@babylonjs/core 5.29.0 → 5.31.0

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.
Files changed (149) hide show
  1. package/Cameras/cameraInputsManager.d.ts +2 -2
  2. package/Cameras/cameraInputsManager.js +5 -4
  3. package/Cameras/cameraInputsManager.js.map +1 -1
  4. package/Collisions/pickingInfo.d.ts +1 -0
  5. package/Collisions/pickingInfo.js +7 -2
  6. package/Collisions/pickingInfo.js.map +1 -1
  7. package/Culling/ray.d.ts +1 -1
  8. package/Culling/ray.js +0 -6
  9. package/Culling/ray.js.map +1 -1
  10. package/Debug/debugLayer.d.ts +5 -0
  11. package/Debug/debugLayer.js.map +1 -1
  12. package/Engines/Extensions/engine.renderTarget.js +5 -1
  13. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  14. package/Engines/Processors/iShaderProcessor.d.ts +4 -0
  15. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  16. package/Engines/Processors/shaderCodeNode.js +11 -2
  17. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  18. package/Engines/Processors/shaderProcessor.js +4 -1
  19. package/Engines/Processors/shaderProcessor.js.map +1 -1
  20. package/Engines/WebGPU/Extensions/engine.renderTarget.js +4 -1
  21. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  22. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +2 -0
  23. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  24. package/Engines/WebGPU/webgpuShaderProcessor.js +3 -7
  25. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  26. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +6 -0
  27. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +36 -8
  28. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  29. package/Engines/WebGPU/webgpuTextureHelper.js +2 -0
  30. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  31. package/Engines/WebGPU/webgpuTintWASM.d.ts +1 -0
  32. package/Engines/WebGPU/webgpuTintWASM.js +7 -1
  33. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  34. package/Engines/constants.d.ts +4 -0
  35. package/Engines/constants.js +4 -0
  36. package/Engines/constants.js.map +1 -1
  37. package/Engines/engine.d.ts +45 -12
  38. package/Engines/nativeEngine.js +1 -0
  39. package/Engines/nativeEngine.js.map +1 -1
  40. package/Engines/thinEngine.js +6 -3
  41. package/Engines/thinEngine.js.map +1 -1
  42. package/Engines/webgpuEngine.d.ts +0 -2
  43. package/Engines/webgpuEngine.js +15 -14
  44. package/Engines/webgpuEngine.js.map +1 -1
  45. package/IAccessibilityTag.d.ts +29 -0
  46. package/IAccessibilityTag.js +2 -0
  47. package/IAccessibilityTag.js.map +1 -0
  48. package/Inputs/scene.inputManager.d.ts +1 -1
  49. package/Inputs/scene.inputManager.js +9 -2
  50. package/Inputs/scene.inputManager.js.map +1 -1
  51. package/Layers/effectLayer.js +1 -1
  52. package/Layers/effectLayer.js.map +1 -1
  53. package/Lights/Shadows/cascadedShadowGenerator.d.ts +3 -1
  54. package/Lights/Shadows/cascadedShadowGenerator.js +19 -16
  55. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  56. package/Lights/Shadows/shadowGenerator.d.ts +6 -2
  57. package/Lights/Shadows/shadowGenerator.js +32 -7
  58. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  59. package/Lights/Shadows/shadowGeneratorSceneComponent.js +16 -8
  60. package/Lights/Shadows/shadowGeneratorSceneComponent.js.map +1 -1
  61. package/Lights/light.d.ts +10 -3
  62. package/Lights/light.js +28 -6
  63. package/Lights/light.js.map +1 -1
  64. package/Lights/pointLight.js +6 -2
  65. package/Lights/pointLight.js.map +1 -1
  66. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.d.ts +24 -3
  67. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +92 -21
  68. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
  69. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +3 -1
  70. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +8 -2
  71. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  72. package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +4 -0
  73. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +11 -1
  74. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  75. package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +1 -0
  76. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +7 -1
  77. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  78. package/Materials/materialHelper.js +2 -1
  79. package/Materials/materialHelper.js.map +1 -1
  80. package/Materials/uniformBuffer.js +1 -1
  81. package/Materials/uniformBuffer.js.map +1 -1
  82. package/Maths/math.vector.d.ts +88 -20
  83. package/Maths/math.vector.js +88 -31
  84. package/Maths/math.vector.js.map +1 -1
  85. package/Meshes/abstractMesh.js +11 -7
  86. package/Meshes/abstractMesh.js.map +1 -1
  87. package/Meshes/mesh.d.ts +3 -3
  88. package/Meshes/mesh.js +28 -19
  89. package/Meshes/mesh.js.map +1 -1
  90. package/Meshes/transformNode.d.ts +1 -1
  91. package/Meshes/transformNode.js +1 -1
  92. package/Meshes/transformNode.js.map +1 -1
  93. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +17 -4
  94. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +49 -9
  95. package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
  96. package/Misc/iInspectable.d.ts +5 -1
  97. package/Misc/iInspectable.js +4 -0
  98. package/Misc/iInspectable.js.map +1 -1
  99. package/Misc/index.d.ts +1 -1
  100. package/Misc/index.js +1 -1
  101. package/Misc/index.js.map +1 -1
  102. package/Misc/khronosTextureContainer2.js +41 -46
  103. package/Misc/khronosTextureContainer2.js.map +1 -1
  104. package/Misc/observable.js +4 -4
  105. package/Misc/observable.js.map +1 -1
  106. package/Misc/pressureObserverWrapper.d.ts +36 -0
  107. package/Misc/pressureObserverWrapper.js +68 -0
  108. package/Misc/pressureObserverWrapper.js.map +1 -0
  109. package/Misc/sceneRecorder.js +10 -4
  110. package/Misc/sceneRecorder.js.map +1 -1
  111. package/Misc/screenshotTools.js +0 -1
  112. package/Misc/screenshotTools.js.map +1 -1
  113. package/Particles/particleSystem.d.ts +4 -0
  114. package/Particles/particleSystem.js +12 -4
  115. package/Particles/particleSystem.js.map +1 -1
  116. package/PostProcesses/postProcess.js +4 -4
  117. package/PostProcesses/postProcess.js.map +1 -1
  118. package/Rendering/depthPeelingRenderer.js +4 -0
  119. package/Rendering/depthPeelingRenderer.js.map +1 -1
  120. package/Rendering/renderingManager.d.ts +3 -0
  121. package/Rendering/renderingManager.js +3 -0
  122. package/Rendering/renderingManager.js.map +1 -1
  123. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -3
  124. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  125. package/Shaders/ShadersInclude/helperFunctions.js +2 -2
  126. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  127. package/Shaders/ShadersInclude/mrtFragmentDeclaration.js +1 -1
  128. package/Shaders/ShadersInclude/mrtFragmentDeclaration.js.map +1 -1
  129. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +20 -15
  130. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  131. package/Shaders/fxaa.fragment.js +10 -5
  132. package/Shaders/fxaa.fragment.js.map +1 -1
  133. package/Shaders/particles.vertex.js +4 -1
  134. package/Shaders/particles.vertex.js.map +1 -1
  135. package/Shaders/spriteMap.fragment.js +7 -2
  136. package/Shaders/spriteMap.fragment.js.map +1 -1
  137. package/XR/features/WebXRControllerPointerSelection.js +1 -0
  138. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  139. package/XR/features/WebXRNearInteraction.js.map +1 -1
  140. package/node.d.ts +8 -0
  141. package/node.js +13 -1
  142. package/node.js.map +1 -1
  143. package/package.json +1 -1
  144. package/scene.d.ts +1 -8
  145. package/scene.js +1 -24
  146. package/scene.js.map +1 -1
  147. package/Misc/computePressure.d.ts +0 -57
  148. package/Misc/computePressure.js +0 -48
  149. package/Misc/computePressure.js.map +0 -1
@@ -179,9 +179,7 @@ export class PostProcess {
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  set samples(n) {
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  this._samples = Math.min(n, this._engine.getCaps().maxMSAASamples);
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  this._textures.forEach((texture) => {
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- if (texture.samples !== this._samples) {
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- this._engine.updateRenderTargetTextureSampleCount(texture, this._samples);
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- }
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+ texture.setSamples(this._samples);
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  });
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  }
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  /**
@@ -350,7 +348,8 @@ export class PostProcess {
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  if (this._textureCache[i].texture.width === textureSize.width &&
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  this._textureCache[i].texture.height === textureSize.height &&
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  this._textureCache[i].postProcessChannel === channel &&
353
- this._textureCache[i].texture._generateDepthBuffer === textureOptions.generateDepthBuffer) {
351
+ this._textureCache[i].texture._generateDepthBuffer === textureOptions.generateDepthBuffer &&
352
+ this._textureCache[i].texture.samples === textureOptions.samples) {
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  return this._textureCache[i].texture;
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  }
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  }
@@ -397,6 +396,7 @@ export class PostProcess {
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  samplingMode: this.renderTargetSamplingMode,
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  type: this._textureType,
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  format: this._textureFormat,
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+ samples: this._samples,
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  };
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  this._textures.push(this._createRenderTargetTexture(textureSize, textureOptions, 0));
402
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  if (this._reusable) {
@@ -1 +1 @@
1
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type { Nullable } from \"../types\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { RenderTargetCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\n\r\nimport \"../Engines/Extensions/engine.renderTarget\";\r\nimport type { NodeMaterial } from \"../Materials/Node/nodeMaterial\";\r\nimport { serialize, serializeAsColor4, SerializationHelper } from \"../Misc/decorators\";\r\nimport { GetClass, RegisterClass } from \"../Misc/typeStore\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type InternalTexture = import(\"../Materials/Textures/internalTexture\").InternalTexture;\r\ndeclare type WebVRFreeCamera = import(\"../Cameras/VR/webVRCamera\").WebVRFreeCamera;\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\ndeclare type PrePassRenderer = import(\"../Rendering/prePassRenderer\").PrePassRenderer;\r\ndeclare type PrePassEffectConfiguration = import(\"../Rendering/prePassEffectConfiguration\").PrePassEffectConfiguration;\r\n\r\n/**\r\n * Size options for a post process\r\n */\r\nexport type PostProcessOptions = { width: number; height: number };\r\n\r\ntype TextureCache = { texture: RenderTargetWrapper; postProcessChannel: number; lastUsedRenderId: number };\r\n\r\n/**\r\n * PostProcess can be used to apply a shader to a texture after it has been rendered\r\n * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n */\r\nexport class PostProcess {\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /**\r\n * Gets or sets the unique id of the post process\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /** Name of the PostProcess. */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Width of the texture to apply the post process on\r\n */\r\n @serialize()\r\n public width = -1;\r\n\r\n /**\r\n * Height of the texture to apply the post process on\r\n */\r\n @serialize()\r\n public height = -1;\r\n\r\n /**\r\n * Gets the node material used to create this postprocess (null if the postprocess was manually created)\r\n */\r\n public nodeMaterialSource: Nullable<NodeMaterial> = null;\r\n\r\n /**\r\n * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)\r\n * @internal\r\n */\r\n public _outputTexture: Nullable<RenderTargetWrapper> = null;\r\n /**\r\n * Sampling mode used by the shader\r\n * See https://doc.babylonjs.com/classes/3.1/texture\r\n */\r\n @serialize()\r\n public renderTargetSamplingMode: number;\r\n /**\r\n * Clear color to use when screen clearing\r\n */\r\n @serializeAsColor4()\r\n public clearColor: Color4;\r\n /**\r\n * If the buffer needs to be cleared before applying the post process. (default: true)\r\n * Should be set to false if shader will overwrite all previous pixels.\r\n */\r\n @serialize()\r\n public autoClear = true;\r\n /**\r\n * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)\r\n */\r\n @serialize()\r\n public alphaMode = Constants.ALPHA_DISABLE;\r\n /**\r\n * Sets the setAlphaBlendConstants of the babylon engine\r\n */\r\n @serialize()\r\n public alphaConstants: Color4;\r\n /**\r\n * Animations to be used for the post processing\r\n */\r\n public animations = new Array<Animation>();\r\n\r\n /**\r\n * Enable Pixel Perfect mode where texture is not scaled to be power of 2.\r\n * Can only be used on a single postprocess or on the last one of a chain. (default: false)\r\n */\r\n @serialize()\r\n public enablePixelPerfectMode = false;\r\n\r\n /**\r\n * Force the postprocess to be applied without taking in account viewport\r\n */\r\n @serialize()\r\n public forceFullscreenViewport = true;\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](https://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |\r\n * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](https://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |\r\n * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](https://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |\r\n *\r\n */\r\n @serialize()\r\n public scaleMode = Constants.SCALEMODE_FLOOR;\r\n /**\r\n * Force textures to be a power of two (default: false)\r\n */\r\n @serialize()\r\n public alwaysForcePOT = false;\r\n\r\n @serialize(\"samples\")\r\n private _samples = 1;\r\n\r\n /**\r\n * Number of sample textures (default: 1)\r\n */\r\n public get samples() {\r\n return this._samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this._samples = Math.min(n, this._engine.getCaps().maxMSAASamples);\r\n\r\n this._textures.forEach((texture) => {\r\n if (texture.samples !== this._samples) {\r\n this._engine.updateRenderTargetTextureSampleCount(texture, this._samples);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Modify the scale of the post process to be the same as the viewport (default: false)\r\n */\r\n @serialize()\r\n public adaptScaleToCurrentViewport = false;\r\n\r\n private _camera: Camera;\r\n protected _scene: Scene;\r\n private _engine: Engine;\r\n\r\n private _options: number | PostProcessOptions;\r\n private _reusable = false;\r\n private _renderId = 0;\r\n private _textureType: number;\r\n private _textureFormat: number;\r\n\r\n /**\r\n * if externalTextureSamplerBinding is true, the \"apply\" method won't bind the textureSampler texture, it is expected to be done by the \"outside\" (by the onApplyObservable observer most probably).\r\n * counter-productive in some cases because if the texture bound by \"apply\" is different from the currently texture bound, (the one set by the onApplyObservable observer, for eg) some\r\n * internal structures (materialContext) will be dirtified, which may impact performances\r\n */\r\n public externalTextureSamplerBinding = false;\r\n\r\n /**\r\n * Smart array of input and output textures for the post process.\r\n * @internal\r\n */\r\n public _textures = new SmartArray<RenderTargetWrapper>(2);\r\n /**\r\n * Smart array of input and output textures for the post process.\r\n * @internal\r\n */\r\n private _textureCache: TextureCache[] = [];\r\n /**\r\n * The index in _textures that corresponds to the output texture.\r\n * @internal\r\n */\r\n public _currentRenderTextureInd = 0;\r\n private _drawWrapper: DrawWrapper;\r\n private _samplers: string[];\r\n private _fragmentUrl: string;\r\n private _vertexUrl: string;\r\n private _parameters: string[];\r\n protected _postProcessDefines: Nullable<string>;\r\n private _scaleRatio = new Vector2(1, 1);\r\n protected _indexParameters: any;\r\n private _shareOutputWithPostProcess: Nullable<PostProcess>;\r\n private _texelSize = Vector2.Zero();\r\n /** @internal */\r\n public _forcedOutputTexture: Nullable<RenderTargetWrapper>;\r\n\r\n /**\r\n * Prepass configuration in case this post process needs a texture from prepass\r\n * @internal\r\n */\r\n public _prePassEffectConfiguration: PrePassEffectConfiguration;\r\n\r\n /**\r\n * Returns the fragment url or shader name used in the post process.\r\n * @returns the fragment url or name in the shader store.\r\n */\r\n public getEffectName(): string {\r\n return this._fragmentUrl;\r\n }\r\n\r\n // Events\r\n\r\n /**\r\n * An event triggered when the postprocess is activated.\r\n */\r\n public onActivateObservable = new Observable<Camera>();\r\n\r\n private _onActivateObserver: Nullable<Observer<Camera>>;\r\n /**\r\n * A function that is added to the onActivateObservable\r\n */\r\n public set onActivate(callback: Nullable<(camera: Camera) => void>) {\r\n if (this._onActivateObserver) {\r\n this.onActivateObservable.remove(this._onActivateObserver);\r\n }\r\n if (callback) {\r\n this._onActivateObserver = this.onActivateObservable.add(callback);\r\n }\r\n }\r\n\r\n /**\r\n * An event triggered when the postprocess changes its size.\r\n */\r\n public onSizeChangedObservable = new Observable<PostProcess>();\r\n\r\n private _onSizeChangedObserver: Nullable<Observer<PostProcess>>;\r\n /**\r\n * A function that is added to the onSizeChangedObservable\r\n */\r\n public set onSizeChanged(callback: (postProcess: PostProcess) => void) {\r\n if (this._onSizeChangedObserver) {\r\n this.onSizeChangedObservable.remove(this._onSizeChangedObserver);\r\n }\r\n this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered when the postprocess applies its effect.\r\n */\r\n public onApplyObservable = new Observable<Effect>();\r\n\r\n private _onApplyObserver: Nullable<Observer<Effect>>;\r\n /**\r\n * A function that is added to the onApplyObservable\r\n */\r\n public set onApply(callback: (effect: Effect) => void) {\r\n if (this._onApplyObserver) {\r\n this.onApplyObservable.remove(this._onApplyObserver);\r\n }\r\n this._onApplyObserver = this.onApplyObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the postprocess\r\n */\r\n public onBeforeRenderObservable = new Observable<Effect>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Effect>>;\r\n /**\r\n * A function that is added to the onBeforeRenderObservable\r\n */\r\n public set onBeforeRender(callback: (effect: Effect) => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the postprocess\r\n */\r\n public onAfterRenderObservable = new Observable<Effect>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Effect>>;\r\n /**\r\n * A function that is added to the onAfterRenderObservable\r\n */\r\n public set onAfterRender(callback: (efect: Effect) => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will\r\n * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.\r\n */\r\n public get inputTexture(): RenderTargetWrapper {\r\n return this._textures.data[this._currentRenderTextureInd];\r\n }\r\n\r\n public set inputTexture(value: RenderTargetWrapper) {\r\n this._forcedOutputTexture = value;\r\n }\r\n\r\n /**\r\n * Since inputTexture should always be defined, if we previously manually set `inputTexture`,\r\n * the only way to unset it is to use this function to restore its internal state\r\n */\r\n public restoreDefaultInputTexture() {\r\n if (this._forcedOutputTexture) {\r\n this._forcedOutputTexture = null;\r\n this.markTextureDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the camera which post process is applied to.\r\n * @returns The camera the post process is applied to.\r\n */\r\n public getCamera(): Camera {\r\n return this._camera;\r\n }\r\n\r\n /**\r\n * Gets the texel size of the postprocess.\r\n * See https://en.wikipedia.org/wiki/Texel_(graphics)\r\n */\r\n public get texelSize(): Vector2 {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.texelSize;\r\n }\r\n\r\n if (this._forcedOutputTexture) {\r\n this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);\r\n }\r\n\r\n return this._texelSize;\r\n }\r\n\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param name The name of the PostProcess.\r\n * @param fragmentUrl The url of the fragment shader to be used.\r\n * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.\r\n * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param defines String of defines that will be set when running the fragment shader. (default: null)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param vertexUrl The url of the vertex shader to be used. (default: \"postprocess\")\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param blockCompilation If the shader should not be compiled immediatly. (default: false)\r\n * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)\r\n */\r\n constructor(\r\n name: string,\r\n fragmentUrl: string,\r\n parameters: Nullable<string[]>,\r\n samplers: Nullable<string[]>,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n defines: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n vertexUrl: string = \"postprocess\",\r\n indexParameters?: any,\r\n blockCompilation = false,\r\n textureFormat = Constants.TEXTUREFORMAT_RGBA\r\n ) {\r\n this.name = name;\r\n if (camera != null) {\r\n this._camera = camera;\r\n this._scene = camera.getScene();\r\n camera.attachPostProcess(this);\r\n this._engine = this._scene.getEngine();\r\n\r\n this._scene.postProcesses.push(this);\r\n this.uniqueId = this._scene.getUniqueId();\r\n } else if (engine) {\r\n this._engine = engine;\r\n this._engine.postProcesses.push(this);\r\n }\r\n this._options = options;\r\n this.renderTargetSamplingMode = samplingMode ? samplingMode : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n this._reusable = reusable || false;\r\n this._textureType = textureType;\r\n this._textureFormat = textureFormat;\r\n\r\n this._samplers = samplers || [];\r\n this._samplers.push(\"textureSampler\");\r\n\r\n this._fragmentUrl = fragmentUrl;\r\n this._vertexUrl = vertexUrl;\r\n this._parameters = parameters || [];\r\n\r\n this._parameters.push(\"scale\");\r\n\r\n this._indexParameters = indexParameters;\r\n this._drawWrapper = new DrawWrapper(this._engine);\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect(defines);\r\n }\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"PostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"PostProcess\";\r\n }\r\n\r\n /**\r\n * Gets the engine which this post process belongs to.\r\n * @returns The engine the post process was enabled with.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the the postprocess.\r\n */\r\n public getEffect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n /**\r\n * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.\r\n * @param postProcess The post process to share the output with.\r\n * @returns This post process.\r\n */\r\n public shareOutputWith(postProcess: PostProcess): PostProcess {\r\n this._disposeTextures();\r\n\r\n this._shareOutputWithPostProcess = postProcess;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.\r\n * This should be called if the post process that shares output with this post process is disabled/disposed.\r\n */\r\n public useOwnOutput() {\r\n if (this._textures.length == 0) {\r\n this._textures = new SmartArray<RenderTargetWrapper>(2);\r\n }\r\n\r\n this._shareOutputWithPostProcess = null;\r\n }\r\n\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n * @param vertexUrl The url of the vertex shader to be used (default: the one given at construction time)\r\n * @param fragmentUrl The url of the fragment shader to be used (default: the one given at construction time)\r\n */\r\n public updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n vertexUrl?: string,\r\n fragmentUrl?: string\r\n ) {\r\n this._postProcessDefines = defines;\r\n this._drawWrapper.effect = this._engine.createEffect(\r\n { vertex: vertexUrl ?? this._vertexUrl, fragment: fragmentUrl ?? this._fragmentUrl },\r\n [\"position\"],\r\n uniforms || this._parameters,\r\n samplers || this._samplers,\r\n defines !== null ? defines : \"\",\r\n undefined,\r\n onCompiled,\r\n onError,\r\n indexParameters || this._indexParameters\r\n );\r\n }\r\n\r\n /**\r\n * The post process is reusable if it can be used multiple times within one frame.\r\n * @returns If the post process is reusable\r\n */\r\n public isReusable(): boolean {\r\n return this._reusable;\r\n }\r\n\r\n /** invalidate frameBuffer to hint the postprocess to create a depth buffer */\r\n public markTextureDirty(): void {\r\n this.width = -1;\r\n }\r\n\r\n private _createRenderTargetTexture(textureSize: { width: number; height: number }, textureOptions: RenderTargetCreationOptions, channel = 0) {\r\n for (let i = 0; i < this._textureCache.length; i++) {\r\n if (\r\n this._textureCache[i].texture.width === textureSize.width &&\r\n this._textureCache[i].texture.height === textureSize.height &&\r\n this._textureCache[i].postProcessChannel === channel &&\r\n this._textureCache[i].texture._generateDepthBuffer === textureOptions.generateDepthBuffer\r\n ) {\r\n return this._textureCache[i].texture;\r\n }\r\n }\r\n\r\n const tex = this._engine.createRenderTargetTexture(textureSize, textureOptions);\r\n this._textureCache.push({ texture: tex, postProcessChannel: channel, lastUsedRenderId: -1 });\r\n\r\n return tex;\r\n }\r\n\r\n private _flushTextureCache() {\r\n const currentRenderId = this._renderId;\r\n\r\n for (let i = this._textureCache.length - 1; i >= 0; i--) {\r\n if (currentRenderId - this._textureCache[i].lastUsedRenderId > 100) {\r\n let currentlyUsed = false;\r\n for (let j = 0; j < this._textures.length; j++) {\r\n if (this._textures.data[j] === this._textureCache[i].texture) {\r\n currentlyUsed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!currentlyUsed) {\r\n this._textureCache[i].texture.dispose();\r\n this._textureCache.splice(i, 1);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _resize(width: number, height: number, camera: Camera, needMipMaps: boolean, forceDepthStencil?: boolean) {\r\n if (this._textures.length > 0) {\r\n this._textures.reset();\r\n }\r\n\r\n this.width = width;\r\n this.height = height;\r\n\r\n let firstPP = null;\r\n for (let i = 0; i < camera._postProcesses.length; i++) {\r\n if (camera._postProcesses[i] !== null) {\r\n firstPP = camera._postProcesses[i];\r\n break;\r\n }\r\n }\r\n\r\n const textureSize = { width: this.width, height: this.height };\r\n const textureOptions = {\r\n generateMipMaps: needMipMaps,\r\n generateDepthBuffer: forceDepthStencil || firstPP === this,\r\n generateStencilBuffer: (forceDepthStencil || firstPP === this) && this._engine.isStencilEnable,\r\n samplingMode: this.renderTargetSamplingMode,\r\n type: this._textureType,\r\n format: this._textureFormat,\r\n };\r\n\r\n this._textures.push(this._createRenderTargetTexture(textureSize, textureOptions, 0));\r\n\r\n if (this._reusable) {\r\n this._textures.push(this._createRenderTargetTexture(textureSize, textureOptions, 1));\r\n }\r\n\r\n this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);\r\n\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.\r\n * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.\r\n * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.\r\n * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)\r\n * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)\r\n * @returns The render target wrapper that was bound to be written to.\r\n */\r\n public activate(camera: Nullable<Camera>, sourceTexture: Nullable<InternalTexture> = null, forceDepthStencil?: boolean): RenderTargetWrapper {\r\n camera = camera || this._camera;\r\n\r\n const scene = camera.getScene();\r\n const engine = scene.getEngine();\r\n const maxSize = engine.getCaps().maxTextureSize;\r\n\r\n let requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * <number>this._options) | 0;\r\n const requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * <number>this._options) | 0;\r\n\r\n // If rendering to a webvr camera's left or right eye only half the width should be used to avoid resize when rendered to screen\r\n const webVRCamera = <WebVRFreeCamera>camera.parent;\r\n if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {\r\n requiredWidth /= 2;\r\n }\r\n\r\n let desiredWidth = (<PostProcessOptions>this._options).width || requiredWidth;\r\n let desiredHeight = (<PostProcessOptions>this._options).height || requiredHeight;\r\n\r\n const needMipMaps =\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_NEAREST_LINEAR &&\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_NEAREST_NEAREST &&\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_LINEAR_LINEAR;\r\n\r\n if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {\r\n if (this.adaptScaleToCurrentViewport) {\r\n const currentViewport = engine.currentViewport;\r\n\r\n if (currentViewport) {\r\n desiredWidth *= currentViewport.width;\r\n desiredHeight *= currentViewport.height;\r\n }\r\n }\r\n\r\n if (needMipMaps || this.alwaysForcePOT) {\r\n if (!(<PostProcessOptions>this._options).width) {\r\n desiredWidth = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;\r\n }\r\n\r\n if (!(<PostProcessOptions>this._options).height) {\r\n desiredHeight = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;\r\n }\r\n }\r\n\r\n if (this.width !== desiredWidth || this.height !== desiredHeight) {\r\n this._resize(desiredWidth, desiredHeight, camera, needMipMaps, forceDepthStencil);\r\n }\r\n\r\n this._textures.forEach((texture) => {\r\n if (texture.samples !== this.samples) {\r\n this._engine.updateRenderTargetTextureSampleCount(texture, this.samples);\r\n }\r\n });\r\n\r\n this._flushTextureCache();\r\n this._renderId++;\r\n }\r\n\r\n let target: RenderTargetWrapper;\r\n\r\n if (this._shareOutputWithPostProcess) {\r\n target = this._shareOutputWithPostProcess.inputTexture;\r\n } else if (this._forcedOutputTexture) {\r\n target = this._forcedOutputTexture;\r\n\r\n this.width = this._forcedOutputTexture.width;\r\n this.height = this._forcedOutputTexture.height;\r\n } else {\r\n target = this.inputTexture;\r\n\r\n let cache;\r\n for (let i = 0; i < this._textureCache.length; i++) {\r\n if (this._textureCache[i].texture === target) {\r\n cache = this._textureCache[i];\r\n break;\r\n }\r\n }\r\n\r\n if (cache) {\r\n cache.lastUsedRenderId = this._renderId;\r\n }\r\n }\r\n\r\n // Bind the input of this post process to be used as the output of the previous post process.\r\n if (this.enablePixelPerfectMode) {\r\n this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);\r\n this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);\r\n } else {\r\n this._scaleRatio.copyFromFloats(1, 1);\r\n this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);\r\n }\r\n\r\n this._engine._debugInsertMarker?.(`post process ${this.name} input`);\r\n\r\n this.onActivateObservable.notifyObservers(camera);\r\n\r\n // Clear\r\n if (this.autoClear && this.alphaMode === Constants.ALPHA_DISABLE) {\r\n this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);\r\n }\r\n\r\n if (this._reusable) {\r\n this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;\r\n }\r\n return target;\r\n }\r\n\r\n /**\r\n * If the post process is supported.\r\n */\r\n public get isSupported(): boolean {\r\n return this._drawWrapper.effect!.isSupported;\r\n }\r\n\r\n /**\r\n * The aspect ratio of the output texture.\r\n */\r\n public get aspectRatio(): number {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.aspectRatio;\r\n }\r\n\r\n if (this._forcedOutputTexture) {\r\n return this._forcedOutputTexture.width / this._forcedOutputTexture.height;\r\n }\r\n return this.width / this.height;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the post-process is ready to be used\r\n * @returns true if the post-process is ready (shader is compiled)\r\n */\r\n public isReady(): boolean {\r\n return this._drawWrapper.effect?.isReady() ?? false;\r\n }\r\n\r\n /**\r\n * Binds all textures and uniforms to the shader, this will be run on every pass.\r\n * @returns the effect corresponding to this post process. Null if not compiled or not ready.\r\n */\r\n public apply(): Nullable<Effect> {\r\n // Check\r\n if (!this._drawWrapper.effect?.isReady()) {\r\n return null;\r\n }\r\n\r\n // States\r\n this._engine.enableEffect(this._drawWrapper);\r\n this._engine.setState(false);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n\r\n // Alpha\r\n this._engine.setAlphaMode(this.alphaMode);\r\n if (this.alphaConstants) {\r\n this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);\r\n }\r\n\r\n // Bind the output texture of the preivous post process as the input to this post process.\r\n let source: RenderTargetWrapper;\r\n if (this._shareOutputWithPostProcess) {\r\n source = this._shareOutputWithPostProcess.inputTexture;\r\n } else if (this._forcedOutputTexture) {\r\n source = this._forcedOutputTexture;\r\n } else {\r\n source = this.inputTexture;\r\n }\r\n\r\n if (!this.externalTextureSamplerBinding) {\r\n this._drawWrapper.effect._bindTexture(\"textureSampler\", source?.texture);\r\n }\r\n\r\n // Parameters\r\n this._drawWrapper.effect.setVector2(\"scale\", this._scaleRatio);\r\n this.onApplyObservable.notifyObservers(this._drawWrapper.effect);\r\n\r\n return this._drawWrapper.effect;\r\n }\r\n\r\n private _disposeTextures() {\r\n if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {\r\n this._disposeTextureCache();\r\n return;\r\n }\r\n\r\n this._disposeTextureCache();\r\n this._textures.dispose();\r\n }\r\n\r\n private _disposeTextureCache() {\r\n for (let i = this._textureCache.length - 1; i >= 0; i--) {\r\n this._textureCache[i].texture.dispose();\r\n }\r\n\r\n this._textureCache.length = 0;\r\n }\r\n\r\n /**\r\n * Sets the required values to the prepass renderer.\r\n * @param prePassRenderer defines the prepass renderer to setup.\r\n * @returns true if the pre pass is needed.\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n if (this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration = prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n this._prePassEffectConfiguration.enabled = true;\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n public dispose(camera?: Camera): void {\r\n camera = camera || this._camera;\r\n\r\n this._disposeTextures();\r\n\r\n let index;\r\n if (this._scene) {\r\n index = this._scene.postProcesses.indexOf(this);\r\n if (index !== -1) {\r\n this._scene.postProcesses.splice(index, 1);\r\n }\r\n }\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.postProcesses.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.postProcesses.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n index = this._engine.postProcesses.indexOf(this);\r\n if (index !== -1) {\r\n this._engine.postProcesses.splice(index, 1);\r\n }\r\n\r\n if (!camera) {\r\n return;\r\n }\r\n camera.detachPostProcess(this);\r\n\r\n index = camera._postProcesses.indexOf(this);\r\n if (index === 0 && camera._postProcesses.length > 0) {\r\n const firstPostProcess = this._camera._getFirstPostProcess();\r\n if (firstPostProcess) {\r\n firstPostProcess.markTextureDirty();\r\n }\r\n }\r\n\r\n this.onActivateObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onApplyObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n }\r\n\r\n /**\r\n * Serializes the post process to a JSON object\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n const camera = this.getCamera() || (this._scene && this._scene.activeCamera);\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.cameraId = camera ? camera.id : null;\r\n serializationObject.reusable = this._reusable;\r\n serializationObject.textureType = this._textureType;\r\n serializationObject.fragmentUrl = this._fragmentUrl;\r\n serializationObject.parameters = this._parameters;\r\n serializationObject.samplers = this._samplers;\r\n serializationObject.options = this._options;\r\n serializationObject.defines = this._postProcessDefines;\r\n serializationObject.textureFormat = this._textureFormat;\r\n serializationObject.vertexUrl = this._vertexUrl;\r\n serializationObject.indexParameters = this._indexParameters;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Clones this post process\r\n * @returns a new post process similar to this one\r\n */\r\n public clone(): Nullable<PostProcess> {\r\n const serializationObject = this.serialize();\r\n serializationObject._engine = this._engine;\r\n serializationObject.cameraId = null;\r\n\r\n const result = PostProcess.Parse(serializationObject, this._scene, \"\");\r\n\r\n if (!result) {\r\n return null;\r\n }\r\n\r\n result.onActivateObservable = this.onActivateObservable.clone();\r\n result.onSizeChangedObservable = this.onSizeChangedObservable.clone();\r\n result.onApplyObservable = this.onApplyObservable.clone();\r\n result.onBeforeRenderObservable = this.onBeforeRenderObservable.clone();\r\n result.onAfterRenderObservable = this.onAfterRenderObservable.clone();\r\n\r\n result._prePassEffectConfiguration = this._prePassEffectConfiguration;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a material from parsed material data\r\n * @param parsedPostProcess defines parsed post process data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures\r\n * @returns a new post process\r\n */\r\n public static Parse(parsedPostProcess: any, scene: Scene, rootUrl: string): Nullable<PostProcess> {\r\n const postProcessType = GetClass(parsedPostProcess.customType);\r\n\r\n if (!postProcessType || !postProcessType._Parse) {\r\n return null;\r\n }\r\n\r\n const camera = scene ? scene.getCameraById(parsedPostProcess.cameraId) : null;\r\n return postProcessType._Parse(parsedPostProcess, camera, scene, rootUrl);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<PostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new PostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.fragmentUrl,\r\n parsedPostProcess.parameters,\r\n parsedPostProcess.samplers,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n parsedPostProcess._engine,\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.defines,\r\n parsedPostProcess.textureType,\r\n parsedPostProcess.vertexUrl,\r\n parsedPostProcess.indexParameters,\r\n false,\r\n parsedPostProcess.textureFormat\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PostProcess\", PostProcess);\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { RenderTargetCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport type { IInspectable } from \"../Misc/iInspectable\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\n\r\nimport \"../Engines/Extensions/engine.renderTarget\";\r\nimport type { NodeMaterial } from \"../Materials/Node/nodeMaterial\";\r\nimport { serialize, serializeAsColor4, SerializationHelper } from \"../Misc/decorators\";\r\nimport { GetClass, RegisterClass } from \"../Misc/typeStore\";\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport type { AbstractScene } from \"../abstractScene\";\r\nimport type { RenderTargetWrapper } from \"../Engines/renderTargetWrapper\";\r\n\r\ndeclare type Scene = import(\"../scene\").Scene;\r\ndeclare type InternalTexture = import(\"../Materials/Textures/internalTexture\").InternalTexture;\r\ndeclare type WebVRFreeCamera = import(\"../Cameras/VR/webVRCamera\").WebVRFreeCamera;\r\ndeclare type Animation = import(\"../Animations/animation\").Animation;\r\ndeclare type PrePassRenderer = import(\"../Rendering/prePassRenderer\").PrePassRenderer;\r\ndeclare type PrePassEffectConfiguration = import(\"../Rendering/prePassEffectConfiguration\").PrePassEffectConfiguration;\r\n\r\n/**\r\n * Size options for a post process\r\n */\r\nexport type PostProcessOptions = { width: number; height: number };\r\n\r\ntype TextureCache = { texture: RenderTargetWrapper; postProcessChannel: number; lastUsedRenderId: number };\r\n\r\n/**\r\n * PostProcess can be used to apply a shader to a texture after it has been rendered\r\n * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses\r\n */\r\nexport class PostProcess {\r\n /** @internal */\r\n public _parentContainer: Nullable<AbstractScene> = null;\r\n\r\n /**\r\n * Gets or sets the unique id of the post process\r\n */\r\n @serialize()\r\n public uniqueId: number;\r\n\r\n /** Name of the PostProcess. */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Width of the texture to apply the post process on\r\n */\r\n @serialize()\r\n public width = -1;\r\n\r\n /**\r\n * Height of the texture to apply the post process on\r\n */\r\n @serialize()\r\n public height = -1;\r\n\r\n /**\r\n * Gets the node material used to create this postprocess (null if the postprocess was manually created)\r\n */\r\n public nodeMaterialSource: Nullable<NodeMaterial> = null;\r\n\r\n /**\r\n * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)\r\n * @internal\r\n */\r\n public _outputTexture: Nullable<RenderTargetWrapper> = null;\r\n /**\r\n * Sampling mode used by the shader\r\n * See https://doc.babylonjs.com/classes/3.1/texture\r\n */\r\n @serialize()\r\n public renderTargetSamplingMode: number;\r\n /**\r\n * Clear color to use when screen clearing\r\n */\r\n @serializeAsColor4()\r\n public clearColor: Color4;\r\n /**\r\n * If the buffer needs to be cleared before applying the post process. (default: true)\r\n * Should be set to false if shader will overwrite all previous pixels.\r\n */\r\n @serialize()\r\n public autoClear = true;\r\n /**\r\n * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)\r\n */\r\n @serialize()\r\n public alphaMode = Constants.ALPHA_DISABLE;\r\n /**\r\n * Sets the setAlphaBlendConstants of the babylon engine\r\n */\r\n @serialize()\r\n public alphaConstants: Color4;\r\n /**\r\n * Animations to be used for the post processing\r\n */\r\n public animations = new Array<Animation>();\r\n\r\n /**\r\n * Enable Pixel Perfect mode where texture is not scaled to be power of 2.\r\n * Can only be used on a single postprocess or on the last one of a chain. (default: false)\r\n */\r\n @serialize()\r\n public enablePixelPerfectMode = false;\r\n\r\n /**\r\n * Force the postprocess to be applied without taking in account viewport\r\n */\r\n @serialize()\r\n public forceFullscreenViewport = true;\r\n\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n public inspectableCustomProperties: IInspectable[];\r\n\r\n /**\r\n * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](https://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |\r\n * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](https://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |\r\n * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](https://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |\r\n *\r\n */\r\n @serialize()\r\n public scaleMode = Constants.SCALEMODE_FLOOR;\r\n /**\r\n * Force textures to be a power of two (default: false)\r\n */\r\n @serialize()\r\n public alwaysForcePOT = false;\r\n\r\n @serialize(\"samples\")\r\n private _samples = 1;\r\n\r\n /**\r\n * Number of sample textures (default: 1)\r\n */\r\n public get samples() {\r\n return this._samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this._samples = Math.min(n, this._engine.getCaps().maxMSAASamples);\r\n\r\n this._textures.forEach((texture) => {\r\n texture.setSamples(this._samples);\r\n });\r\n }\r\n\r\n /**\r\n * Modify the scale of the post process to be the same as the viewport (default: false)\r\n */\r\n @serialize()\r\n public adaptScaleToCurrentViewport = false;\r\n\r\n private _camera: Camera;\r\n protected _scene: Scene;\r\n private _engine: Engine;\r\n\r\n private _options: number | PostProcessOptions;\r\n private _reusable = false;\r\n private _renderId = 0;\r\n private _textureType: number;\r\n private _textureFormat: number;\r\n\r\n /**\r\n * if externalTextureSamplerBinding is true, the \"apply\" method won't bind the textureSampler texture, it is expected to be done by the \"outside\" (by the onApplyObservable observer most probably).\r\n * counter-productive in some cases because if the texture bound by \"apply\" is different from the currently texture bound, (the one set by the onApplyObservable observer, for eg) some\r\n * internal structures (materialContext) will be dirtified, which may impact performances\r\n */\r\n public externalTextureSamplerBinding = false;\r\n\r\n /**\r\n * Smart array of input and output textures for the post process.\r\n * @internal\r\n */\r\n public _textures = new SmartArray<RenderTargetWrapper>(2);\r\n /**\r\n * Smart array of input and output textures for the post process.\r\n * @internal\r\n */\r\n private _textureCache: TextureCache[] = [];\r\n /**\r\n * The index in _textures that corresponds to the output texture.\r\n * @internal\r\n */\r\n public _currentRenderTextureInd = 0;\r\n private _drawWrapper: DrawWrapper;\r\n private _samplers: string[];\r\n private _fragmentUrl: string;\r\n private _vertexUrl: string;\r\n private _parameters: string[];\r\n protected _postProcessDefines: Nullable<string>;\r\n private _scaleRatio = new Vector2(1, 1);\r\n protected _indexParameters: any;\r\n private _shareOutputWithPostProcess: Nullable<PostProcess>;\r\n private _texelSize = Vector2.Zero();\r\n /** @internal */\r\n public _forcedOutputTexture: Nullable<RenderTargetWrapper>;\r\n\r\n /**\r\n * Prepass configuration in case this post process needs a texture from prepass\r\n * @internal\r\n */\r\n public _prePassEffectConfiguration: PrePassEffectConfiguration;\r\n\r\n /**\r\n * Returns the fragment url or shader name used in the post process.\r\n * @returns the fragment url or name in the shader store.\r\n */\r\n public getEffectName(): string {\r\n return this._fragmentUrl;\r\n }\r\n\r\n // Events\r\n\r\n /**\r\n * An event triggered when the postprocess is activated.\r\n */\r\n public onActivateObservable = new Observable<Camera>();\r\n\r\n private _onActivateObserver: Nullable<Observer<Camera>>;\r\n /**\r\n * A function that is added to the onActivateObservable\r\n */\r\n public set onActivate(callback: Nullable<(camera: Camera) => void>) {\r\n if (this._onActivateObserver) {\r\n this.onActivateObservable.remove(this._onActivateObserver);\r\n }\r\n if (callback) {\r\n this._onActivateObserver = this.onActivateObservable.add(callback);\r\n }\r\n }\r\n\r\n /**\r\n * An event triggered when the postprocess changes its size.\r\n */\r\n public onSizeChangedObservable = new Observable<PostProcess>();\r\n\r\n private _onSizeChangedObserver: Nullable<Observer<PostProcess>>;\r\n /**\r\n * A function that is added to the onSizeChangedObservable\r\n */\r\n public set onSizeChanged(callback: (postProcess: PostProcess) => void) {\r\n if (this._onSizeChangedObserver) {\r\n this.onSizeChangedObservable.remove(this._onSizeChangedObserver);\r\n }\r\n this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered when the postprocess applies its effect.\r\n */\r\n public onApplyObservable = new Observable<Effect>();\r\n\r\n private _onApplyObserver: Nullable<Observer<Effect>>;\r\n /**\r\n * A function that is added to the onApplyObservable\r\n */\r\n public set onApply(callback: (effect: Effect) => void) {\r\n if (this._onApplyObserver) {\r\n this.onApplyObservable.remove(this._onApplyObserver);\r\n }\r\n this._onApplyObserver = this.onApplyObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered before rendering the postprocess\r\n */\r\n public onBeforeRenderObservable = new Observable<Effect>();\r\n\r\n private _onBeforeRenderObserver: Nullable<Observer<Effect>>;\r\n /**\r\n * A function that is added to the onBeforeRenderObservable\r\n */\r\n public set onBeforeRender(callback: (effect: Effect) => void) {\r\n if (this._onBeforeRenderObserver) {\r\n this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n }\r\n this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * An event triggered after rendering the postprocess\r\n */\r\n public onAfterRenderObservable = new Observable<Effect>();\r\n\r\n private _onAfterRenderObserver: Nullable<Observer<Effect>>;\r\n /**\r\n * A function that is added to the onAfterRenderObservable\r\n */\r\n public set onAfterRender(callback: (efect: Effect) => void) {\r\n if (this._onAfterRenderObserver) {\r\n this.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n }\r\n this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);\r\n }\r\n\r\n /**\r\n * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will\r\n * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.\r\n */\r\n public get inputTexture(): RenderTargetWrapper {\r\n return this._textures.data[this._currentRenderTextureInd];\r\n }\r\n\r\n public set inputTexture(value: RenderTargetWrapper) {\r\n this._forcedOutputTexture = value;\r\n }\r\n\r\n /**\r\n * Since inputTexture should always be defined, if we previously manually set `inputTexture`,\r\n * the only way to unset it is to use this function to restore its internal state\r\n */\r\n public restoreDefaultInputTexture() {\r\n if (this._forcedOutputTexture) {\r\n this._forcedOutputTexture = null;\r\n this.markTextureDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the camera which post process is applied to.\r\n * @returns The camera the post process is applied to.\r\n */\r\n public getCamera(): Camera {\r\n return this._camera;\r\n }\r\n\r\n /**\r\n * Gets the texel size of the postprocess.\r\n * See https://en.wikipedia.org/wiki/Texel_(graphics)\r\n */\r\n public get texelSize(): Vector2 {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.texelSize;\r\n }\r\n\r\n if (this._forcedOutputTexture) {\r\n this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);\r\n }\r\n\r\n return this._texelSize;\r\n }\r\n\r\n /**\r\n * Creates a new instance PostProcess\r\n * @param name The name of the PostProcess.\r\n * @param fragmentUrl The url of the fragment shader to be used.\r\n * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.\r\n * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.\r\n * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param defines String of defines that will be set when running the fragment shader. (default: null)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param vertexUrl The url of the vertex shader to be used. (default: \"postprocess\")\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param blockCompilation If the shader should not be compiled immediatly. (default: false)\r\n * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)\r\n */\r\n constructor(\r\n name: string,\r\n fragmentUrl: string,\r\n parameters: Nullable<string[]>,\r\n samplers: Nullable<string[]>,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode: number = Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine?: Engine,\r\n reusable?: boolean,\r\n defines: Nullable<string> = null,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n vertexUrl: string = \"postprocess\",\r\n indexParameters?: any,\r\n blockCompilation = false,\r\n textureFormat = Constants.TEXTUREFORMAT_RGBA\r\n ) {\r\n this.name = name;\r\n if (camera != null) {\r\n this._camera = camera;\r\n this._scene = camera.getScene();\r\n camera.attachPostProcess(this);\r\n this._engine = this._scene.getEngine();\r\n\r\n this._scene.postProcesses.push(this);\r\n this.uniqueId = this._scene.getUniqueId();\r\n } else if (engine) {\r\n this._engine = engine;\r\n this._engine.postProcesses.push(this);\r\n }\r\n this._options = options;\r\n this.renderTargetSamplingMode = samplingMode ? samplingMode : Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n this._reusable = reusable || false;\r\n this._textureType = textureType;\r\n this._textureFormat = textureFormat;\r\n\r\n this._samplers = samplers || [];\r\n this._samplers.push(\"textureSampler\");\r\n\r\n this._fragmentUrl = fragmentUrl;\r\n this._vertexUrl = vertexUrl;\r\n this._parameters = parameters || [];\r\n\r\n this._parameters.push(\"scale\");\r\n\r\n this._indexParameters = indexParameters;\r\n this._drawWrapper = new DrawWrapper(this._engine);\r\n\r\n if (!blockCompilation) {\r\n this.updateEffect(defines);\r\n }\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"PostProcess\" string\r\n */\r\n public getClassName(): string {\r\n return \"PostProcess\";\r\n }\r\n\r\n /**\r\n * Gets the engine which this post process belongs to.\r\n * @returns The engine the post process was enabled with.\r\n */\r\n public getEngine(): Engine {\r\n return this._engine;\r\n }\r\n\r\n /**\r\n * The effect that is created when initializing the post process.\r\n * @returns The created effect corresponding the the postprocess.\r\n */\r\n public getEffect(): Effect {\r\n return this._drawWrapper.effect!;\r\n }\r\n\r\n /**\r\n * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.\r\n * @param postProcess The post process to share the output with.\r\n * @returns This post process.\r\n */\r\n public shareOutputWith(postProcess: PostProcess): PostProcess {\r\n this._disposeTextures();\r\n\r\n this._shareOutputWithPostProcess = postProcess;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.\r\n * This should be called if the post process that shares output with this post process is disabled/disposed.\r\n */\r\n public useOwnOutput() {\r\n if (this._textures.length == 0) {\r\n this._textures = new SmartArray<RenderTargetWrapper>(2);\r\n }\r\n\r\n this._shareOutputWithPostProcess = null;\r\n }\r\n\r\n /**\r\n * Updates the effect with the current post process compile time values and recompiles the shader.\r\n * @param defines Define statements that should be added at the beginning of the shader. (default: null)\r\n * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)\r\n * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)\r\n * @param indexParameters The index parameters to be used for babylons include syntax \"#include<kernelBlurVaryingDeclaration>[0..varyingCount]\". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx\r\n * @param onCompiled Called when the shader has been compiled.\r\n * @param onError Called if there is an error when compiling a shader.\r\n * @param vertexUrl The url of the vertex shader to be used (default: the one given at construction time)\r\n * @param fragmentUrl The url of the fragment shader to be used (default: the one given at construction time)\r\n */\r\n public updateEffect(\r\n defines: Nullable<string> = null,\r\n uniforms: Nullable<string[]> = null,\r\n samplers: Nullable<string[]> = null,\r\n indexParameters?: any,\r\n onCompiled?: (effect: Effect) => void,\r\n onError?: (effect: Effect, errors: string) => void,\r\n vertexUrl?: string,\r\n fragmentUrl?: string\r\n ) {\r\n this._postProcessDefines = defines;\r\n this._drawWrapper.effect = this._engine.createEffect(\r\n { vertex: vertexUrl ?? this._vertexUrl, fragment: fragmentUrl ?? this._fragmentUrl },\r\n [\"position\"],\r\n uniforms || this._parameters,\r\n samplers || this._samplers,\r\n defines !== null ? defines : \"\",\r\n undefined,\r\n onCompiled,\r\n onError,\r\n indexParameters || this._indexParameters\r\n );\r\n }\r\n\r\n /**\r\n * The post process is reusable if it can be used multiple times within one frame.\r\n * @returns If the post process is reusable\r\n */\r\n public isReusable(): boolean {\r\n return this._reusable;\r\n }\r\n\r\n /** invalidate frameBuffer to hint the postprocess to create a depth buffer */\r\n public markTextureDirty(): void {\r\n this.width = -1;\r\n }\r\n\r\n private _createRenderTargetTexture(textureSize: { width: number; height: number }, textureOptions: RenderTargetCreationOptions, channel = 0) {\r\n for (let i = 0; i < this._textureCache.length; i++) {\r\n if (\r\n this._textureCache[i].texture.width === textureSize.width &&\r\n this._textureCache[i].texture.height === textureSize.height &&\r\n this._textureCache[i].postProcessChannel === channel &&\r\n this._textureCache[i].texture._generateDepthBuffer === textureOptions.generateDepthBuffer &&\r\n this._textureCache[i].texture.samples === textureOptions.samples\r\n ) {\r\n return this._textureCache[i].texture;\r\n }\r\n }\r\n\r\n const tex = this._engine.createRenderTargetTexture(textureSize, textureOptions);\r\n this._textureCache.push({ texture: tex, postProcessChannel: channel, lastUsedRenderId: -1 });\r\n\r\n return tex;\r\n }\r\n\r\n private _flushTextureCache() {\r\n const currentRenderId = this._renderId;\r\n\r\n for (let i = this._textureCache.length - 1; i >= 0; i--) {\r\n if (currentRenderId - this._textureCache[i].lastUsedRenderId > 100) {\r\n let currentlyUsed = false;\r\n for (let j = 0; j < this._textures.length; j++) {\r\n if (this._textures.data[j] === this._textureCache[i].texture) {\r\n currentlyUsed = true;\r\n break;\r\n }\r\n }\r\n\r\n if (!currentlyUsed) {\r\n this._textureCache[i].texture.dispose();\r\n this._textureCache.splice(i, 1);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _resize(width: number, height: number, camera: Camera, needMipMaps: boolean, forceDepthStencil?: boolean) {\r\n if (this._textures.length > 0) {\r\n this._textures.reset();\r\n }\r\n\r\n this.width = width;\r\n this.height = height;\r\n\r\n let firstPP = null;\r\n for (let i = 0; i < camera._postProcesses.length; i++) {\r\n if (camera._postProcesses[i] !== null) {\r\n firstPP = camera._postProcesses[i];\r\n break;\r\n }\r\n }\r\n\r\n const textureSize = { width: this.width, height: this.height };\r\n const textureOptions = {\r\n generateMipMaps: needMipMaps,\r\n generateDepthBuffer: forceDepthStencil || firstPP === this,\r\n generateStencilBuffer: (forceDepthStencil || firstPP === this) && this._engine.isStencilEnable,\r\n samplingMode: this.renderTargetSamplingMode,\r\n type: this._textureType,\r\n format: this._textureFormat,\r\n samples: this._samples,\r\n };\r\n\r\n this._textures.push(this._createRenderTargetTexture(textureSize, textureOptions, 0));\r\n\r\n if (this._reusable) {\r\n this._textures.push(this._createRenderTargetTexture(textureSize, textureOptions, 1));\r\n }\r\n\r\n this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);\r\n\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.\r\n * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.\r\n * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.\r\n * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)\r\n * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)\r\n * @returns The render target wrapper that was bound to be written to.\r\n */\r\n public activate(camera: Nullable<Camera>, sourceTexture: Nullable<InternalTexture> = null, forceDepthStencil?: boolean): RenderTargetWrapper {\r\n camera = camera || this._camera;\r\n\r\n const scene = camera.getScene();\r\n const engine = scene.getEngine();\r\n const maxSize = engine.getCaps().maxTextureSize;\r\n\r\n let requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * <number>this._options) | 0;\r\n const requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * <number>this._options) | 0;\r\n\r\n // If rendering to a webvr camera's left or right eye only half the width should be used to avoid resize when rendered to screen\r\n const webVRCamera = <WebVRFreeCamera>camera.parent;\r\n if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {\r\n requiredWidth /= 2;\r\n }\r\n\r\n let desiredWidth = (<PostProcessOptions>this._options).width || requiredWidth;\r\n let desiredHeight = (<PostProcessOptions>this._options).height || requiredHeight;\r\n\r\n const needMipMaps =\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_NEAREST_LINEAR &&\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_NEAREST_NEAREST &&\r\n this.renderTargetSamplingMode !== Constants.TEXTURE_LINEAR_LINEAR;\r\n\r\n if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {\r\n if (this.adaptScaleToCurrentViewport) {\r\n const currentViewport = engine.currentViewport;\r\n\r\n if (currentViewport) {\r\n desiredWidth *= currentViewport.width;\r\n desiredHeight *= currentViewport.height;\r\n }\r\n }\r\n\r\n if (needMipMaps || this.alwaysForcePOT) {\r\n if (!(<PostProcessOptions>this._options).width) {\r\n desiredWidth = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;\r\n }\r\n\r\n if (!(<PostProcessOptions>this._options).height) {\r\n desiredHeight = engine.needPOTTextures ? Engine.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;\r\n }\r\n }\r\n\r\n if (this.width !== desiredWidth || this.height !== desiredHeight) {\r\n this._resize(desiredWidth, desiredHeight, camera, needMipMaps, forceDepthStencil);\r\n }\r\n\r\n this._textures.forEach((texture) => {\r\n if (texture.samples !== this.samples) {\r\n this._engine.updateRenderTargetTextureSampleCount(texture, this.samples);\r\n }\r\n });\r\n\r\n this._flushTextureCache();\r\n this._renderId++;\r\n }\r\n\r\n let target: RenderTargetWrapper;\r\n\r\n if (this._shareOutputWithPostProcess) {\r\n target = this._shareOutputWithPostProcess.inputTexture;\r\n } else if (this._forcedOutputTexture) {\r\n target = this._forcedOutputTexture;\r\n\r\n this.width = this._forcedOutputTexture.width;\r\n this.height = this._forcedOutputTexture.height;\r\n } else {\r\n target = this.inputTexture;\r\n\r\n let cache;\r\n for (let i = 0; i < this._textureCache.length; i++) {\r\n if (this._textureCache[i].texture === target) {\r\n cache = this._textureCache[i];\r\n break;\r\n }\r\n }\r\n\r\n if (cache) {\r\n cache.lastUsedRenderId = this._renderId;\r\n }\r\n }\r\n\r\n // Bind the input of this post process to be used as the output of the previous post process.\r\n if (this.enablePixelPerfectMode) {\r\n this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);\r\n this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);\r\n } else {\r\n this._scaleRatio.copyFromFloats(1, 1);\r\n this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);\r\n }\r\n\r\n this._engine._debugInsertMarker?.(`post process ${this.name} input`);\r\n\r\n this.onActivateObservable.notifyObservers(camera);\r\n\r\n // Clear\r\n if (this.autoClear && this.alphaMode === Constants.ALPHA_DISABLE) {\r\n this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);\r\n }\r\n\r\n if (this._reusable) {\r\n this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;\r\n }\r\n return target;\r\n }\r\n\r\n /**\r\n * If the post process is supported.\r\n */\r\n public get isSupported(): boolean {\r\n return this._drawWrapper.effect!.isSupported;\r\n }\r\n\r\n /**\r\n * The aspect ratio of the output texture.\r\n */\r\n public get aspectRatio(): number {\r\n if (this._shareOutputWithPostProcess) {\r\n return this._shareOutputWithPostProcess.aspectRatio;\r\n }\r\n\r\n if (this._forcedOutputTexture) {\r\n return this._forcedOutputTexture.width / this._forcedOutputTexture.height;\r\n }\r\n return this.width / this.height;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the post-process is ready to be used\r\n * @returns true if the post-process is ready (shader is compiled)\r\n */\r\n public isReady(): boolean {\r\n return this._drawWrapper.effect?.isReady() ?? false;\r\n }\r\n\r\n /**\r\n * Binds all textures and uniforms to the shader, this will be run on every pass.\r\n * @returns the effect corresponding to this post process. Null if not compiled or not ready.\r\n */\r\n public apply(): Nullable<Effect> {\r\n // Check\r\n if (!this._drawWrapper.effect?.isReady()) {\r\n return null;\r\n }\r\n\r\n // States\r\n this._engine.enableEffect(this._drawWrapper);\r\n this._engine.setState(false);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n\r\n // Alpha\r\n this._engine.setAlphaMode(this.alphaMode);\r\n if (this.alphaConstants) {\r\n this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);\r\n }\r\n\r\n // Bind the output texture of the preivous post process as the input to this post process.\r\n let source: RenderTargetWrapper;\r\n if (this._shareOutputWithPostProcess) {\r\n source = this._shareOutputWithPostProcess.inputTexture;\r\n } else if (this._forcedOutputTexture) {\r\n source = this._forcedOutputTexture;\r\n } else {\r\n source = this.inputTexture;\r\n }\r\n\r\n if (!this.externalTextureSamplerBinding) {\r\n this._drawWrapper.effect._bindTexture(\"textureSampler\", source?.texture);\r\n }\r\n\r\n // Parameters\r\n this._drawWrapper.effect.setVector2(\"scale\", this._scaleRatio);\r\n this.onApplyObservable.notifyObservers(this._drawWrapper.effect);\r\n\r\n return this._drawWrapper.effect;\r\n }\r\n\r\n private _disposeTextures() {\r\n if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {\r\n this._disposeTextureCache();\r\n return;\r\n }\r\n\r\n this._disposeTextureCache();\r\n this._textures.dispose();\r\n }\r\n\r\n private _disposeTextureCache() {\r\n for (let i = this._textureCache.length - 1; i >= 0; i--) {\r\n this._textureCache[i].texture.dispose();\r\n }\r\n\r\n this._textureCache.length = 0;\r\n }\r\n\r\n /**\r\n * Sets the required values to the prepass renderer.\r\n * @param prePassRenderer defines the prepass renderer to setup.\r\n * @returns true if the pre pass is needed.\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n if (this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration = prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n this._prePassEffectConfiguration.enabled = true;\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n public dispose(camera?: Camera): void {\r\n camera = camera || this._camera;\r\n\r\n this._disposeTextures();\r\n\r\n let index;\r\n if (this._scene) {\r\n index = this._scene.postProcesses.indexOf(this);\r\n if (index !== -1) {\r\n this._scene.postProcesses.splice(index, 1);\r\n }\r\n }\r\n\r\n if (this._parentContainer) {\r\n const index = this._parentContainer.postProcesses.indexOf(this);\r\n if (index > -1) {\r\n this._parentContainer.postProcesses.splice(index, 1);\r\n }\r\n this._parentContainer = null;\r\n }\r\n\r\n index = this._engine.postProcesses.indexOf(this);\r\n if (index !== -1) {\r\n this._engine.postProcesses.splice(index, 1);\r\n }\r\n\r\n if (!camera) {\r\n return;\r\n }\r\n camera.detachPostProcess(this);\r\n\r\n index = camera._postProcesses.indexOf(this);\r\n if (index === 0 && camera._postProcesses.length > 0) {\r\n const firstPostProcess = this._camera._getFirstPostProcess();\r\n if (firstPostProcess) {\r\n firstPostProcess.markTextureDirty();\r\n }\r\n }\r\n\r\n this.onActivateObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onApplyObservable.clear();\r\n this.onBeforeRenderObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n }\r\n\r\n /**\r\n * Serializes the post process to a JSON object\r\n * @returns the JSON object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n const camera = this.getCamera() || (this._scene && this._scene.activeCamera);\r\n serializationObject.customType = \"BABYLON.\" + this.getClassName();\r\n serializationObject.cameraId = camera ? camera.id : null;\r\n serializationObject.reusable = this._reusable;\r\n serializationObject.textureType = this._textureType;\r\n serializationObject.fragmentUrl = this._fragmentUrl;\r\n serializationObject.parameters = this._parameters;\r\n serializationObject.samplers = this._samplers;\r\n serializationObject.options = this._options;\r\n serializationObject.defines = this._postProcessDefines;\r\n serializationObject.textureFormat = this._textureFormat;\r\n serializationObject.vertexUrl = this._vertexUrl;\r\n serializationObject.indexParameters = this._indexParameters;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Clones this post process\r\n * @returns a new post process similar to this one\r\n */\r\n public clone(): Nullable<PostProcess> {\r\n const serializationObject = this.serialize();\r\n serializationObject._engine = this._engine;\r\n serializationObject.cameraId = null;\r\n\r\n const result = PostProcess.Parse(serializationObject, this._scene, \"\");\r\n\r\n if (!result) {\r\n return null;\r\n }\r\n\r\n result.onActivateObservable = this.onActivateObservable.clone();\r\n result.onSizeChangedObservable = this.onSizeChangedObservable.clone();\r\n result.onApplyObservable = this.onApplyObservable.clone();\r\n result.onBeforeRenderObservable = this.onBeforeRenderObservable.clone();\r\n result.onAfterRenderObservable = this.onAfterRenderObservable.clone();\r\n\r\n result._prePassEffectConfiguration = this._prePassEffectConfiguration;\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Creates a material from parsed material data\r\n * @param parsedPostProcess defines parsed post process data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures\r\n * @returns a new post process\r\n */\r\n public static Parse(parsedPostProcess: any, scene: Scene, rootUrl: string): Nullable<PostProcess> {\r\n const postProcessType = GetClass(parsedPostProcess.customType);\r\n\r\n if (!postProcessType || !postProcessType._Parse) {\r\n return null;\r\n }\r\n\r\n const camera = scene ? scene.getCameraById(parsedPostProcess.cameraId) : null;\r\n return postProcessType._Parse(parsedPostProcess, camera, scene, rootUrl);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<PostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new PostProcess(\r\n parsedPostProcess.name,\r\n parsedPostProcess.fragmentUrl,\r\n parsedPostProcess.parameters,\r\n parsedPostProcess.samplers,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n parsedPostProcess._engine,\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.defines,\r\n parsedPostProcess.textureType,\r\n parsedPostProcess.vertexUrl,\r\n parsedPostProcess.indexParameters,\r\n false,\r\n parsedPostProcess.textureFormat\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.PostProcess\", PostProcess);\r\n"]}
@@ -350,6 +350,10 @@ export class DepthPeelingRenderer {
350
350
  }
351
351
  }
352
352
  if (!this._candidateSubMeshes.length) {
353
+ this._engine.bindFramebuffer(this._colorMrts[1].renderTarget);
354
+ this._engine.bindAttachments(this._layoutCache[1]);
355
+ this._engine.clear(this._colorCache[2], true, false, false);
356
+ this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget);
353
357
  this._finalCompose(1);
354
358
  return this._excludedSubMeshes;
355
359
  }
@@ -1 +1 @@
1
- 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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport \"../Shaders/oitFinal.fragment\";\r\nimport \"../Shaders/oitBackBlend.fragment\";\r\n\r\nclass DepthPeelingEffectConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"depthPeeling\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _depthMrts: MultiRenderTarget[];\r\n private _thinTextures: ThinTexture[] = [];\r\n private _colorMrts: MultiRenderTarget[];\r\n private _blendBackMrt: MultiRenderTarget;\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _blendBackEffectWrapper: EffectWrapper;\r\n private _blendBackEffectWrapperPingPong: EffectWrapper;\r\n private _finalEffectWrapper: EffectWrapper;\r\n private _effectRenderer: EffectRenderer;\r\n\r\n private _currentPingPongState: number = 0;\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n private _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n private _layoutCache: number[][] = [];\r\n private _renderPassIds: number[];\r\n private _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedMeshes: number[] = [];\r\n\r\n private static _DEPTH_CLEAR_VALUE = -99999.0;\r\n private static _MIN_DEPTH = 0;\r\n private static _MAX_DEPTH = 1;\r\n\r\n private _colorCache = [\r\n new Color4(DepthPeelingRenderer._DEPTH_CLEAR_VALUE, DepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-DepthPeelingRenderer._MIN_DEPTH, DepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n private _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n private _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects();\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n private _createTextures() {\r\n const size = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n };\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [new MultiRenderTarget(\"depthPeelingDepth0\", size, 3, this._scene), new MultiRenderTarget(\"depthPeelingDepth1\", size, 3, this._scene)];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0\", size, 2, this._scene, { generateDepthBuffer: false }),\r\n new MultiRenderTarget(\"depthPeelingColor1\", size, 2, this._scene, { generateDepthBuffer: false }),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBack\", size, 1, this._scene, { generateDepthBuffer: false });\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutput\", size, this._scene, false);\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG, // For MSAA we need RGBA\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT, // For MSAA we need FLOAT\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n private _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < 2; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n this._outputRT.dispose();\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!._shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _createEffects() {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitFinal\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uFrontColor\", \"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n private _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper._drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (\r\n !this._blendBackEffectWrapper.effect.isReady() ||\r\n !this._blendBackEffectWrapperPingPong.effect.isReady() ||\r\n !this._finalEffectWrapper.effect.isReady() ||\r\n !this._updateTextures()\r\n ) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n\r\n if (\r\n material &&\r\n (material.fillMode === Material.TriangleFanDrawMode || material.fillMode === Material.TriangleFillMode || material.fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._finalCompose(1);\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper._drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated ressources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
1
+ 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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport \"../Shaders/oitFinal.fragment\";\r\nimport \"../Shaders/oitBackBlend.fragment\";\r\n\r\nclass DepthPeelingEffectConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"depthPeeling\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _depthMrts: MultiRenderTarget[];\r\n private _thinTextures: ThinTexture[] = [];\r\n private _colorMrts: MultiRenderTarget[];\r\n private _blendBackMrt: MultiRenderTarget;\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _blendBackEffectWrapper: EffectWrapper;\r\n private _blendBackEffectWrapperPingPong: EffectWrapper;\r\n private _finalEffectWrapper: EffectWrapper;\r\n private _effectRenderer: EffectRenderer;\r\n\r\n private _currentPingPongState: number = 0;\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n private _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n private _layoutCache: number[][] = [];\r\n private _renderPassIds: number[];\r\n private _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedMeshes: number[] = [];\r\n\r\n private static _DEPTH_CLEAR_VALUE = -99999.0;\r\n private static _MIN_DEPTH = 0;\r\n private static _MAX_DEPTH = 1;\r\n\r\n private _colorCache = [\r\n new Color4(DepthPeelingRenderer._DEPTH_CLEAR_VALUE, DepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-DepthPeelingRenderer._MIN_DEPTH, DepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n private _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n private _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects();\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n private _createTextures() {\r\n const size = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n };\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [new MultiRenderTarget(\"depthPeelingDepth0\", size, 3, this._scene), new MultiRenderTarget(\"depthPeelingDepth1\", size, 3, this._scene)];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0\", size, 2, this._scene, { generateDepthBuffer: false }),\r\n new MultiRenderTarget(\"depthPeelingColor1\", size, 2, this._scene, { generateDepthBuffer: false }),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBack\", size, 1, this._scene, { generateDepthBuffer: false });\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutput\", size, this._scene, false);\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG, // For MSAA we need RGBA\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT, // For MSAA we need FLOAT\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n private _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < 2; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n this._outputRT.dispose();\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!._shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _createEffects() {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitFinal\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uFrontColor\", \"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n private _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper._drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (\r\n !this._blendBackEffectWrapper.effect.isReady() ||\r\n !this._blendBackEffectWrapperPingPong.effect.isReady() ||\r\n !this._finalEffectWrapper.effect.isReady() ||\r\n !this._updateTextures()\r\n ) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n\r\n if (\r\n material &&\r\n (material.fillMode === Material.TriangleFanDrawMode || material.fillMode === Material.TriangleFillMode || material.fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n this._finalCompose(1);\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper._drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated ressources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
@@ -87,6 +87,9 @@ export declare class RenderingManager {
87
87
  * @param scene Defines the scene the groups belongs to
88
88
  */
89
89
  constructor(scene: Scene);
90
+ /**
91
+ * Gets the rendering group with the specified id.
92
+ */
90
93
  getRenderingGroup(id: number): RenderingGroup;
91
94
  private _clearDepthStencilBuffer;
92
95
  /**
@@ -62,6 +62,9 @@ export class RenderingManager {
62
62
  }
63
63
  }
64
64
  }
65
+ /**
66
+ * Gets the rendering group with the specified id.
67
+ */
65
68
  getRenderingGroup(id) {
66
69
  const renderingGroupId = id || 0;
67
70
  this._prepareRenderingGroup(renderingGroupId);