@babylonjs/core 8.32.2 → 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.
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.d.ts +55 -0
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js +147 -0
- package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -1
- package/FrameGraph/Node/Blocks/index.js +1 -1
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +1 -6
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +29 -0
- package/FrameGraph/Tasks/PostProcesses/taaTask.js +102 -0
- package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -0
- package/FrameGraph/frameGraphTextureManager.d.ts +9 -0
- package/FrameGraph/frameGraphTextureManager.js +15 -0
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -1
- package/FrameGraph/index.js +1 -1
- package/FrameGraph/index.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +4 -3
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Lights/pointLight.js +6 -4
- package/Lights/pointLight.js.map +1 -1
- package/Lights/rectAreaLight.js +6 -4
- package/Lights/rectAreaLight.js.map +1 -1
- package/Lights/spotLight.js +3 -2
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -1
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +11 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +74 -27
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/PBR/openPbrMaterial.js +1 -1
- package/Materials/PBR/openPbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -1
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/material.d.ts +7 -3
- package/Materials/material.js +11 -7
- package/Materials/material.js.map +1 -1
- package/Materials/standardMaterial.js +1 -1
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.vector.d.ts +1 -1
- package/Maths/math.vector.js +1 -1
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/mesh.js +9 -0
- package/Meshes/mesh.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +2 -0
- package/Morph/morphTargetManager.js +19 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.d.ts +14 -6
- package/Particles/Node/nodeParticleSystemSet.js +37 -6
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +0 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +4 -22
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
- package/PostProcesses/thinTAAPostProcess.d.ts +10 -5
- package/PostProcesses/thinTAAPostProcess.js +37 -7
- package/PostProcesses/thinTAAPostProcess.js.map +1 -1
- package/Rendering/boundingBoxRenderer.js +6 -1
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +4 -0
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +10 -2
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.fragment.d.ts +5 -0
- package/Shaders/gaussianSplattingDepth.fragment.js +11 -0
- package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -0
- package/Shaders/gaussianSplattingDepth.vertex.d.ts +8 -0
- package/Shaders/gaussianSplattingDepth.vertex.js +17 -0
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +7 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.fragment.d.ts +6 -0
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js +17 -0
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -0
- package/ShadersWGSL/gaussianSplattingDepth.vertex.d.ts +8 -0
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +19 -0
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -0
- package/package.json +1 -1
- package/scene.js +6 -5
- package/scene.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.d.ts +0 -48
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +0 -119
- package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +0 -1
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +0 -24
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +0 -109
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +0 -1
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@@ -0,0 +1,8 @@
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import "./ShadersInclude/sceneUboDeclaration.js";
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import "./ShadersInclude/meshUboDeclaration.js";
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import "./ShadersInclude/gaussianSplatting.js";
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/** @internal */
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export declare const gaussianSplattingDepthVertexShaderWGSL: {
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name: string;
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shader: string;
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};
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// Do not edit.
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import { ShaderStore } from "../Engines/shaderStore.js";
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import "./ShadersInclude/sceneUboDeclaration.js";
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import "./ShadersInclude/meshUboDeclaration.js";
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import "./ShadersInclude/gaussianSplatting.js";
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const name = "gaussianSplattingDepthVertexShader";
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const shader = `#include<sceneUboDeclaration>
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#include<meshUboDeclaration>
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attribute splatIndex: f32;attribute position: vec2f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;varying vPosition: vec2f;
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#include<gaussianSplatting>
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@vertex
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fn main(input : VertexInputs)->FragmentInputs {var splat: Splat=readSplat(input.splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position;vertexOutputs.position=gaussianSplatting(input.position,worldPos.xyz,vec2f(1.0,1.0),covA,covB,mesh.world,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);}`;
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// Sideeffect
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if (!ShaderStore.ShadersStoreWGSL[name]) {
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ShaderStore.ShadersStoreWGSL[name] = shader;
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}
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/** @internal */
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export const gaussianSplattingDepthVertexShaderWGSL = { name, shader };
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//# sourceMappingURL=gaussianSplattingDepth.vertex.js.map
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{"version":3,"file":"gaussianSplattingDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/gaussianSplattingDepth.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG;;;;;weAKyd,CAAC;AACze,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sCAAsC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/sceneUboDeclaration\";\nimport \"./ShadersInclude/meshUboDeclaration\";\nimport \"./ShadersInclude/gaussianSplatting\";\n\nconst name = \"gaussianSplattingDepthVertexShader\";\nconst shader = `#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\nattribute splatIndex: f32;attribute position: vec2f;uniform invViewport: vec2f;uniform dataTextureSize: vec2f;uniform focal: vec2f;uniform kernelSize: f32;var covariancesATexture: texture_2d<f32>;var covariancesBTexture: texture_2d<f32>;var centersTexture: texture_2d<f32>;varying vPosition: vec2f;\n#include<gaussianSplatting>\n@vertex\nfn main(input : VertexInputs)->FragmentInputs {var splat: Splat=readSplat(input.splatIndex,uniforms.dataTextureSize);var covA: vec3f=splat.covA.xyz;var covB: vec3f=vec3f(splat.covA.w,splat.covB.xy);let worldPos: vec4f=mesh.world*vec4f(splat.center.xyz,1.0);vertexOutputs.vPosition=input.position;vertexOutputs.position=gaussianSplatting(input.position,worldPos.xyz,vec2f(1.0,1.0),covA,covB,mesh.world,scene.view,scene.projection,uniforms.focal,uniforms.invViewport,uniforms.kernelSize);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingDepthVertexShaderWGSL = { name, shader };\n"]}
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package/package.json
CHANGED
package/scene.js
CHANGED
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@@ -376,14 +376,14 @@ export class Scene {
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? this._mirroredCameraPosition
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: (this.activeCamera?.globalPosition ?? Vector3.ZeroReadOnly);
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const invertNormal = this.useRightHandedSystem === (this._mirroredCameraPosition != null);
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TmpVectors.Vector4[
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const offset = this.floatingOriginOffset;
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const finalEyePos = TmpVectors.Vector4[0].set(eyePosition.x - offset.x, eyePosition.y - offset.y, eyePosition.z - offset.z, invertNormal ? -1 : 1);
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if (effect) {
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if (isVector3) {
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effect.setFloat3(variableName,
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effect.setFloat3(variableName, finalEyePos.x, finalEyePos.y, finalEyePos.z);
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}
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else {
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effect.setVector4(variableName,
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effect.setVector4(variableName, finalEyePos);
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}
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}
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return TmpVectors.Vector4[0];
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finalizeSceneUbo() {
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const ubo = this.getSceneUniformBuffer();
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const eyePosition = this.bindEyePosition(null);
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const offset = this.floatingOriginOffset;
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ubo.updateFloat4("vEyePosition", eyePosition.x - offset.x, eyePosition.y - offset.y, eyePosition.z - offset.z, eyePosition.w);
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ubo.update();
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return ubo;
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}
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