@babylonjs/core 6.23.0 → 6.24.0

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Files changed (167) hide show
  1. package/Animations/animationGroup.d.ts +1 -1
  2. package/Animations/animationGroup.js.map +1 -1
  3. package/Behaviors/Cameras/framingBehavior.d.ts +0 -5
  4. package/Behaviors/Cameras/framingBehavior.js +2 -34
  5. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  6. package/Buffers/buffer.d.ts +64 -1
  7. package/Buffers/buffer.js +30 -23
  8. package/Buffers/buffer.js.map +1 -1
  9. package/Buffers/storageBuffer.d.ts +3 -1
  10. package/Buffers/storageBuffer.js +4 -2
  11. package/Buffers/storageBuffer.js.map +1 -1
  12. package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
  13. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  14. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -1
  15. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  16. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  17. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  18. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
  19. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +1 -1
  20. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  21. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
  22. package/Cameras/Stereoscopic/anaglyphFreeCamera.js +1 -1
  23. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  24. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
  25. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +1 -1
  26. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  27. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
  28. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +1 -1
  29. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  30. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
  31. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +1 -1
  32. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  33. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
  34. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +1 -1
  35. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  36. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
  37. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +1 -1
  38. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  39. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
  40. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +1 -1
  41. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  42. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
  43. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
  44. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  45. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
  46. package/Cameras/VR/vrDeviceOrientationFreeCamera.js +1 -1
  47. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  48. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
  49. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +1 -1
  50. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  51. package/Cameras/arcRotateCamera.d.ts +4 -0
  52. package/Cameras/arcRotateCamera.js +22 -1
  53. package/Cameras/arcRotateCamera.js.map +1 -1
  54. package/Culling/Octrees/octreeSceneComponent.js +4 -4
  55. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  56. package/Debug/physicsViewer.js +4 -4
  57. package/Debug/physicsViewer.js.map +1 -1
  58. package/Debug/rayHelper.js +1 -1
  59. package/Debug/rayHelper.js.map +1 -1
  60. package/Engines/Extensions/engine.storageBuffer.d.ts +2 -1
  61. package/Engines/Extensions/engine.storageBuffer.js.map +1 -1
  62. package/Engines/Extensions/engine.uniformBuffer.d.ts +4 -2
  63. package/Engines/Extensions/engine.uniformBuffer.js +2 -2
  64. package/Engines/Extensions/engine.uniformBuffer.js.map +1 -1
  65. package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +2 -1
  66. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -3
  67. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  68. package/Engines/WebGPU/Extensions/engine.uniformBuffer.js +5 -5
  69. package/Engines/WebGPU/Extensions/engine.uniformBuffer.js.map +1 -1
  70. package/Engines/WebGPU/webgpuBufferManager.d.ts +3 -2
  71. package/Engines/WebGPU/webgpuBufferManager.js +16 -3
  72. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  73. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +2 -0
  74. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +61 -0
  75. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  76. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  77. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  78. package/Engines/WebGPU/webgpuPipelineContext.d.ts +3 -0
  79. package/Engines/WebGPU/webgpuPipelineContext.js +1 -0
  80. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  81. package/Engines/WebGPU/webgpuQuerySet.js +3 -3
  82. package/Engines/WebGPU/webgpuQuerySet.js.map +1 -1
  83. package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
  84. package/Engines/WebGPU/webgpuShaderProcessor.d.ts +3 -0
  85. package/Engines/WebGPU/webgpuShaderProcessor.js +5 -0
  86. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  87. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +11 -1
  88. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  89. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +3 -0
  90. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +32 -4
  91. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  92. package/Engines/WebGPU/webgpuTextureHelper.js +5 -3
  93. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  94. package/Engines/WebGPU/webgpuTintWASM.js +1 -1
  95. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  96. package/Engines/engine.d.ts +1 -1
  97. package/Engines/nativeEngine.d.ts +2 -2
  98. package/Engines/nativeEngine.js +5 -2
  99. package/Engines/nativeEngine.js.map +1 -1
  100. package/Engines/thinEngine.d.ts +7 -3
  101. package/Engines/thinEngine.js +11 -7
  102. package/Engines/thinEngine.js.map +1 -1
  103. package/Engines/webgpuEngine.d.ts +9 -4
  104. package/Engines/webgpuEngine.js +16 -11
  105. package/Engines/webgpuEngine.js.map +1 -1
  106. package/FlowGraph/flowGraph.js +1 -1
  107. package/FlowGraph/flowGraph.js.map +1 -1
  108. package/Lights/Shadows/cascadedShadowGenerator.js +1 -1
  109. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  110. package/Lights/Shadows/shadowGenerator.js +1 -1
  111. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  112. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +4 -0
  113. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +21 -0
  114. package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
  115. package/Materials/Textures/equiRectangularCubeTexture.js +1 -1
  116. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  117. package/Materials/Textures/texture.d.ts +2 -0
  118. package/Materials/Textures/texture.js +8 -0
  119. package/Materials/Textures/texture.js.map +1 -1
  120. package/Materials/Textures/videoTexture.d.ts +4 -0
  121. package/Materials/Textures/videoTexture.js +21 -0
  122. package/Materials/Textures/videoTexture.js.map +1 -1
  123. package/Materials/effect.d.ts +8 -3
  124. package/Materials/effect.js +25 -19
  125. package/Materials/effect.js.map +1 -1
  126. package/Materials/material.js +8 -6
  127. package/Materials/material.js.map +1 -1
  128. package/Materials/meshDebugPluginMaterial.js +1 -1
  129. package/Materials/meshDebugPluginMaterial.js.map +1 -1
  130. package/Materials/uniformBuffer.d.ts +1 -0
  131. package/Materials/uniformBuffer.js +9 -2
  132. package/Materials/uniformBuffer.js.map +1 -1
  133. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.d.ts +66 -0
  134. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js +100 -0
  135. package/Meshes/Node/Blocks/Instances/instantiateBaseBlock.js.map +1 -0
  136. package/Meshes/Node/Blocks/Instances/instantiateBlock.d.ts +5 -30
  137. package/Meshes/Node/Blocks/Instances/instantiateBlock.js +2 -52
  138. package/Meshes/Node/Blocks/Instances/instantiateBlock.js.map +1 -1
  139. package/Meshes/Node/Blocks/Instances/instantiateLinearBlock.d.ts +31 -0
  140. package/Meshes/Node/Blocks/Instances/instantiateLinearBlock.js +101 -0
  141. package/Meshes/Node/Blocks/Instances/instantiateLinearBlock.js.map +1 -0
  142. package/Meshes/Node/Blocks/Instances/instantiateRadialBlock.d.ts +43 -0
  143. package/Meshes/Node/Blocks/Instances/instantiateRadialBlock.js +139 -0
  144. package/Meshes/Node/Blocks/Instances/instantiateRadialBlock.js.map +1 -0
  145. package/Meshes/Node/index.d.ts +2 -0
  146. package/Meshes/Node/index.js +2 -0
  147. package/Meshes/Node/index.js.map +1 -1
  148. package/Meshes/geometry.js +8 -2
  149. package/Meshes/geometry.js.map +1 -1
  150. package/Misc/videoRecorder.js +3 -3
  151. package/Misc/videoRecorder.js.map +1 -1
  152. package/Physics/physicsHelper.js +3 -3
  153. package/Physics/physicsHelper.js.map +1 -1
  154. package/Physics/v2/Plugins/havokPlugin.js +64 -56
  155. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  156. package/Rendering/fluidRenderer/fluidRenderer.js +4 -4
  157. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  158. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +1 -0
  159. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  160. package/XR/features/WebXRSpaceWarp.d.ts +2 -0
  161. package/XR/features/WebXRSpaceWarp.js +6 -1
  162. package/XR/features/WebXRSpaceWarp.js.map +1 -1
  163. package/XR/webXRSessionManager.js +1 -1
  164. package/XR/webXRSessionManager.js.map +1 -1
  165. package/package.json +1 -1
  166. package/scene.js +4 -4
  167. package/scene.js.map +1 -1
@@ -144,13 +144,13 @@ export class FluidRenderer {
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  */
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  addParticleSystem(ps, generateDiffuseTexture, targetRenderer, camera) {
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  const object = new FluidRenderingObjectParticleSystem(this._scene, ps);
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- object.onParticleSizeChanged.add(this._setParticleSizeForRenderTargets.bind(this));
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+ object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());
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  if (!targetRenderer) {
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  targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);
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  this.targetRenderers.push(targetRenderer);
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  }
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  if (!targetRenderer._onUseVelocityChanged.hasObservers()) {
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- targetRenderer._onUseVelocityChanged.add(this._setUseVelocityForRenderObject.bind(this));
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+ targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());
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  }
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  if (generateDiffuseTexture !== undefined) {
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  targetRenderer.generateDiffuseTexture = generateDiffuseTexture;
@@ -172,13 +172,13 @@ export class FluidRenderer {
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  */
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  addCustomParticles(buffers, numParticles, generateDiffuseTexture, targetRenderer, camera) {
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  const object = new FluidRenderingObjectCustomParticles(this._scene, buffers, numParticles);
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- object.onParticleSizeChanged.add(this._setParticleSizeForRenderTargets.bind(this));
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+ object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());
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  if (!targetRenderer) {
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  targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);
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  this.targetRenderers.push(targetRenderer);
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  }
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  if (!targetRenderer._onUseVelocityChanged.hasObservers()) {
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- targetRenderer._onUseVelocityChanged.add(this._setUseVelocityForRenderObject.bind(this));
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+ targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());
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  }
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  if (generateDiffuseTexture !== undefined) {
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  targetRenderer.generateDiffuseTexture = generateDiffuseTexture;
@@ -1 +1 @@
1
- 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{ Scene } from \"core/scene\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { ISceneComponent } from \"core/sceneComponent\";\r\nimport { SceneComponentConstants } from \"core/sceneComponent\";\r\nimport type { SmartArrayNoDuplicate } from \"core/Misc/smartArray\";\r\nimport type { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nimport type { FluidRenderingObject } from \"./fluidRenderingObject\";\r\nimport { FluidRenderingObjectParticleSystem } from \"./fluidRenderingObjectParticleSystem\";\r\nimport { FluidRenderingTargetRenderer } from \"./fluidRenderingTargetRenderer\";\r\nimport { FluidRenderingObjectCustomParticles } from \"./fluidRenderingObjectCustomParticles\";\r\nimport { FluidRenderingDepthTextureCopy } from \"./fluidRenderingDepthTextureCopy\";\r\n\r\nimport \"../../Shaders/fluidRenderingParticleDepth.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleDepth.fragment\";\r\nimport \"../../Shaders/fluidRenderingParticleThickness.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleThickness.fragment\";\r\nimport \"../../Shaders/fluidRenderingParticleDiffuse.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleDiffuse.fragment\";\r\nimport \"../../Shaders/fluidRenderingBilateralBlur.fragment\";\r\nimport \"../../Shaders/fluidRenderingStandardBlur.fragment\";\r\nimport \"../../Shaders/fluidRenderingRender.fragment\";\r\n\r\ndeclare module \"../../abstractScene\" {\r\n export interface AbstractScene {\r\n /** @internal (Backing field) */\r\n _fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Gets or Sets the fluid renderer associated to the scene.\r\n */\r\n fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Enables the fluid renderer and associates it with the scene\r\n * @returns the FluidRenderer\r\n */\r\n enableFluidRenderer(): Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Disables the fluid renderer associated with the scene\r\n */\r\n disableFluidRenderer(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"fluidRenderer\", {\r\n get: function (this: Scene) {\r\n return this._fluidRenderer;\r\n },\r\n set: function (this: Scene, value: Nullable<FluidRenderer>) {\r\n this._fluidRenderer = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableFluidRenderer = function (): Nullable<FluidRenderer> {\r\n if (this._fluidRenderer) {\r\n return this._fluidRenderer;\r\n }\r\n\r\n this._fluidRenderer = new FluidRenderer(this);\r\n\r\n return this._fluidRenderer;\r\n};\r\n\r\nScene.prototype.disableFluidRenderer = function (): void {\r\n this._fluidRenderer?.dispose();\r\n this._fluidRenderer = null;\r\n};\r\n\r\ntype CameraMapForFluidRendering = [Array<FluidRenderingTargetRenderer>, { [key: string]: FluidRenderingDepthTextureCopy }];\r\n\r\nfunction IsParticleSystemObject(obj: FluidRenderingObject): obj is FluidRenderingObjectParticleSystem {\r\n return !!(obj as FluidRenderingObjectParticleSystem).particleSystem;\r\n}\r\n\r\n/**\r\n * Defines the fluid renderer scene component responsible to render objects as fluids\r\n */\r\nexport class FluidRendererSceneComponent 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_FLUIDRENDERER;\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._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_FLUIDRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_FLUIDRENDERER, this, this._afterCameraDraw);\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(_renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n this.scene.fluidRenderer?._prepareRendering();\r\n }\r\n\r\n private _afterCameraDraw(camera: Camera) {\r\n this.scene.fluidRenderer?._render(camera);\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 if (this.scene._fluidRenderer) {\r\n // Release resources first\r\n this.scene.disableFluidRenderer();\r\n\r\n // Re-enable\r\n this.scene.enableFluidRenderer();\r\n }\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.disableFluidRenderer();\r\n }\r\n}\r\n\r\n/**\r\n * An object rendered as a fluid.\r\n * It consists of the object itself as well as the render target renderer (which is used to generate the textures (render target) needed for fluid rendering)\r\n */\r\nexport interface IFluidRenderingRenderObject {\r\n /** object rendered as a fluid */\r\n object: FluidRenderingObject;\r\n /** target renderer used to render the fluid object */\r\n targetRenderer: FluidRenderingTargetRenderer;\r\n}\r\n\r\n/**\r\n * Class responsible for fluid rendering.\r\n * It is implementing the method described in https://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf\r\n */\r\nexport class FluidRenderer {\r\n /** @internal */\r\n public static _SceneComponentInitialization(scene: Scene) {\r\n let component = scene._getComponent(SceneComponentConstants.NAME_FLUIDRENDERER) as FluidRendererSceneComponent;\r\n if (!component) {\r\n component = new FluidRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _onEngineResizeObserver: Nullable<Observer<Engine>>;\r\n private _cameras: Map<Camera, CameraMapForFluidRendering>;\r\n\r\n /** Retrieves all the render objects managed by the class */\r\n public readonly renderObjects: Array<IFluidRenderingRenderObject>;\r\n\r\n /** Retrieves all the render target renderers managed by the class */\r\n public readonly targetRenderers: FluidRenderingTargetRenderer[];\r\n\r\n /**\r\n * Initializes the class\r\n * @param scene Scene in which the objects are part of\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._onEngineResizeObserver = null;\r\n this.renderObjects = [];\r\n this.targetRenderers = [];\r\n this._cameras = new Map();\r\n\r\n FluidRenderer._SceneComponentInitialization(this._scene);\r\n\r\n this._onEngineResizeObserver = this._engine.onResizeObservable.add(() => {\r\n this._initialize();\r\n });\r\n }\r\n\r\n /**\r\n * Reinitializes the class\r\n * Can be used if you change the object priority (FluidRenderingObject.priority), to make sure the objects are rendered in the right order\r\n */\r\n public recreate(): void {\r\n this._sortRenderingObjects();\r\n this._initialize();\r\n }\r\n\r\n /**\r\n * Gets the render object corresponding to a particle system (null if the particle system is not rendered as a fluid)\r\n * @param ps The particle system\r\n * @returns the render object corresponding to this particle system if any, otherwise null\r\n */\r\n public getRenderObjectFromParticleSystem(ps: IParticleSystem): Nullable<IFluidRenderingRenderObject> {\r\n const index = this._getParticleSystemIndex(ps);\r\n return index !== -1 ? this.renderObjects[index] : null;\r\n }\r\n\r\n /**\r\n * Adds a particle system to the fluid renderer.\r\n * @param ps particle system\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from the particle system and use it as part of the fluid rendering (default: false)\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the particle system\r\n */\r\n public addParticleSystem(ps: IParticleSystem, generateDiffuseTexture?: boolean, targetRenderer?: FluidRenderingTargetRenderer, camera?: Camera): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectParticleSystem(this._scene, ps);\r\n\r\n object.onParticleSizeChanged.add(this._setParticleSizeForRenderTargets.bind(this));\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(this._setUseVelocityForRenderObject.bind(this));\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Adds a custom particle set to the fluid renderer.\r\n * @param buffers The list of buffers (should contain at least a \"position\" buffer!)\r\n * @param numParticles Number of particles in each buffer\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from buffers and use it as part of the fluid rendering (default: false). For the texture to be generated correctly, you need a \"color\" buffer in the set!\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the custom particle set\r\n */\r\n public addCustomParticles(\r\n buffers: { [key: string]: FloatArray },\r\n numParticles: number,\r\n generateDiffuseTexture?: boolean,\r\n targetRenderer?: FluidRenderingTargetRenderer,\r\n camera?: Camera\r\n ): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectCustomParticles(this._scene, buffers, numParticles);\r\n\r\n object.onParticleSizeChanged.add(this._setParticleSizeForRenderTargets.bind(this));\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(this._setUseVelocityForRenderObject.bind(this));\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Removes a render object from the fluid renderer\r\n * @param renderObject the render object to remove\r\n * @param removeUnusedTargetRenderer True to remove/dispose of the target renderer if it's not used anymore (default: true)\r\n * @returns True if the render object has been found and released, else false\r\n */\r\n public removeRenderObject(renderObject: IFluidRenderingRenderObject, removeUnusedTargetRenderer = true): boolean {\r\n const index = this.renderObjects.indexOf(renderObject);\r\n if (index === -1) {\r\n return false;\r\n }\r\n\r\n renderObject.object.dispose();\r\n\r\n this.renderObjects.splice(index, 1);\r\n\r\n if (removeUnusedTargetRenderer && this._removeUnusedTargetRenderers()) {\r\n this._initialize();\r\n } else {\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _sortRenderingObjects(): void {\r\n this.renderObjects.sort((a, b) => {\r\n return a.object.priority < b.object.priority ? -1 : a.object.priority > b.object.priority ? 1 : 0;\r\n });\r\n }\r\n\r\n private _removeUnusedTargetRenderers(): boolean {\r\n const indexes: { [id: number]: boolean } = {};\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const targetRenderer = this.renderObjects[i].targetRenderer;\r\n indexes[this.targetRenderers.indexOf(targetRenderer)] = true;\r\n }\r\n\r\n let removed = false;\r\n const newList: Array<FluidRenderingTargetRenderer> = [];\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!indexes[i]) {\r\n this.targetRenderers[i].dispose();\r\n removed = true;\r\n } else {\r\n newList.push(this.targetRenderers[i]);\r\n }\r\n }\r\n\r\n if (removed) {\r\n this.targetRenderers.length = 0;\r\n this.targetRenderers.push(...newList);\r\n }\r\n\r\n return removed;\r\n }\r\n\r\n private _getParticleSystemIndex(ps: IParticleSystem): number {\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const obj = this.renderObjects[i].object;\r\n if (IsParticleSystemObject(obj) && obj.particleSystem === ps) {\r\n return i;\r\n }\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n private _initialize(): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n const cameras: Map<Camera, CameraMapForFluidRendering> = new Map();\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n const targetRenderer = this.targetRenderers[i];\r\n\r\n targetRenderer._initialize();\r\n\r\n if (targetRenderer.camera && targetRenderer._renderPostProcess) {\r\n let list = cameras.get(targetRenderer.camera);\r\n if (!list) {\r\n list = [[], {}];\r\n cameras.set(targetRenderer.camera, list);\r\n }\r\n list[0].push(targetRenderer);\r\n targetRenderer.camera.attachPostProcess(targetRenderer._renderPostProcess, i);\r\n }\r\n }\r\n\r\n let iterator = cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = cameras.get(camera)!;\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const [targetRenderers, copyDepthTextures] = list;\r\n\r\n firstPostProcess.onSizeChangedObservable.add(() => {\r\n if (!firstPostProcess.inputTexture.depthStencilTexture) {\r\n firstPostProcess.inputTexture.createDepthStencilTexture(\r\n 0,\r\n true,\r\n this._engine.isStencilEnable,\r\n targetRenderers[0].samples,\r\n this._engine.isStencilEnable ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n `PostProcessRTTDepthStencil-${firstPostProcess.name}`\r\n );\r\n }\r\n for (const targetRenderer of targetRenderers) {\r\n const thicknessRT = targetRenderer._thicknessRenderTarget?.renderTarget;\r\n const thicknessTexture = thicknessRT?.texture;\r\n if (thicknessRT && thicknessTexture) {\r\n const key = thicknessTexture.width + \"_\" + thicknessTexture.height;\r\n let copyDepthTexture = copyDepthTextures[key];\r\n if (!copyDepthTexture) {\r\n copyDepthTexture = copyDepthTextures[key] = new FluidRenderingDepthTextureCopy(this._engine, thicknessTexture.width, thicknessTexture.height);\r\n }\r\n copyDepthTexture.depthRTWrapper._shareDepth(thicknessRT);\r\n }\r\n }\r\n });\r\n }\r\n\r\n // Dispose the CopyDepthTexture instances that we don't need anymore\r\n iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n\r\n const copyDepthTextures = list[1];\r\n\r\n const list2 = cameras.get(camera);\r\n if (!list2) {\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n } else {\r\n for (const key in copyDepthTextures) {\r\n if (!list2[1][key]) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._cameras.clear();\r\n this._cameras = cameras;\r\n\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n private _setParticleSizeForRenderTargets(): void {\r\n const particleSizes = new Map<FluidRenderingTargetRenderer, number>();\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n let curSize = particleSizes.get(renderingObject.targetRenderer);\r\n if (curSize === undefined) {\r\n curSize = 0;\r\n }\r\n particleSizes.set(renderingObject.targetRenderer, Math.max(curSize, renderingObject.object.particleSize));\r\n }\r\n\r\n particleSizes.forEach((particleSize, targetRenderer) => {\r\n if (targetRenderer._depthRenderTarget) {\r\n targetRenderer._depthRenderTarget.particleSize = particleSize;\r\n }\r\n });\r\n }\r\n\r\n private _setUseVelocityForRenderObject(): void {\r\n for (const renderingObject of this.renderObjects) {\r\n renderingObject.object.useVelocity = renderingObject.targetRenderer.useVelocity;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _prepareRendering(): void {\r\n for (const renderer of this.targetRenderers) {\r\n if (renderer.needInitialization) {\r\n this._initialize();\r\n return;\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _render(forCamera?: Camera): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!forCamera || this.targetRenderers[i].camera === forCamera) {\r\n this.targetRenderers[i]._clearTargets();\r\n }\r\n }\r\n\r\n const iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n if (forCamera && camera !== forCamera) {\r\n continue;\r\n }\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const sourceCopyDepth = firstPostProcess.inputTexture?.depthStencilTexture;\r\n if (sourceCopyDepth) {\r\n const [targetRenderers, copyDepthTextures] = list;\r\n for (const targetRenderer of targetRenderers) {\r\n targetRenderer._bgDepthTexture = sourceCopyDepth;\r\n }\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].copy(sourceCopyDepth);\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n if (!forCamera || renderingObject.targetRenderer.camera === forCamera) {\r\n renderingObject.targetRenderer._render(renderingObject.object);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of all the ressources used by the class\r\n */\r\n public dispose(): void {\r\n this._engine.onResizeObservable.remove(this._onEngineResizeObserver);\r\n this._onEngineResizeObserver = null;\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n this.renderObjects[i].object.dispose();\r\n }\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n this._cameras.forEach((list) => {\r\n const copyDepthTextures = list[1];\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n });\r\n\r\n (this.renderObjects as Array<IFluidRenderingRenderObject>) = [];\r\n (this.targetRenderers as FluidRenderingTargetRenderer[]) = [];\r\n this._cameras.clear();\r\n }\r\n}\r\n"]}
1
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{ Scene } from \"core/scene\";\r\nimport type { Engine } from \"core/Engines/engine\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { ISceneComponent } from \"core/sceneComponent\";\r\nimport { SceneComponentConstants } from \"core/sceneComponent\";\r\nimport type { SmartArrayNoDuplicate } from \"core/Misc/smartArray\";\r\nimport type { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nimport type { FluidRenderingObject } from \"./fluidRenderingObject\";\r\nimport { FluidRenderingObjectParticleSystem } from \"./fluidRenderingObjectParticleSystem\";\r\nimport { FluidRenderingTargetRenderer } from \"./fluidRenderingTargetRenderer\";\r\nimport { FluidRenderingObjectCustomParticles } from \"./fluidRenderingObjectCustomParticles\";\r\nimport { FluidRenderingDepthTextureCopy } from \"./fluidRenderingDepthTextureCopy\";\r\n\r\nimport \"../../Shaders/fluidRenderingParticleDepth.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleDepth.fragment\";\r\nimport \"../../Shaders/fluidRenderingParticleThickness.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleThickness.fragment\";\r\nimport \"../../Shaders/fluidRenderingParticleDiffuse.vertex\";\r\nimport \"../../Shaders/fluidRenderingParticleDiffuse.fragment\";\r\nimport \"../../Shaders/fluidRenderingBilateralBlur.fragment\";\r\nimport \"../../Shaders/fluidRenderingStandardBlur.fragment\";\r\nimport \"../../Shaders/fluidRenderingRender.fragment\";\r\n\r\ndeclare module \"../../abstractScene\" {\r\n export interface AbstractScene {\r\n /** @internal (Backing field) */\r\n _fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Gets or Sets the fluid renderer associated to the scene.\r\n */\r\n fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Enables the fluid renderer and associates it with the scene\r\n * @returns the FluidRenderer\r\n */\r\n enableFluidRenderer(): Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Disables the fluid renderer associated with the scene\r\n */\r\n disableFluidRenderer(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"fluidRenderer\", {\r\n get: function (this: Scene) {\r\n return this._fluidRenderer;\r\n },\r\n set: function (this: Scene, value: Nullable<FluidRenderer>) {\r\n this._fluidRenderer = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableFluidRenderer = function (): Nullable<FluidRenderer> {\r\n if (this._fluidRenderer) {\r\n return this._fluidRenderer;\r\n }\r\n\r\n this._fluidRenderer = new FluidRenderer(this);\r\n\r\n return this._fluidRenderer;\r\n};\r\n\r\nScene.prototype.disableFluidRenderer = function (): void {\r\n this._fluidRenderer?.dispose();\r\n this._fluidRenderer = null;\r\n};\r\n\r\ntype CameraMapForFluidRendering = [Array<FluidRenderingTargetRenderer>, { [key: string]: FluidRenderingDepthTextureCopy }];\r\n\r\nfunction IsParticleSystemObject(obj: FluidRenderingObject): obj is FluidRenderingObjectParticleSystem {\r\n return !!(obj as FluidRenderingObjectParticleSystem).particleSystem;\r\n}\r\n\r\n/**\r\n * Defines the fluid renderer scene component responsible to render objects as fluids\r\n */\r\nexport class FluidRendererSceneComponent 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_FLUIDRENDERER;\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._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_FLUIDRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_FLUIDRENDERER, this, this._afterCameraDraw);\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(_renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n this.scene.fluidRenderer?._prepareRendering();\r\n }\r\n\r\n private _afterCameraDraw(camera: Camera) {\r\n this.scene.fluidRenderer?._render(camera);\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 if (this.scene._fluidRenderer) {\r\n // Release resources first\r\n this.scene.disableFluidRenderer();\r\n\r\n // Re-enable\r\n this.scene.enableFluidRenderer();\r\n }\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.disableFluidRenderer();\r\n }\r\n}\r\n\r\n/**\r\n * An object rendered as a fluid.\r\n * It consists of the object itself as well as the render target renderer (which is used to generate the textures (render target) needed for fluid rendering)\r\n */\r\nexport interface IFluidRenderingRenderObject {\r\n /** object rendered as a fluid */\r\n object: FluidRenderingObject;\r\n /** target renderer used to render the fluid object */\r\n targetRenderer: FluidRenderingTargetRenderer;\r\n}\r\n\r\n/**\r\n * Class responsible for fluid rendering.\r\n * It is implementing the method described in https://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf\r\n */\r\nexport class FluidRenderer {\r\n /** @internal */\r\n public static _SceneComponentInitialization(scene: Scene) {\r\n let component = scene._getComponent(SceneComponentConstants.NAME_FLUIDRENDERER) as FluidRendererSceneComponent;\r\n if (!component) {\r\n component = new FluidRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n private _onEngineResizeObserver: Nullable<Observer<Engine>>;\r\n private _cameras: Map<Camera, CameraMapForFluidRendering>;\r\n\r\n /** Retrieves all the render objects managed by the class */\r\n public readonly renderObjects: Array<IFluidRenderingRenderObject>;\r\n\r\n /** Retrieves all the render target renderers managed by the class */\r\n public readonly targetRenderers: FluidRenderingTargetRenderer[];\r\n\r\n /**\r\n * Initializes the class\r\n * @param scene Scene in which the objects are part of\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._onEngineResizeObserver = null;\r\n this.renderObjects = [];\r\n this.targetRenderers = [];\r\n this._cameras = new Map();\r\n\r\n FluidRenderer._SceneComponentInitialization(this._scene);\r\n\r\n this._onEngineResizeObserver = this._engine.onResizeObservable.add(() => {\r\n this._initialize();\r\n });\r\n }\r\n\r\n /**\r\n * Reinitializes the class\r\n * Can be used if you change the object priority (FluidRenderingObject.priority), to make sure the objects are rendered in the right order\r\n */\r\n public recreate(): void {\r\n this._sortRenderingObjects();\r\n this._initialize();\r\n }\r\n\r\n /**\r\n * Gets the render object corresponding to a particle system (null if the particle system is not rendered as a fluid)\r\n * @param ps The particle system\r\n * @returns the render object corresponding to this particle system if any, otherwise null\r\n */\r\n public getRenderObjectFromParticleSystem(ps: IParticleSystem): Nullable<IFluidRenderingRenderObject> {\r\n const index = this._getParticleSystemIndex(ps);\r\n return index !== -1 ? this.renderObjects[index] : null;\r\n }\r\n\r\n /**\r\n * Adds a particle system to the fluid renderer.\r\n * @param ps particle system\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from the particle system and use it as part of the fluid rendering (default: false)\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the particle system\r\n */\r\n public addParticleSystem(ps: IParticleSystem, generateDiffuseTexture?: boolean, targetRenderer?: FluidRenderingTargetRenderer, camera?: Camera): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectParticleSystem(this._scene, ps);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Adds a custom particle set to the fluid renderer.\r\n * @param buffers The list of buffers (should contain at least a \"position\" buffer!)\r\n * @param numParticles Number of particles in each buffer\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from buffers and use it as part of the fluid rendering (default: false). For the texture to be generated correctly, you need a \"color\" buffer in the set!\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the custom particle set\r\n */\r\n public addCustomParticles(\r\n buffers: { [key: string]: FloatArray },\r\n numParticles: number,\r\n generateDiffuseTexture?: boolean,\r\n targetRenderer?: FluidRenderingTargetRenderer,\r\n camera?: Camera\r\n ): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectCustomParticles(this._scene, buffers, numParticles);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Removes a render object from the fluid renderer\r\n * @param renderObject the render object to remove\r\n * @param removeUnusedTargetRenderer True to remove/dispose of the target renderer if it's not used anymore (default: true)\r\n * @returns True if the render object has been found and released, else false\r\n */\r\n public removeRenderObject(renderObject: IFluidRenderingRenderObject, removeUnusedTargetRenderer = true): boolean {\r\n const index = this.renderObjects.indexOf(renderObject);\r\n if (index === -1) {\r\n return false;\r\n }\r\n\r\n renderObject.object.dispose();\r\n\r\n this.renderObjects.splice(index, 1);\r\n\r\n if (removeUnusedTargetRenderer && this._removeUnusedTargetRenderers()) {\r\n this._initialize();\r\n } else {\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _sortRenderingObjects(): void {\r\n this.renderObjects.sort((a, b) => {\r\n return a.object.priority < b.object.priority ? -1 : a.object.priority > b.object.priority ? 1 : 0;\r\n });\r\n }\r\n\r\n private _removeUnusedTargetRenderers(): boolean {\r\n const indexes: { [id: number]: boolean } = {};\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const targetRenderer = this.renderObjects[i].targetRenderer;\r\n indexes[this.targetRenderers.indexOf(targetRenderer)] = true;\r\n }\r\n\r\n let removed = false;\r\n const newList: Array<FluidRenderingTargetRenderer> = [];\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!indexes[i]) {\r\n this.targetRenderers[i].dispose();\r\n removed = true;\r\n } else {\r\n newList.push(this.targetRenderers[i]);\r\n }\r\n }\r\n\r\n if (removed) {\r\n this.targetRenderers.length = 0;\r\n this.targetRenderers.push(...newList);\r\n }\r\n\r\n return removed;\r\n }\r\n\r\n private _getParticleSystemIndex(ps: IParticleSystem): number {\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const obj = this.renderObjects[i].object;\r\n if (IsParticleSystemObject(obj) && obj.particleSystem === ps) {\r\n return i;\r\n }\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n private _initialize(): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n const cameras: Map<Camera, CameraMapForFluidRendering> = new Map();\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n const targetRenderer = this.targetRenderers[i];\r\n\r\n targetRenderer._initialize();\r\n\r\n if (targetRenderer.camera && targetRenderer._renderPostProcess) {\r\n let list = cameras.get(targetRenderer.camera);\r\n if (!list) {\r\n list = [[], {}];\r\n cameras.set(targetRenderer.camera, list);\r\n }\r\n list[0].push(targetRenderer);\r\n targetRenderer.camera.attachPostProcess(targetRenderer._renderPostProcess, i);\r\n }\r\n }\r\n\r\n let iterator = cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = cameras.get(camera)!;\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const [targetRenderers, copyDepthTextures] = list;\r\n\r\n firstPostProcess.onSizeChangedObservable.add(() => {\r\n if (!firstPostProcess.inputTexture.depthStencilTexture) {\r\n firstPostProcess.inputTexture.createDepthStencilTexture(\r\n 0,\r\n true,\r\n this._engine.isStencilEnable,\r\n targetRenderers[0].samples,\r\n this._engine.isStencilEnable ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n `PostProcessRTTDepthStencil-${firstPostProcess.name}`\r\n );\r\n }\r\n for (const targetRenderer of targetRenderers) {\r\n const thicknessRT = targetRenderer._thicknessRenderTarget?.renderTarget;\r\n const thicknessTexture = thicknessRT?.texture;\r\n if (thicknessRT && thicknessTexture) {\r\n const key = thicknessTexture.width + \"_\" + thicknessTexture.height;\r\n let copyDepthTexture = copyDepthTextures[key];\r\n if (!copyDepthTexture) {\r\n copyDepthTexture = copyDepthTextures[key] = new FluidRenderingDepthTextureCopy(this._engine, thicknessTexture.width, thicknessTexture.height);\r\n }\r\n copyDepthTexture.depthRTWrapper._shareDepth(thicknessRT);\r\n }\r\n }\r\n });\r\n }\r\n\r\n // Dispose the CopyDepthTexture instances that we don't need anymore\r\n iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n\r\n const copyDepthTextures = list[1];\r\n\r\n const list2 = cameras.get(camera);\r\n if (!list2) {\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n } else {\r\n for (const key in copyDepthTextures) {\r\n if (!list2[1][key]) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._cameras.clear();\r\n this._cameras = cameras;\r\n\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n private _setParticleSizeForRenderTargets(): void {\r\n const particleSizes = new Map<FluidRenderingTargetRenderer, number>();\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n let curSize = particleSizes.get(renderingObject.targetRenderer);\r\n if (curSize === undefined) {\r\n curSize = 0;\r\n }\r\n particleSizes.set(renderingObject.targetRenderer, Math.max(curSize, renderingObject.object.particleSize));\r\n }\r\n\r\n particleSizes.forEach((particleSize, targetRenderer) => {\r\n if (targetRenderer._depthRenderTarget) {\r\n targetRenderer._depthRenderTarget.particleSize = particleSize;\r\n }\r\n });\r\n }\r\n\r\n private _setUseVelocityForRenderObject(): void {\r\n for (const renderingObject of this.renderObjects) {\r\n renderingObject.object.useVelocity = renderingObject.targetRenderer.useVelocity;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _prepareRendering(): void {\r\n for (const renderer of this.targetRenderers) {\r\n if (renderer.needInitialization) {\r\n this._initialize();\r\n return;\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _render(forCamera?: Camera): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!forCamera || this.targetRenderers[i].camera === forCamera) {\r\n this.targetRenderers[i]._clearTargets();\r\n }\r\n }\r\n\r\n const iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n if (forCamera && camera !== forCamera) {\r\n continue;\r\n }\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const sourceCopyDepth = firstPostProcess.inputTexture?.depthStencilTexture;\r\n if (sourceCopyDepth) {\r\n const [targetRenderers, copyDepthTextures] = list;\r\n for (const targetRenderer of targetRenderers) {\r\n targetRenderer._bgDepthTexture = sourceCopyDepth;\r\n }\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].copy(sourceCopyDepth);\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n if (!forCamera || renderingObject.targetRenderer.camera === forCamera) {\r\n renderingObject.targetRenderer._render(renderingObject.object);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of all the ressources used by the class\r\n */\r\n public dispose(): void {\r\n this._engine.onResizeObservable.remove(this._onEngineResizeObserver);\r\n this._onEngineResizeObserver = null;\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n this.renderObjects[i].object.dispose();\r\n }\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n this._cameras.forEach((list) => {\r\n const copyDepthTextures = list[1];\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n });\r\n\r\n (this.renderObjects as Array<IFluidRenderingRenderObject>) = [];\r\n (this.targetRenderers as FluidRenderingTargetRenderer[]) = [];\r\n this._cameras.clear();\r\n }\r\n}\r\n"]}
@@ -115,6 +115,7 @@ float esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),dar
115
115
  #endif
116
116
  #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
117
117
  #define GREATEST_LESS_THAN_ONE 0.99999994
118
+ /* disable_uniformity_analysis */
118
119
  #define inline
119
120
  float computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)
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  {vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float shadow=texture2D(shadowSampler,uvDepthLayer);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}
@@ -1 +1 @@
1
- {"version":3,"file":"shadowsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqUd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowsFragmentFunctions\";\nconst shader = `#ifdef SHADOWS\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{const vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}\n#endif\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{float mask=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));return mix(value,1.0,mask);}\n#define inline\nfloat computeShadowCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nreturn depth>shadow ? darkness : 1.0;}\n#define inline\nfloat computeShadowWithPoissonSamplingCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;float visibility=1.;vec3 poissonDisk[4];poissonDisk[0]=vec3(-1.0,1.0,-1.0);poissonDisk[1]=vec3(1.0,-1.0,-1.0);poissonDisk[2]=vec3(-1.0,-1.0,-1.0);poissonDisk[3]=vec3(1.0,-1.0,1.0);\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);}\n#define inline\nfloat computeShadowWithESMCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);float shadowPixelDepth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return esm;}\n#define inline\nfloat computeShadowWithCloseESMCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);float shadowPixelDepth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return esm;}\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define inline\nfloat computeShadowCSM(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);vec3 uvLayer=vec3(uv.x,uv.y,layer);float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uvLayer));\n#else\nfloat shadow=texture2D(shadowSampler,uvLayer).x;\n#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;}\n#endif\n#define inline\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadow=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;}}\n#define inline\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);float visibility=1.;vec2 poissonDisk[4];poissonDisk[0]=vec2(-0.94201624,-0.39906216);poissonDisk[1]=vec2(0.94558609,-0.76890725);poissonDisk[2]=vec2(-0.094184101,-0.92938870);poissonDisk[3]=vec2(0.34495938,0.29387760);\n#ifndef SHADOWFLOAT\nif (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;\n#else\nif (TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\n#ifdef IS_NDC_HALF_ZRANGE\n#define ZINCLIP clipSpace.z\n#else\n#define ZINCLIP uvDepth.z\n#endif\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define GREATEST_LESS_THAN_ONE 0.99999994\n#define inline\nfloat computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float shadow=texture2D(shadowSampler,uvDepthLayer);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=3.-2.*st;vec2 uvw1=1.+2.*st;vec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;vec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));shadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));shadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));shadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=4.-3.*st;vec2 uvw1=vec2(7.);vec2 uvw2=1.+3.*st;vec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;vec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));shadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));shadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[0]),layer,uvDepth.z));shadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));shadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));shadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[1]),layer,uvDepth.z));shadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[2]),layer,uvDepth.z));shadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[2]),layer,uvDepth.z));shadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[2]),layer,uvDepth.z));shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;float shadow=TEXTUREFUNC(shadowSampler,uvDepth,0.);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=3.-2.*st;vec2 uvw1=1.+2.*st;vec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;vec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);shadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);shadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);shadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=4.-3.*st;vec2 uvw1=vec2(7.);vec2 uvw2=1.+3.*st;vec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;vec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);shadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);shadow+=uvw2.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z),0.);shadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);shadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);shadow+=uvw2.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z),0.);shadow+=uvw0.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z),0.);shadow+=uvw1.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z),0.);shadow+=uvw2.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z),0.);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nconst vec3 PoissonSamplers32[64]=vec3[64](\nvec3(0.06407013,0.05409927,0.),\nvec3(0.7366577,0.5789394,0.),\nvec3(-0.6270542,-0.5320278,0.),\nvec3(-0.4096107,0.8411095,0.),\nvec3(0.6849564,-0.4990818,0.),\nvec3(-0.874181,-0.04579735,0.),\nvec3(0.9989998,0.0009880066,0.),\nvec3(-0.004920578,-0.9151649,0.),\nvec3(0.1805763,0.9747483,0.),\nvec3(-0.2138451,0.2635818,0.),\nvec3(0.109845,0.3884785,0.),\nvec3(0.06876755,-0.3581074,0.),\nvec3(0.374073,-0.7661266,0.),\nvec3(0.3079132,-0.1216763,0.),\nvec3(-0.3794335,-0.8271583,0.),\nvec3(-0.203878,-0.07715034,0.),\nvec3(0.5912697,0.1469799,0.),\nvec3(-0.88069,0.3031784,0.),\nvec3(0.5040108,0.8283722,0.),\nvec3(-0.5844124,0.5494877,0.),\nvec3(0.6017799,-0.1726654,0.),\nvec3(-0.5554981,0.1559997,0.),\nvec3(-0.3016369,-0.3900928,0.),\nvec3(-0.5550632,-0.1723762,0.),\nvec3(0.925029,0.2995041,0.),\nvec3(-0.2473137,0.5538505,0.),\nvec3(0.9183037,-0.2862392,0.),\nvec3(0.2469421,0.6718712,0.),\nvec3(0.3916397,-0.4328209,0.),\nvec3(-0.03576927,-0.6220032,0.),\nvec3(-0.04661255,0.7995201,0.),\nvec3(0.4402924,0.3640312,0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.)\n);const vec3 PoissonSamplers64[64]=vec3[64](\nvec3(-0.613392,0.617481,0.),\nvec3(0.170019,-0.040254,0.),\nvec3(-0.299417,0.791925,0.),\nvec3(0.645680,0.493210,0.),\nvec3(-0.651784,0.717887,0.),\nvec3(0.421003,0.027070,0.),\nvec3(-0.817194,-0.271096,0.),\nvec3(-0.705374,-0.668203,0.),\nvec3(0.977050,-0.108615,0.),\nvec3(0.063326,0.142369,0.),\nvec3(0.203528,0.214331,0.),\nvec3(-0.667531,0.326090,0.),\nvec3(-0.098422,-0.295755,0.),\nvec3(-0.885922,0.215369,0.),\nvec3(0.566637,0.605213,0.),\nvec3(0.039766,-0.396100,0.),\nvec3(0.751946,0.453352,0.),\nvec3(0.078707,-0.715323,0.),\nvec3(-0.075838,-0.529344,0.),\nvec3(0.724479,-0.580798,0.),\nvec3(0.222999,-0.215125,0.),\nvec3(-0.467574,-0.405438,0.),\nvec3(-0.248268,-0.814753,0.),\nvec3(0.354411,-0.887570,0.),\nvec3(0.175817,0.382366,0.),\nvec3(0.487472,-0.063082,0.),\nvec3(-0.084078,0.898312,0.),\nvec3(0.488876,-0.783441,0.),\nvec3(0.470016,0.217933,0.),\nvec3(-0.696890,-0.549791,0.),\nvec3(-0.149693,0.605762,0.),\nvec3(0.034211,0.979980,0.),\nvec3(0.503098,-0.308878,0.),\nvec3(-0.016205,-0.872921,0.),\nvec3(0.385784,-0.393902,0.),\nvec3(-0.146886,-0.859249,0.),\nvec3(0.643361,0.164098,0.),\nvec3(0.634388,-0.049471,0.),\nvec3(-0.688894,0.007843,0.),\nvec3(0.464034,-0.188818,0.),\nvec3(-0.440840,0.137486,0.),\nvec3(0.364483,0.511704,0.),\nvec3(0.034028,0.325968,0.),\nvec3(0.099094,-0.308023,0.),\nvec3(0.693960,-0.366253,0.),\nvec3(0.678884,-0.204688,0.),\nvec3(0.001801,0.780328,0.),\nvec3(0.145177,-0.898984,0.),\nvec3(0.062655,-0.611866,0.),\nvec3(0.315226,-0.604297,0.),\nvec3(-0.780145,0.486251,0.),\nvec3(-0.371868,0.882138,0.),\nvec3(0.200476,0.494430,0.),\nvec3(-0.494552,-0.711051,0.),\nvec3(0.612476,0.705252,0.),\nvec3(-0.578845,-0.768792,0.),\nvec3(-0.772454,-0.090976,0.),\nvec3(0.504440,0.372295,0.),\nvec3(0.155736,0.065157,0.),\nvec3(0.391522,0.849605,0.),\nvec3(-0.620106,-0.328104,0.),\nvec3(0.789239,-0.419965,0.),\nvec3(-0.545396,0.538133,0.),\nvec3(-0.178564,-0.596057,0.)\n);\n#define inline\nfloat computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float blockerDepth=0.0;float sumBlockerDepth=0.0;float numBlocker=0.0;for (int i=0; i<searchTapCount; i ++) {blockerDepth=texture2D(depthSampler,vec3(uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer)).r;if (blockerDepth<depthMetric) {sumBlockerDepth+=blockerDepth;numBlocker++;}}\nfloat avgBlockerDepth=sumBlockerDepth/numBlocker;float AAOffset=shadowMapSizeInverse*10.;float penumbraRatio=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);vec4 filterRadius=vec4(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);float random=getRand(vPositionFromLight.xy);float rotationAngle=random*3.1415926;vec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));float shadow=0.;for (int i=0; i<pcfTapCount; i++) {vec4 offset=vec4(poissonSamplers[i],0.);offset=vec4(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);shadow+=texture2D(shadowSampler,uvDepthLayer+offset*filterRadius);}\nshadow/=float(pcfTapCount);shadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));shadow=mix(darkness,1.,shadow);if (numBlocker<1.0) {return 1.0;}\nelse\n{return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;float blockerDepth=0.0;float sumBlockerDepth=0.0;float numBlocker=0.0;for (int i=0; i<searchTapCount; i ++) {blockerDepth=TEXTUREFUNC(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0.).r;if (blockerDepth<depthMetric) {sumBlockerDepth+=blockerDepth;numBlocker++;}}\nif (numBlocker<1.0) {return 1.0;}\nelse\n{float avgBlockerDepth=sumBlockerDepth/numBlocker;float AAOffset=shadowMapSizeInverse*10.;float penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);float filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;float random=getRand(vPositionFromLight.xy);float rotationAngle=random*3.1415926;vec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));float shadow=0.;for (int i=0; i<pcfTapCount; i++) {vec3 offset=poissonSamplers[i];offset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);shadow+=TEXTUREFUNC(shadowSampler,uvDepth+offset*filterRadius,0.);}\nshadow/=float(pcfTapCount);shadow=mix(shadow,1.,depthMetric-avgBlockerDepth);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}}\n#define inline\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);}\n#define inline\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);}\n#define inline\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);}\n#define inline\nfloat computeShadowWithCSMPCSS16(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#define inline\nfloat computeShadowWithCSMPCSS32(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#define inline\nfloat computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowsFragmentFunctions = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowsFragmentFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/shadowsFragmentFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsUd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"shadowsFragmentFunctions\";\nconst shader = `#ifdef SHADOWS\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{const vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);return dot(color,bit_shift);}\n#endif\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{float mask=smoothstep(1.0-frustumEdgeFalloff,1.00000012,clamp(dot(clipSpace,clipSpace),0.,1.));return mix(value,1.0,mask);}\n#define inline\nfloat computeShadowCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nreturn depth>shadow ? darkness : 1.0;}\n#define inline\nfloat computeShadowWithPoissonSamplingCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);depth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;float visibility=1.;vec3 poissonDisk[4];poissonDisk[0]=vec3(-1.0,1.0,-1.0);poissonDisk[1]=vec3(1.0,-1.0,-1.0);poissonDisk[2]=vec3(-1.0,-1.0,-1.0);poissonDisk[3]=vec3(1.0,-1.0,1.0);\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;if (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;if (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);}\n#define inline\nfloat computeShadowWithESMCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);float shadowPixelDepth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return esm;}\n#define inline\nfloat computeShadowWithCloseESMCube(vec3 worldPos,vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{vec3 directionToLight=worldPos-lightPosition;float depth=length(directionToLight);depth=(depth+depthValues.x)/(depthValues.y);float shadowPixelDepth=clamp(depth,0.,1.0);directionToLight=normalize(directionToLight);directionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return esm;}\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define inline\nfloat computeShadowCSM(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);vec3 uvLayer=vec3(uv.x,uv.y,layer);float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uvLayer));\n#else\nfloat shadow=texture2D(shadowSampler,uvLayer).x;\n#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;}\n#endif\n#define inline\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadow=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nreturn shadowPixelDepth>shadow ? computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff) : 1.;}}\n#define inline\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);float visibility=1.;vec2 poissonDisk[4];poissonDisk[0]=vec2(-0.94201624,-0.39906216);poissonDisk[1]=vec2(0.94558609,-0.76890725);poissonDisk[2]=vec2(-0.094184101,-0.92938870);poissonDisk[3]=vec2(0.34495938,0.29387760);\n#ifndef SHADOWFLOAT\nif (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;if (unpack(TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.))<shadowPixelDepth) visibility-=0.25;\n#else\nif (TEXTUREFUNC(shadowSampler,uv+poissonDisk[0]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[1]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[2]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;if (TEXTUREFUNC(shadowSampler,uv+poissonDisk[3]*mapSize,0.).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec2 uv=0.5*clipSpace.xy+vec2(0.5);if (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{return 1.0;}\nelse\n{float shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(TEXTUREFUNC(shadowSampler,uv,0.));\n#else\nfloat shadowMapSample=TEXTUREFUNC(shadowSampler,uv,0.).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);return computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);}}\n#ifdef IS_NDC_HALF_ZRANGE\n#define ZINCLIP clipSpace.z\n#else\n#define ZINCLIP uvDepth.z\n#endif\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define GREATEST_LESS_THAN_ONE 0.99999994\n/* disable_uniformity_analysis */\n#define inline\nfloat computeShadowWithCSMPCF1(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float shadow=texture2D(shadowSampler,uvDepthLayer);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithCSMPCF3(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=3.-2.*st;vec2 uvw1=1.+2.*st;vec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;vec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));shadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));shadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));shadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithCSMPCF5(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArrayShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=4.-3.*st;vec2 uvw1=vec2(7.);vec2 uvw2=1.+3.*st;vec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;vec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[0]),layer,uvDepth.z));shadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[0]),layer,uvDepth.z));shadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[0]),layer,uvDepth.z));shadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[1]),layer,uvDepth.z));shadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[1]),layer,uvDepth.z));shadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[1]),layer,uvDepth.z));shadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[0],v[2]),layer,uvDepth.z));shadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[1],v[2]),layer,uvDepth.z));shadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec4(base_uv.xy+vec2(u[2],v[2]),layer,uvDepth.z));shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}\n#define inline\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;float shadow=TEXTUREFUNC(shadowSampler,uvDepth,0.);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=3.-2.*st;vec2 uvw1=1.+2.*st;vec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;vec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);shadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);shadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);shadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);shadow=shadow/16.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,highp sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;vec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \nvec2 uvw0=4.-3.*st;vec2 uvw1=vec2(7.);vec2 uvw2=1.+3.*st;vec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;vec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;float shadow=0.;shadow+=uvw0.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z),0.);shadow+=uvw1.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z),0.);shadow+=uvw2.x*uvw0.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z),0.);shadow+=uvw0.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z),0.);shadow+=uvw1.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z),0.);shadow+=uvw2.x*uvw1.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z),0.);shadow+=uvw0.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z),0.);shadow+=uvw1.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z),0.);shadow+=uvw2.x*uvw2.y*TEXTUREFUNC(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z),0.);shadow=shadow/144.;shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\nconst vec3 PoissonSamplers32[64]=vec3[64](\nvec3(0.06407013,0.05409927,0.),\nvec3(0.7366577,0.5789394,0.),\nvec3(-0.6270542,-0.5320278,0.),\nvec3(-0.4096107,0.8411095,0.),\nvec3(0.6849564,-0.4990818,0.),\nvec3(-0.874181,-0.04579735,0.),\nvec3(0.9989998,0.0009880066,0.),\nvec3(-0.004920578,-0.9151649,0.),\nvec3(0.1805763,0.9747483,0.),\nvec3(-0.2138451,0.2635818,0.),\nvec3(0.109845,0.3884785,0.),\nvec3(0.06876755,-0.3581074,0.),\nvec3(0.374073,-0.7661266,0.),\nvec3(0.3079132,-0.1216763,0.),\nvec3(-0.3794335,-0.8271583,0.),\nvec3(-0.203878,-0.07715034,0.),\nvec3(0.5912697,0.1469799,0.),\nvec3(-0.88069,0.3031784,0.),\nvec3(0.5040108,0.8283722,0.),\nvec3(-0.5844124,0.5494877,0.),\nvec3(0.6017799,-0.1726654,0.),\nvec3(-0.5554981,0.1559997,0.),\nvec3(-0.3016369,-0.3900928,0.),\nvec3(-0.5550632,-0.1723762,0.),\nvec3(0.925029,0.2995041,0.),\nvec3(-0.2473137,0.5538505,0.),\nvec3(0.9183037,-0.2862392,0.),\nvec3(0.2469421,0.6718712,0.),\nvec3(0.3916397,-0.4328209,0.),\nvec3(-0.03576927,-0.6220032,0.),\nvec3(-0.04661255,0.7995201,0.),\nvec3(0.4402924,0.3640312,0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.),\nvec3(0.)\n);const vec3 PoissonSamplers64[64]=vec3[64](\nvec3(-0.613392,0.617481,0.),\nvec3(0.170019,-0.040254,0.),\nvec3(-0.299417,0.791925,0.),\nvec3(0.645680,0.493210,0.),\nvec3(-0.651784,0.717887,0.),\nvec3(0.421003,0.027070,0.),\nvec3(-0.817194,-0.271096,0.),\nvec3(-0.705374,-0.668203,0.),\nvec3(0.977050,-0.108615,0.),\nvec3(0.063326,0.142369,0.),\nvec3(0.203528,0.214331,0.),\nvec3(-0.667531,0.326090,0.),\nvec3(-0.098422,-0.295755,0.),\nvec3(-0.885922,0.215369,0.),\nvec3(0.566637,0.605213,0.),\nvec3(0.039766,-0.396100,0.),\nvec3(0.751946,0.453352,0.),\nvec3(0.078707,-0.715323,0.),\nvec3(-0.075838,-0.529344,0.),\nvec3(0.724479,-0.580798,0.),\nvec3(0.222999,-0.215125,0.),\nvec3(-0.467574,-0.405438,0.),\nvec3(-0.248268,-0.814753,0.),\nvec3(0.354411,-0.887570,0.),\nvec3(0.175817,0.382366,0.),\nvec3(0.487472,-0.063082,0.),\nvec3(-0.084078,0.898312,0.),\nvec3(0.488876,-0.783441,0.),\nvec3(0.470016,0.217933,0.),\nvec3(-0.696890,-0.549791,0.),\nvec3(-0.149693,0.605762,0.),\nvec3(0.034211,0.979980,0.),\nvec3(0.503098,-0.308878,0.),\nvec3(-0.016205,-0.872921,0.),\nvec3(0.385784,-0.393902,0.),\nvec3(-0.146886,-0.859249,0.),\nvec3(0.643361,0.164098,0.),\nvec3(0.634388,-0.049471,0.),\nvec3(-0.688894,0.007843,0.),\nvec3(0.464034,-0.188818,0.),\nvec3(-0.440840,0.137486,0.),\nvec3(0.364483,0.511704,0.),\nvec3(0.034028,0.325968,0.),\nvec3(0.099094,-0.308023,0.),\nvec3(0.693960,-0.366253,0.),\nvec3(0.678884,-0.204688,0.),\nvec3(0.001801,0.780328,0.),\nvec3(0.145177,-0.898984,0.),\nvec3(0.062655,-0.611866,0.),\nvec3(0.315226,-0.604297,0.),\nvec3(-0.780145,0.486251,0.),\nvec3(-0.371868,0.882138,0.),\nvec3(0.200476,0.494430,0.),\nvec3(-0.494552,-0.711051,0.),\nvec3(0.612476,0.705252,0.),\nvec3(-0.578845,-0.768792,0.),\nvec3(-0.772454,-0.090976,0.),\nvec3(0.504440,0.372295,0.),\nvec3(0.155736,0.065157,0.),\nvec3(0.391522,0.849605,0.),\nvec3(-0.620106,-0.328104,0.),\nvec3(0.789239,-0.419965,0.),\nvec3(-0.545396,0.538133,0.),\nvec3(-0.178564,-0.596057,0.)\n);\n#define inline\nfloat computeShadowWithCSMPCSS(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=clamp(ZINCLIP,0.,GREATEST_LESS_THAN_ONE);vec4 uvDepthLayer=vec4(uvDepth.x,uvDepth.y,layer,uvDepth.z);float blockerDepth=0.0;float sumBlockerDepth=0.0;float numBlocker=0.0;for (int i=0; i<searchTapCount; i ++) {blockerDepth=texture2D(depthSampler,vec3(uvDepth.xy+(lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse*PoissonSamplers32[i].xy),layer)).r;if (blockerDepth<depthMetric) {sumBlockerDepth+=blockerDepth;numBlocker++;}}\nfloat avgBlockerDepth=sumBlockerDepth/numBlocker;float AAOffset=shadowMapSizeInverse*10.;float penumbraRatio=((depthMetric-avgBlockerDepth)*depthCorrection+AAOffset);vec4 filterRadius=vec4(penumbraRatio*lightSizeUV*lightSizeUVCorrection*shadowMapSizeInverse,0.,0.);float random=getRand(vPositionFromLight.xy);float rotationAngle=random*3.1415926;vec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));float shadow=0.;for (int i=0; i<pcfTapCount; i++) {vec4 offset=vec4(poissonSamplers[i],0.);offset=vec4(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.,0.);shadow+=texture2D(shadowSampler,uvDepthLayer+offset*filterRadius);}\nshadow/=float(pcfTapCount);shadow=mix(shadow,1.,min((depthMetric-avgBlockerDepth)*depthCorrection*penumbraDarkness,1.));shadow=mix(darkness,1.,shadow);if (numBlocker<1.0) {return 1.0;}\nelse\n{return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}\n#define inline\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\n{if (depthMetric>1.0 || depthMetric<0.0) {return 1.0;}\nelse\n{vec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;vec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));uvDepth.z=ZINCLIP;float blockerDepth=0.0;float sumBlockerDepth=0.0;float numBlocker=0.0;for (int i=0; i<searchTapCount; i ++) {blockerDepth=TEXTUREFUNC(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy),0.).r;if (blockerDepth<depthMetric) {sumBlockerDepth+=blockerDepth;numBlocker++;}}\nif (numBlocker<1.0) {return 1.0;}\nelse\n{float avgBlockerDepth=sumBlockerDepth/numBlocker;float AAOffset=shadowMapSizeInverse*10.;float penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);float filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;float random=getRand(vPositionFromLight.xy);float rotationAngle=random*3.1415926;vec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));float shadow=0.;for (int i=0; i<pcfTapCount; i++) {vec3 offset=poissonSamplers[i];offset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);shadow+=TEXTUREFUNC(shadowSampler,uvDepth+offset*filterRadius,0.);}\nshadow/=float(pcfTapCount);shadow=mix(shadow,1.,depthMetric-avgBlockerDepth);shadow=mix(darkness,1.,shadow);return computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);}}}\n#define inline\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);}\n#define inline\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);}\n#define inline\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,highp sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{return computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);}\n#define inline\nfloat computeShadowWithCSMPCSS16(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#define inline\nfloat computeShadowWithCSMPCSS32(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#define inline\nfloat computeShadowWithCSMPCSS64(float layer,vec4 vPositionFromLight,float depthMetric,highp sampler2DArray depthSampler,highp sampler2DArrayShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,vec2 lightSizeUVCorrection,float depthCorrection,float penumbraDarkness)\n{return computeShadowWithCSMPCSS(layer,vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64,lightSizeUVCorrection,depthCorrection,penumbraDarkness);}\n#endif\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const shadowsFragmentFunctions = { name, shader };\n"]}
@@ -109,6 +109,7 @@ export declare class WebXRSpaceWarp extends WebXRAbstractFeature {
109
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  private _glContext;
110
110
  private _xrWebGLBinding;
111
111
  private _renderTargetTexture;
112
+ private _onAfterRenderObserver;
112
113
  /**
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  * constructor for the space warp feature
114
115
  * @param _xrSessionManager the xr session manager for this feature
@@ -121,6 +122,7 @@ export declare class WebXRSpaceWarp extends WebXRAbstractFeature {
121
122
  * @returns true if successful.
122
123
  */
123
124
  attach(): boolean;
125
+ detach(): boolean;
124
126
  private _onAfterRender;
125
127
  /**
126
128
  * {@inheritdoc}
@@ -221,6 +221,7 @@ export class WebXRSpaceWarp extends WebXRAbstractFeature {
221
221
  */
222
222
  constructor(_xrSessionManager) {
223
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  super(_xrSessionManager);
224
+ this._onAfterRenderObserver = null;
224
225
  /**
225
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  * {@inheritdoc}
226
227
  */
@@ -242,9 +243,13 @@ export class WebXRSpaceWarp extends WebXRAbstractFeature {
242
243
  this._glContext = engine._gl;
243
244
  this._xrWebGLBinding = new XRWebGLBinding(this._xrSessionManager.session, this._glContext);
244
245
  this.spaceWarpRTTProvider = new WebXRSpaceWarpRenderTargetTextureProvider(this._xrSessionManager.scene, this._xrSessionManager, this._xrWebGLBinding);
245
- this._xrSessionManager.scene.onAfterRenderObservable.add(this._onAfterRender.bind(this));
246
+ this._onAfterRenderObserver = this._xrSessionManager.scene.onAfterRenderObservable.add(() => this._onAfterRender());
246
247
  return true;
247
248
  }
249
+ detach() {
250
+ this._xrSessionManager.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
251
+ return super.detach();
252
+ }
248
253
  _onAfterRender() {
249
254
  if (this.attached && this._renderTargetTexture) {
250
255
  this._renderTargetTexture.render(false, false);
@@ -1 +1 @@
1
- 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type { Engine } from \"../../Engines/engine\";\r\nimport type { WebGLRenderTargetWrapper } from \"../../Engines/WebGL/webGLRenderTargetWrapper\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IWebXRRenderTargetTextureProvider } from \"../webXRRenderTargetTextureProvider\";\r\nimport type { Viewport } from \"../../Maths/math.viewport\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Material } from \"../../Materials/material\";\r\n\r\nimport \"../../Shaders/velocity.fragment\";\r\nimport \"../../Shaders/velocity.vertex\";\r\n\r\n/**\r\n * Used for Space Warp render process\r\n */\r\nexport class XRSpaceWarpRenderTarget extends RenderTargetTexture {\r\n private _velocityMaterial: ShaderMaterial;\r\n private _originalPairing: Array<[AbstractMesh, Nullable<Material>]> = [];\r\n private _previousWorldMatrices: Array<Matrix> = [];\r\n private _previousTransforms: Matrix[] = [Matrix.Identity(), Matrix.Identity()];\r\n\r\n /**\r\n * Creates a Space Warp render target\r\n * @param motionVectorTexture WebGLTexture provided by WebGLSubImage\r\n * @param depthStencilTexture WebGLTexture provided by WebGLSubImage\r\n * @param scene scene used with the render target\r\n * @param size the size of the render target (used for each view)\r\n */\r\n constructor(motionVectorTexture: WebGLTexture, depthStencilTexture: WebGLTexture, scene?: Scene, size: number | { width: number; height: number } | { ratio: number } = 512) {\r\n super(\"spacewarp rtt\", size, scene, false, true, Constants.TEXTURETYPE_HALF_FLOAT, false, undefined, false, false, true, undefined, true);\r\n this._renderTarget = this.getScene()!\r\n .getEngine()\r\n .createMultiviewRenderTargetTexture(this.getRenderWidth(), this.getRenderHeight(), motionVectorTexture, depthStencilTexture);\r\n (this._renderTarget as WebGLRenderTargetWrapper)._disposeOnlyFramebuffers = true;\r\n this._texture = this._renderTarget.texture!;\r\n this._texture.isMultiview = true;\r\n this._texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n if (scene) {\r\n this._velocityMaterial = new ShaderMaterial(\r\n \"velocity shader material\",\r\n scene,\r\n {\r\n vertex: \"velocity\",\r\n fragment: \"velocity\",\r\n },\r\n {\r\n uniforms: [\"world\", \"previousWorld\", \"viewProjection\", \"viewProjectionR\", \"previousViewProjection\", \"previousViewProjectionR\"],\r\n }\r\n );\r\n this._velocityMaterial._materialHelperNeedsPreviousMatrices = true;\r\n this._velocityMaterial.onBindObservable.add((mesh) => {\r\n // mesh. getWorldMatrix can be incorrect under rare conditions (e.g. when using a effective mesh in the render function).\r\n // If the case arise that will require changing it we will need to change the bind process in the material class to also provide the world matrix as a parameter\r\n this._previousWorldMatrices[mesh.uniqueId] = this._previousWorldMatrices[mesh.uniqueId] || mesh.getWorldMatrix();\r\n this._velocityMaterial.getEffect().setMatrix(\"previousWorld\", this._previousWorldMatrices[mesh.uniqueId]);\r\n this._previousWorldMatrices[mesh.uniqueId] = mesh.getWorldMatrix();\r\n // now set the scene's previous matrix\r\n this._velocityMaterial.getEffect().setMatrix(\"previousViewProjection\", this._previousTransforms[0]);\r\n // multiview for sure\r\n this._velocityMaterial.getEffect().setMatrix(\"previousViewProjectionR\", this._previousTransforms[1]);\r\n\r\n // store the previous (current, to be exact) transforms\r\n this._previousTransforms[0].copyFrom(scene.getTransformMatrix());\r\n this._previousTransforms[1].copyFrom(scene._transformMatrixR);\r\n });\r\n this._velocityMaterial.freeze();\r\n }\r\n }\r\n\r\n /**\r\n * {@inheritDoc}\r\n */\r\n public render(useCameraPostProcess: boolean = false, dumpForDebug: boolean = false): void {\r\n // Swap to use velocity material\r\n this._originalPairing.length = 0;\r\n const scene = this.getScene();\r\n // set the velocity material to render the velocity RTT\r\n if (scene && this._velocityMaterial) {\r\n scene.getActiveMeshes().forEach((mesh) => {\r\n this._originalPairing.push([mesh, mesh.material]);\r\n mesh.material = this._velocityMaterial;\r\n });\r\n }\r\n\r\n super.render(useCameraPostProcess, dumpForDebug);\r\n\r\n // Restore original materials\r\n this._originalPairing.forEach((tuple) => {\r\n tuple[0].material = tuple[1];\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bindFrameBuffer() {\r\n if (!this._renderTarget) {\r\n return;\r\n }\r\n this.getScene()!.getEngine().bindSpaceWarpFramebuffer(this._renderTarget);\r\n }\r\n\r\n /**\r\n * Gets the number of views the corresponding to the texture (eg. a SpaceWarpRenderTarget will have > 1)\r\n * @returns the view count\r\n */\r\n public getViewCount() {\r\n return 2;\r\n }\r\n\r\n /**\r\n * {@inheritdoc}\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n this._velocityMaterial.dispose();\r\n this._previousTransforms.length = 0;\r\n this._previousWorldMatrices.length = 0;\r\n this._originalPairing.length = 0;\r\n }\r\n}\r\n\r\n/**\r\n * WebXR Space Warp Render Target Texture Provider\r\n */\r\nexport class WebXRSpaceWarpRenderTargetTextureProvider implements IWebXRRenderTargetTextureProvider {\r\n protected _lastSubImages = new Map<XRView, XRWebGLSubImage>();\r\n protected _renderTargetTextures = new Map<XREye, RenderTargetTexture>();\r\n protected _framebufferDimensions: Nullable<{ framebufferWidth: number; framebufferHeight: number }>;\r\n protected _engine: Engine;\r\n\r\n constructor(protected readonly _scene: Scene, protected readonly _xrSessionManager: WebXRSessionManager, protected readonly _xrWebGLBinding: XRWebGLBinding) {\r\n this._engine = _scene.getEngine();\r\n }\r\n\r\n private _getSubImageForView(view: XRView): XRWebGLSubImage {\r\n const layerWrapper = this._xrSessionManager._getBaseLayerWrapper();\r\n if (!layerWrapper) {\r\n throw new Error(\"For Space Warp, the base layer should be a WebXR Projection Layer.\");\r\n }\r\n if (layerWrapper.layerType !== \"XRProjectionLayer\") {\r\n throw new Error('For Space Warp, the base layer type should \"XRProjectionLayer\".');\r\n }\r\n const layer = layerWrapper.layer as XRProjectionLayer;\r\n return this._xrWebGLBinding.getViewSubImage(layer, view);\r\n }\r\n\r\n protected _setViewportForSubImage(viewport: Viewport, subImage: XRWebGLSubImage) {\r\n viewport.x = 0;\r\n viewport.y = 0;\r\n viewport.width = subImage.motionVectorTextureWidth!;\r\n viewport.height = subImage.motionVectorTextureHeight!;\r\n }\r\n\r\n protected _createRenderTargetTexture(\r\n width: number,\r\n height: number,\r\n framebuffer: Nullable<WebGLFramebuffer>,\r\n motionVectorTexture: WebGLTexture,\r\n depthStencilTexture: WebGLTexture\r\n ): RenderTargetTexture {\r\n if (!this._engine) {\r\n throw new Error(\"Engine is disposed\");\r\n }\r\n\r\n const textureSize = { width, height };\r\n\r\n // Create render target texture from the internal texture\r\n const renderTargetTexture = new XRSpaceWarpRenderTarget(motionVectorTexture, depthStencilTexture, this._scene, textureSize);\r\n const renderTargetWrapper = renderTargetTexture.renderTarget as WebGLRenderTargetWrapper;\r\n if (framebuffer) {\r\n renderTargetWrapper._framebuffer = framebuffer;\r\n }\r\n\r\n // Create internal texture\r\n renderTargetWrapper._colorTextureArray = motionVectorTexture;\r\n renderTargetWrapper._depthStencilTextureArray = depthStencilTexture;\r\n\r\n renderTargetTexture.disableRescaling();\r\n renderTargetTexture.renderListPredicate = () => true;\r\n\r\n return renderTargetTexture;\r\n }\r\n\r\n protected _getRenderTargetForSubImage(subImage: XRWebGLSubImage, view: XRView) {\r\n const lastSubImage = this._lastSubImages.get(view);\r\n let renderTargetTexture = this._renderTargetTextures.get(view.eye);\r\n\r\n const width = subImage.motionVectorTextureWidth!;\r\n const height = subImage.motionVectorTextureHeight!;\r\n\r\n if (!renderTargetTexture || lastSubImage?.textureWidth !== width || lastSubImage?.textureHeight != height) {\r\n renderTargetTexture = this._createRenderTargetTexture(width, height, null, subImage.motionVectorTexture!, subImage.depthStencilTexture!);\r\n this._renderTargetTextures.set(view.eye, renderTargetTexture);\r\n\r\n this._framebufferDimensions = {\r\n framebufferWidth: width,\r\n framebufferHeight: height,\r\n };\r\n }\r\n\r\n this._lastSubImages.set(view, subImage);\r\n\r\n return renderTargetTexture;\r\n }\r\n\r\n /**\r\n * {@inheritDoc}\r\n */\r\n public trySetViewportForView(viewport: Viewport, view: XRView): boolean {\r\n const subImage = this._lastSubImages.get(view) || this._getSubImageForView(view);\r\n if (subImage) {\r\n this._setViewportForSubImage(viewport, subImage);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Access the motion vector (which will turn on Space Warp)\r\n * @param view the view to access the motion vector texture for\r\n */\r\n public accessMotionVector(view: XRView): void {\r\n const subImage = this._getSubImageForView(view);\r\n if (subImage) {\r\n // Meta Quest Browser uses accessing these textures as a sign for turning on Space Warp\r\n subImage.motionVectorTexture;\r\n subImage.depthStencilTexture;\r\n }\r\n }\r\n\r\n /**\r\n * {@inheritDoc}\r\n */\r\n public getRenderTargetTextureForEye(_eye: XREye): Nullable<RenderTargetTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * {@inheritDoc}\r\n */\r\n public getRenderTargetTextureForView(view: XRView): Nullable<RenderTargetTexture> {\r\n const subImage = this._getSubImageForView(view);\r\n if (subImage) {\r\n return this._getRenderTargetForSubImage(subImage, view);\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * {@inheritDoc}\r\n */\r\n public dispose() {\r\n this._renderTargetTextures.forEach((rtt) => rtt.dispose());\r\n this._renderTargetTextures.clear();\r\n }\r\n}\r\n\r\n/**\r\n * the WebXR Space Warp feature.\r\n */\r\nexport class WebXRSpaceWarp extends WebXRAbstractFeature {\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.SPACE_WARP;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * The space warp provider\r\n */\r\n public spaceWarpRTTProvider: Nullable<WebXRSpaceWarpRenderTargetTextureProvider>;\r\n private _glContext: WebGLRenderingContext | WebGL2RenderingContext;\r\n private _xrWebGLBinding: XRWebGLBinding;\r\n private _renderTargetTexture: Nullable<RenderTargetTexture>;\r\n\r\n /**\r\n * constructor for the space warp feature\r\n * @param _xrSessionManager the xr session manager for this feature\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager) {\r\n super(_xrSessionManager);\r\n this.xrNativeFeatureName = \"space-warp\";\r\n this._xrSessionManager.scene.needsPreviousWorldMatrices = true;\r\n }\r\n\r\n /**\r\n * Attach this feature.\r\n * Will usually be called by the features manager.\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n const engine = this._xrSessionManager.scene.getEngine();\r\n this._glContext = engine._gl;\r\n this._xrWebGLBinding = new XRWebGLBinding(this._xrSessionManager.session, this._glContext);\r\n\r\n this.spaceWarpRTTProvider = new WebXRSpaceWarpRenderTargetTextureProvider(this._xrSessionManager.scene, this._xrSessionManager, this._xrWebGLBinding);\r\n\r\n this._xrSessionManager.scene.onAfterRenderObservable.add(this._onAfterRender.bind(this));\r\n\r\n return true;\r\n }\r\n\r\n private _onAfterRender(): void {\r\n if (this.attached && this._renderTargetTexture) {\r\n this._renderTargetTexture.render(false, false);\r\n }\r\n }\r\n\r\n /**\r\n * {@inheritdoc}\r\n */\r\n public dependsOn: string[] = [WebXRFeatureName.LAYERS];\r\n\r\n /**\r\n * {@inheritdoc}\r\n */\r\n public isCompatible(): boolean {\r\n return this._xrSessionManager.scene.getEngine().getCaps().colorBufferHalfFloat || false;\r\n }\r\n\r\n /**\r\n * {@inheritdoc}\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame): void {\r\n const pose = _xrFrame.getViewerPose(this._xrSessionManager.referenceSpace);\r\n if (!pose) {\r\n return;\r\n }\r\n\r\n // get the first view to which we will create a texture (or update it)\r\n const view = pose.views[0];\r\n this._renderTargetTexture = this._renderTargetTexture || this.spaceWarpRTTProvider!.getRenderTargetTextureForView(view);\r\n this.spaceWarpRTTProvider!.accessMotionVector(view);\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRSpaceWarp.Name,\r\n (xrSessionManager) => {\r\n return () => new WebXRSpaceWarp(xrSessionManager);\r\n },\r\n WebXRSpaceWarp.Version,\r\n false\r\n);\r\n"]}
1
+ 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type { Engine } from \"../../Engines/engine\";\r\nimport type { WebGLRenderTargetWrapper } from \"../../Engines/WebGL/webGLRenderTargetWrapper\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"../webXRFeaturesManager\";\r\nimport type { WebXRSessionManager } from \"../webXRSessionManager\";\r\nimport { WebXRAbstractFeature } from \"./WebXRAbstractFeature\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { IWebXRRenderTargetTextureProvider } from \"../webXRRenderTargetTextureProvider\";\r\nimport type { Viewport } from \"../../Maths/math.viewport\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Material } from \"../../Materials/material\";\r\n\r\nimport \"../../Shaders/velocity.fragment\";\r\nimport \"../../Shaders/velocity.vertex\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Used for Space Warp render process\r\n */\r\nexport class XRSpaceWarpRenderTarget extends RenderTargetTexture {\r\n private _velocityMaterial: ShaderMaterial;\r\n private _originalPairing: Array<[AbstractMesh, Nullable<Material>]> = [];\r\n private _previousWorldMatrices: Array<Matrix> = [];\r\n private _previousTransforms: Matrix[] = [Matrix.Identity(), Matrix.Identity()];\r\n\r\n /**\r\n * Creates a Space Warp render target\r\n * @param motionVectorTexture WebGLTexture provided by WebGLSubImage\r\n * @param depthStencilTexture WebGLTexture provided by WebGLSubImage\r\n * @param scene scene used with the render target\r\n * @param size the size of the render target (used for each view)\r\n */\r\n constructor(motionVectorTexture: WebGLTexture, depthStencilTexture: WebGLTexture, scene?: Scene, size: number | { width: number; height: number } | { ratio: number } = 512) {\r\n super(\"spacewarp rtt\", size, scene, false, true, Constants.TEXTURETYPE_HALF_FLOAT, false, undefined, false, false, true, undefined, true);\r\n this._renderTarget = this.getScene()!\r\n .getEngine()\r\n .createMultiviewRenderTargetTexture(this.getRenderWidth(), this.getRenderHeight(), motionVectorTexture, depthStencilTexture);\r\n (this._renderTarget as WebGLRenderTargetWrapper)._disposeOnlyFramebuffers = true;\r\n this._texture = this._renderTarget.texture!;\r\n this._texture.isMultiview = true;\r\n this._texture.format = Constants.TEXTUREFORMAT_RGBA;\r\n\r\n if (scene) {\r\n this._velocityMaterial = new ShaderMaterial(\r\n \"velocity shader material\",\r\n scene,\r\n {\r\n vertex: \"velocity\",\r\n fragment: \"velocity\",\r\n },\r\n {\r\n uniforms: [\"world\", \"previousWorld\", \"viewProjection\", \"viewProjectionR\", \"previousViewProjection\", \"previousViewProjectionR\"],\r\n }\r\n );\r\n this._velocityMaterial._materialHelperNeedsPreviousMatrices = true;\r\n this._velocityMaterial.onBindObservable.add((mesh) => {\r\n // mesh. getWorldMatrix can be incorrect under rare conditions (e.g. when using a effective mesh in the render function).\r\n // If the case arise that will require changing it we will need to change the bind process in the material class to also provide the world matrix as a parameter\r\n this._previousWorldMatrices[mesh.uniqueId] = this._previousWorldMatrices[mesh.uniqueId] || mesh.getWorldMatrix();\r\n this._velocityMaterial.getEffect().setMatrix(\"previousWorld\", this._previousWorldMatrices[mesh.uniqueId]);\r\n this._previousWorldMatrices[mesh.uniqueId] = mesh.getWorldMatrix();\r\n // now set the scene's previous matrix\r\n this._velocityMaterial.getEffect().setMatrix(\"previousViewProjection\", this._previousTransforms[0]);\r\n // multiview for sure\r\n this._velocityMaterial.getEffect().setMatrix(\"previousViewProjectionR\", this._previousTransforms[1]);\r\n\r\n // store the previous (current, to be exact) transforms\r\n this._previousTransforms[0].copyFrom(scene.getTransformMatrix());\r\n this._previousTransforms[1].copyFrom(scene._transformMatrixR);\r\n });\r\n this._velocityMaterial.freeze();\r\n }\r\n }\r\n\r\n /**\r\n * {@inheritDoc}\r\n */\r\n public render(useCameraPostProcess: boolean = false, dumpForDebug: boolean = false): void {\r\n // Swap to use velocity material\r\n this._originalPairing.length = 0;\r\n const scene = this.getScene();\r\n // set the velocity material to render the velocity RTT\r\n if (scene && this._velocityMaterial) {\r\n scene.getActiveMeshes().forEach((mesh) => {\r\n this._originalPairing.push([mesh, mesh.material]);\r\n mesh.material = this._velocityMaterial;\r\n });\r\n }\r\n\r\n super.render(useCameraPostProcess, dumpForDebug);\r\n\r\n // Restore original materials\r\n this._originalPairing.forEach((tuple) => {\r\n tuple[0].material = tuple[1];\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _bindFrameBuffer() {\r\n if (!this._renderTarget) {\r\n return;\r\n }\r\n this.getScene()!.getEngine().bindSpaceWarpFramebuffer(this._renderTarget);\r\n }\r\n\r\n /**\r\n * Gets the number of views the corresponding to the texture (eg. a SpaceWarpRenderTarget will have > 1)\r\n * @returns the view count\r\n */\r\n public getViewCount() {\r\n return 2;\r\n }\r\n\r\n /**\r\n * {@inheritdoc}\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n this._velocityMaterial.dispose();\r\n this._previousTransforms.length = 0;\r\n this._previousWorldMatrices.length = 0;\r\n this._originalPairing.length = 0;\r\n }\r\n}\r\n\r\n/**\r\n * WebXR Space Warp Render Target Texture Provider\r\n */\r\nexport class WebXRSpaceWarpRenderTargetTextureProvider implements IWebXRRenderTargetTextureProvider {\r\n protected _lastSubImages = new Map<XRView, XRWebGLSubImage>();\r\n protected _renderTargetTextures = new Map<XREye, RenderTargetTexture>();\r\n protected _framebufferDimensions: Nullable<{ framebufferWidth: number; framebufferHeight: number }>;\r\n protected _engine: Engine;\r\n\r\n constructor(protected readonly _scene: Scene, protected readonly _xrSessionManager: WebXRSessionManager, protected readonly _xrWebGLBinding: XRWebGLBinding) {\r\n this._engine = _scene.getEngine();\r\n }\r\n\r\n private _getSubImageForView(view: XRView): XRWebGLSubImage {\r\n const layerWrapper = this._xrSessionManager._getBaseLayerWrapper();\r\n if (!layerWrapper) {\r\n throw new Error(\"For Space Warp, the base layer should be a WebXR Projection Layer.\");\r\n }\r\n if (layerWrapper.layerType !== \"XRProjectionLayer\") {\r\n throw new Error('For Space Warp, the base layer type should \"XRProjectionLayer\".');\r\n }\r\n const layer = layerWrapper.layer as XRProjectionLayer;\r\n return this._xrWebGLBinding.getViewSubImage(layer, view);\r\n }\r\n\r\n protected _setViewportForSubImage(viewport: Viewport, subImage: XRWebGLSubImage) {\r\n viewport.x = 0;\r\n viewport.y = 0;\r\n viewport.width = subImage.motionVectorTextureWidth!;\r\n viewport.height = subImage.motionVectorTextureHeight!;\r\n }\r\n\r\n protected _createRenderTargetTexture(\r\n width: number,\r\n height: number,\r\n framebuffer: Nullable<WebGLFramebuffer>,\r\n motionVectorTexture: WebGLTexture,\r\n depthStencilTexture: WebGLTexture\r\n ): RenderTargetTexture {\r\n if (!this._engine) {\r\n throw new Error(\"Engine is disposed\");\r\n }\r\n\r\n const textureSize = { width, height };\r\n\r\n // Create render target texture from the internal texture\r\n const renderTargetTexture = new XRSpaceWarpRenderTarget(motionVectorTexture, depthStencilTexture, this._scene, textureSize);\r\n const renderTargetWrapper = renderTargetTexture.renderTarget as WebGLRenderTargetWrapper;\r\n if (framebuffer) {\r\n renderTargetWrapper._framebuffer = framebuffer;\r\n }\r\n\r\n // Create internal texture\r\n renderTargetWrapper._colorTextureArray = motionVectorTexture;\r\n renderTargetWrapper._depthStencilTextureArray = depthStencilTexture;\r\n\r\n renderTargetTexture.disableRescaling();\r\n renderTargetTexture.renderListPredicate = () => true;\r\n\r\n return renderTargetTexture;\r\n }\r\n\r\n protected _getRenderTargetForSubImage(subImage: XRWebGLSubImage, view: XRView) {\r\n const lastSubImage = this._lastSubImages.get(view);\r\n let renderTargetTexture = this._renderTargetTextures.get(view.eye);\r\n\r\n const width = subImage.motionVectorTextureWidth!;\r\n const height = subImage.motionVectorTextureHeight!;\r\n\r\n if (!renderTargetTexture || lastSubImage?.textureWidth !== width || lastSubImage?.textureHeight != height) {\r\n renderTargetTexture = this._createRenderTargetTexture(width, height, null, subImage.motionVectorTexture!, subImage.depthStencilTexture!);\r\n this._renderTargetTextures.set(view.eye, renderTargetTexture);\r\n\r\n this._framebufferDimensions = {\r\n framebufferWidth: width,\r\n framebufferHeight: height,\r\n };\r\n }\r\n\r\n this._lastSubImages.set(view, subImage);\r\n\r\n return renderTargetTexture;\r\n }\r\n\r\n /**\r\n * {@inheritDoc}\r\n */\r\n public trySetViewportForView(viewport: Viewport, view: XRView): boolean {\r\n const subImage = this._lastSubImages.get(view) || this._getSubImageForView(view);\r\n if (subImage) {\r\n this._setViewportForSubImage(viewport, subImage);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Access the motion vector (which will turn on Space Warp)\r\n * @param view the view to access the motion vector texture for\r\n */\r\n public accessMotionVector(view: XRView): void {\r\n const subImage = this._getSubImageForView(view);\r\n if (subImage) {\r\n // Meta Quest Browser uses accessing these textures as a sign for turning on Space Warp\r\n subImage.motionVectorTexture;\r\n subImage.depthStencilTexture;\r\n }\r\n }\r\n\r\n /**\r\n * {@inheritDoc}\r\n */\r\n public getRenderTargetTextureForEye(_eye: XREye): Nullable<RenderTargetTexture> {\r\n return null;\r\n }\r\n\r\n /**\r\n * {@inheritDoc}\r\n */\r\n public getRenderTargetTextureForView(view: XRView): Nullable<RenderTargetTexture> {\r\n const subImage = this._getSubImageForView(view);\r\n if (subImage) {\r\n return this._getRenderTargetForSubImage(subImage, view);\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * {@inheritDoc}\r\n */\r\n public dispose() {\r\n this._renderTargetTextures.forEach((rtt) => rtt.dispose());\r\n this._renderTargetTextures.clear();\r\n }\r\n}\r\n\r\n/**\r\n * the WebXR Space Warp feature.\r\n */\r\nexport class WebXRSpaceWarp extends WebXRAbstractFeature {\r\n /**\r\n * The module's name\r\n */\r\n public static readonly Name = WebXRFeatureName.SPACE_WARP;\r\n /**\r\n * The (Babylon) version of this module.\r\n * This is an integer representing the implementation version.\r\n * This number does not correspond to the WebXR specs version\r\n */\r\n public static readonly Version = 1;\r\n\r\n /**\r\n * The space warp provider\r\n */\r\n public spaceWarpRTTProvider: Nullable<WebXRSpaceWarpRenderTargetTextureProvider>;\r\n private _glContext: WebGLRenderingContext | WebGL2RenderingContext;\r\n private _xrWebGLBinding: XRWebGLBinding;\r\n private _renderTargetTexture: Nullable<RenderTargetTexture>;\r\n private _onAfterRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * constructor for the space warp feature\r\n * @param _xrSessionManager the xr session manager for this feature\r\n */\r\n constructor(_xrSessionManager: WebXRSessionManager) {\r\n super(_xrSessionManager);\r\n this.xrNativeFeatureName = \"space-warp\";\r\n this._xrSessionManager.scene.needsPreviousWorldMatrices = true;\r\n }\r\n\r\n /**\r\n * Attach this feature.\r\n * Will usually be called by the features manager.\r\n *\r\n * @returns true if successful.\r\n */\r\n public attach(): boolean {\r\n if (!super.attach()) {\r\n return false;\r\n }\r\n\r\n const engine = this._xrSessionManager.scene.getEngine();\r\n this._glContext = engine._gl;\r\n this._xrWebGLBinding = new XRWebGLBinding(this._xrSessionManager.session, this._glContext);\r\n\r\n this.spaceWarpRTTProvider = new WebXRSpaceWarpRenderTargetTextureProvider(this._xrSessionManager.scene, this._xrSessionManager, this._xrWebGLBinding);\r\n\r\n this._onAfterRenderObserver = this._xrSessionManager.scene.onAfterRenderObservable.add(() => this._onAfterRender());\r\n\r\n return true;\r\n }\r\n\r\n public detach(): boolean {\r\n this._xrSessionManager.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);\r\n return super.detach();\r\n }\r\n\r\n private _onAfterRender(): void {\r\n if (this.attached && this._renderTargetTexture) {\r\n this._renderTargetTexture.render(false, false);\r\n }\r\n }\r\n\r\n /**\r\n * {@inheritdoc}\r\n */\r\n public dependsOn: string[] = [WebXRFeatureName.LAYERS];\r\n\r\n /**\r\n * {@inheritdoc}\r\n */\r\n public isCompatible(): boolean {\r\n return this._xrSessionManager.scene.getEngine().getCaps().colorBufferHalfFloat || false;\r\n }\r\n\r\n /**\r\n * {@inheritdoc}\r\n */\r\n public dispose(): void {\r\n super.dispose();\r\n }\r\n\r\n protected _onXRFrame(_xrFrame: XRFrame): void {\r\n const pose = _xrFrame.getViewerPose(this._xrSessionManager.referenceSpace);\r\n if (!pose) {\r\n return;\r\n }\r\n\r\n // get the first view to which we will create a texture (or update it)\r\n const view = pose.views[0];\r\n this._renderTargetTexture = this._renderTargetTexture || this.spaceWarpRTTProvider!.getRenderTargetTextureForView(view);\r\n this.spaceWarpRTTProvider!.accessMotionVector(view);\r\n }\r\n}\r\n\r\n//register the plugin\r\nWebXRFeaturesManager.AddWebXRFeature(\r\n WebXRSpaceWarp.Name,\r\n (xrSessionManager) => {\r\n return () => new WebXRSpaceWarp(xrSessionManager);\r\n },\r\n WebXRSpaceWarp.Version,\r\n false\r\n);\r\n"]}
@@ -225,7 +225,7 @@ export class WebXRSessionManager {
225
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  }
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  // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
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  this._engine.customAnimationFrameRequester = {
228
- requestAnimationFrame: this.session.requestAnimationFrame.bind(this.session),
228
+ requestAnimationFrame: (callback) => this.session.requestAnimationFrame(callback),
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  renderFunction: (timestamp, xrFrame) => {
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  var _a;
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  if (!this.inXRSession || !this._engine) {