@onerjs/core 8.53.4 → 8.53.6

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 (841) hide show
  1. package/Animations/animationGroup.d.ts +0 -1
  2. package/Animations/animationGroup.js +0 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Animations/animationGroup.pure.js +2 -0
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/runtimeAnimation.js +11 -0
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/Audio/audioSceneComponent.pure.js +1 -1
  9. package/AudioV2/abstractAudio/abstractSound.d.ts +2 -1
  10. package/AudioV2/abstractAudio/abstractSound.js +7 -2
  11. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/abstractSoundInstance.d.ts +3 -1
  13. package/AudioV2/abstractAudio/abstractSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/staticSound.d.ts +6 -0
  15. package/AudioV2/abstractAudio/staticSound.js +17 -1
  16. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  17. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +4 -2
  18. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  19. package/AudioV2/abstractAudio/streamingSound.d.ts +6 -0
  20. package/AudioV2/abstractAudio/streamingSound.js +9 -1
  21. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  22. package/AudioV2/webAudio/webAudioStaticSound.d.ts +7 -1
  23. package/AudioV2/webAudio/webAudioStaticSound.js +56 -8
  24. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  25. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -1
  26. package/AudioV2/webAudio/webAudioStreamingSound.js +16 -4
  27. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  28. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +2 -2
  29. package/BakedVertexAnimation/bakedVertexAnimationManager.js +151 -121
  30. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  31. package/Behaviors/Cameras/interpolatingBehavior.d.ts +17 -2
  32. package/Behaviors/Cameras/interpolatingBehavior.js +53 -23
  33. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  34. package/Bones/bone.pure.js +3 -3
  35. package/Buffers/buffer.pure.js +0 -12
  36. package/Buffers/buffer.pure.js.map +1 -1
  37. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +141 -126
  38. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  39. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +2 -1
  40. package/Cameras/Inputs/BaseCameraPointersInput.js +290 -277
  41. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  42. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +115 -102
  43. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  44. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +3 -0
  45. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +334 -273
  46. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  47. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +273 -258
  48. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  49. package/Cameras/Inputs/arcRotateCameraPointersInput.js +237 -213
  50. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  51. package/Cameras/Inputs/flyCameraKeyboardInput.js +199 -168
  52. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  53. package/Cameras/Inputs/flyCameraMouseInput.js +243 -229
  54. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  55. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +311 -266
  56. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  57. package/Cameras/Inputs/followCameraMouseWheelInput.js +139 -119
  58. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  59. package/Cameras/Inputs/followCameraPointersInput.js +239 -203
  60. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  61. package/Cameras/Inputs/freeCameraGamepadInput.js +127 -114
  62. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  63. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +278 -244
  64. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  65. package/Cameras/Inputs/freeCameraMouseInput.js +216 -202
  66. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  67. package/Cameras/Inputs/freeCameraMouseWheelInput.js +368 -353
  68. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  69. package/Cameras/Inputs/freeCameraTouchInput.js +185 -172
  70. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  71. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +2 -0
  72. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +291 -246
  73. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  74. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +11 -1
  75. package/Cameras/Inputs/geospatialCameraPointersInput.js +18 -2
  76. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  77. package/Cameras/Inputs/orbitCameraPointersInput.js +112 -96
  78. package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -1
  79. package/Cameras/VR/vrExperienceHelper.d.ts +0 -2
  80. package/Cameras/VR/vrExperienceHelper.js +0 -2
  81. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  82. package/Cameras/VR/vrExperienceHelper.pure.js +5 -0
  83. package/Cameras/VR/vrExperienceHelper.pure.js.map +1 -1
  84. package/Cameras/arcRotateCamera.pure.js +1559 -1479
  85. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  86. package/Cameras/camera.pure.js +1225 -1178
  87. package/Cameras/camera.pure.js.map +1 -1
  88. package/Cameras/flyCamera.pure.js +369 -351
  89. package/Cameras/flyCamera.pure.js.map +1 -1
  90. package/Cameras/followCamera.pure.js +229 -192
  91. package/Cameras/followCamera.pure.js.map +1 -1
  92. package/Cameras/freeCamera.pure.js +373 -351
  93. package/Cameras/freeCamera.pure.js.map +1 -1
  94. package/Cameras/geospatialCamera.pure.d.ts +30 -7
  95. package/Cameras/geospatialCamera.pure.js +502 -457
  96. package/Cameras/geospatialCamera.pure.js.map +1 -1
  97. package/Cameras/geospatialCameraMovement.js +2 -2
  98. package/Cameras/geospatialCameraMovement.js.map +1 -1
  99. package/Cameras/targetCamera.pure.d.ts +7 -0
  100. package/Cameras/targetCamera.pure.js +550 -509
  101. package/Cameras/targetCamera.pure.js.map +1 -1
  102. package/Cameras/universalCamera.pure.js +98 -85
  103. package/Cameras/universalCamera.pure.js.map +1 -1
  104. package/Collisions/gpuPicker.d.ts +111 -4
  105. package/Collisions/gpuPicker.js +696 -119
  106. package/Collisions/gpuPicker.js.map +1 -1
  107. package/Compute/computeShader.pure.js +372 -355
  108. package/Compute/computeShader.pure.js.map +1 -1
  109. package/Culling/Helper/transformFeedbackBoundingHelper.pure.js +2 -2
  110. package/Decorators/nodeDecorator.d.ts +11 -1
  111. package/Decorators/nodeDecorator.js +43 -6
  112. package/Decorators/nodeDecorator.js.map +1 -1
  113. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js +8 -0
  114. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js.map +1 -1
  115. package/Engines/Native/nativeHelpers.js +15 -0
  116. package/Engines/Native/nativeHelpers.js.map +1 -1
  117. package/Engines/Native/nativeInterfaces.d.ts +7 -2
  118. package/Engines/Native/nativeInterfaces.js.map +1 -1
  119. package/Engines/Native/nativeRenderTargetWrapper.d.ts +5 -0
  120. package/Engines/Native/nativeRenderTargetWrapper.js +35 -1
  121. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  122. package/Engines/Processors/shaderProcessor.js +5 -3
  123. package/Engines/Processors/shaderProcessor.js.map +1 -1
  124. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js +16 -3
  125. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js.map +1 -1
  126. package/Engines/WebGPU/webgpuClearQuad.pure.js +7 -1
  127. package/Engines/WebGPU/webgpuClearQuad.pure.js.map +1 -1
  128. package/Engines/abstractEngine.functions.d.ts +8 -2
  129. package/Engines/abstractEngine.functions.js +12 -4
  130. package/Engines/abstractEngine.functions.js.map +1 -1
  131. package/Engines/abstractEngine.pure.d.ts +20 -1
  132. package/Engines/abstractEngine.pure.js +21 -134
  133. package/Engines/abstractEngine.pure.js.map +1 -1
  134. package/Engines/engine.d.ts +208 -0
  135. package/Engines/engine.pure.js +0 -15
  136. package/Engines/engine.pure.js.map +1 -1
  137. package/Engines/nullEngine.pure.d.ts +66 -0
  138. package/Engines/nullEngine.pure.js +97 -0
  139. package/Engines/nullEngine.pure.js.map +1 -1
  140. package/Engines/thinEngine.pure.d.ts +0 -13
  141. package/Engines/thinEngine.pure.js +4 -23
  142. package/Engines/thinEngine.pure.js.map +1 -1
  143. package/Engines/thinNativeEngine.d.ts +0 -1
  144. package/Engines/thinNativeEngine.js +0 -1
  145. package/Engines/thinNativeEngine.js.map +1 -1
  146. package/Engines/thinNativeEngine.pure.d.ts +27 -0
  147. package/Engines/thinNativeEngine.pure.js +383 -17
  148. package/Engines/thinNativeEngine.pure.js.map +1 -1
  149. package/Engines/webgpuEngine.d.ts +1 -0
  150. package/Engines/webgpuEngine.js +1 -0
  151. package/Engines/webgpuEngine.js.map +1 -1
  152. package/Engines/webgpuEngine.pure.d.ts +9 -0
  153. package/Engines/webgpuEngine.pure.js +7 -0
  154. package/Engines/webgpuEngine.pure.js.map +1 -1
  155. package/FlowGraph/flowGraph.js +9 -0
  156. package/FlowGraph/flowGraph.js.map +1 -1
  157. package/FlowGraph/flowGraphContext.js +597 -584
  158. package/FlowGraph/flowGraphContext.js.map +1 -1
  159. package/FlowGraph/flowGraphDataConnection.pure.d.ts +14 -0
  160. package/FlowGraph/flowGraphDataConnection.pure.js +38 -1
  161. package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
  162. package/FlowGraph/serialization.d.ts +11 -0
  163. package/FlowGraph/serialization.js +11 -1
  164. package/FlowGraph/serialization.js.map +1 -1
  165. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js +182 -170
  166. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js.map +1 -1
  167. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js +196 -184
  168. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js.map +1 -1
  169. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js +222 -210
  170. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js.map +1 -1
  171. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +123 -111
  172. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  173. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +158 -146
  174. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  175. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js +63 -51
  176. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js.map +1 -1
  177. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js +122 -110
  178. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js.map +1 -1
  179. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js +76 -64
  180. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js.map +1 -1
  181. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js +89 -77
  182. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js.map +1 -1
  183. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js +134 -122
  184. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js.map +1 -1
  185. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js +58 -46
  186. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js.map +1 -1
  187. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js +107 -95
  188. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js.map +1 -1
  189. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js +181 -169
  190. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js.map +1 -1
  191. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js +63 -51
  192. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js.map +1 -1
  193. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js +63 -51
  194. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js.map +1 -1
  195. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js +76 -64
  196. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js.map +1 -1
  197. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js +246 -234
  198. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js.map +1 -1
  199. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js +108 -96
  200. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js.map +1 -1
  201. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js +87 -75
  202. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js.map +1 -1
  203. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js +76 -64
  204. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js.map +1 -1
  205. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js +313 -301
  206. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js.map +1 -1
  207. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js +502 -490
  208. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js.map +1 -1
  209. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js +147 -135
  210. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js.map +1 -1
  211. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js +90 -78
  212. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js.map +1 -1
  213. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js +179 -167
  214. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js.map +1 -1
  215. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +462 -451
  216. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  217. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +265 -253
  218. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  219. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js +204 -192
  220. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js.map +1 -1
  221. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +611 -550
  222. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  223. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js +320 -308
  224. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js.map +1 -1
  225. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js +87 -75
  226. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js.map +1 -1
  227. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js +154 -142
  228. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js.map +1 -1
  229. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js +150 -138
  230. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js.map +1 -1
  231. package/FrameGraph/Node/Blocks/inputBlock.pure.js +270 -256
  232. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  233. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js +95 -83
  234. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js.map +1 -1
  235. package/FrameGraph/Node/nodeRenderGraph.js +715 -693
  236. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  237. package/FrameGraph/Node/nodeRenderGraphBlock.js +548 -533
  238. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  239. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +2 -2
  240. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +43 -51
  241. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  242. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +0 -1
  243. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +0 -1
  244. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -1
  245. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.d.ts +0 -1
  246. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +66 -35
  247. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  248. package/Helpers/environmentHelper.js +2 -2
  249. package/Helpers/environmentHelper.js.map +1 -1
  250. package/Layers/effectLayer.js +529 -519
  251. package/Layers/effectLayer.js.map +1 -1
  252. package/Layers/glowLayer.pure.js +428 -413
  253. package/Layers/glowLayer.pure.js.map +1 -1
  254. package/Layers/highlightLayer.pure.js +473 -458
  255. package/Layers/highlightLayer.pure.js.map +1 -1
  256. package/Layers/selectionOutlineLayer.pure.js +360 -345
  257. package/Layers/selectionOutlineLayer.pure.js.map +1 -1
  258. package/Lights/Clustered/clusteredLightContainer.pure.d.ts +1 -1
  259. package/Lights/Clustered/clusteredLightContainer.pure.js +583 -558
  260. package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
  261. package/Lights/Shadows/shadowGenerator.js +6 -1
  262. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  263. package/Lights/areaLight.pure.js +61 -39
  264. package/Lights/areaLight.pure.js.map +1 -1
  265. package/Lights/directionalLight.pure.js +308 -284
  266. package/Lights/directionalLight.pure.js.map +1 -1
  267. package/Lights/hemisphericLight.pure.js +123 -104
  268. package/Lights/hemisphericLight.pure.js.map +1 -1
  269. package/Lights/light.d.ts +5 -3
  270. package/Lights/light.js +869 -827
  271. package/Lights/light.js.map +1 -1
  272. package/Lights/pointLight.pure.js +185 -174
  273. package/Lights/pointLight.pure.js.map +1 -1
  274. package/Lights/rectAreaLight.pure.d.ts +17 -0
  275. package/Lights/rectAreaLight.pure.js +238 -159
  276. package/Lights/rectAreaLight.pure.js.map +1 -1
  277. package/Lights/shadowLight.js +280 -268
  278. package/Lights/shadowLight.js.map +1 -1
  279. package/Lights/spotLight.pure.js +460 -427
  280. package/Lights/spotLight.pure.js.map +1 -1
  281. package/Loading/Plugins/babylonFileLoader.pure.js +17 -5
  282. package/Loading/Plugins/babylonFileLoader.pure.js.map +1 -1
  283. package/Loading/sceneLoader.d.ts +5 -1
  284. package/Loading/sceneLoader.js +299 -402
  285. package/Loading/sceneLoader.js.map +1 -1
  286. package/Materials/Background/backgroundMaterial.pure.d.ts +18 -18
  287. package/Materials/Background/backgroundMaterial.pure.js +949 -794
  288. package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
  289. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
  290. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
  291. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  292. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
  293. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
  294. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  295. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.d.ts +2 -1
  296. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +169 -149
  297. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
  298. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js +1 -1
  299. package/Materials/Node/Blocks/Dual/lightBlock.pure.js +442 -429
  300. package/Materials/Node/Blocks/Dual/lightBlock.pure.js.map +1 -1
  301. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js +396 -383
  302. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js.map +1 -1
  303. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js +237 -220
  304. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js.map +1 -1
  305. package/Materials/Node/Blocks/Dual/textureBlock.pure.js +1 -1
  306. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js +150 -133
  307. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js.map +1 -1
  308. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +265 -250
  309. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  310. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js +159 -142
  311. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js.map +1 -1
  312. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +214 -201
  313. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
  314. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.pure.js +419 -400
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(default: 0)\r\n */\r\n @serialize()\r\n public get radialIntensity() {\r\n return this._effectWrapper.radialIntensity;\r\n }\r\n\r\n public set radialIntensity(value: number) {\r\n this._effectWrapper.radialIntensity = value;\r\n }\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 @serialize()\r\n public get direction() {\r\n return this._effectWrapper.direction;\r\n }\r\n\r\n public set direction(value: Vector2) {\r\n this._effectWrapper.direction = value;\r\n }\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 @serialize()\r\n public get centerPosition() {\r\n return this._effectWrapper.centerPosition;\r\n }\r\n\r\n public set centerPosition(value: Vector2) {\r\n this._effectWrapper.centerPosition = value;\r\n }\r\n\r\n /** The width of the screen to apply the effect on */\r\n @serialize()\r\n public get screenWidth() {\r\n return this._effectWrapper.screenWidth;\r\n }\r\n\r\n public set screenWidth(value: number) {\r\n this._effectWrapper.screenWidth = value;\r\n }\r\n\r\n /** The height of the screen to apply the effect on */\r\n @serialize()\r\n public get screenHeight() {\r\n return this._effectWrapper.screenHeight;\r\n }\r\n\r\n public set screenHeight(value: number) {\r\n this._effectWrapper.screenHeight = value;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ChromaticAberrationPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"ChromaticAberrationPostProcess\";\r\n }\r\n\r\n protected override _effectWrapper: ThinChromaticAberrationPostProcess;\r\n\r\n /**\r\n * Creates a new instance ChromaticAberrationPostProcess\r\n * @param name The name of the effect.\r\n * @param screenWidth The width of the screen to apply the effect on.\r\n * @param screenHeight The height of the screen to apply the effect on.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n screenWidth: number,\r\n screenHeight: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n blockCompilation = false\r\n ) {\r\n const localOptions = {\r\n uniforms: ThinChromaticAberrationPostProcess.Uniforms,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n textureType,\r\n blockCompilation,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n super(name, ThinChromaticAberrationPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinChromaticAberrationPostProcess(name, engine, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n\r\n this.screenWidth = screenWidth;\r\n this.screenHeight = screenHeight;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ChromaticAberrationPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ChromaticAberrationPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.screenWidth,\r\n parsedPostProcess.screenHeight,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for chromaticAberrationPostProcess.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterChromaticAberrationPostProcess(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.ChromaticAberrationPostProcess\", ChromaticAberrationPostProcess);\r\n}\r\n"]}
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(default: 0)\r\n */\r\n @serialize()\r\n public get radialIntensity() {\r\n return this._effectWrapper.radialIntensity;\r\n }\r\n\r\n public set radialIntensity(value: number) {\r\n this._effectWrapper.radialIntensity = value;\r\n }\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 @serialize()\r\n public get direction() {\r\n return this._effectWrapper.direction;\r\n }\r\n\r\n public set direction(value: Vector2) {\r\n this._effectWrapper.direction = value;\r\n }\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 @serialize()\r\n public get centerPosition() {\r\n return this._effectWrapper.centerPosition;\r\n }\r\n\r\n public set centerPosition(value: Vector2) {\r\n this._effectWrapper.centerPosition = value;\r\n }\r\n\r\n /** The width of the screen to apply the effect on */\r\n @serialize()\r\n public get screenWidth() {\r\n return this._effectWrapper.screenWidth;\r\n }\r\n\r\n public set screenWidth(value: number) {\r\n this._effectWrapper.screenWidth = value;\r\n }\r\n\r\n /** The height of the screen to apply the effect on */\r\n @serialize()\r\n public get screenHeight() {\r\n return this._effectWrapper.screenHeight;\r\n }\r\n\r\n public set screenHeight(value: number) {\r\n this._effectWrapper.screenHeight = value;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ChromaticAberrationPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"ChromaticAberrationPostProcess\";\r\n }\r\n\r\n declare protected _effectWrapper: ThinChromaticAberrationPostProcess;\r\n\r\n /**\r\n * Creates a new instance ChromaticAberrationPostProcess\r\n * @param name The name of the effect.\r\n * @param screenWidth The width of the screen to apply the effect on.\r\n * @param screenHeight The height of the screen to apply the effect on.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n screenWidth: number,\r\n screenHeight: number,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n blockCompilation = false\r\n ) {\r\n const localOptions = {\r\n uniforms: ThinChromaticAberrationPostProcess.Uniforms,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n textureType,\r\n blockCompilation,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n super(name, ThinChromaticAberrationPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinChromaticAberrationPostProcess(name, engine, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n\r\n this.screenWidth = screenWidth;\r\n this.screenHeight = screenHeight;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ChromaticAberrationPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ChromaticAberrationPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.screenWidth,\r\n parsedPostProcess.screenHeight,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for chromaticAberrationPostProcess.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterChromaticAberrationPostProcess(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.ChromaticAberrationPostProcess\", ChromaticAberrationPostProcess);\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  /** This file must only contain pure code and pure imports */
2
- import { __decorate } from "../tslib.es6.js";
2
+ import { __esDecorate, __runInitializers } from "../tslib.es6.js";
3
3
  import { PostProcess } from "./postProcess.pure.js";
4
4
  import { Logger } from "../Misc/logger.js";
5
5
 
@@ -9,110 +9,121 @@ import { RegisterClass } from "../Misc/typeStore.js";
9
9
  /**
10
10
  * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
11
11
  */
12
- export class CircleOfConfusionPostProcess extends PostProcess {
13
- /**
14
- * 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.
15
- */
16
- get lensSize() {
17
- return this._effectWrapper.lensSize;
18
- }
19
- set lensSize(value) {
20
- this._effectWrapper.lensSize = value;
21
- }
22
- /**
23
- * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
24
- */
25
- get fStop() {
26
- return this._effectWrapper.fStop;
27
- }
28
- set fStop(value) {
29
- this._effectWrapper.fStop = value;
30
- }
31
- /**
32
- * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
33
- */
34
- get focusDistance() {
35
- return this._effectWrapper.focusDistance;
36
- }
37
- set focusDistance(value) {
38
- this._effectWrapper.focusDistance = value;
39
- }
40
- /**
41
- * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
42
- */
43
- get focalLength() {
44
- return this._effectWrapper.focalLength;
45
- }
46
- set focalLength(value) {
47
- this._effectWrapper.focalLength = value;
48
- }
49
- /**
50
- * Gets a string identifying the name of the class
51
- * @returns "CircleOfConfusionPostProcess" string
52
- */
53
- getClassName() {
54
- return "CircleOfConfusionPostProcess";
55
- }
56
- /**
57
- * Creates a new instance CircleOfConfusionPostProcess
58
- * @param name The name of the effect.
59
- * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
60
- * @param options The required width/height ratio to downsize to before computing the render pass.
61
- * @param camera The camera to apply the render pass to.
62
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
63
- * @param engine The engine which the post process will be applied. (default: current engine)
64
- * @param reusable If the post process can be reused on the same frame. (default: false)
65
- * @param textureType Type of textures used when performing the post process. (default: 0)
66
- * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
67
- */
68
- constructor(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType = 0, blockCompilation = false) {
69
- const localOptions = {
70
- uniforms: ThinCircleOfConfusionPostProcess.Uniforms,
71
- samplers: ThinCircleOfConfusionPostProcess.Samplers,
72
- defines: typeof options === "object" && options.depthNotNormalized ? ThinCircleOfConfusionPostProcess.DefinesDepthNotNormalized : undefined,
73
- size: typeof options === "number" ? options : undefined,
74
- camera,
75
- samplingMode,
76
- engine,
77
- reusable,
78
- textureType,
79
- blockCompilation,
80
- ...options,
81
- };
82
- super(name, ThinCircleOfConfusionPostProcess.FragmentUrl, {
83
- effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinCircleOfConfusionPostProcess(name, engine, localOptions) : undefined,
84
- ...localOptions,
85
- });
86
- this._depthTexture = null;
87
- this._depthTexture = depthTexture;
88
- this.onApplyObservable.add((effect) => {
89
- if (!this._depthTexture) {
90
- Logger.Warn("No depth texture set on CircleOfConfusionPostProcess");
91
- return;
12
+ let CircleOfConfusionPostProcess = (() => {
13
+ var _a;
14
+ let _classSuper = PostProcess;
15
+ let _instanceExtraInitializers = [];
16
+ let _get_lensSize_decorators;
17
+ let _get_fStop_decorators;
18
+ let _get_focusDistance_decorators;
19
+ let _get_focalLength_decorators;
20
+ return _a = class CircleOfConfusionPostProcess extends _classSuper {
21
+ /**
22
+ * 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.
23
+ */
24
+ get lensSize() {
25
+ return this._effectWrapper.lensSize;
92
26
  }
93
- effect.setTexture("depthSampler", this._depthTexture);
94
- this._effectWrapper.camera = this._depthTexture.activeCamera;
95
- });
96
- }
97
- /**
98
- * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
99
- */
100
- set depthTexture(value) {
101
- this._depthTexture = value;
102
- }
103
- }
104
- __decorate([
105
- serialize()
106
- ], CircleOfConfusionPostProcess.prototype, "lensSize", null);
107
- __decorate([
108
- serialize()
109
- ], CircleOfConfusionPostProcess.prototype, "fStop", null);
110
- __decorate([
111
- serialize()
112
- ], CircleOfConfusionPostProcess.prototype, "focusDistance", null);
113
- __decorate([
114
- serialize()
115
- ], CircleOfConfusionPostProcess.prototype, "focalLength", null);
27
+ set lensSize(value) {
28
+ this._effectWrapper.lensSize = value;
29
+ }
30
+ /**
31
+ * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
32
+ */
33
+ get fStop() {
34
+ return this._effectWrapper.fStop;
35
+ }
36
+ set fStop(value) {
37
+ this._effectWrapper.fStop = value;
38
+ }
39
+ /**
40
+ * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
41
+ */
42
+ get focusDistance() {
43
+ return this._effectWrapper.focusDistance;
44
+ }
45
+ set focusDistance(value) {
46
+ this._effectWrapper.focusDistance = value;
47
+ }
48
+ /**
49
+ * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
50
+ */
51
+ get focalLength() {
52
+ return this._effectWrapper.focalLength;
53
+ }
54
+ set focalLength(value) {
55
+ this._effectWrapper.focalLength = value;
56
+ }
57
+ /**
58
+ * Gets a string identifying the name of the class
59
+ * @returns "CircleOfConfusionPostProcess" string
60
+ */
61
+ getClassName() {
62
+ return "CircleOfConfusionPostProcess";
63
+ }
64
+ /**
65
+ * Creates a new instance CircleOfConfusionPostProcess
66
+ * @param name The name of the effect.
67
+ * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
68
+ * @param options The required width/height ratio to downsize to before computing the render pass.
69
+ * @param camera The camera to apply the render pass to.
70
+ * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
71
+ * @param engine The engine which the post process will be applied. (default: current engine)
72
+ * @param reusable If the post process can be reused on the same frame. (default: false)
73
+ * @param textureType Type of textures used when performing the post process. (default: 0)
74
+ * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
75
+ */
76
+ constructor(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType = 0, blockCompilation = false) {
77
+ const localOptions = {
78
+ uniforms: ThinCircleOfConfusionPostProcess.Uniforms,
79
+ samplers: ThinCircleOfConfusionPostProcess.Samplers,
80
+ defines: typeof options === "object" && options.depthNotNormalized ? ThinCircleOfConfusionPostProcess.DefinesDepthNotNormalized : undefined,
81
+ size: typeof options === "number" ? options : undefined,
82
+ camera,
83
+ samplingMode,
84
+ engine,
85
+ reusable,
86
+ textureType,
87
+ blockCompilation,
88
+ ...options,
89
+ };
90
+ super(name, ThinCircleOfConfusionPostProcess.FragmentUrl, {
91
+ effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinCircleOfConfusionPostProcess(name, engine, localOptions) : undefined,
92
+ ...localOptions,
93
+ });
94
+ this._depthTexture = (__runInitializers(this, _instanceExtraInitializers), null);
95
+ this._depthTexture = depthTexture;
96
+ this.onApplyObservable.add((effect) => {
97
+ if (!this._depthTexture) {
98
+ Logger.Warn("No depth texture set on CircleOfConfusionPostProcess");
99
+ return;
100
+ }
101
+ effect.setTexture("depthSampler", this._depthTexture);
102
+ this._effectWrapper.camera = this._depthTexture.activeCamera;
103
+ });
104
+ }
105
+ /**
106
+ * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
107
+ */
108
+ set depthTexture(value) {
109
+ this._depthTexture = value;
110
+ }
111
+ },
112
+ (() => {
113
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
114
+ _get_lensSize_decorators = [serialize()];
115
+ _get_fStop_decorators = [serialize()];
116
+ _get_focusDistance_decorators = [serialize()];
117
+ _get_focalLength_decorators = [serialize()];
118
+ __esDecorate(_a, null, _get_lensSize_decorators, { kind: "getter", name: "lensSize", static: false, private: false, access: { has: obj => "lensSize" in obj, get: obj => obj.lensSize }, metadata: _metadata }, null, _instanceExtraInitializers);
119
+ __esDecorate(_a, null, _get_fStop_decorators, { kind: "getter", name: "fStop", static: false, private: false, access: { has: obj => "fStop" in obj, get: obj => obj.fStop }, metadata: _metadata }, null, _instanceExtraInitializers);
120
+ __esDecorate(_a, null, _get_focusDistance_decorators, { kind: "getter", name: "focusDistance", static: false, private: false, access: { has: obj => "focusDistance" in obj, get: obj => obj.focusDistance }, metadata: _metadata }, null, _instanceExtraInitializers);
121
+ __esDecorate(_a, null, _get_focalLength_decorators, { kind: "getter", name: "focalLength", static: false, private: false, access: { has: obj => "focalLength" in obj, get: obj => obj.focalLength }, metadata: _metadata }, null, _instanceExtraInitializers);
122
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
123
+ })(),
124
+ _a;
125
+ })();
126
+ export { CircleOfConfusionPostProcess };
116
127
  let _Registered = false;
117
128
  /**
118
129
  * Register side effects for circleOfConfusionPostProcess.
@@ -1 +1 @@
1
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See https://en.wikipedia.org/wiki/Circle_of_confusion\r\n */\r\nexport class CircleOfConfusionPostProcess extends PostProcess {\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 @serialize()\r\n public get lensSize() {\r\n return this._effectWrapper.lensSize;\r\n }\r\n\r\n public set lensSize(value: number) {\r\n this._effectWrapper.lensSize = value;\r\n }\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 @serialize()\r\n public get fStop() {\r\n return this._effectWrapper.fStop;\r\n }\r\n\r\n public set fStop(value: number) {\r\n this._effectWrapper.fStop = value;\r\n }\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 @serialize()\r\n public get focusDistance() {\r\n return this._effectWrapper.focusDistance;\r\n }\r\n\r\n public set focusDistance(value: number) {\r\n this._effectWrapper.focusDistance = value;\r\n }\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 @serialize()\r\n public get focalLength() {\r\n return this._effectWrapper.focalLength;\r\n }\r\n\r\n public set focalLength(value: number) {\r\n this._effectWrapper.focalLength = value;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"CircleOfConfusionPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"CircleOfConfusionPostProcess\";\r\n }\r\n\r\n protected override _effectWrapper: ThinCircleOfConfusionPostProcess;\r\n private _depthTexture: Nullable<RenderTargetTexture> = null;\r\n\r\n /**\r\n * Creates a new instance CircleOfConfusionPostProcess\r\n * @param name The name of the effect.\r\n * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n depthTexture: Nullable<RenderTargetTexture>,\r\n options: number | CircleOfConfusionPostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n blockCompilation = false\r\n ) {\r\n const localOptions = {\r\n uniforms: ThinCircleOfConfusionPostProcess.Uniforms,\r\n samplers: ThinCircleOfConfusionPostProcess.Samplers,\r\n defines: typeof options === \"object\" && options.depthNotNormalized ? ThinCircleOfConfusionPostProcess.DefinesDepthNotNormalized : undefined,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n textureType,\r\n blockCompilation,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n super(name, ThinCircleOfConfusionPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinCircleOfConfusionPostProcess(name, engine, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n\r\n this._depthTexture = depthTexture;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (!this._depthTexture) {\r\n Logger.Warn(\"No depth texture set on CircleOfConfusionPostProcess\");\r\n return;\r\n }\r\n\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n\r\n this._effectWrapper.camera = this._depthTexture.activeCamera!;\r\n });\r\n }\r\n\r\n /**\r\n * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.\r\n */\r\n public set depthTexture(value: RenderTargetTexture) {\r\n this._depthTexture = value;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for circleOfConfusionPostProcess.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterCircleOfConfusionPostProcess(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.CircleOfConfusionPostProcess\", CircleOfConfusionPostProcess);\r\n}\r\n"]}
1
+ {"version":3,"file":"circleOfConfusionPostProcess.pure.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/circleOfConfusionPostProcess.pure.ts"],"names":[],"mappings":"AAAA,6DAA6D;;AAG7D,OAAO,EAA2B,WAAW,EAAE,MAAM,oBAAoB,CAAC;AAI1E,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AACxC,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAEjD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAE/C,OAAO,EAAgD,gCAAgC,EAAE,MAAM,oCAAoC,CAAC;AACpI,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAIlD;;GAEG;IACU,4BAA4B;;sBAAS,WAAW;;;;;;sBAAhD,4BAA6B,SAAQ,WAAW;YACzD;;eAEG;YAEH,IAAW,QAAQ;gBACf,OAAO,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC;YACxC,CAAC;YAED,IAAW,QAAQ,CAAC,KAAa;gBAC7B,IAAI,CAAC,cAAc,CAAC,QAAQ,GAAG,KAAK,CAAC;YACzC,CAAC;YAED;;eAEG;YAEH,IAAW,KAAK;gBACZ,OAAO,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC;YACrC,CAAC;YAED,IAAW,KAAK,CAAC,KAAa;gBAC1B,IAAI,CAAC,cAAc,CAAC,KAAK,GAAG,KAAK,CAAC;YACtC,CAAC;YAED;;eAEG;YAEH,IAAW,aAAa;gBACpB,OAAO,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC;YAC7C,CAAC;YAED,IAAW,aAAa,CAAC,KAAa;gBAClC,IAAI,CAAC,cAAc,CAAC,aAAa,GAAG,KAAK,CAAC;YAC9C,CAAC;YAED;;eAEG;YAEH,IAAW,WAAW;gBAClB,OAAO,IAAI,CAAC,cAAc,CAAC,WAAW,CAAC;YAC3C,CAAC;YAED,IAAW,WAAW,CAAC,KAAa;gBAChC,IAAI,CAAC,cAAc,CAAC,WAAW,GAAG,KAAK,CAAC;YAC5C,CAAC;YAED;;;eAGG;YACa,YAAY;gBACxB,OAAO,8BAA8B,CAAC;YAC1C,CAAC;YAKD;;;;;;;;;;;eAWG;YACH,YACI,IAAY,EACZ,YAA2C,EAC3C,OAAqD,EACrD,MAAwB,EACxB,YAAqB,EACrB,MAAuB,EACvB,QAAkB,EAClB,WAAW,GAAG,SAAS,CAAC,yBAAyB,EACjD,gBAAgB,GAAG,KAAK;gBAExB,MAAM,YAAY,GAAG;oBACjB,QAAQ,EAAE,gCAAgC,CAAC,QAAQ;oBACnD,QAAQ,EAAE,gCAAgC,CAAC,QAAQ;oBACnD,OAAO,EAAE,OAAO,OAAO,KAAK,QAAQ,IAAI,OAAO,CAAC,kBAAkB,CAAC,CAAC,CAAC,gCAAgC,CAAC,yBAAyB,CAAC,CAAC,CAAC,SAAS;oBAC3I,IAAI,EAAE,OAAO,OAAO,KAAK,QAAQ,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS;oBACvD,MAAM;oBACN,YAAY;oBACZ,MAAM;oBACN,QAAQ;oBACR,WAAW;oBACX,gBAAgB;oBAChB,GAAI,OAA8B;iBACrC,CAAC;gBAEF,KAAK,CAAC,IAAI,EAAE,gCAAgC,CAAC,WAAW,EAAE;oBACtD,aAAa,EAAE,OAAO,OAAO,KAAK,QAAQ,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,IAAI,gCAAgC,CAAC,IAAI,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC,CAAC,SAAS;oBACnJ,GAAG,YAAY;iBAClB,CAAC,CAAC;gBA1CC,kBAAa,IA1DZ,mDAA4B,EA0DkB,IAAI,EAAC;gBA4CxD,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;gBAClC,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAc,EAAE,EAAE;oBAC1C,IAAI,CAAC,IAAI,CAAC,aAAa,EAAE,CAAC;wBACtB,MAAM,CAAC,IAAI,CAAC,sDAAsD,CAAC,CAAC;wBACpE,OAAO;oBACX,CAAC;oBAED,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;oBAEtD,IAAI,CAAC,cAAc,CAAC,MAAM,GAAG,IAAI,CAAC,aAAa,CAAC,YAAa,CAAC;gBAClE,CAAC,CAAC,CAAC;YACP,CAAC;YAED;;eAEG;YACH,IAAW,YAAY,CAAC,KAA0B;gBAC9C,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;YAC/B,CAAC;;;;wCApHA,SAAS,EAAE;qCAYX,SAAS,EAAE;6CAYX,SAAS,EAAE;2CAYX,SAAS,EAAE;YAnCZ,6KAAW,QAAQ,6DAElB;YAUD,oKAAW,KAAK,6DAEf;YAUD,4LAAW,aAAa,6DAEvB;YAUD,sLAAW,WAAW,6DAErB;;;;;SA3CQ,4BAA4B;AA2HzC,IAAI,WAAW,GAAG,KAAK,CAAC;AACxB;;;GAGG;AACH,MAAM,UAAU,oCAAoC;IAChD,IAAI,WAAW,EAAE,CAAC;QACd,OAAO;IACX,CAAC;IACD,WAAW,GAAG,IAAI,CAAC;IAEnB,aAAa,CAAC,sCAAsC,EAAE,4BAA4B,CAAC,CAAC;AACxF,CAAC","sourcesContent":["/** This file must only contain pure code and pure imports */\r\n\r\nimport { type Nullable } from \"../types\";\r\nimport { type PostProcessOptions, PostProcess } from \"./postProcess.pure\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture.pure\";\r\nimport { type Camera } from \"../Cameras/camera.pure\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { type AbstractEngine } from \"core/Engines/abstractEngine.pure\";\r\nimport { type ThinCircleOfConfusionPostProcessOptions, ThinCircleOfConfusionPostProcess } from \"./thinCircleOfConfusionPostProcess\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nexport type CircleOfConfusionPostProcessOptions = ThinCircleOfConfusionPostProcessOptions & PostProcessOptions;\r\n\r\n/**\r\n * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion\r\n */\r\nexport class CircleOfConfusionPostProcess extends PostProcess {\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 @serialize()\r\n public get lensSize() {\r\n return this._effectWrapper.lensSize;\r\n }\r\n\r\n public set lensSize(value: number) {\r\n this._effectWrapper.lensSize = value;\r\n }\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 @serialize()\r\n public get fStop() {\r\n return this._effectWrapper.fStop;\r\n }\r\n\r\n public set fStop(value: number) {\r\n this._effectWrapper.fStop = value;\r\n }\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 @serialize()\r\n public get focusDistance() {\r\n return this._effectWrapper.focusDistance;\r\n }\r\n\r\n public set focusDistance(value: number) {\r\n this._effectWrapper.focusDistance = value;\r\n }\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 @serialize()\r\n public get focalLength() {\r\n return this._effectWrapper.focalLength;\r\n }\r\n\r\n public set focalLength(value: number) {\r\n this._effectWrapper.focalLength = value;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"CircleOfConfusionPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"CircleOfConfusionPostProcess\";\r\n }\r\n\r\n declare protected _effectWrapper: ThinCircleOfConfusionPostProcess;\r\n private _depthTexture: Nullable<RenderTargetTexture> = null;\r\n\r\n /**\r\n * Creates a new instance CircleOfConfusionPostProcess\r\n * @param name The name of the effect.\r\n * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n depthTexture: Nullable<RenderTargetTexture>,\r\n options: number | CircleOfConfusionPostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n blockCompilation = false\r\n ) {\r\n const localOptions = {\r\n uniforms: ThinCircleOfConfusionPostProcess.Uniforms,\r\n samplers: ThinCircleOfConfusionPostProcess.Samplers,\r\n defines: typeof options === \"object\" && options.depthNotNormalized ? ThinCircleOfConfusionPostProcess.DefinesDepthNotNormalized : undefined,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n textureType,\r\n blockCompilation,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n super(name, ThinCircleOfConfusionPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinCircleOfConfusionPostProcess(name, engine, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n\r\n this._depthTexture = depthTexture;\r\n this.onApplyObservable.add((effect: Effect) => {\r\n if (!this._depthTexture) {\r\n Logger.Warn(\"No depth texture set on CircleOfConfusionPostProcess\");\r\n return;\r\n }\r\n\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n\r\n this._effectWrapper.camera = this._depthTexture.activeCamera!;\r\n });\r\n }\r\n\r\n /**\r\n * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.\r\n */\r\n public set depthTexture(value: RenderTargetTexture) {\r\n this._depthTexture = value;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for circleOfConfusionPostProcess.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterCircleOfConfusionPostProcess(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.CircleOfConfusionPostProcess\", CircleOfConfusionPostProcess);\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  /** This file must only contain pure code and pure imports */
2
- import { __decorate } from "../tslib.es6.js";
2
+ import { __esDecorate, __runInitializers } from "../tslib.es6.js";
3
3
  import { PostProcess } from "./postProcess.pure.js";
4
4
  import { serialize } from "../Misc/decorators.js";
5
5
  import { SerializationHelper } from "../Misc/decorators.serialization.js";
@@ -20,48 +20,60 @@ import { RegisterClass } from "../Misc/typeStore.js";
20
20
  * @see http://udn.epicgames.com/Three/ColorGrading.html
21
21
  *
22
22
  */
23
- export class ColorCorrectionPostProcess extends PostProcess {
24
- /**
25
- * Gets the color table url used to create the LUT texture
26
- */
27
- get colorTableUrl() {
28
- return this._effectWrapper.colorTableUrl;
29
- }
30
- /**
31
- * Gets a string identifying the name of the class
32
- * @returns "ColorCorrectionPostProcess" string
33
- */
34
- getClassName() {
35
- return "ColorCorrectionPostProcess";
36
- }
37
- constructor(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
38
- const localOptions = {
39
- samplers: ThinColorCorrectionPostProcess.Samplers,
40
- size: typeof options === "number" ? options : undefined,
41
- camera,
42
- samplingMode,
43
- engine,
44
- reusable,
45
- ...options,
46
- };
47
- const scene = camera?.getScene() || null;
48
- super(name, ThinColorCorrectionPostProcess.FragmentUrl, {
49
- effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinColorCorrectionPostProcess(name, scene, colorTableUrl, localOptions) : undefined,
50
- ...localOptions,
51
- });
52
- }
53
- /**
54
- * @internal
55
- */
56
- static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
57
- return SerializationHelper.Parse(() => {
58
- return new ColorCorrectionPostProcess(parsedPostProcess.name, parsedPostProcess.colorTableUrl, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable);
59
- }, parsedPostProcess, scene, rootUrl);
60
- }
61
- }
62
- __decorate([
63
- serialize()
64
- ], ColorCorrectionPostProcess.prototype, "colorTableUrl", null);
23
+ let ColorCorrectionPostProcess = (() => {
24
+ var _a;
25
+ let _classSuper = PostProcess;
26
+ let _instanceExtraInitializers = [];
27
+ let _get_colorTableUrl_decorators;
28
+ return _a = class ColorCorrectionPostProcess extends _classSuper {
29
+ /**
30
+ * Gets the color table url used to create the LUT texture
31
+ */
32
+ get colorTableUrl() {
33
+ return this._effectWrapper.colorTableUrl;
34
+ }
35
+ /**
36
+ * Gets a string identifying the name of the class
37
+ * @returns "ColorCorrectionPostProcess" string
38
+ */
39
+ getClassName() {
40
+ return "ColorCorrectionPostProcess";
41
+ }
42
+ constructor(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
43
+ const localOptions = {
44
+ samplers: ThinColorCorrectionPostProcess.Samplers,
45
+ size: typeof options === "number" ? options : undefined,
46
+ camera,
47
+ samplingMode,
48
+ engine,
49
+ reusable,
50
+ ...options,
51
+ };
52
+ const scene = camera?.getScene() || null;
53
+ super(name, ThinColorCorrectionPostProcess.FragmentUrl, {
54
+ effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinColorCorrectionPostProcess(name, scene, colorTableUrl, localOptions) : undefined,
55
+ ...localOptions,
56
+ });
57
+ __runInitializers(this, _instanceExtraInitializers);
58
+ }
59
+ /**
60
+ * @internal
61
+ */
62
+ static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
63
+ return SerializationHelper.Parse(() => {
64
+ return new _a(parsedPostProcess.name, parsedPostProcess.colorTableUrl, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable);
65
+ }, parsedPostProcess, scene, rootUrl);
66
+ }
67
+ },
68
+ (() => {
69
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
70
+ _get_colorTableUrl_decorators = [serialize()];
71
+ __esDecorate(_a, null, _get_colorTableUrl_decorators, { kind: "getter", name: "colorTableUrl", static: false, private: false, access: { has: obj => "colorTableUrl" in obj, get: obj => obj.colorTableUrl }, metadata: _metadata }, null, _instanceExtraInitializers);
72
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
73
+ })(),
74
+ _a;
75
+ })();
76
+ export { ColorCorrectionPostProcess };
65
77
  let _Registered = false;
66
78
  /**
67
79
  * Register side effects for colorCorrectionPostProcess.
@@ -1 +1 @@
1
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This effect is also called Color Grading.\r\n *\r\n * The object needs to be provided an url to a texture containing the color\r\n * look-up table: the texture must be 256 pixels wide and 16 pixels high.\r\n * Use an image editing software to tweak the LUT to match your needs.\r\n *\r\n * For an example of a color LUT, see here:\r\n * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png\r\n * For explanations on color grading, see here:\r\n * @see http://udn.epicgames.com/Three/ColorGrading.html\r\n *\r\n */\r\nexport class ColorCorrectionPostProcess extends PostProcess {\r\n /**\r\n * Gets the color table url used to create the LUT texture\r\n */\r\n @serialize()\r\n public get colorTableUrl() {\r\n return this._effectWrapper.colorTableUrl;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ColorCorrectionPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"ColorCorrectionPostProcess\";\r\n }\r\n\r\n protected override _effectWrapper: ThinColorCorrectionPostProcess;\r\n\r\n constructor(\r\n name: string,\r\n colorTableUrl: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean\r\n ) {\r\n const localOptions = {\r\n samplers: ThinColorCorrectionPostProcess.Samplers,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n const scene = camera?.getScene() || null;\r\n\r\n super(name, ThinColorCorrectionPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinColorCorrectionPostProcess(name, scene, colorTableUrl, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ColorCorrectionPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ColorCorrectionPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.colorTableUrl,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for colorCorrectionPostProcess.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterColorCorrectionPostProcess(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.ColorCorrectionPostProcess\", ColorCorrectionPostProcess);\r\n}\r\n"]}
1
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This effect is also called Color Grading.\r\n *\r\n * The object needs to be provided an url to a texture containing the color\r\n * look-up table: the texture must be 256 pixels wide and 16 pixels high.\r\n * Use an image editing software to tweak the LUT to match your needs.\r\n *\r\n * For an example of a color LUT, see here:\r\n * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png\r\n * For explanations on color grading, see here:\r\n * @see http://udn.epicgames.com/Three/ColorGrading.html\r\n *\r\n */\r\nexport class ColorCorrectionPostProcess extends PostProcess {\r\n /**\r\n * Gets the color table url used to create the LUT texture\r\n */\r\n @serialize()\r\n public get colorTableUrl() {\r\n return this._effectWrapper.colorTableUrl;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ColorCorrectionPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"ColorCorrectionPostProcess\";\r\n }\r\n\r\n declare protected _effectWrapper: ThinColorCorrectionPostProcess;\r\n\r\n constructor(\r\n name: string,\r\n colorTableUrl: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean\r\n ) {\r\n const localOptions = {\r\n samplers: ThinColorCorrectionPostProcess.Samplers,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n const scene = camera?.getScene() || null;\r\n\r\n super(name, ThinColorCorrectionPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinColorCorrectionPostProcess(name, scene, colorTableUrl, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<ColorCorrectionPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ColorCorrectionPostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.colorTableUrl,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for colorCorrectionPostProcess.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterColorCorrectionPostProcess(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.ColorCorrectionPostProcess\", ColorCorrectionPostProcess);\r\n}\r\n"]}