babylonjs-editor-tools 5.5.1 → 5.5.2
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/build/index.node.js +407 -121
- package/build/src/decorators/apply.js +2 -2
- package/build/src/decorators/apply.js.map +1 -1
- package/build/src/decorators/scene.js +16 -16
- package/build/src/decorators/scene.js.map +1 -1
- package/build/src/decorators/sound.js +2 -2
- package/build/src/decorators/sound.js.map +1 -1
- package/build/src/index.js +1 -0
- package/build/src/index.js.map +1 -1
- package/build/src/loading/loader.js +21 -7
- package/build/src/loading/loader.js.map +1 -1
- package/build/src/rendering/order.js +110 -0
- package/build/src/rendering/order.js.map +1 -0
- package/build/src/rendering/ssao.js +1 -1
- package/build/src/rendering/ssao.js.map +1 -1
- package/build/src/rendering/tools.js +3 -0
- package/build/src/rendering/tools.js.map +1 -1
- package/build/src/rendering/volumetric/pipeline.js +403 -26
- package/build/src/rendering/volumetric/pipeline.js.map +1 -1
- package/build/src/rendering/volumetric/selector.js +2 -1
- package/build/src/rendering/volumetric/selector.js.map +1 -1
- package/build/src/rendering/volumetric/shaders-wgsl.js +197 -60
- package/build/src/rendering/volumetric/shaders-wgsl.js.map +1 -1
- package/build/src/rendering/volumetric/shaders.js +179 -5
- package/build/src/rendering/volumetric/shaders.js.map +1 -1
- package/build/src/rendering/volumetric/types.js +27 -1
- package/build/src/rendering/volumetric/types.js.map +1 -1
- package/build/src/rendering/volumetric-lighting.js.map +1 -1
- package/build/src/tools/scene.js +18 -5
- package/build/src/tools/scene.js.map +1 -1
- package/declaration/src/decorators/apply.d.ts +8 -4
- package/declaration/src/decorators/scene.d.ts +18 -9
- package/declaration/src/decorators/sound.d.ts +10 -1
- package/declaration/src/index.d.ts +1 -0
- package/declaration/src/loading/loader.d.ts +1 -1
- package/declaration/src/rendering/order.d.ts +31 -0
- package/declaration/src/rendering/volumetric/pipeline.d.ts +83 -1
- package/declaration/src/rendering/volumetric/selector.d.ts +6 -2
- package/declaration/src/rendering/volumetric/shaders-wgsl.d.ts +5 -1
- package/declaration/src/rendering/volumetric/shaders.d.ts +16 -2
- package/declaration/src/rendering/volumetric/types.d.ts +46 -1
- package/declaration/src/rendering/volumetric-lighting.d.ts +1 -1
- package/declaration/src/tools/scene.d.ts +2 -1
- package/package.json +1 -1
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@@ -22,10 +22,12 @@ import { VolumetricDepthSource } from "./depth";
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* light is marched along the whole view ray, but a point or a spot light is only integrated over the part
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* of the view ray crossing its volume, so a light costs nothing to the pixels whose view ray misses it.
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*
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* The pipeline is composed of
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* The pipeline is composed of the following passes:
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* - a pass keeping the color of the scene untouched and extracting its linear depth, which every later pass
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* reads instead of the depth map,
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* - the raymarching pass, rendered at a fraction of the resolution of the canvas,
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* - when the temporal accumulation is enabled, a pass blending the result of the raymarching with the result of
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* the previous frames, which lets the raymarching compute a fraction of its samples each frame,
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* - a separable depth aware blur denoising the result of the raymarching,
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* - a composition pass upsampling the result and adding it to the color of the scene.
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*/
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@@ -38,6 +40,10 @@ export declare class VolumetricLightingRenderingPipeline extends PostProcessRend
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* Defines the name of the render effect raymarching the participating medium.
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*/
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static readonly ScatteringEffectName: string;
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/**
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* Defines the name of the render effect accumulating the result of the raymarching over the frames.
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*/
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static readonly TemporalEffectName: string;
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/**
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* Defines the name of the render effect denoising the result of the raymarching.
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*/
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@@ -82,30 +88,51 @@ export declare class VolumetricLightingRenderingPipeline extends PostProcessRend
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private _textureType;
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private _shaderLanguage;
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private _ldrEncode;
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private _linearDepthType;
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private _linearDepthPacked;
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private _msaaSamples;
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private _msaaSamplesAssigned;
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private _depthSource;
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private _depthRenderer;
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private _ownsDepthRenderer;
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private _depthMapRenderedWithCamera;
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private _depthMode;
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private _prePassConfiguration;
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private _linearDepthPostProcess;
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private _scatteringPostProcess;
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private _temporalPostProcess;
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private _blurPostProcesses;
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private _composePostProcess;
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private _temporalSamplesDivider;
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private _temporalClippingWidth;
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private _temporalMotionTolerance;
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private _previousCameraPosition;
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private _historyTextures;
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private _historyFrames;
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private _historyEmpty;
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private _historyIndex;
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private _temporalFrame;
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private _previousViewProjection;
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private _previousViewProjectionRelative;
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private _cameraTranslation;
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private _selection;
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private _budget;
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private _linearDepthDefines;
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private _scatteringDefines;
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private _temporalDefines;
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private _blurDefines;
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private _composeDefines;
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private _frameCount;
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private _lightsDirty;
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private _disposed;
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private _idle;
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private _depthWarmup;
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private _beforeCameraRenderObserver;
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private _afterCameraRenderObserver;
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private _lightAddedObserver;
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private _lightRemovedObserver;
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private _meshAddedObserver;
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private _meshRemovedObserver;
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private _inverseViewProjection;
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private _temporaryVector;
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private _temporaryColor;
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* change immediately, rebuilding the chain of post-processes when the change requires it.
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*/
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get configuration(): IVolumetricLightingConfiguration;
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/**
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* Gets wether or not the pipeline had nothing to draw at its last update: no light reaches the view of the camera
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* and the medium neither glows nor attenuates the scene. Its passes then cost next to nothing.
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*/
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get isIdle(): boolean;
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/**
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* Gets where the depth of the scene is currently read from. @see VolumetricDepthSource
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*/
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@@ -231,6 +263,19 @@ export declare class VolumetricLightingRenderingPipeline extends PostProcessRend
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* depth pass, and detects the format it stores so the shader can be compiled for it.
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*/
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private _setupDepthRenderer;
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/**
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* Returns wether or not the depth renderer of the camera the scene hands to the effects asking for it changed
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* since the pipeline chose its own: created by another effect, or disabled by the one that created it.
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*/
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private _hasDepthRendererOfCameraChanged;
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/**
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* Adds the depth map the pipeline owns to the render targets of the camera, or removes it. The scene collects
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* its own render targets before the pipeline decides wether it has anything to draw this frame, but renders
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* the ones of the camera after: the frame the pipeline has something to draw again, only the latter render the
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* depth map in time. They are only used for that frame, rendering it with the ones of the scene costs less
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* time to the CPU.
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*/
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private _setDepthMapRenderedWithCamera;
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/**
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* Binds the two values needed to turn the content of the depth map back into a distance along the view
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* axis. The depth renderer stores "(clipZ + minZ) / (minZ + maxZ)", where "clipZ" is affine in the view
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@@ -238,6 +283,15 @@ export declare class VolumetricLightingRenderingPipeline extends PostProcessRend
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* can be derived exactly from the projection matrix instead of being approximated.
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*/
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private _bindDepthUniforms;
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/**
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* Returns the number of samples the raymarching computes each frame, fewer with the temporal accumulation.
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*/
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private _getSamplingSteps;
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/**
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* Returns the dithering mode the raymarching is compiled with. The temporal accumulation needs the samples of
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* neighboring pixels to differ: it tells its own noise from the changes of the scene with it.
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*/
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private _getDitherMode;
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private _getEnvironment;
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/**
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* Returns the defines of the passes reading the linear depth, which only depend on how it is stored.
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*/
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private _buildLinearDepthDefines;
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private _buildScatteringDefines;
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private _buildTemporalDefines;
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private _buildBlurDefines;
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private _buildComposeDefines;
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private _createPostProcess;
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private _buildRenderEffects;
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private _disposePostProcesses;
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/**
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* Releases the textures holding the history of the temporal accumulation. The next frame starts over from the
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* result of the raymarching alone.
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*/
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private _disposeHistory;
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/**
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* Swaps the two textures holding the history of the temporal accumulation, as the pass is activated: the one
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* written last frame is read back, the other one receives the result of this frame and is what the pass after
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* it reads, the same way the TAA rendering pipeline of Babylon.js does.
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*/
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private _prepareHistory;
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/**
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* Rebuilds the chain of post-processes. Changing the resolution of the scattering buffer or the number
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* of blur passes changes the shape of the chain, which a post-process can't do in place.
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* uniform update: only the directional lights and the kinds of the shadow maps shape the shader.
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*/
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private _updateSelection;
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/**
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* Detects when the pipeline has nothing to draw: no light reaches the view of the camera and the medium neither
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* glows nor attenuates the scene. Every pass then exits right away, the composition outputs the color of the
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* scene exactly as it would under light shafts of zero intensity, and the depth renderer the pipeline owns stops
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* rendering the scene a second time. This is driven by uniforms rather than by detaching the passes, so a light
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* blinking on and off, a muzzle flash typically, never rebuilds anything.
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*/
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private _updateIdleState;
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/**
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* Prepares the depth shaders of the meshes while the depth renderer the pipeline owns is off, a few meshes per
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* frame. Without this, the first frame with something to draw after the scene got new meshes, or after the
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* pipeline was created without anything to draw, would miss every mesh whose depth shader is still compiling.
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* The checks are the ones the scene runs for its depth renderers when it waits to be ready.
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*/
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private _warmUpDepthRenderer;
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/**
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* Fills the four vectors describing a light in the raymarching shader. The packing follows what
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* "Light.transferToEffect" writes for the surfaces of the scene so the shafts agree with them, except for
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* makes them all associate each texel of the scattering buffer with the same texel of the linear depth.
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*/
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private _bindDepthRatio;
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private _bindTemporal;
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private _bindBlur;
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private _bindCompose;
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}
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transmittance: VolumetricTransmittanceMode;
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/**
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* Defines wether or not the linear depth of the scene is packed in an 8 bits RGBA texture because the
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* engine can't render to a
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* engine can't render to a float one.
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linearDepthPacked: boolean;
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arrayLightCapacity: number;
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/**
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* Defines the number of
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* Defines the number of steps the directional lights are marched with each frame. @see getVolumetricSamplingSteps
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*/
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steps: number;
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/**
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* Defines the number of samples taken across the volume of each point and spot light each frame.
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*/
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lightSteps: number;
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}
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export declare function buildVolumetricLightingScatteringShaderWGSL(shadowSlotCount: number): string;
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* The temporal accumulation pass. @see buildVolumetricLightingTemporalShader.
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*/
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export declare function buildVolumetricLightingTemporalShaderWGSL(): string;
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export declare function buildVolumetricLightingComposeShaderWGSL(): string;
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export declare function getVolumetricLightingShadersWGSL(): Record<string, string>;
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export declare const volumetricLightingScatteringShaderName = "volumetricLightingScattering";
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*/
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export declare const volumetricLightingTemporalShaderName = "volumetricLightingTemporal";
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* The linear depth pass. It is the first pass of the pipeline, so its input is the untouched color of the
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* scene that the composition reads back, and it writes the distance along the view axis of each pixel.
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* Every later pass reads this texture instead of the depth map of the depth source: a single 16 bits
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* channel is a fraction of the memory traffic of the RGBA depth map, which matters for the thousands of reads
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* of the depth-buffer occlusion, and it needs neither unpacking nor linearization. It is kept at the full
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* resolution so the occlusion sees the geometry exactly as the surfaces of the scene draw it.
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* @param shadowSlotCount defines the number of shadowed light slots the shader is generated for.
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export declare function buildVolumetricLightingScatteringShader(shadowSlotCount: number): string;
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/**
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* The temporal accumulation pass. Blends the scattering of the current frame, whose samples are offset from one
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* frame to the next, with the scattering accumulated over the previous frames: the result converges to the
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* integral the samples of all these frames estimate together, which is what lets each frame compute fewer of them.
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*
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* The history is reprojected on the current view, and clipped to the range of values the current frame shows
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* around the pixel so that a moving light, a moving occluder or a surface revealed by the motion of the camera
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* never leaves a trail. The blend follows the "factor" of the TAA rendering pipeline: the weight of the current frame.
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*/
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export declare function buildVolumetricLightingTemporalShader(): string;
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/**
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* The separable bilateral blur pass. Denoises the low resolution scattering buffer without letting the
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* light shafts bleed across the silhouettes of the geometry.
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@@ -21,6 +21,12 @@ export declare const maxVolumetricArrayLights = 256;
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* point and spot lights, a directional light lights the whole view ray, so each one costs a full march.
|
|
22
22
|
*/
|
|
23
23
|
export declare const maxVolumetricDirectionalLights = 4;
|
|
24
|
+
/**
|
|
25
|
+
* Defines by how much the temporal accumulation divides the number of samples the raymarching computes each
|
|
26
|
+
* frame. The samples of consecutive frames are offset from each other, so the accumulated result still
|
|
27
|
+
* averages at least as many positions along each view ray as the configured steps.
|
|
28
|
+
*/
|
|
29
|
+
export declare const volumetricTemporalSamplesDivider = 3;
|
|
24
30
|
/**
|
|
25
31
|
* Defines the available step distributions used while raymarching the participating medium.
|
|
26
32
|
*/
|
|
@@ -168,16 +174,34 @@ export interface IVolumetricLightingConfiguration {
|
|
|
168
174
|
stepDistribution: VolumetricStepDistribution;
|
|
169
175
|
/**
|
|
170
176
|
* Defines the dithering mode used to hide the banding produced by a low step count. @see VolumetricDitherMode
|
|
177
|
+
* With the temporal accumulation, "None" falls back on the interleaved gradient noise: the accumulation needs
|
|
178
|
+
* the samples of neighboring pixels to differ to tell the noise from the changes of the scene.
|
|
171
179
|
*/
|
|
172
180
|
ditherMode: VolumetricDitherMode;
|
|
173
181
|
/**
|
|
174
|
-
* Defines the strength of the dithering applied to the starting offset of the rays.
|
|
182
|
+
* Defines the strength of the dithering applied to the starting offset of the rays. Not used by the temporal
|
|
183
|
+
* accumulation, which always spreads the samples over their whole segment.
|
|
175
184
|
*/
|
|
176
185
|
ditherStrength: number;
|
|
177
186
|
/**
|
|
178
187
|
* Defines wether or not the dithering pattern is animated over time. Requires temporal anti-aliasing to converge.
|
|
188
|
+
* Not used by the temporal accumulation, which animates the samples on its own.
|
|
179
189
|
*/
|
|
180
190
|
temporalJitter: boolean;
|
|
191
|
+
/**
|
|
192
|
+
* Defines wether or not the light shafts are accumulated over the frames. Each frame only computes a fraction
|
|
193
|
+
* of the samples of the raymarching, offset from one frame to the next, and blends them with the result of the
|
|
194
|
+
* previous frames reprojected on the current view: the result converges to the quality of the configured
|
|
195
|
+
* steps, or better, for a fraction of their cost. @see volumetricTemporalSamplesDivider
|
|
196
|
+
*/
|
|
197
|
+
temporalAccumulation: boolean;
|
|
198
|
+
/**
|
|
199
|
+
* Defines the weight of the current frame when it is blended with the accumulated previous frames, like the
|
|
200
|
+
* "factor" of the TAA rendering pipeline. Lower values average more frames, which gives smoother light shafts,
|
|
201
|
+
* but make them slower to follow the changes of the scene. The current frame weighs more than this while the
|
|
202
|
+
* camera moves quickly compared to the distance of what it looks at, so the light shafts never lag behind it.
|
|
203
|
+
*/
|
|
204
|
+
temporalAccumulationFactor: number;
|
|
181
205
|
/**
|
|
182
206
|
* Defines how the density of the medium evolves with the distance to the camera. @see VolumetricFogMode
|
|
183
207
|
*/
|
|
@@ -330,6 +354,27 @@ export declare function getDefaultVolumetricLightingConfiguration(): IVolumetric
|
|
|
330
354
|
* @param configuration defines the configuration of the pipeline.
|
|
331
355
|
*/
|
|
332
356
|
export declare function getVolumetricLightSteps(configuration: IVolumetricLightingConfiguration): number;
|
|
357
|
+
/**
|
|
358
|
+
* Defines the number of samples the raymarching computes for each pixel during a single frame.
|
|
359
|
+
*/
|
|
360
|
+
export interface IVolumetricSamplingSteps {
|
|
361
|
+
/**
|
|
362
|
+
* Defines the number of steps of the march of the directional lights, and the minimum density of samples
|
|
363
|
+
* along the view ray for the point and spot lights.
|
|
364
|
+
*/
|
|
365
|
+
steps: number;
|
|
366
|
+
/**
|
|
367
|
+
* Defines the number of samples taken across the volume of each point and spot light.
|
|
368
|
+
*/
|
|
369
|
+
lightSteps: number;
|
|
370
|
+
}
|
|
371
|
+
/**
|
|
372
|
+
* Returns the number of samples the raymarching computes each frame. With the temporal accumulation the
|
|
373
|
+
* configured values are divided, the history of the previous frames providing the samples each frame skips.
|
|
374
|
+
* @param configuration defines the configuration of the pipeline.
|
|
375
|
+
* @param temporalSamplesDivider defines by how much the temporal accumulation divides the number of samples.
|
|
376
|
+
*/
|
|
377
|
+
export declare function getVolumetricSamplingSteps(configuration: IVolumetricLightingConfiguration, temporalSamplesDivider?: number): IVolumetricSamplingSteps;
|
|
333
378
|
/**
|
|
334
379
|
* Normalizes the given serialized per-light volumetric configuration by merging it over the default one.
|
|
335
380
|
* This is what makes projects saved by an older version of the editor load without any migration step.
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
import { Scene } from "@babylonjs/core/scene";
|
|
2
2
|
import { Camera } from "@babylonjs/core/Cameras/camera";
|
|
3
|
-
import { VolumetricLightingRenderingPipeline } from "./volumetric/pipeline";
|
|
4
3
|
import { IRenderingOptions } from "./tools";
|
|
4
|
+
import { VolumetricLightingRenderingPipeline } from "./volumetric/pipeline";
|
|
5
5
|
export declare function getVolumetricLightingRenderingPipelineConfiguration(): any;
|
|
6
6
|
export declare function setVolumetricLightingRenderingPipelineConfiguration(config: any): void;
|
|
7
7
|
export declare function getVolumetricLightingRenderingPipeline(): VolumetricLightingRenderingPipeline | null;
|
|
@@ -1,4 +1,5 @@
|
|
|
1
1
|
import { Scene } from "@babylonjs/core/scene";
|
|
2
|
+
import { AssetContainer } from "@babylonjs/core/assetContainer";
|
|
2
3
|
/**
|
|
3
4
|
* Returns the node with the given name in the given scene.
|
|
4
5
|
* This method also retrieves light nodes from clustered light containers.
|
|
@@ -6,7 +7,7 @@ import { Scene } from "@babylonjs/core/scene";
|
|
|
6
7
|
* @param scene defines the reference to the scene to search the node in.
|
|
7
8
|
* @returns the node if found, otherwise null.
|
|
8
9
|
*/
|
|
9
|
-
export declare function getNodeByName(name: string, scene: Scene): import("@babylonjs/core").Node | null;
|
|
10
|
+
export declare function getNodeByName(name: string, scene: Scene, container?: AssetContainer | null): import("@babylonjs/core").Node | null;
|
|
10
11
|
/**
|
|
11
12
|
* Returns the node with the given id in the given scene.
|
|
12
13
|
* This method also retrieves light nodes from clustered light containers.
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "babylonjs-editor-tools",
|
|
3
|
-
"version": "5.5.
|
|
3
|
+
"version": "5.5.2",
|
|
4
4
|
"description": "Babylon.js Editor Tools is a set of tools to help you create, edit and manage your Babylon.js scenes made using the Babylon.js Editor",
|
|
5
5
|
"productName": "Babylon.js Editor Tools",
|
|
6
6
|
"scripts": {
|