@onerjs/core 8.55.8 → 8.55.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.pure.js +2 -2
- package/Animations/animation.pure.js.map +1 -1
- package/Animations/runtimeAnimation.js +4 -0
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -0
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -0
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/followCameraPointersInput.d.ts +15 -0
- package/Cameras/Inputs/followCameraPointersInput.js +18 -3
- package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.pure.js +1 -1
- package/Cameras/Stereoscopic/stereoscopicUniversalCamera.pure.js.map +1 -1
- package/Cameras/arcRotateCamera.pure.js +1 -1
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +1 -0
- package/Collisions/gpuPicker.js +5 -4
- package/Collisions/gpuPicker.js.map +1 -1
- package/Culling/Helper/boundingInfoHelper.js +1 -1
- package/Culling/Helper/boundingInfoHelper.js.map +1 -1
- package/Culling/boundingSphere.js +7 -4
- package/Culling/boundingSphere.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +48 -6
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +1 -1
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/abstractEngine.pure.js +2 -2
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/engine.d.ts +10 -1
- package/Engines/thinNativeEngine.pure.d.ts +6 -1
- package/Engines/thinNativeEngine.pure.js +29 -2
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.d.ts +3 -63
- package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.js +5 -71
- package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.pure.d.ts +71 -0
- package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.pure.js +86 -0
- package/FlowGraph/Blocks/Data/flowGraphIsKeyPressedBlock.pure.js.map +1 -0
- package/FlowGraph/Blocks/Data/pure.d.ts +1 -0
- package/FlowGraph/Blocks/Data/pure.js +1 -0
- package/FlowGraph/Blocks/Data/pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.d.ts +3 -37
- package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.js +5 -39
- package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.pure.d.ts +45 -0
- package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.pure.js +54 -0
- package/FlowGraph/Blocks/Event/flowGraphKeyDownEventBlock.pure.js.map +1 -0
- package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.d.ts +3 -17
- package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.js +5 -22
- package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.pure.d.ts +25 -0
- package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.pure.js +37 -0
- package/FlowGraph/Blocks/Event/flowGraphKeyUpEventBlock.pure.js.map +1 -0
- package/FlowGraph/Blocks/Event/pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/pure.js +2 -0
- package/FlowGraph/Blocks/Event/pure.js.map +1 -1
- package/FlowGraph/Blocks/flowGraphBlockFactory.d.ts +1 -1
- package/FlowGraph/Blocks/flowGraphBlockFactory.js +198 -172
- package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
- package/FrameGraph/frameGraph.js +10 -1
- package/FrameGraph/frameGraph.js.map +1 -1
- package/Gamepads/gamepadManager.d.ts +1 -0
- package/Gamepads/gamepadManager.js +5 -2
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/scaleGizmo.js +1 -0
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Lights/IES/iesLoader.js +6 -8
- package/Lights/IES/iesLoader.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.pure.js +4 -6
- package/Lights/Shadows/cascadedShadowGenerator.pure.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +2 -2
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/light.js +3 -5
- package/Lights/light.js.map +1 -1
- package/Lights/spotLight.pure.js +1 -1
- package/Lights/spotLight.pure.js.map +1 -1
- package/Materials/Background/backgroundMaterial.pure.d.ts +1 -1
- package/Materials/Background/backgroundMaterial.pure.js +3 -12
- package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +2 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.pure.js +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.pure.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.pure.d.ts +1 -1
- package/Materials/PBR/openpbrMaterial.pure.js +3 -12
- package/Materials/PBR/openpbrMaterial.pure.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.pure.d.ts +1 -1
- package/Materials/PBR/pbrBaseMaterial.pure.js +3 -12
- package/Materials/PBR/pbrBaseMaterial.pure.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.pure.js +1 -1
- package/Materials/Textures/renderTargetTexture.pure.js.map +1 -1
- package/Materials/material.pure.js +2 -2
- package/Materials/material.pure.js.map +1 -1
- package/Materials/standardMaterial.pure.d.ts +1 -1
- package/Materials/standardMaterial.pure.js +4 -13
- package/Materials/standardMaterial.pure.js.map +1 -1
- package/Maths/math.path.js +1 -1
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.polar.js +1 -1
- package/Maths/math.polar.js.map +1 -1
- package/Maths/math.vector.pure.js +4 -3
- package/Maths/math.vector.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +72 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +164 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +2 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +36 -18
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.pure.d.ts +5 -4
- package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.pure.js +25 -8
- package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.pure.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.pure.js +3 -3
- package/Meshes/GreasedLine/greasedLineRibbonMesh.pure.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.pure.js +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.pure.js.map +1 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.pure.js +2 -2
- package/Meshes/Node/Blocks/geometryOptimizeBlock.pure.js.map +1 -1
- package/Meshes/Node/Blocks/mappingBlock.pure.js +2 -2
- package/Meshes/Node/Blocks/mappingBlock.pure.js.map +1 -1
- package/Meshes/csg.js +5 -5
- package/Meshes/csg.js.map +1 -1
- package/Meshes/groundMesh.pure.js +1 -1
- package/Meshes/groundMesh.pure.js.map +1 -1
- package/Meshes/mesh.pure.js +2 -2
- package/Meshes/mesh.pure.js.map +1 -1
- package/Misc/deepMerger.js +1 -1
- package/Misc/deepMerger.js.map +1 -1
- package/Misc/dumpTools.pure.js +1 -1
- package/Misc/dumpTools.pure.js.map +1 -1
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/pure.d.ts +1 -0
- package/Misc/pure.js +1 -0
- package/Misc/pure.js.map +1 -1
- package/Misc/shaderImportLoader.d.ts +25 -0
- package/Misc/shaderImportLoader.js +54 -0
- package/Misc/shaderImportLoader.js.map +1 -0
- package/Misc/tools.pure.js +1 -1
- package/Misc/tools.pure.js.map +1 -1
- package/Particles/Node/Blocks/particleClampBlock.pure.d.ts +0 -1
- package/Particles/Node/Blocks/particleClampBlock.pure.js +1 -6
- package/Particles/Node/Blocks/particleClampBlock.pure.js.map +1 -1
- package/Particles/Node/Blocks/particleMathBlock.pure.js +1 -1
- package/Particles/Node/Blocks/particleMathBlock.pure.js.map +1 -1
- package/Particles/Node/Blocks/particleNLerpBlock.pure.js +8 -3
- package/Particles/Node/Blocks/particleNLerpBlock.pure.js.map +1 -1
- package/Particles/Node/Blocks/particleSmoothStepBlock.pure.js +3 -2
- package/Particles/Node/Blocks/particleSmoothStepBlock.pure.js.map +1 -1
- package/Particles/Node/Blocks/particleStepBlock.pure.js +3 -2
- package/Particles/Node/Blocks/particleStepBlock.pure.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.pure.js +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.pure.js.map +1 -1
- package/PostProcesses/depthOfFieldEffect.js +1 -1
- package/PostProcesses/depthOfFieldEffect.js.map +1 -1
- package/PostProcesses/screenSpaceCurvaturePostProcess.pure.js +1 -1
- package/PostProcesses/screenSpaceCurvaturePostProcess.pure.js.map +1 -1
- package/PostProcesses/sharpenPostProcess.pure.js +1 -1
- package/PostProcesses/sharpenPostProcess.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.d.ts +12 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +15 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.d.ts +14 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js +122 -6
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +7 -0
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +17 -0
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/boundingBoxRenderer.pure.js +3 -3
- package/Rendering/boundingBoxRenderer.pure.js.map +1 -1
- package/Rendering/outlineRenderer.pure.js +1 -0
- package/Rendering/outlineRenderer.pure.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.js +1 -1
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Rendering/subSurfaceSceneComponent.pure.d.ts +1 -1
- package/Rendering/subSurfaceSceneComponent.pure.js +1 -1
- package/Rendering/subSurfaceSceneComponent.pure.js.map +1 -1
- package/Rendering/utilityLayerRenderer.js +1 -1
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/gaussianSplattingVoxel.fragment.js +4 -10
- package/Shaders/gaussianSplattingVoxel.fragment.js.map +1 -1
- package/Shaders/iblCombineVoxelGrids.fragment.js +1 -1
- package/Shaders/iblCombineVoxelGrids.fragment.js.map +1 -1
- package/Shaders/iblShadowVoxelTracing.fragment.js +24 -7
- package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/iblVoxelOpacityAtomicMax.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/iblVoxelOpacityAtomicMax.js +13 -0
- package/ShadersWGSL/ShadersInclude/iblVoxelOpacityAtomicMax.js.map +1 -0
- package/ShadersWGSL/gaussianSplattingVoxel.fragment.js +15 -9
- package/ShadersWGSL/gaussianSplattingVoxel.fragment.js.map +1 -1
- package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +1 -1
- package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -1
- package/ShadersWGSL/iblCopyVoxelBufferToGrid.compute.d.ts +5 -0
- package/ShadersWGSL/iblCopyVoxelBufferToGrid.compute.js +14 -0
- package/ShadersWGSL/iblCopyVoxelBufferToGrid.compute.js.map +1 -0
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +24 -7
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js +26 -6
- package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
- package/SmartAssets/smartAssetManager.pure.js +1 -1
- package/SmartAssets/smartAssetManager.pure.js.map +1 -1
- package/Sprites/thinSprite.js +1 -1
- package/Sprites/thinSprite.js.map +1 -1
- package/XR/features/Layers/WebXRCompositionLayer.d.ts +130 -12
- package/XR/features/Layers/WebXRCompositionLayer.js +192 -3
- package/XR/features/Layers/WebXRCompositionLayer.js.map +1 -1
- package/XR/features/Layers/WebXRFallbackLayer.d.ts +84 -0
- package/XR/features/Layers/WebXRFallbackLayer.js +137 -0
- package/XR/features/Layers/WebXRFallbackLayer.js.map +1 -0
- package/XR/features/Layers/WebXRWebGPUCompositionLayer.d.ts +4 -4
- package/XR/features/Layers/WebXRWebGPUCompositionLayer.js.map +1 -1
- package/XR/features/WebXRAnchorSystem.pure.d.ts +45 -0
- package/XR/features/WebXRAnchorSystem.pure.js +153 -13
- package/XR/features/WebXRAnchorSystem.pure.js.map +1 -1
- package/XR/features/WebXRLayers.pure.d.ts +171 -8
- package/XR/features/WebXRLayers.pure.js +500 -98
- package/XR/features/WebXRLayers.pure.js.map +1 -1
- package/XR/features/WebXRLayersFallback.d.ts +5 -0
- package/XR/features/WebXRLayersFallback.js +8 -0
- package/XR/features/WebXRLayersFallback.js.map +1 -0
- package/XR/features/WebXRLayersFallback.pure.d.ts +6 -0
- package/XR/features/WebXRLayersFallback.pure.js +44 -0
- package/XR/features/WebXRLayersFallback.pure.js.map +1 -0
- package/XR/features/WebXRLightEstimation.pure.d.ts +3 -4
- package/XR/features/WebXRLightEstimation.pure.js +22 -21
- package/XR/features/WebXRLightEstimation.pure.js.map +1 -1
- package/XR/features/WebXRMeshDetector.pure.d.ts +5 -0
- package/XR/features/WebXRMeshDetector.pure.js +1 -0
- package/XR/features/WebXRMeshDetector.pure.js.map +1 -1
- package/XR/features/WebXRNearInteraction.pure.js +3 -3
- package/XR/features/WebXRNearInteraction.pure.js.map +1 -1
- package/XR/features/WebXRPlaneDetector.pure.d.ts +9 -5
- package/XR/features/WebXRPlaneDetector.pure.js +12 -8
- package/XR/features/WebXRPlaneDetector.pure.js.map +1 -1
- package/XR/features/pure.d.ts +1 -0
- package/XR/features/pure.js +1 -0
- package/XR/features/pure.js.map +1 -1
- package/XR/webXRCamera.d.ts +2 -0
- package/XR/webXRCamera.js +8 -2
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRLayerWrapper.d.ts +19 -5
- package/XR/webXRLayerWrapper.js +9 -0
- package/XR/webXRLayerWrapper.js.map +1 -1
- package/XR/webXRRenderTargetTextureProvider.d.ts +4 -4
- package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
- package/XR/webXRWebGLRenderTargetTextureProvider.d.ts +2 -1
- package/XR/webXRWebGLRenderTargetTextureProvider.js.map +1 -1
- package/XR/webXRWebGPURenderTargetTextureProvider.d.ts +3 -3
- package/XR/webXRWebGPURenderTargetTextureProvider.js.map +1 -1
- package/package.json +1 -1
- package/scene.pure.d.ts +5 -0
- package/scene.pure.js +25 -0
- package/scene.pure.js.map +1 -1
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This file must only contain pure code and pure imports */\n\nimport { type Nullable } from \"../../../types\";\nimport { serialize } from \"../../../Misc/decorators\";\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\nimport { Observable } from \"../../../Misc/observable.pure\";\nimport { type Observer } from \"../../../Misc/observable\";\nimport { type IAnimatable } from \"../../../Animations/animatable.interface\";\nimport { Logger } from \"../../../Misc/logger\";\nimport { type Camera } from \"../../../Cameras/camera.pure\";\nimport { type ImageProcessingConfiguration } from \"../../../Materials/imageProcessingConfiguration.pure\";\nimport { Texture } from \"../../../Materials/Textures/texture.pure\";\nimport { type AbstractEngine } from \"../../../Engines/abstractEngine.pure\";\nimport { Constants } from \"../../../Engines/constants\";\nimport { type IDisposable, type Scene } from \"../../../scene.pure\";\nimport { GlowLayer } from \"../../../Layers/glowLayer.pure\";\nimport { type PostProcess } from \"../../../PostProcesses/postProcess.pure\";\nimport { SharpenPostProcess } from \"../../../PostProcesses/sharpenPostProcess.pure\";\nimport { ImageProcessingPostProcess } from \"../../../PostProcesses/imageProcessingPostProcess\";\nimport { ChromaticAberrationPostProcess } from \"../../../PostProcesses/chromaticAberrationPostProcess.pure\";\nimport { GrainPostProcess } from \"../../../PostProcesses/grainPostProcess.pure\";\nimport { FxaaPostProcess } from \"../../../PostProcesses/fxaaPostProcess.pure\";\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\nimport { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from \"../../../PostProcesses/depthOfFieldEffect\";\nimport { BloomEffect } from \"../../../PostProcesses/bloomEffect\";\nimport { EngineStore } from \"../../../Engines/engineStore\";\nimport { TimingTools } from \"core/Misc/timingTools\";\nimport { type Animation } from \"../../../Animations/animation.pure\";\nimport { RegisterClass } from \"../../../Misc/typeStore\";\nimport { RegisterDepthRendererSceneComponent } from \"../../../Rendering/depthRendererSceneComponent.pure\";\nimport { DepthRenderer } from \"../../../Rendering/depthRenderer.pure\";\n\n/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.\n * See https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/defaultRenderingPipeline\n */\nexport class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {\n private _scene: Scene;\n private _camerasToBeAttached: Array<Camera> = [];\n /**\n * ID of the sharpen post process,\n */\n private readonly SharpenPostProcessId = \"SharpenPostProcessEffect\";\n /**\n * @ignore\n * ID of the image processing post process;\n */\n readonly ImageProcessingPostProcessId = \"ImageProcessingPostProcessEffect\";\n /**\n * @ignore\n * ID of the Fast Approximate Anti-Aliasing post process;\n */\n readonly FxaaPostProcessId = \"FxaaPostProcessEffect\";\n /**\n * ID of the chromatic aberration post process,\n */\n private readonly ChromaticAberrationPostProcessId = \"ChromaticAberrationPostProcessEffect\";\n /**\n * ID of the grain post process\n */\n private readonly GrainPostProcessId = \"GrainPostProcessEffect\";\n\n // Post-processes\n /**\n * Sharpen post process which will apply a sharpen convolution to enhance edges\n */\n public sharpen: SharpenPostProcess;\n private _sharpenEffect: PostProcessRenderEffect;\n private bloom: BloomEffect;\n /**\n * Depth of field effect, applies a blur based on how far away objects are from the focus distance.\n */\n public depthOfField: DepthOfFieldEffect;\n 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Nullable<Observer<ImageProcessingConfiguration>> = null;\n // Values\n private _sharpenEnabled: boolean = false;\n private _bloomEnabled: boolean = false;\n private _depthOfFieldEnabled: boolean = false;\n private _depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;\n private _fxaaEnabled: boolean = false;\n private _imageProcessingEnabled: boolean = true;\n private _defaultPipelineTextureType: number;\n private _bloomScale: number = 0.5;\n private _chromaticAberrationEnabled: boolean = false;\n private _grainEnabled: boolean = false;\n\n private _buildAllowed = true;\n\n /**\n * Enable or disable automatic building of the pipeline when effects are enabled and disabled.\n * If false, you will have to manually call prepare() to update the pipeline.\n */\n public get automaticBuild() {\n return this._buildAllowed;\n }\n public set automaticBuild(value: boolean) {\n this._buildAllowed = value;\n }\n\n /**\n * This is triggered each time the pipeline has been built.\n */\n public onBuildObservable = new Observable<DefaultRenderingPipeline>();\n\n /**\n * Gets active scene\n */\n public get scene(): Scene {\n return this._scene;\n }\n\n /**\n * Enable or disable the sharpen process from the pipeline\n */\n public set sharpenEnabled(enabled: boolean) {\n if (this._sharpenEnabled === enabled) {\n return;\n }\n this._sharpenEnabled = enabled;\n\n this._buildPipeline();\n }\n\n @serialize()\n public get sharpenEnabled(): boolean {\n return this._sharpenEnabled;\n }\n\n private _resizeObserver: Nullable<Observer<AbstractEngine>> = null;\n private _hardwareScaleLevel = 1.0;\n private _bloomKernel: number = 64;\n /**\n * Specifies the size of the bloom blur kernel, relative to the final output size\n */\n @serialize()\n public get bloomKernel(): number {\n return this._bloomKernel;\n }\n public set bloomKernel(value: number) {\n this._bloomKernel = value;\n this.bloom.kernel = value / this._hardwareScaleLevel;\n }\n\n /**\n * Specifies the weight of the bloom in the 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(default: 1)\n */\n public set samples(sampleCount: number) {\n if (this._samples === sampleCount) {\n return;\n }\n this._samples = sampleCount;\n\n this._buildPipeline();\n }\n\n @serialize()\n public get samples(): number {\n return this._samples;\n }\n\n /**\n * If image processing is enabled.\n */\n public set imageProcessingEnabled(enabled: boolean) {\n if (this._imageProcessingEnabled === enabled) {\n return;\n }\n\n this._scene.imageProcessingConfiguration.isEnabled = enabled;\n }\n\n @serialize()\n public get imageProcessingEnabled(): boolean {\n return this._imageProcessingEnabled;\n }\n\n /**\n * If glow layer is enabled. (Adds a glow effect to emmissive materials)\n */\n public set glowLayerEnabled(enabled: boolean) {\n if (enabled && !this._glowLayer) {\n this._glowLayer = new GlowLayer(\"\", this._scene);\n } else if (!enabled && this._glowLayer) {\n this._glowLayer.dispose();\n this._glowLayer = null;\n }\n }\n\n @serialize()\n public get glowLayerEnabled(): boolean {\n return this._glowLayer != null;\n }\n\n /**\n * Gets the glow layer (or null if not defined)\n */\n public get glowLayer() {\n return this._glowLayer;\n }\n\n /**\n * Enable or disable the chromaticAberration process from the pipeline\n */\n public set chromaticAberrationEnabled(enabled: boolean) {\n if (this._chromaticAberrationEnabled === enabled) {\n return;\n }\n this._chromaticAberrationEnabled = enabled;\n\n this._buildPipeline();\n }\n\n @serialize()\n public get chromaticAberrationEnabled(): boolean {\n return this._chromaticAberrationEnabled;\n }\n /**\n * Enable or disable the grain process from the pipeline\n */\n public set grainEnabled(enabled: boolean) {\n if (this._grainEnabled === enabled) {\n return;\n }\n this._grainEnabled = enabled;\n\n this._buildPipeline();\n }\n\n @serialize()\n public get grainEnabled(): boolean {\n return this._grainEnabled;\n }\n\n /**\n * Instantiates a DefaultRenderingPipeline.\n * @param name The rendering pipeline name (default: \"\")\n * @param hdr If high dynamic range textures should be used (default: true)\n * @param scene The scene linked to this pipeline (default: the last created scene)\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\n * @param automaticBuild If false, you will have to manually call prepare() to update the pipeline (default: true)\n */\n constructor(name = \"\", hdr = true, scene: Scene = EngineStore.LastCreatedScene!, cameras?: Camera[], automaticBuild = true) {\n RegisterDepthRendererSceneComponent(DepthRenderer);\n super(scene.getEngine(), name);\n this._cameras = cameras || scene.cameras;\n this._cameras = this._cameras.slice();\n this._camerasToBeAttached = this._cameras.slice();\n\n this._buildAllowed = automaticBuild;\n\n // Initialize\n this._scene = scene;\n const caps = this._scene.getEngine().getCaps();\n this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);\n\n // Misc\n if (this._hdr) {\n if (caps.textureHalfFloatRender) {\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\n } else if (caps.textureFloatRender) {\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\n }\n } else {\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\n }\n\n // Attach\n scene.postProcessRenderPipelineManager.addPipeline(this);\n\n const engine = this._scene.getEngine();\n\n // Create post processes before hand so they can be modified before enabled.\n // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.\n this.sharpen = new SharpenPostProcess(\"sharpen\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\n this._sharpenEffect = new PostProcessRenderEffect(\n engine,\n this.SharpenPostProcessId,\n () => {\n return this.sharpen;\n },\n true\n );\n\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, true);\n\n // To keep the bloom sizes consistent across different display densities, factor in the hardware scaling level.\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\n this._resizeObserver = engine.onResizeObservable.add(() => {\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\n this.bloomKernel = this._bloomKernel;\n });\n\n this.bloom = new BloomEffect(this._scene, this._bloomScale, this._bloomWeight, this.bloomKernel / this._hardwareScaleLevel, this._defaultPipelineTextureType, true);\n\n this.chromaticAberration = new ChromaticAberrationPostProcess(\n \"ChromaticAberration\",\n engine.getRenderWidth(),\n engine.getRenderHeight(),\n 1.0,\n null,\n Texture.BILINEAR_SAMPLINGMODE,\n engine,\n false,\n this._defaultPipelineTextureType,\n true\n );\n this._chromaticAberrationEffect = new PostProcessRenderEffect(\n engine,\n this.ChromaticAberrationPostProcessId,\n () => {\n return this.chromaticAberration;\n },\n true\n );\n\n this.grain = new GrainPostProcess(\"Grain\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\n this._grainEffect = new PostProcessRenderEffect(\n engine,\n this.GrainPostProcessId,\n () => {\n return this.grain;\n },\n true\n );\n\n let avoidReentrancyAtConstructionTime = true;\n\n this._imageProcessingConfigurationObserver = this._scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\n this.bloom._downscale._exposure = this._scene.imageProcessingConfiguration.exposure;\n\n if (this.imageProcessingEnabled !== this._scene.imageProcessingConfiguration.isEnabled) {\n this._imageProcessingEnabled = this._scene.imageProcessingConfiguration.isEnabled;\n // Avoid re-entrant problems by deferring the call to _buildPipeline because the call to _buildPipeline\n // at the end of the constructor could end up triggering imageProcessingConfiguration.onUpdateParameters!\n // Note that the pipeline could have been disposed before the deferred call was executed, but in that case\n // _buildAllowed will have been set to false, preventing _buildPipeline from being executed.\n if (avoidReentrancyAtConstructionTime) {\n TimingTools.SetImmediate(() => {\n this._buildPipeline();\n });\n } else {\n this._buildPipeline();\n }\n }\n });\n\n this._buildPipeline();\n\n avoidReentrancyAtConstructionTime = false;\n }\n\n /**\n * Get the class name\n * @returns \"DefaultRenderingPipeline\"\n */\n public override getClassName(): string {\n return \"DefaultRenderingPipeline\";\n }\n\n /**\n * Force the compilation of the entire pipeline.\n */\n public prepare(): void {\n const previousState = this._buildAllowed;\n this._buildAllowed = true;\n this._buildPipeline();\n this._buildAllowed = previousState;\n }\n\n private _hasCleared = false;\n private _prevPostProcess: Nullable<PostProcess> = null;\n private _prevPrevPostProcess: Nullable<PostProcess> = null;\n\n private _setAutoClearAndTextureSharing(postProcess: PostProcess, skipTextureSharing = false) {\n if (this._hasCleared) {\n postProcess.autoClear = false;\n } else {\n postProcess.autoClear = true;\n this._scene.autoClear = false;\n this._hasCleared = true;\n }\n\n if (!skipTextureSharing) {\n if (this._prevPrevPostProcess) {\n postProcess.shareOutputWith(this._prevPrevPostProcess);\n } else {\n postProcess.useOwnOutput();\n }\n\n if (this._prevPostProcess) {\n this._prevPrevPostProcess = this._prevPostProcess;\n }\n this._prevPostProcess = postProcess;\n }\n }\n\n private _depthOfFieldSceneObserver: Nullable<Observer<Scene>> = null;\n private _activeCameraChangedObserver: Nullable<Observer<Scene>> = null;\n private _activeCamerasChangedObserver: Nullable<Observer<Scene>> = null;\n\n private _buildPipeline() {\n if (!this._buildAllowed) {\n return;\n }\n this._scene.autoClear = true;\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 this._prevPostProcess = null;\n this._prevPrevPostProcess = null;\n this._hasCleared = false;\n\n if (this.depthOfFieldEnabled) {\n // Multi camera suport\n if (this._cameras.length > 1) {\n for (const camera of this._cameras) {\n const depthRenderer = this._scene.enableDepthRenderer(camera);\n depthRenderer.useOnlyInActiveCamera = true;\n }\n\n this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add((scene) => {\n if (this._cameras.indexOf(scene.activeCamera!) > -1) {\n this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();\n }\n });\n } else {\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\n const depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);\n this.depthOfField.depthTexture = depthRenderer.getDepthMap();\n }\n\n if (!this.depthOfField._isReady()) {\n this.depthOfField._updateEffects();\n }\n this.addEffect(this.depthOfField);\n this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);\n } else {\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\n }\n\n if (this.bloomEnabled) {\n if (!this.bloom._isReady()) {\n this.bloom._updateEffects();\n }\n this.addEffect(this.bloom);\n this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);\n }\n\n if (this._imageProcessingEnabled) {\n this.imageProcessing = new ImageProcessingPostProcess(\n \"imageProcessing\",\n 1.0,\n null,\n Texture.BILINEAR_SAMPLINGMODE,\n engine,\n false,\n this._defaultPipelineTextureType,\n this.scene.imageProcessingConfiguration\n );\n if (this._hdr) {\n this.addEffect(\n new PostProcessRenderEffect(\n engine,\n this.ImageProcessingPostProcessId,\n () => {\n return this.imageProcessing;\n },\n true\n )\n );\n this._setAutoClearAndTextureSharing(this.imageProcessing);\n } else {\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\n }\n\n if (!this._cameras || this._cameras.length === 0) {\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\n }\n\n if (!this.imageProcessing.getEffect()) {\n this.imageProcessing._updateParameters();\n }\n }\n\n if (this.sharpenEnabled) {\n if (!this.sharpen.isReady()) {\n this.sharpen.updateEffect();\n }\n this.addEffect(this._sharpenEffect);\n this._setAutoClearAndTextureSharing(this.sharpen);\n }\n\n if (this.grainEnabled) {\n if (!this.grain.isReady()) {\n this.grain.updateEffect();\n }\n this.addEffect(this._grainEffect);\n this._setAutoClearAndTextureSharing(this.grain);\n }\n\n if (this.chromaticAberrationEnabled) {\n if (!this.chromaticAberration.isReady()) {\n this.chromaticAberration.updateEffect();\n }\n this.addEffect(this._chromaticAberrationEffect);\n this._setAutoClearAndTextureSharing(this.chromaticAberration);\n }\n\n if (this.fxaaEnabled) {\n this.fxaa = new FxaaPostProcess(\"fxaa\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);\n this.addEffect(\n new PostProcessRenderEffect(\n engine,\n this.FxaaPostProcessId,\n () => {\n return this.fxaa;\n },\n true\n )\n );\n this._setAutoClearAndTextureSharing(this.fxaa, true);\n }\n\n if (this._cameras !== null) {\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\n }\n\n // In multicamera mode, the scene needs to autoclear in between cameras.\n if ((this._scene.activeCameras && this._scene.activeCameras.length > 1) || (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1)) {\n this._scene.autoClear = true;\n }\n // The active camera on the scene can be changed anytime\n if (!this._activeCameraChangedObserver) {\n this._activeCameraChangedObserver = this._scene.onActiveCameraChanged.add(() => {\n if (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1) {\n this._scene.autoClear = true;\n }\n });\n }\n if (!this._activeCamerasChangedObserver) {\n this._activeCamerasChangedObserver = this._scene.onActiveCamerasChanged.add(() => {\n if (this._scene.activeCameras && this._scene.activeCameras.length > 1) {\n this._scene.autoClear = true;\n }\n });\n }\n\n this._adaptPostProcessesToViewPort();\n\n if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {\n Logger.Warn(\"MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0\");\n }\n\n this.onBuildObservable.notifyObservers(this);\n }\n\n private _disposePostProcesses(disposeNonRecreated = false): void {\n for (let i = 0; i < this._cameras.length; i++) {\n const camera = this._cameras[i];\n\n if (this.imageProcessing) {\n this.imageProcessing.dispose(camera);\n }\n\n if (this.fxaa) {\n this.fxaa.dispose(camera);\n }\n\n // These are created in the constructor and should not be disposed on every pipeline change\n if (disposeNonRecreated) {\n if (this.sharpen) {\n this.sharpen.dispose(camera);\n }\n\n if (this.depthOfField) {\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\n this.depthOfField.disposeEffects(camera);\n }\n\n if (this.bloom) {\n this.bloom.disposeEffects(camera);\n }\n\n if (this.chromaticAberration) {\n this.chromaticAberration.dispose(camera);\n }\n\n if (this.grain) {\n this.grain.dispose(camera);\n }\n if (this._glowLayer) {\n this._glowLayer.dispose();\n }\n }\n }\n\n (<any>this.imageProcessing) = null;\n (<any>this.fxaa) = null;\n\n if (disposeNonRecreated) {\n (<any>this.sharpen) = null;\n (<any>this._sharpenEffect) = null;\n (<any>this.depthOfField) = null;\n (<any>this.bloom) = null;\n (<any>this.chromaticAberration) = null;\n (<any>this._chromaticAberrationEffect) = null;\n (<any>this.grain) = null;\n (<any>this._grainEffect) = null;\n this._glowLayer = null;\n }\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 * Dispose of the pipeline and stop all post processes\n */\n public override dispose(): void {\n this._buildAllowed = false;\n this.onBuildObservable.clear();\n this._disposePostProcesses(true);\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\n this._scene._postProcessRenderPipelineManager.removePipeline(this.name);\n this._scene.autoClear = true;\n if (this._resizeObserver) {\n this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);\n this._resizeObserver = null;\n }\n\n this._scene.onActiveCameraChanged.remove(this._activeCameraChangedObserver);\n this._scene.onActiveCamerasChanged.remove(this._activeCamerasChangedObserver);\n\n this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);\n super.dispose();\n }\n\n /**\n * Serialize 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 = \"DefaultRenderingPipeline\";\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 DefaultRenderingPipelineParse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline {\n return SerializationHelper.Parse(() => new DefaultRenderingPipeline(source._name, source._name._hdr, scene), source, scene, rootUrl);\n}\n\n/**\n * Register side effects for defaultRenderingPipeline.\n * Safe to call multiple times; only the first call has an effect.\n */\nexport function RegisterDefaultRenderingPipeline(): void {\n if (_Registered) {\n return;\n }\n _Registered = true;\n\n DefaultRenderingPipeline.Parse = DefaultRenderingPipelineParse;\n\n RegisterClass(\"BABYLON.DefaultRenderingPipeline\", DefaultRenderingPipeline);\n}\n"]}
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+
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This file must only contain pure code and pure imports */\n\nimport { type Nullable } from \"../../../types\";\nimport { serialize } from \"../../../Misc/decorators\";\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\nimport { Observable } from \"../../../Misc/observable.pure\";\nimport { type Observer } from \"../../../Misc/observable\";\nimport { type IAnimatable } from \"../../../Animations/animatable.interface\";\nimport { Logger } from \"../../../Misc/logger\";\nimport { type Camera } from \"../../../Cameras/camera.pure\";\nimport { type ImageProcessingConfiguration } from \"../../../Materials/imageProcessingConfiguration.pure\";\nimport { Texture } from \"../../../Materials/Textures/texture.pure\";\nimport { type AbstractEngine } from \"../../../Engines/abstractEngine.pure\";\nimport { Constants } from \"../../../Engines/constants\";\nimport { type IDisposable, type Scene } from \"../../../scene.pure\";\nimport { GlowLayer } from \"../../../Layers/glowLayer.pure\";\nimport { type PostProcess } from \"../../../PostProcesses/postProcess.pure\";\nimport { SharpenPostProcess } from \"../../../PostProcesses/sharpenPostProcess.pure\";\nimport { ImageProcessingPostProcess } from \"../../../PostProcesses/imageProcessingPostProcess\";\nimport { ChromaticAberrationPostProcess } from \"../../../PostProcesses/chromaticAberrationPostProcess.pure\";\nimport { GrainPostProcess } from \"../../../PostProcesses/grainPostProcess.pure\";\nimport { FxaaPostProcess } from \"../../../PostProcesses/fxaaPostProcess.pure\";\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\nimport { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from \"../../../PostProcesses/depthOfFieldEffect\";\nimport { BloomEffect } from \"../../../PostProcesses/bloomEffect\";\nimport { EngineStore } from \"../../../Engines/engineStore\";\nimport { TimingTools } from \"core/Misc/timingTools\";\nimport { type Animation } from \"../../../Animations/animation.pure\";\nimport { RegisterClass } from \"../../../Misc/typeStore\";\nimport { RegisterDepthRendererSceneComponent } from \"../../../Rendering/depthRendererSceneComponent.pure\";\nimport { DepthRenderer } from \"../../../Rendering/depthRenderer.pure\";\n\n/* eslint-disable @typescript-eslint/naming-convention */\n\n/**\n * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.\n * See https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/defaultRenderingPipeline\n */\nexport class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {\n private _scene: Scene;\n private _camerasToBeAttached: Array<Camera> = [];\n /**\n * ID of the sharpen post process,\n */\n private readonly SharpenPostProcessId = \"SharpenPostProcessEffect\";\n /**\n * @ignore\n * ID of the image processing post process;\n */\n readonly ImageProcessingPostProcessId = \"ImageProcessingPostProcessEffect\";\n /**\n * @ignore\n * ID of the Fast Approximate Anti-Aliasing post process;\n */\n readonly FxaaPostProcessId = \"FxaaPostProcessEffect\";\n /**\n * ID of the chromatic aberration post process,\n */\n private readonly ChromaticAberrationPostProcessId = \"ChromaticAberrationPostProcessEffect\";\n /**\n * ID of the grain post process\n */\n private readonly GrainPostProcessId = \"GrainPostProcessEffect\";\n\n // Post-processes\n /**\n * Sharpen post process which will apply a sharpen convolution to enhance edges\n */\n public sharpen: SharpenPostProcess;\n private _sharpenEffect: PostProcessRenderEffect;\n private bloom: BloomEffect;\n /**\n * Depth of field effect, applies a blur based on how far away objects are from the focus distance.\n */\n public depthOfField: DepthOfFieldEffect;\n 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Nullable<Observer<ImageProcessingConfiguration>> = null;\n // Values\n private _sharpenEnabled: boolean = false;\n private _bloomEnabled: boolean = false;\n private _depthOfFieldEnabled: boolean = false;\n private _depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;\n private _fxaaEnabled: boolean = false;\n private _imageProcessingEnabled: boolean = true;\n private _defaultPipelineTextureType: number;\n private _bloomScale: number = 0.5;\n private _chromaticAberrationEnabled: boolean = false;\n private _grainEnabled: boolean = false;\n\n private _buildAllowed = true;\n\n /**\n * Enable or disable automatic building of the pipeline when effects are enabled and disabled.\n * If false, you will have to manually call prepare() to update the pipeline.\n */\n public get automaticBuild() {\n return this._buildAllowed;\n }\n public set automaticBuild(value: boolean) {\n this._buildAllowed = value;\n }\n\n /**\n * This is triggered each time the pipeline has been built.\n */\n public onBuildObservable = new Observable<DefaultRenderingPipeline>();\n\n /**\n * Gets active scene\n */\n public get scene(): Scene {\n return this._scene;\n }\n\n /**\n * Enable or disable the sharpen process from the pipeline\n */\n public set sharpenEnabled(enabled: boolean) {\n if (this._sharpenEnabled === enabled) {\n return;\n }\n this._sharpenEnabled = enabled;\n\n this._buildPipeline();\n }\n\n @serialize()\n public get sharpenEnabled(): boolean {\n return this._sharpenEnabled;\n }\n\n private _resizeObserver: Nullable<Observer<AbstractEngine>> = null;\n private _hardwareScaleLevel = 1.0;\n private _bloomKernel: number = 64;\n /**\n * Specifies the size of the bloom blur kernel, relative to the final output size\n */\n @serialize()\n public get bloomKernel(): number {\n return this._bloomKernel;\n }\n public set bloomKernel(value: number) {\n this._bloomKernel = value;\n this.bloom.kernel = value / this._hardwareScaleLevel;\n }\n\n /**\n * Specifies the weight of the bloom in the 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(default: 1)\n */\n public set samples(sampleCount: number) {\n if (this._samples === sampleCount) {\n return;\n }\n this._samples = sampleCount;\n\n this._buildPipeline();\n }\n\n @serialize()\n public get samples(): number {\n return this._samples;\n }\n\n /**\n * If image processing is enabled.\n */\n public set imageProcessingEnabled(enabled: boolean) {\n if (this._imageProcessingEnabled === enabled) {\n return;\n }\n\n this._scene.imageProcessingConfiguration.isEnabled = enabled;\n }\n\n @serialize()\n public get imageProcessingEnabled(): boolean {\n return this._imageProcessingEnabled;\n }\n\n /**\n * If glow layer is enabled. (Adds a glow effect to emmissive materials)\n */\n public set glowLayerEnabled(enabled: boolean) {\n if (enabled && !this._glowLayer) {\n this._glowLayer = new GlowLayer(\"\", this._scene);\n } else if (!enabled && this._glowLayer) {\n this._glowLayer.dispose();\n this._glowLayer = null;\n }\n }\n\n @serialize()\n public get glowLayerEnabled(): boolean {\n return this._glowLayer != null;\n }\n\n /**\n * Gets the glow layer (or null if not defined)\n */\n public get glowLayer() {\n return this._glowLayer;\n }\n\n /**\n * Enable or disable the chromaticAberration process from the pipeline\n */\n public set chromaticAberrationEnabled(enabled: boolean) {\n if (this._chromaticAberrationEnabled === enabled) {\n return;\n }\n this._chromaticAberrationEnabled = enabled;\n\n this._buildPipeline();\n }\n\n @serialize()\n public get chromaticAberrationEnabled(): boolean {\n return this._chromaticAberrationEnabled;\n }\n /**\n * Enable or disable the grain process from the pipeline\n */\n public set grainEnabled(enabled: boolean) {\n if (this._grainEnabled === enabled) {\n return;\n }\n this._grainEnabled = enabled;\n\n this._buildPipeline();\n }\n\n @serialize()\n public get grainEnabled(): boolean {\n return this._grainEnabled;\n }\n\n /**\n * Instantiates a DefaultRenderingPipeline.\n * @param name The rendering pipeline name (default: \"\")\n * @param hdr If high dynamic range textures should be used (default: true)\n * @param scene The scene linked to this pipeline (default: the last created scene)\n * @param cameras The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)\n * @param automaticBuild If false, you will have to manually call prepare() to update the pipeline (default: true)\n */\n constructor(name = \"\", hdr = true, scene: Scene = EngineStore.LastCreatedScene!, cameras?: Camera[], automaticBuild = true) {\n RegisterDepthRendererSceneComponent(DepthRenderer);\n super(scene.getEngine(), name);\n this._cameras = cameras || scene.cameras;\n this._cameras = this._cameras.slice();\n this._camerasToBeAttached = this._cameras.slice();\n\n this._buildAllowed = automaticBuild;\n\n // Initialize\n this._scene = scene;\n const caps = this._scene.getEngine().getCaps();\n this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);\n\n // Misc\n if (this._hdr) {\n if (caps.textureHalfFloatRender) {\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_HALF_FLOAT;\n } else if (caps.textureFloatRender) {\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_FLOAT;\n }\n } else {\n this._defaultPipelineTextureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\n }\n\n // Attach\n scene.postProcessRenderPipelineManager.addPipeline(this);\n\n const engine = this._scene.getEngine();\n\n // Create post processes before hand so they can be modified before enabled.\n // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.\n this.sharpen = new SharpenPostProcess(\"sharpen\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\n this._sharpenEffect = new PostProcessRenderEffect(\n engine,\n this.SharpenPostProcessId,\n () => {\n return this.sharpen;\n },\n true\n );\n\n this.depthOfField = new DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, true);\n\n // To keep the bloom sizes consistent across different display densities, factor in the hardware scaling level.\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\n this._resizeObserver = engine.onResizeObservable.add(() => {\n this._hardwareScaleLevel = engine.getHardwareScalingLevel();\n this.bloomKernel = this._bloomKernel;\n });\n\n this.bloom = new BloomEffect(this._scene, this._bloomScale, this._bloomWeight, this.bloomKernel / this._hardwareScaleLevel, this._defaultPipelineTextureType, true);\n\n this.chromaticAberration = new ChromaticAberrationPostProcess(\n \"ChromaticAberration\",\n engine.getRenderWidth(),\n engine.getRenderHeight(),\n 1.0,\n null,\n Texture.BILINEAR_SAMPLINGMODE,\n engine,\n false,\n this._defaultPipelineTextureType,\n true\n );\n this._chromaticAberrationEffect = new PostProcessRenderEffect(\n engine,\n this.ChromaticAberrationPostProcessId,\n () => {\n return this.chromaticAberration;\n },\n true\n );\n\n this.grain = new GrainPostProcess(\"Grain\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType, true);\n this._grainEffect = new PostProcessRenderEffect(\n engine,\n this.GrainPostProcessId,\n () => {\n return this.grain;\n },\n true\n );\n\n let avoidReentrancyAtConstructionTime = true;\n\n this._imageProcessingConfigurationObserver = this._scene.imageProcessingConfiguration.onUpdateParameters.add(() => {\n this.bloom._downscale._exposure = this._scene.imageProcessingConfiguration.exposure;\n\n if (this.imageProcessingEnabled !== this._scene.imageProcessingConfiguration.isEnabled) {\n this._imageProcessingEnabled = this._scene.imageProcessingConfiguration.isEnabled;\n // Avoid re-entrant problems by deferring the call to _buildPipeline because the call to _buildPipeline\n // at the end of the constructor could end up triggering imageProcessingConfiguration.onUpdateParameters!\n // Note that the pipeline could have been disposed before the deferred call was executed, but in that case\n // _buildAllowed will have been set to false, preventing _buildPipeline from being executed.\n if (avoidReentrancyAtConstructionTime) {\n TimingTools.SetImmediate(() => {\n this._buildPipeline();\n });\n } else {\n this._buildPipeline();\n }\n }\n });\n\n this._buildPipeline();\n\n avoidReentrancyAtConstructionTime = false;\n }\n\n /**\n * Get the class name\n * @returns \"DefaultRenderingPipeline\"\n */\n public override getClassName(): string {\n return \"DefaultRenderingPipeline\";\n }\n\n /**\n * Force the compilation of the entire pipeline.\n */\n public prepare(): void {\n const previousState = this._buildAllowed;\n this._buildAllowed = true;\n this._buildPipeline();\n this._buildAllowed = previousState;\n }\n\n private _hasCleared = false;\n private _prevPostProcess: Nullable<PostProcess> = null;\n private _prevPrevPostProcess: Nullable<PostProcess> = null;\n\n private _setAutoClearAndTextureSharing(postProcess: PostProcess, skipTextureSharing = false) {\n if (this._hasCleared) {\n postProcess.autoClear = false;\n } else {\n postProcess.autoClear = true;\n this._scene.autoClear = false;\n this._hasCleared = true;\n }\n\n if (!skipTextureSharing) {\n if (this._prevPrevPostProcess) {\n postProcess.shareOutputWith(this._prevPrevPostProcess);\n } else {\n postProcess.useOwnOutput();\n }\n\n if (this._prevPostProcess) {\n this._prevPrevPostProcess = this._prevPostProcess;\n }\n this._prevPostProcess = postProcess;\n }\n }\n\n private _depthOfFieldSceneObserver: Nullable<Observer<Scene>> = null;\n private _activeCameraChangedObserver: Nullable<Observer<Scene>> = null;\n private _activeCamerasChangedObserver: Nullable<Observer<Scene>> = null;\n\n private _buildPipeline() {\n if (!this._buildAllowed) {\n return;\n }\n this._scene.autoClear = true;\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 this._prevPostProcess = null;\n this._prevPrevPostProcess = null;\n this._hasCleared = false;\n\n if (this.depthOfFieldEnabled) {\n // Multi camera suport\n if (this._cameras.length > 1) {\n for (const camera of this._cameras) {\n const depthRenderer = this._scene.enableDepthRenderer(camera);\n depthRenderer.useOnlyInActiveCamera = true;\n }\n\n this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add((scene) => {\n if (this._cameras.indexOf(scene.activeCamera!) > -1) {\n this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();\n }\n });\n } else {\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\n const depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);\n this.depthOfField.depthTexture = depthRenderer.getDepthMap();\n }\n\n if (!this.depthOfField._isReady()) {\n this.depthOfField._updateEffects();\n }\n this.addEffect(this.depthOfField);\n this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);\n } else {\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\n }\n\n if (this.bloomEnabled) {\n if (!this.bloom._isReady()) {\n this.bloom._updateEffects();\n }\n this.addEffect(this.bloom);\n this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);\n }\n\n if (this._imageProcessingEnabled) {\n this.imageProcessing = new ImageProcessingPostProcess(\n \"imageProcessing\",\n 1.0,\n null,\n Texture.BILINEAR_SAMPLINGMODE,\n engine,\n false,\n this._defaultPipelineTextureType,\n this.scene.imageProcessingConfiguration\n );\n if (this._hdr) {\n this.addEffect(\n new PostProcessRenderEffect(\n engine,\n this.ImageProcessingPostProcessId,\n () => {\n return this.imageProcessing;\n },\n true\n )\n );\n this._setAutoClearAndTextureSharing(this.imageProcessing);\n } else {\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\n }\n\n if (!this._cameras || this._cameras.length === 0) {\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\n }\n\n if (!this.imageProcessing.getEffect()) {\n this.imageProcessing._updateParameters();\n }\n }\n\n if (this.sharpenEnabled) {\n if (!this.sharpen.isReady()) {\n this.sharpen.updateEffect();\n }\n this.addEffect(this._sharpenEffect);\n this._setAutoClearAndTextureSharing(this.sharpen);\n }\n\n if (this.grainEnabled) {\n if (!this.grain.isReady()) {\n this.grain.updateEffect();\n }\n this.addEffect(this._grainEffect);\n this._setAutoClearAndTextureSharing(this.grain);\n }\n\n if (this.chromaticAberrationEnabled) {\n if (!this.chromaticAberration.isReady()) {\n this.chromaticAberration.updateEffect();\n }\n this.addEffect(this._chromaticAberrationEffect);\n this._setAutoClearAndTextureSharing(this.chromaticAberration);\n }\n\n if (this.fxaaEnabled) {\n this.fxaa = new FxaaPostProcess(\"fxaa\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);\n this.addEffect(\n new PostProcessRenderEffect(\n engine,\n this.FxaaPostProcessId,\n () => {\n return this.fxaa;\n },\n true\n )\n );\n this._setAutoClearAndTextureSharing(this.fxaa, true);\n }\n\n if (this._cameras !== null) {\n this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);\n }\n\n // In multicamera mode, the scene needs to autoclear in between cameras.\n if ((this._scene.activeCameras && this._scene.activeCameras.length > 1) || (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1)) {\n this._scene.autoClear = true;\n }\n // The active camera on the scene can be changed anytime\n if (!this._activeCameraChangedObserver) {\n this._activeCameraChangedObserver = this._scene.onActiveCameraChanged.add(() => {\n if (this._scene.activeCamera && this._cameras.indexOf(this._scene.activeCamera) === -1) {\n this._scene.autoClear = true;\n }\n });\n }\n if (!this._activeCamerasChangedObserver) {\n this._activeCamerasChangedObserver = this._scene.onActiveCamerasChanged.add(() => {\n if (this._scene.activeCameras && this._scene.activeCameras.length > 1) {\n this._scene.autoClear = true;\n }\n });\n }\n\n this._adaptPostProcessesToViewPort();\n\n if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {\n Logger.Warn(\"MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0\");\n }\n\n this.onBuildObservable.notifyObservers(this);\n }\n\n private _disposePostProcesses(disposeNonRecreated = false): void {\n for (let i = 0; i < this._cameras.length; i++) {\n const camera = this._cameras[i];\n\n if (this.imageProcessing) {\n this.imageProcessing.dispose(camera);\n }\n\n if (this.fxaa) {\n this.fxaa.dispose(camera);\n }\n\n // These are created in the constructor and should not be disposed on every pipeline change\n if (disposeNonRecreated) {\n if (this.sharpen) {\n this.sharpen.dispose(camera);\n }\n\n if (this.depthOfField) {\n this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);\n this.depthOfField.disposeEffects(camera);\n }\n\n if (this.bloom) {\n this.bloom.disposeEffects(camera);\n }\n\n if (this.chromaticAberration) {\n this.chromaticAberration.dispose(camera);\n }\n\n if (this.grain) {\n this.grain.dispose(camera);\n }\n if (this._glowLayer) {\n this._glowLayer.dispose();\n }\n }\n }\n\n (<any>this.imageProcessing) = null;\n (<any>this.fxaa) = null;\n\n if (disposeNonRecreated) {\n (<any>this.sharpen) = null;\n (<any>this._sharpenEffect) = null;\n (<any>this.depthOfField) = null;\n (<any>this.bloom) = null;\n (<any>this.chromaticAberration) = null;\n (<any>this._chromaticAberrationEffect) = null;\n (<any>this.grain) = null;\n (<any>this._grainEffect) = null;\n this._glowLayer = null;\n }\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 * Dispose of the pipeline and stop all post processes\n */\n public override dispose(): void {\n this._buildAllowed = false;\n this.onBuildObservable.clear();\n this._disposePostProcesses(true);\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);\n this._scene._postProcessRenderPipelineManager.removePipeline(this.name);\n this._scene.autoClear = true;\n if (this._resizeObserver) {\n this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);\n this._resizeObserver = null;\n }\n\n this._scene.onActiveCameraChanged.remove(this._activeCameraChangedObserver);\n this._scene.onActiveCamerasChanged.remove(this._activeCamerasChangedObserver);\n\n this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);\n super.dispose();\n }\n\n /**\n * Serialize 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 = \"DefaultRenderingPipeline\";\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 DefaultRenderingPipelineParse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline {\n return SerializationHelper.Parse(() => new DefaultRenderingPipeline(source._name, source._hdr, scene), source, scene, rootUrl);\n}\n\n/**\n * Register side effects for defaultRenderingPipeline.\n * Safe to call multiple times; only the first call has an effect.\n */\nexport function RegisterDefaultRenderingPipeline(): void {\n if (_Registered) {\n return;\n }\n _Registered = true;\n\n DefaultRenderingPipeline.Parse = DefaultRenderingPipelineParse;\n\n RegisterClass(\"BABYLON.DefaultRenderingPipeline\", DefaultRenderingPipeline);\n}\n"]}
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@@ -81,7 +81,7 @@ export class DepthOfFieldEffect extends PostProcessRenderEffect {
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* @internal Internal post processes in depth of field effect
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*/
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this._effects = [];
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-
this._thinDepthOfFieldEffect = new ThinDepthOfFieldEffect("Depth of Field", engine, blurLevel,
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+
this._thinDepthOfFieldEffect = new ThinDepthOfFieldEffect("Depth of Field", engine, blurLevel, depthNotNormalized, blockCompilation);
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// Use R-only formats if supported to store the circle of confusion values.
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// This should be more space and bandwidth efficient than using RGBA.
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const circleOfConfusionTextureFormat = engine.isWebGPU || engine.version > 1 ? 6 : 5;
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@@ -1 +1 @@
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1
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-
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{ type Nullable } from \"../types\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture.pure\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { type PostProcess } from \"./postProcess\";\r\nimport { PostProcessRenderEffect } from \"../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { CircleOfConfusionPostProcess } from \"./circleOfConfusionPostProcess.pure\";\r\nimport { DepthOfFieldBlurPostProcess } from \"./depthOfFieldBlurPostProcess.pure\";\r\nimport { DepthOfFieldMergePostProcess } from \"./depthOfFieldMergePostProcess\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { type ThinDepthOfFieldEffectBlurLevel, ThinDepthOfFieldEffect } from \"./thinDepthOfFieldEffect\";\r\n\r\n/**\r\n * Specifies the level of max blur that should be applied when using the depth of field effect\r\n */\r\nexport const enum DepthOfFieldEffectBlurLevel {\r\n /**\r\n * Subtle blur\r\n */\r\n Low,\r\n /**\r\n * Medium blur\r\n */\r\n Medium,\r\n /**\r\n * Large blur\r\n */\r\n High,\r\n}\r\n\r\n/**\r\n * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.\r\n */\r\nexport class DepthOfFieldEffect extends PostProcessRenderEffect {\r\n private _circleOfConfusion: CircleOfConfusionPostProcess;\r\n /**\r\n * @internal Internal, blurs from high to low\r\n */\r\n public _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;\r\n private _depthOfFieldBlurY: Array<DepthOfFieldBlurPostProcess>;\r\n private _dofMerge: Nullable<DepthOfFieldMergePostProcess>;\r\n\r\n /**\r\n * @internal Internal post processes in depth of field effect\r\n */\r\n public _effects: Array<PostProcess> = [];\r\n\r\n /**\r\n * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)\r\n */\r\n public set focalLength(value: number) {\r\n this._thinDepthOfFieldEffect.focalLength = value;\r\n }\r\n public get focalLength() {\r\n return this._thinDepthOfFieldEffect.focalLength;\r\n }\r\n /**\r\n * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n public set fStop(value: number) {\r\n this._thinDepthOfFieldEffect.fStop = value;\r\n }\r\n public get fStop() {\r\n return this._thinDepthOfFieldEffect.fStop;\r\n }\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n public set focusDistance(value: number) {\r\n this._thinDepthOfFieldEffect.focusDistance = value;\r\n }\r\n public get focusDistance() {\r\n return this._thinDepthOfFieldEffect.focusDistance;\r\n }\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n public set lensSize(value: number) {\r\n this._thinDepthOfFieldEffect.lensSize = value;\r\n }\r\n public get lensSize() {\r\n return this._thinDepthOfFieldEffect.lensSize;\r\n }\r\n\r\n private _thinDepthOfFieldEffect: ThinDepthOfFieldEffect;\r\n\r\n /**\r\n * Creates a new instance DepthOfFieldEffect\r\n * @param sceneOrEngine The scene or engine the effect belongs to.\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 blurLevel\r\n * @param pipelineTextureType The type of texture to be used when performing the post processing.\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 * @param depthNotNormalized If the depth from the depth texture is already normalized or if the normalization should be done at runtime in the shader (default: false)\r\n */\r\n constructor(\r\n sceneOrEngine: Scene | AbstractEngine,\r\n depthTexture: Nullable<RenderTargetTexture>,\r\n blurLevel: DepthOfFieldEffectBlurLevel = DepthOfFieldEffectBlurLevel.Low,\r\n pipelineTextureType = 0,\r\n blockCompilation = false,\r\n depthNotNormalized = false\r\n ) {\r\n const engine = (sceneOrEngine as Scene)._renderForCamera ? (sceneOrEngine as Scene).getEngine() : (sceneOrEngine as AbstractEngine);\r\n super(\r\n engine,\r\n \"depth of field\",\r\n () => {\r\n return this._effects;\r\n },\r\n true\r\n );\r\n\r\n this._thinDepthOfFieldEffect = new ThinDepthOfFieldEffect(\"Depth of Field\", engine, blurLevel as unknown as ThinDepthOfFieldEffectBlurLevel, false, blockCompilation);\r\n\r\n // Use R-only formats if supported to store the circle of confusion values.\r\n // This should be more space and bandwidth efficient than using RGBA.\r\n const circleOfConfusionTextureFormat = engine.isWebGPU || engine.version > 1 ? Constants.TEXTUREFORMAT_RED : Constants.TEXTUREFORMAT_RGBA;\r\n\r\n // Circle of confusion value for each pixel is used to determine how much to blur that pixel\r\n this._circleOfConfusion = new CircleOfConfusionPostProcess(\r\n \"circleOfConfusion\",\r\n depthTexture,\r\n {\r\n size: 1,\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n textureType: pipelineTextureType,\r\n blockCompilation,\r\n depthNotNormalized,\r\n effectWrapper: this._thinDepthOfFieldEffect._circleOfConfusion,\r\n },\r\n null\r\n );\r\n\r\n // Create a pyramid of blurred images (eg. fullSize 1/4 blur, half size 1/2 blur, quarter size 3/4 blur, eith size 4/4 blur)\r\n // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts\r\n // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf\r\n this._depthOfFieldBlurY = [];\r\n this._depthOfFieldBlurX = [];\r\n\r\n const blurCount = this._thinDepthOfFieldEffect._depthOfFieldBlurX.length;\r\n\r\n for (let i = 0; i < blurCount; i++) {\r\n const [thinBlurY, ratioY] = this._thinDepthOfFieldEffect._depthOfFieldBlurY[i];\r\n const blurY = new DepthOfFieldBlurPostProcess(\r\n \"vertical blur\",\r\n null,\r\n thinBlurY.direction,\r\n thinBlurY.kernel,\r\n {\r\n size: ratioY,\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n textureType: pipelineTextureType,\r\n blockCompilation,\r\n textureFormat: i == 0 ? circleOfConfusionTextureFormat : Constants.TEXTUREFORMAT_RGBA,\r\n effectWrapper: thinBlurY,\r\n },\r\n null,\r\n this._circleOfConfusion,\r\n i == 0 ? this._circleOfConfusion : null\r\n );\r\n blurY.autoClear = false;\r\n\r\n const [thinBlurX, ratioX] = this._thinDepthOfFieldEffect._depthOfFieldBlurX[i];\r\n const blurX = new DepthOfFieldBlurPostProcess(\r\n \"horizontal blur\",\r\n null,\r\n thinBlurX.direction,\r\n thinBlurX.kernel,\r\n {\r\n size: ratioX,\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n textureType: pipelineTextureType,\r\n blockCompilation,\r\n effectWrapper: thinBlurX,\r\n },\r\n null,\r\n this._circleOfConfusion,\r\n null\r\n );\r\n blurX.autoClear = false;\r\n this._depthOfFieldBlurY.push(blurY);\r\n this._depthOfFieldBlurX.push(blurX);\r\n }\r\n\r\n // Set all post processes on the effect.\r\n this._effects = [this._circleOfConfusion];\r\n for (let i = 0; i < this._depthOfFieldBlurX.length; i++) {\r\n this._effects.push(this._depthOfFieldBlurY[i]);\r\n this._effects.push(this._depthOfFieldBlurX[i]);\r\n }\r\n\r\n // Merge blurred images with original image based on circleOfConfusion\r\n this._dofMerge = new DepthOfFieldMergePostProcess(\r\n \"dofMerge\",\r\n this._circleOfConfusion,\r\n this._circleOfConfusion,\r\n this._depthOfFieldBlurX,\r\n {\r\n size: this._thinDepthOfFieldEffect._depthOfFieldBlurX[blurCount - 1][1],\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n textureType: pipelineTextureType,\r\n blockCompilation,\r\n effectWrapper: this._thinDepthOfFieldEffect._dofMerge,\r\n },\r\n null\r\n );\r\n this._dofMerge.autoClear = false;\r\n this._effects.push(this._dofMerge);\r\n }\r\n\r\n /**\r\n * Get the current class name of the current effect\r\n * @returns \"DepthOfFieldEffect\"\r\n */\r\n public getClassName(): string {\r\n return \"DepthOfFieldEffect\";\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._circleOfConfusion.depthTexture = value;\r\n }\r\n\r\n /**\r\n * Disposes each of the internal effects for a given camera.\r\n * @param camera The camera to dispose the effect on.\r\n */\r\n public disposeEffects(camera: Camera) {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].dispose(camera);\r\n }\r\n }\r\n\r\n /**\r\n * @internal Internal\r\n */\r\n public _updateEffects() {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].updateEffect();\r\n }\r\n }\r\n\r\n /**\r\n * Internal\r\n * @returns if all the contained post processes are ready.\r\n * @internal\r\n */\r\n public _isReady() {\r\n return this._thinDepthOfFieldEffect.isReady();\r\n }\r\n}\r\n"]}
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+
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{ type Nullable } from \"../types\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { Texture } from \"../Materials/Textures/texture.pure\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { type PostProcess } from \"./postProcess\";\r\nimport { PostProcessRenderEffect } from \"../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { CircleOfConfusionPostProcess } from \"./circleOfConfusionPostProcess.pure\";\r\nimport { DepthOfFieldBlurPostProcess } from \"./depthOfFieldBlurPostProcess.pure\";\r\nimport { DepthOfFieldMergePostProcess } from \"./depthOfFieldMergePostProcess\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { type ThinDepthOfFieldEffectBlurLevel, ThinDepthOfFieldEffect } from \"./thinDepthOfFieldEffect\";\r\n\r\n/**\r\n * Specifies the level of max blur that should be applied when using the depth of field effect\r\n */\r\nexport const enum DepthOfFieldEffectBlurLevel {\r\n /**\r\n * Subtle blur\r\n */\r\n Low,\r\n /**\r\n * Medium blur\r\n */\r\n Medium,\r\n /**\r\n * Large blur\r\n */\r\n High,\r\n}\r\n\r\n/**\r\n * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.\r\n */\r\nexport class DepthOfFieldEffect extends PostProcessRenderEffect {\r\n private _circleOfConfusion: CircleOfConfusionPostProcess;\r\n /**\r\n * @internal Internal, blurs from high to low\r\n */\r\n public _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;\r\n private _depthOfFieldBlurY: Array<DepthOfFieldBlurPostProcess>;\r\n private _dofMerge: Nullable<DepthOfFieldMergePostProcess>;\r\n\r\n /**\r\n * @internal Internal post processes in depth of field effect\r\n */\r\n public _effects: Array<PostProcess> = [];\r\n\r\n /**\r\n * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)\r\n */\r\n public set focalLength(value: number) {\r\n this._thinDepthOfFieldEffect.focalLength = value;\r\n }\r\n public get focalLength() {\r\n return this._thinDepthOfFieldEffect.focalLength;\r\n }\r\n /**\r\n * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n public set fStop(value: number) {\r\n this._thinDepthOfFieldEffect.fStop = value;\r\n }\r\n public get fStop() {\r\n return this._thinDepthOfFieldEffect.fStop;\r\n }\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n public set focusDistance(value: number) {\r\n this._thinDepthOfFieldEffect.focusDistance = value;\r\n }\r\n public get focusDistance() {\r\n return this._thinDepthOfFieldEffect.focusDistance;\r\n }\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n public set lensSize(value: number) {\r\n this._thinDepthOfFieldEffect.lensSize = value;\r\n }\r\n public get lensSize() {\r\n return this._thinDepthOfFieldEffect.lensSize;\r\n }\r\n\r\n private _thinDepthOfFieldEffect: ThinDepthOfFieldEffect;\r\n\r\n /**\r\n * Creates a new instance DepthOfFieldEffect\r\n * @param sceneOrEngine The scene or engine the effect belongs to.\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 blurLevel\r\n * @param pipelineTextureType The type of texture to be used when performing the post processing.\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 * @param depthNotNormalized If the depth from the depth texture is already normalized or if the normalization should be done at runtime in the shader (default: false)\r\n */\r\n constructor(\r\n sceneOrEngine: Scene | AbstractEngine,\r\n depthTexture: Nullable<RenderTargetTexture>,\r\n blurLevel: DepthOfFieldEffectBlurLevel = DepthOfFieldEffectBlurLevel.Low,\r\n pipelineTextureType = 0,\r\n blockCompilation = false,\r\n depthNotNormalized = false\r\n ) {\r\n const engine = (sceneOrEngine as Scene)._renderForCamera ? (sceneOrEngine as Scene).getEngine() : (sceneOrEngine as AbstractEngine);\r\n super(\r\n engine,\r\n \"depth of field\",\r\n () => {\r\n return this._effects;\r\n },\r\n true\r\n );\r\n\r\n this._thinDepthOfFieldEffect = new ThinDepthOfFieldEffect(\r\n \"Depth of Field\",\r\n engine,\r\n blurLevel as unknown as ThinDepthOfFieldEffectBlurLevel,\r\n depthNotNormalized,\r\n blockCompilation\r\n );\r\n\r\n // Use R-only formats if supported to store the circle of confusion values.\r\n // This should be more space and bandwidth efficient than using RGBA.\r\n const circleOfConfusionTextureFormat = engine.isWebGPU || engine.version > 1 ? Constants.TEXTUREFORMAT_RED : Constants.TEXTUREFORMAT_RGBA;\r\n\r\n // Circle of confusion value for each pixel is used to determine how much to blur that pixel\r\n this._circleOfConfusion = new CircleOfConfusionPostProcess(\r\n \"circleOfConfusion\",\r\n depthTexture,\r\n {\r\n size: 1,\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n textureType: pipelineTextureType,\r\n blockCompilation,\r\n depthNotNormalized,\r\n effectWrapper: this._thinDepthOfFieldEffect._circleOfConfusion,\r\n },\r\n null\r\n );\r\n\r\n // Create a pyramid of blurred images (eg. fullSize 1/4 blur, half size 1/2 blur, quarter size 3/4 blur, eith size 4/4 blur)\r\n // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts\r\n // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf\r\n this._depthOfFieldBlurY = [];\r\n this._depthOfFieldBlurX = [];\r\n\r\n const blurCount = this._thinDepthOfFieldEffect._depthOfFieldBlurX.length;\r\n\r\n for (let i = 0; i < blurCount; i++) {\r\n const [thinBlurY, ratioY] = this._thinDepthOfFieldEffect._depthOfFieldBlurY[i];\r\n const blurY = new DepthOfFieldBlurPostProcess(\r\n \"vertical blur\",\r\n null,\r\n thinBlurY.direction,\r\n thinBlurY.kernel,\r\n {\r\n size: ratioY,\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n textureType: pipelineTextureType,\r\n blockCompilation,\r\n textureFormat: i == 0 ? circleOfConfusionTextureFormat : Constants.TEXTUREFORMAT_RGBA,\r\n effectWrapper: thinBlurY,\r\n },\r\n null,\r\n this._circleOfConfusion,\r\n i == 0 ? this._circleOfConfusion : null\r\n );\r\n blurY.autoClear = false;\r\n\r\n const [thinBlurX, ratioX] = this._thinDepthOfFieldEffect._depthOfFieldBlurX[i];\r\n const blurX = new DepthOfFieldBlurPostProcess(\r\n \"horizontal blur\",\r\n null,\r\n thinBlurX.direction,\r\n thinBlurX.kernel,\r\n {\r\n size: ratioX,\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n textureType: pipelineTextureType,\r\n blockCompilation,\r\n effectWrapper: thinBlurX,\r\n },\r\n null,\r\n this._circleOfConfusion,\r\n null\r\n );\r\n blurX.autoClear = false;\r\n this._depthOfFieldBlurY.push(blurY);\r\n this._depthOfFieldBlurX.push(blurX);\r\n }\r\n\r\n // Set all post processes on the effect.\r\n this._effects = [this._circleOfConfusion];\r\n for (let i = 0; i < this._depthOfFieldBlurX.length; i++) {\r\n this._effects.push(this._depthOfFieldBlurY[i]);\r\n this._effects.push(this._depthOfFieldBlurX[i]);\r\n }\r\n\r\n // Merge blurred images with original image based on circleOfConfusion\r\n this._dofMerge = new DepthOfFieldMergePostProcess(\r\n \"dofMerge\",\r\n this._circleOfConfusion,\r\n this._circleOfConfusion,\r\n this._depthOfFieldBlurX,\r\n {\r\n size: this._thinDepthOfFieldEffect._depthOfFieldBlurX[blurCount - 1][1],\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine,\r\n textureType: pipelineTextureType,\r\n blockCompilation,\r\n effectWrapper: this._thinDepthOfFieldEffect._dofMerge,\r\n },\r\n null\r\n );\r\n this._dofMerge.autoClear = false;\r\n this._effects.push(this._dofMerge);\r\n }\r\n\r\n /**\r\n * Get the current class name of the current effect\r\n * @returns \"DepthOfFieldEffect\"\r\n */\r\n public getClassName(): string {\r\n return \"DepthOfFieldEffect\";\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._circleOfConfusion.depthTexture = value;\r\n }\r\n\r\n /**\r\n * Disposes each of the internal effects for a given camera.\r\n * @param camera The camera to dispose the effect on.\r\n */\r\n public disposeEffects(camera: Camera) {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].dispose(camera);\r\n }\r\n }\r\n\r\n /**\r\n * @internal Internal\r\n */\r\n public _updateEffects() {\r\n for (let effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {\r\n this._effects[effectIndex].updateEffect();\r\n }\r\n }\r\n\r\n /**\r\n * Internal\r\n * @returns if all the contained post processes are ready.\r\n * @internal\r\n */\r\n public _isReady() {\r\n return this._thinDepthOfFieldEffect.isReady();\r\n }\r\n}\r\n"]}
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@@ -104,7 +104,7 @@ let ScreenSpaceCurvaturePostProcess = (() => {
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static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
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return new _a(parsedPostProcess.name, scene, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.
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return new _a(parsedPostProcess.name, scene, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable, parsedPostProcess.textureType);
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}
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-
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This file must only contain pure code and pure imports */\r\n\r\nimport { type Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { type Camera } from \"../Cameras/camera.pure\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { PostProcess } from \"./postProcess.pure\";\r\nimport { type PostProcessOptions } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer.pure\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine.pure\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { ThinScreenSpaceCurvaturePostProcess } from \"./thinScreenSpaceCurvaturePostProcess\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * The Screen Space curvature effect can help highlighting ridge and valley of a model.\r\n */\r\nexport class ScreenSpaceCurvaturePostProcess extends PostProcess {\r\n /**\r\n * Defines how much ridge the curvature effect displays.\r\n */\r\n @serialize()\r\n public get ridge() {\r\n return this._effectWrapper.ridge;\r\n }\r\n\r\n public set ridge(value: number) {\r\n this._effectWrapper.ridge = value;\r\n }\r\n\r\n /**\r\n * Defines how much valley the curvature effect displays.\r\n */\r\n @serialize()\r\n public get valley() {\r\n return this._effectWrapper.valley;\r\n }\r\n\r\n public set valley(value: number) {\r\n this._effectWrapper.valley = value;\r\n }\r\n\r\n private _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"ScreenSpaceCurvaturePostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"ScreenSpaceCurvaturePostProcess\";\r\n }\r\n\r\n declare protected _effectWrapper: ThinScreenSpaceCurvaturePostProcess;\r\n\r\n /**\r\n * Creates a new instance ScreenSpaceCurvaturePostProcess\r\n * @param name The name of the effect.\r\n * @param scene The scene containing the objects to blur according to their velocity.\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 scene: Scene,\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: ThinScreenSpaceCurvaturePostProcess.Uniforms,\r\n samplers: ThinScreenSpaceCurvaturePostProcess.Samplers,\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, ThinScreenSpaceCurvaturePostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinScreenSpaceCurvaturePostProcess(name, engine, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n\r\n this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBufferRenderer) {\r\n // Geometry buffer renderer is not supported. So, work as a passthrough.\r\n Logger.Error(\"Multiple Render Target support needed for screen space curvature post process. Please use IsSupported test first.\");\r\n } else {\r\n if (this._geometryBufferRenderer.generateNormalsInWorldSpace) {\r\n Logger.Error(\"ScreenSpaceCurvaturePostProcess does not support generateNormalsInWorldSpace=true for the geometry buffer renderer!\");\r\n }\r\n\r\n // Geometry buffer renderer is supported.\r\n this.onApply = (effect: Effect) => {\r\n const normalTexture = this._geometryBufferRenderer!.getGBuffer().textures[1];\r\n effect.setTexture(\"normalSampler\", normalTexture);\r\n };\r\n }\r\n }\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n\r\n return engine.getCaps().drawBuffersExtension;\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) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new ScreenSpaceCurvaturePostProcess(\r\n parsedPostProcess.name,\r\n scene,\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 );\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 screenSpaceCurvaturePostProcess.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterScreenSpaceCurvaturePostProcess(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.ScreenSpaceCurvaturePostProcess\", ScreenSpaceCurvaturePostProcess);\r\n}\r\n"]}
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@@ -80,7 +80,7 @@ let SharpenPostProcess = (() => {
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*/
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static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) {
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return SerializationHelper.Parse(() => {
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return new _a(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.
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return new _a(parsedPostProcess.name, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.reusable, parsedPostProcess.textureType);
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}, parsedPostProcess, scene, rootUrl);
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}
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},
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@@ -1 +1 @@
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{"version":3,"file":"sharpenPostProcess.pure.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/sharpenPostProcess.pure.ts"],"names":[],"mappings":"AAAA,6DAA6D;;AAK7D,OAAO,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAC;AAEjD,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AACjD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,kCAAkC,CAAC;AAGvE,OAAO,EAAE,sBAAsB,EAAE,MAAM,0BAA0B,CAAC;AAClE,OAAO,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAC;AAElD;;;GAGG;IACU,kBAAkB;;sBAAS,WAAW;;;;sBAAtC,kBAAmB,SAAQ,WAAW;YAC/C;;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;;eAEG;YAEH,IAAW,UAAU;gBACjB,OAAO,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC;YAC1C,CAAC;YAED,IAAW,UAAU,CAAC,KAAa;gBAC/B,IAAI,CAAC,cAAc,CAAC,UAAU,GAAG,KAAK,CAAC;YAC3C,CAAC;YAED;;;eAGG;YACa,YAAY;gBACxB,OAAO,oBAAoB,CAAC;YAChC,CAAC;YAID;;;;;;;;;;eAUG;YACH,YACI,IAAY,EACZ,OAAoC,EACpC,MAAwB,EACxB,YAAqB,EACrB,MAAuB,EACvB,QAAkB,EAClB,cAAsB,SAAS,CAAC,yBAAyB,EACzD,gBAAgB,GAAG,KAAK;gBAExB,MAAM,YAAY,GAAG;oBACjB,QAAQ,EAAE,sBAAsB,CAAC,QAAQ;oBACzC,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,sBAAsB,CAAC,WAAW,EAAE;oBAC5C,aAAa,EAAE,OAAO,OAAO,KAAK,QAAQ,IAAI,CAAC,OAAO,CAAC,aAAa,CAAC,CAAC,CAAC,IAAI,sBAAsB,CAAC,IAAI,EAAE,MAAM,EAAE,YAAY,CAAC,CAAC,CAAC,CAAC,SAAS;oBACzI,GAAG,YAAY;iBAClB,CAAC,CAAC;gBAvEE,mDAAkB;gBAyEvB,IAAI,CAAC,OAAO,GAAG,CAAC,OAAe,EAAE,EAAE;oBAC/B,IAAI,CAAC,cAAc,CAAC,YAAY,GAAG,IAAI,CAAC,KAAK,CAAC;oBAC9C,IAAI,CAAC,cAAc,CAAC,aAAa,GAAG,IAAI,CAAC,MAAM,CAAC;gBACpD,CAAC,CAAC;aACL;YAED;;eAEG;YACI,MAAM,CAAU,MAAM,CAAC,iBAAsB,EAAE,YAAoB,EAAE,KAAY,EAAE,OAAe;gBACrG,OAAO,mBAAmB,CAAC,KAAK,CAC5B,GAAG,EAAE;oBACD,OAAO,IAAI,EAAkB,CACzB,iBAAiB,CAAC,IAAI,EACtB,iBAAiB,CAAC,OAAO,EACzB,YAAY,EACZ,iBAAiB,CAAC,wBAAwB,EAC1C,KAAK,CAAC,SAAS,EAAE,EACjB,iBAAiB,CAAC,QAAQ,EAC1B,iBAAiB,CAAC,WAAW,CAChC,CAAC;gBACN,CAAC,EACD,iBAAiB,EACjB,KAAK,EACL,OAAO,CACV,CAAC;YACN,CAAC;;;;2CA/FA,SAAS,EAAE;0CAYX,SAAS,EAAE;YAXZ,sLAAW,WAAW,6DAErB;YAUD,mLAAW,UAAU,6DAEpB;;;;;SAnBQ,kBAAkB;AAsG/B,IAAI,WAAW,GAAG,KAAK,CAAC;AACxB;;;GAGG;AACH,MAAM,UAAU,0BAA0B;IACtC,IAAI,WAAW,EAAE,CAAC;QACd,OAAO;IACX,CAAC;IACD,WAAW,GAAG,IAAI,CAAC;IAEnB,aAAa,CAAC,4BAA4B,EAAE,kBAAkB,CAAC,CAAC;AACpE,CAAC","sourcesContent":["/** This file must only contain pure code and pure imports */\r\n\r\nimport { type Nullable } from \"../types\";\r\nimport { type Camera } from \"../Cameras/camera.pure\";\r\nimport { type Effect } from \"../Materials/effect.pure\";\r\nimport { PostProcess } from \"./postProcess.pure\";\r\nimport { type PostProcessOptions } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine.pure\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { ThinSharpenPostProcess } from \"./thinSharpenPostProcess\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * The SharpenPostProcess applies a sharpen kernel to every pixel\r\n * See http://en.wikipedia.org/wiki/Kernel_(image_processing)\r\n */\r\nexport class SharpenPostProcess extends PostProcess {\r\n /**\r\n * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)\r\n */\r\n @serialize()\r\n public get colorAmount() {\r\n return this._effectWrapper.colorAmount;\r\n }\r\n\r\n public set colorAmount(value: number) {\r\n this._effectWrapper.colorAmount = value;\r\n }\r\n\r\n /**\r\n * How much sharpness should be applied (default: 0.3)\r\n */\r\n @serialize()\r\n public get edgeAmount() {\r\n return this._effectWrapper.edgeAmount;\r\n }\r\n\r\n public set edgeAmount(value: number) {\r\n this._effectWrapper.edgeAmount = value;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"SharpenPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"SharpenPostProcess\";\r\n }\r\n\r\n declare protected _effectWrapper: ThinSharpenPostProcess;\r\n\r\n /**\r\n * Creates a new instance ConvolutionPostProcess\r\n * @param name The name of the effect.\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 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: ThinSharpenPostProcess.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, ThinSharpenPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinSharpenPostProcess(name, engine, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n\r\n this.onApply = (_effect: Effect) => {\r\n this._effectWrapper.textureWidth = this.width;\r\n this._effectWrapper.textureHeight = this.height;\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) {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new SharpenPostProcess(\r\n parsedPostProcess.name,\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 );\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 sharpenPostProcess.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterSharpenPostProcess(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.SharpenPostProcess\", SharpenPostProcess);\r\n}\r\n"]}
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@@ -75,6 +75,12 @@ interface IIblShadowsSettings {
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* region so shouldn't need to change if you scale your scene.
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ssShadowThicknessScale?: number;
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* Maximum number of translucent voxels a shadow ray roulettes through before it is treated as
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* unoccluded (default 16). Higher values converge more accurately through thick translucent volumes
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* (e.g. dense Gaussian splats) at extra cost. Opaque voxels always block on first contact.
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/**
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* Voxel-based shadow rendering for IBL's.
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@@ -148,6 +154,12 @@ export declare class IblShadowsRenderPipeline extends PostProcessRenderPipeline
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get voxelShadowOpacity(): number;
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set voxelShadowOpacity(value: number);
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/**
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* Maximum number of translucent voxels a shadow ray roulettes through before it is treated as
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* unoccluded. Higher values converge more accurately at extra cost. Opaque voxels always block.
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*/
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get maxVoxelRouletteTests(): number;
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set maxVoxelRouletteTests(value: number);
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/**
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* How dark the screen-space shadows appear. 1.0 is full opacity, 0.0 is no shadows.
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@@ -84,6 +84,19 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
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}
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this._voxelTracingPass.voxelShadowOpacity = value;
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}
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/**
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* Maximum number of translucent voxels a shadow ray roulettes through before it is treated as
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* unoccluded. Higher values converge more accurately at extra cost. Opaque voxels always block.
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*/
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get maxVoxelRouletteTests() {
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return this._voxelTracingPass?.maxVoxelRouletteTests;
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}
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set maxVoxelRouletteTests(value) {
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if (!this._voxelTracingPass) {
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return;
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}
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this._voxelTracingPass.maxVoxelRouletteTests = value;
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}
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/**
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* How dark the screen-space shadows appear. 1.0 is full opacity, 0.0 is no shadows.
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@@ -643,7 +656,7 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
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this._geometryBufferRenderer.enableNormal = true;
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this._geometryBufferRenderer.generateNormalsInWorldSpace = true;
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this.scene.enableIblCdfGenerator();
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this.shadowOpacity = options.shadowOpacity
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this.shadowOpacity = options.shadowOpacity ?? 0.8;
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this._voxelRenderer = new _IblShadowsVoxelRenderer(this.scene, this, options ? options.resolutionExp : 6, options.triPlanarVoxelization !== undefined ? options.triPlanarVoxelization : true);
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this._voxelTracingPass = new _IblShadowsVoxelTracingPass(this.scene, this);
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this._spatialBlurPass = new _IblShadowsSpatialBlurPass(this.scene, this);
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@@ -661,6 +674,7 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
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this.ssShadowStride = options.ssShadowStride || 8;
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this.ssShadowThicknessScale = options.ssShadowThicknessScale || 1.0;
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this.shadowRemanence = options.shadowRemanence ?? 0.75;
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this.maxVoxelRouletteTests = options.maxVoxelRouletteTests ?? 16;
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this._noiseTexture = new Texture(Tools.GetAssetUrl("https://assets.babylonjs.com/core/blue_noise/blue_noise_rgb.png"), this.scene, false, true, 1);
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scene.postProcessRenderPipelineManager.addPipeline(this);
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this.scene.onActiveCameraChanged.add(this._listenForCameraChanges.bind(this));
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