@onerjs/core 8.52.8 → 8.52.9

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 (1058) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +8 -5
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Animations/animatable.core.d.ts +1 -1
  5. package/Animations/animatable.core.js +2 -2
  6. package/Animations/animatable.core.js.map +1 -1
  7. package/Animations/animationPropertiesOverride.js +1 -1
  8. package/Animations/animationPropertiesOverride.js.map +1 -1
  9. package/Animations/animatorAvatar.d.ts +2 -2
  10. package/Animations/animatorAvatar.js +3 -3
  11. package/Animations/animatorAvatar.js.map +1 -1
  12. package/Animations/pathCursor.d.ts +1 -1
  13. package/Animations/pathCursor.js +1 -1
  14. package/Animations/pathCursor.js.map +1 -1
  15. package/Animations/runtimeAnimation.d.ts +1 -1
  16. package/Animations/runtimeAnimation.js +2 -2
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Audio/analyser.js +1 -1
  19. package/Audio/analyser.js.map +1 -1
  20. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +1 -1
  21. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  22. package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.d.ts +2 -0
  23. package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.js.map +1 -1
  24. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.d.ts +13 -3
  25. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js +16 -0
  26. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js.map +1 -1
  27. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +1 -1
  28. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
  29. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  30. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
  31. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
  32. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  33. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.d.ts +4 -0
  34. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js +22 -0
  35. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js.map +1 -1
  36. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
  37. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
  38. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  39. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +6 -0
  40. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js +22 -5
  41. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -1
  42. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
  43. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  44. package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
  45. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  47. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  48. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  49. package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
  50. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  52. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  53. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  54. package/Behaviors/Cameras/framingBehavior.js +2 -2
  55. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  56. package/Behaviors/Cameras/interpolatingBehavior.d.ts +13 -1
  57. package/Behaviors/Cameras/interpolatingBehavior.js +13 -1
  58. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  60. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  61. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
  62. package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
  63. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  64. package/Behaviors/Meshes/followBehavior.js +1 -1
  65. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  66. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  67. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  68. package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
  69. package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
  70. package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
  71. package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
  72. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  73. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
  74. package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
  75. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  76. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
  77. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  78. package/Bones/boneIKController.d.ts +1 -1
  79. package/Bones/boneIKController.js +1 -1
  80. package/Bones/boneIKController.js.map +1 -1
  81. package/Bones/boneLookController.d.ts +1 -1
  82. package/Bones/boneLookController.js +1 -1
  83. package/Bones/boneLookController.js.map +1 -1
  84. package/Bones/skeleton.d.ts +2 -2
  85. package/Bones/skeleton.functions.d.ts +1 -1
  86. package/Bones/skeleton.functions.js +3 -3
  87. package/Bones/skeleton.functions.js.map +1 -1
  88. package/Bones/skeleton.js +3 -4
  89. package/Bones/skeleton.js.map +1 -1
  90. package/Buffers/buffer.align.pure.js +6 -0
  91. package/Buffers/buffer.align.pure.js.map +1 -1
  92. package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
  93. package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
  94. package/Buffers/buffer.pure.d.ts +8 -0
  95. package/Buffers/buffer.pure.js +31 -2
  96. package/Buffers/buffer.pure.js.map +1 -1
  97. package/Buffers/bufferUtils.js +17 -5
  98. package/Buffers/bufferUtils.js.map +1 -1
  99. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
  100. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  101. package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
  102. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  103. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
  104. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  105. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  106. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  107. package/Cameras/Inputs/flyCameraKeyboardInput.js +2 -2
  108. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  109. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  110. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  111. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
  112. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  113. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
  114. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  115. package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
  116. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  117. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +2 -2
  118. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  119. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  120. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  121. package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
  122. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  123. package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
  124. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  125. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +1 -1
  126. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  127. package/Cameras/Limits/geospatialLimits.d.ts +1 -1
  128. package/Cameras/Limits/geospatialLimits.js +1 -1
  129. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  130. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  131. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  132. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
  133. package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
  134. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  135. package/Cameras/RigModes/vrRigMode.js +2 -2
  136. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  137. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  138. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
  139. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  140. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  141. package/Cameras/VR/vrCameraMetrics.js +1 -1
  142. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  143. package/Cameras/cameraInputsManager.d.ts +1 -1
  144. package/Cameras/cameraInputsManager.js +1 -1
  145. package/Cameras/cameraInputsManager.js.map +1 -1
  146. package/Collisions/collider.d.ts +1 -1
  147. package/Collisions/collider.js +1 -1
  148. package/Collisions/collider.js.map +1 -1
  149. package/Collisions/gpuPicker.d.ts +1 -1
  150. package/Collisions/gpuPicker.js +5 -5
  151. package/Collisions/gpuPicker.js.map +1 -1
  152. package/Collisions/meshCollisionData.d.ts +1 -1
  153. package/Collisions/meshCollisionData.js +1 -1
  154. package/Collisions/meshCollisionData.js.map +1 -1
  155. package/Collisions/pickingInfo.d.ts +1 -1
  156. package/Collisions/pickingInfo.js +2 -2
  157. package/Collisions/pickingInfo.js.map +1 -1
  158. package/Compute/computeEffect.d.ts +6 -0
  159. package/Compute/computeEffect.js +3 -0
  160. package/Compute/computeEffect.js.map +1 -1
  161. package/Compute/computeShader.pure.d.ts +4 -0
  162. package/Compute/computeShader.pure.js +1 -0
  163. package/Compute/computeShader.pure.js.map +1 -1
  164. package/Culling/Octrees/octreeBlock.d.ts +1 -1
  165. package/Culling/Octrees/octreeBlock.js +1 -1
  166. package/Culling/Octrees/octreeBlock.js.map +1 -1
  167. package/Culling/boundingBox.d.ts +1 -1
  168. package/Culling/boundingBox.js +1 -1
  169. package/Culling/boundingBox.js.map +1 -1
  170. package/Culling/boundingInfo.d.ts +1 -1
  171. package/Culling/boundingInfo.js +1 -1
  172. package/Culling/boundingInfo.js.map +1 -1
  173. package/Culling/boundingSphere.d.ts +1 -1
  174. package/Culling/boundingSphere.js +1 -1
  175. package/Culling/boundingSphere.js.map +1 -1
  176. package/Culling/ray.core.d.ts +1 -1
  177. package/Culling/ray.core.js +1 -1
  178. package/Culling/ray.core.js.map +1 -1
  179. package/Debug/axesViewer.d.ts +1 -1
  180. package/Debug/axesViewer.js +3 -3
  181. package/Debug/axesViewer.js.map +1 -1
  182. package/Debug/boneAxesViewer.d.ts +1 -1
  183. package/Debug/boneAxesViewer.js +1 -1
  184. package/Debug/boneAxesViewer.js.map +1 -1
  185. package/Debug/directionalLightFrustumViewer.d.ts +1 -1
  186. package/Debug/directionalLightFrustumViewer.js +6 -6
  187. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  188. package/Debug/rayHelper.d.ts +1 -1
  189. package/Debug/rayHelper.js +2 -2
  190. package/Debug/rayHelper.js.map +1 -1
  191. package/Debug/skeletonViewer.d.ts +2 -2
  192. package/Debug/skeletonViewer.js +10 -10
  193. package/Debug/skeletonViewer.js.map +1 -1
  194. package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
  195. package/DeviceInput/internalDeviceSourceManager.js +0 -1
  196. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  197. package/DeviceInput/webDeviceInputSystem.js +1 -1
  198. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  199. package/Engines/Extensions/engine.views.d.ts +1 -1
  200. package/Engines/Extensions/engine.views.js +1 -1
  201. package/Engines/Extensions/engine.views.js.map +1 -1
  202. package/Engines/Native/nativeHelpers.js +4 -1
  203. package/Engines/Native/nativeHelpers.js.map +1 -1
  204. package/Engines/WebGPU/Extensions/engine.computeShader.pure.js +154 -2
  205. package/Engines/WebGPU/Extensions/engine.computeShader.pure.js.map +1 -1
  206. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  207. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
  208. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  209. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  210. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  211. package/Engines/WebGPU/webgpuTintWASM.js +1 -1
  212. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  213. package/Engines/abstractEngine.pure.d.ts +7 -1
  214. package/Engines/abstractEngine.pure.js +34 -4
  215. package/Engines/abstractEngine.pure.js.map +1 -1
  216. package/Engines/constants.d.ts +4 -0
  217. package/Engines/constants.js +4 -0
  218. package/Engines/constants.js.map +1 -1
  219. package/Engines/engine.pure.d.ts +0 -7
  220. package/Engines/engine.pure.js +0 -34
  221. package/Engines/engine.pure.js.map +1 -1
  222. package/Engines/engineFactory.d.ts +2 -2
  223. package/Engines/engineFactory.js +3 -3
  224. package/Engines/engineFactory.js.map +1 -1
  225. package/Engines/thinNativeEngine.pure.js +2 -2
  226. package/Engines/thinNativeEngine.pure.js.map +1 -1
  227. package/Events/pointerEvents.d.ts +1 -1
  228. package/Events/pointerEvents.js +1 -1
  229. package/Events/pointerEvents.js.map +1 -1
  230. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
  231. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
  232. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
  233. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
  234. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  235. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
  236. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
  237. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
  238. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  239. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  240. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js +1 -1
  241. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.pure.js.map +1 -1
  242. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
  243. package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
  244. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  245. package/FlowGraph/flowGraphBlock.d.ts +1 -1
  246. package/FlowGraph/flowGraphBlock.js +1 -1
  247. package/FlowGraph/flowGraphBlock.js.map +1 -1
  248. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
  249. package/FlowGraph/flowGraphExecutionBlock.js +1 -1
  250. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  251. package/FlowGraph/flowGraphMath.d.ts +1 -1
  252. package/FlowGraph/flowGraphMath.js +1 -1
  253. package/FlowGraph/flowGraphMath.js.map +1 -1
  254. package/FlowGraph/flowGraphParser.js +1 -1
  255. package/FlowGraph/flowGraphParser.js.map +1 -1
  256. package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
  257. package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
  258. package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
  259. package/FlowGraph/flowGraphValidator.js.map +1 -1
  260. package/FlowGraph/serialization.js +4 -4
  261. package/FlowGraph/serialization.js.map +1 -1
  262. package/FlowGraph/utils.js.map +1 -1
  263. package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
  264. package/FrameGraph/Node/nodeRenderGraph.js +7 -7
  265. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  266. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
  267. package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
  268. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  269. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
  270. package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
  271. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  272. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
  273. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
  274. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  275. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
  276. package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
  277. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  278. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  279. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  280. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
  281. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  282. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
  283. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
  284. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  285. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
  286. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
  287. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  288. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
  289. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
  290. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  291. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  292. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
  293. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  294. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
  295. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
  296. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  297. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
  298. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
  299. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
  300. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
  301. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
  302. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
  303. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
  304. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
  305. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
  306. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
  307. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
  308. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  309. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  310. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
  311. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  312. package/FrameGraph/frameGraphRenderContext.js +1 -1
  313. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  314. package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
  315. package/FrameGraph/frameGraphTextureManager.js +1 -1
  316. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  317. package/Gamepads/gamepadManager.js +1 -1
  318. package/Gamepads/gamepadManager.js.map +1 -1
  319. package/Gizmos/axisDragGizmo.d.ts +5 -5
  320. package/Gizmos/axisDragGizmo.js +6 -6
  321. package/Gizmos/axisDragGizmo.js.map +1 -1
  322. package/Gizmos/axisScaleGizmo.d.ts +4 -4
  323. package/Gizmos/axisScaleGizmo.js +6 -6
  324. package/Gizmos/axisScaleGizmo.js.map +1 -1
  325. package/Gizmos/boundingBoxGizmo.d.ts +5 -5
  326. package/Gizmos/boundingBoxGizmo.js +7 -7
  327. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  328. package/Gizmos/cameraGizmo.d.ts +3 -3
  329. package/Gizmos/cameraGizmo.js +7 -7
  330. package/Gizmos/cameraGizmo.js.map +1 -1
  331. package/Gizmos/gizmo.d.ts +2 -2
  332. package/Gizmos/gizmo.js +3 -3
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  334. package/Gizmos/gizmoManager.d.ts +2 -2
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{ type Nullable } from \"../types\";\r\nimport { type InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { type PostProcess } from \"./postProcess\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { type RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { type Scene } from \"../scene\";\r\n\r\n/**\r\n * PostProcessManager is used to manage one or more post processes or post process pipelines\r\n * See https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses\r\n */\r\nexport class PostProcessManager {\r\n private _scene: Scene;\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private readonly _activePostProcesses: PostProcess[] = [];\r\n\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param scene The scene that the post process is associated with.\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n }\r\n\r\n private _prepareBuffers(): void {\r\n if (this._vertexBuffers[VertexBuffer.PositionKind]) {\r\n return;\r\n }\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._scene.getEngine(), vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n this._buildIndexBuffer();\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n private _getActivePostProcesses(source: Nullable<PostProcess>[]): PostProcess[] {\r\n const activePostProcesses = this._activePostProcesses;\r\n activePostProcesses.length = 0;\r\n\r\n for (let index = 0; index < source.length; index++) {\r\n const postProcess = source[index];\r\n if (postProcess) {\r\n activePostProcesses.push(postProcess);\r\n }\r\n }\r\n\r\n return activePostProcesses;\r\n }\r\n\r\n public onBeforeRenderObservable = new Observable<PostProcessManager>();\r\n\r\n /**\r\n * Rebuilds the vertex buffers of the manager.\r\n * @internal\r\n */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (!vb) {\r\n return;\r\n }\r\n vb._rebuild();\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // Methods\r\n /**\r\n * Prepares a frame to be run through a post process.\r\n * @param sourceTexture The input texture to the post processes. (default: null)\r\n * @param postProcesses An array of post processes to be run. (default: null)\r\n * @returns True if the post processes were able to be run.\r\n * @internal\r\n */\r\n public _prepareFrame(sourceTexture: Nullable<InternalTexture> = null, postProcesses: Nullable<PostProcess[]> = null): boolean {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n return false;\r\n }\r\n\r\n postProcesses = postProcesses || this._getActivePostProcesses(camera._postProcesses);\r\n\r\n if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return false;\r\n }\r\n\r\n postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);\r\n return true;\r\n }\r\n\r\n /**\r\n * Manually render a set of post processes to a texture.\r\n * Please note, the frame buffer won't be unbound after the call in case you have more render to do.\r\n * @param postProcesses An array of post processes to be run.\r\n * @param targetTexture The render target wrapper to render to.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight\r\n * @param faceIndex defines the face to render to if a cubemap is defined as the target\r\n * @param lodLevel defines which lod of the texture to render to\r\n * @param doNotBindFrambuffer If set to true, assumes that the framebuffer has been bound previously\r\n * @param numPostsProcesses The number of post processes to render. Defaults to the length of the postProcesses array.\r\n */\r\n public directRender(\r\n postProcesses: PostProcess[],\r\n targetTexture: Nullable<RenderTargetWrapper> = null,\r\n forceFullscreenViewport = false,\r\n faceIndex = 0,\r\n lodLevel = 0,\r\n doNotBindFrambuffer = false,\r\n numPostsProcesses = postProcesses.length\r\n ): void {\r\n const engine = this._scene.getEngine();\r\n\r\n for (let index = 0; index < numPostsProcesses; index++) {\r\n if (index < postProcesses.length - 1) {\r\n postProcesses[index + 1].activate(this._scene.activeCamera || this._scene, targetTexture?.texture);\r\n } else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, lodLevel);\r\n } else if (!doNotBindFrambuffer) {\r\n engine.restoreDefaultFramebuffer();\r\n }\r\n engine._debugInsertMarker?.(`post process ${postProcesses[index].name} output`);\r\n }\r\n\r\n const pp = postProcesses[index];\r\n const effect = pp.apply();\r\n\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n\r\n // Draw order\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n\r\n // Restore depth buffer\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n /**\r\n * Finalize the result of the output of the postprocesses.\r\n * @param doNotPresent If true the result will not be displayed to the screen.\r\n * @param targetTexture The render target wrapper to render to.\r\n * @param faceIndex The index of the face to bind the target texture to.\r\n * @param postProcesses The array of post processes to render.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)\r\n * @internal\r\n */\r\n public _finalizeFrame(\r\n doNotPresent?: boolean,\r\n targetTexture?: RenderTargetWrapper,\r\n faceIndex?: number,\r\n postProcesses?: Array<PostProcess>,\r\n forceFullscreenViewport = false\r\n ): void {\r\n const camera = this._scene.activeCamera;\r\n\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n postProcesses = postProcesses || this._getActivePostProcesses(camera._postProcesses);\r\n if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return;\r\n }\r\n const engine = this._scene.getEngine();\r\n\r\n for (let index = 0, len = postProcesses.length; index < len; index++) {\r\n const pp = postProcesses[index];\r\n\r\n if (index < len - 1) {\r\n pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture?.texture);\r\n } else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);\r\n pp._outputTexture = targetTexture;\r\n } else {\r\n engine.restoreDefaultFramebuffer();\r\n pp._outputTexture = null;\r\n }\r\n engine._debugInsertMarker?.(`post process ${postProcesses[index].name} output`);\r\n }\r\n\r\n if (doNotPresent) {\r\n break;\r\n }\r\n\r\n const effect = pp.apply();\r\n\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n\r\n // Draw order\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n\r\n // Restore states\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n /**\r\n * Disposes of the post process manager.\r\n */\r\n public dispose(): void {\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n }\r\n}\r\n"]}
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{ type Nullable } from \"../types\";\r\nimport { type InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { type PostProcess } from \"./postProcess\";\r\nimport { VertexBuffer } from \"../Buffers/buffer.pure\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { type RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { type Scene } from \"../scene\";\r\n\r\n/**\r\n * PostProcessManager is used to manage one or more post processes or post process pipelines\r\n * See https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses\r\n */\r\nexport class PostProcessManager {\r\n private _scene: Scene;\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private readonly _activePostProcesses: PostProcess[] = [];\r\n\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param scene The scene that the post process is associated with.\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n }\r\n\r\n private _prepareBuffers(): void {\r\n if (this._vertexBuffers[VertexBuffer.PositionKind]) {\r\n return;\r\n }\r\n\r\n // VBO\r\n const vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n this._vertexBuffers[VertexBuffer.PositionKind] = new VertexBuffer(this._scene.getEngine(), vertices, VertexBuffer.PositionKind, false, false, 2);\r\n\r\n this._buildIndexBuffer();\r\n }\r\n\r\n private _buildIndexBuffer(): void {\r\n // Indices\r\n const indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);\r\n }\r\n\r\n private _getActivePostProcesses(source: Nullable<PostProcess>[]): PostProcess[] {\r\n const activePostProcesses = this._activePostProcesses;\r\n activePostProcesses.length = 0;\r\n\r\n for (let index = 0; index < source.length; index++) {\r\n const postProcess = source[index];\r\n if (postProcess) {\r\n activePostProcesses.push(postProcess);\r\n }\r\n }\r\n\r\n return activePostProcesses;\r\n }\r\n\r\n /**\r\n * Observable raised before post processes are rendered.\r\n */\r\n public onBeforeRenderObservable = new Observable<PostProcessManager>();\r\n\r\n /**\r\n * Rebuilds the vertex buffers of the manager.\r\n * @internal\r\n */\r\n public _rebuild(): void {\r\n const vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (!vb) {\r\n return;\r\n }\r\n vb._rebuild();\r\n this._buildIndexBuffer();\r\n }\r\n\r\n // Methods\r\n /**\r\n * Prepares a frame to be run through a post process.\r\n * @param sourceTexture The input texture to the post processes. (default: null)\r\n * @param postProcesses An array of post processes to be run. (default: null)\r\n * @returns True if the post processes were able to be run.\r\n * @internal\r\n */\r\n public _prepareFrame(sourceTexture: Nullable<InternalTexture> = null, postProcesses: Nullable<PostProcess[]> = null): boolean {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n return false;\r\n }\r\n\r\n postProcesses = postProcesses || this._getActivePostProcesses(camera._postProcesses);\r\n\r\n if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return false;\r\n }\r\n\r\n postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);\r\n return true;\r\n }\r\n\r\n /**\r\n * Manually render a set of post processes to a texture.\r\n * Please note, the frame buffer won't be unbound after the call in case you have more render to do.\r\n * @param postProcesses An array of post processes to be run.\r\n * @param targetTexture The render target wrapper to render to.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight\r\n * @param faceIndex defines the face to render to if a cubemap is defined as the target\r\n * @param lodLevel defines which lod of the texture to render to\r\n * @param doNotBindFrambuffer If set to true, assumes that the framebuffer has been bound previously\r\n * @param numPostsProcesses The number of post processes to render. Defaults to the length of the postProcesses array.\r\n */\r\n public directRender(\r\n postProcesses: PostProcess[],\r\n targetTexture: Nullable<RenderTargetWrapper> = null,\r\n forceFullscreenViewport = false,\r\n faceIndex = 0,\r\n lodLevel = 0,\r\n doNotBindFrambuffer = false,\r\n numPostsProcesses = postProcesses.length\r\n ): void {\r\n const engine = this._scene.getEngine();\r\n\r\n for (let index = 0; index < numPostsProcesses; index++) {\r\n if (index < postProcesses.length - 1) {\r\n postProcesses[index + 1].activate(this._scene.activeCamera || this._scene, targetTexture?.texture);\r\n } else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, lodLevel);\r\n } else if (!doNotBindFrambuffer) {\r\n engine.restoreDefaultFramebuffer();\r\n }\r\n engine._debugInsertMarker?.(`post process ${postProcesses[index].name} output`);\r\n }\r\n\r\n const pp = postProcesses[index];\r\n const effect = pp.apply();\r\n\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n\r\n // Draw order\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n\r\n // Restore depth buffer\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n }\r\n\r\n /**\r\n * Finalize the result of the output of the postprocesses.\r\n * @param doNotPresent If true the result will not be displayed to the screen.\r\n * @param targetTexture The render target wrapper to render to.\r\n * @param faceIndex The index of the face to bind the target texture to.\r\n * @param postProcesses The array of post processes to render.\r\n * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)\r\n * @internal\r\n */\r\n public _finalizeFrame(\r\n doNotPresent?: boolean,\r\n targetTexture?: RenderTargetWrapper,\r\n faceIndex?: number,\r\n postProcesses?: Array<PostProcess>,\r\n forceFullscreenViewport = false\r\n ): void {\r\n const camera = this._scene.activeCamera;\r\n\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n this.onBeforeRenderObservable.notifyObservers(this);\r\n\r\n postProcesses = postProcesses || this._getActivePostProcesses(camera._postProcesses);\r\n if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {\r\n return;\r\n }\r\n const engine = this._scene.getEngine();\r\n\r\n for (let index = 0, len = postProcesses.length; index < len; index++) {\r\n const pp = postProcesses[index];\r\n\r\n if (index < len - 1) {\r\n pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture?.texture);\r\n } else {\r\n if (targetTexture) {\r\n engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);\r\n pp._outputTexture = targetTexture;\r\n } else {\r\n engine.restoreDefaultFramebuffer();\r\n pp._outputTexture = null;\r\n }\r\n engine._debugInsertMarker?.(`post process ${postProcesses[index].name} output`);\r\n }\r\n\r\n if (doNotPresent) {\r\n break;\r\n }\r\n\r\n const effect = pp.apply();\r\n\r\n if (effect) {\r\n pp.onBeforeRenderObservable.notifyObservers(effect);\r\n\r\n // VBOs\r\n this._prepareBuffers();\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);\r\n\r\n // Draw order\r\n engine.drawElementsType(Constants.MATERIAL_TriangleFillMode, 0, 6);\r\n\r\n pp.onAfterRenderObservable.notifyObservers(effect);\r\n }\r\n }\r\n\r\n // Restore states\r\n engine.setDepthBuffer(true);\r\n engine.setDepthWrite(true);\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n\r\n /**\r\n * Disposes of the post process manager.\r\n */\r\n public dispose(): void {\r\n const buffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (buffer) {\r\n buffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -13,5 +13,6 @@ export declare class SubSurfaceScatteringPostProcess extends PostProcess {
13
13
  * @returns "SubSurfaceScatteringPostProcess" string
14
14
  */
15
15
  getClassName(): string;
16
+ protected _gatherImports(useWebGPU: boolean, list: Promise<any>[]): void;
16
17
  constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number);
17
18
  }
@@ -14,6 +14,16 @@ export class SubSurfaceScatteringPostProcess extends PostProcess {
14
14
  getClassName() {
15
15
  return "SubSurfaceScatteringPostProcess";
16
16
  }
17
+ _gatherImports(useWebGPU, list) {
18
+ if (useWebGPU) {
19
+ this._webGPUReady = true;
20
+ list.push(Promise.all([import("../ShadersWGSL/imageProcessing.fragment.js"), import("../ShadersWGSL/subSurfaceScattering.fragment.js")]));
21
+ }
22
+ else {
23
+ list.push(Promise.all([import("../Shaders/imageProcessing.fragment.js"), import("../Shaders/subSurfaceScattering.fragment.js")]));
24
+ }
25
+ super._gatherImports(useWebGPU, list);
26
+ }
17
27
  constructor(name, scene, options, camera = null, samplingMode, engine, reusable, textureType = 0) {
18
28
  const localOptions = {
19
29
  uniforms: ["texelSize", "viewportSize", "metersPerUnit"],
@@ -1 +1 @@
1
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options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n textureType,\r\n ...(options as PostProcessOptions),\r\n blockCompilation: true,\r\n };\r\n\r\n super(name, \"subSurfaceScattering\", { ...localOptions, samplingMode: samplingMode || Texture.BILINEAR_SAMPLINGMODE });\r\n this._scene = scene;\r\n\r\n this.updateEffect();\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (!scene.prePassRenderer || !scene.subSurfaceConfiguration) {\r\n Logger.Error(\"PrePass and subsurface configuration needs to be enabled for subsurface scattering.\");\r\n return;\r\n }\r\n const texelSize = this.texelSize;\r\n effect.setFloat(\"metersPerUnit\", scene.subSurfaceConfiguration.metersPerUnit);\r\n effect.setFloat2(\"texelSize\", texelSize.x, texelSize.y);\r\n effect.setTexture(\r\n \"irradianceSampler\",\r\n scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_IRRADIANCE_LEGACY_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\"depthSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"albedoSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE)]);\r\n effect.setFloat2(\r\n \"viewportSize\",\r\n Math.tan(scene.activeCamera!.fov / 2) * scene.getEngine().getAspectRatio(scene.activeCamera!, true),\r\n Math.tan(scene.activeCamera!.fov / 2)\r\n );\r\n effect.setArray3(\"diffusionS\", scene.subSurfaceConfiguration.ssDiffusionS);\r\n effect.setArray(\"diffusionD\", scene.subSurfaceConfiguration.ssDiffusionD);\r\n effect.setArray(\"filterRadii\", scene.subSurfaceConfiguration.ssFilterRadii);\r\n });\r\n }\r\n}\r\n"]}
1
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options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n textureType,\r\n ...(options as PostProcessOptions),\r\n blockCompilation: true,\r\n };\r\n\r\n super(name, \"subSurfaceScattering\", { ...localOptions, samplingMode: samplingMode || Texture.BILINEAR_SAMPLINGMODE });\r\n this._scene = scene;\r\n\r\n this.updateEffect();\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (!scene.prePassRenderer || !scene.subSurfaceConfiguration) {\r\n Logger.Error(\"PrePass and subsurface configuration needs to be enabled for subsurface scattering.\");\r\n return;\r\n }\r\n const texelSize = this.texelSize;\r\n effect.setFloat(\"metersPerUnit\", scene.subSurfaceConfiguration.metersPerUnit);\r\n effect.setFloat2(\"texelSize\", texelSize.x, texelSize.y);\r\n effect.setTexture(\r\n \"irradianceSampler\",\r\n scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_IRRADIANCE_LEGACY_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\"depthSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"albedoSampler\", scene.prePassRenderer.getRenderTarget().textures[scene.prePassRenderer.getIndex(Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE)]);\r\n effect.setFloat2(\r\n \"viewportSize\",\r\n Math.tan(scene.activeCamera!.fov / 2) * scene.getEngine().getAspectRatio(scene.activeCamera!, true),\r\n Math.tan(scene.activeCamera!.fov / 2)\r\n );\r\n effect.setArray3(\"diffusionS\", scene.subSurfaceConfiguration.ssDiffusionS);\r\n effect.setArray(\"diffusionD\", scene.subSurfaceConfiguration.ssDiffusionD);\r\n effect.setArray(\"filterRadii\", scene.subSurfaceConfiguration.ssFilterRadii);\r\n });\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions } from "../index.js";
2
- import { EffectWrapper } from "../Materials/effectRenderer.js";
2
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
3
3
  /**
4
4
  * Postprocess used to generate anaglyphic rendering
5
5
  */
@@ -1,4 +1,4 @@
1
- import { EffectWrapper } from "../Materials/effectRenderer.js";
1
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
2
2
  import { EngineStore } from "../Engines/engineStore.js";
3
3
  /**
4
4
  * Postprocess used to generate anaglyphic rendering
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"thinAnaglyphPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinAnaglyphPostProcess.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,kCAAkC,CAAC;AACjE,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD;;GAEG;AACH,MAAM,OAAO,uBAAwB,SAAQ,aAAa;IAWnC,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,kCAAkC,CAAC,CAAC,CAAC;QAC1D,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,8BAA8B,CAAC,CAAC,CAAC;QACtD,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAsC;QACrG,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,WAAW,CAAC,iBAAkB;YAChD,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,uBAAuB,CAAC,WAAW;YACnD,QAAQ,EAAE,uBAAuB,CAAC,QAAQ;SAC7C,CAAC,CAAC;IACP,CAAC;;AAnCD;;GAEG;AACoB,mCAAW,GAAG,UAAU,CAAC;AAEhD;;GAEG;AACoB,gCAAQ,GAAG,CAAC,aAAa,CAAC,CAAC","sourcesContent":["import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer.pure\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Postprocess used to generate anaglyphic rendering\r\n */\r\nexport class ThinAnaglyphPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"anaglyph\";\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"leftSampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/anaglyph.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/anaglyph.fragment\"));\r\n }\r\n }\r\n\r\n /**\r\n * Constructs a new anaglyph post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinAnaglyphPostProcess.FragmentUrl,\r\n samplers: ThinAnaglyphPostProcess.Samplers,\r\n });\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions } from "../index.js";
2
- import { EffectWrapper } from "../Materials/effectRenderer.js";
2
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
3
3
  /**
4
4
  * Post process used to render in black and white
5
5
  */
@@ -1,4 +1,4 @@
1
- import { EffectWrapper } from "../Materials/effectRenderer.js";
1
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
2
2
  import { EngineStore } from "../Engines/engineStore.js";
3
3
  /**
4
4
  * Post process used to render in black and white
@@ -1 +1 @@
1
- {"version":3,"file":"thinBlackAndWhitePostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinBlackAndWhitePostProcess.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAC5D,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD;;GAEG;AACH,MAAM,OAAO,4BAA6B,SAAQ,aAAa;IAWxC,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC;QAC/D,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,mCAAmC,CAAC,CAAC,CAAC;QAC3D,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAsC;QACrG,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,WAAW,CAAC,iBAAkB;YAChD,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,4BAA4B,CAAC,WAAW;YACxD,QAAQ,EAAE,4BAA4B,CAAC,QAAQ;SAClD,CAAC,CAAC;QAGP;;WAEG;QACI,WAAM,GAAG,CAAC,CAAC;IALlB,CAAC;IAOe,IAAI,CAAC,iBAAiB,GAAG,KAAK;QAC1C,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC9B,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IAC9D,CAAC;;AA7CD;;GAEG;AACoB,wCAAW,GAAG,eAAe,AAAlB,CAAmB;AAErD;;GAEG;AACoB,qCAAQ,GAAG,CAAC,QAAQ,CAAC,AAAb,CAAc","sourcesContent":["import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Post process used to render in black and white\r\n */\r\nexport class ThinBlackAndWhitePostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"blackAndWhite\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"degree\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/blackAndWhite.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/blackAndWhite.fragment\"));\r\n }\r\n }\r\n\r\n /**\r\n * Constructs a new black and white post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinBlackAndWhitePostProcess.FragmentUrl,\r\n uniforms: ThinBlackAndWhitePostProcess.Uniforms,\r\n });\r\n }\r\n\r\n /**\r\n * Effect intensity (default: 1)\r\n */\r\n public degree = 1;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this._drawWrapper.effect!.setFloat(\"degree\", this.degree);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"thinBlackAndWhitePostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinBlackAndWhitePostProcess.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,kCAAkC,CAAC;AACjE,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD;;GAEG;AACH,MAAM,OAAO,4BAA6B,SAAQ,aAAa;IAWxC,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC;QAC/D,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,mCAAmC,CAAC,CAAC,CAAC;QAC3D,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAsC;QACrG,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,WAAW,CAAC,iBAAkB;YAChD,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,4BAA4B,CAAC,WAAW;YACxD,QAAQ,EAAE,4BAA4B,CAAC,QAAQ;SAClD,CAAC,CAAC;QAGP;;WAEG;QACI,WAAM,GAAG,CAAC,CAAC;IALlB,CAAC;IAOe,IAAI,CAAC,iBAAiB,GAAG,KAAK;QAC1C,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC9B,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IAC9D,CAAC;;AA7CD;;GAEG;AACoB,wCAAW,GAAG,eAAe,AAAlB,CAAmB;AAErD;;GAEG;AACoB,qCAAQ,GAAG,CAAC,QAAQ,CAAC,AAAb,CAAc","sourcesContent":["import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer.pure\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Post process used to render in black and white\r\n */\r\nexport class ThinBlackAndWhitePostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"blackAndWhite\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"degree\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/blackAndWhite.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/blackAndWhite.fragment\"));\r\n }\r\n }\r\n\r\n /**\r\n * Constructs a new black and white post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinBlackAndWhitePostProcess.FragmentUrl,\r\n uniforms: ThinBlackAndWhitePostProcess.Uniforms,\r\n });\r\n }\r\n\r\n /**\r\n * Effect intensity (default: 1)\r\n */\r\n public degree = 1;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this._drawWrapper.effect!.setFloat(\"degree\", this.degree);\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { ThinBloomMergePostProcess } from "./thinBloomMergePostProcess.js";
2
- import { Vector2 } from "../Maths/math.vector.js";
2
+ import { Vector2 } from "../Maths/math.vector.pure.js";
3
3
  import { ThinBlurPostProcess } from "./thinBlurPostProcess.js";
4
4
  import { ThinExtractHighlightsPostProcess } from "./thinExtractHighlightsPostProcess.js";
5
5
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"thinBloomEffect.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinBloomEffect.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,yBAAyB,EAAE,MAAM,6BAA6B,CAAC;AACxE,OAAO,EAAE,OAAO,EAAE,MAAM,wBAAwB,CAAC;AACjD,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,gCAAgC,EAAE,MAAM,oCAAoC,CAAC;AAEtF;;GAEG;AACH,MAAM,OAAO,eAAe;IAUxB;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC,SAAS,CAAC;IACrC,CAAC;IACD,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,CAAC,UAAU,CAAC,SAAS,GAAG,KAAK,CAAC;IACtC,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC;IAC9B,CAAC;IACD,IAAW,MAAM,CAAC,KAAa;QAC3B,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,KAAK,CAAC;IAC/B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC;IAC3C,CAAC;IACD,IAAW,MAAM,CAAC,KAAa;QAC3B,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QACxC,IAAI,CAAC,MAAM,CAAC,MAAM,GAAG,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;IAC5C,CAAC;IAOD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,MAAgC,EAAE,KAAa,EAAE,gBAAgB,GAAG,KAAK;QAC/F,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,UAAU,GAAG,IAAI,gCAAgC,CAAC,IAAI,GAAG,YAAY,EAAE,MAAM,EAAE,EAAE,gBAAgB,EAAE,CAAC,CAAC;QAC1G,IAAI,CAAC,MAAM,GAAG,IAAI,mBAAmB,CAAC,IAAI,GAAG,QAAQ,EAAE,MAAM,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,gBAAgB,EAAE,CAAC,CAAC;QAC5G,IAAI,CAAC,MAAM,GAAG,IAAI,mBAAmB,CAAC,IAAI,GAAG,QAAQ,EAAE,MAAM,EAAE,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE,EAAE,EAAE,gBAAgB,EAAE,CAAC,CAAC;QAC5G,IAAI,CAAC,MAAM,GAAG,IAAI,yBAAyB,CAAC,IAAI,GAAG,QAAQ,EAAE,MAAM,EAAE,EAAE,gBAAgB,EAAE,CAAC,CAAC;IAC/F,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,IAAI,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,IAAI,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;IAChH,CAAC;CACJ","sourcesContent":["import { type Nullable, type AbstractEngine } from \"core/index\";\r\nimport { ThinBloomMergePostProcess } from \"./thinBloomMergePostProcess\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\nimport { ThinBlurPostProcess } from \"./thinBlurPostProcess\";\r\nimport { ThinExtractHighlightsPostProcess } from \"./thinExtractHighlightsPostProcess\";\r\n\r\n/**\r\n * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras\r\n */\r\nexport class ThinBloomEffect {\r\n /** @internal */\r\n public _downscale: ThinExtractHighlightsPostProcess;\r\n /** @internal */\r\n public _blurX: ThinBlurPostProcess;\r\n /** @internal */\r\n public _blurY: ThinBlurPostProcess;\r\n /** @internal */\r\n public _merge: ThinBloomMergePostProcess;\r\n\r\n /**\r\n * The luminance threshold to find bright areas of the image to bloom.\r\n */\r\n public get threshold(): number {\r\n return this._downscale.threshold;\r\n }\r\n public set threshold(value: number) {\r\n this._downscale.threshold = value;\r\n }\r\n\r\n /**\r\n * The strength of the bloom.\r\n */\r\n public get weight(): number {\r\n return this._merge.weight;\r\n }\r\n public set weight(value: number) {\r\n this._merge.weight = value;\r\n }\r\n\r\n /**\r\n * Specifies the size of the bloom blur kernel, relative to the final output size\r\n */\r\n public get kernel(): number {\r\n return this._blurX.kernel / this.scale;\r\n }\r\n public set kernel(value: number) {\r\n this._blurX.kernel = value * this.scale;\r\n this._blurY.kernel = value * this.scale;\r\n }\r\n\r\n /**\r\n * The ratio of the blur texture to the input texture that should be used to compute the bloom.\r\n */\r\n public readonly scale: number;\r\n\r\n /**\r\n * Creates a new instance of @see ThinBloomEffect\r\n * @param name The name of the bloom render effect\r\n * @param engine The engine which the render effect will be applied. (default: current engine)\r\n * @param scale The ratio of the blur texture to the input texture that should be used to compute the bloom.\r\n * @param blockCompilation If shaders should not be compiled when the effect is created (default: false)\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine>, scale: number, blockCompilation = false) {\r\n this.scale = scale;\r\n this._downscale = new ThinExtractHighlightsPostProcess(name + \"_downscale\", engine, { blockCompilation });\r\n this._blurX = new ThinBlurPostProcess(name + \"_blurX\", engine, new Vector2(1, 0), 10, { blockCompilation });\r\n this._blurY = new ThinBlurPostProcess(name + \"_blurY\", engine, new Vector2(0, 1), 10, { blockCompilation });\r\n this._merge = new ThinBloomMergePostProcess(name + \"_merge\", engine, { blockCompilation });\r\n }\r\n\r\n /**\r\n * Checks if the effect is ready to be used\r\n * @returns if the effect is ready\r\n */\r\n public isReady() {\r\n return this._downscale.isReady() && this._blurX.isReady() && this._blurY.isReady() && this._merge.isReady();\r\n }\r\n}\r\n"]}
1
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@@ -1,5 +1,5 @@
1
1
  import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions } from "../index.js";
2
- import { EffectWrapper } from "../Materials/effectRenderer.js";
2
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
3
3
  /**
4
4
  * @internal
5
5
  */
@@ -1,4 +1,4 @@
1
- import { EffectWrapper } from "../Materials/effectRenderer.js";
1
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
2
2
  import { EngineStore } from "../Engines/engineStore.js";
3
3
  /**
4
4
  * @internal
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"thinBloomMergePostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinBloomMergePostProcess.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,kCAAkC,CAAC;AACjE,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD;;GAEG;AACH,MAAM,OAAO,yBAA0B,SAAQ,aAAa;IAOrC,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,CAAC,CAAC;QAC5D,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,gCAAgC,CAAC,CAAC,CAAC;QACxD,CAAC;IACL,CAAC;IAED,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAsC;QACrG,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,WAAW,CAAC,iBAAkB;YAChD,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,yBAAyB,CAAC,WAAW;YACrD,QAAQ,EAAE,yBAAyB,CAAC,QAAQ;YAC5C,QAAQ,EAAE,yBAAyB,CAAC,QAAQ;SAC/C,CAAC,CAAC;QAGP,6DAA6D;QACtD,WAAM,GAAG,CAAC,CAAC;IAHlB,CAAC;IAKe,IAAI,CAAC,iBAAiB,GAAG,KAAK;QAC1C,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC9B,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,QAAQ,CAAC,aAAa,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;IACnE,CAAC;;AAlCsB,qCAAW,GAAG,YAAY,AAAf,CAAgB;AAE3B,kCAAQ,GAAG,CAAC,aAAa,CAAC,AAAlB,CAAmB;AAE3B,kCAAQ,GAAG,CAAC,WAAW,CAAC,AAAhB,CAAiB","sourcesContent":["import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer.pure\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinBloomMergePostProcess extends EffectWrapper {\r\n public static readonly FragmentUrl = \"bloomMerge\";\r\n\r\n public static readonly Uniforms = [\"bloomWeight\"];\r\n\r\n public static readonly Samplers = [\"bloomBlur\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/bloomMerge.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/bloomMerge.fragment\"));\r\n }\r\n }\r\n\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinBloomMergePostProcess.FragmentUrl,\r\n uniforms: ThinBloomMergePostProcess.Uniforms,\r\n samplers: ThinBloomMergePostProcess.Samplers,\r\n });\r\n }\r\n\r\n /** Weight of the bloom to be added to the original input. */\r\n public weight = 1;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this._drawWrapper.effect!.setFloat(\"bloomWeight\", this.weight);\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions, type Vector2, type Effect } from "../index.js";
2
- import { EffectWrapper } from "../Materials/effectRenderer.js";
2
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
3
3
  /**
4
4
  * Post process used to apply a blur effect
5
5
  */
@@ -1,4 +1,4 @@
1
- import { EffectWrapper } from "../Materials/effectRenderer.js";
1
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
2
2
  import { EngineStore } from "../Engines/engineStore.js";
3
3
  /**
4
4
  * Post process used to apply a blur effect
@@ -1 +1 @@
1
- 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{ type Nullable, type AbstractEngine, type EffectWrapperCreationOptions, type Vector2, type Effect } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Post process used to apply a blur effect\r\n */\r\nexport class ThinBlurPostProcess extends EffectWrapper {\r\n /**\r\n * The vertex shader url\r\n */\r\n public static readonly VertexUrl = \"kernelBlur\";\r\n\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"kernelBlur\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"delta\", \"direction\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"circleOfConfusionSampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(Promise.all([import(\"../ShadersWGSL/kernelBlur.fragment\"), import(\"../ShadersWGSL/kernelBlur.vertex\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/kernelBlur.fragment\"), import(\"../Shaders/kernelBlur.vertex\")]));\r\n }\r\n }\r\n\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /**\r\n * Constructs a new blur post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param direction Direction in which to apply the blur\r\n * @param kernel Kernel size of the blur\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, direction?: Vector2, kernel?: number, options?: EffectWrapperCreationOptions) {\r\n const blockCompilationFinal = !!options?.blockCompilation;\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinBlurPostProcess.FragmentUrl,\r\n uniforms: ThinBlurPostProcess.Uniforms,\r\n samplers: ThinBlurPostProcess.Samplers,\r\n vertexUrl: ThinBlurPostProcess.VertexUrl,\r\n blockCompilation: true,\r\n });\r\n\r\n this._staticDefines = options ? (Array.isArray(options.defines) ? options.defines.join(\"\\n\") : options.defines || \"\") : \"\";\r\n\r\n this.options.blockCompilation = blockCompilationFinal;\r\n\r\n if (direction !== undefined) {\r\n this.direction = direction;\r\n }\r\n if (kernel !== undefined) {\r\n this.kernel = kernel;\r\n }\r\n }\r\n\r\n /**\r\n * Width of the texture to apply the blur on\r\n */\r\n public textureWidth: number = 0;\r\n\r\n /**\r\n * Height of the texture to apply the blur on\r\n */\r\n public textureHeight: number = 0;\r\n\r\n /** The direction in which to blur the image. */\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this.options.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this.options.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this._drawWrapper.effect!.setFloat2(\"delta\", (1 / this.textureWidth) * this.direction.x, (1 / this.textureHeight) * this.direction.y);\r\n }\r\n\r\n /** @internal */\r\n public _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const n = this._kernel;\r\n const centerIndex = (n - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < n; i++) {\r\n const u = i / (n - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.options.engine.getCaps().maxVaryingVectors - (this.options.shaderLanguage === ShaderLanguage.WGSL ? 1 : 0); // Because of the additional builtins\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this.options.blockCompilation = false;\r\n\r\n this.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n}\r\n"]}
1
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{ type Nullable, type AbstractEngine, type EffectWrapperCreationOptions, type Vector2, type Effect } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer.pure\";\r\nimport { ShaderLanguage } from \"../Materials/shaderLanguage\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Post process used to apply a blur effect\r\n */\r\nexport class ThinBlurPostProcess extends EffectWrapper {\r\n /**\r\n * The vertex shader url\r\n */\r\n public static readonly VertexUrl = \"kernelBlur\";\r\n\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"kernelBlur\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"delta\", \"direction\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"circleOfConfusionSampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(Promise.all([import(\"../ShadersWGSL/kernelBlur.fragment\"), import(\"../ShadersWGSL/kernelBlur.vertex\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/kernelBlur.fragment\"), import(\"../Shaders/kernelBlur.vertex\")]));\r\n }\r\n }\r\n\r\n protected _kernel: number;\r\n protected _idealKernel: number;\r\n protected _packedFloat: boolean = false;\r\n private _staticDefines: string = \"\";\r\n\r\n /**\r\n * Constructs a new blur post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param direction Direction in which to apply the blur\r\n * @param kernel Kernel size of the blur\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, direction?: Vector2, kernel?: number, options?: EffectWrapperCreationOptions) {\r\n const blockCompilationFinal = !!options?.blockCompilation;\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinBlurPostProcess.FragmentUrl,\r\n uniforms: ThinBlurPostProcess.Uniforms,\r\n samplers: ThinBlurPostProcess.Samplers,\r\n vertexUrl: ThinBlurPostProcess.VertexUrl,\r\n blockCompilation: true,\r\n });\r\n\r\n this._staticDefines = options ? (Array.isArray(options.defines) ? options.defines.join(\"\\n\") : options.defines || \"\") : \"\";\r\n\r\n this.options.blockCompilation = blockCompilationFinal;\r\n\r\n if (direction !== undefined) {\r\n this.direction = direction;\r\n }\r\n if (kernel !== undefined) {\r\n this.kernel = kernel;\r\n }\r\n }\r\n\r\n /**\r\n * Width of the texture to apply the blur on\r\n */\r\n public textureWidth: number = 0;\r\n\r\n /**\r\n * Height of the texture to apply the blur on\r\n */\r\n public textureHeight: number = 0;\r\n\r\n /** The direction in which to blur the image. */\r\n public direction: Vector2;\r\n\r\n /**\r\n * Sets the length in pixels of the blur sample region\r\n */\r\n public set kernel(v: number) {\r\n if (this._idealKernel === v) {\r\n return;\r\n }\r\n\r\n v = Math.max(v, 1);\r\n this._idealKernel = v;\r\n this._kernel = this._nearestBestKernel(v);\r\n if (!this.options.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the length in pixels of the blur sample region\r\n */\r\n public get kernel(): number {\r\n return this._idealKernel;\r\n }\r\n\r\n /**\r\n * Sets whether or not the blur needs to unpack/repack floats\r\n */\r\n public set packedFloat(v: boolean) {\r\n if (this._packedFloat === v) {\r\n return;\r\n }\r\n this._packedFloat = v;\r\n if (!this.options.blockCompilation) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * Gets whether or not the blur is unpacking/repacking floats\r\n */\r\n public get packedFloat(): boolean {\r\n return this._packedFloat;\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this._drawWrapper.effect!.setFloat2(\"delta\", (1 / this.textureWidth) * this.direction.x, (1 / this.textureHeight) * this.direction.y);\r\n }\r\n\r\n /** @internal */\r\n public _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void {\r\n // Generate sampling offsets and weights\r\n const n = this._kernel;\r\n const centerIndex = (n - 1) / 2;\r\n\r\n // Generate Gaussian sampling weights over kernel\r\n let offsets = [];\r\n let weights = [];\r\n let totalWeight = 0;\r\n for (let i = 0; i < n; i++) {\r\n const u = i / (n - 1);\r\n const w = this._gaussianWeight(u * 2.0 - 1);\r\n offsets[i] = i - centerIndex;\r\n weights[i] = w;\r\n totalWeight += w;\r\n }\r\n\r\n // Normalize weights\r\n for (let i = 0; i < weights.length; i++) {\r\n weights[i] /= totalWeight;\r\n }\r\n\r\n // Optimize: combine samples to take advantage of hardware linear sampling\r\n // Walk from left to center, combining pairs (symmetrically)\r\n const linearSamplingWeights = [];\r\n const linearSamplingOffsets = [];\r\n\r\n const linearSamplingMap = [];\r\n\r\n for (let i = 0; i <= centerIndex; i += 2) {\r\n const j = Math.min(i + 1, Math.floor(centerIndex));\r\n\r\n const singleCenterSample = i === j;\r\n\r\n if (singleCenterSample) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n } else {\r\n const sharedCell = j === centerIndex;\r\n\r\n const weightLinear = weights[i] + weights[j] * (sharedCell ? 0.5 : 1);\r\n const offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);\r\n\r\n if (offsetLinear === 0) {\r\n linearSamplingMap.push({ o: offsets[i], w: weights[i] });\r\n linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });\r\n } else {\r\n linearSamplingMap.push({ o: offsetLinear, w: weightLinear });\r\n linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < linearSamplingMap.length; i++) {\r\n linearSamplingOffsets[i] = linearSamplingMap[i].o;\r\n linearSamplingWeights[i] = linearSamplingMap[i].w;\r\n }\r\n\r\n // Replace with optimized\r\n offsets = linearSamplingOffsets;\r\n weights = linearSamplingWeights;\r\n\r\n // Generate shaders\r\n const maxVaryingRows = this.options.engine.getCaps().maxVaryingVectors - (this.options.shaderLanguage === ShaderLanguage.WGSL ? 1 : 0); // Because of the additional builtins\r\n const freeVaryingVec2 = Math.max(maxVaryingRows, 0) - 1; // Because of sampleCenter\r\n\r\n let varyingCount = Math.min(offsets.length, freeVaryingVec2);\r\n\r\n let defines = \"\";\r\n defines += this._staticDefines;\r\n\r\n // The DOF fragment should ignore the center pixel when looping as it is handled manually in the fragment shader.\r\n if (this._staticDefines.indexOf(\"DOF\") != -1) {\r\n defines += `#define CENTER_WEIGHT ${this._glslFloat(weights[varyingCount - 1])}\\n`;\r\n varyingCount--;\r\n }\r\n\r\n for (let i = 0; i < varyingCount; i++) {\r\n defines += `#define KERNEL_OFFSET${i} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_WEIGHT${i} ${this._glslFloat(weights[i])}\\n`;\r\n }\r\n\r\n let depCount = 0;\r\n for (let i = freeVaryingVec2; i < offsets.length; i++) {\r\n defines += `#define KERNEL_DEP_OFFSET${depCount} ${this._glslFloat(offsets[i])}\\n`;\r\n defines += `#define KERNEL_DEP_WEIGHT${depCount} ${this._glslFloat(weights[i])}\\n`;\r\n depCount++;\r\n }\r\n\r\n if (this.packedFloat) {\r\n defines += `#define PACKEDFLOAT 1`;\r\n }\r\n\r\n this.options.blockCompilation = false;\r\n\r\n this.updateEffect(\r\n defines,\r\n null,\r\n null,\r\n {\r\n varyingCount: varyingCount,\r\n depCount: depCount,\r\n },\r\n onCompiled,\r\n onError\r\n );\r\n }\r\n\r\n /**\r\n * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.\r\n * Other odd kernels optimize correctly but require proportionally more samples, even kernels are\r\n * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we\r\n * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.\r\n * The gaps between physical kernels are compensated for in the weighting of the samples\r\n * @param idealKernel Ideal blur kernel.\r\n * @returns Nearest best kernel.\r\n */\r\n protected _nearestBestKernel(idealKernel: number): number {\r\n const v = Math.round(idealKernel);\r\n for (const k of [v, v - 1, v + 1, v - 2, v + 2]) {\r\n if (k % 2 !== 0 && Math.floor(k / 2) % 2 === 0 && k > 0) {\r\n return Math.max(k, 3);\r\n }\r\n }\r\n return Math.max(v, 3);\r\n }\r\n\r\n /**\r\n * Calculates the value of a Gaussian distribution with sigma 3 at a given point.\r\n * @param x The point on the Gaussian distribution to sample.\r\n * @returns the value of the Gaussian function at x.\r\n */\r\n protected _gaussianWeight(x: number): number {\r\n //reference: Engines/ImageProcessingBlur.cpp #dcc760\r\n // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],\r\n // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.\r\n // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is\r\n // truncated at around 1.3% of peak strength.\r\n\r\n //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size\r\n const sigma = 1 / 3;\r\n const denominator = Math.sqrt(2.0 * Math.PI) * sigma;\r\n const exponent = -((x * x) / (2.0 * sigma * sigma));\r\n const weight = (1.0 / denominator) * Math.exp(exponent);\r\n return weight;\r\n }\r\n\r\n /**\r\n * Generates a string that can be used as a floating point number in GLSL.\r\n * @param x Value to print.\r\n * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).\r\n * @returns GLSL float string.\r\n */\r\n protected _glslFloat(x: number, decimalFigures = 8) {\r\n return x.toFixed(decimalFigures).replace(/0+$/, \"\");\r\n }\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions } from "../index.js";
2
- import { EffectWrapper } from "../Materials/effectRenderer.js";
3
- import { Vector2 } from "../Maths/math.vector.js";
2
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
3
+ import { Vector2 } from "../Maths/math.vector.pure.js";
4
4
  /**
5
5
  * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
6
6
  */
@@ -1,6 +1,6 @@
1
- import { EffectWrapper } from "../Materials/effectRenderer.js";
1
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
2
2
  import { EngineStore } from "../Engines/engineStore.js";
3
- import { Vector2 } from "../Maths/math.vector.js";
3
+ import { Vector2 } from "../Maths/math.vector.pure.js";
4
4
  /**
5
5
  * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
6
6
  */
@@ -1 +1 @@
1
- {"version":3,"file":"thinChromaticAberrationPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinChromaticAberrationPostProcess.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAC5D,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAE/C;;GAEG;AACH,MAAM,OAAO,kCAAmC,SAAQ,aAAa;IAW9C,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,6CAA6C,CAAC,CAAC,CAAC;QACrE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC;QACjE,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAsC;QACrG,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,WAAW,CAAC,iBAAkB;YAChD,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,kCAAkC,CAAC,WAAW;YAC9D,QAAQ,EAAE,kCAAkC,CAAC,QAAQ;SACxD,CAAC,CAAC;QAGP;;WAEG;QACI,qBAAgB,GAAG,EAAE,CAAC;QAE7B;;WAEG;QACI,oBAAe,GAAG,CAAC,CAAC;QAE3B;;WAEG;QACI,cAAS,GAAG,IAAI,OAAO,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;QAE7C;;WAEG;QACI,mBAAc,GAAG,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;IApB9C,CAAC;IA4Be,IAAI,CAAC,iBAAiB,GAAG,KAAK;QAC1C,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE9B,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC;QAEzC,MAAM,CAAC,QAAQ,CAAC,sBAAsB,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC/D,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAClD,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACpD,MAAM,CAAC,QAAQ,CAAC,iBAAiB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QACzD,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;QAClE,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;IACrF,CAAC;;AA1ED;;GAEG;AACoB,8CAAW,GAAG,qBAAqB,AAAxB,CAAyB;AAE3D;;GAEG;AACoB,2CAAQ,GAAG,CAAC,sBAAsB,EAAE,cAAc,EAAE,eAAe,EAAE,WAAW,EAAE,iBAAiB,EAAE,gBAAgB,CAAC,AAA9G,CAA+G","sourcesContent":["import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen\r\n */\r\nexport class ThinChromaticAberrationPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"chromaticAberration\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/chromaticAberration.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/chromaticAberration.fragment\"));\r\n }\r\n }\r\n\r\n /**\r\n * Constructs a new chromatic aberration post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinChromaticAberrationPostProcess.FragmentUrl,\r\n uniforms: ThinChromaticAberrationPostProcess.Uniforms,\r\n });\r\n }\r\n\r\n /**\r\n * The amount of separation of rgb channels (default: 30)\r\n */\r\n public aberrationAmount = 30;\r\n\r\n /**\r\n * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)\r\n */\r\n public radialIntensity = 0;\r\n\r\n /**\r\n * The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))\r\n */\r\n public direction = new Vector2(0.707, 0.707);\r\n\r\n /**\r\n * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5))\r\n */\r\n public centerPosition = new Vector2(0.5, 0.5);\r\n\r\n /** The width of the source texture to which the effect is applied */\r\n public screenWidth: number;\r\n\r\n /** The height of the source texture to which the effect is applied */\r\n public screenHeight: number;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"chromatic_aberration\", this.aberrationAmount);\r\n effect.setFloat(\"screen_width\", this.screenWidth);\r\n effect.setFloat(\"screen_height\", this.screenHeight);\r\n effect.setFloat(\"radialIntensity\", this.radialIntensity);\r\n effect.setFloat2(\"direction\", this.direction.x, this.direction.y);\r\n effect.setFloat2(\"centerPosition\", this.centerPosition.x, this.centerPosition.y);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"thinChromaticAberrationPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinChromaticAberrationPostProcess.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,kCAAkC,CAAC;AACjE,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,EAAE,OAAO,EAAE,MAAM,2BAA2B,CAAC;AAEpD;;GAEG;AACH,MAAM,OAAO,kCAAmC,SAAQ,aAAa;IAW9C,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,6CAA6C,CAAC,CAAC,CAAC;QACrE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC;QACjE,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAsC;QACrG,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,WAAW,CAAC,iBAAkB;YAChD,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,kCAAkC,CAAC,WAAW;YAC9D,QAAQ,EAAE,kCAAkC,CAAC,QAAQ;SACxD,CAAC,CAAC;QAGP;;WAEG;QACI,qBAAgB,GAAG,EAAE,CAAC;QAE7B;;WAEG;QACI,oBAAe,GAAG,CAAC,CAAC;QAE3B;;WAEG;QACI,cAAS,GAAG,IAAI,OAAO,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;QAE7C;;WAEG;QACI,mBAAc,GAAG,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;IApB9C,CAAC;IA4Be,IAAI,CAAC,iBAAiB,GAAG,KAAK;QAC1C,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE9B,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC;QAEzC,MAAM,CAAC,QAAQ,CAAC,sBAAsB,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC/D,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAClD,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACpD,MAAM,CAAC,QAAQ,CAAC,iBAAiB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QACzD,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;QAClE,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;IACrF,CAAC;;AA1ED;;GAEG;AACoB,8CAAW,GAAG,qBAAqB,AAAxB,CAAyB;AAE3D;;GAEG;AACoB,2CAAQ,GAAG,CAAC,sBAAsB,EAAE,cAAc,EAAE,eAAe,EAAE,WAAW,EAAE,iBAAiB,EAAE,gBAAgB,CAAC,AAA9G,CAA+G","sourcesContent":["import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer.pure\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Vector2 } from \"../Maths/math.vector.pure\";\r\n\r\n/**\r\n * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen\r\n */\r\nexport class ThinChromaticAberrationPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"chromaticAberration\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/chromaticAberration.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/chromaticAberration.fragment\"));\r\n }\r\n }\r\n\r\n /**\r\n * Constructs a new chromatic aberration post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinChromaticAberrationPostProcess.FragmentUrl,\r\n uniforms: ThinChromaticAberrationPostProcess.Uniforms,\r\n });\r\n }\r\n\r\n /**\r\n * The amount of separation of rgb channels (default: 30)\r\n */\r\n public aberrationAmount = 30;\r\n\r\n /**\r\n * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)\r\n */\r\n public radialIntensity = 0;\r\n\r\n /**\r\n * The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))\r\n */\r\n public direction = new Vector2(0.707, 0.707);\r\n\r\n /**\r\n * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5))\r\n */\r\n public centerPosition = new Vector2(0.5, 0.5);\r\n\r\n /** The width of the source texture to which the effect is applied */\r\n public screenWidth: number;\r\n\r\n /** The height of the source texture to which the effect is applied */\r\n public screenHeight: number;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"chromatic_aberration\", this.aberrationAmount);\r\n effect.setFloat(\"screen_width\", this.screenWidth);\r\n effect.setFloat(\"screen_height\", this.screenHeight);\r\n effect.setFloat(\"radialIntensity\", this.radialIntensity);\r\n effect.setFloat2(\"direction\", this.direction.x, this.direction.y);\r\n effect.setFloat2(\"centerPosition\", this.centerPosition.x, this.centerPosition.y);\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions } from "../index.js";
2
- import { EffectWrapper } from "../Materials/effectRenderer.js";
2
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
3
3
  import { type Camera } from "../Cameras/camera.js";
4
4
  /**
5
5
  * Options used to create a ThinCircleOfConfusionPostProcess.
@@ -1,4 +1,4 @@
1
- import { EffectWrapper } from "../Materials/effectRenderer.js";
1
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
2
2
  import { EngineStore } from "../Engines/engineStore.js";
3
3
  /**
4
4
  * Post process used to calculate the circle of confusion (used for depth of field, for example)
@@ -1 +1 @@
1
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If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: ThinCircleOfConfusionPostProcessOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinCircleOfConfusionPostProcess.FragmentUrl,\r\n uniforms: ThinCircleOfConfusionPostProcess.Uniforms,\r\n samplers: ThinCircleOfConfusionPostProcess.Samplers,\r\n defines: options?.depthNotNormalized ? ThinCircleOfConfusionPostProcess.DefinesDepthNotNormalized : undefined,\r\n });\r\n }\r\n\r\n /**\r\n * The camera to use to calculate the circle of confusion\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n public lensSize = 50;\r\n\r\n /**\r\n * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n public fStop = 1.4;\r\n\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n public focusDistance = 2000;\r\n\r\n /**\r\n * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)\r\n */\r\n public focalLength = 50;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const options = this.options as ThinCircleOfConfusionPostProcessOptions;\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n if (!options.depthNotNormalized) {\r\n effect.setFloat2(\"cameraMinMaxZ\", this.camera.minZ, this.camera.maxZ - this.camera.minZ);\r\n }\r\n\r\n // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html\r\n const aperture = this.lensSize / this.fStop;\r\n const cocPrecalculation = (aperture * this.focalLength) / (this.focusDistance - this.focalLength); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]\r\n\r\n effect.setFloat(\"focusDistance\", this.focusDistance);\r\n effect.setFloat(\"cocPrecalculation\", cocPrecalculation);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"thinCircleOfConfusionPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinCircleOfConfusionPostProcess.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,kCAAkC,CAAC;AAEjE,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAarD;;GAEG;AACH,MAAM,OAAO,gCAAiC,SAAQ,aAAa;IAqB5C,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,2CAA2C,CAAC,CAAC,CAAC;QACnE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC;QAC/D,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAiD;QAChH,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,WAAW,CAAC,iBAAkB;YAChD,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,gCAAgC,CAAC,WAAW;YAC5D,QAAQ,EAAE,gCAAgC,CAAC,QAAQ;YACnD,QAAQ,EAAE,gCAAgC,CAAC,QAAQ;YACnD,OAAO,EAAE,OAAO,EAAE,kBAAkB,CAAC,CAAC,CAAC,gCAAgC,CAAC,yBAAyB,CAAC,CAAC,CAAC,SAAS;SAChH,CAAC,CAAC;QAQP;;WAEG;QACI,aAAQ,GAAG,EAAE,CAAC;QAErB;;WAEG;QACI,UAAK,GAAG,GAAG,CAAC;QAEnB;;WAEG;QACI,kBAAa,GAAG,IAAI,CAAC;QAE5B;;WAEG;QACI,gBAAW,GAAG,EAAE,CAAC;IAzBxB,CAAC;IA2Be,IAAI,CAAC,iBAAiB,GAAG,KAAK;QAC1C,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE9B,MAAM,OAAO,GAAG,IAAI,CAAC,OAAkD,CAAC;QAExE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC;QAEzC,IAAI,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC;YAC9B,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAC7F,CAAC;QAED,sGAAsG;QACtG,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC;QAC5C,MAAM,iBAAiB,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,uFAAuF;QAE1L,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACrD,MAAM,CAAC,QAAQ,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,CAAC;IAC5D,CAAC;;AA3FD;;GAEG;AACoB,4CAAW,GAAG,mBAAmB,AAAtB,CAAuB;AAEzD;;GAEG;AACoB,yCAAQ,GAAG,CAAC,eAAe,EAAE,eAAe,EAAE,mBAAmB,CAAC,AAA1D,CAA2D;AAE1F;;GAEG;AACoB,yCAAQ,GAAG,CAAC,cAAc,CAAC,AAAnB,CAAoB;AAEnD;;GAEG;AACoB,0DAAyB,GAAG,kCAAkC,AAArC,CAAsC","sourcesContent":["import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer.pure\";\r\nimport { type Camera } from \"core/Cameras/camera\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Options used to create a ThinCircleOfConfusionPostProcess.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface ThinCircleOfConfusionPostProcessOptions extends EffectWrapperCreationOptions {\r\n /**\r\n * If the (view) depth is normalized (0.0 to 1.0 from near to far) or not (0 to camera max distance)\r\n */\r\n depthNotNormalized?: boolean;\r\n}\r\n\r\n/**\r\n * Post process used to calculate the circle of confusion (used for depth of field, for example)\r\n */\r\nexport class ThinCircleOfConfusionPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"circleOfConfusion\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"cameraMinMaxZ\", \"focusDistance\", \"cocPrecalculation\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"depthSampler\"];\r\n\r\n /**\r\n * Defines if the depth is normalized or not\r\n */\r\n public static readonly DefinesDepthNotNormalized = \"#define COC_DEPTH_NOT_NORMALIZED\";\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/circleOfConfusion.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/circleOfConfusion.fragment\"));\r\n }\r\n }\r\n\r\n /**\r\n * Constructs a new circle of confusion post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: ThinCircleOfConfusionPostProcessOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinCircleOfConfusionPostProcess.FragmentUrl,\r\n uniforms: ThinCircleOfConfusionPostProcess.Uniforms,\r\n samplers: ThinCircleOfConfusionPostProcess.Samplers,\r\n defines: options?.depthNotNormalized ? ThinCircleOfConfusionPostProcess.DefinesDepthNotNormalized : undefined,\r\n });\r\n }\r\n\r\n /**\r\n * The camera to use to calculate the circle of confusion\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n public lensSize = 50;\r\n\r\n /**\r\n * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n public fStop = 1.4;\r\n\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n public focusDistance = 2000;\r\n\r\n /**\r\n * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)\r\n */\r\n public focalLength = 50;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const options = this.options as ThinCircleOfConfusionPostProcessOptions;\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n if (!options.depthNotNormalized) {\r\n effect.setFloat2(\"cameraMinMaxZ\", this.camera.minZ, this.camera.maxZ - this.camera.minZ);\r\n }\r\n\r\n // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html\r\n const aperture = this.lensSize / this.fStop;\r\n const cocPrecalculation = (aperture * this.focalLength) / (this.focusDistance - this.focalLength); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]\r\n\r\n effect.setFloat(\"focusDistance\", this.focusDistance);\r\n effect.setFloat(\"cocPrecalculation\", cocPrecalculation);\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { type EffectWrapperCreationOptions, type Nullable, type Scene } from "../index.js";
2
- import { EffectWrapper } from "../Materials/effectRenderer.js";
2
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
3
3
  /**
4
4
  * Post process used to apply color correction
5
5
  */
@@ -1,5 +1,5 @@
1
- import { EffectWrapper } from "../Materials/effectRenderer.js";
2
- import { Texture } from "../Materials/Textures/texture.js";
1
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
2
+ import { Texture } from "../Materials/Textures/texture.pure.js";
3
3
  /**
4
4
  * Post process used to apply color correction
5
5
  */
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"thinColorCorrectionPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinColorCorrectionPostProcess.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,kCAAkC,CAAC;AACjE,OAAO,EAAE,OAAO,EAAE,MAAM,oCAAoC,CAAC;AAE7D;;GAEG;AACH,MAAM,OAAO,8BAA+B,SAAQ,aAAa;IAa1C,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC;QACjE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,qCAAqC,CAAC,CAAC,CAAC;QAC7D,CAAC;IACL,CAAC;IAED;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,KAAsB,EAAE,aAAqB,EAAE,OAAsC;QAC3G,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,KAAK,EAAE,SAAS,EAAE;YAC1B,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,8BAA8B,CAAC,WAAW;YAC1D,QAAQ,EAAE,8BAA8B,CAAC,QAAQ;SACpD,CAAC,CAAC;QAEH,IAAI,CAAC,kBAAkB,GAAG,IAAI,OAAO,CAAC,aAAa,EAAE,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,OAAO,CAAC,sBAAsB,CAAC,CAAC;QACzG,IAAI,CAAC,kBAAkB,CAAC,yBAAyB,GAAG,CAAC,CAAC;QACtD,IAAI,CAAC,kBAAkB,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAC1D,IAAI,CAAC,kBAAkB,CAAC,KAAK,GAAG,OAAO,CAAC,iBAAiB,CAAC;QAE1D,IAAI,CAAC,aAAa,GAAG,aAAa,CAAC;IACvC,CAAC;IAOe,IAAI,CAAC,iBAAiB,GAAG,KAAK;QAC1C,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC9B,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;IAChF,CAAC;;AArDD;;GAEG;AACoB,0CAAW,GAAG,iBAAiB,CAAC;AAEvD;;GAEG;AACoB,uCAAQ,GAAG,CAAC,YAAY,CAAC,CAAC","sourcesContent":["import { type EffectWrapperCreationOptions, type Nullable, type Scene } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer.pure\";\r\nimport { Texture } from \"../Materials/Textures/texture.pure\";\r\n\r\n/**\r\n * Post process used to apply color correction\r\n */\r\nexport class ThinColorCorrectionPostProcess extends EffectWrapper {\r\n private _colorTableTexture: Texture;\r\n\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"colorCorrection\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Samplers = [\"colorTable\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/colorCorrection.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/colorCorrection.fragment\"));\r\n }\r\n }\r\n\r\n /**\r\n * Constructs a new black and white post process\r\n * @param name Name of the effect\r\n * @param scene The scene the effect belongs to\r\n * @param colorTableUrl URL of the color table texture\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, scene: Nullable<Scene>, colorTableUrl: string, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: scene?.getEngine(),\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinColorCorrectionPostProcess.FragmentUrl,\r\n samplers: ThinColorCorrectionPostProcess.Samplers,\r\n });\r\n\r\n this._colorTableTexture = new Texture(colorTableUrl, scene, true, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._colorTableTexture.anisotropicFilteringLevel = 1;\r\n this._colorTableTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._colorTableTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n this.colorTableUrl = colorTableUrl;\r\n }\r\n\r\n /**\r\n * Gets the color table url used to create the LUT texture\r\n */\r\n public readonly colorTableUrl: string;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n this._drawWrapper.effect!.setTexture(\"colorTable\", this._colorTableTexture);\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { type Nullable, type AbstractEngine, type EffectWrapperCreationOptions } from "../index.js";
2
- import { EffectWrapper } from "../Materials/effectRenderer.js";
2
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
3
3
  /**
4
4
  * Post process used to apply a convolution effect
5
5
  */
@@ -1,4 +1,4 @@
1
- import { EffectWrapper } from "../Materials/effectRenderer.js";
1
+ import { EffectWrapper } from "../Materials/effectRenderer.pure.js";
2
2
  import { EngineStore } from "../Engines/engineStore.js";
3
3
  /**
4
4
  * Post process used to apply a convolution effect
@@ -1 +1 @@
1
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If not provided, the last created engine will be used\r\n * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, kernel: number[], options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinConvolutionPostProcess.FragmentUrl,\r\n uniforms: ThinConvolutionPostProcess.Uniforms,\r\n });\r\n\r\n this.kernel = kernel;\r\n }\r\n\r\n /** Array of 9 values corresponding to the 3x3 kernel to be applied */\r\n public kernel: number[];\r\n\r\n /**\r\n * The width of the source texture\r\n */\r\n public textureWidth: number = 0;\r\n\r\n /**\r\n * The height of the source texture\r\n */\r\n public textureHeight: number = 0;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\r\n effect.setArray(\"kernel\", this.kernel);\r\n }\r\n}\r\n"]}
1
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If not provided, the last created engine will be used\r\n * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, kernel: number[], options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || EngineStore.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinConvolutionPostProcess.FragmentUrl,\r\n uniforms: ThinConvolutionPostProcess.Uniforms,\r\n });\r\n\r\n this.kernel = kernel;\r\n }\r\n\r\n /** Array of 9 values corresponding to the 3x3 kernel to be applied */\r\n public kernel: number[];\r\n\r\n /**\r\n * The width of the source texture\r\n */\r\n public textureWidth: number = 0;\r\n\r\n /**\r\n * The height of the source texture\r\n */\r\n public textureHeight: number = 0;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat2(\"screenSize\", this.textureWidth, this.textureHeight);\r\n effect.setArray(\"kernel\", this.kernel);\r\n }\r\n}\r\n"]}