@babylonjs/core 5.47.0 → 5.48.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/camera.js +5 -0
- package/Cameras/camera.js.map +1 -1
- package/Engines/Extensions/engine.alpha.js +7 -0
- package/Engines/Extensions/engine.alpha.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.alpha.js +8 -0
- package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
- package/Engines/engine.d.ts +1 -3
- package/Engines/engine.js +27 -33
- package/Engines/engine.js.map +1 -1
- package/Engines/thinEngine.d.ts +44 -30
- package/Engines/thinEngine.js +42 -57
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +10 -56
- package/Engines/webgpuEngine.js +15 -31
- package/Engines/webgpuEngine.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +8 -8
- package/Physics/v2/IPhysicsEnginePlugin.js +6 -6
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +4 -4
- package/Physics/v2/physicsBody.js +6 -6
- package/Physics/v2/physicsBody.js.map +1 -1
- package/Physics/v2/physicsConstraint.js +1 -1
- package/Physics/v2/physicsConstraint.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/index.d.ts +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/index.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/index.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +255 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +805 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -0
- package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +1 -0
- package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -0
- package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
- package/Rendering/depthRenderer.d.ts +12 -3
- package/Rendering/depthRenderer.js +22 -7
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +1 -0
- package/Rendering/geometryBufferRenderer.js +4 -2
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/prePassRendererSceneComponent.d.ts +4 -0
- package/Rendering/prePassRendererSceneComponent.js +3 -3
- package/Rendering/prePassRendererSceneComponent.js.map +1 -1
- package/Rendering/screenSpaceReflections2Configuration.d.ts +19 -0
- package/Rendering/screenSpaceReflections2Configuration.js +22 -0
- package/Rendering/screenSpaceReflections2Configuration.js.map +1 -0
- package/Shaders/ShadersInclude/pbrBlockClearcoat.js +1 -3
- package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.d.ts +5 -0
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +32 -0
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -0
- package/Shaders/default.fragment.js +3 -3
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/depth.fragment.js +8 -0
- package/Shaders/depth.fragment.js.map +1 -1
- package/Shaders/depth.vertex.js +6 -1
- package/Shaders/depth.vertex.js.map +1 -1
- package/Shaders/geometry.fragment.js +5 -13
- package/Shaders/geometry.fragment.js.map +1 -1
- package/Shaders/pbr.fragment.js +2 -2
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2.fragment.d.ts +7 -0
- package/Shaders/screenSpaceReflection2.fragment.js +61 -0
- package/Shaders/screenSpaceReflection2.fragment.js.map +1 -0
- package/Shaders/screenSpaceReflection2Blur.fragment.d.ts +5 -0
- package/Shaders/screenSpaceReflection2Blur.fragment.js +9 -0
- package/Shaders/screenSpaceReflection2Blur.fragment.js.map +1 -0
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.d.ts +6 -0
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +11 -0
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -0
- package/XR/webXRCamera.d.ts +6 -0
- package/XR/webXRCamera.js +15 -0
- package/XR/webXRCamera.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +1 -0
- package/scene.js.map +1 -1
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{ Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/geometry.fragment\";\r\nimport \"../Shaders/geometry.vertex\";\r\nimport { MaterialFlags } from \"../Materials/materialFlags\";\r\nimport { addClipPlaneUniforms, bindClipPlane, prepareDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\n/** @internal */\r\ninterface ISavedTransformationMatrix {\r\n world: Matrix;\r\n viewProjection: Matrix;\r\n}\r\n\r\n/** list the uniforms used by the geometry renderer */\r\nconst uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"view\",\r\n \"previousWorld\",\r\n \"previousViewProjection\",\r\n \"mPreviousBones\",\r\n \"bumpMatrix\",\r\n \"reflectivityMatrix\",\r\n \"albedoMatrix\",\r\n \"reflectivityColor\",\r\n \"albedoColor\",\r\n \"metallic\",\r\n \"glossiness\",\r\n \"vTangentSpaceParams\",\r\n \"vBumpInfos\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n];\r\naddClipPlaneUniforms(uniforms);\r\n\r\n/**\r\n * This renderer is helpful to fill one of the render target with a geometry buffer.\r\n */\r\nexport class GeometryBufferRenderer {\r\n /**\r\n * Constant used to retrieve the depth texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.DEPTH_TEXTURE_INDEX)\r\n */\r\n public static readonly DEPTH_TEXTURE_TYPE = 0;\r\n /**\r\n * Constant used to retrieve the normal texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.NORMAL_TEXTURE_INDEX)\r\n */\r\n public static readonly NORMAL_TEXTURE_TYPE = 1;\r\n /**\r\n * Constant used to retrieve the position texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)\r\n */\r\n public static readonly POSITION_TEXTURE_TYPE = 2;\r\n /**\r\n * Constant used to retrieve the velocity texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)\r\n */\r\n public static readonly VELOCITY_TEXTURE_TYPE = 3;\r\n /**\r\n * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array\r\n * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)\r\n */\r\n public static readonly REFLECTIVITY_TEXTURE_TYPE = 4;\r\n\r\n /**\r\n * Dictionary used to store the previous transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousTransformationMatrices: { [index: number]: ISavedTransformationMatrix } = {};\r\n /**\r\n * Dictionary used to store the previous bones transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousBonesTransformationMatrices: { [index: number]: Float32Array } = {};\r\n /**\r\n * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).\r\n * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).\r\n */\r\n public excludedSkinnedMeshesFromVelocity: AbstractMesh[] = [];\r\n\r\n /** Gets or sets a boolean indicating if transparent meshes should be rendered */\r\n public renderTransparentMeshes = true;\r\n\r\n private _scene: Scene;\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _multiRenderTarget: MultiRenderTarget;\r\n private _ratio: number;\r\n private _enablePosition: boolean = false;\r\n private _enableVelocity: boolean = false;\r\n private _enableReflectivity: boolean = false;\r\n private _depthFormat: number;\r\n\r\n private _positionIndex: number = -1;\r\n private _velocityIndex: number = -1;\r\n private _reflectivityIndex: number = -1;\r\n private _depthIndex: number = -1;\r\n private _normalIndex: number = -1;\r\n\r\n private _linkedWithPrePass: boolean = false;\r\n private _prePassRenderer: PrePassRenderer;\r\n private _attachments: number[];\r\n private _useUbo: boolean;\r\n\r\n protected _cachedDefines: string;\r\n\r\n /**\r\n * @internal\r\n * Sets up internal structures to share outputs with PrePassRenderer\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _linkPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n this._linkedWithPrePass = true;\r\n this._prePassRenderer = prePassRenderer;\r\n\r\n if (this._multiRenderTarget) {\r\n // prevents clearing of the RT since it's done by prepass\r\n this._multiRenderTarget.onClearObservable.clear();\r\n this._multiRenderTarget.onClearObservable.add(() => {\r\n // pass\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Separates internal structures from PrePassRenderer so the geometry buffer can now operate by itself.\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _unlinkPrePassRenderer() {\r\n this._linkedWithPrePass = false;\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * @internal\r\n * Resets the geometry buffer layout\r\n */\r\n public _resetLayout() {\r\n this._enablePosition = false;\r\n this._enableReflectivity = false;\r\n this._enableVelocity = false;\r\n this._attachments = [];\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces a texture in the geometry buffer renderer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _forceTextureType(geometryBufferType: number, index: number) {\r\n if (geometryBufferType === GeometryBufferRenderer.POSITION_TEXTURE_TYPE) {\r\n this._positionIndex = index;\r\n this._enablePosition = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE) {\r\n this._velocityIndex = index;\r\n this._enableVelocity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE) {\r\n this._reflectivityIndex = index;\r\n this._enableReflectivity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.DEPTH_TEXTURE_TYPE) {\r\n this._depthIndex = index;\r\n } else if (geometryBufferType === GeometryBufferRenderer.NORMAL_TEXTURE_TYPE) {\r\n this._normalIndex = index;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Sets texture attachments\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _setAttachments(attachments: number[]) {\r\n this._attachments = attachments;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces the first texture which is hard coded as a depth texture in the geometry buffer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _linkInternalTexture(internalTexture: InternalTexture) {\r\n this._multiRenderTarget.setInternalTexture(internalTexture, 0, false);\r\n }\r\n\r\n /**\r\n * Gets the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public get renderList() {\r\n return this._multiRenderTarget.renderList;\r\n }\r\n\r\n /**\r\n * Set the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public set renderList(meshes: Nullable<AbstractMesh[]>) {\r\n this._multiRenderTarget.renderList = meshes;\r\n }\r\n\r\n /**\r\n * Gets whether or not G buffer are supported by the running hardware.\r\n * This requires draw buffer supports\r\n */\r\n public get isSupported(): boolean {\r\n return this._multiRenderTarget.isSupported;\r\n }\r\n\r\n /**\r\n * Returns the index of the given texture type in the G-Buffer textures array\r\n * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX\r\n * @returns the index of the given texture type in the G-Buffer textures array\r\n */\r\n public getTextureIndex(textureType: number): number {\r\n switch (textureType) {\r\n case GeometryBufferRenderer.POSITION_TEXTURE_TYPE:\r\n return this._positionIndex;\r\n case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE:\r\n return this._velocityIndex;\r\n case GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE:\r\n return this._reflectivityIndex;\r\n default:\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects positions are enabled for the G buffer.\r\n */\r\n public get enablePosition(): boolean {\r\n return this._enablePosition;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects positions are enabled for the G buffer.\r\n */\r\n public set enablePosition(enable: boolean) {\r\n this._enablePosition = enable;\r\n\r\n // PrePass handles index and texture links\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects velocities are enabled for the G buffer.\r\n */\r\n public get enableVelocity(): boolean {\r\n return this._enableVelocity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects velocities are enabled for the G buffer.\r\n */\r\n public set enableVelocity(enable: boolean) {\r\n this._enableVelocity = enable;\r\n\r\n if (!enable) {\r\n this._previousTransformationMatrices = {};\r\n }\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = enable;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects reflectivity are enabled in the G buffer.\r\n */\r\n public get enableReflectivity(): boolean {\r\n return this._enableReflectivity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects reflectivity are enabled for the G buffer.\r\n * For Metallic-Roughness workflow with ORM texture, we assume that ORM texture is defined according to the default layout:\r\n * pbr.useRoughnessFromMetallicTextureAlpha = false;\r\n * pbr.useRoughnessFromMetallicTextureGreen = true;\r\n * pbr.useMetallnessFromMetallicTextureBlue = true;\r\n */\r\n public set enableReflectivity(enable: boolean) {\r\n this._enableReflectivity = enable;\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the scene associated with the buffer.\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the ratio used by the buffer during its creation.\r\n * How big is the buffer related to the main canvas.\r\n */\r\n public get ratio(): number {\r\n return this._ratio;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"GeometryBufferRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Creates a new G Buffer for the scene\r\n * @param scene The scene the buffer belongs to\r\n * @param ratio How big is the buffer related to the main canvas (default: 1)\r\n * @param depthFormat Format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH16)\r\n */\r\n constructor(scene: Scene, ratio: number = 1, depthFormat = Constants.TEXTUREFORMAT_DEPTH16) {\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._useUbo = scene.getEngine().supportsUniformBuffers;\r\n this._depthFormat = depthFormat;\r\n\r\n GeometryBufferRenderer._SceneComponentInitialization(this._scene);\r\n\r\n // Render target\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Checks whether everything is ready to render a submesh to the G buffer.\r\n * @param subMesh the submesh to check readiness for\r\n * @param useInstances is the mesh drawn using instance or not\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (material && material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n const mesh = subMesh.getMesh();\r\n\r\n // Alpha test\r\n if (material) {\r\n let needUv = false;\r\n if (material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(`#define ALPHATEST_UV${material.getAlphaTestTexture().coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (material.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n defines.push(\"#define BUMP\");\r\n defines.push(`#define BUMP_UV${material.bumpTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n let metallicWorkflow = false;\r\n // for PBR materials: cf. https://doc.babylonjs.com/features/featuresDeepDive/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicRoughnessTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (metallicWorkflow) {\r\n if (material.baseTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.baseTexture.coordinatesIndex + 1}`);\r\n if (material.baseTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.baseColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularGlossinessTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n if (material.specularGlossinessTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n } else {\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n defines.push(\"#define GLOSSINESSS\");\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (metallicWorkflow) {\r\n if (material.albedoTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.albedoTexture.coordinatesIndex + 1}`);\r\n if (material.albedoTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.albedoColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.reflectivityTexture.coordinatesIndex + 1}`);\r\n if (material.reflectivityTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n } else if (material.reflectivityColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n if (material.microSurface !== null) {\r\n defines.push(\"#define GLOSSINESSS\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n defines.push(\"#define REFLECTIVITYTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularTexture.coordinatesIndex + 1}`);\r\n if (material.specularTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n }\r\n\r\n if (needUv) {\r\n defines.push(\"#define NEED_UV\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n }\r\n\r\n // PrePass\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define PREPASS\");\r\n if (this._depthIndex !== -1) {\r\n defines.push(\"#define DEPTH_INDEX \" + this._depthIndex);\r\n defines.push(\"#define PREPASS_DEPTH\");\r\n }\r\n if (this._normalIndex !== -1) {\r\n defines.push(\"#define NORMAL_INDEX \" + this._normalIndex);\r\n defines.push(\"#define PREPASS_NORMAL\");\r\n }\r\n }\r\n\r\n // Buffers\r\n if (this._enablePosition) {\r\n defines.push(\"#define POSITION\");\r\n defines.push(\"#define POSITION_INDEX \" + this._positionIndex);\r\n }\r\n\r\n if (this._enableVelocity) {\r\n defines.push(\"#define VELOCITY\");\r\n defines.push(\"#define VELOCITY_INDEX \" + this._velocityIndex);\r\n if (this.excludedSkinnedMeshesFromVelocity.indexOf(mesh) === -1) {\r\n defines.push(\"#define BONES_VELOCITY_ENABLED\");\r\n }\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n defines.push(\"#define REFLECTIVITY\");\r\n defines.push(\"#define REFLECTIVITY_INDEX \" + this._reflectivityIndex);\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs, this._enableVelocity);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Setup textures count\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._attachments.length);\r\n } else {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._multiRenderTarget.textures.length);\r\n }\r\n\r\n prepareDefinesForClipPlanes(material, this._scene, defines);\r\n\r\n // Get correct effect\r\n const engine = this._scene.getEngine();\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"geometry\",\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n samplers: [\"diffuseSampler\", \"bumpSampler\", \"reflectivitySampler\", \"albedoSampler\", \"morphTargets\"],\r\n defines: join,\r\n onCompiled: null,\r\n fallbacks: null,\r\n onError: null,\r\n uniformBuffersNames: [\"Scene\"],\r\n indexParameters: { buffersCount: this._multiRenderTarget.textures.length - 1, maxSimultaneousMorphTargets: numMorphInfluencers },\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the current underlying G Buffer.\r\n * @returns the buffer\r\n */\r\n public getGBuffer(): MultiRenderTarget {\r\n return this._multiRenderTarget;\r\n }\r\n\r\n /**\r\n * Gets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public get samples(): number {\r\n return this._multiRenderTarget.samples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public set samples(value: number) {\r\n this._multiRenderTarget.samples = value;\r\n }\r\n\r\n /**\r\n * Disposes the renderer and frees up associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n const engine = this._scene.getEngine();\r\n engine.onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this.getGBuffer().dispose();\r\n }\r\n\r\n private _assignRenderTargetIndices(): [number, string[]] {\r\n const textureNames: string[] = [];\r\n let count = 2;\r\n\r\n textureNames.push(\"gBuffer_Depth\", \"gBuffer_Normal\");\r\n\r\n if (this._enablePosition) {\r\n this._positionIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Position\");\r\n }\r\n\r\n if (this._enableVelocity) {\r\n this._velocityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Velocity\");\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n this._reflectivityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Reflectivity\");\r\n }\r\n\r\n return [count, textureNames];\r\n }\r\n\r\n protected _createRenderTargets(): void {\r\n const engine = this._scene.getEngine();\r\n const [count, textureNames] = this._assignRenderTargetIndices();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (engine._caps.textureFloat && engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (engine._caps.textureHalfFloat && engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n this._multiRenderTarget = new MultiRenderTarget(\r\n \"gBuffer\",\r\n { width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio },\r\n count,\r\n this._scene,\r\n { generateMipMaps: false, generateDepthTexture: true, defaultType: type, depthTextureFormat: this._depthFormat },\r\n textureNames.concat(\"gBuffer_DepthBuffer\")\r\n );\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n this._multiRenderTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.refreshRate = 1;\r\n this._multiRenderTarget.renderParticles = false;\r\n this._multiRenderTarget.renderList = null;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._multiRenderTarget.onClearObservable.add((engine) => {\r\n engine.clear(new Color4(0.0, 0.0, 0.0, 0.0), true, true, true);\r\n });\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n if (this._multiRenderTarget) {\r\n this._multiRenderTarget.resize({ width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio });\r\n }\r\n });\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n // Velocity\r\n if (this._enableVelocity && !this._previousTransformationMatrices[effectiveMesh.uniqueId]) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId] = {\r\n world: Matrix.Identity(),\r\n viewProjection: scene.getTransformMatrix(),\r\n };\r\n\r\n if (renderingMesh.skeleton) {\r\n const bonesTransformations = renderingMesh.skeleton.getTransformMatrices(renderingMesh);\r\n this._previousBonesTransformationMatrices[renderingMesh.uniqueId] = this._copyBonesTransformationMatrices(\r\n bonesTransformations,\r\n new Float32Array(bonesTransformations.length)\r\n );\r\n }\r\n }\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n const world = effectiveMesh.getWorldMatrix();\r\n\r\n if (this.isReady(subMesh, hardwareInstancedRendering)) {\r\n const drawWrapper = subMesh._getDrawWrapper();\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!this._useUbo) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n } else {\r\n MaterialHelper.BindSceneUniformBuffer(effect, this._scene.getSceneUniformBuffer());\r\n this._scene.finalizeSceneUbo();\r\n }\r\n\r\n let sideOrientation: Nullable<number>;\r\n const instanceDataStorage = (renderingMesh as Mesh)._instanceDataStorage;\r\n\r\n if (!instanceDataStorage.isFrozen && (material.backFaceCulling || renderingMesh.overrideMaterialSideOrientation !== null)) {\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = renderingMesh.overrideMaterialSideOrientation;\r\n if (sideOrientation === null) {\r\n sideOrientation = material.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n } else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n\r\n material._preBind(drawWrapper, sideOrientation);\r\n\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bump\r\n if (material.bumpTexture && scene.getEngine().getCaps().standardDerivatives && MaterialFlags.BumpTextureEnabled) {\r\n effect.setFloat3(\"vBumpInfos\", material.bumpTexture.coordinatesIndex, 1.0 / material.bumpTexture.level, material.parallaxScaleBias);\r\n effect.setMatrix(\"bumpMatrix\", material.bumpTexture.getTextureMatrix());\r\n effect.setTexture(\"bumpSampler\", material.bumpTexture);\r\n effect.setFloat2(\"vTangentSpaceParams\", material.invertNormalMapX ? -1.0 : 1.0, material.invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n\r\n // Reflectivity\r\n if (this._enableReflectivity) {\r\n // for PBR materials: cf. https://doc.babylonjs.com/features/featuresDeepDive/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicRoughnessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicRoughnessTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n if (material.baseTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.baseTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.baseTexture.getTextureMatrix());\r\n }\r\n if (material.baseColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.baseColor);\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularGlossinessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularGlossinessTexture.getTextureMatrix());\r\n } else {\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n effect.setFloat(\"glossiness\", material.glossiness);\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n\r\n if (material.roughness !== null || material.metallic !== null || material.metallicTexture !== null) {\r\n // MetallicRoughness Model\r\n if (material.albedoTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.albedoTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.albedoTexture.getTextureMatrix());\r\n }\r\n if (material.albedoColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.albedoColor);\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.reflectivityTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.reflectivityTexture.getTextureMatrix());\r\n } else if (material.reflectivityColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.reflectivityColor);\r\n }\r\n if (material.microSurface !== null) {\r\n effect.setFloat(\"glossiness\", material.microSurface);\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularTexture.getTextureMatrix());\r\n }\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(effect, material, this._scene);\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n if (this._enableVelocity) {\r\n effect.setMatrices(\"mPreviousBones\", this._previousBonesTransformationMatrices[renderingMesh.uniqueId]);\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n effect.setMatrix(\"previousWorld\", this._previousTransformationMatrices[effectiveMesh.uniqueId].world);\r\n effect.setMatrix(\"previousViewProjection\", this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection);\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, w) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", w);\r\n }\r\n });\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].world = world.clone();\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection = this._scene.getTransformMatrix().clone();\r\n if (renderingMesh.skeleton) {\r\n this._copyBonesTransformationMatrices(\r\n renderingMesh.skeleton.getTransformMatrices(renderingMesh),\r\n this._previousBonesTransformationMatrices[effectiveMesh.uniqueId]\r\n );\r\n }\r\n }\r\n };\r\n\r\n this._multiRenderTarget.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._multiRenderTarget.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (this._linkedWithPrePass) {\r\n if (!this._prePassRenderer.enabled) {\r\n return;\r\n }\r\n this._scene.getEngine().bindAttachments(this._attachments);\r\n }\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n engine.setDepthWrite(false);\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.renderTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n }\r\n engine.setDepthWrite(true);\r\n };\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private _copyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n for (let i = 0; i < source.length; i++) {\r\n target[i] = source[i];\r\n }\r\n\r\n return target;\r\n }\r\n}\r\n"]}
|
|
1
|
+
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{ Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Color3, Color4 } from \"../Maths/math.color\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/geometry.fragment\";\r\nimport \"../Shaders/geometry.vertex\";\r\nimport { MaterialFlags } from \"../Materials/materialFlags\";\r\nimport { addClipPlaneUniforms, bindClipPlane, prepareDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\n/** @internal */\r\ninterface ISavedTransformationMatrix {\r\n world: Matrix;\r\n viewProjection: Matrix;\r\n}\r\n\r\n/** list the uniforms used by the geometry renderer */\r\nconst uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"view\",\r\n \"previousWorld\",\r\n \"previousViewProjection\",\r\n \"mPreviousBones\",\r\n \"bumpMatrix\",\r\n \"reflectivityMatrix\",\r\n \"albedoMatrix\",\r\n \"reflectivityColor\",\r\n \"albedoColor\",\r\n \"metallic\",\r\n \"glossiness\",\r\n \"vTangentSpaceParams\",\r\n \"vBumpInfos\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n];\r\naddClipPlaneUniforms(uniforms);\r\n\r\n/**\r\n * This renderer is helpful to fill one of the render target with a geometry buffer.\r\n */\r\nexport class GeometryBufferRenderer {\r\n /**\r\n * Constant used to retrieve the depth texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.DEPTH_TEXTURE_INDEX)\r\n */\r\n public static readonly DEPTH_TEXTURE_TYPE = 0;\r\n /**\r\n * Constant used to retrieve the normal texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.NORMAL_TEXTURE_INDEX)\r\n */\r\n public static readonly NORMAL_TEXTURE_TYPE = 1;\r\n /**\r\n * Constant used to retrieve the position texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)\r\n */\r\n public static readonly POSITION_TEXTURE_TYPE = 2;\r\n /**\r\n * Constant used to retrieve the velocity texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)\r\n */\r\n public static readonly VELOCITY_TEXTURE_TYPE = 3;\r\n /**\r\n * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array\r\n * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)\r\n */\r\n public static readonly REFLECTIVITY_TEXTURE_TYPE = 4;\r\n\r\n /**\r\n * Dictionary used to store the previous transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousTransformationMatrices: { [index: number]: ISavedTransformationMatrix } = {};\r\n /**\r\n * Dictionary used to store the previous bones transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousBonesTransformationMatrices: { [index: number]: Float32Array } = {};\r\n /**\r\n * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).\r\n * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).\r\n */\r\n public excludedSkinnedMeshesFromVelocity: AbstractMesh[] = [];\r\n\r\n /** Gets or sets a boolean indicating if transparent meshes should be rendered */\r\n public renderTransparentMeshes = true;\r\n\r\n private _scene: Scene;\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _multiRenderTarget: MultiRenderTarget;\r\n private _ratio: number;\r\n private _enablePosition: boolean = false;\r\n private _enableVelocity: boolean = false;\r\n private _enableReflectivity: boolean = false;\r\n private _depthFormat: number;\r\n\r\n private _positionIndex: number = -1;\r\n private _velocityIndex: number = -1;\r\n private _reflectivityIndex: number = -1;\r\n private _depthIndex: number = -1;\r\n private _normalIndex: number = -1;\r\n\r\n private _linkedWithPrePass: boolean = false;\r\n private _prePassRenderer: PrePassRenderer;\r\n private _attachments: number[];\r\n private _useUbo: boolean;\r\n private _specularColorLinear = new Color3();\r\n\r\n protected _cachedDefines: string;\r\n\r\n /**\r\n * @internal\r\n * Sets up internal structures to share outputs with PrePassRenderer\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _linkPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n this._linkedWithPrePass = true;\r\n this._prePassRenderer = prePassRenderer;\r\n\r\n if (this._multiRenderTarget) {\r\n // prevents clearing of the RT since it's done by prepass\r\n this._multiRenderTarget.onClearObservable.clear();\r\n this._multiRenderTarget.onClearObservable.add(() => {\r\n // pass\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Separates internal structures from PrePassRenderer so the geometry buffer can now operate by itself.\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _unlinkPrePassRenderer() {\r\n this._linkedWithPrePass = false;\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * @internal\r\n * Resets the geometry buffer layout\r\n */\r\n public _resetLayout() {\r\n this._enablePosition = false;\r\n this._enableReflectivity = false;\r\n this._enableVelocity = false;\r\n this._attachments = [];\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces a texture in the geometry buffer renderer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _forceTextureType(geometryBufferType: number, index: number) {\r\n if (geometryBufferType === GeometryBufferRenderer.POSITION_TEXTURE_TYPE) {\r\n this._positionIndex = index;\r\n this._enablePosition = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE) {\r\n this._velocityIndex = index;\r\n this._enableVelocity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE) {\r\n this._reflectivityIndex = index;\r\n this._enableReflectivity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.DEPTH_TEXTURE_TYPE) {\r\n this._depthIndex = index;\r\n } else if (geometryBufferType === GeometryBufferRenderer.NORMAL_TEXTURE_TYPE) {\r\n this._normalIndex = index;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Sets texture attachments\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _setAttachments(attachments: number[]) {\r\n this._attachments = attachments;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces the first texture which is hard coded as a depth texture in the geometry buffer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _linkInternalTexture(internalTexture: InternalTexture) {\r\n this._multiRenderTarget.setInternalTexture(internalTexture, 0, false);\r\n }\r\n\r\n /**\r\n * Gets the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public get renderList() {\r\n return this._multiRenderTarget.renderList;\r\n }\r\n\r\n /**\r\n * Set the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public set renderList(meshes: Nullable<AbstractMesh[]>) {\r\n this._multiRenderTarget.renderList = meshes;\r\n }\r\n\r\n /**\r\n * Gets whether or not G buffer are supported by the running hardware.\r\n * This requires draw buffer supports\r\n */\r\n public get isSupported(): boolean {\r\n return this._multiRenderTarget.isSupported;\r\n }\r\n\r\n /**\r\n * Returns the index of the given texture type in the G-Buffer textures array\r\n * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX\r\n * @returns the index of the given texture type in the G-Buffer textures array\r\n */\r\n public getTextureIndex(textureType: number): number {\r\n switch (textureType) {\r\n case GeometryBufferRenderer.POSITION_TEXTURE_TYPE:\r\n return this._positionIndex;\r\n case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE:\r\n return this._velocityIndex;\r\n case GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE:\r\n return this._reflectivityIndex;\r\n default:\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects positions are enabled for the G buffer.\r\n */\r\n public get enablePosition(): boolean {\r\n return this._enablePosition;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects positions are enabled for the G buffer.\r\n */\r\n public set enablePosition(enable: boolean) {\r\n this._enablePosition = enable;\r\n\r\n // PrePass handles index and texture links\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects velocities are enabled for the G buffer.\r\n */\r\n public get enableVelocity(): boolean {\r\n return this._enableVelocity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects velocities are enabled for the G buffer.\r\n */\r\n public set enableVelocity(enable: boolean) {\r\n this._enableVelocity = enable;\r\n\r\n if (!enable) {\r\n this._previousTransformationMatrices = {};\r\n }\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = enable;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects reflectivity are enabled in the G buffer.\r\n */\r\n public get enableReflectivity(): boolean {\r\n return this._enableReflectivity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects reflectivity are enabled for the G buffer.\r\n * For Metallic-Roughness workflow with ORM texture, we assume that ORM texture is defined according to the default layout:\r\n * pbr.useRoughnessFromMetallicTextureAlpha = false;\r\n * pbr.useRoughnessFromMetallicTextureGreen = true;\r\n * pbr.useMetallnessFromMetallicTextureBlue = true;\r\n */\r\n public set enableReflectivity(enable: boolean) {\r\n this._enableReflectivity = enable;\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the scene associated with the buffer.\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the ratio used by the buffer during its creation.\r\n * How big is the buffer related to the main canvas.\r\n */\r\n public get ratio(): number {\r\n return this._ratio;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"GeometryBufferRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Creates a new G Buffer for the scene\r\n * @param scene The scene the buffer belongs to\r\n * @param ratio How big is the buffer related to the main canvas (default: 1)\r\n * @param depthFormat Format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH16)\r\n */\r\n constructor(scene: Scene, ratio: number = 1, depthFormat = Constants.TEXTUREFORMAT_DEPTH16) {\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._useUbo = scene.getEngine().supportsUniformBuffers;\r\n this._depthFormat = depthFormat;\r\n\r\n GeometryBufferRenderer._SceneComponentInitialization(this._scene);\r\n\r\n // Render target\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Checks whether everything is ready to render a submesh to the G buffer.\r\n * @param subMesh the submesh to check readiness for\r\n * @param useInstances is the mesh drawn using instance or not\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (material && material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n const mesh = subMesh.getMesh();\r\n\r\n // Alpha test\r\n if (material) {\r\n let needUv = false;\r\n if (material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(`#define ALPHATEST_UV${material.getAlphaTestTexture().coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (material.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n defines.push(\"#define BUMP\");\r\n defines.push(`#define BUMP_UV${material.bumpTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n let metallicWorkflow = false;\r\n // for PBR materials: cf. https://doc.babylonjs.com/features/featuresDeepDive/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicRoughnessTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (metallicWorkflow) {\r\n if (material.baseTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.baseTexture.coordinatesIndex + 1}`);\r\n if (material.baseTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.baseColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularGlossinessTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n if (material.specularGlossinessTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n } else {\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n defines.push(\"#define GLOSSINESSS\");\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (metallicWorkflow) {\r\n if (material.albedoTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.albedoTexture.coordinatesIndex + 1}`);\r\n if (material.albedoTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.albedoColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.reflectivityTexture.coordinatesIndex + 1}`);\r\n if (material.reflectivityTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n } else if (material.reflectivityColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n if (material.microSurface !== null) {\r\n defines.push(\"#define GLOSSINESSS\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n defines.push(\"#define REFLECTIVITYTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularTexture.coordinatesIndex + 1}`);\r\n if (material.specularTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n }\r\n\r\n if (needUv) {\r\n defines.push(\"#define NEED_UV\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n }\r\n\r\n // PrePass\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define PREPASS\");\r\n if (this._depthIndex !== -1) {\r\n defines.push(\"#define DEPTH_INDEX \" + this._depthIndex);\r\n defines.push(\"#define PREPASS_DEPTH\");\r\n }\r\n if (this._normalIndex !== -1) {\r\n defines.push(\"#define NORMAL_INDEX \" + this._normalIndex);\r\n defines.push(\"#define PREPASS_NORMAL\");\r\n }\r\n }\r\n\r\n // Buffers\r\n if (this._enablePosition) {\r\n defines.push(\"#define POSITION\");\r\n defines.push(\"#define POSITION_INDEX \" + this._positionIndex);\r\n }\r\n\r\n if (this._enableVelocity) {\r\n defines.push(\"#define VELOCITY\");\r\n defines.push(\"#define VELOCITY_INDEX \" + this._velocityIndex);\r\n if (this.excludedSkinnedMeshesFromVelocity.indexOf(mesh) === -1) {\r\n defines.push(\"#define BONES_VELOCITY_ENABLED\");\r\n }\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n defines.push(\"#define REFLECTIVITY\");\r\n defines.push(\"#define REFLECTIVITY_INDEX \" + this._reflectivityIndex);\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs, this._enableVelocity);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Setup textures count\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._attachments.length);\r\n } else {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._multiRenderTarget.textures.length);\r\n }\r\n\r\n prepareDefinesForClipPlanes(material, this._scene, defines);\r\n\r\n // Get correct effect\r\n const engine = this._scene.getEngine();\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"geometry\",\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n samplers: [\"diffuseSampler\", \"bumpSampler\", \"reflectivitySampler\", \"albedoSampler\", \"morphTargets\"],\r\n defines: join,\r\n onCompiled: null,\r\n fallbacks: null,\r\n onError: null,\r\n uniformBuffersNames: [\"Scene\"],\r\n indexParameters: { buffersCount: this._multiRenderTarget.textures.length - 1, maxSimultaneousMorphTargets: numMorphInfluencers },\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the current underlying G Buffer.\r\n * @returns the buffer\r\n */\r\n public getGBuffer(): MultiRenderTarget {\r\n return this._multiRenderTarget;\r\n }\r\n\r\n /**\r\n * Gets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public get samples(): number {\r\n return this._multiRenderTarget.samples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public set samples(value: number) {\r\n this._multiRenderTarget.samples = value;\r\n }\r\n\r\n /**\r\n * Disposes the renderer and frees up associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n const engine = this._scene.getEngine();\r\n engine.onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this.getGBuffer().dispose();\r\n }\r\n\r\n private _assignRenderTargetIndices(): [number, string[]] {\r\n const textureNames: string[] = [];\r\n let count = 2;\r\n\r\n textureNames.push(\"gBuffer_Depth\", \"gBuffer_Normal\");\r\n\r\n if (this._enablePosition) {\r\n this._positionIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Position\");\r\n }\r\n\r\n if (this._enableVelocity) {\r\n this._velocityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Velocity\");\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n this._reflectivityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Reflectivity\");\r\n }\r\n\r\n return [count, textureNames];\r\n }\r\n\r\n protected _createRenderTargets(): void {\r\n const engine = this._scene.getEngine();\r\n const [count, textureNames] = this._assignRenderTargetIndices();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (engine._caps.textureFloat && engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (engine._caps.textureHalfFloat && engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n this._multiRenderTarget = new MultiRenderTarget(\r\n \"gBuffer\",\r\n { width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio },\r\n count,\r\n this._scene,\r\n { generateMipMaps: false, generateDepthTexture: true, defaultType: type, depthTextureFormat: this._depthFormat },\r\n textureNames.concat(\"gBuffer_DepthBuffer\")\r\n );\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n this._multiRenderTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.refreshRate = 1;\r\n this._multiRenderTarget.renderParticles = false;\r\n this._multiRenderTarget.renderList = null;\r\n\r\n // set default depth value to 1.0 (far away)\r\n this._multiRenderTarget.onClearObservable.add((engine) => {\r\n engine.clear(new Color4(0.0, 0.0, 0.0, 0.0), true, true, true);\r\n });\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n if (this._multiRenderTarget) {\r\n this._multiRenderTarget.resize({ width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio });\r\n }\r\n });\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n // Velocity\r\n if (this._enableVelocity && !this._previousTransformationMatrices[effectiveMesh.uniqueId]) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId] = {\r\n world: Matrix.Identity(),\r\n viewProjection: scene.getTransformMatrix(),\r\n };\r\n\r\n if (renderingMesh.skeleton) {\r\n const bonesTransformations = renderingMesh.skeleton.getTransformMatrices(renderingMesh);\r\n this._previousBonesTransformationMatrices[renderingMesh.uniqueId] = this._copyBonesTransformationMatrices(\r\n bonesTransformations,\r\n new Float32Array(bonesTransformations.length)\r\n );\r\n }\r\n }\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n const world = effectiveMesh.getWorldMatrix();\r\n\r\n if (this.isReady(subMesh, hardwareInstancedRendering)) {\r\n const drawWrapper = subMesh._getDrawWrapper();\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!this._useUbo) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n } else {\r\n MaterialHelper.BindSceneUniformBuffer(effect, this._scene.getSceneUniformBuffer());\r\n this._scene.finalizeSceneUbo();\r\n }\r\n\r\n let sideOrientation: Nullable<number>;\r\n const instanceDataStorage = (renderingMesh as Mesh)._instanceDataStorage;\r\n\r\n if (!instanceDataStorage.isFrozen && (material.backFaceCulling || renderingMesh.overrideMaterialSideOrientation !== null)) {\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = renderingMesh.overrideMaterialSideOrientation;\r\n if (sideOrientation === null) {\r\n sideOrientation = material.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n } else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n\r\n material._preBind(drawWrapper, sideOrientation);\r\n\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bump\r\n if (material.bumpTexture && scene.getEngine().getCaps().standardDerivatives && MaterialFlags.BumpTextureEnabled) {\r\n effect.setFloat3(\"vBumpInfos\", material.bumpTexture.coordinatesIndex, 1.0 / material.bumpTexture.level, material.parallaxScaleBias);\r\n effect.setMatrix(\"bumpMatrix\", material.bumpTexture.getTextureMatrix());\r\n effect.setTexture(\"bumpSampler\", material.bumpTexture);\r\n effect.setFloat2(\"vTangentSpaceParams\", material.invertNormalMapX ? -1.0 : 1.0, material.invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n\r\n // Reflectivity\r\n if (this._enableReflectivity) {\r\n // for PBR materials: cf. https://doc.babylonjs.com/features/featuresDeepDive/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicRoughnessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicRoughnessTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n if (material.baseTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.baseTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.baseTexture.getTextureMatrix());\r\n }\r\n if (material.baseColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.baseColor);\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularGlossinessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularGlossinessTexture.getTextureMatrix());\r\n } else {\r\n if (material.specularColor !== null) {\r\n material.specularColor.toLinearSpaceToRef(this._specularColorLinear);\r\n effect.setColor3(\"reflectivityColor\", this._specularColorLinear);\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n effect.setFloat(\"glossiness\", material.glossiness);\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n\r\n if (material.roughness !== null || material.metallic !== null || material.metallicTexture !== null) {\r\n // MetallicRoughness Model\r\n if (material.albedoTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.albedoTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.albedoTexture.getTextureMatrix());\r\n }\r\n if (material.albedoColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.albedoColor);\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.reflectivityTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.reflectivityTexture.getTextureMatrix());\r\n } else if (material.reflectivityColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.reflectivityColor);\r\n }\r\n if (material.microSurface !== null) {\r\n effect.setFloat(\"glossiness\", material.microSurface);\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularTexture.getTextureMatrix());\r\n }\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(effect, material, this._scene);\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n if (this._enableVelocity) {\r\n effect.setMatrices(\"mPreviousBones\", this._previousBonesTransformationMatrices[renderingMesh.uniqueId]);\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n effect.setMatrix(\"previousWorld\", this._previousTransformationMatrices[effectiveMesh.uniqueId].world);\r\n effect.setMatrix(\"previousViewProjection\", this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection);\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, w) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", w);\r\n }\r\n });\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].world = world.clone();\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection = this._scene.getTransformMatrix().clone();\r\n if (renderingMesh.skeleton) {\r\n this._copyBonesTransformationMatrices(\r\n renderingMesh.skeleton.getTransformMatrices(renderingMesh),\r\n this._previousBonesTransformationMatrices[effectiveMesh.uniqueId]\r\n );\r\n }\r\n }\r\n };\r\n\r\n this._multiRenderTarget.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._multiRenderTarget.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (this._linkedWithPrePass) {\r\n if (!this._prePassRenderer.enabled) {\r\n return;\r\n }\r\n this._scene.getEngine().bindAttachments(this._attachments);\r\n }\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n engine.setDepthWrite(false);\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.renderTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n }\r\n engine.setDepthWrite(true);\r\n };\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private _copyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n for (let i = 0; i < source.length; i++) {\r\n target[i] = source[i];\r\n }\r\n\r\n return target;\r\n }\r\n}\r\n"]}
|
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@@ -24,6 +24,10 @@ declare module "../abstractScene" {
|
|
|
24
24
|
}
|
|
25
25
|
declare module "../Materials/Textures/renderTargetTexture" {
|
|
26
26
|
interface RenderTargetTexture {
|
|
27
|
+
/**
|
|
28
|
+
* Gets or sets a boolean indicating that the prepass renderer should not be used with this render target
|
|
29
|
+
*/
|
|
30
|
+
noPrePassRenderer: boolean;
|
|
27
31
|
/** @internal */
|
|
28
32
|
_prePassRenderTarget: Nullable<PrePassRenderTarget>;
|
|
29
33
|
}
|
|
@@ -62,18 +62,18 @@ export class PrePassRendererSceneComponent {
|
|
|
62
62
|
this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_PREPASS, this, this._afterRenderingMeshStage);
|
|
63
63
|
}
|
|
64
64
|
_beforeRenderTargetDraw(renderTarget, faceIndex, layer) {
|
|
65
|
-
if (this.scene.prePassRenderer) {
|
|
65
|
+
if (this.scene.prePassRenderer && !renderTarget.noPrePassRenderer) {
|
|
66
66
|
this.scene.prePassRenderer._setRenderTarget(renderTarget._prePassRenderTarget);
|
|
67
67
|
this.scene.prePassRenderer._beforeDraw(undefined, faceIndex, layer);
|
|
68
68
|
}
|
|
69
69
|
}
|
|
70
70
|
_afterRenderTargetDraw(renderTarget, faceIndex, layer) {
|
|
71
|
-
if (this.scene.prePassRenderer) {
|
|
71
|
+
if (this.scene.prePassRenderer && !renderTarget.noPrePassRenderer) {
|
|
72
72
|
this.scene.prePassRenderer._afterDraw(faceIndex, layer);
|
|
73
73
|
}
|
|
74
74
|
}
|
|
75
75
|
_beforeRenderTargetClearStage(renderTarget) {
|
|
76
|
-
if (this.scene.prePassRenderer) {
|
|
76
|
+
if (this.scene.prePassRenderer && !renderTarget.noPrePassRenderer) {
|
|
77
77
|
if (!renderTarget._prePassRenderTarget) {
|
|
78
78
|
renderTarget._prePassRenderTarget = this.scene.prePassRenderer._createRenderTarget(renderTarget.name + "_prePassRTT", renderTarget);
|
|
79
79
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}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { PrePassRenderer } from \"./prePassRenderer\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { _InstancesBatch } from \"../Meshes/mesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /** @internal (Backing field) */\r\n _prePassRenderer: Nullable<PrePassRenderer>;\r\n\r\n /**\r\n * Gets or Sets the current prepass renderer associated to the scene.\r\n */\r\n prePassRenderer: Nullable<PrePassRenderer>;\r\n\r\n /**\r\n * Enables the prepass and associates it with the scene\r\n * @returns the PrePassRenderer\r\n */\r\n enablePrePassRenderer(): Nullable<PrePassRenderer>;\r\n\r\n /**\r\n * Disables the prepass associated with the scene\r\n */\r\n disablePrePassRenderer(): void;\r\n }\r\n}\r\n\r\ndeclare module \"../Materials/Textures/renderTargetTexture\" {\r\n export interface RenderTargetTexture {\r\n /** @internal */\r\n _prePassRenderTarget: Nullable<PrePassRenderTarget>;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"prePassRenderer\", {\r\n get: function (this: Scene) {\r\n return this._prePassRenderer;\r\n },\r\n set: function (this: Scene, value: Nullable<PrePassRenderer>) {\r\n if (value && value.isSupported) {\r\n this._prePassRenderer = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enablePrePassRenderer = function (): Nullable<PrePassRenderer> {\r\n if (this._prePassRenderer) {\r\n return this._prePassRenderer;\r\n }\r\n\r\n this._prePassRenderer = new PrePassRenderer(this);\r\n\r\n if (!this._prePassRenderer.isSupported) {\r\n this._prePassRenderer = null;\r\n Logger.Error(\"PrePassRenderer needs WebGL 2 support.\\n\" + \"Maybe you tried to use the following features that need the PrePassRenderer :\\n\" + \" + Subsurface Scattering\");\r\n }\r\n\r\n return this._prePassRenderer;\r\n};\r\n\r\nScene.prototype.disablePrePassRenderer = function (): void {\r\n if (!this._prePassRenderer) {\r\n return;\r\n }\r\n\r\n this._prePassRenderer.dispose();\r\n this._prePassRenderer = null;\r\n};\r\n\r\n/**\r\n * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class PrePassRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PREPASSRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeCameraDrawStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERADRAW_PREPASS, this, this._beforeCameraDraw);\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_PREPASS, this, this._afterCameraDraw);\r\n this.scene._beforeRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_PREPASS, this, this._beforeRenderTargetDraw);\r\n this.scene._afterRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_PREPASS, this, this._afterRenderTargetDraw);\r\n\r\n this.scene._beforeClearStage.registerStep(SceneComponentConstants.STEP_BEFORECLEAR_PREPASS, this, this._beforeClearStage);\r\n this.scene._beforeRenderTargetClearStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERTARGETCLEAR_PREPASS, this, this._beforeRenderTargetClearStage);\r\n\r\n this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_PREPASS, this, this._beforeRenderingMeshStage);\r\n this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_PREPASS, this, this._afterRenderingMeshStage);\r\n }\r\n\r\n private _beforeRenderTargetDraw(renderTarget: RenderTargetTexture, faceIndex?: number, layer?: number) {\r\n if (this.scene.prePassRenderer) {\r\n this.scene.prePassRenderer._setRenderTarget(renderTarget._prePassRenderTarget);\r\n this.scene.prePassRenderer._beforeDraw(undefined, faceIndex, layer);\r\n }\r\n }\r\n\r\n private _afterRenderTargetDraw(renderTarget: RenderTargetTexture, faceIndex?: number, layer?: number) {\r\n if (this.scene.prePassRenderer) {\r\n this.scene.prePassRenderer._afterDraw(faceIndex, layer);\r\n }\r\n }\r\n\r\n private _beforeRenderTargetClearStage(renderTarget: RenderTargetTexture) {\r\n if (this.scene.prePassRenderer) {\r\n if (!renderTarget._prePassRenderTarget) {\r\n renderTarget._prePassRenderTarget = this.scene.prePassRenderer._createRenderTarget(renderTarget.name + \"_prePassRTT\", renderTarget);\r\n }\r\n this.scene.prePassRenderer._setRenderTarget(renderTarget._prePassRenderTarget);\r\n this.scene.prePassRenderer._clear();\r\n }\r\n }\r\n\r\n private _beforeCameraDraw(camera: Camera) {\r\n if (this.scene.prePassRenderer) {\r\n this.scene.prePassRenderer._setRenderTarget(null);\r\n this.scene.prePassRenderer._beforeDraw(camera);\r\n }\r\n }\r\n\r\n private _afterCameraDraw() {\r\n if (this.scene.prePassRenderer) {\r\n this.scene.prePassRenderer._afterDraw();\r\n }\r\n }\r\n\r\n private _beforeClearStage() {\r\n if (this.scene.prePassRenderer) {\r\n this.scene.prePassRenderer._setRenderTarget(null);\r\n this.scene.prePassRenderer._clear();\r\n }\r\n }\r\n\r\n private _beforeRenderingMeshStage(mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch, effect: Nullable<Effect>) {\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n // Render to MRT\r\n const scene = mesh.getScene();\r\n if (scene.prePassRenderer) {\r\n scene.prePassRenderer.bindAttachmentsForEffect(effect, subMesh);\r\n }\r\n }\r\n\r\n private _afterRenderingMeshStage(mesh: AbstractMesh) {\r\n const scene = mesh.getScene();\r\n\r\n if (scene.prePassRenderer) {\r\n scene.prePassRenderer.restoreAttachments();\r\n }\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Release textures first\r\n this.scene.disablePrePassRenderer();\r\n\r\n // Re-enable\r\n this.scene.enablePrePassRenderer();\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.disablePrePassRenderer();\r\n }\r\n}\r\n\r\nPrePassRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_PREPASSRENDERER) as PrePassRendererSceneComponent;\r\n if (!component) {\r\n component = new PrePassRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
|
|
1
|
+
{"version":3,"file":"prePassRendererSceneComponent.js","sourceRoot":"","sources":["../../../../lts/core/generated/Rendering/prePassRendererSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAC5D,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AACpD,OAAO,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AA2CxC,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,iBAAiB,EAAE;IACtD,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IACD,GAAG,EAAE,UAAuB,KAAgC;QACxD,IAAI,KAAK,IAAI,KAAK,CAAC,WAAW,EAAE;YAC5B,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;SACjC;IACL,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,KAAK,CAAC,SAAS,CAAC,qBAAqB,GAAG;IACpC,IAAI,IAAI,CAAC,gBAAgB,EAAE;QACvB,OAAO,IAAI,CAAC,gBAAgB,CAAC;KAChC;IAED,IAAI,CAAC,gBAAgB,GAAG,IAAI,eAAe,CAAC,IAAI,CAAC,CAAC;IAElD,IAAI,CAAC,IAAI,CAAC,gBAAgB,CAAC,WAAW,EAAE;QACpC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;QAC7B,MAAM,CAAC,KAAK,CAAC,0CAA0C,GAAG,iFAAiF,GAAG,0BAA0B,CAAC,CAAC;KAC7K;IAED,OAAO,IAAI,CAAC,gBAAgB,CAAC;AACjC,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,sBAAsB,GAAG;IACrC,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE;QACxB,OAAO;KACV;IAED,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;IAChC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AACjC,CAAC,CAAC;AAEF;;;GAGG;AACH,MAAM,OAAO,6BAA6B;IAWtC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,oBAAoB,CAAC;QAYhE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,sBAAsB,CAAC,YAAY,CAAC,uBAAuB,CAAC,6BAA6B,EAAE,IAAI,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QACpI,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC,YAAY,CAAC,uBAAuB,CAAC,4BAA4B,EAAE,IAAI,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QACjI,IAAI,CAAC,KAAK,CAAC,4BAA4B,CAAC,YAAY,CAAC,uBAAuB,CAAC,mCAAmC,EAAE,IAAI,EAAE,IAAI,CAAC,uBAAuB,CAAC,CAAC;QACtJ,IAAI,CAAC,KAAK,CAAC,2BAA2B,CAAC,YAAY,CAAC,uBAAuB,CAAC,4BAA4B,EAAE,IAAI,EAAE,IAAI,CAAC,sBAAsB,CAAC,CAAC;QAE7I,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,YAAY,CAAC,uBAAuB,CAAC,wBAAwB,EAAE,IAAI,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC1H,IAAI,CAAC,KAAK,CAAC,6BAA6B,CAAC,YAAY,CAAC,uBAAuB,CAAC,oCAAoC,EAAE,IAAI,EAAE,IAAI,CAAC,6BAA6B,CAAC,CAAC;QAE9J,IAAI,CAAC,KAAK,CAAC,yBAAyB,CAAC,YAAY,CAAC,uBAAuB,CAAC,gCAAgC,EAAE,IAAI,EAAE,IAAI,CAAC,yBAAyB,CAAC,CAAC;QAClJ,IAAI,CAAC,KAAK,CAAC,wBAAwB,CAAC,YAAY,CAAC,uBAAuB,CAAC,+BAA+B,EAAE,IAAI,EAAE,IAAI,CAAC,wBAAwB,CAAC,CAAC;IACnJ,CAAC;IAEO,uBAAuB,CAAC,YAAiC,EAAE,SAAkB,EAAE,KAAc;QACjG,IAAI,IAAI,CAAC,KAAK,CAAC,eAAe,IAAI,CAAC,YAAY,CAAC,iBAAiB,EAAE;YAC/D,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,gBAAgB,CAAC,YAAY,CAAC,oBAAoB,CAAC,CAAC;YAC/E,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,WAAW,CAAC,SAAS,EAAE,SAAS,EAAE,KAAK,CAAC,CAAC;SACvE;IACL,CAAC;IAEO,sBAAsB,CAAC,YAAiC,EAAE,SAAkB,EAAE,KAAc;QAChG,IAAI,IAAI,CAAC,KAAK,CAAC,eAAe,IAAI,CAAC,YAAY,CAAC,iBAAiB,EAAE;YAC/D,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,UAAU,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC;SAC3D;IACL,CAAC;IAEO,6BAA6B,CAAC,YAAiC;QACnE,IAAI,IAAI,CAAC,KAAK,CAAC,eAAe,IAAI,CAAC,YAAY,CAAC,iBAAiB,EAAE;YAC/D,IAAI,CAAC,YAAY,CAAC,oBAAoB,EAAE;gBACpC,YAAY,CAAC,oBAAoB,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,mBAAmB,CAAC,YAAY,CAAC,IAAI,GAAG,aAAa,EAAE,YAAY,CAAC,CAAC;aACvI;YACD,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,gBAAgB,CAAC,YAAY,CAAC,oBAAoB,CAAC,CAAC;YAC/E,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,MAAM,EAAE,CAAC;SACvC;IACL,CAAC;IAEO,iBAAiB,CAAC,MAAc;QACpC,IAAI,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE;YAC5B,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;YAClD,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,WAAW,CAAC,MAAM,CAAC,CAAC;SAClD;IACL,CAAC;IAEO,gBAAgB;QACpB,IAAI,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE;YAC5B,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,UAAU,EAAE,CAAC;SAC3C;IACL,CAAC;IAEO,iBAAiB;QACrB,IAAI,IAAI,CAAC,KAAK,CAAC,eAAe,EAAE;YAC5B,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;YAClD,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,MAAM,EAAE,CAAC;SACvC;IACL,CAAC;IAEO,yBAAyB,CAAC,IAAkB,EAAE,OAAgB,EAAE,KAAsB,EAAE,MAAwB;QACpH,IAAI,CAAC,MAAM,EAAE;YACT,OAAO;SACV;QAED,gBAAgB;QAChB,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAC9B,IAAI,KAAK,CAAC,eAAe,EAAE;YACvB,KAAK,CAAC,eAAe,CAAC,wBAAwB,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;SACnE;IACL,CAAC;IAEO,wBAAwB,CAAC,IAAkB;QAC/C,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,EAAE,CAAC;QAE9B,IAAI,KAAK,CAAC,eAAe,EAAE;YACvB,KAAK,CAAC,eAAe,CAAC,kBAAkB,EAAE,CAAC;SAC9C;IACL,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,yBAAyB;QACzB,IAAI,CAAC,KAAK,CAAC,sBAAsB,EAAE,CAAC;QAEpC,YAAY;QACZ,IAAI,CAAC,KAAK,CAAC,qBAAqB,EAAE,CAAC;IACvC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,KAAK,CAAC,sBAAsB,EAAE,CAAC;IACxC,CAAC;CACJ;AAED,eAAe,CAAC,6BAA6B,GAAG,CAAC,KAAY,EAAE,EAAE;IAC7D,gDAAgD;IAChD,IAAI,SAAS,GAAG,KAAK,CAAC,aAAa,CAAC,uBAAuB,CAAC,oBAAoB,CAAkC,CAAC;IACnH,IAAI,CAAC,SAAS,EAAE;QACZ,SAAS,GAAG,IAAI,6BAA6B,CAAC,KAAK,CAAC,CAAC;QACrD,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;KAClC;AACL,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { PrePassRenderer } from \"./prePassRenderer\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { _InstancesBatch } from \"../Meshes/mesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport type { PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /** @internal (Backing field) */\r\n _prePassRenderer: Nullable<PrePassRenderer>;\r\n\r\n /**\r\n * Gets or Sets the current prepass renderer associated to the scene.\r\n */\r\n prePassRenderer: Nullable<PrePassRenderer>;\r\n\r\n /**\r\n * Enables the prepass and associates it with the scene\r\n * @returns the PrePassRenderer\r\n */\r\n enablePrePassRenderer(): Nullable<PrePassRenderer>;\r\n\r\n /**\r\n * Disables the prepass associated with the scene\r\n */\r\n disablePrePassRenderer(): void;\r\n }\r\n}\r\n\r\ndeclare module \"../Materials/Textures/renderTargetTexture\" {\r\n export interface RenderTargetTexture {\r\n /**\r\n * Gets or sets a boolean indicating that the prepass renderer should not be used with this render target\r\n */\r\n noPrePassRenderer: boolean;\r\n /** @internal */\r\n _prePassRenderTarget: Nullable<PrePassRenderTarget>;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"prePassRenderer\", {\r\n get: function (this: Scene) {\r\n return this._prePassRenderer;\r\n },\r\n set: function (this: Scene, value: Nullable<PrePassRenderer>) {\r\n if (value && value.isSupported) {\r\n this._prePassRenderer = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enablePrePassRenderer = function (): Nullable<PrePassRenderer> {\r\n if (this._prePassRenderer) {\r\n return this._prePassRenderer;\r\n }\r\n\r\n this._prePassRenderer = new PrePassRenderer(this);\r\n\r\n if (!this._prePassRenderer.isSupported) {\r\n this._prePassRenderer = null;\r\n Logger.Error(\"PrePassRenderer needs WebGL 2 support.\\n\" + \"Maybe you tried to use the following features that need the PrePassRenderer :\\n\" + \" + Subsurface Scattering\");\r\n }\r\n\r\n return this._prePassRenderer;\r\n};\r\n\r\nScene.prototype.disablePrePassRenderer = function (): void {\r\n if (!this._prePassRenderer) {\r\n return;\r\n }\r\n\r\n this._prePassRenderer.dispose();\r\n this._prePassRenderer = null;\r\n};\r\n\r\n/**\r\n * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class PrePassRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PREPASSRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._beforeCameraDrawStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERADRAW_PREPASS, this, this._beforeCameraDraw);\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_PREPASS, this, this._afterCameraDraw);\r\n this.scene._beforeRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_PREPASS, this, this._beforeRenderTargetDraw);\r\n this.scene._afterRenderTargetDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_PREPASS, this, this._afterRenderTargetDraw);\r\n\r\n this.scene._beforeClearStage.registerStep(SceneComponentConstants.STEP_BEFORECLEAR_PREPASS, this, this._beforeClearStage);\r\n this.scene._beforeRenderTargetClearStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERTARGETCLEAR_PREPASS, this, this._beforeRenderTargetClearStage);\r\n\r\n this.scene._beforeRenderingMeshStage.registerStep(SceneComponentConstants.STEP_BEFORERENDERINGMESH_PREPASS, this, this._beforeRenderingMeshStage);\r\n this.scene._afterRenderingMeshStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGMESH_PREPASS, this, this._afterRenderingMeshStage);\r\n }\r\n\r\n private _beforeRenderTargetDraw(renderTarget: RenderTargetTexture, faceIndex?: number, layer?: number) {\r\n if (this.scene.prePassRenderer && !renderTarget.noPrePassRenderer) {\r\n this.scene.prePassRenderer._setRenderTarget(renderTarget._prePassRenderTarget);\r\n this.scene.prePassRenderer._beforeDraw(undefined, faceIndex, layer);\r\n }\r\n }\r\n\r\n private _afterRenderTargetDraw(renderTarget: RenderTargetTexture, faceIndex?: number, layer?: number) {\r\n if (this.scene.prePassRenderer && !renderTarget.noPrePassRenderer) {\r\n this.scene.prePassRenderer._afterDraw(faceIndex, layer);\r\n }\r\n }\r\n\r\n private _beforeRenderTargetClearStage(renderTarget: RenderTargetTexture) {\r\n if (this.scene.prePassRenderer && !renderTarget.noPrePassRenderer) {\r\n if (!renderTarget._prePassRenderTarget) {\r\n renderTarget._prePassRenderTarget = this.scene.prePassRenderer._createRenderTarget(renderTarget.name + \"_prePassRTT\", renderTarget);\r\n }\r\n this.scene.prePassRenderer._setRenderTarget(renderTarget._prePassRenderTarget);\r\n this.scene.prePassRenderer._clear();\r\n }\r\n }\r\n\r\n private _beforeCameraDraw(camera: Camera) {\r\n if (this.scene.prePassRenderer) {\r\n this.scene.prePassRenderer._setRenderTarget(null);\r\n this.scene.prePassRenderer._beforeDraw(camera);\r\n }\r\n }\r\n\r\n private _afterCameraDraw() {\r\n if (this.scene.prePassRenderer) {\r\n this.scene.prePassRenderer._afterDraw();\r\n }\r\n }\r\n\r\n private _beforeClearStage() {\r\n if (this.scene.prePassRenderer) {\r\n this.scene.prePassRenderer._setRenderTarget(null);\r\n this.scene.prePassRenderer._clear();\r\n }\r\n }\r\n\r\n private _beforeRenderingMeshStage(mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch, effect: Nullable<Effect>) {\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n // Render to MRT\r\n const scene = mesh.getScene();\r\n if (scene.prePassRenderer) {\r\n scene.prePassRenderer.bindAttachmentsForEffect(effect, subMesh);\r\n }\r\n }\r\n\r\n private _afterRenderingMeshStage(mesh: AbstractMesh) {\r\n const scene = mesh.getScene();\r\n\r\n if (scene.prePassRenderer) {\r\n scene.prePassRenderer.restoreAttachments();\r\n }\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Release textures first\r\n this.scene.disablePrePassRenderer();\r\n\r\n // Re-enable\r\n this.scene.enablePrePassRenderer();\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.disablePrePassRenderer();\r\n }\r\n}\r\n\r\nPrePassRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_PREPASSRENDERER) as PrePassRendererSceneComponent;\r\n if (!component) {\r\n component = new PrePassRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
|
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@@ -0,0 +1,19 @@
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1
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+
import type { PrePassEffectConfiguration } from "./prePassEffectConfiguration";
|
|
2
|
+
/**
|
|
3
|
+
* Contains all parameters needed for the prepass to perform
|
|
4
|
+
* screen space reflections
|
|
5
|
+
*/
|
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6
|
+
export declare class ScreenSpaceReflections2Configuration implements PrePassEffectConfiguration {
|
|
7
|
+
/**
|
|
8
|
+
* Is ssr enabled
|
|
9
|
+
*/
|
|
10
|
+
enabled: boolean;
|
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11
|
+
/**
|
|
12
|
+
* Name of the configuration
|
|
13
|
+
*/
|
|
14
|
+
name: string;
|
|
15
|
+
/**
|
|
16
|
+
* Textures that should be present in the MRT for this effect to work
|
|
17
|
+
*/
|
|
18
|
+
readonly texturesRequired: number[];
|
|
19
|
+
}
|
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@@ -0,0 +1,22 @@
|
|
|
1
|
+
|
|
2
|
+
/**
|
|
3
|
+
* Contains all parameters needed for the prepass to perform
|
|
4
|
+
* screen space reflections
|
|
5
|
+
*/
|
|
6
|
+
export class ScreenSpaceReflections2Configuration {
|
|
7
|
+
constructor() {
|
|
8
|
+
/**
|
|
9
|
+
* Is ssr enabled
|
|
10
|
+
*/
|
|
11
|
+
this.enabled = false;
|
|
12
|
+
/**
|
|
13
|
+
* Name of the configuration
|
|
14
|
+
*/
|
|
15
|
+
this.name = "screenSpaceReflections2";
|
|
16
|
+
/**
|
|
17
|
+
* Textures that should be present in the MRT for this effect to work
|
|
18
|
+
*/
|
|
19
|
+
this.texturesRequired = [6, 3, 5];
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//# sourceMappingURL=screenSpaceReflections2Configuration.js.map
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{"version":3,"file":"screenSpaceReflections2Configuration.js","sourceRoot":"","sources":["../../../../lts/core/generated/Rendering/screenSpaceReflections2Configuration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAGjD;;;GAGG;AACH,MAAM,OAAO,oCAAoC;IAAjD;QACI;;WAEG;QACI,YAAO,GAAG,KAAK,CAAC;QAEvB;;WAEG;QACI,SAAI,GAAG,yBAAyB,CAAC;QAExC;;WAEG;QACa,qBAAgB,GAAa,CAAC,SAAS,CAAC,2BAA2B,EAAE,SAAS,CAAC,iCAAiC,EAAE,SAAS,CAAC,0BAA0B,CAAC,CAAC;IAC5K,CAAC;CAAA","sourcesContent":["import { Constants } from \"../Engines/constants\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\n\r\n/**\r\n * Contains all parameters needed for the prepass to perform\r\n * screen space reflections\r\n */\r\nexport class ScreenSpaceReflections2Configuration implements PrePassEffectConfiguration {\r\n /**\r\n * Is ssr enabled\r\n */\r\n public enabled = false;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"screenSpaceReflections2\";\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_NORMAL_TEXTURE_TYPE, Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE, Constants.PREPASS_DEPTH_TEXTURE_TYPE];\r\n}\r\n"]}
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outParams.environmentClearCoatRadiance=environmentClearCoatRadiance;
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vec3 clearCoatEnvironmentReflectance=getReflectanceFromBRDFLookup(vec3(vClearCoatRefractionParams.x),environmentClearCoatBrdf);
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float clearCoatSeo=environmentRadianceOcclusion(ambientMonochrome,clearCoatNdotVUnclamped);
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#ifdef HORIZONOCCLUSION
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vec3 clearCoatEnvironmentReflectance=getReflectanceFromBRDFLookup(vec3(vClearCoatRefractionParams.x),environmentClearCoatBrdf);
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float clearCoatEho=environmentHorizonOcclusion(-viewDirectionW,clearCoatNormalW,geometricNormalW);
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{"version":3,"file":"pbrBlockClearcoat.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockClearcoat.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG
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{"version":3,"file":"pbrBlockClearcoat.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ShadersInclude/pbrBlockClearcoat.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"pbrBlockClearcoat\";\nconst shader = `struct clearcoatOutParams\r{\rvec3 specularEnvironmentR0;\rfloat conservationFactor;\rvec3 clearCoatNormalW;\rvec2 clearCoatAARoughnessFactors;\rfloat clearCoatIntensity;\rfloat clearCoatRoughness;\r#ifdef REFLECTION\nvec3 finalClearCoatRadianceScaled;\r#endif\n#ifdef CLEARCOAT_TINT\nvec3 absorption;\rfloat clearCoatNdotVRefract;\rvec3 clearCoatColor;\rfloat clearCoatThickness;\r#endif\n#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\nvec3 energyConservationFactorClearCoat;\r#endif\n#if DEBUGMODE>0\nmat3 TBNClearCoat;\rvec2 clearCoatMapData;\rvec4 clearCoatTintMapData;\rvec4 environmentClearCoatRadiance;\rfloat clearCoatNdotV;\rvec3 clearCoatEnvironmentReflectance;\r#endif\n};\r#ifdef CLEARCOAT\n#define pbr_inline\n#define inline\nvoid clearcoatBlock(\rin vec3 vPositionW,\rin vec3 geometricNormalW,\rin vec3 viewDirectionW,\rin vec2 vClearCoatParams,\r#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nin vec4 clearCoatMapRoughnessData,\r#endif\nin vec3 specularEnvironmentR0,\r#ifdef CLEARCOAT_TEXTURE\nin vec2 clearCoatMapData,\r#endif\n#ifdef CLEARCOAT_TINT\nin vec4 vClearCoatTintParams,\rin float clearCoatColorAtDistance,\rin vec4 vClearCoatRefractionParams,\r#ifdef CLEARCOAT_TINT_TEXTURE\nin vec4 clearCoatTintMapData,\r#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nin vec2 vClearCoatBumpInfos,\rin vec4 clearCoatBumpMapData,\rin vec2 vClearCoatBumpUV,\r#if defined(TANGENT) && defined(NORMAL)\nin mat3 vTBN,\r#else\nin vec2 vClearCoatTangentSpaceParams,\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nin mat4 normalMatrix,\r#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nin vec3 faceNormal,\r#endif\n#ifdef REFLECTION\nin vec3 vReflectionMicrosurfaceInfos,\rin vec2 vReflectionInfos,\rin vec3 vReflectionColor,\rin vec4 vLightingIntensity,\r#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSampler,\r#else\nin sampler2D reflectionSampler,\r#endif\n#ifndef LODBASEDMICROSFURACE\n#ifdef REFLECTIONMAP_3D\nin samplerCube reflectionSamplerLow,\rin samplerCube reflectionSamplerHigh,\r#else\nin sampler2D reflectionSamplerLow,\rin sampler2D reflectionSamplerHigh,\r#endif\n#endif\n#ifdef REALTIME_FILTERING\nin vec2 vReflectionFilteringInfo,\r#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nin float ambientMonochrome,\r#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\nin float frontFacingMultiplier,\r#endif\nout clearcoatOutParams outParams\r)\r{\rfloat clearCoatIntensity=vClearCoatParams.x;\rfloat clearCoatRoughness=vClearCoatParams.y;\r#ifdef CLEARCOAT_TEXTURE\nclearCoatIntensity*=clearCoatMapData.x;\r#ifdef CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE\nclearCoatRoughness*=clearCoatMapData.y;\r#endif\n#if DEBUGMODE>0\noutParams.clearCoatMapData=clearCoatMapData;\r#endif\n#endif\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL\nclearCoatRoughness*=clearCoatMapData.y;\r#else\nclearCoatRoughness*=clearCoatMapRoughnessData.y;\r#endif\n#endif\noutParams.clearCoatIntensity=clearCoatIntensity;\routParams.clearCoatRoughness=clearCoatRoughness;\r#ifdef CLEARCOAT_TINT\nvec3 clearCoatColor=vClearCoatTintParams.rgb;\rfloat clearCoatThickness=vClearCoatTintParams.a;\r#ifdef CLEARCOAT_TINT_TEXTURE\n#ifdef CLEARCOAT_TINT_GAMMATEXTURE\nclearCoatColor*=toLinearSpace(clearCoatTintMapData.rgb);\r#else\nclearCoatColor*=clearCoatTintMapData.rgb;\r#endif\nclearCoatThickness*=clearCoatTintMapData.a;\r#if DEBUGMODE>0\noutParams.clearCoatTintMapData=clearCoatTintMapData;\r#endif\n#endif\noutParams.clearCoatColor=computeColorAtDistanceInMedia(clearCoatColor,clearCoatColorAtDistance);\routParams.clearCoatThickness=clearCoatThickness;\r#endif\n#ifdef CLEARCOAT_REMAP_F0\nvec3 specularEnvironmentR0Updated=getR0RemappedForClearCoat(specularEnvironmentR0);\r#else\nvec3 specularEnvironmentR0Updated=specularEnvironmentR0;\r#endif\noutParams.specularEnvironmentR0=mix(specularEnvironmentR0,specularEnvironmentR0Updated,clearCoatIntensity);\rvec3 clearCoatNormalW=geometricNormalW;\r#ifdef CLEARCOAT_BUMP\n#ifdef NORMALXYSCALE\nfloat clearCoatNormalScale=1.0;\r#else\nfloat clearCoatNormalScale=vClearCoatBumpInfos.y;\r#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBNClearCoat=vTBN;\r#else\nvec2 TBNClearCoatUV=vClearCoatBumpUV*frontFacingMultiplier;\rmat3 TBNClearCoat=cotangent_frame(clearCoatNormalW*clearCoatNormalScale,vPositionW,TBNClearCoatUV,vClearCoatTangentSpaceParams);\r#endif\n#if DEBUGMODE>0\noutParams.TBNClearCoat=TBNClearCoat;\r#endif\n#ifdef OBJECTSPACE_NORMALMAP\nclearCoatNormalW=normalize(clearCoatBumpMapData.xyz *2.0-1.0);\rclearCoatNormalW=normalize(mat3(normalMatrix)*clearCoatNormalW);\r#else\nclearCoatNormalW=perturbNormal(TBNClearCoat,clearCoatBumpMapData.xyz,vClearCoatBumpInfos.y);\r#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nclearCoatNormalW*=sign(dot(clearCoatNormalW,faceNormal));\r#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nclearCoatNormalW=clearCoatNormalW*frontFacingMultiplier;\r#endif\noutParams.clearCoatNormalW=clearCoatNormalW;\routParams.clearCoatAARoughnessFactors=getAARoughnessFactors(clearCoatNormalW.xyz);\rfloat clearCoatNdotVUnclamped=dot(clearCoatNormalW,viewDirectionW);\rfloat clearCoatNdotV=absEps(clearCoatNdotVUnclamped);\r#if DEBUGMODE>0\noutParams.clearCoatNdotV=clearCoatNdotV;\r#endif\n#ifdef CLEARCOAT_TINT\nvec3 clearCoatVRefract=refract(-viewDirectionW,clearCoatNormalW,vClearCoatRefractionParams.y);\routParams.clearCoatNdotVRefract=absEps(dot(clearCoatNormalW,clearCoatVRefract));\r#endif\n#if defined(ENVIRONMENTBRDF) && (!defined(REFLECTIONMAP_SKYBOX) || defined(MS_BRDF_ENERGY_CONSERVATION))\nvec3 environmentClearCoatBrdf=getBRDFLookup(clearCoatNdotV,clearCoatRoughness);\r#endif\n#if defined(REFLECTION)\nfloat clearCoatAlphaG=convertRoughnessToAverageSlope(clearCoatRoughness);\r#ifdef SPECULARAA\nclearCoatAlphaG+=outParams.clearCoatAARoughnessFactors.y;\r#endif\nvec4 environmentClearCoatRadiance=vec4(0.,0.,0.,0.);\rvec3 clearCoatReflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),clearCoatNormalW);\r#ifdef REFLECTIONMAP_OPPOSITEZ\nclearCoatReflectionVector.z*=-1.0;\r#endif\n#ifdef REFLECTIONMAP_3D\nvec3 clearCoatReflectionCoords=clearCoatReflectionVector;\r#else\nvec2 clearCoatReflectionCoords=clearCoatReflectionVector.xy;\r#ifdef REFLECTIONMAP_PROJECTION\nclearCoatReflectionCoords/=clearCoatReflectionVector.z;\r#endif\nclearCoatReflectionCoords.y=1.0-clearCoatReflectionCoords.y;\r#endif\nsampleReflectionTexture(\rclearCoatAlphaG,\rvReflectionMicrosurfaceInfos,\rvReflectionInfos,\rvReflectionColor,\r#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nclearCoatNdotVUnclamped,\r#endif\n#ifdef LINEARSPECULARREFLECTION\nclearCoatRoughness,\r#endif\nreflectionSampler,\rclearCoatReflectionCoords,\r#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\rreflectionSamplerHigh,\r#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\r#endif\nenvironmentClearCoatRadiance\r);\r#if DEBUGMODE>0\noutParams.environmentClearCoatRadiance=environmentClearCoatRadiance;\r#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromBRDFLookup(vec3(vClearCoatRefractionParams.x),environmentClearCoatBrdf);\r#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat clearCoatEho=environmentHorizonOcclusion(-viewDirectionW,clearCoatNormalW,geometricNormalW);\rclearCoatEnvironmentReflectance*=clearCoatEho;\r#endif\n#endif\n#endif\n#else\nvec3 clearCoatEnvironmentReflectance=getReflectanceFromAnalyticalBRDFLookup_Jones(clearCoatNdotV,vec3(1.),vec3(1.),sqrt(1.-clearCoatRoughness));\r#endif\nclearCoatEnvironmentReflectance*=clearCoatIntensity;\r#if DEBUGMODE>0\noutParams.clearCoatEnvironmentReflectance=clearCoatEnvironmentReflectance;\r#endif\noutParams.finalClearCoatRadianceScaled=\renvironmentClearCoatRadiance.rgb *\rclearCoatEnvironmentReflectance *\rvLightingIntensity.z;\r#endif\n#if defined(CLEARCOAT_TINT)\noutParams.absorption=computeClearCoatAbsorption(outParams.clearCoatNdotVRefract,outParams.clearCoatNdotVRefract,outParams.clearCoatColor,clearCoatThickness,clearCoatIntensity);\r#endif\nfloat fresnelIBLClearCoat=fresnelSchlickGGX(clearCoatNdotV,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);\rfresnelIBLClearCoat*=clearCoatIntensity;\routParams.conservationFactor=(1.-fresnelIBLClearCoat);\r#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)\noutParams.energyConservationFactorClearCoat=getEnergyConservationFactor(outParams.specularEnvironmentR0,environmentClearCoatBrdf);\r#endif\n}\r#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrBlockClearcoat = { name, shader };\n"]}
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