@onerjs/core 8.53.5 → 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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This file must only contain pure code and pure imports */\n\nimport { serialize } from \"../../../Misc/decorators\";\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\nimport { type Camera } from \"../../../Cameras/camera.pure\";\nimport { type Effect } from \"../../../Materials/effect.pure\";\nimport { PostProcess } from \"../../postProcess.pure\";\nimport { PostProcessRenderPipeline } from \"../postProcessRenderPipeline\";\nimport { PostProcessRenderEffect } from \"../postProcessRenderEffect\";\nimport { type Scene } from \"../../../scene.pure\";\nimport { Constants } from \"../../../Engines/constants\";\nimport { type Nullable } from \"../../../types\";\nimport { PassPostProcess } from \"core/PostProcesses/passPostProcess.pure\";\nimport { type RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\nimport { ThinTAAPostProcess } from \"core/PostProcesses/thinTAAPostProcess\";\nimport { type PrePassEffectConfiguration } from \"core/Rendering/prePassEffectConfiguration\";\nimport { Logger } from \"core/Misc/logger\";\nimport { RegisterClass } from \"../../../Misc/typeStore\";\nimport { RegisterPrePassRendererSceneComponent } from \"../../../Rendering/prePassRendererSceneComponent.pure\";\nimport { PrePassRenderer } from \"../../../Rendering/prePassRenderer.pure\";\n\n/* eslint-disable @typescript-eslint/naming-convention */\n\nclass TAAEffectConfiguration implements PrePassEffectConfiguration {\n public name = \"taa\";\n public enabled = true;\n public readonly texturesRequired = [Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE];\n}\n\n/**\n * Simple implementation of Temporal Anti-Aliasing (TAA).\n * This can be used to improve image quality for still pictures (screenshots for e.g.).\n * Note that TAA post-process must be the first in the camera, so TAARenderingPipeline must be created before any other pipeline/post-processing.\n */\nexport class TAARenderingPipeline extends PostProcessRenderPipeline {\n /**\n * The TAA PostProcess effect id in the pipeline\n */\n public TAARenderEffect: string = \"TAARenderEffect\";\n /**\n * The pass PostProcess effect id in the pipeline\n */\n public TAAPassEffect: string = \"TAAPassEffect\";\n\n /**\n * Number of accumulated samples (default: 16)\n */\n @serialize(\"samples\")\n public set samples(samples: number) {\n this._taaThinPostProcess.samples = samples;\n }\n\n public get samples(): number {\n return this._taaThinPostProcess.samples;\n }\n\n @serialize(\"msaaSamples\")\n private _msaaSamples = 1;\n /**\n * MSAA samples (default: 1)\n */\n public set msaaSamples(samples: number) {\n if (this._msaaSamples === samples) {\n return;\n }\n\n this._msaaSamples = samples;\n if (this._taaPostProcess) {\n this._taaPostProcess.samples = samples;\n }\n }\n\n public get msaaSamples(): number {\n return this._msaaSamples;\n }\n\n /**\n * The factor used to blend the history frame with current frame (default: 0.05)\n */\n @serialize()\n public get factor() {\n return this._taaThinPostProcess.factor;\n }\n\n public set factor(value: number) {\n this._taaThinPostProcess.factor = value;\n }\n\n /**\n * Disable TAA on camera move (default: true).\n * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)\n */\n @serialize()\n public get disableOnCameraMove() {\n return this._taaThinPostProcess.disableOnCameraMove;\n }\n\n public set disableOnCameraMove(value: boolean) {\n this._taaThinPostProcess.disableOnCameraMove = value;\n }\n\n /**\n * Enables reprojecting the history texture with a per-pixel velocity.\n */\n @serialize()\n public get reprojectHistory(): boolean {\n return this._taaThinPostProcess.reprojectHistory;\n }\n\n public set reprojectHistory(reproject: boolean) {\n if (this.reprojectHistory === reproject) {\n return;\n }\n this._updateReprojection(reproject);\n }\n\n /**\n * Clamps the history pixel to the min and max of the 3x3 pixels surrounding the target pixel.\n * This can help further reduce ghosting and artifacts.\n */\n @serialize()\n public get clampHistory(): boolean {\n return this._taaThinPostProcess.clampHistory;\n }\n\n public set clampHistory(history: boolean) {\n this._taaThinPostProcess.clampHistory = history;\n }\n\n @serialize(\"isEnabled\")\n private _isEnabled = true;\n /**\n * Gets or sets a boolean indicating if the render pipeline is enabled (default: true).\n */\n public get isEnabled(): boolean {\n return this._isEnabled;\n }\n\n public set isEnabled(value: boolean) {\n if (this._isEnabled === value) {\n return;\n }\n\n this._isEnabled = value;\n\n this._taaThinPostProcess.disabled = !value;\n\n if (!value) {\n if (this._cameras !== null) {\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\n this._cameras = this._camerasToBeAttached.slice();\n }\n } else if (value) {\n if (!this._isDirty) {\n if (this._cameras !== null) {\n this._taaThinPostProcess._reset();\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\n }\n } else {\n this._buildPipeline();\n }\n }\n }\n\n /**\n * Gets active scene\n */\n public get scene(): Scene {\n return this._scene;\n }\n\n private _scene: Scene;\n private _isDirty = false;\n private _camerasToBeAttached: Array<Camera> = [];\n private _textureType: number;\n private _taaPostProcess: Nullable<PostProcess>;\n private _taaThinPostProcess: ThinTAAPostProcess;\n private _passPostProcess: Nullable<PassPostProcess>;\n private _ping: RenderTargetWrapper;\n private _pong: RenderTargetWrapper;\n private _pingpong = 0;\n\n /**\n * Returns true if TAA is supported by the running hardware\n */\n public override get isSupported(): boolean {\n const caps = this._scene.getEngine().getCaps();\n\n return caps.texelFetch;\n }\n\n /**\n * Constructor of the TAA rendering pipeline\n * @param name The rendering pipeline name\n * @param scene The scene linked to this pipeline\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\n * @param textureType The type of texture where the scene will be rendered (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\n */\n constructor(name: string, scene: Scene, cameras?: Camera[], textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE) {\n RegisterPrePassRendererSceneComponent(PrePassRenderer);\n const engine = scene.getEngine();\n\n super(engine, name);\n\n this._cameras = cameras || scene.cameras;\n this._cameras = this._cameras.slice();\n this._camerasToBeAttached = this._cameras.slice();\n\n this._scene = scene;\n this._textureType = textureType;\n this._taaThinPostProcess = new ThinTAAPostProcess(\"TAA\", this._scene);\n\n if (this.isSupported) {\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\n\n scene.postProcessRenderPipelineManager.addPipeline(this);\n\n this._buildPipeline();\n }\n }\n\n /**\n * Get the class name\n * @returns \"TAARenderingPipeline\"\n */\n public override getClassName(): string {\n return \"TAARenderingPipeline\";\n }\n\n /**\n * Adds a camera to the pipeline\n * @param camera the camera to be added\n */\n public addCamera(camera: Camera): void {\n this._camerasToBeAttached.push(camera);\n this._buildPipeline();\n }\n\n /**\n * Removes a camera from the pipeline\n * @param camera the camera to remove\n */\n public removeCamera(camera: Camera): void {\n const index = this._camerasToBeAttached.indexOf(camera);\n this._camerasToBeAttached.splice(index, 1);\n this._buildPipeline();\n }\n\n /**\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\n */\n public override dispose(): void {\n this._disposePostProcesses();\n\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\n\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\n\n this._ping.dispose();\n this._pong.dispose();\n\n super.dispose();\n }\n\n private _createPingPongTextures(width: number, height: number) {\n const engine = this._scene.getEngine();\n\n this._ping?.dispose();\n this._pong?.dispose();\n\n this._ping = engine.createRenderTargetTexture(\n { width, height },\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_LINEAR_LINEAR }\n );\n\n this._pong = engine.createRenderTargetTexture(\n { width, height },\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_LINEAR_LINEAR }\n );\n\n this._taaThinPostProcess.textureWidth = width;\n this._taaThinPostProcess.textureHeight = height;\n }\n\n private _updateReprojection(reproject: boolean) {\n if (reproject) {\n if (!this._scene.enablePrePassRenderer()) {\n Logger.Warn(\"TAA reprojection requires PrePass which is not supported\");\n return;\n }\n }\n\n this._taaThinPostProcess.reprojectHistory = reproject;\n\n this._buildPipeline();\n }\n\n private _buildPipeline() {\n if (!this.isSupported) {\n return;\n }\n\n if (!this._isEnabled) {\n this._isDirty = true;\n return;\n }\n\n this._isDirty = false;\n\n const engine = this._scene.getEngine();\n\n this._disposePostProcesses();\n if (this._cameras !== null) {\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\n // get back cameras to be used to reattach pipeline\n this._cameras = this._camerasToBeAttached.slice();\n }\n this._reset();\n\n this._createTAAPostProcess();\n this.addEffect(\n new PostProcessRenderEffect(\n engine,\n this.TAARenderEffect,\n () => {\n return this._taaPostProcess;\n },\n true\n )\n );\n\n this._createPassPostProcess();\n this.addEffect(\n new PostProcessRenderEffect(\n engine,\n this.TAAPassEffect,\n () => {\n return this._passPostProcess;\n },\n true\n )\n );\n\n if (this._cameras !== null) {\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\n }\n }\n\n private _disposePostProcesses(): void {\n for (let i = 0; i < this._cameras.length; i++) {\n const camera = this._cameras[i];\n\n this._taaPostProcess?.dispose(camera);\n this._passPostProcess?.dispose(camera);\n\n camera.getProjectionMatrix(true); // recompute the projection matrix\n }\n\n this._taaPostProcess = null;\n this._passPostProcess = null;\n }\n\n private _createTAAPostProcess(): void {\n this._taaPostProcess = new PostProcess(\"TAA\", \"taa\", {\n uniforms: [\"factor\"],\n samplers: [\"historySampler\"],\n size: 1.0,\n engine: this._scene.getEngine(),\n textureType: this._textureType,\n effectWrapper: this._taaThinPostProcess,\n });\n\n if (this.reprojectHistory) {\n this._taaPostProcess._prePassEffectConfiguration = new TAAEffectConfiguration();\n }\n\n this._taaPostProcess.samples = this._msaaSamples;\n\n this._taaPostProcess.onActivateObservable.add(() => {\n this._taaThinPostProcess.camera = this._scene.activeCamera;\n\n if (this._taaPostProcess?.width !== this._ping.width || this._taaPostProcess?.height !== this._ping.height) {\n const engine = this._scene.getEngine();\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\n }\n\n this._taaThinPostProcess._updateJitter();\n\n if (!this.reprojectHistory) {\n this._scene.updateTransformMatrix(); // make sure the scene ubo is updated with the updated matrices\n }\n\n if (this._passPostProcess) {\n this._passPostProcess.inputTexture = this._pingpong ? this._ping : this._pong;\n }\n this._pingpong = this._pingpong ^ 1;\n });\n\n this._taaPostProcess.onApplyObservable.add((effect: Effect) => {\n effect._bindTexture(\"historySampler\", this._pingpong ? this._ping.texture : this._pong.texture);\n\n const prePassRenderer = this._scene.prePassRenderer;\n if (this.reprojectHistory && prePassRenderer) {\n const renderTarget = prePassRenderer.getRenderTarget();\n const velocityIndex = prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE);\n effect.setTexture(\"velocitySampler\", renderTarget.textures[velocityIndex]);\n }\n });\n }\n\n private _createPassPostProcess() {\n const engine = this._scene.getEngine();\n\n this._passPostProcess = new PassPostProcess(\"TAAPass\", 1, null, Constants.TEXTURE_NEAREST_NEAREST, engine);\n this._passPostProcess.inputTexture = this._ping;\n this._passPostProcess.autoClear = false;\n }\n\n /**\n * Serializes the rendering pipeline (Used when exporting)\n * @returns the serialized object\n */\n public serialize(): any {\n const serializationObject = SerializationHelper.Serialize(this);\n serializationObject.customType = \"TAARenderingPipeline\";\n\n return serializationObject;\n }\n}\n\nlet _Registered = false;\n\n/**\n * Parse the serialized pipeline\n * @param source Source pipeline.\n * @param scene The scene to load the pipeline to.\n * @param rootUrl The URL of the serialized pipeline.\n * @returns An instantiated pipeline from the serialized object.\n */\nexport function TAARenderingPipelineParse(source: any, scene: Scene, rootUrl: string): TAARenderingPipeline {\n return SerializationHelper.Parse(() => new TAARenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\n}\n\n/**\n * Register side effects for taaRenderingPipeline.\n * Safe to call multiple times; only the first call has an effect.\n */\nexport function RegisterTaaRenderingPipeline(): void {\n if (_Registered) {\n return;\n }\n _Registered = true;\n\n TAARenderingPipeline.Parse = TAARenderingPipelineParse;\n\n RegisterClass(\"BABYLON.TAARenderingPipeline\", TAARenderingPipeline);\n}\n"]}
1
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This file must only contain pure code and pure imports */\n\nimport { serialize } from \"../../../Misc/decorators\";\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\nimport { type Camera } from \"../../../Cameras/camera.pure\";\nimport { type Effect } from \"../../../Materials/effect.pure\";\nimport { PostProcess } from \"../../postProcess.pure\";\nimport { PostProcessRenderPipeline } from \"../postProcessRenderPipeline\";\nimport { PostProcessRenderEffect } from \"../postProcessRenderEffect\";\nimport { type Scene } from \"../../../scene.pure\";\nimport { Constants } from \"../../../Engines/constants\";\nimport { type Nullable } from \"../../../types\";\nimport { PassPostProcess } from \"core/PostProcesses/passPostProcess.pure\";\nimport { type RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\nimport { ThinTAAPostProcess } from \"core/PostProcesses/thinTAAPostProcess\";\nimport { type PrePassEffectConfiguration } from \"core/Rendering/prePassEffectConfiguration\";\nimport { Logger } from \"core/Misc/logger\";\nimport { RegisterClass } from \"../../../Misc/typeStore\";\nimport { RegisterPrePassRendererSceneComponent } from \"../../../Rendering/prePassRendererSceneComponent.pure\";\nimport { PrePassRenderer } from \"../../../Rendering/prePassRenderer.pure\";\n\n/* eslint-disable @typescript-eslint/naming-convention */\n\nclass TAAEffectConfiguration implements PrePassEffectConfiguration {\n public name = \"taa\";\n public enabled = true;\n public readonly texturesRequired = [Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE];\n}\n\n/**\n * Simple implementation of Temporal Anti-Aliasing (TAA).\n * This can be used to improve image quality for still pictures (screenshots for e.g.).\n * Note that TAA post-process must be the first in the camera, so TAARenderingPipeline must be created before any other pipeline/post-processing.\n */\nexport class TAARenderingPipeline extends PostProcessRenderPipeline {\n /**\n * The TAA PostProcess effect id in the pipeline\n */\n public TAARenderEffect: string = \"TAARenderEffect\";\n /**\n * The pass PostProcess effect id in the pipeline\n */\n public TAAPassEffect: string = \"TAAPassEffect\";\n\n /**\n * Number of accumulated samples (default: 16)\n */\n @serialize(\"samples\")\n public set samples(samples: number) {\n this._taaThinPostProcess.samples = samples;\n }\n\n public get samples(): number {\n return this._taaThinPostProcess.samples;\n }\n\n @serialize(\"msaaSamples\")\n private _msaaSamples = 1;\n /**\n * MSAA samples (default: 1)\n */\n public set msaaSamples(samples: number) {\n if (this._msaaSamples === samples) {\n return;\n }\n\n this._msaaSamples = samples;\n if (this._taaPostProcess) {\n this._taaPostProcess.samples = samples;\n }\n }\n\n public get msaaSamples(): number {\n return this._msaaSamples;\n }\n\n /**\n * The factor used to blend the history frame with current frame (default: 0.05)\n */\n @serialize()\n public get factor() {\n return this._taaThinPostProcess.factor;\n }\n\n public set factor(value: number) {\n this._taaThinPostProcess.factor = value;\n }\n\n /**\n * Disable TAA on camera move (default: true).\n * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)\n */\n @serialize()\n public get disableOnCameraMove() {\n return this._taaThinPostProcess.disableOnCameraMove;\n }\n\n public set disableOnCameraMove(value: boolean) {\n this._taaThinPostProcess.disableOnCameraMove = value;\n }\n\n /**\n * Enables reprojecting the history texture with a per-pixel velocity.\n */\n @serialize()\n public get reprojectHistory(): boolean {\n return this._taaThinPostProcess.reprojectHistory;\n }\n\n public set reprojectHistory(reproject: boolean) {\n if (this.reprojectHistory === reproject) {\n return;\n }\n this._updateReprojection(reproject);\n }\n\n /**\n * Clamps the history pixel to the min and max of the 3x3 pixels surrounding the target pixel.\n * This can help further reduce ghosting and artifacts.\n */\n @serialize()\n public get clampHistory(): boolean {\n return this._taaThinPostProcess.clampHistory;\n }\n\n public set clampHistory(history: boolean) {\n this._taaThinPostProcess.clampHistory = history;\n }\n\n @serialize(\"isEnabled\")\n private _isEnabled = true;\n /**\n * Gets or sets a boolean indicating if the render pipeline is enabled (default: true).\n */\n public get isEnabled(): boolean {\n return this._isEnabled;\n }\n\n public set isEnabled(value: boolean) {\n if (this._isEnabled === value) {\n return;\n }\n\n this._isEnabled = value;\n\n this._taaThinPostProcess.disabled = !value;\n\n if (!value) {\n if (this._cameras !== null) {\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\n this._cameras = this._camerasToBeAttached.slice();\n }\n } else if (value) {\n if (!this._isDirty) {\n if (this._cameras !== null) {\n this._taaThinPostProcess._reset();\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\n }\n } else {\n this._buildPipeline();\n }\n }\n }\n\n /**\n * Gets active scene\n */\n public get scene(): Scene {\n return this._scene;\n }\n\n private _scene: Scene;\n private _isDirty = false;\n private _camerasToBeAttached: Array<Camera> = [];\n private _textureType: number;\n private _taaPostProcess: Nullable<PostProcess>;\n private _taaThinPostProcess: ThinTAAPostProcess;\n private _passPostProcess: Nullable<PassPostProcess>;\n private _ping: RenderTargetWrapper;\n private _pong: RenderTargetWrapper;\n private _pingpong = 0;\n\n /**\n * Returns true if TAA is supported by the running hardware\n */\n public override get isSupported(): boolean {\n const caps = this._scene.getEngine().getCaps();\n\n return caps.texelFetch;\n }\n\n /**\n * Constructor of the TAA rendering pipeline\n * @param name The rendering pipeline name\n * @param scene The scene linked to this pipeline\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\n * @param textureType The type of texture where the scene will be rendered (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\n */\n constructor(name: string, scene: Scene, cameras?: Camera[], textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE) {\n RegisterPrePassRendererSceneComponent(PrePassRenderer);\n const engine = scene.getEngine();\n\n super(engine, name);\n\n this._cameras = cameras || scene.cameras;\n this._cameras = this._cameras.slice();\n this._camerasToBeAttached = this._cameras.slice();\n\n this._scene = scene;\n this._textureType = textureType;\n this._taaThinPostProcess = new ThinTAAPostProcess(\"TAA\", this._scene);\n\n if (this.isSupported) {\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\n\n scene.postProcessRenderPipelineManager.addPipeline(this);\n\n this._buildPipeline();\n }\n }\n\n /**\n * Get the class name\n * @returns \"TAARenderingPipeline\"\n */\n public override getClassName(): string {\n return \"TAARenderingPipeline\";\n }\n\n /**\n * Adds a camera to the pipeline\n * @param camera the camera to be added\n */\n public addCamera(camera: Camera): void {\n this._camerasToBeAttached.push(camera);\n this._buildPipeline();\n }\n\n /**\n * Removes a camera from the pipeline\n * @param camera the camera to remove\n */\n public removeCamera(camera: Camera): void {\n const index = this._camerasToBeAttached.indexOf(camera);\n this._camerasToBeAttached.splice(index, 1);\n this._buildPipeline();\n }\n\n /**\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\n */\n public override dispose(): void {\n this._disposePostProcesses();\n\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\n\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\n\n this._ping.dispose();\n this._pong.dispose();\n\n super.dispose();\n }\n\n private _createPingPongTextures(width: number, height: number) {\n const engine = this._scene.getEngine();\n\n this._ping?.dispose();\n this._pong?.dispose();\n\n this._ping = engine.createRenderTargetTexture(\n { width, height },\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_LINEAR_LINEAR }\n );\n\n this._pong = engine.createRenderTargetTexture(\n { width, height },\n { generateMipMaps: false, generateDepthBuffer: false, type: Constants.TEXTURETYPE_HALF_FLOAT, samplingMode: Constants.TEXTURE_LINEAR_LINEAR }\n );\n\n this._taaThinPostProcess.textureWidth = width;\n this._taaThinPostProcess.textureHeight = height;\n }\n\n private _updateReprojection(reproject: boolean) {\n if (reproject) {\n if (!this._scene.enablePrePassRenderer()) {\n Logger.Warn(\"TAA reprojection requires PrePass which is not supported\");\n return;\n }\n }\n\n this._taaThinPostProcess.reprojectHistory = reproject;\n\n this._buildPipeline();\n }\n\n private _buildPipeline() {\n if (!this.isSupported) {\n return;\n }\n\n if (!this._isEnabled) {\n this._isDirty = true;\n return;\n }\n\n this._isDirty = false;\n\n const engine = this._scene.getEngine();\n\n this._disposePostProcesses();\n if (this._cameras !== null) {\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\n // get back cameras to be used to reattach pipeline\n this._cameras = this._camerasToBeAttached.slice();\n }\n this._reset();\n\n this._createTAAPostProcess();\n this.addEffect(\n new PostProcessRenderEffect(\n engine,\n this.TAARenderEffect,\n () => {\n return this._taaPostProcess;\n },\n true\n )\n );\n\n this._createPassPostProcess();\n this.addEffect(\n new PostProcessRenderEffect(\n engine,\n this.TAAPassEffect,\n () => {\n return this._passPostProcess;\n },\n true\n )\n );\n\n if (this._cameras !== null) {\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\n }\n }\n\n private _disposePostProcesses(): void {\n for (let i = 0; i < this._cameras.length; i++) {\n const camera = this._cameras[i];\n\n this._taaPostProcess?.dispose(camera);\n this._passPostProcess?.dispose(camera);\n\n camera.getProjectionMatrix(true); // recompute the projection matrix\n }\n\n this._taaPostProcess = null;\n this._passPostProcess = null;\n }\n\n private _createTAAPostProcess(): void {\n this._taaPostProcess = new PostProcess(\"TAA\", \"taa\", {\n uniforms: [\"factor\"],\n samplers: [\"historySampler\"],\n size: 1.0,\n engine: this._scene.getEngine(),\n textureType: this._textureType,\n effectWrapper: this._taaThinPostProcess,\n });\n\n if (this.reprojectHistory) {\n this._taaPostProcess._prePassEffectConfiguration = new TAAEffectConfiguration();\n }\n\n this._taaPostProcess.samples = this._msaaSamples;\n\n this._taaPostProcess.onActivateObservable.add(() => {\n this._taaThinPostProcess.camera = this._scene.activeCamera;\n\n if (this._taaPostProcess?.width !== this._ping.width || this._taaPostProcess?.height !== this._ping.height) {\n const engine = this._scene.getEngine();\n this._createPingPongTextures(engine.getRenderWidth(), engine.getRenderHeight());\n }\n\n this._taaThinPostProcess._updateJitter();\n\n if (!this.reprojectHistory) {\n this._scene.updateTransformMatrix(); // make sure the scene ubo is updated with the updated matrices\n }\n\n if (this._passPostProcess) {\n this._passPostProcess.inputTexture = this._pingpong ? this._ping : this._pong;\n }\n this._pingpong = this._pingpong ^ 1;\n });\n\n this._taaPostProcess.onApplyObservable.add((effect: Effect) => {\n effect._bindTexture(\"historySampler\", this._pingpong ? this._ping.texture : this._pong.texture);\n\n const prePassRenderer = this._scene.prePassRenderer;\n if (this.reprojectHistory && prePassRenderer) {\n const renderTarget = prePassRenderer.getRenderTarget();\n const velocityIndex = prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE);\n effect.setTexture(\"velocitySampler\", renderTarget.textures[velocityIndex]);\n }\n });\n }\n\n private _createPassPostProcess() {\n const engine = this._scene.getEngine();\n\n this._passPostProcess = new PassPostProcess(\"TAAPass\", 1, null, Constants.TEXTURE_NEAREST_NEAREST, engine);\n this._passPostProcess.inputTexture = this._ping;\n this._passPostProcess.autoClear = false;\n }\n\n /**\n * Serializes the rendering pipeline (Used when exporting)\n * @returns the serialized object\n */\n public serialize(): any {\n const serializationObject = SerializationHelper.Serialize(this);\n serializationObject.customType = \"TAARenderingPipeline\";\n\n return serializationObject;\n }\n}\n\nlet _Registered = false;\n\n/**\n * Parse the serialized pipeline\n * @param source Source pipeline.\n * @param scene The scene to load the pipeline to.\n * @param rootUrl The URL of the serialized pipeline.\n * @returns An instantiated pipeline from the serialized object.\n */\nexport function TAARenderingPipelineParse(source: any, scene: Scene, rootUrl: string): TAARenderingPipeline {\n return SerializationHelper.Parse(() => new TAARenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\n}\n\n/**\n * Register side effects for taaRenderingPipeline.\n * Safe to call multiple times; only the first call has an effect.\n */\nexport function RegisterTaaRenderingPipeline(): void {\n if (_Registered) {\n return;\n }\n _Registered = true;\n\n TAARenderingPipeline.Parse = TAARenderingPipelineParse;\n\n RegisterClass(\"BABYLON.TAARenderingPipeline\", TAARenderingPipeline);\n}\n"]}
@@ -1,4 +1,4 @@
1
- import { __decorate } from "../../tslib.es6.js";
1
+ import { __esDecorate, __runInitializers } from "../../tslib.es6.js";
2
2
  import { Tools } from "../../Misc/tools.pure.js";
3
3
  import { serialize } from "../../Misc/decorators.js";
4
4
  import { UniqueIdGenerator } from "../../Misc/uniqueIdGenerator.js";
@@ -8,207 +8,220 @@ import { PostProcessRenderPipelineManager } from "./postProcessRenderPipelineMan
8
8
  * PostProcessRenderPipeline
9
9
  * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline
10
10
  */
11
- export class PostProcessRenderPipeline {
12
- /**
13
- * Gets pipeline name
14
- */
15
- get name() {
16
- return this._name;
17
- }
18
- /** Gets the list of attached cameras */
19
- get cameras() {
20
- return this._cameras;
21
- }
22
- /**
23
- * Gets the active engine
24
- */
25
- get engine() {
26
- return this._engine;
27
- }
28
- /**
29
- * Initializes a PostProcessRenderPipeline
30
- * @param _engine engine to add the pipeline to
31
- * @param name name of the pipeline
32
- */
33
- constructor(_engine, name) {
34
- this._engine = _engine;
35
- /**
36
- * Gets the unique id of the post process rendering pipeline
37
- */
38
- this.uniqueId = UniqueIdGenerator.UniqueId;
39
- RegisterPostProcessRenderPipelineManagerSceneComponent(PostProcessRenderPipelineManager);
40
- this._name = name;
41
- this._renderEffects = {};
42
- this._renderEffectsForIsolatedPass = new Array();
43
- this._cameras = [];
44
- }
45
- /**
46
- * Gets the class name
47
- * @returns "PostProcessRenderPipeline"
48
- */
49
- getClassName() {
50
- return "PostProcessRenderPipeline";
51
- }
52
- /**
53
- * If all the render effects in the pipeline are supported
54
- */
55
- get isSupported() {
56
- for (const renderEffectName in this._renderEffects) {
57
- if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {
58
- if (!this._renderEffects[renderEffectName].isSupported) {
11
+ let PostProcessRenderPipeline = (() => {
12
+ var _a;
13
+ let __name_decorators;
14
+ let __name_initializers = [];
15
+ let __name_extraInitializers = [];
16
+ return _a = class PostProcessRenderPipeline {
17
+ /**
18
+ * Gets pipeline name
19
+ */
20
+ get name() {
21
+ return this._name;
22
+ }
23
+ /** Gets the list of attached cameras */
24
+ get cameras() {
25
+ return this._cameras;
26
+ }
27
+ /**
28
+ * Gets the active engine
29
+ */
30
+ get engine() {
31
+ return this._engine;
32
+ }
33
+ /**
34
+ * Initializes a PostProcessRenderPipeline
35
+ * @param _engine engine to add the pipeline to
36
+ * @param name name of the pipeline
37
+ */
38
+ constructor(_engine, name) {
39
+ this._engine = _engine;
40
+ /** @internal */
41
+ this._name = __runInitializers(this, __name_initializers, void 0);
42
+ /**
43
+ * Gets the unique id of the post process rendering pipeline
44
+ */
45
+ this.uniqueId = (__runInitializers(this, __name_extraInitializers), UniqueIdGenerator.UniqueId);
46
+ RegisterPostProcessRenderPipelineManagerSceneComponent(PostProcessRenderPipelineManager);
47
+ this._name = name;
48
+ this._renderEffects = {};
49
+ this._renderEffectsForIsolatedPass = new Array();
50
+ this._cameras = [];
51
+ }
52
+ /**
53
+ * Gets the class name
54
+ * @returns "PostProcessRenderPipeline"
55
+ */
56
+ getClassName() {
57
+ return "PostProcessRenderPipeline";
58
+ }
59
+ /**
60
+ * If all the render effects in the pipeline are supported
61
+ */
62
+ get isSupported() {
63
+ for (const renderEffectName in this._renderEffects) {
64
+ if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {
65
+ if (!this._renderEffects[renderEffectName].isSupported) {
66
+ return false;
67
+ }
68
+ }
69
+ }
70
+ return true;
71
+ }
72
+ /**
73
+ * Adds an effect to the pipeline
74
+ * @param renderEffect the effect to add
75
+ */
76
+ addEffect(renderEffect) {
77
+ this._renderEffects[renderEffect._name] = renderEffect;
78
+ }
79
+ // private
80
+ /** @internal */
81
+ _rebuild() { }
82
+ /**
83
+ * @internal
84
+ */
85
+ _enableEffect(renderEffectName, cameras) {
86
+ const renderEffects = this._renderEffects[renderEffectName];
87
+ if (!renderEffects) {
88
+ return;
89
+ }
90
+ renderEffects._enable(Tools.MakeArray(cameras || this._cameras));
91
+ }
92
+ /**
93
+ * @internal
94
+ */
95
+ _disableEffect(renderEffectName, cameras) {
96
+ const renderEffects = this._renderEffects[renderEffectName];
97
+ if (!renderEffects) {
98
+ return;
99
+ }
100
+ renderEffects._disable(Tools.MakeArray(cameras || this._cameras));
101
+ }
102
+ /**
103
+ * @internal
104
+ */
105
+ _attachCameras(cameras, unique) {
106
+ const cams = Tools.MakeArray(cameras || this._cameras);
107
+ if (!cams) {
108
+ return;
109
+ }
110
+ const indicesToDelete = [];
111
+ let i;
112
+ for (i = 0; i < cams.length; i++) {
113
+ const camera = cams[i];
114
+ if (!camera) {
115
+ continue;
116
+ }
117
+ if (this._cameras.indexOf(camera) === -1) {
118
+ this._cameras.push(camera);
119
+ }
120
+ else if (unique) {
121
+ indicesToDelete.push(i);
122
+ }
123
+ }
124
+ for (i = 0; i < indicesToDelete.length; i++) {
125
+ cams.splice(indicesToDelete[i], 1);
126
+ }
127
+ for (const renderEffectName in this._renderEffects) {
128
+ if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {
129
+ this._renderEffects[renderEffectName]._attachCameras(cams);
130
+ }
131
+ }
132
+ }
133
+ /**
134
+ * @internal
135
+ */
136
+ _detachCameras(cameras) {
137
+ const cams = Tools.MakeArray(cameras || this._cameras);
138
+ if (!cams) {
139
+ return;
140
+ }
141
+ for (const renderEffectName in this._renderEffects) {
142
+ if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {
143
+ this._renderEffects[renderEffectName]._detachCameras(cams);
144
+ }
145
+ }
146
+ for (let i = 0; i < cams.length; i++) {
147
+ this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
148
+ }
149
+ }
150
+ /** @internal */
151
+ _update() {
152
+ for (const renderEffectName in this._renderEffects) {
153
+ if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {
154
+ this._renderEffects[renderEffectName]._update();
155
+ }
156
+ }
157
+ for (let i = 0; i < this._cameras.length; i++) {
158
+ if (!this._cameras[i]) {
159
+ continue;
160
+ }
161
+ const cameraName = this._cameras[i].name;
162
+ if (this._renderEffectsForIsolatedPass[cameraName]) {
163
+ this._renderEffectsForIsolatedPass[cameraName]._update();
164
+ }
165
+ }
166
+ }
167
+ /** @internal */
168
+ _reset() {
169
+ this._renderEffects = {};
170
+ this._renderEffectsForIsolatedPass = new Array();
171
+ }
172
+ _enableMSAAOnFirstPostProcess(sampleCount) {
173
+ if (!this._engine._features.supportMSAA) {
59
174
  return false;
60
175
  }
176
+ // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)
177
+ const effectKeys = Object.keys(this._renderEffects);
178
+ if (effectKeys.length > 0) {
179
+ const postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
180
+ if (postProcesses) {
181
+ postProcesses[0].samples = sampleCount;
182
+ }
183
+ }
184
+ return true;
61
185
  }
62
- }
63
- return true;
64
- }
65
- /**
66
- * Adds an effect to the pipeline
67
- * @param renderEffect the effect to add
68
- */
69
- addEffect(renderEffect) {
70
- this._renderEffects[renderEffect._name] = renderEffect;
71
- }
72
- // private
73
- /** @internal */
74
- _rebuild() { }
75
- /**
76
- * @internal
77
- */
78
- _enableEffect(renderEffectName, cameras) {
79
- const renderEffects = this._renderEffects[renderEffectName];
80
- if (!renderEffects) {
81
- return;
82
- }
83
- renderEffects._enable(Tools.MakeArray(cameras || this._cameras));
84
- }
85
- /**
86
- * @internal
87
- */
88
- _disableEffect(renderEffectName, cameras) {
89
- const renderEffects = this._renderEffects[renderEffectName];
90
- if (!renderEffects) {
91
- return;
92
- }
93
- renderEffects._disable(Tools.MakeArray(cameras || this._cameras));
94
- }
95
- /**
96
- * @internal
97
- */
98
- _attachCameras(cameras, unique) {
99
- const cams = Tools.MakeArray(cameras || this._cameras);
100
- if (!cams) {
101
- return;
102
- }
103
- const indicesToDelete = [];
104
- let i;
105
- for (i = 0; i < cams.length; i++) {
106
- const camera = cams[i];
107
- if (!camera) {
108
- continue;
109
- }
110
- if (this._cameras.indexOf(camera) === -1) {
111
- this._cameras.push(camera);
112
- }
113
- else if (unique) {
114
- indicesToDelete.push(i);
115
- }
116
- }
117
- for (i = 0; i < indicesToDelete.length; i++) {
118
- cams.splice(indicesToDelete[i], 1);
119
- }
120
- for (const renderEffectName in this._renderEffects) {
121
- if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {
122
- this._renderEffects[renderEffectName]._attachCameras(cams);
123
- }
124
- }
125
- }
126
- /**
127
- * @internal
128
- */
129
- _detachCameras(cameras) {
130
- const cams = Tools.MakeArray(cameras || this._cameras);
131
- if (!cams) {
132
- return;
133
- }
134
- for (const renderEffectName in this._renderEffects) {
135
- if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {
136
- this._renderEffects[renderEffectName]._detachCameras(cams);
137
- }
138
- }
139
- for (let i = 0; i < cams.length; i++) {
140
- this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
141
- }
142
- }
143
- /** @internal */
144
- _update() {
145
- for (const renderEffectName in this._renderEffects) {
146
- if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {
147
- this._renderEffects[renderEffectName]._update();
148
- }
149
- }
150
- for (let i = 0; i < this._cameras.length; i++) {
151
- if (!this._cameras[i]) {
152
- continue;
153
- }
154
- const cameraName = this._cameras[i].name;
155
- if (this._renderEffectsForIsolatedPass[cameraName]) {
156
- this._renderEffectsForIsolatedPass[cameraName]._update();
157
- }
158
- }
159
- }
160
- /** @internal */
161
- _reset() {
162
- this._renderEffects = {};
163
- this._renderEffectsForIsolatedPass = new Array();
164
- }
165
- _enableMSAAOnFirstPostProcess(sampleCount) {
166
- if (!this._engine._features.supportMSAA) {
167
- return false;
168
- }
169
- // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)
170
- const effectKeys = Object.keys(this._renderEffects);
171
- if (effectKeys.length > 0) {
172
- const postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
173
- if (postProcesses) {
174
- postProcesses[0].samples = sampleCount;
175
- }
176
- }
177
- return true;
178
- }
179
- /**
180
- * Ensures that all post processes in the pipeline are the correct size according to the
181
- * the viewport's required size
182
- */
183
- _adaptPostProcessesToViewPort() {
184
- const effectKeys = Object.keys(this._renderEffects);
185
- for (const effectKey of effectKeys) {
186
- const postProcesses = this._renderEffects[effectKey].getPostProcesses();
187
- if (postProcesses) {
188
- for (const postProcess of postProcesses) {
189
- postProcess.adaptScaleToCurrentViewport = true;
186
+ /**
187
+ * Ensures that all post processes in the pipeline are the correct size according to the
188
+ * the viewport's required size
189
+ */
190
+ _adaptPostProcessesToViewPort() {
191
+ const effectKeys = Object.keys(this._renderEffects);
192
+ for (const effectKey of effectKeys) {
193
+ const postProcesses = this._renderEffects[effectKey].getPostProcesses();
194
+ if (postProcesses) {
195
+ for (const postProcess of postProcesses) {
196
+ postProcess.adaptScaleToCurrentViewport = true;
197
+ }
198
+ }
190
199
  }
191
200
  }
192
- }
193
- }
194
- /**
195
- * Sets the required values to the prepass renderer.
196
- * @param prePassRenderer defines the prepass renderer to setup.
197
- * @returns true if the pre pass is needed.
198
- */
199
- // eslint-disable-next-line @typescript-eslint/no-unused-vars
200
- setPrePassRenderer(prePassRenderer) {
201
- // Do Nothing by default
202
- return false;
203
- }
204
- /**
205
- * Disposes of the pipeline
206
- */
207
- dispose() {
208
- // Must be implemented by children
209
- }
210
- }
211
- __decorate([
212
- serialize()
213
- ], PostProcessRenderPipeline.prototype, "_name", void 0);
201
+ /**
202
+ * Sets the required values to the prepass renderer.
203
+ * @param prePassRenderer defines the prepass renderer to setup.
204
+ * @returns true if the pre pass is needed.
205
+ */
206
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
207
+ setPrePassRenderer(prePassRenderer) {
208
+ // Do Nothing by default
209
+ return false;
210
+ }
211
+ /**
212
+ * Disposes of the pipeline
213
+ */
214
+ dispose() {
215
+ // Must be implemented by children
216
+ }
217
+ },
218
+ (() => {
219
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(null) : void 0;
220
+ __name_decorators = [serialize()];
221
+ __esDecorate(null, null, __name_decorators, { kind: "field", name: "_name", static: false, private: false, access: { has: obj => "_name" in obj, get: obj => obj._name, set: (obj, value) => { obj._name = value; } }, metadata: _metadata }, __name_initializers, __name_extraInitializers);
222
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
223
+ })(),
224
+ _a;
225
+ })();
226
+ export { PostProcessRenderPipeline };
214
227
  //# sourceMappingURL=postProcessRenderPipeline.js.map
@@ -1 +1 @@
1
- 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{ type Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { UniqueIdGenerator } from \"core/Misc/uniqueIdGenerator\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type PostProcessRenderEffect } from \"./postProcessRenderEffect\";\r\nimport { type IInspectable } from \"../../Misc/iInspectable\";\r\nimport { RegisterPostProcessRenderPipelineManagerSceneComponent } from \"./postProcessRenderPipelineManagerSceneComponent.pure\";\r\nimport { PostProcessRenderPipelineManager } from \"./postProcessRenderPipelineManager\";\r\n\r\nimport { type PrePassRenderer } from \"../../Rendering/prePassRenderer\";\r\n\r\n/**\r\n * PostProcessRenderPipeline\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline\r\n */\r\nexport class PostProcessRenderPipeline {\r\n protected _renderEffects: { [key: string]: PostProcessRenderEffect };\r\n protected _renderEffectsForIsolatedPass: PostProcessRenderEffect[];\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * @internal\r\n */\r\n protected _cameras: Camera[];\r\n\r\n /** @internal */\r\n @serialize()\r\n public _name: string;\r\n\r\n /**\r\n * Gets pipeline name\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n /**\r\n * Gets the unique id of the post process rendering pipeline\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /** Gets the list of attached cameras */\r\n public get cameras() {\r\n return this._cameras;\r\n }\r\n\r\n /**\r\n * Gets the active engine\r\n */\r\n public get engine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipeline\r\n * @param _engine engine to add the pipeline to\r\n * @param name name of the pipeline\r\n */\r\n constructor(\r\n private _engine: AbstractEngine,\r\n name: string\r\n ) {\r\n RegisterPostProcessRenderPipelineManagerSceneComponent(PostProcessRenderPipelineManager);\r\n this._name = name;\r\n\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n\r\n this._cameras = [];\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns \"PostProcessRenderPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"PostProcessRenderPipeline\";\r\n }\r\n\r\n /**\r\n * If all the render effects in the pipeline are supported\r\n */\r\n public get isSupported(): boolean {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n if (!this._renderEffects[renderEffectName].isSupported) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds an effect to the pipeline\r\n * @param renderEffect the effect to add\r\n */\r\n public addEffect(renderEffect: PostProcessRenderEffect): void {\r\n (<any>this._renderEffects)[renderEffect._name] = renderEffect;\r\n }\r\n\r\n // private\r\n\r\n /** @internal */\r\n public _rebuild() {}\r\n\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera): void;\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera[]): void;\r\n /**\r\n * @internal\r\n */\r\n public _enableEffect(renderEffectName: string, cameras: any): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._enable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._disable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _attachCameras(cameras: Camera, unique: boolean): void;\r\n /** @internal */\r\n public _attachCameras(cameras: Camera[], unique: boolean): void;\r\n /**\r\n * @internal\r\n */\r\n public _attachCameras(cameras: any, unique: boolean): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n const indicesToDelete = [];\r\n let i: number;\r\n for (i = 0; i < cams.length; i++) {\r\n const camera = cams[i];\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n if (this._cameras.indexOf(camera) === -1) {\r\n this._cameras.push(camera);\r\n } else if (unique) {\r\n indicesToDelete.push(i);\r\n }\r\n }\r\n\r\n for (i = 0; i < indicesToDelete.length; i++) {\r\n cams.splice(indicesToDelete[i], 1);\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._attachCameras(cams);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _detachCameras(cameras: Camera): void;\r\n /** @internal */\r\n public _detachCameras(cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _detachCameras(cameras: any): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._detachCameras(cams);\r\n }\r\n }\r\n\r\n for (let i = 0; i < cams.length; i++) {\r\n this._cameras.splice(this._cameras.indexOf(cams[i]), 1);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _update(): void {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._update();\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n if (!this._cameras[i]) {\r\n continue;\r\n }\r\n const cameraName = this._cameras[i].name;\r\n if ((<any>this._renderEffectsForIsolatedPass)[cameraName]) {\r\n (<any>this._renderEffectsForIsolatedPass)[cameraName]._update();\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _reset(): void {\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n }\r\n\r\n protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean {\r\n if (!this._engine._features.supportMSAA) {\r\n return false;\r\n }\r\n\r\n // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)\r\n const effectKeys = Object.keys(this._renderEffects);\r\n if (effectKeys.length > 0) {\r\n const postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();\r\n if (postProcesses) {\r\n postProcesses[0].samples = sampleCount;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Ensures that all post processes in the pipeline are the correct size according to the\r\n * the viewport's required size\r\n */\r\n protected _adaptPostProcessesToViewPort(): void {\r\n const effectKeys = Object.keys(this._renderEffects);\r\n for (const effectKey of effectKeys) {\r\n const postProcesses = this._renderEffects[effectKey].getPostProcesses();\r\n if (postProcesses) {\r\n for (const postProcess of postProcesses) {\r\n postProcess.adaptScaleToCurrentViewport = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the required values to the prepass renderer.\r\n * @param prePassRenderer defines the prepass renderer to setup.\r\n * @returns true if the pre pass is needed.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n // Do Nothing by default\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes of the pipeline\r\n */\r\n public dispose() {\r\n // Must be implemented by children\r\n }\r\n}\r\n"]}
1
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{ type Nullable } from \"../../types\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { UniqueIdGenerator } from \"core/Misc/uniqueIdGenerator\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type PostProcessRenderEffect } from \"./postProcessRenderEffect\";\r\nimport { type IInspectable } from \"../../Misc/iInspectable\";\r\nimport { RegisterPostProcessRenderPipelineManagerSceneComponent } from \"./postProcessRenderPipelineManagerSceneComponent.pure\";\r\nimport { PostProcessRenderPipelineManager } from \"./postProcessRenderPipelineManager\";\r\n\r\nimport { type PrePassRenderer } from \"../../Rendering/prePassRenderer\";\r\n\r\n/**\r\n * PostProcessRenderPipeline\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/postProcessRenderPipeline\r\n */\r\nexport class PostProcessRenderPipeline {\r\n protected _renderEffects: { [key: string]: PostProcessRenderEffect };\r\n protected _renderEffectsForIsolatedPass: PostProcessRenderEffect[];\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/toolsAndResources/inspector#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * @internal\r\n */\r\n protected _cameras: Camera[];\r\n\r\n /** @internal */\r\n @serialize()\r\n public _name: string;\r\n\r\n /**\r\n * Gets pipeline name\r\n */\r\n public get name(): string {\r\n return this._name;\r\n }\r\n\r\n /**\r\n * Gets the unique id of the post process rendering pipeline\r\n */\r\n public readonly uniqueId = UniqueIdGenerator.UniqueId;\r\n\r\n /** Gets the list of attached cameras */\r\n public get cameras() {\r\n return this._cameras;\r\n }\r\n\r\n /**\r\n * Gets the active engine\r\n */\r\n public get engine(): AbstractEngine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * Initializes a PostProcessRenderPipeline\r\n * @param _engine engine to add the pipeline to\r\n * @param name name of the pipeline\r\n */\r\n constructor(\r\n private _engine: AbstractEngine,\r\n name: string\r\n ) {\r\n RegisterPostProcessRenderPipelineManagerSceneComponent(PostProcessRenderPipelineManager);\r\n this._name = name;\r\n\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n\r\n this._cameras = [];\r\n }\r\n\r\n /**\r\n * Gets the class name\r\n * @returns \"PostProcessRenderPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"PostProcessRenderPipeline\";\r\n }\r\n\r\n /**\r\n * If all the render effects in the pipeline are supported\r\n */\r\n public get isSupported(): boolean {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n if (!this._renderEffects[renderEffectName].isSupported) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Adds an effect to the pipeline\r\n * @param renderEffect the effect to add\r\n */\r\n public addEffect(renderEffect: PostProcessRenderEffect): void {\r\n (<any>this._renderEffects)[renderEffect._name] = renderEffect;\r\n }\r\n\r\n // private\r\n\r\n /** @internal */\r\n public _rebuild() {}\r\n\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera): void;\r\n /** @internal */\r\n public _enableEffect(renderEffectName: string, cameras: Camera[]): void;\r\n /**\r\n * @internal\r\n */\r\n public _enableEffect(renderEffectName: string, cameras: any): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._enable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /** @internal */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void {\r\n const renderEffects: PostProcessRenderEffect = (<any>this._renderEffects)[renderEffectName];\r\n\r\n if (!renderEffects) {\r\n return;\r\n }\r\n\r\n renderEffects._disable(Tools.MakeArray(cameras || this._cameras));\r\n }\r\n\r\n /** @internal */\r\n public _attachCameras(cameras: Camera, unique: boolean): void;\r\n /** @internal */\r\n public _attachCameras(cameras: Camera[], unique: boolean): void;\r\n /**\r\n * @internal\r\n */\r\n public _attachCameras(cameras: any, unique: boolean): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n const indicesToDelete = [];\r\n let i: number;\r\n for (i = 0; i < cams.length; i++) {\r\n const camera = cams[i];\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n if (this._cameras.indexOf(camera) === -1) {\r\n this._cameras.push(camera);\r\n } else if (unique) {\r\n indicesToDelete.push(i);\r\n }\r\n }\r\n\r\n for (i = 0; i < indicesToDelete.length; i++) {\r\n cams.splice(indicesToDelete[i], 1);\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._attachCameras(cams);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _detachCameras(cameras: Camera): void;\r\n /** @internal */\r\n public _detachCameras(cameras: Nullable<Camera[]>): void;\r\n /**\r\n * @internal\r\n */\r\n public _detachCameras(cameras: any): void {\r\n const cams = Tools.MakeArray(cameras || this._cameras);\r\n\r\n if (!cams) {\r\n return;\r\n }\r\n\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._detachCameras(cams);\r\n }\r\n }\r\n\r\n for (let i = 0; i < cams.length; i++) {\r\n this._cameras.splice(this._cameras.indexOf(cams[i]), 1);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _update(): void {\r\n for (const renderEffectName in this._renderEffects) {\r\n if (Object.prototype.hasOwnProperty.call(this._renderEffects, renderEffectName)) {\r\n this._renderEffects[renderEffectName]._update();\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._cameras.length; i++) {\r\n if (!this._cameras[i]) {\r\n continue;\r\n }\r\n const cameraName = this._cameras[i].name;\r\n if ((<any>this._renderEffectsForIsolatedPass)[cameraName]) {\r\n (<any>this._renderEffectsForIsolatedPass)[cameraName]._update();\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _reset(): void {\r\n this._renderEffects = {};\r\n this._renderEffectsForIsolatedPass = new Array<PostProcessRenderEffect>();\r\n }\r\n\r\n protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean {\r\n if (!this._engine._features.supportMSAA) {\r\n return false;\r\n }\r\n\r\n // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)\r\n const effectKeys = Object.keys(this._renderEffects);\r\n if (effectKeys.length > 0) {\r\n const postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();\r\n if (postProcesses) {\r\n postProcesses[0].samples = sampleCount;\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n /**\r\n * Ensures that all post processes in the pipeline are the correct size according to the\r\n * the viewport's required size\r\n */\r\n protected _adaptPostProcessesToViewPort(): void {\r\n const effectKeys = Object.keys(this._renderEffects);\r\n for (const effectKey of effectKeys) {\r\n const postProcesses = this._renderEffects[effectKey].getPostProcesses();\r\n if (postProcesses) {\r\n for (const postProcess of postProcesses) {\r\n postProcess.adaptScaleToCurrentViewport = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Sets the required values to the prepass renderer.\r\n * @param prePassRenderer defines the prepass renderer to setup.\r\n * @returns true if the pre pass is needed.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n // Do Nothing by default\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes of the pipeline\r\n */\r\n public dispose() {\r\n // Must be implemented by children\r\n }\r\n}\r\n"]}