@onerjs/core 8.56.4 → 9.0.0
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/animatable.core.js +36 -0
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animationGroup.pure.d.ts +61 -1
- package/Animations/animationGroup.pure.js +191 -2
- package/Animations/animationGroup.pure.js.map +1 -1
- package/Animations/index.d.ts +1 -0
- package/Animations/index.js +1 -0
- package/Animations/index.js.map +1 -1
- package/Animations/pure.d.ts +1 -0
- package/Animations/pure.js +1 -0
- package/Animations/pure.js.map +1 -1
- package/Animations/rootMotion.d.ts +560 -0
- package/Animations/rootMotion.js +1709 -0
- package/Animations/rootMotion.js.map +1 -0
- package/Animations/runtimeAnimation.d.ts +57 -0
- package/Animations/runtimeAnimation.js +127 -3
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/arcRotateCamera.pure.d.ts +2 -0
- package/Cameras/arcRotateCamera.pure.js +2 -0
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/Cameras/targetCamera.pure.d.ts +2 -0
- package/Cameras/targetCamera.pure.js +7 -1
- package/Cameras/targetCamera.pure.js.map +1 -1
- package/Collisions/gpuPicker.js +5 -5
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.query.pure.js +4 -2
- package/Engines/AbstractEngine/abstractEngine.query.pure.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.query.types.d.ts +11 -2
- package/Engines/AbstractEngine/abstractEngine.query.types.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js +1 -0
- package/Engines/AbstractEngine/abstractEngine.renderPass.pure.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.pure.js +63 -0
- package/Engines/Extensions/engine.multiRender.pure.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.types.d.ts +13 -0
- package/Engines/Extensions/engine.multiRender.types.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js +2 -2
- package/Engines/Extensions/engine.prefilteredCubeTexture.pure.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.types.d.ts +2 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.types.js.map +1 -1
- package/Engines/Extensions/index.d.ts +1 -0
- package/Engines/Extensions/index.js +1 -0
- package/Engines/Extensions/index.js.map +1 -1
- package/Engines/Extensions/pure.d.ts +1 -1
- package/Engines/Extensions/pure.js +1 -1
- package/Engines/Extensions/pure.js.map +1 -1
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js +88 -39
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.pure.js.map +1 -1
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.d.ts +20 -2
- package/Engines/Native/Extensions/nativeEngine.cubeTexture.types.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.pure.js +4 -0
- package/Engines/WebGPU/Extensions/engine.multiRender.pure.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.types.d.ts +13 -0
- package/Engines/WebGPU/Extensions/engine.multiRender.types.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.pure.js +11 -3
- package/Engines/WebGPU/Extensions/engine.query.pure.js.map +1 -1
- package/Engines/WebGPU/Extensions/index.d.ts +1 -0
- package/Engines/WebGPU/Extensions/index.js +1 -0
- package/Engines/WebGPU/Extensions/index.js.map +1 -1
- package/Engines/WebGPU/Extensions/pure.d.ts +1 -1
- package/Engines/WebGPU/Extensions/pure.js +1 -1
- package/Engines/WebGPU/Extensions/pure.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +2 -0
- package/Engines/WebGPU/webgpuBundleList.js +4 -0
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -2
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +3 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js +1 -1
- package/Engines/WebGPU/webgpuOcclusionQuery.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +4 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js +40 -7
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +2 -0
- package/Engines/WebGPU/webgpuTextureManager.js +286 -13
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.pure.d.ts +2 -0
- package/Engines/abstractEngine.pure.js +7 -3
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/thinEngine.pure.d.ts +14 -0
- package/Engines/thinEngine.pure.js +48 -12
- package/Engines/thinEngine.pure.js.map +1 -1
- package/Engines/thinNativeEngine.pure.d.ts +1 -0
- package/Engines/thinNativeEngine.pure.js +7 -1
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/Engines/thinWebGPUEngine.d.ts +4 -0
- package/Engines/thinWebGPUEngine.js +10 -1
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.pure.d.ts +5 -2
- package/Engines/webgpuEngine.pure.js +48 -13
- package/Engines/webgpuEngine.pure.js.map +1 -1
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js +2 -2
- package/FlowGraph/Blocks/Data/Math/flowGraphMathBlocks.pure.js.map +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.d.ts +11 -2
- package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphArrayIndexBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.d.ts +9 -1
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js +6 -8
- package/FlowGraph/Blocks/Event/flowGraphMeshPickEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js +5 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOutEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js +5 -1
- package/FlowGraph/Blocks/Event/flowGraphPointerOverEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.d.ts +9 -0
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js +34 -9
- package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js +4 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneReadyEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.d.ts +2 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js +4 -0
- package/FlowGraph/Blocks/Event/flowGraphSceneTickEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js +19 -7
- package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.d.ts +20 -2
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js +53 -10
- package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.d.ts +16 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js +64 -14
- package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.pure.js.map +1 -1
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js +64 -16
- package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.pure.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +4 -0
- package/FlowGraph/flowGraph.js +38 -7
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphBlock.js +3 -0
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphConnection.d.ts +7 -0
- package/FlowGraph/flowGraphConnection.js +7 -0
- package/FlowGraph/flowGraphConnection.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +2 -1
- package/FlowGraph/flowGraphContext.js +4 -3
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +15 -1
- package/FlowGraph/flowGraphCoordinator.js +47 -16
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FlowGraph/flowGraphEventBlock.d.ts +5 -0
- package/FlowGraph/flowGraphEventBlock.js +7 -0
- package/FlowGraph/flowGraphEventBlock.js.map +1 -1
- package/FlowGraph/flowGraphHostResolver.d.ts +2 -1
- package/FlowGraph/flowGraphHostResolver.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +60 -2
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FlowGraph/serialization.d.ts +2 -0
- package/FlowGraph/serialization.js +10 -22
- package/FlowGraph/serialization.js.map +1 -1
- package/FlowGraph/typeDefinitions.d.ts +8 -0
- package/FlowGraph/typeDefinitions.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.d.ts +5 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js +8 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.d.ts +87 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js +295 -0
- package/FrameGraph/Node/Blocks/PostProcesses/meshBlendingPostProcessBlock.pure.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/pure.d.ts +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/pure.js +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +4 -4
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.d.ts +5 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +13 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/allBlocks.pure.js +2 -0
- package/FrameGraph/Node/Blocks/allBlocks.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/Blocks/inputBlock.pure.js +20 -1
- package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/pure.d.ts +1 -0
- package/FrameGraph/Node/Blocks/pure.js +1 -0
- package/FrameGraph/Node/Blocks/pure.js.map +1 -1
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.d.ts +4 -2
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js +4 -2
- package/FrameGraph/Node/Types/nodeRenderGraphTypes.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js +1 -1
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +1 -0
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js +5 -1
- package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +1 -0
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.d.ts +69 -0
- package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js +223 -0
- package/FrameGraph/Tasks/PostProcesses/meshBlendingTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +25 -3
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +69 -33
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +3 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/frameGraphObjectList.d.ts +6 -1
- package/FrameGraph/frameGraphObjectList.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +3 -1
- package/FrameGraph/frameGraphRenderContext.js +5 -5
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -0
- package/FrameGraph/index.js +1 -0
- package/FrameGraph/index.js.map +1 -1
- package/FrameGraph/pure.d.ts +1 -0
- package/FrameGraph/pure.js +1 -0
- package/FrameGraph/pure.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +4 -0
- package/Inputs/scene.inputManager.js +50 -8
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +5 -5
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +5 -5
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +26 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +151 -47
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +5 -5
- package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +11 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js +17 -2
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +2 -2
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
- package/Materials/Node/nodeMaterial.pure.d.ts +4 -0
- package/Materials/Node/nodeMaterial.pure.js +4 -0
- package/Materials/Node/nodeMaterial.pure.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
- package/Materials/Node/nodeMaterialBuildState.js +25 -3
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.pure.d.ts +2 -0
- package/Materials/PBR/pbrBaseMaterial.pure.d.ts +2 -0
- package/Materials/Textures/Procedurals/proceduralTexture.pure.d.ts +13 -14
- package/Materials/Textures/Procedurals/proceduralTexture.pure.js +6 -6
- package/Materials/Textures/Procedurals/proceduralTexture.pure.js.map +1 -1
- package/Materials/Textures/baseTexture.pure.js +3 -0
- package/Materials/Textures/baseTexture.pure.js.map +1 -1
- package/Materials/Textures/cubeTexture.pure.js +1 -1
- package/Materials/Textures/cubeTexture.pure.js.map +1 -1
- package/Materials/Textures/internalTexture.d.ts +8 -1
- package/Materials/Textures/internalTexture.js +9 -2
- package/Materials/Textures/internalTexture.js.map +1 -1
- package/Materials/Textures/rawTexture2DArray.functions.d.ts +3 -3
- package/Materials/Textures/rawTexture2DArray.functions.js.map +1 -1
- package/Materials/Textures/rawTexture3D.d.ts +1 -1
- package/Materials/Textures/rawTexture3D.js +1 -1
- package/Materials/Textures/rawTexture3D.js.map +1 -1
- package/Materials/Textures/textureHelper.functions.d.ts +14 -0
- package/Materials/Textures/textureHelper.functions.js +24 -0
- package/Materials/Textures/textureHelper.functions.js.map +1 -1
- package/Materials/ditheredTileFadeMaterialPlugin.d.ts +210 -0
- package/Materials/ditheredTileFadeMaterialPlugin.js +509 -0
- package/Materials/ditheredTileFadeMaterialPlugin.js.map +1 -0
- package/Materials/index.d.ts +1 -0
- package/Materials/index.js +1 -0
- package/Materials/index.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.d.ts +46 -1
- package/Materials/materialHelper.geometryrendering.js +105 -8
- package/Materials/materialHelper.geometryrendering.js.map +1 -1
- package/Materials/prepass.defines.d.ts +2 -0
- package/Materials/prepass.defines.js +2 -0
- package/Materials/prepass.defines.js.map +1 -1
- package/Materials/pure.d.ts +1 -0
- package/Materials/pure.js +1 -0
- package/Materials/pure.js.map +1 -1
- package/Materials/standardMaterial.pure.d.ts +2 -0
- package/Materials/standardMaterial.pure.js +6 -3
- package/Materials/standardMaterial.pure.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.pure.d.ts +4 -0
- package/Meshes/Builders/polygonBuilder.pure.js +4 -1
- package/Meshes/Builders/polygonBuilder.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplatting.functions.d.ts +19 -0
- package/Meshes/GaussianSplatting/gaussianSplatting.functions.js +23 -0
- package/Meshes/GaussianSplatting/gaussianSplatting.functions.js.map +1 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +3 -14
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +20 -24
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +2 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +11 -4
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
- package/Meshes/abstractMesh.pure.d.ts +18 -0
- package/Meshes/abstractMesh.pure.js +22 -0
- package/Meshes/abstractMesh.pure.js.map +1 -1
- package/Meshes/index.d.ts +1 -0
- package/Meshes/index.js +1 -0
- package/Meshes/index.js.map +1 -1
- package/Meshes/instancedMesh.pure.d.ts +5 -0
- package/Meshes/instancedMesh.pure.js +12 -0
- package/Meshes/instancedMesh.pure.js.map +1 -1
- package/Meshes/mesh.pure.js +23 -8
- package/Meshes/mesh.pure.js.map +1 -1
- package/Meshes/meshBlendingTag.d.ts +47 -0
- package/Meshes/meshBlendingTag.js +64 -0
- package/Meshes/meshBlendingTag.js.map +1 -0
- package/Meshes/polygonMesh.js +2 -2
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/pure.d.ts +1 -0
- package/Meshes/pure.js +1 -0
- package/Meshes/pure.js.map +1 -1
- package/Misc/fileTools.pure.js +21 -0
- package/Misc/fileTools.pure.js.map +1 -1
- package/Misc/snapshotRenderingHelper.js +2 -2
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Misc/tools.pure.js +1 -1
- package/Misc/tools.pure.js.map +1 -1
- package/Particles/gpuParticleSystem.pure.d.ts +2 -0
- package/Particles/gpuParticleSystem.pure.js +89 -28
- package/Particles/gpuParticleSystem.pure.js.map +1 -1
- package/Particles/thinParticleSystem.pure.d.ts +2 -0
- package/Particles/thinParticleSystem.pure.js +84 -19
- package/Particles/thinParticleSystem.pure.js.map +1 -1
- package/Particles/webgl2ParticleSystem.pure.d.ts +1 -0
- package/Particles/webgl2ParticleSystem.pure.js +12 -4
- package/Particles/webgl2ParticleSystem.pure.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js +7 -0
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.pure.js.map +1 -1
- package/PostProcesses/index.d.ts +2 -0
- package/PostProcesses/index.js +2 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/meshBlendingBlueNoise.d.ts +15 -0
- package/PostProcesses/meshBlendingBlueNoise.js +77 -0
- package/PostProcesses/meshBlendingBlueNoise.js.map +1 -0
- package/PostProcesses/meshBlendingPostProcess.d.ts +131 -0
- package/PostProcesses/meshBlendingPostProcess.js +315 -0
- package/PostProcesses/meshBlendingPostProcess.js.map +1 -0
- package/PostProcesses/pure.d.ts +2 -0
- package/PostProcesses/pure.js +2 -0
- package/PostProcesses/pure.js.map +1 -1
- package/PostProcesses/thinMeshBlendingPostProcess.d.ts +339 -0
- package/PostProcesses/thinMeshBlendingPostProcess.js +771 -0
- package/PostProcesses/thinMeshBlendingPostProcess.js.map +1 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +6 -6
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js +8 -8
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js.map +1 -1
- package/Rendering/boundingBoxRenderer.pure.js +2 -1
- package/Rendering/boundingBoxRenderer.pure.js.map +1 -1
- package/Rendering/depthRenderer.pure.js +3 -4
- package/Rendering/depthRenderer.pure.js.map +1 -1
- package/Rendering/edgesRenderer.pure.d.ts +4 -2
- package/Rendering/edgesRenderer.pure.js +11 -2
- package/Rendering/edgesRenderer.pure.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +10 -0
- package/Rendering/fluidRenderer/fluidRenderingObject.js +20 -0
- package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +9 -3
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +14 -9
- package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
- package/Rendering/geometryBufferRenderer.pure.d.ts +38 -4
- package/Rendering/geometryBufferRenderer.pure.js +126 -17
- package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +7 -1
- package/Rendering/objectRenderer.js +45 -7
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.pure.js +6 -2
- package/Rendering/outlineRenderer.pure.js.map +1 -1
- package/Rendering/renderingManager.d.ts +1 -1
- package/Rendering/renderingManager.js +5 -4
- package/Rendering/renderingManager.js.map +1 -1
- package/Shaders/ShadersInclude/defaultFragmentAlpha.d.ts +5 -0
- package/Shaders/ShadersInclude/defaultFragmentAlpha.js +34 -0
- package/Shaders/ShadersInclude/defaultFragmentAlpha.js.map +1 -0
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +5 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/geometryRenderingFragment.d.ts +5 -0
- package/Shaders/ShadersInclude/geometryRenderingFragment.js +74 -0
- package/Shaders/ShadersInclude/geometryRenderingFragment.js.map +1 -0
- package/Shaders/ShadersInclude/mrtFragmentDeclaration.js +89 -0
- package/Shaders/ShadersInclude/mrtFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrBlockPrePass.js +24 -17
- package/Shaders/ShadersInclude/openpbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockPrePass.js +27 -20
- package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/pbrDebug.js +6 -2
- package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
- package/Shaders/ShadersInclude/prePassDeclaration.js +95 -2
- package/Shaders/ShadersInclude/prePassDeclaration.js.map +1 -1
- package/Shaders/default.fragment.js +31 -40
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/depthOfField.fragment.js +13 -9
- package/Shaders/depthOfField.fragment.js.map +1 -1
- package/Shaders/fluidRenderingParticleDepth.vertex.js +16 -1
- package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -1
- package/Shaders/fluidRenderingParticleThickness.vertex.js +16 -1
- package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -1
- package/Shaders/gaussianSplatting.fragment.js +63 -3
- package/Shaders/gaussianSplatting.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +80 -0
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/geometry.fragment.js +17 -11
- package/Shaders/geometry.fragment.js.map +1 -1
- package/Shaders/gpuRenderParticles.fragment.js +43 -1
- package/Shaders/gpuRenderParticles.fragment.js.map +1 -1
- package/Shaders/gpuRenderParticles.vertex.js +96 -16
- package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
- package/Shaders/meshBlending.fragment.d.ts +5 -0
- package/Shaders/meshBlending.fragment.js +519 -0
- package/Shaders/meshBlending.fragment.js.map +1 -0
- package/Shaders/particles.fragment.js +43 -1
- package/Shaders/particles.fragment.js.map +1 -1
- package/Shaders/particles.vertex.js +84 -3
- package/Shaders/particles.vertex.js.map +1 -1
- package/Shaders/sprites.fragment.js +52 -2
- package/Shaders/sprites.fragment.js.map +1 -1
- package/Shaders/sprites.vertex.js +62 -1
- package/Shaders/sprites.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/defaultFragmentAlpha.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/defaultFragmentAlpha.js +33 -0
- package/ShadersWGSL/ShadersInclude/defaultFragmentAlpha.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/geometryRenderingFragment.d.ts +6 -0
- package/ShadersWGSL/ShadersInclude/geometryRenderingFragment.js +76 -0
- package/ShadersWGSL/ShadersInclude/geometryRenderingFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightFragment.js +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/meshBlendTagFragmentOutput.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/meshBlendTagFragmentOutput.js +18 -0
- package/ShadersWGSL/ShadersInclude/meshBlendTagFragmentOutput.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js +11 -25
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +11 -25
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.js +5 -1
- package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +6 -1
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +17 -48
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +15 -2
- package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +15 -2
- package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js +63 -2
- package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +80 -0
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/geometry.fragment.js +37 -2
- package/ShadersWGSL/geometry.fragment.js.map +1 -1
- package/ShadersWGSL/gpuRenderParticles.fragment.js +47 -2
- package/ShadersWGSL/gpuRenderParticles.fragment.js.map +1 -1
- package/ShadersWGSL/gpuRenderParticles.vertex.js +110 -7
- package/ShadersWGSL/gpuRenderParticles.vertex.js.map +1 -1
- package/ShadersWGSL/meshBlending.fragment.d.ts +5 -0
- package/ShadersWGSL/meshBlending.fragment.js +576 -0
- package/ShadersWGSL/meshBlending.fragment.js.map +1 -0
- package/ShadersWGSL/openpbr.fragment.js +2 -1
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/particles.fragment.js +45 -1
- package/ShadersWGSL/particles.fragment.js.map +1 -1
- package/ShadersWGSL/particles.vertex.js +86 -4
- package/ShadersWGSL/particles.vertex.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +2 -1
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/sprites.fragment.js +56 -2
- package/ShadersWGSL/sprites.fragment.js.map +1 -1
- package/ShadersWGSL/sprites.vertex.js +62 -1
- package/ShadersWGSL/sprites.vertex.js.map +1 -1
- package/Sprites/spriteManager.d.ts +13 -0
- package/Sprites/spriteManager.js +15 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +24 -1
- package/Sprites/spriteRenderer.js +368 -50
- package/Sprites/spriteRenderer.js.map +1 -1
- package/Sprites/thinSprite.d.ts +4 -0
- package/Sprites/thinSprite.js +4 -0
- package/Sprites/thinSprite.js.map +1 -1
- package/States/alphaCullingState.d.ts +3 -1
- package/States/alphaCullingState.js +18 -3
- package/States/alphaCullingState.js.map +1 -1
- package/XR/webXRDefaultExperience.d.ts +5 -1
- package/XR/webXRDefaultExperience.js.map +1 -1
- package/XR/webXREnterExitUI.d.ts +2 -1
- package/XR/webXREnterExitUI.js.map +1 -1
- package/package.json +1 -1
- package/scene.pure.d.ts +23 -0
- package/scene.pure.js +35 -0
- package/scene.pure.js.map +1 -1
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constructor(parent, engine) {
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RegisterEngineTransformFeedback();
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contextLost() {
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isUpdateBufferCreated() {
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createVertexBuffers(updateBuffer, renderVertexBuffers) {
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this._updateVAO.push(this._createUpdateVAO(updateBuffer));
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const renderEffect = this._parent._getWrapper(this._parent.blendMode).effect;
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this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, renderEffect));
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this._renderVAOEffects.push(renderEffect);
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this._engine.bindArrayBuffer(null);
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this._renderVertexBuffers
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this._renderVertexBuffers.push(renderVertexBuffers);
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}
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/** @internal */
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createParticleBuffer(data) {
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}
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/** @internal */
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bindDrawBuffers(index, effect, indexBuffer) {
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else {
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this._engine.bindVertexArrayObject(this._renderVAO[index], null);
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this._engine.releaseVertexArrayObject(this._renderVAO[index]);
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}
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this._renderVAO.length = 0;
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}
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_createUpdateVAO(source) {
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const updateVertexBuffers = {};
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@@ -1 +1 @@
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1
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-
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This file must only contain pure code and pure imports */\r\n\r\nimport { type VertexBuffer, type Buffer } from \"../Buffers/buffer.pure\";\r\nimport { type ThinEngine } from \"../Engines/thinEngine.pure\";\r\nimport { type Effect, type IEffectCreationOptions } from \"../Materials/effect.pure\";\r\nimport { type IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport { type GPUParticleSystem } from \"./gpuParticleSystem.pure\";\r\nimport { type DataArray, type Nullable } from \"../types\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type Engine } from \"../Engines/engine.pure\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { RegisterEngineTransformFeedback } from \"../Engines/Extensions/engine.transformFeedback.pure\";\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n private _renderVertexBuffers: { [key: string]: VertexBuffer };\r\n private _baseUniformsNamesLength: number;\r\n\r\n /** @internal */\r\n public readonly alignDataInBuffer = false;\r\n\r\n /** @internal */\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n RegisterEngineTransformFeedback();\r\n\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"emitIndex\",\r\n \"emitCount\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n \"flowMapProjection\",\r\n \"flowMapStrength\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n \"flowMapSampler\",\r\n \"meshPositionSampler\",\r\n \"meshNormalSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n this._baseUniformsNamesLength = this._updateEffectOptions.uniformsNames.length;\r\n }\r\n\r\n /** @internal */\r\n public contextLost(): void {\r\n this._updateEffect = undefined as any;\r\n this._renderVAO.length = 0;\r\n this._updateVAO.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n /** @internal */\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n // Reset dynamic uniforms to avoid accumulating duplicates on rebuild\r\n this._updateEffectOptions.uniformsNames.length = this._baseUniformsNamesLength;\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (this._parent._needsInitialDirection) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n\r\n // Add attractor uniform names dynamically based on maxAttractors\r\n if (defines.indexOf(\"ATTRACTORS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorCount\");\r\n for (let i = 0; i < this._parent.maxAttractors; i++) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorPositionAndStrength[\" + i + \"]\");\r\n }\r\n }\r\n\r\n if (defines.indexOf(\"STARTSIZEGRADIENTS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"startSizeGradientFactor\");\r\n }\r\n\r\n if (defines.indexOf(\"LIFETIMEGRADIENTS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"lifeTimeGradientRange\");\r\n }\r\n\r\n if (defines.indexOf(\"MESHEMITTER\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"meshTriangleCount\");\r\n this._updateEffectOptions.uniformsNames.push(\"meshTextureWidth\");\r\n }\r\n\r\n this._updateEffect = this._engine.createEffect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n /** @internal */\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._parent._getWrapper(this._parent.blendMode).effect!));\r\n this._engine.bindArrayBuffer(null);\r\n\r\n this._renderVertexBuffers = renderVertexBuffers;\r\n }\r\n\r\n /** @internal */\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n /** @internal */\r\n public bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void {\r\n if (indexBuffer) {\r\n this._engine.bindBuffers(this._renderVertexBuffers, indexBuffer, effect);\r\n } else {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n /** @internal */\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._flowMap) {\r\n this._updateEffect.setTexture(\"flowMapSampler\", this._parent._flowMap);\r\n }\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n if (this._parent._meshPositionTexture) {\r\n this._updateEffect.setTexture(\"meshPositionSampler\", this._parent._meshPositionTexture);\r\n }\r\n\r\n if (this._parent._meshNormalTexture) {\r\n this._updateEffect.setTexture(\"meshNormalSampler\", this._parent._meshNormalTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n /** @internal */\r\n public releaseBuffers(): void {}\r\n\r\n /** @internal */\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (this._parent._needsInitialDirection) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for webgl2ParticleSystem.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterWebgl2ParticleSystem(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n}\r\n"]}
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1
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This file must only contain pure code and pure imports */\r\n\r\nimport { type VertexBuffer, type Buffer } from \"../Buffers/buffer.pure\";\r\nimport { type ThinEngine } from \"../Engines/thinEngine.pure\";\r\nimport { type Effect, type IEffectCreationOptions } from \"../Materials/effect.pure\";\r\nimport { type IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport { type GPUParticleSystem } from \"./gpuParticleSystem.pure\";\r\nimport { type DataArray, type Nullable } from \"../types\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type Engine } from \"../Engines/engine.pure\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { RegisterEngineTransformFeedback } from \"../Engines/Extensions/engine.transformFeedback.pure\";\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _renderVAOEffects: Effect[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n private _renderVertexBuffers: Array<{ [key: string]: VertexBuffer }> = [];\r\n private _baseUniformsNamesLength: number;\r\n\r\n /** @internal */\r\n public readonly alignDataInBuffer = false;\r\n\r\n /** @internal */\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n RegisterEngineTransformFeedback();\r\n\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"emitIndex\",\r\n \"emitCount\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n \"flowMapProjection\",\r\n \"flowMapStrength\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n \"flowMapSampler\",\r\n \"meshPositionSampler\",\r\n \"meshNormalSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n this._baseUniformsNamesLength = this._updateEffectOptions.uniformsNames.length;\r\n }\r\n\r\n /** @internal */\r\n public contextLost(): void {\r\n this._updateEffect = undefined as any;\r\n this._renderVAO.length = 0;\r\n this._renderVAOEffects.length = 0;\r\n this._updateVAO.length = 0;\r\n this._renderVertexBuffers.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n /** @internal */\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n // Reset dynamic uniforms to avoid accumulating duplicates on rebuild\r\n this._updateEffectOptions.uniformsNames.length = this._baseUniformsNamesLength;\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (this._parent._needsInitialDirection) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n\r\n // Add attractor uniform names dynamically based on maxAttractors\r\n if (defines.indexOf(\"ATTRACTORS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorCount\");\r\n for (let i = 0; i < this._parent.maxAttractors; i++) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorPositionAndStrength[\" + i + \"]\");\r\n }\r\n }\r\n\r\n if (defines.indexOf(\"STARTSIZEGRADIENTS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"startSizeGradientFactor\");\r\n }\r\n\r\n if (defines.indexOf(\"LIFETIMEGRADIENTS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"lifeTimeGradientRange\");\r\n }\r\n\r\n if (defines.indexOf(\"MESHEMITTER\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"meshTriangleCount\");\r\n this._updateEffectOptions.uniformsNames.push(\"meshTextureWidth\");\r\n }\r\n\r\n this._updateEffect = this._engine.createEffect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n /** @internal */\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n const renderEffect = this._parent._getWrapper(this._parent.blendMode).effect!;\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, renderEffect));\r\n this._renderVAOEffects.push(renderEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n this._renderVertexBuffers.push(renderVertexBuffers);\r\n }\r\n\r\n /** @internal */\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n /** @internal */\r\n public bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void {\r\n if (indexBuffer || this._renderVAOEffects[index] !== effect) {\r\n this._engine.bindBuffers(this._renderVertexBuffers[index], indexBuffer, effect);\r\n } else {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n /** @internal */\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._flowMap) {\r\n this._updateEffect.setTexture(\"flowMapSampler\", this._parent._flowMap);\r\n }\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n if (this._parent._meshPositionTexture) {\r\n this._updateEffect.setTexture(\"meshPositionSampler\", this._parent._meshPositionTexture);\r\n }\r\n\r\n if (this._parent._meshNormalTexture) {\r\n this._updateEffect.setTexture(\"meshNormalSampler\", this._parent._meshNormalTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n /** @internal */\r\n public releaseBuffers(): void {}\r\n\r\n /** @internal */\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n this._renderVAOEffects.length = 0;\r\n this._renderVertexBuffers.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (this._parent._needsInitialDirection) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for webgl2ParticleSystem.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterWebgl2ParticleSystem(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n}\r\n"]}
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@@ -418,6 +418,7 @@ export class LensRenderingPipeline extends PostProcessRenderPipeline {
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|
418
418
|
"darken",
|
|
419
419
|
"edge_blur",
|
|
420
420
|
"highlights",
|
|
421
|
+
"blur_lod",
|
|
421
422
|
"near",
|
|
422
423
|
"far",
|
|
423
424
|
], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
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@@ -427,6 +428,12 @@ export class LensRenderingPipeline extends PostProcessRenderPipeline {
|
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427
428
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effect.setTexture("grainSampler", this._grainTexture);
|
|
428
429
|
effect.setTextureFromPostProcess("textureSampler", this._highlightsPostProcess);
|
|
429
430
|
effect.setTextureFromPostProcess("highlightsSampler", this._depthOfFieldPostProcess);
|
|
431
|
+
// Explicit LOD for the blur samples of textureSampler: this pass runs at a lower resolution than its
|
|
432
|
+
// source (textureSampler = highlights pass), so reproduce the minification an implicit lookup would
|
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433
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+
// have selected instead of forcing mip 0. Derived from the actual render-target sizes.
|
|
434
|
+
const sourceWidth = this._highlightsPostProcess.width;
|
|
435
|
+
const outputWidth = this._depthOfFieldPostProcess.width;
|
|
436
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+
effect.setFloat("blur_lod", sourceWidth > 0 && outputWidth > 0 ? Math.max(0, Math.log2(sourceWidth / outputWidth)) : 0);
|
|
430
437
|
effect.setFloat("grain_amount", this._grainAmount);
|
|
431
438
|
effect.setBool("blur_noise", this._blurNoise);
|
|
432
439
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effect.setFloat("screen_width", this._scene.getEngine().getRenderWidth());
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@@ -1 +1 @@
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1
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-
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This file must only contain pure code and pure imports */\r\n\r\n/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Camera } from \"../../../Cameras/camera.pure\";\r\nimport { type Effect } from \"../../../Materials/effect.pure\";\r\nimport { Texture } from \"../../../Materials/Textures/texture.pure\";\r\nimport { type RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture.pure\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess.pure\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { type Scene } from \"../../../scene.pure\";\r\nimport { RawTexture } from \"../../../Materials/Textures/rawTexture\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { RegisterDepthRendererSceneComponent } from \"../../../Rendering/depthRendererSceneComponent.pure\";\r\nimport { DepthRenderer } from \"../../../Rendering/depthRenderer.pure\";\r\n\r\nimport { RandomRange } from \"../../../Maths/math.scalar.functions\";\r\n\r\n/**\r\n * BABYLON.JS Chromatic Aberration GLSL Shader\r\n * Author: Olivier Guyot\r\n * Separates very slightly R, G and B colors on the edges of the screen\r\n * Inspired by Francois Tarlier & Martins Upitis\r\n */\r\nexport class LensRenderingPipeline extends PostProcessRenderPipeline {\r\n // Lens effects can be of the following:\r\n // - chromatic aberration (slight shift of RGB colors)\r\n // - blur on the edge of the lens\r\n // - lens distortion\r\n // - depth-of-field blur & highlights enhancing\r\n // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)\r\n // - grain effect (noise or custom texture)\r\n\r\n // Two additional texture samplers are needed:\r\n // - depth map (for depth-of-field)\r\n // - grain texture\r\n\r\n /**\r\n * @ignore\r\n * The chromatic aberration PostProcess id in the pipeline\r\n */\r\n public LensChromaticAberrationEffect: string = \"LensChromaticAberrationEffect\";\r\n /**\r\n * @ignore\r\n * The highlights enhancing PostProcess id in the pipeline\r\n */\r\n public HighlightsEnhancingEffect: string = \"HighlightsEnhancingEffect\";\r\n /**\r\n * @ignore\r\n * The depth-of-field PostProcess id in the pipeline\r\n */\r\n public LensDepthOfFieldEffect: string = \"LensDepthOfFieldEffect\";\r\n\r\n private _scene: Scene;\r\n private _depthTexture: RenderTargetTexture;\r\n private _grainTexture: Texture;\r\n\r\n private _chromaticAberrationPostProcess: PostProcess;\r\n private _highlightsPostProcess: PostProcess;\r\n private _depthOfFieldPostProcess: PostProcess;\r\n\r\n private _edgeBlur: number;\r\n private _grainAmount: number;\r\n private _chromaticAberration: number;\r\n private _distortion: number;\r\n private _highlightsGain: number;\r\n private _highlightsThreshold: number;\r\n private _dofDistance: number;\r\n private _dofAperture: number;\r\n private _dofDarken: number;\r\n private _dofPentagon: boolean;\r\n private _blurNoise: boolean;\r\n\r\n /**\r\n * @constructor\r\n *\r\n * Effect parameters are as follow:\r\n * {\r\n * chromatic_aberration: number; // from 0 to x (1 for realism)\r\n * edge_blur: number; // from 0 to x (1 for realism)\r\n * distortion: number; // from 0 to x (1 for realism), note that this will effect the pointer position precision\r\n * grain_amount: number; // from 0 to 1\r\n * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise\r\n * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)\r\n * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)\r\n * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)\r\n * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like \"bokeh\" effect\r\n * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)\r\n * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)\r\n * blur_noise: boolean; // add a little bit of noise to the blur (default: true)\r\n * }\r\n * Note: if an effect parameter is unset, effect is disabled\r\n *\r\n * @param name The rendering pipeline name\r\n * @param parameters - An object containing all parameters (see above)\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n */\r\n constructor(name: string, parameters: any, scene: Scene, ratio: number = 1.0, cameras?: Camera[]) {\r\n RegisterDepthRendererSceneComponent(DepthRenderer);\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n\r\n // Fetch texture samplers\r\n this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer \"on\"\r\n if (parameters.grain_texture) {\r\n this._grainTexture = parameters.grain_texture;\r\n } else {\r\n this._createGrainTexture();\r\n }\r\n\r\n // save parameters\r\n this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;\r\n this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;\r\n this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;\r\n this._distortion = parameters.distortion ? parameters.distortion : 0;\r\n this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;\r\n this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;\r\n this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;\r\n this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;\r\n this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;\r\n this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;\r\n this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;\r\n\r\n // Create effects\r\n this._createChromaticAberrationPostProcess(ratio);\r\n this._createHighlightsPostProcess(ratio);\r\n this._createDepthOfFieldPostProcess(ratio / 4);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.LensChromaticAberrationEffect,\r\n () => {\r\n return this._chromaticAberrationPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.HighlightsEnhancingEffect,\r\n () => {\r\n return this._highlightsPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.LensDepthOfFieldEffect,\r\n () => {\r\n return this._depthOfFieldPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n if (this._highlightsGain === -1) {\r\n this._disableEffect(this.HighlightsEnhancingEffect, null);\r\n }\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"LensRenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"LensRenderingPipeline\";\r\n }\r\n\r\n // Properties\r\n\r\n /**\r\n * Gets associated scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets or sets the edge blur\r\n */\r\n public get edgeBlur(): number {\r\n return this._edgeBlur;\r\n }\r\n\r\n public set edgeBlur(value: number) {\r\n this.setEdgeBlur(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the grain amount\r\n */\r\n public get grainAmount(): number {\r\n return this._grainAmount;\r\n }\r\n\r\n public set grainAmount(value: number) {\r\n this.setGrainAmount(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the chromatic aberration amount\r\n */\r\n public get chromaticAberration(): number {\r\n return this._chromaticAberration;\r\n }\r\n\r\n public set chromaticAberration(value: number) {\r\n this.setChromaticAberration(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the depth of field aperture\r\n */\r\n public get dofAperture(): number {\r\n return this._dofAperture;\r\n }\r\n\r\n public set dofAperture(value: number) {\r\n this.setAperture(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the edge distortion\r\n */\r\n public get edgeDistortion(): number {\r\n return this._distortion;\r\n }\r\n\r\n public set edgeDistortion(value: number) {\r\n this.setEdgeDistortion(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the depth of field distortion\r\n */\r\n public get dofDistortion(): number {\r\n return this._dofDistance;\r\n }\r\n\r\n public set dofDistortion(value: number) {\r\n this.setFocusDistance(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the darken out of focus amount\r\n */\r\n public get darkenOutOfFocus(): number {\r\n return this._dofDarken;\r\n }\r\n\r\n public set darkenOutOfFocus(value: number) {\r\n this.setDarkenOutOfFocus(value);\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if blur noise is enabled\r\n */\r\n public get blurNoise(): boolean {\r\n return this._blurNoise;\r\n }\r\n\r\n public set blurNoise(value: boolean) {\r\n this._blurNoise = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if pentagon bokeh is enabled\r\n */\r\n public get pentagonBokeh(): boolean {\r\n return this._pentagonBokehIsEnabled;\r\n }\r\n\r\n public set pentagonBokeh(value: boolean) {\r\n if (value) {\r\n this.enablePentagonBokeh();\r\n } else {\r\n this.disablePentagonBokeh();\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the highlight grain amount\r\n */\r\n public get highlightsGain(): number {\r\n return this._highlightsGain;\r\n }\r\n\r\n public set highlightsGain(value: number) {\r\n this.setHighlightsGain(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the highlight threshold\r\n */\r\n public get highlightsThreshold(): number {\r\n return this._highlightsThreshold;\r\n }\r\n\r\n public set highlightsThreshold(value: number) {\r\n this.setHighlightsThreshold(value);\r\n }\r\n\r\n // public methods (self explanatory)\r\n /**\r\n * Sets the amount of blur at the edges\r\n * @param amount blur amount\r\n */\r\n public setEdgeBlur(amount: number) {\r\n this._edgeBlur = amount;\r\n }\r\n /**\r\n * Sets edge blur to 0\r\n */\r\n public disableEdgeBlur() {\r\n this._edgeBlur = 0;\r\n }\r\n /**\r\n * Sets the amount of grain\r\n * @param amount Amount of grain\r\n */\r\n public setGrainAmount(amount: number) {\r\n this._grainAmount = amount;\r\n }\r\n /**\r\n * Set grain amount to 0\r\n */\r\n public disableGrain() {\r\n this._grainAmount = 0;\r\n }\r\n /**\r\n * Sets the chromatic aberration amount\r\n * @param amount amount of chromatic aberration\r\n */\r\n public setChromaticAberration(amount: number) {\r\n this._chromaticAberration = amount;\r\n }\r\n /**\r\n * Sets chromatic aberration amount to 0\r\n */\r\n public disableChromaticAberration() {\r\n this._chromaticAberration = 0;\r\n }\r\n /**\r\n * Sets the EdgeDistortion amount\r\n * @param amount amount of EdgeDistortion\r\n */\r\n public setEdgeDistortion(amount: number) {\r\n this._distortion = amount;\r\n }\r\n /**\r\n * Sets edge distortion to 0\r\n */\r\n public disableEdgeDistortion() {\r\n this._distortion = 0;\r\n }\r\n /**\r\n * Sets the FocusDistance amount\r\n * @param amount amount of FocusDistance\r\n */\r\n public setFocusDistance(amount: number) {\r\n this._dofDistance = amount;\r\n }\r\n /**\r\n * Disables depth of field\r\n */\r\n public disableDepthOfField() {\r\n this._dofDistance = -1;\r\n }\r\n /**\r\n * Sets the Aperture amount\r\n * @param amount amount of Aperture\r\n */\r\n public setAperture(amount: number) {\r\n this._dofAperture = amount;\r\n }\r\n /**\r\n * Sets the DarkenOutOfFocus amount\r\n * @param amount amount of DarkenOutOfFocus\r\n */\r\n public setDarkenOutOfFocus(amount: number) {\r\n this._dofDarken = amount;\r\n }\r\n\r\n private _pentagonBokehIsEnabled = false;\r\n /**\r\n * Creates a pentagon bokeh effect\r\n */\r\n public enablePentagonBokeh() {\r\n this._highlightsPostProcess.updateEffect(\"#define PENTAGON\\n\");\r\n this._pentagonBokehIsEnabled = true;\r\n }\r\n /**\r\n * Disables the pentagon bokeh effect\r\n */\r\n public disablePentagonBokeh() {\r\n this._pentagonBokehIsEnabled = false;\r\n this._highlightsPostProcess.updateEffect();\r\n }\r\n /**\r\n * Enables noise blur\r\n */\r\n public enableNoiseBlur() {\r\n this._blurNoise = true;\r\n }\r\n /**\r\n * Disables noise blur\r\n */\r\n public disableNoiseBlur() {\r\n this._blurNoise = false;\r\n }\r\n /**\r\n * Sets the HighlightsGain amount\r\n * @param amount amount of HighlightsGain\r\n */\r\n public setHighlightsGain(amount: number) {\r\n this._highlightsGain = amount;\r\n }\r\n /**\r\n * Sets the HighlightsThreshold amount\r\n * @param amount amount of HighlightsThreshold\r\n */\r\n public setHighlightsThreshold(amount: number) {\r\n if (this._highlightsGain === -1) {\r\n this._highlightsGain = 1.0;\r\n }\r\n this._highlightsThreshold = amount;\r\n }\r\n /**\r\n * Disables highlights\r\n */\r\n public disableHighlights() {\r\n this._highlightsGain = -1;\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableDepthRender If the scene's depth rendering should be disabled (default: false)\r\n */\r\n public override dispose(disableDepthRender: boolean = false): void {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\r\n\r\n (<any>this._chromaticAberrationPostProcess) = null;\r\n (<any>this._highlightsPostProcess) = null;\r\n (<any>this._depthOfFieldPostProcess) = null;\r\n\r\n this._grainTexture.dispose();\r\n\r\n if (disableDepthRender) {\r\n this._scene.disableDepthRenderer();\r\n }\r\n }\r\n\r\n // colors shifting and distortion\r\n private _createChromaticAberrationPostProcess(ratio: number): void {\r\n this._chromaticAberrationPostProcess = new PostProcess(\r\n \"LensChromaticAberration\",\r\n \"chromaticAberration\",\r\n [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"], // uniforms\r\n [], // samplers\r\n ratio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false\r\n );\r\n\r\n this._chromaticAberrationPostProcess.onApply = (effect: Effect) => {\r\n effect.setFloat(\"chromatic_aberration\", this._chromaticAberration);\r\n effect.setFloat(\"screen_width\", this._scene.getEngine().getRenderWidth());\r\n effect.setFloat(\"screen_height\", this._scene.getEngine().getRenderHeight());\r\n effect.setFloat(\"radialIntensity\", 1);\r\n effect.setFloat2(\"direction\", 17, 17);\r\n effect.setFloat2(\"centerPosition\", 0.5, 0.5);\r\n };\r\n }\r\n\r\n // highlights enhancing\r\n private _createHighlightsPostProcess(ratio: number): void {\r\n this._highlightsPostProcess = new PostProcess(\r\n \"LensHighlights\",\r\n \"lensHighlights\",\r\n [\"gain\", \"threshold\", \"screen_width\", \"screen_height\"], // uniforms\r\n [], // samplers\r\n ratio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n this._dofPentagon ? \"#define PENTAGON\\n\" : \"\"\r\n );\r\n\r\n this._highlightsPostProcess.externalTextureSamplerBinding = true;\r\n this._highlightsPostProcess.onApply = (effect: Effect) => {\r\n effect.setFloat(\"gain\", this._highlightsGain);\r\n effect.setFloat(\"threshold\", this._highlightsThreshold);\r\n effect.setTextureFromPostProcess(\"textureSampler\", this._chromaticAberrationPostProcess);\r\n effect.setFloat(\"screen_width\", this._scene.getEngine().getRenderWidth());\r\n effect.setFloat(\"screen_height\", this._scene.getEngine().getRenderHeight());\r\n };\r\n }\r\n\r\n // colors shifting and distortion\r\n private _createDepthOfFieldPostProcess(ratio: number): void {\r\n this._depthOfFieldPostProcess = new PostProcess(\r\n \"LensDepthOfField\",\r\n \"depthOfField\",\r\n [\r\n \"grain_amount\",\r\n \"blur_noise\",\r\n \"screen_width\",\r\n \"screen_height\",\r\n \"distortion\",\r\n \"dof_enabled\",\r\n \"screen_distance\",\r\n \"aperture\",\r\n \"darken\",\r\n \"edge_blur\",\r\n \"highlights\",\r\n \"near\",\r\n \"far\",\r\n ],\r\n [\"depthSampler\", \"grainSampler\", \"highlightsSampler\"],\r\n ratio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false\r\n );\r\n\r\n this._depthOfFieldPostProcess.externalTextureSamplerBinding = true;\r\n this._depthOfFieldPostProcess.onApply = (effect: Effect) => {\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n effect.setTexture(\"grainSampler\", this._grainTexture);\r\n effect.setTextureFromPostProcess(\"textureSampler\", this._highlightsPostProcess);\r\n effect.setTextureFromPostProcess(\"highlightsSampler\", this._depthOfFieldPostProcess);\r\n\r\n effect.setFloat(\"grain_amount\", this._grainAmount);\r\n effect.setBool(\"blur_noise\", this._blurNoise);\r\n\r\n effect.setFloat(\"screen_width\", this._scene.getEngine().getRenderWidth());\r\n effect.setFloat(\"screen_height\", this._scene.getEngine().getRenderHeight());\r\n\r\n effect.setFloat(\"distortion\", this._distortion);\r\n\r\n effect.setBool(\"dof_enabled\", this._dofDistance !== -1);\r\n effect.setFloat(\"screen_distance\", 1.0 / (0.1 - 1.0 / this._dofDistance));\r\n effect.setFloat(\"aperture\", this._dofAperture);\r\n effect.setFloat(\"darken\", this._dofDarken);\r\n\r\n effect.setFloat(\"edge_blur\", this._edgeBlur);\r\n\r\n effect.setBool(\"highlights\", this._highlightsGain !== -1);\r\n\r\n if (this._scene.activeCamera) {\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n }\r\n };\r\n }\r\n\r\n // creates a black and white random noise texture, 512x512\r\n private _createGrainTexture(): void {\r\n const size = 512;\r\n\r\n const data = new Uint8Array(size * size * 4);\r\n for (let index = 0; index < data.length;) {\r\n const value = Math.floor(RandomRange(0.42, 0.58) * 255);\r\n data[index++] = value;\r\n data[index++] = value;\r\n data[index++] = value;\r\n data[index++] = 255;\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(data, size, size, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n texture.name = \"LensNoiseTexture\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n this._grainTexture = texture;\r\n }\r\n}\r\n"]}
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1
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+
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This file must only contain pure code and pure imports */\r\n\r\n/* eslint-disable @typescript-eslint/naming-convention */\r\nimport { type Camera } from \"../../../Cameras/camera.pure\";\r\nimport { type Effect } from \"../../../Materials/effect.pure\";\r\nimport { Texture } from \"../../../Materials/Textures/texture.pure\";\r\nimport { type RenderTargetTexture } from \"../../../Materials/Textures/renderTargetTexture.pure\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess.pure\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { type Scene } from \"../../../scene.pure\";\r\nimport { RawTexture } from \"../../../Materials/Textures/rawTexture\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { RegisterDepthRendererSceneComponent } from \"../../../Rendering/depthRendererSceneComponent.pure\";\r\nimport { DepthRenderer } from \"../../../Rendering/depthRenderer.pure\";\r\n\r\nimport { RandomRange } from \"../../../Maths/math.scalar.functions\";\r\n\r\n/**\r\n * BABYLON.JS Chromatic Aberration GLSL Shader\r\n * Author: Olivier Guyot\r\n * Separates very slightly R, G and B colors on the edges of the screen\r\n * Inspired by Francois Tarlier & Martins Upitis\r\n */\r\nexport class LensRenderingPipeline extends PostProcessRenderPipeline {\r\n // Lens effects can be of the following:\r\n // - chromatic aberration (slight shift of RGB colors)\r\n // - blur on the edge of the lens\r\n // - lens distortion\r\n // - depth-of-field blur & highlights enhancing\r\n // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)\r\n // - grain effect (noise or custom texture)\r\n\r\n // Two additional texture samplers are needed:\r\n // - depth map (for depth-of-field)\r\n // - grain texture\r\n\r\n /**\r\n * @ignore\r\n * The chromatic aberration PostProcess id in the pipeline\r\n */\r\n public LensChromaticAberrationEffect: string = \"LensChromaticAberrationEffect\";\r\n /**\r\n * @ignore\r\n * The highlights enhancing PostProcess id in the pipeline\r\n */\r\n public HighlightsEnhancingEffect: string = \"HighlightsEnhancingEffect\";\r\n /**\r\n * @ignore\r\n * The depth-of-field PostProcess id in the pipeline\r\n */\r\n public LensDepthOfFieldEffect: string = \"LensDepthOfFieldEffect\";\r\n\r\n private _scene: Scene;\r\n private _depthTexture: RenderTargetTexture;\r\n private _grainTexture: Texture;\r\n\r\n private _chromaticAberrationPostProcess: PostProcess;\r\n private _highlightsPostProcess: PostProcess;\r\n private _depthOfFieldPostProcess: PostProcess;\r\n\r\n private _edgeBlur: number;\r\n private _grainAmount: number;\r\n private _chromaticAberration: number;\r\n private _distortion: number;\r\n private _highlightsGain: number;\r\n private _highlightsThreshold: number;\r\n private _dofDistance: number;\r\n private _dofAperture: number;\r\n private _dofDarken: number;\r\n private _dofPentagon: boolean;\r\n private _blurNoise: boolean;\r\n\r\n /**\r\n * @constructor\r\n *\r\n * Effect parameters are as follow:\r\n * {\r\n * chromatic_aberration: number; // from 0 to x (1 for realism)\r\n * edge_blur: number; // from 0 to x (1 for realism)\r\n * distortion: number; // from 0 to x (1 for realism), note that this will effect the pointer position precision\r\n * grain_amount: number; // from 0 to 1\r\n * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise\r\n * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)\r\n * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)\r\n * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)\r\n * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like \"bokeh\" effect\r\n * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)\r\n * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)\r\n * blur_noise: boolean; // add a little bit of noise to the blur (default: true)\r\n * }\r\n * Note: if an effect parameter is unset, effect is disabled\r\n *\r\n * @param name The rendering pipeline name\r\n * @param parameters - An object containing all parameters (see above)\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n */\r\n constructor(name: string, parameters: any, scene: Scene, ratio: number = 1.0, cameras?: Camera[]) {\r\n RegisterDepthRendererSceneComponent(DepthRenderer);\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n\r\n // Fetch texture samplers\r\n this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer \"on\"\r\n if (parameters.grain_texture) {\r\n this._grainTexture = parameters.grain_texture;\r\n } else {\r\n this._createGrainTexture();\r\n }\r\n\r\n // save parameters\r\n this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;\r\n this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;\r\n this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;\r\n this._distortion = parameters.distortion ? parameters.distortion : 0;\r\n this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;\r\n this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;\r\n this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;\r\n this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;\r\n this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;\r\n this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;\r\n this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;\r\n\r\n // Create effects\r\n this._createChromaticAberrationPostProcess(ratio);\r\n this._createHighlightsPostProcess(ratio);\r\n this._createDepthOfFieldPostProcess(ratio / 4);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.LensChromaticAberrationEffect,\r\n () => {\r\n return this._chromaticAberrationPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.HighlightsEnhancingEffect,\r\n () => {\r\n return this._highlightsPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.LensDepthOfFieldEffect,\r\n () => {\r\n return this._depthOfFieldPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n if (this._highlightsGain === -1) {\r\n this._disableEffect(this.HighlightsEnhancingEffect, null);\r\n }\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"LensRenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"LensRenderingPipeline\";\r\n }\r\n\r\n // Properties\r\n\r\n /**\r\n * Gets associated scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets or sets the edge blur\r\n */\r\n public get edgeBlur(): number {\r\n return this._edgeBlur;\r\n }\r\n\r\n public set edgeBlur(value: number) {\r\n this.setEdgeBlur(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the grain amount\r\n */\r\n public get grainAmount(): number {\r\n return this._grainAmount;\r\n }\r\n\r\n public set grainAmount(value: number) {\r\n this.setGrainAmount(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the chromatic aberration amount\r\n */\r\n public get chromaticAberration(): number {\r\n return this._chromaticAberration;\r\n }\r\n\r\n public set chromaticAberration(value: number) {\r\n this.setChromaticAberration(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the depth of field aperture\r\n */\r\n public get dofAperture(): number {\r\n return this._dofAperture;\r\n }\r\n\r\n public set dofAperture(value: number) {\r\n this.setAperture(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the edge distortion\r\n */\r\n public get edgeDistortion(): number {\r\n return this._distortion;\r\n }\r\n\r\n public set edgeDistortion(value: number) {\r\n this.setEdgeDistortion(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the depth of field distortion\r\n */\r\n public get dofDistortion(): number {\r\n return this._dofDistance;\r\n }\r\n\r\n public set dofDistortion(value: number) {\r\n this.setFocusDistance(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the darken out of focus amount\r\n */\r\n public get darkenOutOfFocus(): number {\r\n return this._dofDarken;\r\n }\r\n\r\n public set darkenOutOfFocus(value: number) {\r\n this.setDarkenOutOfFocus(value);\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if blur noise is enabled\r\n */\r\n public get blurNoise(): boolean {\r\n return this._blurNoise;\r\n }\r\n\r\n public set blurNoise(value: boolean) {\r\n this._blurNoise = value;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if pentagon bokeh is enabled\r\n */\r\n public get pentagonBokeh(): boolean {\r\n return this._pentagonBokehIsEnabled;\r\n }\r\n\r\n public set pentagonBokeh(value: boolean) {\r\n if (value) {\r\n this.enablePentagonBokeh();\r\n } else {\r\n this.disablePentagonBokeh();\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the highlight grain amount\r\n */\r\n public get highlightsGain(): number {\r\n return this._highlightsGain;\r\n }\r\n\r\n public set highlightsGain(value: number) {\r\n this.setHighlightsGain(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the highlight threshold\r\n */\r\n public get highlightsThreshold(): number {\r\n return this._highlightsThreshold;\r\n }\r\n\r\n public set highlightsThreshold(value: number) {\r\n this.setHighlightsThreshold(value);\r\n }\r\n\r\n // public methods (self explanatory)\r\n /**\r\n * Sets the amount of blur at the edges\r\n * @param amount blur amount\r\n */\r\n public setEdgeBlur(amount: number) {\r\n this._edgeBlur = amount;\r\n }\r\n /**\r\n * Sets edge blur to 0\r\n */\r\n public disableEdgeBlur() {\r\n this._edgeBlur = 0;\r\n }\r\n /**\r\n * Sets the amount of grain\r\n * @param amount Amount of grain\r\n */\r\n public setGrainAmount(amount: number) {\r\n this._grainAmount = amount;\r\n }\r\n /**\r\n * Set grain amount to 0\r\n */\r\n public disableGrain() {\r\n this._grainAmount = 0;\r\n }\r\n /**\r\n * Sets the chromatic aberration amount\r\n * @param amount amount of chromatic aberration\r\n */\r\n public setChromaticAberration(amount: number) {\r\n this._chromaticAberration = amount;\r\n }\r\n /**\r\n * Sets chromatic aberration amount to 0\r\n */\r\n public disableChromaticAberration() {\r\n this._chromaticAberration = 0;\r\n }\r\n /**\r\n * Sets the EdgeDistortion amount\r\n * @param amount amount of EdgeDistortion\r\n */\r\n public setEdgeDistortion(amount: number) {\r\n this._distortion = amount;\r\n }\r\n /**\r\n * Sets edge distortion to 0\r\n */\r\n public disableEdgeDistortion() {\r\n this._distortion = 0;\r\n }\r\n /**\r\n * Sets the FocusDistance amount\r\n * @param amount amount of FocusDistance\r\n */\r\n public setFocusDistance(amount: number) {\r\n this._dofDistance = amount;\r\n }\r\n /**\r\n * Disables depth of field\r\n */\r\n public disableDepthOfField() {\r\n this._dofDistance = -1;\r\n }\r\n /**\r\n * Sets the Aperture amount\r\n * @param amount amount of Aperture\r\n */\r\n public setAperture(amount: number) {\r\n this._dofAperture = amount;\r\n }\r\n /**\r\n * Sets the DarkenOutOfFocus amount\r\n * @param amount amount of DarkenOutOfFocus\r\n */\r\n public setDarkenOutOfFocus(amount: number) {\r\n this._dofDarken = amount;\r\n }\r\n\r\n private _pentagonBokehIsEnabled = false;\r\n /**\r\n * Creates a pentagon bokeh effect\r\n */\r\n public enablePentagonBokeh() {\r\n this._highlightsPostProcess.updateEffect(\"#define PENTAGON\\n\");\r\n this._pentagonBokehIsEnabled = true;\r\n }\r\n /**\r\n * Disables the pentagon bokeh effect\r\n */\r\n public disablePentagonBokeh() {\r\n this._pentagonBokehIsEnabled = false;\r\n this._highlightsPostProcess.updateEffect();\r\n }\r\n /**\r\n * Enables noise blur\r\n */\r\n public enableNoiseBlur() {\r\n this._blurNoise = true;\r\n }\r\n /**\r\n * Disables noise blur\r\n */\r\n public disableNoiseBlur() {\r\n this._blurNoise = false;\r\n }\r\n /**\r\n * Sets the HighlightsGain amount\r\n * @param amount amount of HighlightsGain\r\n */\r\n public setHighlightsGain(amount: number) {\r\n this._highlightsGain = amount;\r\n }\r\n /**\r\n * Sets the HighlightsThreshold amount\r\n * @param amount amount of HighlightsThreshold\r\n */\r\n public setHighlightsThreshold(amount: number) {\r\n if (this._highlightsGain === -1) {\r\n this._highlightsGain = 1.0;\r\n }\r\n this._highlightsThreshold = amount;\r\n }\r\n /**\r\n * Disables highlights\r\n */\r\n public disableHighlights() {\r\n this._highlightsGain = -1;\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableDepthRender If the scene's depth rendering should be disabled (default: false)\r\n */\r\n public override dispose(disableDepthRender: boolean = false): void {\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\r\n\r\n (<any>this._chromaticAberrationPostProcess) = null;\r\n (<any>this._highlightsPostProcess) = null;\r\n (<any>this._depthOfFieldPostProcess) = null;\r\n\r\n this._grainTexture.dispose();\r\n\r\n if (disableDepthRender) {\r\n this._scene.disableDepthRenderer();\r\n }\r\n }\r\n\r\n // colors shifting and distortion\r\n private _createChromaticAberrationPostProcess(ratio: number): void {\r\n this._chromaticAberrationPostProcess = new PostProcess(\r\n \"LensChromaticAberration\",\r\n \"chromaticAberration\",\r\n [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"], // uniforms\r\n [], // samplers\r\n ratio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false\r\n );\r\n\r\n this._chromaticAberrationPostProcess.onApply = (effect: Effect) => {\r\n effect.setFloat(\"chromatic_aberration\", this._chromaticAberration);\r\n effect.setFloat(\"screen_width\", this._scene.getEngine().getRenderWidth());\r\n effect.setFloat(\"screen_height\", this._scene.getEngine().getRenderHeight());\r\n effect.setFloat(\"radialIntensity\", 1);\r\n effect.setFloat2(\"direction\", 17, 17);\r\n effect.setFloat2(\"centerPosition\", 0.5, 0.5);\r\n };\r\n }\r\n\r\n // highlights enhancing\r\n private _createHighlightsPostProcess(ratio: number): void {\r\n this._highlightsPostProcess = new PostProcess(\r\n \"LensHighlights\",\r\n \"lensHighlights\",\r\n [\"gain\", \"threshold\", \"screen_width\", \"screen_height\"], // uniforms\r\n [], // samplers\r\n ratio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n this._dofPentagon ? \"#define PENTAGON\\n\" : \"\"\r\n );\r\n\r\n this._highlightsPostProcess.externalTextureSamplerBinding = true;\r\n this._highlightsPostProcess.onApply = (effect: Effect) => {\r\n effect.setFloat(\"gain\", this._highlightsGain);\r\n effect.setFloat(\"threshold\", this._highlightsThreshold);\r\n effect.setTextureFromPostProcess(\"textureSampler\", this._chromaticAberrationPostProcess);\r\n effect.setFloat(\"screen_width\", this._scene.getEngine().getRenderWidth());\r\n effect.setFloat(\"screen_height\", this._scene.getEngine().getRenderHeight());\r\n };\r\n }\r\n\r\n // colors shifting and distortion\r\n private _createDepthOfFieldPostProcess(ratio: number): void {\r\n this._depthOfFieldPostProcess = new PostProcess(\r\n \"LensDepthOfField\",\r\n \"depthOfField\",\r\n [\r\n \"grain_amount\",\r\n \"blur_noise\",\r\n \"screen_width\",\r\n \"screen_height\",\r\n \"distortion\",\r\n \"dof_enabled\",\r\n \"screen_distance\",\r\n \"aperture\",\r\n \"darken\",\r\n \"edge_blur\",\r\n \"highlights\",\r\n \"blur_lod\",\r\n \"near\",\r\n \"far\",\r\n ],\r\n [\"depthSampler\", \"grainSampler\", \"highlightsSampler\"],\r\n ratio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false\r\n );\r\n\r\n this._depthOfFieldPostProcess.externalTextureSamplerBinding = true;\r\n this._depthOfFieldPostProcess.onApply = (effect: Effect) => {\r\n effect.setTexture(\"depthSampler\", this._depthTexture);\r\n effect.setTexture(\"grainSampler\", this._grainTexture);\r\n effect.setTextureFromPostProcess(\"textureSampler\", this._highlightsPostProcess);\r\n effect.setTextureFromPostProcess(\"highlightsSampler\", this._depthOfFieldPostProcess);\r\n\r\n // Explicit LOD for the blur samples of textureSampler: this pass runs at a lower resolution than its\r\n // source (textureSampler = highlights pass), so reproduce the minification an implicit lookup would\r\n // have selected instead of forcing mip 0. Derived from the actual render-target sizes.\r\n const sourceWidth = this._highlightsPostProcess.width;\r\n const outputWidth = this._depthOfFieldPostProcess.width;\r\n effect.setFloat(\"blur_lod\", sourceWidth > 0 && outputWidth > 0 ? Math.max(0, Math.log2(sourceWidth / outputWidth)) : 0);\r\n\r\n effect.setFloat(\"grain_amount\", this._grainAmount);\r\n effect.setBool(\"blur_noise\", this._blurNoise);\r\n\r\n effect.setFloat(\"screen_width\", this._scene.getEngine().getRenderWidth());\r\n effect.setFloat(\"screen_height\", this._scene.getEngine().getRenderHeight());\r\n\r\n effect.setFloat(\"distortion\", this._distortion);\r\n\r\n effect.setBool(\"dof_enabled\", this._dofDistance !== -1);\r\n effect.setFloat(\"screen_distance\", 1.0 / (0.1 - 1.0 / this._dofDistance));\r\n effect.setFloat(\"aperture\", this._dofAperture);\r\n effect.setFloat(\"darken\", this._dofDarken);\r\n\r\n effect.setFloat(\"edge_blur\", this._edgeBlur);\r\n\r\n effect.setBool(\"highlights\", this._highlightsGain !== -1);\r\n\r\n if (this._scene.activeCamera) {\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n }\r\n };\r\n }\r\n\r\n // creates a black and white random noise texture, 512x512\r\n private _createGrainTexture(): void {\r\n const size = 512;\r\n\r\n const data = new Uint8Array(size * size * 4);\r\n for (let index = 0; index < data.length;) {\r\n const value = Math.floor(RandomRange(0.42, 0.58) * 255);\r\n data[index++] = value;\r\n data[index++] = value;\r\n data[index++] = value;\r\n data[index++] = 255;\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(data, size, size, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n texture.name = \"LensNoiseTexture\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n this._grainTexture = texture;\r\n }\r\n}\r\n"]}
|
package/PostProcesses/index.d.ts
CHANGED
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@@ -18,6 +18,7 @@ export * from "./grainPostProcess.js";
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18
18
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export * from "./highlightsPostProcess.js";
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|
19
19
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export * from "./imageProcessingPostProcess.js";
|
|
20
20
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export * from "./motionBlurPostProcess.js";
|
|
21
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+
export * from "./meshBlendingPostProcess.js";
|
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21
22
|
export * from "./passPostProcess.js";
|
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22
23
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export * from "./postProcess.js";
|
|
23
24
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export * from "./postProcessManager.js";
|
|
@@ -46,6 +47,7 @@ export * from "./thinFXAAPostProcess.js";
|
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|
46
47
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export * from "./thinGrainPostProcess.js";
|
|
47
48
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export * from "./thinImageProcessingPostProcess.js";
|
|
48
49
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export * from "./thinMotionBlurPostProcess.js";
|
|
50
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+
export * from "./thinMeshBlendingPostProcess.js";
|
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49
51
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export * from "./thinPassPostProcess.js";
|
|
50
52
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export * from "./thinSharpenPostProcess.js";
|
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53
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export * from "./thinScreenSpaceCurvaturePostProcess.js";
|
package/PostProcesses/index.js
CHANGED
|
@@ -19,6 +19,7 @@ export * from "./grainPostProcess.js";
|
|
|
19
19
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export * from "./highlightsPostProcess.js";
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20
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export * from "./imageProcessingPostProcess.js";
|
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21
21
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export * from "./motionBlurPostProcess.js";
|
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22
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+
export * from "./meshBlendingPostProcess.js";
|
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22
23
|
export * from "./passPostProcess.js";
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24
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export * from "./postProcess.js";
|
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24
25
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export * from "./postProcessManager.js";
|
|
@@ -47,6 +48,7 @@ export * from "./thinFXAAPostProcess.js";
|
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48
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export * from "./thinGrainPostProcess.js";
|
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export * from "./thinImageProcessingPostProcess.js";
|
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49
50
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export * from "./thinMotionBlurPostProcess.js";
|
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51
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+
export * from "./thinMeshBlendingPostProcess.js";
|
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52
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export * from "./thinPassPostProcess.js";
|
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export * from "./thinSharpenPostProcess.js";
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export * from "./thinScreenSpaceCurvaturePostProcess.js";
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@@ -1 +1 @@
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-
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eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./anaglyphPostProcess\";\r\nexport * from \"./blackAndWhitePostProcess\";\r\nexport * from \"./bloomEffect\";\r\nexport * from \"./bloomMergePostProcess\";\r\nexport * from \"./blurPostProcess\";\r\nexport * from \"./chromaticAberrationPostProcess\";\r\nexport * from \"./circleOfConfusionPostProcess\";\r\nexport * from \"./colorCorrectionPostProcess\";\r\nexport * from \"./convolutionPostProcess\";\r\nexport * from \"./depthOfFieldBlurPostProcess\";\r\nexport * from \"./depthOfFieldEffect\";\r\nexport * from \"./depthOfFieldMergePostProcess\";\r\nexport * from \"./displayPassPostProcess\";\r\nexport * from \"./extractHighlightsPostProcess\";\r\nexport * from \"./filterPostProcess\";\r\nexport * from \"./fxaaPostProcess\";\r\nexport * from \"./grainPostProcess\";\r\nexport * from \"./highlightsPostProcess\";\r\nexport * from \"./imageProcessingPostProcess\";\r\nexport * from \"./motionBlurPostProcess\";\r\nexport * from \"./passPostProcess\";\r\nexport * from \"./postProcess\";\r\nexport * from \"./postProcessManager\";\r\nexport * from \"./refractionPostProcess\";\r\nexport * from \"./RenderPipeline/index\";\r\nexport * from \"./sharpenPostProcess\";\r\nexport * from \"./stereoscopicInterlacePostProcess\";\r\nexport * from \"./tonemapPostProcess\";\r\nexport * from \"./volumetricLightScatteringPostProcess\";\r\nexport * from \"./vrDistortionCorrectionPostProcess\";\r\nexport * from \"./vrMultiviewToSingleviewPostProcess\";\r\nexport * from \"./screenSpaceReflectionPostProcess\";\r\nexport * from \"./screenSpaceCurvaturePostProcess\";\r\n\r\nexport * from \"./thinAnaglyphPostProcess\";\r\nexport * from \"./thinBlackAndWhitePostProcess\";\r\nexport * from \"./thinBloomEffect\";\r\nexport * from \"./thinBlurPostProcess\";\r\nexport * from \"./thinChromaticAberrationPostProcess\";\r\nexport * from \"./thinCircleOfConfusionPostProcess\";\r\nexport * from \"./thinColorCorrectionPostProcess\";\r\nexport * from \"./thinConvolutionPostProcess\";\r\nexport * from \"./thinDepthOfFieldEffect\";\r\nexport * from \"./thinExtractHighlightsPostProcess\";\r\nexport * from \"./thinFilterPostProcess\";\r\nexport * from \"./thinFXAAPostProcess\";\r\nexport * from \"./thinGrainPostProcess\";\r\nexport * from \"./thinImageProcessingPostProcess\";\r\nexport * from \"./thinMotionBlurPostProcess\";\r\nexport * from \"./thinPassPostProcess\";\r\nexport * from \"./thinSharpenPostProcess\";\r\nexport * from \"./thinScreenSpaceCurvaturePostProcess\";\r\nexport * from \"./thinTonemapPostProcess\";\r\n\r\n// Postprocess\r\nexport * from \"../Shaders/postprocess.vertex\";\r\nexport * from \"../ShadersWGSL/postprocess.vertex\";\r\n\r\n// Blur postprocess\r\nexport * from \"../Shaders/kernelBlur.fragment\";\r\nexport * from \"../Shaders/kernelBlur.vertex\";\r\nexport * from \"../ShadersWGSL/kernelBlur.fragment\";\r\nexport * from \"../ShadersWGSL/kernelBlur.vertex\";\r\n\r\n// Pass postprocess\r\nexport * from \"../Shaders/pass.fragment\";\r\nexport * from \"../Shaders/passCube.fragment\";\r\nexport * from \"../ShadersWGSL/pass.fragment\";\r\nexport * from \"../ShadersWGSL/passCube.fragment\";\r\n\r\n// vrDFistortionCorrection postprocess\r\nexport * from \"../Shaders/vrDistortionCorrection.fragment\";\r\nexport * from \"../ShadersWGSL/vrDistortionCorrection.fragment\";\r\n\r\n// Image processing postprocess\r\nexport * from \"../ShadersWGSL/imageProcessing.fragment\";\r\nexport * from \"../Shaders/imageProcessing.fragment\";\r\n\r\n// Sharpen\r\nexport * from \"../Shaders/sharpen.fragment\";\r\nexport * from \"../ShadersWGSL/sharpen.fragment\";\r\n\r\n// Grain\r\nexport * from \"../Shaders/grain.fragment\";\r\nexport * from \"../ShadersWGSL/grain.fragment\";\r\n\r\n// Chromatic Aberration\r\nexport * from \"../Shaders/chromaticAberration.fragment\";\r\nexport * from \"../ShadersWGSL/chromaticAberration.fragment\";\r\n\r\n// Depth of field merge\r\nexport * from \"../Shaders/depthOfFieldMerge.fragment\";\r\nexport * from \"../ShadersWGSL/depthOfFieldMerge.fragment\";\r\n\r\n// Circle of confusion\r\nexport * from \"../Shaders/circleOfConfusion.fragment\";\r\nexport * from \"../ShadersWGSL/circleOfConfusion.fragment\";\r\n\r\n// Bloom\r\nexport * from \"../Shaders/bloomMerge.fragment\";\r\nexport * from \"../ShadersWGSL/bloomMerge.fragment\";\r\n\r\n// Extract highlights\r\nexport * from \"../Shaders/extractHighlights.fragment\";\r\nexport * from \"../ShadersWGSL/extractHighlights.fragment\";\r\n\r\n// FXAA\r\nexport * from \"../Shaders/fxaa.fragment\";\r\nexport * from \"../Shaders/fxaa.vertex\";\r\nexport * from \"../ShadersWGSL/fxaa.fragment\";\r\nexport * from \"../ShadersWGSL/fxaa.vertex\";\r\n\r\n// B&W\r\nexport * from \"../Shaders/blackAndWhite.fragment\";\r\nexport * from \"../ShadersWGSL/blackAndWhite.fragment\";\r\n\r\n// Anaglyph\r\nexport * from \"../Shaders/anaglyph.fragment\";\r\nexport * from \"../ShadersWGSL/anaglyph.fragment\";\r\n\r\n// Convolution\r\nexport * from \"../Shaders/convolution.fragment\";\r\nexport * from \"../ShadersWGSL/convolution.fragment\";\r\n\r\n// Color correction\r\nexport * from \"../Shaders/colorCorrection.fragment\";\r\nexport * from \"../ShadersWGSL/colorCorrection.fragment\";\r\n\r\n// Motion blur\r\nexport * from \"../Shaders/motionBlur.fragment\";\r\nexport * from \"../ShadersWGSL/motionBlur.fragment\";\r\n\r\n// Filter\r\nexport * from \"../Shaders/filter.fragment\";\r\nexport * from \"../ShadersWGSL/filter.fragment\";\r\n\r\n// Highlights\r\nexport * from \"../Shaders/highlights.fragment\";\r\nexport * from \"../ShadersWGSL/highlights.fragment\";\r\n\r\n// Display\r\nexport * from \"../Shaders/displayPass.fragment\";\r\nexport * from \"../ShadersWGSL/displayPass.fragment\";\r\n\r\n// Tonemap\r\nexport * from \"../Shaders/tonemap.fragment\";\r\nexport * from \"../ShadersWGSL/tonemap.fragment\";\r\n"]}
|
|
1
|
+
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eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./anaglyphPostProcess\";\r\nexport * from \"./blackAndWhitePostProcess\";\r\nexport * from \"./bloomEffect\";\r\nexport * from \"./bloomMergePostProcess\";\r\nexport * from \"./blurPostProcess\";\r\nexport * from \"./chromaticAberrationPostProcess\";\r\nexport * from \"./circleOfConfusionPostProcess\";\r\nexport * from \"./colorCorrectionPostProcess\";\r\nexport * from \"./convolutionPostProcess\";\r\nexport * from \"./depthOfFieldBlurPostProcess\";\r\nexport * from \"./depthOfFieldEffect\";\r\nexport * from \"./depthOfFieldMergePostProcess\";\r\nexport * from \"./displayPassPostProcess\";\r\nexport * from \"./extractHighlightsPostProcess\";\r\nexport * from \"./filterPostProcess\";\r\nexport * from \"./fxaaPostProcess\";\r\nexport * from \"./grainPostProcess\";\r\nexport * from \"./highlightsPostProcess\";\r\nexport * from \"./imageProcessingPostProcess\";\r\nexport * from \"./motionBlurPostProcess\";\r\nexport * from \"./meshBlendingPostProcess\";\r\nexport * from \"./passPostProcess\";\r\nexport * from \"./postProcess\";\r\nexport * from \"./postProcessManager\";\r\nexport * from \"./refractionPostProcess\";\r\nexport * from \"./RenderPipeline/index\";\r\nexport * from \"./sharpenPostProcess\";\r\nexport * from \"./stereoscopicInterlacePostProcess\";\r\nexport * from \"./tonemapPostProcess\";\r\nexport * from \"./volumetricLightScatteringPostProcess\";\r\nexport * from \"./vrDistortionCorrectionPostProcess\";\r\nexport * from \"./vrMultiviewToSingleviewPostProcess\";\r\nexport * from \"./screenSpaceReflectionPostProcess\";\r\nexport * from \"./screenSpaceCurvaturePostProcess\";\r\n\r\nexport * from \"./thinAnaglyphPostProcess\";\r\nexport * from \"./thinBlackAndWhitePostProcess\";\r\nexport * from \"./thinBloomEffect\";\r\nexport * from \"./thinBlurPostProcess\";\r\nexport * from \"./thinChromaticAberrationPostProcess\";\r\nexport * from \"./thinCircleOfConfusionPostProcess\";\r\nexport * from \"./thinColorCorrectionPostProcess\";\r\nexport * from \"./thinConvolutionPostProcess\";\r\nexport * from \"./thinDepthOfFieldEffect\";\r\nexport * from \"./thinExtractHighlightsPostProcess\";\r\nexport * from \"./thinFilterPostProcess\";\r\nexport * from \"./thinFXAAPostProcess\";\r\nexport * from \"./thinGrainPostProcess\";\r\nexport * from \"./thinImageProcessingPostProcess\";\r\nexport * from \"./thinMotionBlurPostProcess\";\r\nexport * from \"./thinMeshBlendingPostProcess\";\r\nexport * from \"./thinPassPostProcess\";\r\nexport * from \"./thinSharpenPostProcess\";\r\nexport * from \"./thinScreenSpaceCurvaturePostProcess\";\r\nexport * from \"./thinTonemapPostProcess\";\r\n\r\n// Postprocess\r\nexport * from \"../Shaders/postprocess.vertex\";\r\nexport * from \"../ShadersWGSL/postprocess.vertex\";\r\n\r\n// Blur postprocess\r\nexport * from \"../Shaders/kernelBlur.fragment\";\r\nexport * from \"../Shaders/kernelBlur.vertex\";\r\nexport * from \"../ShadersWGSL/kernelBlur.fragment\";\r\nexport * from \"../ShadersWGSL/kernelBlur.vertex\";\r\n\r\n// Pass postprocess\r\nexport * from \"../Shaders/pass.fragment\";\r\nexport * from \"../Shaders/passCube.fragment\";\r\nexport * from \"../ShadersWGSL/pass.fragment\";\r\nexport * from \"../ShadersWGSL/passCube.fragment\";\r\n\r\n// vrDFistortionCorrection postprocess\r\nexport * from \"../Shaders/vrDistortionCorrection.fragment\";\r\nexport * from \"../ShadersWGSL/vrDistortionCorrection.fragment\";\r\n\r\n// Image processing postprocess\r\nexport * from \"../ShadersWGSL/imageProcessing.fragment\";\r\nexport * from \"../Shaders/imageProcessing.fragment\";\r\n\r\n// Sharpen\r\nexport * from \"../Shaders/sharpen.fragment\";\r\nexport * from \"../ShadersWGSL/sharpen.fragment\";\r\n\r\n// Grain\r\nexport * from \"../Shaders/grain.fragment\";\r\nexport * from \"../ShadersWGSL/grain.fragment\";\r\n\r\n// Chromatic Aberration\r\nexport * from \"../Shaders/chromaticAberration.fragment\";\r\nexport * from \"../ShadersWGSL/chromaticAberration.fragment\";\r\n\r\n// Depth of field merge\r\nexport * from \"../Shaders/depthOfFieldMerge.fragment\";\r\nexport * from \"../ShadersWGSL/depthOfFieldMerge.fragment\";\r\n\r\n// Circle of confusion\r\nexport * from \"../Shaders/circleOfConfusion.fragment\";\r\nexport * from \"../ShadersWGSL/circleOfConfusion.fragment\";\r\n\r\n// Bloom\r\nexport * from \"../Shaders/bloomMerge.fragment\";\r\nexport * from \"../ShadersWGSL/bloomMerge.fragment\";\r\n\r\n// Extract highlights\r\nexport * from \"../Shaders/extractHighlights.fragment\";\r\nexport * from \"../ShadersWGSL/extractHighlights.fragment\";\r\n\r\n// FXAA\r\nexport * from \"../Shaders/fxaa.fragment\";\r\nexport * from \"../Shaders/fxaa.vertex\";\r\nexport * from \"../ShadersWGSL/fxaa.fragment\";\r\nexport * from \"../ShadersWGSL/fxaa.vertex\";\r\n\r\n// B&W\r\nexport * from \"../Shaders/blackAndWhite.fragment\";\r\nexport * from \"../ShadersWGSL/blackAndWhite.fragment\";\r\n\r\n// Anaglyph\r\nexport * from \"../Shaders/anaglyph.fragment\";\r\nexport * from \"../ShadersWGSL/anaglyph.fragment\";\r\n\r\n// Convolution\r\nexport * from \"../Shaders/convolution.fragment\";\r\nexport * from \"../ShadersWGSL/convolution.fragment\";\r\n\r\n// Color correction\r\nexport * from \"../Shaders/colorCorrection.fragment\";\r\nexport * from \"../ShadersWGSL/colorCorrection.fragment\";\r\n\r\n// Motion blur\r\nexport * from \"../Shaders/motionBlur.fragment\";\r\nexport * from \"../ShadersWGSL/motionBlur.fragment\";\r\n\r\n// Filter\r\nexport * from \"../Shaders/filter.fragment\";\r\nexport * from \"../ShadersWGSL/filter.fragment\";\r\n\r\n// Highlights\r\nexport * from \"../Shaders/highlights.fragment\";\r\nexport * from \"../ShadersWGSL/highlights.fragment\";\r\n\r\n// Display\r\nexport * from \"../Shaders/displayPass.fragment\";\r\nexport * from \"../ShadersWGSL/displayPass.fragment\";\r\n\r\n// Tonemap\r\nexport * from \"../Shaders/tonemap.fragment\";\r\nexport * from \"../ShadersWGSL/tonemap.fragment\";\r\n"]}
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import { type AbstractEngine } from "../Engines/abstractEngine.pure.js";
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import { RawTexture } from "../Materials/Textures/rawTexture.js";
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/**
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* Gets the deterministic RG8 blue-noise data used by mesh blending.
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* @returns The shared blue-noise byte data.
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* @internal
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*/
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export declare function _GetMeshBlendBlueNoiseData(): Uint8Array;
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/**
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* Creates the deterministic, spatially stable RG8 blue-noise texture used by mesh blending.
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* @param engine Engine that owns the texture.
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* @returns The blue-noise texture.
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* @internal
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*/
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export declare function _CreateMeshBlendBlueNoiseTexture(engine: AbstractEngine): RawTexture;
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import { RawTexture } from "../Materials/Textures/rawTexture.js";
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import { Texture } from "../Materials/Textures/texture.pure.js";
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const _TextureSize = 128;
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let _BlueNoiseData;
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function _HashPixel(x, y, seed) {
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7
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let value = Math.imul(x ^ seed, 0x45d9f3b) ^ Math.imul(y + seed, 0x119de1f3);
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8
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value = Math.imul(value ^ (value >>> 16), 0x45d9f3b);
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value = Math.imul(value ^ (value >>> 16), 0x45d9f3b);
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return ((value ^ (value >>> 16)) >>> 0) / 0x100000000;
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}
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function _FillBlueNoiseChannel(data, channel, seed) {
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const pixelCount = _TextureSize * _TextureSize;
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const whiteNoise = new Float32Array(pixelCount);
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const highPassNoise = new Float32Array(pixelCount);
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const rankedIndices = new Array(pixelCount);
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for (let y = 0; y < _TextureSize; y++) {
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for (let x = 0; x < _TextureSize; x++) {
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const index = y * _TextureSize + x;
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whiteNoise[index] = _HashPixel(x, y, seed);
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rankedIndices[index] = index;
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}
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}
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for (let y = 0; y < _TextureSize; y++) {
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const previousY = (y - 1) & (_TextureSize - 1);
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const nextY = (y + 1) & (_TextureSize - 1);
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+
for (let x = 0; x < _TextureSize; x++) {
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const previousX = (x - 1) & (_TextureSize - 1);
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const nextX = (x + 1) & (_TextureSize - 1);
|
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const index = y * _TextureSize + x;
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const neighborAverage = (whiteNoise[y * _TextureSize + previousX] +
|
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whiteNoise[y * _TextureSize + nextX] +
|
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whiteNoise[previousY * _TextureSize + x] +
|
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whiteNoise[nextY * _TextureSize + x] +
|
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whiteNoise[previousY * _TextureSize + previousX] +
|
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+
whiteNoise[previousY * _TextureSize + nextX] +
|
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whiteNoise[nextY * _TextureSize + previousX] +
|
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+
whiteNoise[nextY * _TextureSize + nextX]) *
|
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|
+
0.125;
|
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40
|
+
highPassNoise[index] = whiteNoise[index] - neighborAverage;
|
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|
+
}
|
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42
|
+
}
|
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43
|
+
// Ranking the toroidal high-pass signal preserves its spectral shape while restoring a uniform byte distribution.
|
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44
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+
rankedIndices.sort((left, right) => highPassNoise[left] - highPassNoise[right] || left - right);
|
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45
|
+
for (let rank = 0; rank < pixelCount; rank++) {
|
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46
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+
data[rankedIndices[rank] * 2 + channel] = Math.floor((rank * 256) / pixelCount);
|
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47
|
+
}
|
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48
|
+
}
|
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49
|
+
/**
|
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50
|
+
* Gets the deterministic RG8 blue-noise data used by mesh blending.
|
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51
|
+
* @returns The shared blue-noise byte data.
|
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+
* @internal
|
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53
|
+
*/
|
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54
|
+
export function _GetMeshBlendBlueNoiseData() {
|
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55
|
+
if (_BlueNoiseData) {
|
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|
+
return _BlueNoiseData;
|
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+
}
|
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58
|
+
const data = new Uint8Array(_TextureSize * _TextureSize * 2);
|
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59
|
+
_FillBlueNoiseChannel(data, 0, 0x68bc21eb);
|
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60
|
+
_FillBlueNoiseChannel(data, 1, 0x2f6e2b1d);
|
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61
|
+
_BlueNoiseData = data;
|
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+
return data;
|
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63
|
+
}
|
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64
|
+
/**
|
|
65
|
+
* Creates the deterministic, spatially stable RG8 blue-noise texture used by mesh blending.
|
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|
+
* @param engine Engine that owns the texture.
|
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|
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* @returns The blue-noise texture.
|
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|
+
* @internal
|
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|
+
*/
|
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|
+
export function _CreateMeshBlendBlueNoiseTexture(engine) {
|
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71
|
+
const texture = new RawTexture(_GetMeshBlendBlueNoiseData(), _TextureSize, _TextureSize, 7, engine, false, false, 1, 0);
|
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72
|
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texture.name = "MeshBlendStableBlueNoise";
|
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texture.wrapU = Texture.WRAP_ADDRESSMODE;
|
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texture.wrapV = Texture.WRAP_ADDRESSMODE;
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return texture;
|
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}
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//# sourceMappingURL=meshBlendingBlueNoise.js.map
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|
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y < _TextureSize; y++) {\r\n for (let x = 0; x < _TextureSize; x++) {\r\n const index = y * _TextureSize + x;\r\n whiteNoise[index] = _HashPixel(x, y, seed);\r\n rankedIndices[index] = index;\r\n }\r\n }\r\n\r\n for (let y = 0; y < _TextureSize; y++) {\r\n const previousY = (y - 1) & (_TextureSize - 1);\r\n const nextY = (y + 1) & (_TextureSize - 1);\r\n for (let x = 0; x < _TextureSize; x++) {\r\n const previousX = (x - 1) & (_TextureSize - 1);\r\n const nextX = (x + 1) & (_TextureSize - 1);\r\n const index = y * _TextureSize + x;\r\n const neighborAverage =\r\n (whiteNoise[y * _TextureSize + previousX] +\r\n whiteNoise[y * _TextureSize + nextX] +\r\n whiteNoise[previousY * _TextureSize + x] +\r\n whiteNoise[nextY * _TextureSize + x] +\r\n whiteNoise[previousY * _TextureSize + previousX] +\r\n whiteNoise[previousY * _TextureSize + nextX] +\r\n whiteNoise[nextY * _TextureSize + previousX] +\r\n whiteNoise[nextY * _TextureSize + nextX]) *\r\n 0.125;\r\n highPassNoise[index] = whiteNoise[index] - neighborAverage;\r\n }\r\n }\r\n\r\n // Ranking the toroidal high-pass signal preserves its spectral shape while restoring a uniform byte distribution.\r\n rankedIndices.sort((left, right) => highPassNoise[left] - highPassNoise[right] || left - right);\r\n for (let rank = 0; rank < pixelCount; rank++) {\r\n data[rankedIndices[rank] * 2 + channel] = Math.floor((rank * 256) / pixelCount);\r\n }\r\n}\r\n\r\n/**\r\n * Gets the deterministic RG8 blue-noise data used by mesh blending.\r\n * @returns The shared blue-noise byte data.\r\n * @internal\r\n */\r\nexport function _GetMeshBlendBlueNoiseData(): Uint8Array {\r\n if (_BlueNoiseData) {\r\n return _BlueNoiseData;\r\n }\r\n\r\n const data = new Uint8Array(_TextureSize * _TextureSize * 2);\r\n _FillBlueNoiseChannel(data, 0, 0x68bc21eb);\r\n _FillBlueNoiseChannel(data, 1, 0x2f6e2b1d);\r\n _BlueNoiseData = data;\r\n return data;\r\n}\r\n\r\n/**\r\n * Creates the deterministic, spatially stable RG8 blue-noise texture used by mesh blending.\r\n * @param engine Engine that owns the texture.\r\n * @returns The blue-noise texture.\r\n * @internal\r\n */\r\nexport function _CreateMeshBlendBlueNoiseTexture(engine: AbstractEngine): RawTexture {\r\n const texture = new RawTexture(\r\n _GetMeshBlendBlueNoiseData(),\r\n _TextureSize,\r\n _TextureSize,\r\n Constants.TEXTUREFORMAT_RG,\r\n engine,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n texture.name = \"MeshBlendStableBlueNoise\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n return texture;\r\n}\r\n"]}
|