@babylonjs/core 5.51.0 → 5.52.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (66) hide show
  1. package/Animations/animatable.d.ts +5 -3
  2. package/Animations/animatable.js +10 -7
  3. package/Animations/animatable.js.map +1 -1
  4. package/Animations/animationGroup.js +3 -1
  5. package/Animations/animationGroup.js.map +1 -1
  6. package/Animations/runtimeAnimation.d.ts +1 -0
  7. package/Animations/runtimeAnimation.js +1 -0
  8. package/Animations/runtimeAnimation.js.map +1 -1
  9. package/Engines/thinEngine.js +2 -2
  10. package/Engines/thinEngine.js.map +1 -1
  11. package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +4 -0
  12. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +37 -2
  13. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  14. package/Materials/Node/nodeMaterialDecorator.d.ts +1 -1
  15. package/Materials/Node/nodeMaterialDecorator.js.map +1 -1
  16. package/Materials/PBR/pbrMaterial.js +1 -0
  17. package/Materials/PBR/pbrMaterial.js.map +1 -1
  18. package/Materials/Textures/cubeTexture.js +7 -1
  19. package/Materials/Textures/cubeTexture.js.map +1 -1
  20. package/Misc/environmentTextureTools.js +7 -0
  21. package/Misc/environmentTextureTools.js.map +1 -1
  22. package/Misc/observable.js +3 -0
  23. package/Misc/observable.js.map +1 -1
  24. package/Misc/virtualJoystick.js +2 -2
  25. package/Misc/virtualJoystick.js.map +1 -1
  26. package/Particles/gpuParticleSystem.js +18 -14
  27. package/Particles/gpuParticleSystem.js.map +1 -1
  28. package/Physics/v2/IPhysicsEnginePlugin.d.ts +126 -19
  29. package/Physics/v2/IPhysicsEnginePlugin.js +6 -0
  30. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  31. package/Physics/v2/physicsAggregate.d.ts +7 -1
  32. package/Physics/v2/physicsAggregate.js +21 -7
  33. package/Physics/v2/physicsAggregate.js.map +1 -1
  34. package/Physics/v2/physicsBody.d.ts +25 -17
  35. package/Physics/v2/physicsBody.js +46 -20
  36. package/Physics/v2/physicsBody.js.map +1 -1
  37. package/Physics/v2/physicsEngineComponent.d.ts +10 -0
  38. package/Physics/v2/physicsEngineComponent.js +27 -0
  39. package/Physics/v2/physicsEngineComponent.js.map +1 -1
  40. package/Physics/v2/physicsMaterial.d.ts +52 -46
  41. package/Physics/v2/physicsMaterial.js +23 -80
  42. package/Physics/v2/physicsMaterial.js.map +1 -1
  43. package/Physics/v2/physicsShape.d.ts +27 -2
  44. package/Physics/v2/physicsShape.js +52 -1
  45. package/Physics/v2/physicsShape.js.map +1 -1
  46. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +59 -13
  47. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +131 -54
  48. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  49. package/Rendering/depthRenderer.js +1 -1
  50. package/Rendering/depthRenderer.js.map +1 -1
  51. package/Rendering/depthRendererSceneComponent.d.ts +2 -1
  52. package/Rendering/depthRendererSceneComponent.js +2 -2
  53. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  54. package/Shaders/sprites.fragment.js +6 -1
  55. package/Shaders/sprites.fragment.js.map +1 -1
  56. package/Shaders/ssao2.fragment.js +0 -2
  57. package/Shaders/ssao2.fragment.js.map +1 -1
  58. package/Sprites/spriteManager.d.ts +7 -0
  59. package/Sprites/spriteManager.js +27 -0
  60. package/Sprites/spriteManager.js.map +1 -1
  61. package/Sprites/spriteRenderer.d.ts +8 -0
  62. package/Sprites/spriteRenderer.js +42 -19
  63. package/Sprites/spriteRenderer.js.map +1 -1
  64. package/assetContainer.js +1 -1
  65. package/assetContainer.js.map +1 -1
  66. package/package.json +1 -1
@@ -22,7 +22,19 @@ import "../../../Shaders/ssaoCombine.fragment.js";
22
22
  */
23
23
  export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
24
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  /**
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- * Number of samples used for the SSAO calculations. Default value is 8
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+ * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.
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+ *
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+ * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.
28
+ */
29
+ set epsilon(n) {
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+ this._epsilon = n;
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+ this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());
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+ }
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+ get epsilon() {
34
+ return this._epsilon;
35
+ }
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+ /**
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+ * Number of samples used for the SSAO calculations. Default value is 8.
26
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  */
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  set samples(n) {
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  this._samples = n;
@@ -33,7 +45,7 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
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  return this._samples;
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  }
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  /**
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- * Number of samples to use for antialiasing
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+ * Number of samples to use for antialiasing.
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  */
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  set textureSamples(n) {
39
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  this._textureSamples = n;
@@ -60,12 +72,31 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
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  return this._scene.prePassRenderer;
61
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  }
62
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  /**
63
- * If bilateral blur should be used
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+ * Skips the denoising (blur) stage of the SSAO calculations.
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+ *
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+ * Useful to temporarily set while experimenting with the other SSAO2 settings.
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+ */
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+ set bypassBlur(b) {
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+ const defines = this._getDefinesForBlur(this.expensiveBlur, b);
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+ const samplers = this._getSamplersForBlur(b);
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+ this._blurHPostProcess.updateEffect(defines.h, null, samplers);
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+ this._blurVPostProcess.updateEffect(defines.v, null, samplers);
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+ this._bypassBlur = b;
85
+ }
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+ get bypassBlur() {
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+ return this._bypassBlur;
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+ }
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+ /**
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+ * Enables the configurable bilateral denoising (blurring) filter. Default is true.
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+ * Set to false to instead use a legacy bilateral filter that can't be configured.
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+ *
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+ * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the "expensive" one can be
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+ * configured in several ways to fit your scene.
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  */
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  set expensiveBlur(b) {
66
- const expensive = b ? "#define EXPENSIVE\n" : "";
67
- this._blurHPostProcess.updateEffect(`#define BILATERAL_BLUR\n#define BILATERAL_BLUR_H\n#define SAMPLES 16\n${expensive}`, null, ["textureSampler", "depthSampler"]);
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- this._blurVPostProcess.updateEffect(`#define BILATERAL_BLUR\n#define SAMPLES 16\n${expensive}`, null, ["textureSampler", "depthSampler"]);
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+ const defines = this._getDefinesForBlur(b, this._bypassBlur);
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+ this._blurHPostProcess.updateEffect(defines.h);
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+ this._blurVPostProcess.updateEffect(defines.v);
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  this._expensiveBlur = b;
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  }
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  get expensiveBlur() {
@@ -133,16 +164,16 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
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  */
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  this.maxZ = 100.0;
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  /**
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- * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
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+ * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.
137
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  */
138
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  this.minZAspect = 0.2;
170
+ this._epsilon = 0.02;
139
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  this._samples = 8;
140
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  this._textureSamples = 1;
141
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  /**
142
- * Force rendering the geometry through geometry buffer
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+ * Force rendering the geometry through geometry buffer.
143
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  */
144
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  this._forceGeometryBuffer = false;
145
- this._expensiveBlur = true;
146
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  /**
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  * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
148
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  */
@@ -152,9 +183,38 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
152
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  * The final result is "base + ssao" between [0, 1]
153
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  */
154
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  this.base = 0;
186
+ this._bypassBlur = false;
187
+ this._expensiveBlur = true;
188
+ /**
189
+ * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.
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+ *
191
+ * A higher value should result in smoother shadows but will use more processing time in the shaders.
192
+ *
193
+ * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.
194
+ */
195
+ this.bilateralSamples = 16;
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+ /**
197
+ * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.
198
+ *
199
+ * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.
200
+ *
201
+ * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.
202
+ *
203
+ * Useful value range is [0..1].
204
+ */
205
+ this.bilateralSoften = 0;
206
+ /**
207
+ * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.
208
+ *
209
+ * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.
210
+ *
211
+ * Useful value range is normally [0..1], but higher values are allowed.
212
+ */
213
+ this.bilateralTolerance = 0;
155
214
  this._bits = new Uint32Array(1);
156
215
  this._scene = scene;
157
216
  this._ratio = ratio;
217
+ this._textureType = textureType;
158
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  this._forceGeometryBuffer = forceGeometryBuffer;
159
219
  if (!this.isSupported) {
160
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  Logger.Error("The current engine does not support SSAO 2.");
@@ -170,11 +230,11 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
170
230
  scene.enablePrePassRenderer();
171
231
  }
172
232
  this._createRandomTexture();
173
- this._originalColorPostProcess = new PassPostProcess("SSAOOriginalSceneColor", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, textureType);
233
+ this._originalColorPostProcess = new PassPostProcess("SSAOOriginalSceneColor", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);
174
234
  this._originalColorPostProcess.samples = this.textureSamples;
175
235
  this._createSSAOPostProcess(1.0, textureType);
176
- this._createBlurPostProcess(ssaoRatio, blurRatio, textureType);
177
- this._createSSAOCombinePostProcess(blurRatio, textureType);
236
+ this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);
237
+ this._createSSAOCombinePostProcess(blurRatio, this._textureType);
178
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  // Set up pipeline
179
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  this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.SSAOOriginalSceneColorEffect, () => {
180
240
  return this._originalColorPostProcess;
@@ -226,52 +286,50 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
226
286
  super.dispose();
227
287
  }
228
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  // Private Methods
229
- _createBlurPostProcess(ssaoRatio, blurRatio, textureType) {
230
- this._samplerOffsets = [];
231
- const expensive = this.expensiveBlur;
232
- for (let i = -8; i < 8; i++) {
233
- this._samplerOffsets.push(i * 2 + 0.5);
289
+ /** @internal */
290
+ _rebuild() {
291
+ super._rebuild();
292
+ }
293
+ _getSamplersForBlur(disabled) {
294
+ return disabled ? ["textureSampler"] : ["textureSampler", "depthSampler"];
295
+ }
296
+ _getDefinesForBlur(bilateral, disabled) {
297
+ let define = "#define BLUR\n";
298
+ if (disabled) {
299
+ define += "#define BLUR_BYPASS\n";
234
300
  }
235
- this._blurHPostProcess = new PostProcess("BlurH", "ssao2", ["outSize", "samplerOffsets", "near", "far", "radius"], ["depthSampler"], ssaoRatio, null, Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define BILATERAL_BLUR\n#define BILATERAL_BLUR_H\n#define SAMPLES 16\n#define EXPENSIVE " + (expensive ? "1" : "0") + "\n", textureType);
236
- this._blurHPostProcess.onApply = (effect) => {
237
- if (!this._scene.activeCamera) {
238
- return;
239
- }
240
- effect.setFloat("outSize", this._ssaoCombinePostProcess.width > 0 ? this._ssaoCombinePostProcess.width : this._originalColorPostProcess.width);
241
- effect.setFloat("near", this._scene.activeCamera.minZ);
242
- effect.setFloat("far", this._scene.activeCamera.maxZ);
243
- effect.setFloat("radius", this.radius);
244
- if (this._geometryBufferRenderer) {
245
- effect.setTexture("depthSampler", this._geometryBufferRenderer.getGBuffer().textures[0]);
246
- }
247
- else if (this._prePassRenderer) {
248
- effect.setTexture("depthSampler", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(5)]);
249
- }
250
- effect.setArray("samplerOffsets", this._samplerOffsets);
251
- };
252
- this._blurVPostProcess = new PostProcess("BlurV", "ssao2", ["outSize", "samplerOffsets", "near", "far", "radius"], ["depthSampler"], blurRatio, null, Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define BILATERAL_BLUR\n#define BILATERAL_BLUR_V\n#define SAMPLES 16\n#define EXPENSIVE " + (expensive ? "1" : "0") + "\n", textureType);
253
- this._blurVPostProcess.onApply = (effect) => {
301
+ if (!bilateral) {
302
+ define += "#define BLUR_LEGACY\n";
303
+ }
304
+ return { h: define + "#define BLUR_H\n", v: define };
305
+ }
306
+ _createBlurPostProcess(ssaoRatio, blurRatio, textureType) {
307
+ const defines = this._getDefinesForBlur(this.expensiveBlur, this.bypassBlur);
308
+ const samplers = this._getSamplersForBlur(this.bypassBlur);
309
+ this._blurHPostProcess = this._createBlurFilter("BlurH", samplers, ssaoRatio, defines.h, textureType, true);
310
+ this._blurVPostProcess = this._createBlurFilter("BlurV", samplers, blurRatio, defines.v, textureType, false);
311
+ }
312
+ _createBlurFilter(name, samplers, ratio, defines, textureType, horizontal) {
313
+ const blurFilter = new PostProcess(name, "ssao2", ["outSize", "samples", "soften", "tolerance"], samplers, ratio, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, defines, textureType);
314
+ blurFilter.onApply = (effect) => {
254
315
  if (!this._scene.activeCamera) {
255
316
  return;
256
317
  }
257
- effect.setFloat("outSize", this._ssaoCombinePostProcess.height > 0 ? this._ssaoCombinePostProcess.height : this._originalColorPostProcess.height);
258
- effect.setFloat("near", this._scene.activeCamera.minZ);
259
- effect.setFloat("far", this._scene.activeCamera.maxZ);
260
- effect.setFloat("radius", this.radius);
318
+ const ssaoCombineSize = horizontal ? this._ssaoCombinePostProcess.width : this._ssaoCombinePostProcess.height;
319
+ const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;
320
+ effect.setFloat("outSize", ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize);
321
+ effect.setInt("samples", this.bilateralSamples);
322
+ effect.setFloat("soften", this.bilateralSoften);
323
+ effect.setFloat("tolerance", this.bilateralTolerance);
261
324
  if (this._geometryBufferRenderer) {
262
325
  effect.setTexture("depthSampler", this._geometryBufferRenderer.getGBuffer().textures[0]);
263
326
  }
264
327
  else if (this._prePassRenderer) {
265
328
  effect.setTexture("depthSampler", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(5)]);
266
329
  }
267
- effect.setArray("samplerOffsets", this._samplerOffsets);
268
330
  };
269
- this._blurHPostProcess.samples = this.textureSamples;
270
- this._blurVPostProcess.samples = this.textureSamples;
271
- }
272
- /** @internal */
273
- _rebuild() {
274
- super._rebuild();
331
+ blurFilter.samples = this.textureSamples;
332
+ return blurFilter;
275
333
  }
276
334
  //Van der Corput radical inverse
277
335
  _radicalInverse_VdC(i) {
@@ -312,7 +370,7 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
312
370
  return result;
313
371
  }
314
372
  _getDefinesForSSAO() {
315
- const defines = "#define SAMPLES " + this.samples + "\n#define SSAO";
373
+ const defines = `#define SSAO\n#define SAMPLES ${this.samples}\n#define EPSILON ${this.epsilon.toFixed(4)}`;
316
374
  return defines;
317
375
  }
318
376
  _createSSAOPostProcess(ratio, textureType) {
@@ -329,7 +387,6 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
329
387
  "range",
330
388
  "projection",
331
389
  "near",
332
- "far",
333
390
  "texelSize",
334
391
  "xViewport",
335
392
  "yViewport",
@@ -352,7 +409,6 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
352
409
  effect.setFloat("minZAspect", this.minZAspect);
353
410
  effect.setFloat("base", this.base);
354
411
  effect.setFloat("near", this._scene.activeCamera.minZ);
355
- effect.setFloat("far", this._scene.activeCamera.maxZ);
356
412
  if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {
357
413
  effect.setMatrix3x3("depthProjection", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);
358
414
  effect.setFloat("xViewport", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));
@@ -396,7 +452,7 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
396
452
  }
397
453
  _createRandomTexture() {
398
454
  const size = 128;
399
- this._randomTexture = new DynamicTexture("SSAORandomTexture", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);
455
+ this._randomTexture = new DynamicTexture("SSAORandomTexture", size, this._scene, false, Texture.BILINEAR_SAMPLINGMODE);
400
456
  this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;
401
457
  this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;
402
458
  const context = this._randomTexture.getContext();
@@ -436,7 +492,7 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
436
492
  * @returns An instantiated pipeline from the serialized object.
437
493
  */
438
494
  static Parse(source, scene, rootUrl) {
439
- return SerializationHelper.Parse(() => new SSAO2RenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);
495
+ return SerializationHelper.Parse(() => new SSAO2RenderingPipeline(source._name, scene, source._ratio, undefined, source._forceGeometryBuffer, source._textureType), source, scene, rootUrl);
440
496
  }
441
497
  }
442
498
  SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];
@@ -450,23 +506,44 @@ __decorate([
450
506
  __decorate([
451
507
  serialize()
452
508
  ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
509
+ __decorate([
510
+ serialize("epsilon")
511
+ ], SSAO2RenderingPipeline.prototype, "_epsilon", void 0);
453
512
  __decorate([
454
513
  serialize("samples")
455
514
  ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
456
515
  __decorate([
457
516
  serialize("textureSamples")
458
517
  ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
518
+ __decorate([
519
+ serialize()
520
+ ], SSAO2RenderingPipeline.prototype, "_forceGeometryBuffer", void 0);
459
521
  __decorate([
460
522
  serialize()
461
523
  ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
462
524
  __decorate([
463
- serialize("expensiveBlur")
464
- ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
525
+ serialize()
526
+ ], SSAO2RenderingPipeline.prototype, "_textureType", void 0);
465
527
  __decorate([
466
528
  serialize()
467
529
  ], SSAO2RenderingPipeline.prototype, "radius", void 0);
468
530
  __decorate([
469
531
  serialize()
470
532
  ], SSAO2RenderingPipeline.prototype, "base", void 0);
533
+ __decorate([
534
+ serialize("bypassBlur")
535
+ ], SSAO2RenderingPipeline.prototype, "_bypassBlur", void 0);
536
+ __decorate([
537
+ serialize("expensiveBlur")
538
+ ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
539
+ __decorate([
540
+ serialize()
541
+ ], SSAO2RenderingPipeline.prototype, "bilateralSamples", void 0);
542
+ __decorate([
543
+ serialize()
544
+ ], SSAO2RenderingPipeline.prototype, "bilateralSoften", void 0);
545
+ __decorate([
546
+ serialize()
547
+ ], SSAO2RenderingPipeline.prototype, "bilateralTolerance", void 0);
471
548
  RegisterClass("BABYLON.SSAO2RenderingPipeline", SSAO2RenderingPipeline);
472
549
  //# sourceMappingURL=ssao2RenderingPipeline.js.map
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { Vector3, TmpVectors } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"../../../Materials/Textures/dynamicTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/ssao2.fragment\";\r\nimport \"../../../Shaders/ssaoCombine.fragment\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer\r\n */\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * Blur filter offsets\r\n */\r\n private _samplerOffsets: number[];\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * If bilateral blur should be used\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n const expensive = b ? \"#define EXPENSIVE\\n\" : \"\";\r\n this._blurHPostProcess.updateEffect(`#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n${expensive}`, null, [\"textureSampler\", \"depthSampler\"]);\r\n this._blurVPostProcess.updateEffect(`#define BILATERAL_BLUR\\n#define SAMPLES 16\\n${expensive}`, null, [\"textureSampler\", \"depthSampler\"]);\r\n this._expensiveBlur = b;\r\n }\r\n\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: DynamicTexture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n } else {\r\n scene.enablePrePassRenderer();\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer\r\n */\r\n public dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n this._samplerOffsets = [];\r\n const expensive = this.expensiveBlur;\r\n\r\n for (let i = -8; i < 8; i++) {\r\n this._samplerOffsets.push(i * 2 + 0.5);\r\n }\r\n\r\n this._blurHPostProcess = new PostProcess(\r\n \"BlurH\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n ssaoRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_H\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurHPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.width > 0 ? this._ssaoCombinePostProcess.width : this._originalColorPostProcess.width);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurVPostProcess = new PostProcess(\r\n \"BlurV\",\r\n \"ssao2\",\r\n [\"outSize\", \"samplerOffsets\", \"near\", \"far\", \"radius\"],\r\n [\"depthSampler\"],\r\n blurRatio,\r\n null,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n \"#define BILATERAL_BLUR\\n#define BILATERAL_BLUR_V\\n#define SAMPLES 16\\n#define EXPENSIVE \" + (expensive ? \"1\" : \"0\") + \"\\n\",\r\n textureType\r\n );\r\n this._blurVPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setFloat(\"outSize\", this._ssaoCombinePostProcess.height > 0 ? this._ssaoCombinePostProcess.height : this._originalColorPostProcess.height);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n effect.setFloat(\"radius\", this.radius);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n effect.setArray(\"samplerOffsets\", this._samplerOffsets);\r\n };\r\n\r\n this._blurHPostProcess.samples = this.textureSamples;\r\n this._blurVPostProcess.samples = this.textureSamples;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n const defines = \"#define SAMPLES \" + this.samples + \"\\n#define SSAO\";\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"far\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType\r\n );\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n effect.setFloat(\"far\", this._scene.activeCamera.maxZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", (orthoRight - orthoLeft) * 0.5);\r\n effect.setFloat(\"yViewport\", (orthoTop - orthoBottom) * 0.5);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n this._randomTexture = new DynamicTexture(\"SSAORandomTexture\", size, this._scene, false, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n const context = this._randomTexture.getContext();\r\n\r\n const rand = (min: number, max: number) => {\r\n return Math.random() * (max - min) + min;\r\n };\r\n\r\n const randVector = Vector3.Zero();\r\n\r\n for (let x = 0; x < size; x++) {\r\n for (let y = 0; y < size; y++) {\r\n randVector.x = rand(0.0, 1.0);\r\n randVector.y = rand(0.0, 1.0);\r\n randVector.z = 0.0;\r\n\r\n randVector.normalize();\r\n\r\n randVector.scaleInPlace(255);\r\n randVector.x = Math.floor(randVector.x);\r\n randVector.y = Math.floor(randVector.y);\r\n\r\n context.fillStyle = \"rgb(\" + randVector.x + \", \" + randVector.y + \", \" + randVector.z + \")\";\r\n context.fillRect(x, y, 1, 1);\r\n }\r\n }\r\n\r\n this._randomTexture.update(false);\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(() => new SSAO2RenderingPipeline(source._name, scene, source._ratio), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize, SerializationHelper } from \"../../../Misc/decorators\";\r\nimport { Vector3, TmpVectors } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { DynamicTexture } from \"../../../Materials/Textures/dynamicTexture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\n\r\nimport \"../../../Shaders/ssao2.fragment\";\r\nimport \"../../../Shaders/ssaoCombine.fragment\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"epsilon\")\r\n private _epsilon: number = 0.02;\r\n /**\r\n * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.\r\n *\r\n * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.\r\n */\r\n public set epsilon(n: number) {\r\n this._epsilon = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n }\r\n public get epsilon(): number {\r\n return this._epsilon;\r\n }\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8.\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing.\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer.\r\n */\r\n @serialize()\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /*\r\n * The texture type used by the different post processes created by SSAO\r\n */\r\n @serialize()\r\n private _textureType: number;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n @serialize(\"bypassBlur\")\r\n private _bypassBlur: boolean = false;\r\n /**\r\n * Skips the denoising (blur) stage of the SSAO calculations.\r\n *\r\n * Useful to temporarily set while experimenting with the other SSAO2 settings.\r\n */\r\n public set bypassBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, b);\r\n const samplers = this._getSamplersForBlur(b);\r\n this._blurHPostProcess.updateEffect(defines.h, null, samplers);\r\n this._blurVPostProcess.updateEffect(defines.v, null, samplers);\r\n this._bypassBlur = b;\r\n }\r\n public get bypassBlur(): boolean {\r\n return this._bypassBlur;\r\n }\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * Enables the configurable bilateral denoising (blurring) filter. Default is true.\r\n * Set to false to instead use a legacy bilateral filter that can't be configured.\r\n *\r\n * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the \"expensive\" one can be\r\n * configured in several ways to fit your scene.\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(b, this._bypassBlur);\r\n this._blurHPostProcess.updateEffect(defines.h);\r\n this._blurVPostProcess.updateEffect(defines.v);\r\n this._expensiveBlur = b;\r\n }\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.\r\n *\r\n * A higher value should result in smoother shadows but will use more processing time in the shaders.\r\n *\r\n * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.\r\n */\r\n @serialize()\r\n public bilateralSamples: number = 16;\r\n\r\n /**\r\n * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.\r\n *\r\n * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.\r\n *\r\n * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.\r\n *\r\n * Useful value range is [0..1].\r\n */\r\n @serialize()\r\n public bilateralSoften: number = 0;\r\n\r\n /**\r\n * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.\r\n *\r\n * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.\r\n *\r\n * Useful value range is normally [0..1], but higher values are allowed.\r\n */\r\n @serialize()\r\n public bilateralTolerance: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: DynamicTexture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._textureType = textureType;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n } else {\r\n scene.enablePrePassRenderer();\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, this._textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer\r\n */\r\n public dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n\r\n /** @internal */\r\n public _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _getSamplersForBlur(disabled: boolean): Array<string> {\r\n return disabled ? [\"textureSampler\"] : [\"textureSampler\", \"depthSampler\"];\r\n }\r\n\r\n private _getDefinesForBlur(bilateral: boolean, disabled: boolean): { h: string; v: string } {\r\n let define = \"#define BLUR\\n\";\r\n if (disabled) {\r\n define += \"#define BLUR_BYPASS\\n\";\r\n }\r\n if (!bilateral) {\r\n define += \"#define BLUR_LEGACY\\n\";\r\n }\r\n return { h: define + \"#define BLUR_H\\n\", v: define };\r\n }\r\n\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, this.bypassBlur);\r\n const samplers = this._getSamplersForBlur(this.bypassBlur);\r\n\r\n this._blurHPostProcess = this._createBlurFilter(\"BlurH\", samplers, ssaoRatio, defines.h, textureType, true);\r\n this._blurVPostProcess = this._createBlurFilter(\"BlurV\", samplers, blurRatio, defines.v, textureType, false);\r\n }\r\n\r\n private _createBlurFilter(name: string, samplers: Array<string>, ratio: number, defines: string, textureType: number, horizontal: boolean): PostProcess {\r\n const blurFilter = new PostProcess(\r\n name,\r\n \"ssao2\",\r\n [\"outSize\", \"samples\", \"soften\", \"tolerance\"],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType\r\n );\r\n\r\n blurFilter.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const ssaoCombineSize = horizontal ? this._ssaoCombinePostProcess.width : this._ssaoCombinePostProcess.height;\r\n const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;\r\n\r\n effect.setFloat(\"outSize\", ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize);\r\n effect.setInt(\"samples\", this.bilateralSamples);\r\n effect.setFloat(\"soften\", this.bilateralSoften);\r\n effect.setFloat(\"tolerance\", this.bilateralTolerance);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n };\r\n\r\n blurFilter.samples = this.textureSamples;\r\n return blurFilter;\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n const defines = `#define SSAO\\n#define SAMPLES ${this.samples}\\n#define EPSILON ${this.epsilon.toFixed(4)}`;\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType\r\n );\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", (orthoRight - orthoLeft) * 0.5);\r\n effect.setFloat(\"yViewport\", (orthoTop - orthoBottom) * 0.5);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n this._randomTexture = new DynamicTexture(\"SSAORandomTexture\", size, this._scene, false, Texture.BILINEAR_SAMPLINGMODE);\r\n this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n\r\n const context = this._randomTexture.getContext();\r\n\r\n const rand = (min: number, max: number) => {\r\n return Math.random() * (max - min) + min;\r\n };\r\n\r\n const randVector = Vector3.Zero();\r\n\r\n for (let x = 0; x < size; x++) {\r\n for (let y = 0; y < size; y++) {\r\n randVector.x = rand(0.0, 1.0);\r\n randVector.y = rand(0.0, 1.0);\r\n randVector.z = 0.0;\r\n\r\n randVector.normalize();\r\n\r\n randVector.scaleInPlace(255);\r\n randVector.x = Math.floor(randVector.x);\r\n randVector.y = Math.floor(randVector.y);\r\n\r\n context.fillStyle = \"rgb(\" + randVector.x + \", \" + randVector.y + \", \" + randVector.z + \")\";\r\n context.fillRect(x, y, 1, 1);\r\n }\r\n }\r\n\r\n this._randomTexture.update(false);\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(\r\n () => new SSAO2RenderingPipeline(source._name, scene, source._ratio, undefined, source._forceGeometryBuffer, source._textureType),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
@@ -55,7 +55,7 @@ export class DepthRenderer {
55
55
  this.clearColor = new Color4(1.0, 1.0, 1.0, 1.0);
56
56
  }
57
57
  else {
58
- this.clearColor = new Color4(1.0, 0.0, 0.0, 1.0);
58
+ this.clearColor = new Color4(storeCameraSpaceZ ? 1e8 : 1.0, 0.0, 0.0, 1.0);
59
59
  }
60
60
  DepthRenderer._SceneComponentInitialization(this._scene);
61
61
  const engine = scene.getEngine();