materials.\n */\nexport class TAAMaterialManager {\n private _isEnabled = true;\n /**\n * Set to enable or disable the jitter offset on all materials.\n */\n public get isEnabled(): boolean {\n return this._isEnabled;\n }\n\n public set isEnabled(enabled: boolean) {\n if (this._isEnabled === enabled) {\n return;\n }\n this._isEnabled = enabled;\n for (const plugin of this._materialPlugins) {\n plugin._updateMaterial();\n }\n }\n\n /**\n * The current jitter offset to apply to all materials.\n */\n public readonly jitter = new Vector2();\n\n /** @internal */\n public readonly _materialPlugins: TAAJitterMaterialPlugin[] = [];\n\n /**\n * @param scene All materials in this scene will have a jitter offset applied to them.\n */\n constructor(scene: Scene) {\n for (const material of scene.materials) {\n this._getPlugin(material);\n }\n RegisterMaterialPlugin(TAAJitterMaterialPlugin.Name, (material) => this._getPlugin(material));\n }\n\n /**\n * Disposes of the material manager.\n */\n public dispose(): void {\n UnregisterMaterialPlugin(TAAJitterMaterialPlugin.Name);\n const plugins = this._materialPlugins.splice(0, this._materialPlugins.length);\n for (const plugin of plugins) {\n plugin.manager = null;\n }\n }\n\n private _getPlugin(material: Material): TAAJitterMaterialPlugin {\n let plugin = material.pluginManager?.getPlugin<TAAJitterMaterialPlugin>(TAAJitterMaterialPlugin.Name);\n if (!plugin) {\n plugin = new TAAJitterMaterialPlugin(material);\n }\n plugin.manager = this;\n return plugin;\n }\n}\n"]}
@@ -65,7 +65,6 @@ export declare class TAARenderingPipeline extends PostProcessRenderPipeline {
65
65
  private _textureType;
66
66
  private _taaPostProcess;
67
67
  private _taaThinPostProcess;
68
- private _taaMaterialManager;
69
68
  private _passPostProcess;
70
69
  private _ping;
71
70
  private _pong;
@@ -9,7 +9,6 @@ import { RegisterClass } from "../../../Misc/typeStore.js";
9
9
 
10
10
  import { PassPostProcess } from "../../passPostProcess.js";
11
11
  import { ThinTAAPostProcess } from "../../thinTAAPostProcess.js";
12
- import { TAAMaterialManager } from "./taaMaterialManager.js";
13
12
  import { Logger } from "../../../Misc/logger.js";
14
13
  import "../postProcessRenderPipelineManagerSceneComponent.js";
15
14
  class TAAEffectConfiguration {
@@ -101,9 +100,7 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
101
100
  return;
102
101
  }
103
102
  this._isEnabled = value;
104
- if (this._taaMaterialManager) {
105
- this._taaMaterialManager.isEnabled = value && this.reprojectHistory;
106
- }
103
+ this._taaThinPostProcess.disabled = !value;
107
104
  if (!value) {
108
105
  if (this._cameras !== null) {
109
106
  this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
@@ -163,7 +160,7 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
163
160
  this._camerasToBeAttached = this._cameras.slice();
164
161
  this._scene = scene;
165
162
  this._textureType = textureType;
166
- this._taaThinPostProcess = new ThinTAAPostProcess("TAA", this._scene.getEngine());
163
+ this._taaThinPostProcess = new ThinTAAPostProcess("TAA", this._scene);
167
164
  if (this.isSupported) {
168
165
  this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());
169
166
  scene.postProcessRenderPipelineManager.addPipeline(this);
@@ -201,7 +198,6 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
201
198
  this._disposePostProcesses();
202
199
  this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
203
200
  this._scene.postProcessRenderPipelineManager.removePipeline(this._name);
204
- this._taaMaterialManager?.dispose();
205
201
  this._ping.dispose();
206
202
  this._pong.dispose();
207
203
  super.dispose();
@@ -221,16 +217,8 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
221
217
  Logger.Warn("TAA reprojection requires PrePass which is not supported");
222
218
  return;
223
219
  }
224
- else if (!this._taaMaterialManager) {
225
- this._taaMaterialManager = new TAAMaterialManager(this._scene);
226
- }
227
- // The velocity buffer may be old so reset for one frame
228
- this._taaThinPostProcess._reset();
229
220
  }
230
221
  this._taaThinPostProcess.reprojectHistory = reproject;
231
- if (this._taaMaterialManager) {
232
- this._taaMaterialManager.isEnabled = reproject && this._isEnabled;
233
- }
234
222
  this._buildPipeline();
235
223
  }
236
224
  _buildPipeline() {
@@ -291,14 +279,8 @@ export class TAARenderingPipeline extends PostProcessRenderPipeline {
291
279
  const engine = this._scene.getEngine();
292
280
  this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());
293
281
  }
294
- if (this.reprojectHistory && this._taaMaterialManager) {
295
- // Applying jitter to the projection matrix messes with the velocity buffer,
296
- // so we do it as a final vertex step in a material plugin instead
297
- this._taaThinPostProcess.nextJitterOffset(this._taaMaterialManager.jitter);
298
- }
299
- else {
300
- // Use the projection matrix by default since it supports most materials
301
- this._taaThinPostProcess.updateProjectionMatrix();
282
+ this._taaThinPostProcess._updateJitter();
283
+ if (!this.reprojectHistory) {
302
284
  this._scene.updateTransformMatrix(); // make sure the scene ubo is updated with the updated matrices
303
285
  }
304
286
  if (this._passPostProcess) {
@@ -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 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\nimport { TAAMaterialManager } from \"./taaMaterialManager\";\r\nimport type { PrePassEffectConfiguration } from \"core/Rendering/prePassEffectConfiguration\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nimport \"../postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nclass TAAEffectConfiguration implements PrePassEffectConfiguration {\r\n public name = \"taa\";\r\n public enabled = true;\r\n public readonly texturesRequired = [Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE];\r\n}\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 * Note that TAA post-process must be the first in the camera, so TAARenderingPipeline must be created before any other pipeline/post-processing.\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 /**\r\n * Enables reprojecting the history texture with a per-pixel velocity.\r\n */\r\n @serialize()\r\n public get reprojectHistory(): boolean {\r\n return this._taaThinPostProcess.reprojectHistory;\r\n }\r\n\r\n public set reprojectHistory(reproject: boolean) {\r\n if (this.reprojectHistory === reproject) {\r\n return;\r\n }\r\n this._updateReprojection(reproject);\r\n }\r\n\r\n /**\r\n * Clamps the history pixel to the min and max of the 3x3 pixels surrounding the target pixel.\r\n * This can help further reduce ghosting and artifacts.\r\n */\r\n @serialize()\r\n public get clampHistory(): boolean {\r\n return this._taaThinPostProcess.clampHistory;\r\n }\r\n\r\n public set clampHistory(history: boolean) {\r\n this._taaThinPostProcess.clampHistory = history;\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 if (this._taaMaterialManager) {\r\n this._taaMaterialManager.isEnabled = value && this.reprojectHistory;\r\n }\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 _taaMaterialManager: Nullable<TAAMaterialManager>;\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._scene.postProcessRenderPipelineManager.removePipeline(this._name);\r\n\r\n this._taaMaterialManager?.dispose();\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_LINEAR_LINEAR }\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_LINEAR_LINEAR }\r\n );\r\n\r\n this._taaThinPostProcess.textureWidth = width;\r\n this._taaThinPostProcess.textureHeight = height;\r\n }\r\n\r\n private _updateReprojection(reproject: boolean) {\r\n if (reproject) {\r\n if (!this._scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"TAA reprojection requires PrePass which is not supported\");\r\n return;\r\n } else if (!this._taaMaterialManager) {\r\n this._taaMaterialManager = new TAAMaterialManager(this._scene);\r\n }\r\n // The velocity buffer may be old so reset for one frame\r\n this._taaThinPostProcess._reset();\r\n }\r\n\r\n this._taaThinPostProcess.reprojectHistory = reproject;\r\n if (this._taaMaterialManager) {\r\n this._taaMaterialManager.isEnabled = reproject && this._isEnabled;\r\n }\r\n\r\n this._buildPipeline();\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 if (this.reprojectHistory) {\r\n this._taaPostProcess._prePassEffectConfiguration = new TAAEffectConfiguration();\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 if (this.reprojectHistory && this._taaMaterialManager) {\r\n // Applying jitter to the projection matrix messes with the velocity buffer,\r\n // so we do it as a final vertex step in a material plugin instead\r\n this._taaThinPostProcess.nextJitterOffset(this._taaMaterialManager.jitter);\r\n } else {\r\n // Use the projection matrix by default since it supports most materials\r\n this._taaThinPostProcess.updateProjectionMatrix();\r\n this._scene.updateTransformMatrix(); // make sure the scene ubo is updated with the updated matrices\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 });\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 const prePassRenderer = this._scene.prePassRenderer;\r\n if (this.reprojectHistory && prePassRenderer) {\r\n const renderTarget = prePassRenderer.getRenderTarget();\r\n const velocityIndex = prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", renderTarget.textures[velocityIndex]);\r\n }\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\nimport type { PrePassEffectConfiguration } from \"core/Rendering/prePassEffectConfiguration\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\nimport \"../postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nclass TAAEffectConfiguration implements PrePassEffectConfiguration {\r\n public name = \"taa\";\r\n public enabled = true;\r\n public readonly texturesRequired = [Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE];\r\n}\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 * Note that TAA post-process must be the first in the camera, so TAARenderingPipeline must be created before any other pipeline/post-processing.\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 /**\r\n * Enables reprojecting the history texture with a per-pixel velocity.\r\n */\r\n @serialize()\r\n public get reprojectHistory(): boolean {\r\n return this._taaThinPostProcess.reprojectHistory;\r\n }\r\n\r\n public set reprojectHistory(reproject: boolean) {\r\n if (this.reprojectHistory === reproject) {\r\n return;\r\n }\r\n this._updateReprojection(reproject);\r\n }\r\n\r\n /**\r\n * Clamps the history pixel to the min and max of the 3x3 pixels surrounding the target pixel.\r\n * This can help further reduce ghosting and artifacts.\r\n */\r\n @serialize()\r\n public get clampHistory(): boolean {\r\n return this._taaThinPostProcess.clampHistory;\r\n }\r\n\r\n public set clampHistory(history: boolean) {\r\n this._taaThinPostProcess.clampHistory = history;\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 this._taaThinPostProcess.disabled = !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);\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._scene.postProcessRenderPipelineManager.removePipeline(this._name);\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_LINEAR_LINEAR }\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_LINEAR_LINEAR }\r\n );\r\n\r\n this._taaThinPostProcess.textureWidth = width;\r\n this._taaThinPostProcess.textureHeight = height;\r\n }\r\n\r\n private _updateReprojection(reproject: boolean) {\r\n if (reproject) {\r\n if (!this._scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"TAA reprojection requires PrePass which is not supported\");\r\n return;\r\n }\r\n }\r\n\r\n this._taaThinPostProcess.reprojectHistory = reproject;\r\n\r\n this._buildPipeline();\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 if (this.reprojectHistory) {\r\n this._taaPostProcess._prePassEffectConfiguration = new TAAEffectConfiguration();\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._updateJitter();\r\n\r\n if (!this.reprojectHistory) {\r\n this._scene.updateTransformMatrix(); // make sure the scene ubo is updated with the updated matrices\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 });\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 const prePassRenderer = this._scene.prePassRenderer;\r\n if (this.reprojectHistory && prePassRenderer) {\r\n const renderTarget = prePassRenderer.getRenderTarget();\r\n const velocityIndex = prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", renderTarget.textures[velocityIndex]);\r\n }\r\n });\r\n }\r\n\r\n private _createPassPostProcess() {\r\n const engine = this._scene.getEngine();\r\n\r\n this._passPostProcess = new PassPostProcess(\"TAAPass\", 1, null, Constants.TEXTURE_NEAREST_NEAREST, engine);\r\n this._passPostProcess.inputTexture = this._ping;\r\n this._passPostProcess.autoClear = false;\r\n }\r\n\r\n /**\r\n * Serializes the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"TAARenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): TAARenderingPipeline {\r\n return SerializationHelper.Parse(() => new TAARenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.TAARenderingPipeline\", TAARenderingPipeline);\r\n"]}
@@ -0,0 +1,130 @@
1
+ import type { Camera, Nullable, Scene } from "../../../index.js";
2
+ import { ThinSSAO2PostProcess } from "../../thinSSAO2PostProcess.js";
3
+ import { ThinSSAO2BlurPostProcess } from "../../thinSSAO2BlurPostProcess.js";
4
+ import { ThinSSAO2CombinePostProcess } from "../../thinSSAO2CombinePostProcess.js";
5
+ /**
6
+ * The SSAO2 rendering pipeline is used to generate ambient occlusion effects.
7
+ */
8
+ export declare class ThinSSAO2RenderingPipeline {
9
+ /** @internal */
10
+ readonly _ssaoPostProcess: ThinSSAO2PostProcess;
11
+ /** @internal */
12
+ readonly _ssaoBlurXPostProcess: ThinSSAO2BlurPostProcess;
13
+ /** @internal */
14
+ readonly _ssaoBlurYPostProcess: ThinSSAO2BlurPostProcess;
15
+ /** @internal */
16
+ readonly _ssaoCombinePostProcess: ThinSSAO2CombinePostProcess;
17
+ /**
18
+ * Gets or sets the name of the rendering pipeline
19
+ */
20
+ name: string;
21
+ /**
22
+ * The camera to which the rendering pipeline will be applied.
23
+ */
24
+ get camera(): Nullable<Camera>;
25
+ set camera(camera: Nullable<Camera>);
26
+ /**
27
+ * Number of samples used for the SSAO calculations. Default value is 8.
28
+ */
29
+ set samples(n: number);
30
+ get samples(): number;
31
+ /**
32
+ * The output strength of the SSAO post-process. Default value is 1.0.
33
+ */
34
+ get totalStrength(): number;
35
+ set totalStrength(value: number);
36
+ /**
37
+ * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
38
+ */
39
+ get radius(): number;
40
+ set radius(value: number);
41
+ /**
42
+ * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
43
+ */
44
+ get maxZ(): number;
45
+ set maxZ(value: number);
46
+ /**
47
+ * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.
48
+ */
49
+ get minZAspect(): number;
50
+ set minZAspect(value: number);
51
+ /**
52
+ * The base color of the SSAO post-process
53
+ * The final result is "base + ssao" between [0, 1]
54
+ */
55
+ get base(): number;
56
+ set base(value: number);
57
+ /**
58
+ * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.
59
+ *
60
+ * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.
61
+ */
62
+ get epsilon(): number;
63
+ set epsilon(n: number);
64
+ /**
65
+ * Skips the denoising (blur) stage of the SSAO calculations.
66
+ *
67
+ * Useful to temporarily set while experimenting with the other SSAO2 settings.
68
+ */
69
+ set bypassBlur(b: boolean);
70
+ get bypassBlur(): boolean;
71
+ /**
72
+ * Enables the configurable bilateral denoising (blurring) filter. Default is true.
73
+ * Set to false to instead use a legacy bilateral filter that can't be configured.
74
+ *
75
+ * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the "expensive" one can be
76
+ * configured in several ways to fit your scene.
77
+ */
78
+ set expensiveBlur(b: boolean);
79
+ get expensiveBlur(): boolean;
80
+ /**
81
+ * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.
82
+ *
83
+ * A higher value should result in smoother shadows but will use more processing time in the shaders.
84
+ *
85
+ * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.
86
+ */
87
+ get bilateralSamples(): number;
88
+ set bilateralSamples(n: number);
89
+ /**
90
+ * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.
91
+ *
92
+ * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.
93
+ *
94
+ * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.
95
+ *
96
+ * Useful value range is [0..1].
97
+ */
98
+ get bilateralSoften(): number;
99
+ set bilateralSoften(n: number);
100
+ /**
101
+ * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.
102
+ *
103
+ * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.
104
+ *
105
+ * Useful value range is normally [0..1], but higher values are allowed.
106
+ */
107
+ get bilateralTolerance(): number;
108
+ set bilateralTolerance(n: number);
109
+ /**
110
+ * Indicates that the combine stage should use the current camera viewport to render the SSAO result on only a portion of the output texture (default: true).
111
+ */
112
+ get useViewportInCombineStage(): boolean;
113
+ set useViewportInCombineStage(b: boolean);
114
+ /**
115
+ * Checks if all the post processes in the pipeline are ready.
116
+ * @returns true if all the post processes in the pipeline are ready
117
+ */
118
+ isReady(): boolean;
119
+ private _scene;
120
+ /**
121
+ * Constructor of the SSR rendering pipeline
122
+ * @param name The rendering pipeline name
123
+ * @param scene The scene linked to this pipeline
124
+ */
125
+ constructor(name: string, scene: Scene);
126
+ /**
127
+ * Disposes of the pipeline
128
+ */
129
+ dispose(): void;
130
+ }
@@ -0,0 +1,193 @@
1
+ import { ThinSSAO2PostProcess } from "../../thinSSAO2PostProcess.js";
2
+ import { ThinSSAO2BlurPostProcess } from "../../thinSSAO2BlurPostProcess.js";
3
+ import { ThinSSAO2CombinePostProcess } from "../../thinSSAO2CombinePostProcess.js";
4
+ /**
5
+ * The SSAO2 rendering pipeline is used to generate ambient occlusion effects.
6
+ */
7
+ export class ThinSSAO2RenderingPipeline {
8
+ /**
9
+ * The camera to which the rendering pipeline will be applied.
10
+ */
11
+ get camera() {
12
+ return this._ssaoPostProcess.camera;
13
+ }
14
+ set camera(camera) {
15
+ this._ssaoPostProcess.camera = camera;
16
+ this._ssaoCombinePostProcess.camera = camera;
17
+ }
18
+ /**
19
+ * Number of samples used for the SSAO calculations. Default value is 8.
20
+ */
21
+ set samples(n) {
22
+ this._ssaoPostProcess.samples = n;
23
+ }
24
+ get samples() {
25
+ return this._ssaoPostProcess.samples;
26
+ }
27
+ /**
28
+ * The output strength of the SSAO post-process. Default value is 1.0.
29
+ */
30
+ get totalStrength() {
31
+ return this._ssaoPostProcess.totalStrength;
32
+ }
33
+ set totalStrength(value) {
34
+ this._ssaoPostProcess.totalStrength = value;
35
+ }
36
+ /**
37
+ * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
38
+ */
39
+ get radius() {
40
+ return this._ssaoPostProcess.radius;
41
+ }
42
+ set radius(value) {
43
+ this._ssaoPostProcess.radius = value;
44
+ }
45
+ /**
46
+ * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
47
+ */
48
+ get maxZ() {
49
+ return this._ssaoPostProcess.maxZ;
50
+ }
51
+ set maxZ(value) {
52
+ this._ssaoPostProcess.maxZ = value;
53
+ }
54
+ /**
55
+ * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.
56
+ */
57
+ get minZAspect() {
58
+ return this._ssaoPostProcess.minZAspect;
59
+ }
60
+ set minZAspect(value) {
61
+ this._ssaoPostProcess.minZAspect = value;
62
+ }
63
+ /**
64
+ * The base color of the SSAO post-process
65
+ * The final result is "base + ssao" between [0, 1]
66
+ */
67
+ get base() {
68
+ return this._ssaoPostProcess.base;
69
+ }
70
+ set base(value) {
71
+ this._ssaoPostProcess.base = value;
72
+ }
73
+ /**
74
+ * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.
75
+ *
76
+ * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.
77
+ */
78
+ get epsilon() {
79
+ return this._ssaoPostProcess.epsilon;
80
+ }
81
+ set epsilon(n) {
82
+ this._ssaoPostProcess.epsilon = n;
83
+ }
84
+ /**
85
+ * Skips the denoising (blur) stage of the SSAO calculations.
86
+ *
87
+ * Useful to temporarily set while experimenting with the other SSAO2 settings.
88
+ */
89
+ set bypassBlur(b) {
90
+ this._ssaoBlurXPostProcess.bypassBlur = b;
91
+ this._ssaoBlurYPostProcess.bypassBlur = b;
92
+ }
93
+ get bypassBlur() {
94
+ return this._ssaoBlurXPostProcess.bypassBlur;
95
+ }
96
+ /**
97
+ * Enables the configurable bilateral denoising (blurring) filter. Default is true.
98
+ * Set to false to instead use a legacy bilateral filter that can't be configured.
99
+ *
100
+ * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the "expensive" one can be
101
+ * configured in several ways to fit your scene.
102
+ */
103
+ set expensiveBlur(b) {
104
+ this._ssaoBlurXPostProcess.expensiveBlur = b;
105
+ this._ssaoBlurYPostProcess.expensiveBlur = b;
106
+ }
107
+ get expensiveBlur() {
108
+ return this._ssaoBlurXPostProcess.expensiveBlur;
109
+ }
110
+ /**
111
+ * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.
112
+ *
113
+ * A higher value should result in smoother shadows but will use more processing time in the shaders.
114
+ *
115
+ * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.
116
+ */
117
+ get bilateralSamples() {
118
+ return this._ssaoBlurXPostProcess.bilateralSamples;
119
+ }
120
+ set bilateralSamples(n) {
121
+ this._ssaoBlurXPostProcess.bilateralSamples = n;
122
+ this._ssaoBlurYPostProcess.bilateralSamples = n;
123
+ }
124
+ /**
125
+ * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.
126
+ *
127
+ * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.
128
+ *
129
+ * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.
130
+ *
131
+ * Useful value range is [0..1].
132
+ */
133
+ get bilateralSoften() {
134
+ return this._ssaoBlurXPostProcess.bilateralSoften;
135
+ }
136
+ set bilateralSoften(n) {
137
+ this._ssaoBlurXPostProcess.bilateralSoften = n;
138
+ this._ssaoBlurYPostProcess.bilateralSoften = n;
139
+ }
140
+ /**
141
+ * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.
142
+ *
143
+ * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.
144
+ *
145
+ * Useful value range is normally [0..1], but higher values are allowed.
146
+ */
147
+ get bilateralTolerance() {
148
+ return this._ssaoBlurXPostProcess.bilateralTolerance;
149
+ }
150
+ set bilateralTolerance(n) {
151
+ this._ssaoBlurXPostProcess.bilateralTolerance = n;
152
+ this._ssaoBlurYPostProcess.bilateralTolerance = n;
153
+ }
154
+ /**
155
+ * Indicates that the combine stage should use the current camera viewport to render the SSAO result on only a portion of the output texture (default: true).
156
+ */
157
+ get useViewportInCombineStage() {
158
+ return this._ssaoCombinePostProcess.useViewportInCombineStage;
159
+ }
160
+ set useViewportInCombineStage(b) {
161
+ this._ssaoCombinePostProcess.useViewportInCombineStage = b;
162
+ }
163
+ /**
164
+ * Checks if all the post processes in the pipeline are ready.
165
+ * @returns true if all the post processes in the pipeline are ready
166
+ */
167
+ isReady() {
168
+ return this._ssaoPostProcess.isReady() && this._ssaoBlurXPostProcess.isReady() && this._ssaoBlurYPostProcess.isReady() && this._ssaoCombinePostProcess.isReady();
169
+ }
170
+ /**
171
+ * Constructor of the SSR rendering pipeline
172
+ * @param name The rendering pipeline name
173
+ * @param scene The scene linked to this pipeline
174
+ */
175
+ constructor(name, scene) {
176
+ this.name = name;
177
+ this._scene = scene;
178
+ this._ssaoPostProcess = new ThinSSAO2PostProcess(this.name, this._scene);
179
+ this._ssaoBlurXPostProcess = new ThinSSAO2BlurPostProcess(this.name + " BlurX", this._scene.getEngine(), true);
180
+ this._ssaoBlurYPostProcess = new ThinSSAO2BlurPostProcess(this.name + " BlurY", this._scene.getEngine(), false);
181
+ this._ssaoCombinePostProcess = new ThinSSAO2CombinePostProcess(this.name + " Combiner", this._scene.getEngine());
182
+ }
183
+ /**
184
+ * Disposes of the pipeline
185
+ */
186
+ dispose() {
187
+ this._ssaoPostProcess?.dispose();
188
+ this._ssaoBlurXPostProcess?.dispose();
189
+ this._ssaoBlurYPostProcess?.dispose();
190
+ this._ssaoCombinePostProcess?.dispose();
191
+ }
192
+ }
193
+ //# sourceMappingURL=thinSSAO2RenderingPipeline.js.map
@@ -0,0 +1 @@
1
+ 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type { Camera, Nullable, Scene } from \"core/index\";\r\nimport { ThinSSAO2PostProcess } from \"core/PostProcesses/thinSSAO2PostProcess\";\r\nimport { ThinSSAO2BlurPostProcess } from \"core/PostProcesses/thinSSAO2BlurPostProcess\";\r\nimport { ThinSSAO2CombinePostProcess } from \"core/PostProcesses/thinSSAO2CombinePostProcess\";\r\n\r\n/**\r\n * The SSAO2 rendering pipeline is used to generate ambient occlusion effects.\r\n */\r\nexport class ThinSSAO2RenderingPipeline {\r\n /** @internal */\r\n public readonly _ssaoPostProcess: ThinSSAO2PostProcess;\r\n /** @internal */\r\n public readonly _ssaoBlurXPostProcess: ThinSSAO2BlurPostProcess;\r\n /** @internal */\r\n public readonly _ssaoBlurYPostProcess: ThinSSAO2BlurPostProcess;\r\n /** @internal */\r\n public readonly _ssaoCombinePostProcess: ThinSSAO2CombinePostProcess;\r\n\r\n /**\r\n * Gets or sets the name of the rendering pipeline\r\n */\r\n public name: string;\r\n\r\n /**\r\n * The camera to which the rendering pipeline will be applied.\r\n */\r\n public get camera() {\r\n return this._ssaoPostProcess.camera;\r\n }\r\n\r\n public set camera(camera: Nullable<Camera>) {\r\n this._ssaoPostProcess.camera = camera;\r\n this._ssaoCombinePostProcess.camera = camera;\r\n }\r\n\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8.\r\n */\r\n public set samples(n: number) {\r\n this._ssaoPostProcess.samples = n;\r\n }\r\n public get samples(): number {\r\n return this._ssaoPostProcess.samples;\r\n }\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n public get totalStrength() {\r\n return this._ssaoPostProcess.totalStrength;\r\n }\r\n\r\n public set totalStrength(value: number) {\r\n this._ssaoPostProcess.totalStrength = value;\r\n }\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n public get radius() {\r\n return this._ssaoPostProcess.radius;\r\n }\r\n\r\n public set radius(value: number) {\r\n this._ssaoPostProcess.radius = value;\r\n }\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n public get maxZ() {\r\n return this._ssaoPostProcess.maxZ;\r\n }\r\n\r\n public set maxZ(value: number) {\r\n this._ssaoPostProcess.maxZ = value;\r\n }\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.\r\n */\r\n public get minZAspect() {\r\n return this._ssaoPostProcess.minZAspect;\r\n }\r\n\r\n public set minZAspect(value: number) {\r\n this._ssaoPostProcess.minZAspect = value;\r\n }\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n public get base() {\r\n return this._ssaoPostProcess.base;\r\n }\r\n\r\n public set base(value: number) {\r\n this._ssaoPostProcess.base = value;\r\n }\r\n\r\n /**\r\n * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.\r\n *\r\n * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.\r\n */\r\n public get epsilon(): number {\r\n return this._ssaoPostProcess.epsilon;\r\n }\r\n\r\n public set epsilon(n: number) {\r\n this._ssaoPostProcess.epsilon = n;\r\n }\r\n\r\n /**\r\n * Skips the denoising (blur) stage of the SSAO calculations.\r\n *\r\n * Useful to temporarily set while experimenting with the other SSAO2 settings.\r\n */\r\n public set bypassBlur(b: boolean) {\r\n this._ssaoBlurXPostProcess.bypassBlur = b;\r\n this._ssaoBlurYPostProcess.bypassBlur = b;\r\n }\r\n\r\n public get bypassBlur(): boolean {\r\n return this._ssaoBlurXPostProcess.bypassBlur;\r\n }\r\n\r\n /**\r\n * Enables the configurable bilateral denoising (blurring) filter. Default is true.\r\n * Set to false to instead use a legacy bilateral filter that can't be configured.\r\n *\r\n * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the \"expensive\" one can be\r\n * configured in several ways to fit your scene.\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n this._ssaoBlurXPostProcess.expensiveBlur = b;\r\n this._ssaoBlurYPostProcess.expensiveBlur = b;\r\n }\r\n\r\n public get expensiveBlur(): boolean {\r\n return this._ssaoBlurXPostProcess.expensiveBlur;\r\n }\r\n\r\n /**\r\n * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.\r\n *\r\n * A higher value should result in smoother shadows but will use more processing time in the shaders.\r\n *\r\n * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.\r\n */\r\n public get bilateralSamples() {\r\n return this._ssaoBlurXPostProcess.bilateralSamples;\r\n }\r\n\r\n public set bilateralSamples(n: number) {\r\n this._ssaoBlurXPostProcess.bilateralSamples = n;\r\n this._ssaoBlurYPostProcess.bilateralSamples = n;\r\n }\r\n\r\n /**\r\n * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.\r\n *\r\n * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.\r\n *\r\n * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.\r\n *\r\n * Useful value range is [0..1].\r\n */\r\n public get bilateralSoften() {\r\n return this._ssaoBlurXPostProcess.bilateralSoften;\r\n }\r\n\r\n public set bilateralSoften(n: number) {\r\n this._ssaoBlurXPostProcess.bilateralSoften = n;\r\n this._ssaoBlurYPostProcess.bilateralSoften = n;\r\n }\r\n\r\n /**\r\n * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.\r\n *\r\n * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.\r\n *\r\n * Useful value range is normally [0..1], but higher values are allowed.\r\n */\r\n public get bilateralTolerance() {\r\n return this._ssaoBlurXPostProcess.bilateralTolerance;\r\n }\r\n\r\n public set bilateralTolerance(n: number) {\r\n this._ssaoBlurXPostProcess.bilateralTolerance = n;\r\n this._ssaoBlurYPostProcess.bilateralTolerance = n;\r\n }\r\n\r\n /**\r\n * Indicates that the combine stage should use the current camera viewport to render the SSAO result on only a portion of the output texture (default: true).\r\n */\r\n public get useViewportInCombineStage() {\r\n return this._ssaoCombinePostProcess.useViewportInCombineStage;\r\n }\r\n\r\n public set useViewportInCombineStage(b: boolean) {\r\n this._ssaoCombinePostProcess.useViewportInCombineStage = b;\r\n }\r\n\r\n /**\r\n * Checks if all the post processes in the pipeline are ready.\r\n * @returns true if all the post processes in the pipeline are ready\r\n */\r\n public isReady(): boolean {\r\n return this._ssaoPostProcess.isReady() && this._ssaoBlurXPostProcess.isReady() && this._ssaoBlurYPostProcess.isReady() && this._ssaoCombinePostProcess.isReady();\r\n }\r\n\r\n private _scene: Scene;\r\n\r\n /**\r\n * Constructor of the SSR rendering pipeline\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n */\r\n constructor(name: string, scene: Scene) {\r\n this.name = name;\r\n this._scene = scene;\r\n\r\n this._ssaoPostProcess = new ThinSSAO2PostProcess(this.name, this._scene);\r\n this._ssaoBlurXPostProcess = new ThinSSAO2BlurPostProcess(this.name + \" BlurX\", this._scene.getEngine(), true);\r\n this._ssaoBlurYPostProcess = new ThinSSAO2BlurPostProcess(this.name + \" BlurY\", this._scene.getEngine(), false);\r\n this._ssaoCombinePostProcess = new ThinSSAO2CombinePostProcess(this.name + \" Combiner\", this._scene.getEngine());\r\n }\r\n\r\n /**\r\n * Disposes of the pipeline\r\n */\r\n public dispose(): void {\r\n this._ssaoPostProcess?.dispose();\r\n this._ssaoBlurXPostProcess?.dispose();\r\n this._ssaoBlurYPostProcess?.dispose();\r\n this._ssaoCombinePostProcess?.dispose();\r\n }\r\n}\r\n"]}
@@ -0,0 +1,26 @@
1
+ import type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from "../index.js";
2
+ import { EffectWrapper } from "../Materials/effectRenderer.js";
3
+ /**
4
+ * @internal
5
+ */
6
+ export declare class ThinSSAO2BlurPostProcess extends EffectWrapper {
7
+ static readonly FragmentUrl = "ssao2";
8
+ static readonly Uniforms: string[];
9
+ static readonly Samplers: string[];
10
+ protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void;
11
+ constructor(name: string, engine: Nullable<AbstractEngine> | undefined, isHorizontal: boolean, options?: EffectWrapperCreationOptions);
12
+ private readonly _isHorizontal;
13
+ private _bypassBlur;
14
+ textureSize: number;
15
+ bilateralSamples: number;
16
+ bilateralSoften: number;
17
+ bilateralTolerance: number;
18
+ set bypassBlur(b: boolean);
19
+ get bypassBlur(): boolean;
20
+ private _expensiveBlur;
21
+ set expensiveBlur(b: boolean);
22
+ get expensiveBlur(): boolean;
23
+ bind(noDefaultBindings?: boolean): void;
24
+ private _getSamplersForBlur;
25
+ private _getDefinesForBlur;
26
+ }