@babylonjs/core 7.21.2 → 7.21.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (29) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/Meshes/mesh.js +1 -1
  4. package/Meshes/mesh.js.map +1 -1
  5. package/Offline/database.js +10 -2
  6. package/Offline/database.js.map +1 -1
  7. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +6 -6
  8. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  9. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +12 -12
  10. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  11. package/Rendering/boundingBoxRenderer.d.ts +7 -2
  12. package/Rendering/boundingBoxRenderer.js +32 -4
  13. package/Rendering/boundingBoxRenderer.js.map +1 -1
  14. package/Rendering/index.d.ts +4 -0
  15. package/Rendering/index.js +5 -0
  16. package/Rendering/index.js.map +1 -1
  17. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +3 -3
  18. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  19. package/ShadersWGSL/boundingBoxRenderer.fragment.d.ts +5 -0
  20. package/ShadersWGSL/boundingBoxRenderer.fragment.js +16 -0
  21. package/ShadersWGSL/boundingBoxRenderer.fragment.js.map +1 -0
  22. package/ShadersWGSL/boundingBoxRenderer.vertex.d.ts +5 -0
  23. package/ShadersWGSL/boundingBoxRenderer.vertex.js +17 -0
  24. package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -0
  25. package/ShadersWGSL/default.fragment.js +1 -1
  26. package/ShadersWGSL/default.fragment.js.map +1 -1
  27. package/ShadersWGSL/screenSpaceReflection2.fragment.js +1 -1
  28. package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
  29. package/package.json +1 -1
@@ -438,7 +438,7 @@ export class Database {
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  this._checkVersionFromDB(completeUrl, (version) => {
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  if (version !== -1) {
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  if (!this._mustUpdateRessources) {
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- this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile);
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+ this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, progressCallBack);
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  }
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  else {
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  this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
@@ -451,7 +451,7 @@ export class Database {
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  }
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  });
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  }
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- _loadFileAsync(url, callback, notInDBCallback) {
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+ _loadFileAsync(url, callback, notInDBCallback, progressCallBack) {
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  if (this._isSupported && this._db) {
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  let targetStore;
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  if (url.indexOf(".babylon") !== -1) {
@@ -464,6 +464,14 @@ export class Database {
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  const transaction = this._db.transaction([targetStore]);
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  transaction.oncomplete = () => {
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  if (file) {
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+ if (progressCallBack) {
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+ const numberToLoad = file.data?.byteLength || 0;
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+ progressCallBack({
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+ total: numberToLoad,
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+ loaded: numberToLoad,
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+ lengthComputable: true,
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+ });
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+ }
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  callback(file.data);
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  }
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  // file was not found in DB
@@ -1 +1 @@
1
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type { Nullable } from \"../types\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { GetTGAHeader } from \"../Misc/tga\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { IOfflineProvider } from \"./IOfflineProvider\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\n\r\n// Sets the default offline provider to Babylon.js\r\nEngine.OfflineProviderFactory = (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck = false) => {\r\n return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);\r\n};\r\n\r\n/**\r\n * Class used to enable access to IndexedDB\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimizeCached\r\n */\r\nexport class Database implements IOfflineProvider {\r\n private _currentSceneUrl: string;\r\n private _db: Nullable<IDBDatabase>;\r\n private _enableSceneOffline: boolean;\r\n private _enableTexturesOffline: boolean;\r\n private _manifestVersionFound: number;\r\n private _mustUpdateRessources: boolean;\r\n private _hasReachedQuota: boolean;\r\n private _isSupported: boolean;\r\n\r\n // Handling various flavors of prefixed version of IndexedDB\r\n private _idbFactory = <IDBFactory>(typeof indexedDB !== \"undefined\" ? indexedDB : undefined);\r\n\r\n /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */\r\n private static _IsUASupportingBlobStorage = true;\r\n\r\n /**\r\n * Gets a boolean indicating if Database storage is enabled (off by default)\r\n */\r\n static IDBStorageEnabled = false;\r\n\r\n /**\r\n * Gets a boolean indicating if scene must be saved in the database\r\n */\r\n public get enableSceneOffline(): boolean {\r\n return this._enableSceneOffline;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if textures must be saved in the database\r\n */\r\n public get enableTexturesOffline(): boolean {\r\n return this._enableTexturesOffline;\r\n }\r\n\r\n /**\r\n * Creates a new Database\r\n * @param urlToScene defines the url to load the scene\r\n * @param callbackManifestChecked defines the callback to use when manifest is checked\r\n * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)\r\n */\r\n constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck = false) {\r\n this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);\r\n this._db = null;\r\n this._enableSceneOffline = false;\r\n this._enableTexturesOffline = false;\r\n this._manifestVersionFound = 0;\r\n this._mustUpdateRessources = false;\r\n this._hasReachedQuota = false;\r\n\r\n if (!Database.IDBStorageEnabled) {\r\n callbackManifestChecked(true);\r\n } else {\r\n if (disableManifestCheck) {\r\n this._enableSceneOffline = true;\r\n this._enableTexturesOffline = true;\r\n this._manifestVersionFound = 1;\r\n Tools.SetImmediate(() => {\r\n callbackManifestChecked(true);\r\n });\r\n } else {\r\n this._checkManifestFile(callbackManifestChecked);\r\n }\r\n }\r\n }\r\n\r\n private static _ParseURL = (url: string) => {\r\n const a = document.createElement(\"a\");\r\n a.href = url;\r\n const urlWithoutHash = url.substring(0, url.lastIndexOf(\"#\"));\r\n const fileName = url.substring(urlWithoutHash.lastIndexOf(\"/\") + 1, url.length);\r\n const absLocation = url.substring(0, url.indexOf(fileName, 0));\r\n return absLocation;\r\n };\r\n\r\n private static _ReturnFullUrlLocation = (url: string): string => {\r\n if (url.indexOf(\"http:/\") === -1 && url.indexOf(\"https:/\") === -1 && typeof window !== \"undefined\") {\r\n return Database._ParseURL(window.location.href) + url;\r\n } else {\r\n return url;\r\n }\r\n };\r\n\r\n private _checkManifestFile(callbackManifestChecked: (checked: boolean) => any) {\r\n const noManifestFile = () => {\r\n this._enableSceneOffline = false;\r\n this._enableTexturesOffline = false;\r\n callbackManifestChecked(false);\r\n };\r\n\r\n const createManifestURL = (): string => {\r\n try {\r\n // make sure we have a valid URL.\r\n if (typeof URL === \"function\" && this._currentSceneUrl.indexOf(\"http\") === 0) {\r\n // we don't have the base url, so the URL string must have a protocol\r\n const url = new URL(this._currentSceneUrl);\r\n url.pathname += \".manifest\";\r\n return url.toString();\r\n }\r\n } catch (e) {\r\n // defensive - if this fails for any reason, fall back to the older method\r\n }\r\n\r\n return `${this._currentSceneUrl}.manifest`;\r\n };\r\n\r\n let timeStampUsed = false;\r\n let manifestURL = createManifestURL();\r\n\r\n const xhr = new WebRequest();\r\n\r\n if (navigator.onLine) {\r\n // Adding a timestamp to by-pass browsers' cache\r\n timeStampUsed = true;\r\n manifestURL = manifestURL + (manifestURL.match(/\\?/) == null ? \"?\" : \"&\") + Date.now();\r\n }\r\n xhr.open(\"GET\", manifestURL);\r\n\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 || Database._ValidateXHRData(xhr, 1)) {\r\n try {\r\n const manifestFile = JSON.parse(xhr.response);\r\n this._enableSceneOffline = manifestFile.enableSceneOffline;\r\n this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database._IsUASupportingBlobStorage;\r\n if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {\r\n this._manifestVersionFound = manifestFile.version;\r\n }\r\n callbackManifestChecked(true);\r\n } catch (ex) {\r\n noManifestFile();\r\n }\r\n } else {\r\n noManifestFile();\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n if (timeStampUsed) {\r\n timeStampUsed = false;\r\n // Let's retry without the timeStamp\r\n // It could fail when coupled with HTML5 Offline API\r\n const retryManifestURL = createManifestURL();\r\n xhr.open(\"GET\", retryManifestURL);\r\n xhr.send();\r\n } else {\r\n noManifestFile();\r\n }\r\n },\r\n false\r\n );\r\n\r\n try {\r\n xhr.send();\r\n } catch (ex) {\r\n Logger.Error(\"Error on XHR send request.\");\r\n callbackManifestChecked(false);\r\n }\r\n }\r\n\r\n /**\r\n * Open the database and make it available\r\n * @param successCallback defines the callback to call on success\r\n * @param errorCallback defines the callback to call on error\r\n */\r\n public open(successCallback: () => void, errorCallback: () => void): void {\r\n const handleError = () => {\r\n this._isSupported = false;\r\n if (errorCallback) {\r\n errorCallback();\r\n }\r\n };\r\n\r\n if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {\r\n // Your browser doesn't support IndexedDB\r\n this._isSupported = false;\r\n if (errorCallback) {\r\n errorCallback();\r\n }\r\n } else {\r\n // If the DB hasn't been opened or created yet\r\n if (!this._db) {\r\n this._hasReachedQuota = false;\r\n this._isSupported = true;\r\n\r\n const request: IDBOpenDBRequest = this._idbFactory.open(\"babylonjs\", 1);\r\n\r\n // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB\r\n request.onerror = () => {\r\n handleError();\r\n };\r\n\r\n // executes when a version change transaction cannot complete due to other active transactions\r\n request.onblocked = () => {\r\n Logger.Error(\"IDB request blocked. Please reload the page.\");\r\n handleError();\r\n };\r\n\r\n // DB has been opened successfully\r\n request.onsuccess = () => {\r\n this._db = request.result;\r\n successCallback();\r\n };\r\n\r\n // Initialization of the DB. Creating Scenes & Textures stores\r\n request.onupgradeneeded = (event: IDBVersionChangeEvent) => {\r\n this._db = (<any>event.target).result;\r\n if (this._db) {\r\n try {\r\n this._db.createObjectStore(\"scenes\", { keyPath: \"sceneUrl\" });\r\n this._db.createObjectStore(\"versions\", { keyPath: \"sceneUrl\" });\r\n this._db.createObjectStore(\"textures\", { keyPath: \"textureUrl\" });\r\n } catch (ex) {\r\n Logger.Error(\"Error while creating object stores. Exception: \" + ex.message);\r\n handleError();\r\n }\r\n }\r\n };\r\n }\r\n // DB has already been created and opened\r\n else {\r\n if (successCallback) {\r\n successCallback();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Loads an image from the database\r\n * @param url defines the url to load from\r\n * @param image defines the target DOM image\r\n */\r\n public loadImage(url: string, image: HTMLImageElement) {\r\n const completeURL = Database._ReturnFullUrlLocation(url);\r\n\r\n const saveAndLoadImage = () => {\r\n if (!this._hasReachedQuota && this._db !== null) {\r\n // the texture is not yet in the DB, let's try to save it\r\n this._saveImageIntoDBAsync(completeURL, image);\r\n }\r\n // If the texture is not in the DB and we've reached the DB quota limit\r\n // let's load it directly from the web\r\n else {\r\n image.src = url;\r\n }\r\n };\r\n\r\n if (!this._mustUpdateRessources) {\r\n this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);\r\n }\r\n // First time we're download the images or update requested in the manifest file by a version change\r\n else {\r\n saveAndLoadImage();\r\n }\r\n }\r\n\r\n private _loadImageFromDBAsync(url: string, image: HTMLImageElement, notInDBCallback: () => any) {\r\n if (this._isSupported && this._db !== null) {\r\n let texture: any;\r\n const transaction: IDBTransaction = this._db.transaction([\"textures\"]);\r\n\r\n transaction.onabort = () => {\r\n image.src = url;\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n let blobTextureURL: string;\r\n if (texture && typeof URL === \"function\") {\r\n blobTextureURL = URL.createObjectURL(texture.data);\r\n image.onerror = () => {\r\n Logger.Error(\"Error loading image from blob URL: \" + blobTextureURL + \" switching back to web url: \" + url);\r\n image.src = url;\r\n };\r\n image.src = blobTextureURL;\r\n } else {\r\n notInDBCallback();\r\n }\r\n };\r\n\r\n const getRequest: IDBRequest = transaction.objectStore(\"textures\").get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n texture = (<any>event.target).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading texture \" + url + \" from DB.\");\r\n image.src = url;\r\n };\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or BabylonJS Database is not open.\");\r\n image.src = url;\r\n }\r\n }\r\n\r\n private _saveImageIntoDBAsync(url: string, image: HTMLImageElement) {\r\n let blob: Blob;\r\n\r\n if (this._isSupported) {\r\n // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on\r\n const generateBlobUrl = () => {\r\n let blobTextureURL;\r\n\r\n if (blob && typeof URL === \"function\") {\r\n try {\r\n blobTextureURL = URL.createObjectURL(blob);\r\n } catch (ex) {\r\n // Chrome is raising a type error if we're setting the oneTimeOnly parameter\r\n blobTextureURL = URL.createObjectURL(blob);\r\n }\r\n }\r\n\r\n if (blobTextureURL) {\r\n image.src = blobTextureURL;\r\n }\r\n };\r\n\r\n if (Database._IsUASupportingBlobStorage) {\r\n // Create XHR\r\n const xhr = new WebRequest();\r\n\r\n xhr.open(\"GET\", url);\r\n xhr.responseType = \"blob\";\r\n\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 && this._db) {\r\n // Blob as response\r\n blob = xhr.response;\r\n\r\n const transaction = this._db.transaction([\"textures\"], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n const srcElement = <any>event.target;\r\n const error = srcElement.error;\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n } catch (ex) {}\r\n generateBlobUrl();\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n generateBlobUrl();\r\n };\r\n\r\n const newTexture = { textureUrl: url, data: blob };\r\n\r\n try {\r\n // Put the blob into the dabase\r\n const addRequest = transaction.objectStore(\"textures\").put(newTexture);\r\n addRequest.onsuccess = () => {};\r\n addRequest.onerror = () => {\r\n generateBlobUrl();\r\n };\r\n } catch (ex) {\r\n // \"DataCloneError\" generated by Chrome when you try to inject blob into IndexedDB\r\n if (ex.code === 25) {\r\n Database._IsUASupportingBlobStorage = false;\r\n this._enableTexturesOffline = false;\r\n }\r\n image.src = url;\r\n }\r\n } else {\r\n image.src = url;\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n Logger.Error(\"Error in XHR request in BABYLON.Database.\");\r\n image.src = url;\r\n },\r\n false\r\n );\r\n\r\n xhr.send();\r\n } else {\r\n image.src = url;\r\n }\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n image.src = url;\r\n }\r\n }\r\n\r\n private _checkVersionFromDB(url: string, versionLoaded: (version: number) => void) {\r\n const updateVersion = () => {\r\n // the version is not yet in the DB or we need to update it\r\n this._saveVersionIntoDBAsync(url, versionLoaded);\r\n };\r\n this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);\r\n }\r\n\r\n private _loadVersionFromDBAsync(url: string, callback: (version: number) => void, updateInDBCallback: () => void) {\r\n if (this._isSupported && this._db) {\r\n let version: any;\r\n try {\r\n const transaction = this._db.transaction([\"versions\"]);\r\n\r\n transaction.oncomplete = () => {\r\n if (version) {\r\n // If the version in the JSON file is different from the version in DB\r\n if (this._manifestVersionFound !== version.data) {\r\n this._mustUpdateRessources = true;\r\n updateInDBCallback();\r\n } else {\r\n callback(version.data);\r\n }\r\n }\r\n // version was not found in DB\r\n else {\r\n this._mustUpdateRessources = true;\r\n updateInDBCallback();\r\n }\r\n };\r\n\r\n transaction.onabort = () => {\r\n callback(-1);\r\n };\r\n\r\n const getRequest = transaction.objectStore(\"versions\").get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n version = (<any>event.target).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading version for scene \" + url + \" from DB.\");\r\n callback(-1);\r\n };\r\n } catch (ex) {\r\n Logger.Error(\"Error while accessing 'versions' object store (READ OP). Exception: \" + ex.message);\r\n callback(-1);\r\n }\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n callback(-1);\r\n }\r\n }\r\n\r\n private _saveVersionIntoDBAsync(url: string, callback: (version: number) => void) {\r\n if (this._isSupported && !this._hasReachedQuota && this._db) {\r\n try {\r\n // Open a transaction to the database\r\n const transaction = this._db.transaction([\"versions\"], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n const error = (<any>event.target)[\"error\"];\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n } catch (ex) {}\r\n callback(-1);\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n callback(this._manifestVersionFound);\r\n };\r\n\r\n const newVersion = { sceneUrl: url, data: this._manifestVersionFound };\r\n\r\n // Put the scene into the database\r\n const addRequest = transaction.objectStore(\"versions\").put(newVersion);\r\n addRequest.onsuccess = () => {};\r\n addRequest.onerror = () => {\r\n Logger.Error(\"Error in DB add version request in BABYLON.Database.\");\r\n };\r\n } catch (ex) {\r\n Logger.Error(\"Error while accessing 'versions' object store (WRITE OP). Exception: \" + ex.message);\r\n callback(-1);\r\n }\r\n } else {\r\n callback(-1);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from database\r\n * @param url defines the URL to load from\r\n * @param sceneLoaded defines a callback to call on success\r\n * @param progressCallBack defines a callback to call when progress changed\r\n * @param errorCallback defines a callback to call on error\r\n * @param useArrayBuffer defines a boolean to use array buffer instead of text string\r\n */\r\n public loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void {\r\n const completeUrl = Database._ReturnFullUrlLocation(url);\r\n\r\n const saveAndLoadFile = () => {\r\n // the scene is not yet in the DB, let's try to save it\r\n this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);\r\n };\r\n\r\n this._checkVersionFromDB(completeUrl, (version) => {\r\n if (version !== -1) {\r\n if (!this._mustUpdateRessources) {\r\n this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile);\r\n } else {\r\n this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);\r\n }\r\n } else {\r\n if (errorCallback) {\r\n errorCallback();\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _loadFileAsync(url: string, callback: (data?: any) => void, notInDBCallback: () => void) {\r\n if (this._isSupported && this._db) {\r\n let targetStore: string;\r\n if (url.indexOf(\".babylon\") !== -1) {\r\n targetStore = \"scenes\";\r\n } else {\r\n targetStore = \"textures\";\r\n }\r\n\r\n let file: any;\r\n const transaction = this._db.transaction([targetStore]);\r\n\r\n transaction.oncomplete = () => {\r\n if (file) {\r\n callback(file.data);\r\n }\r\n // file was not found in DB\r\n else {\r\n notInDBCallback();\r\n }\r\n };\r\n\r\n transaction.onabort = () => {\r\n notInDBCallback();\r\n };\r\n\r\n const getRequest = transaction.objectStore(targetStore).get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n file = (<any>event.target).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading file \" + url + \" from DB.\");\r\n notInDBCallback();\r\n };\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or BabylonJS Database is not open.\");\r\n callback();\r\n }\r\n }\r\n\r\n private _saveFileAsync(\r\n url: string,\r\n callback: (data?: any) => void,\r\n progressCallback?: (this: XMLHttpRequestEventTarget, ev: ProgressEvent) => any,\r\n useArrayBuffer?: boolean,\r\n errorCallback?: (data?: any) => void\r\n ) {\r\n if (this._isSupported) {\r\n let targetStore: string;\r\n if (url.indexOf(\".babylon\") !== -1) {\r\n targetStore = \"scenes\";\r\n } else {\r\n targetStore = \"textures\";\r\n }\r\n\r\n // Create XHR\r\n const xhr = new WebRequest();\r\n let fileData: any;\r\n xhr.open(\"GET\", url + (url.match(/\\?/) == null ? \"?\" : \"&\") + Date.now());\r\n\r\n if (useArrayBuffer) {\r\n xhr.responseType = \"arraybuffer\";\r\n }\r\n\r\n if (progressCallback) {\r\n xhr.onprogress = progressCallback;\r\n }\r\n\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 || (xhr.status < 400 && Database._ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {\r\n // Blob as response\r\n fileData = !useArrayBuffer ? xhr.responseText : xhr.response;\r\n\r\n if (!this._hasReachedQuota && this._db) {\r\n // Open a transaction to the database\r\n const transaction = this._db.transaction([targetStore], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n const error = (<any>event.target)[\"error\"];\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n } catch (ex) {}\r\n callback(fileData);\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n callback(fileData);\r\n };\r\n\r\n let newFile;\r\n if (targetStore === \"scenes\") {\r\n newFile = { sceneUrl: url, data: fileData, version: this._manifestVersionFound };\r\n } else {\r\n newFile = { textureUrl: url, data: fileData };\r\n }\r\n\r\n try {\r\n // Put the scene into the database\r\n const addRequest = transaction.objectStore(targetStore).put(newFile);\r\n addRequest.onsuccess = () => {};\r\n addRequest.onerror = () => {\r\n Logger.Error(\"Error in DB add file request in BABYLON.Database.\");\r\n };\r\n } catch (ex) {\r\n callback(fileData);\r\n }\r\n } else {\r\n callback(fileData);\r\n }\r\n } else {\r\n if (xhr.status >= 400 && errorCallback) {\r\n errorCallback(xhr);\r\n } else {\r\n callback();\r\n }\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n Logger.Error(\"error on XHR request.\");\r\n errorCallback && errorCallback();\r\n },\r\n false\r\n );\r\n\r\n xhr.send();\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n errorCallback && errorCallback();\r\n }\r\n }\r\n\r\n /**\r\n * Validates if xhr data is correct\r\n * @param xhr defines the request to validate\r\n * @param dataType defines the expected data type\r\n * @returns true if data is correct\r\n */\r\n private static _ValidateXHRData(xhr: WebRequest, dataType = 7): boolean {\r\n // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all\r\n\r\n try {\r\n if (dataType & 1) {\r\n if (xhr.responseText && xhr.responseText.length > 0) {\r\n return true;\r\n } else if (dataType === 1) {\r\n return false;\r\n }\r\n }\r\n\r\n if (dataType & 2) {\r\n // Check header width and height since there is no \"TGA\" magic number\r\n const tgaHeader = GetTGAHeader(xhr.response);\r\n\r\n if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {\r\n return true;\r\n } else if (dataType === 2) {\r\n return false;\r\n }\r\n }\r\n\r\n if (dataType & 4) {\r\n // Check for the \"DDS\" magic number\r\n const ddsHeader = new Uint8Array(xhr.response, 0, 3);\r\n\r\n if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n } catch (e) {\r\n // Global protection\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { GetTGAHeader } from \"../Misc/tga\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport type { IOfflineProvider } from \"./IOfflineProvider\";\r\nimport { WebRequest } from \"../Misc/webRequest\";\r\n\r\n// Sets the default offline provider to Babylon.js\r\nEngine.OfflineProviderFactory = (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck = false) => {\r\n return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);\r\n};\r\n\r\n/**\r\n * Class used to enable access to IndexedDB\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimizeCached\r\n */\r\nexport class Database implements IOfflineProvider {\r\n private _currentSceneUrl: string;\r\n private _db: Nullable<IDBDatabase>;\r\n private _enableSceneOffline: boolean;\r\n private _enableTexturesOffline: boolean;\r\n private _manifestVersionFound: number;\r\n private _mustUpdateRessources: boolean;\r\n private _hasReachedQuota: boolean;\r\n private _isSupported: boolean;\r\n\r\n // Handling various flavors of prefixed version of IndexedDB\r\n private _idbFactory = <IDBFactory>(typeof indexedDB !== \"undefined\" ? indexedDB : undefined);\r\n\r\n /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */\r\n private static _IsUASupportingBlobStorage = true;\r\n\r\n /**\r\n * Gets a boolean indicating if Database storage is enabled (off by default)\r\n */\r\n static IDBStorageEnabled = false;\r\n\r\n /**\r\n * Gets a boolean indicating if scene must be saved in the database\r\n */\r\n public get enableSceneOffline(): boolean {\r\n return this._enableSceneOffline;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if textures must be saved in the database\r\n */\r\n public get enableTexturesOffline(): boolean {\r\n return this._enableTexturesOffline;\r\n }\r\n\r\n /**\r\n * Creates a new Database\r\n * @param urlToScene defines the url to load the scene\r\n * @param callbackManifestChecked defines the callback to use when manifest is checked\r\n * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)\r\n */\r\n constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck = false) {\r\n this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);\r\n this._db = null;\r\n this._enableSceneOffline = false;\r\n this._enableTexturesOffline = false;\r\n this._manifestVersionFound = 0;\r\n this._mustUpdateRessources = false;\r\n this._hasReachedQuota = false;\r\n\r\n if (!Database.IDBStorageEnabled) {\r\n callbackManifestChecked(true);\r\n } else {\r\n if (disableManifestCheck) {\r\n this._enableSceneOffline = true;\r\n this._enableTexturesOffline = true;\r\n this._manifestVersionFound = 1;\r\n Tools.SetImmediate(() => {\r\n callbackManifestChecked(true);\r\n });\r\n } else {\r\n this._checkManifestFile(callbackManifestChecked);\r\n }\r\n }\r\n }\r\n\r\n private static _ParseURL = (url: string) => {\r\n const a = document.createElement(\"a\");\r\n a.href = url;\r\n const urlWithoutHash = url.substring(0, url.lastIndexOf(\"#\"));\r\n const fileName = url.substring(urlWithoutHash.lastIndexOf(\"/\") + 1, url.length);\r\n const absLocation = url.substring(0, url.indexOf(fileName, 0));\r\n return absLocation;\r\n };\r\n\r\n private static _ReturnFullUrlLocation = (url: string): string => {\r\n if (url.indexOf(\"http:/\") === -1 && url.indexOf(\"https:/\") === -1 && typeof window !== \"undefined\") {\r\n return Database._ParseURL(window.location.href) + url;\r\n } else {\r\n return url;\r\n }\r\n };\r\n\r\n private _checkManifestFile(callbackManifestChecked: (checked: boolean) => any) {\r\n const noManifestFile = () => {\r\n this._enableSceneOffline = false;\r\n this._enableTexturesOffline = false;\r\n callbackManifestChecked(false);\r\n };\r\n\r\n const createManifestURL = (): string => {\r\n try {\r\n // make sure we have a valid URL.\r\n if (typeof URL === \"function\" && this._currentSceneUrl.indexOf(\"http\") === 0) {\r\n // we don't have the base url, so the URL string must have a protocol\r\n const url = new URL(this._currentSceneUrl);\r\n url.pathname += \".manifest\";\r\n return url.toString();\r\n }\r\n } catch (e) {\r\n // defensive - if this fails for any reason, fall back to the older method\r\n }\r\n\r\n return `${this._currentSceneUrl}.manifest`;\r\n };\r\n\r\n let timeStampUsed = false;\r\n let manifestURL = createManifestURL();\r\n\r\n const xhr = new WebRequest();\r\n\r\n if (navigator.onLine) {\r\n // Adding a timestamp to by-pass browsers' cache\r\n timeStampUsed = true;\r\n manifestURL = manifestURL + (manifestURL.match(/\\?/) == null ? \"?\" : \"&\") + Date.now();\r\n }\r\n xhr.open(\"GET\", manifestURL);\r\n\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 || Database._ValidateXHRData(xhr, 1)) {\r\n try {\r\n const manifestFile = JSON.parse(xhr.response);\r\n this._enableSceneOffline = manifestFile.enableSceneOffline;\r\n this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database._IsUASupportingBlobStorage;\r\n if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {\r\n this._manifestVersionFound = manifestFile.version;\r\n }\r\n callbackManifestChecked(true);\r\n } catch (ex) {\r\n noManifestFile();\r\n }\r\n } else {\r\n noManifestFile();\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n if (timeStampUsed) {\r\n timeStampUsed = false;\r\n // Let's retry without the timeStamp\r\n // It could fail when coupled with HTML5 Offline API\r\n const retryManifestURL = createManifestURL();\r\n xhr.open(\"GET\", retryManifestURL);\r\n xhr.send();\r\n } else {\r\n noManifestFile();\r\n }\r\n },\r\n false\r\n );\r\n\r\n try {\r\n xhr.send();\r\n } catch (ex) {\r\n Logger.Error(\"Error on XHR send request.\");\r\n callbackManifestChecked(false);\r\n }\r\n }\r\n\r\n /**\r\n * Open the database and make it available\r\n * @param successCallback defines the callback to call on success\r\n * @param errorCallback defines the callback to call on error\r\n */\r\n public open(successCallback: () => void, errorCallback: () => void): void {\r\n const handleError = () => {\r\n this._isSupported = false;\r\n if (errorCallback) {\r\n errorCallback();\r\n }\r\n };\r\n\r\n if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {\r\n // Your browser doesn't support IndexedDB\r\n this._isSupported = false;\r\n if (errorCallback) {\r\n errorCallback();\r\n }\r\n } else {\r\n // If the DB hasn't been opened or created yet\r\n if (!this._db) {\r\n this._hasReachedQuota = false;\r\n this._isSupported = true;\r\n\r\n const request: IDBOpenDBRequest = this._idbFactory.open(\"babylonjs\", 1);\r\n\r\n // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB\r\n request.onerror = () => {\r\n handleError();\r\n };\r\n\r\n // executes when a version change transaction cannot complete due to other active transactions\r\n request.onblocked = () => {\r\n Logger.Error(\"IDB request blocked. Please reload the page.\");\r\n handleError();\r\n };\r\n\r\n // DB has been opened successfully\r\n request.onsuccess = () => {\r\n this._db = request.result;\r\n successCallback();\r\n };\r\n\r\n // Initialization of the DB. Creating Scenes & Textures stores\r\n request.onupgradeneeded = (event: IDBVersionChangeEvent) => {\r\n this._db = (<any>event.target).result;\r\n if (this._db) {\r\n try {\r\n this._db.createObjectStore(\"scenes\", { keyPath: \"sceneUrl\" });\r\n this._db.createObjectStore(\"versions\", { keyPath: \"sceneUrl\" });\r\n this._db.createObjectStore(\"textures\", { keyPath: \"textureUrl\" });\r\n } catch (ex) {\r\n Logger.Error(\"Error while creating object stores. Exception: \" + ex.message);\r\n handleError();\r\n }\r\n }\r\n };\r\n }\r\n // DB has already been created and opened\r\n else {\r\n if (successCallback) {\r\n successCallback();\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Loads an image from the database\r\n * @param url defines the url to load from\r\n * @param image defines the target DOM image\r\n */\r\n public loadImage(url: string, image: HTMLImageElement) {\r\n const completeURL = Database._ReturnFullUrlLocation(url);\r\n\r\n const saveAndLoadImage = () => {\r\n if (!this._hasReachedQuota && this._db !== null) {\r\n // the texture is not yet in the DB, let's try to save it\r\n this._saveImageIntoDBAsync(completeURL, image);\r\n }\r\n // If the texture is not in the DB and we've reached the DB quota limit\r\n // let's load it directly from the web\r\n else {\r\n image.src = url;\r\n }\r\n };\r\n\r\n if (!this._mustUpdateRessources) {\r\n this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);\r\n }\r\n // First time we're download the images or update requested in the manifest file by a version change\r\n else {\r\n saveAndLoadImage();\r\n }\r\n }\r\n\r\n private _loadImageFromDBAsync(url: string, image: HTMLImageElement, notInDBCallback: () => any) {\r\n if (this._isSupported && this._db !== null) {\r\n let texture: any;\r\n const transaction: IDBTransaction = this._db.transaction([\"textures\"]);\r\n\r\n transaction.onabort = () => {\r\n image.src = url;\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n let blobTextureURL: string;\r\n if (texture && typeof URL === \"function\") {\r\n blobTextureURL = URL.createObjectURL(texture.data);\r\n image.onerror = () => {\r\n Logger.Error(\"Error loading image from blob URL: \" + blobTextureURL + \" switching back to web url: \" + url);\r\n image.src = url;\r\n };\r\n image.src = blobTextureURL;\r\n } else {\r\n notInDBCallback();\r\n }\r\n };\r\n\r\n const getRequest: IDBRequest = transaction.objectStore(\"textures\").get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n texture = (<any>event.target).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading texture \" + url + \" from DB.\");\r\n image.src = url;\r\n };\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or BabylonJS Database is not open.\");\r\n image.src = url;\r\n }\r\n }\r\n\r\n private _saveImageIntoDBAsync(url: string, image: HTMLImageElement) {\r\n let blob: Blob;\r\n\r\n if (this._isSupported) {\r\n // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on\r\n const generateBlobUrl = () => {\r\n let blobTextureURL;\r\n\r\n if (blob && typeof URL === \"function\") {\r\n try {\r\n blobTextureURL = URL.createObjectURL(blob);\r\n } catch (ex) {\r\n // Chrome is raising a type error if we're setting the oneTimeOnly parameter\r\n blobTextureURL = URL.createObjectURL(blob);\r\n }\r\n }\r\n\r\n if (blobTextureURL) {\r\n image.src = blobTextureURL;\r\n }\r\n };\r\n\r\n if (Database._IsUASupportingBlobStorage) {\r\n // Create XHR\r\n const xhr = new WebRequest();\r\n\r\n xhr.open(\"GET\", url);\r\n xhr.responseType = \"blob\";\r\n\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 && this._db) {\r\n // Blob as response\r\n blob = xhr.response;\r\n\r\n const transaction = this._db.transaction([\"textures\"], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n const srcElement = <any>event.target;\r\n const error = srcElement.error;\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n } catch (ex) {}\r\n generateBlobUrl();\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n generateBlobUrl();\r\n };\r\n\r\n const newTexture = { textureUrl: url, data: blob };\r\n\r\n try {\r\n // Put the blob into the dabase\r\n const addRequest = transaction.objectStore(\"textures\").put(newTexture);\r\n addRequest.onsuccess = () => {};\r\n addRequest.onerror = () => {\r\n generateBlobUrl();\r\n };\r\n } catch (ex) {\r\n // \"DataCloneError\" generated by Chrome when you try to inject blob into IndexedDB\r\n if (ex.code === 25) {\r\n Database._IsUASupportingBlobStorage = false;\r\n this._enableTexturesOffline = false;\r\n }\r\n image.src = url;\r\n }\r\n } else {\r\n image.src = url;\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n Logger.Error(\"Error in XHR request in BABYLON.Database.\");\r\n image.src = url;\r\n },\r\n false\r\n );\r\n\r\n xhr.send();\r\n } else {\r\n image.src = url;\r\n }\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n image.src = url;\r\n }\r\n }\r\n\r\n private _checkVersionFromDB(url: string, versionLoaded: (version: number) => void) {\r\n const updateVersion = () => {\r\n // the version is not yet in the DB or we need to update it\r\n this._saveVersionIntoDBAsync(url, versionLoaded);\r\n };\r\n this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);\r\n }\r\n\r\n private _loadVersionFromDBAsync(url: string, callback: (version: number) => void, updateInDBCallback: () => void) {\r\n if (this._isSupported && this._db) {\r\n let version: any;\r\n try {\r\n const transaction = this._db.transaction([\"versions\"]);\r\n\r\n transaction.oncomplete = () => {\r\n if (version) {\r\n // If the version in the JSON file is different from the version in DB\r\n if (this._manifestVersionFound !== version.data) {\r\n this._mustUpdateRessources = true;\r\n updateInDBCallback();\r\n } else {\r\n callback(version.data);\r\n }\r\n }\r\n // version was not found in DB\r\n else {\r\n this._mustUpdateRessources = true;\r\n updateInDBCallback();\r\n }\r\n };\r\n\r\n transaction.onabort = () => {\r\n callback(-1);\r\n };\r\n\r\n const getRequest = transaction.objectStore(\"versions\").get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n version = (<any>event.target).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading version for scene \" + url + \" from DB.\");\r\n callback(-1);\r\n };\r\n } catch (ex) {\r\n Logger.Error(\"Error while accessing 'versions' object store (READ OP). Exception: \" + ex.message);\r\n callback(-1);\r\n }\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n callback(-1);\r\n }\r\n }\r\n\r\n private _saveVersionIntoDBAsync(url: string, callback: (version: number) => void) {\r\n if (this._isSupported && !this._hasReachedQuota && this._db) {\r\n try {\r\n // Open a transaction to the database\r\n const transaction = this._db.transaction([\"versions\"], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n const error = (<any>event.target)[\"error\"];\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n } catch (ex) {}\r\n callback(-1);\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n callback(this._manifestVersionFound);\r\n };\r\n\r\n const newVersion = { sceneUrl: url, data: this._manifestVersionFound };\r\n\r\n // Put the scene into the database\r\n const addRequest = transaction.objectStore(\"versions\").put(newVersion);\r\n addRequest.onsuccess = () => {};\r\n addRequest.onerror = () => {\r\n Logger.Error(\"Error in DB add version request in BABYLON.Database.\");\r\n };\r\n } catch (ex) {\r\n Logger.Error(\"Error while accessing 'versions' object store (WRITE OP). Exception: \" + ex.message);\r\n callback(-1);\r\n }\r\n } else {\r\n callback(-1);\r\n }\r\n }\r\n\r\n /**\r\n * Loads a file from database\r\n * @param url defines the URL to load from\r\n * @param sceneLoaded defines a callback to call on success\r\n * @param progressCallBack defines a callback to call when progress changed\r\n * @param errorCallback defines a callback to call on error\r\n * @param useArrayBuffer defines a boolean to use array buffer instead of text string\r\n */\r\n public loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void {\r\n const completeUrl = Database._ReturnFullUrlLocation(url);\r\n\r\n const saveAndLoadFile = () => {\r\n // the scene is not yet in the DB, let's try to save it\r\n this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);\r\n };\r\n\r\n this._checkVersionFromDB(completeUrl, (version) => {\r\n if (version !== -1) {\r\n if (!this._mustUpdateRessources) {\r\n this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, progressCallBack);\r\n } else {\r\n this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);\r\n }\r\n } else {\r\n if (errorCallback) {\r\n errorCallback();\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _loadFileAsync(url: string, callback: (data?: any) => void, notInDBCallback: () => void, progressCallBack?: (data: any) => void) {\r\n if (this._isSupported && this._db) {\r\n let targetStore: string;\r\n if (url.indexOf(\".babylon\") !== -1) {\r\n targetStore = \"scenes\";\r\n } else {\r\n targetStore = \"textures\";\r\n }\r\n\r\n let file: any;\r\n const transaction = this._db.transaction([targetStore]);\r\n\r\n transaction.oncomplete = () => {\r\n if (file) {\r\n if (progressCallBack) {\r\n const numberToLoad = file.data?.byteLength || 0;\r\n progressCallBack({\r\n total: numberToLoad,\r\n loaded: numberToLoad,\r\n lengthComputable: true,\r\n });\r\n }\r\n callback(file.data);\r\n }\r\n // file was not found in DB\r\n else {\r\n notInDBCallback();\r\n }\r\n };\r\n\r\n transaction.onabort = () => {\r\n notInDBCallback();\r\n };\r\n\r\n const getRequest = transaction.objectStore(targetStore).get(url);\r\n\r\n getRequest.onsuccess = (event) => {\r\n file = (<any>event.target).result;\r\n };\r\n getRequest.onerror = () => {\r\n Logger.Error(\"Error loading file \" + url + \" from DB.\");\r\n notInDBCallback();\r\n };\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or BabylonJS Database is not open.\");\r\n callback();\r\n }\r\n }\r\n\r\n private _saveFileAsync(\r\n url: string,\r\n callback: (data?: any) => void,\r\n progressCallback?: (this: XMLHttpRequestEventTarget, ev: ProgressEvent) => any,\r\n useArrayBuffer?: boolean,\r\n errorCallback?: (data?: any) => void\r\n ) {\r\n if (this._isSupported) {\r\n let targetStore: string;\r\n if (url.indexOf(\".babylon\") !== -1) {\r\n targetStore = \"scenes\";\r\n } else {\r\n targetStore = \"textures\";\r\n }\r\n\r\n // Create XHR\r\n const xhr = new WebRequest();\r\n let fileData: any;\r\n xhr.open(\"GET\", url + (url.match(/\\?/) == null ? \"?\" : \"&\") + Date.now());\r\n\r\n if (useArrayBuffer) {\r\n xhr.responseType = \"arraybuffer\";\r\n }\r\n\r\n if (progressCallback) {\r\n xhr.onprogress = progressCallback;\r\n }\r\n\r\n xhr.addEventListener(\r\n \"load\",\r\n () => {\r\n if (xhr.status === 200 || (xhr.status < 400 && Database._ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {\r\n // Blob as response\r\n fileData = !useArrayBuffer ? xhr.responseText : xhr.response;\r\n\r\n if (!this._hasReachedQuota && this._db) {\r\n // Open a transaction to the database\r\n const transaction = this._db.transaction([targetStore], \"readwrite\");\r\n\r\n // the transaction could abort because of a QuotaExceededError error\r\n transaction.onabort = (event) => {\r\n try {\r\n //backwards compatibility with ts 1.0, srcElement doesn't have an \"error\" according to ts 1.3\r\n const error = (<any>event.target)[\"error\"];\r\n if (error && error.name === \"QuotaExceededError\") {\r\n this._hasReachedQuota = true;\r\n }\r\n } catch (ex) {}\r\n callback(fileData);\r\n };\r\n\r\n transaction.oncomplete = () => {\r\n callback(fileData);\r\n };\r\n\r\n let newFile;\r\n if (targetStore === \"scenes\") {\r\n newFile = { sceneUrl: url, data: fileData, version: this._manifestVersionFound };\r\n } else {\r\n newFile = { textureUrl: url, data: fileData };\r\n }\r\n\r\n try {\r\n // Put the scene into the database\r\n const addRequest = transaction.objectStore(targetStore).put(newFile);\r\n addRequest.onsuccess = () => {};\r\n addRequest.onerror = () => {\r\n Logger.Error(\"Error in DB add file request in BABYLON.Database.\");\r\n };\r\n } catch (ex) {\r\n callback(fileData);\r\n }\r\n } else {\r\n callback(fileData);\r\n }\r\n } else {\r\n if (xhr.status >= 400 && errorCallback) {\r\n errorCallback(xhr);\r\n } else {\r\n callback();\r\n }\r\n }\r\n },\r\n false\r\n );\r\n\r\n xhr.addEventListener(\r\n \"error\",\r\n () => {\r\n Logger.Error(\"error on XHR request.\");\r\n errorCallback && errorCallback();\r\n },\r\n false\r\n );\r\n\r\n xhr.send();\r\n } else {\r\n Logger.Error(\"Error: IndexedDB not supported by your browser or Babylon.js database is not open.\");\r\n errorCallback && errorCallback();\r\n }\r\n }\r\n\r\n /**\r\n * Validates if xhr data is correct\r\n * @param xhr defines the request to validate\r\n * @param dataType defines the expected data type\r\n * @returns true if data is correct\r\n */\r\n private static _ValidateXHRData(xhr: WebRequest, dataType = 7): boolean {\r\n // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all\r\n\r\n try {\r\n if (dataType & 1) {\r\n if (xhr.responseText && xhr.responseText.length > 0) {\r\n return true;\r\n } else if (dataType === 1) {\r\n return false;\r\n }\r\n }\r\n\r\n if (dataType & 2) {\r\n // Check header width and height since there is no \"TGA\" magic number\r\n const tgaHeader = GetTGAHeader(xhr.response);\r\n\r\n if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {\r\n return true;\r\n } else if (dataType === 2) {\r\n return false;\r\n }\r\n }\r\n\r\n if (dataType & 4) {\r\n // Check for the \"DDS\" magic number\r\n const ddsHeader = new Uint8Array(xhr.response, 0, 3);\r\n\r\n if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n } catch (e) {\r\n // Global protection\r\n }\r\n\r\n return false;\r\n }\r\n}\r\n"]}
@@ -400,12 +400,12 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
400
400
  "maxZ",
401
401
  "minZAspect",
402
402
  "depthProjection",
403
- ], samplers, ratio, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, defines, textureType, undefined, undefined, undefined, undefined, this._scene.getEngine().isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */, async (useWebGPU) => {
403
+ ], samplers, ratio, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, defines, textureType, undefined, undefined, undefined, undefined, this._scene.getEngine().isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */, (useWebGPU, list) => {
404
404
  if (useWebGPU) {
405
- await import("../../../ShadersWGSL/ssao2.fragment.js");
405
+ list.push(import("../../../ShadersWGSL/ssao2.fragment.js"));
406
406
  }
407
407
  else {
408
- await import("../../../Shaders/ssao2.fragment.js");
408
+ list.push(import("../../../Shaders/ssao2.fragment.js"));
409
409
  }
410
410
  });
411
411
  this._ssaoPostProcess.autoClear = false;
@@ -456,12 +456,12 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
456
456
  }
457
457
  }
458
458
  _createSSAOCombinePostProcess(ratio, textureType) {
459
- this._ssaoCombinePostProcess = new PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, undefined, textureType, undefined, undefined, undefined, undefined, this._scene.getEngine().isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */, async (useWebGPU) => {
459
+ this._ssaoCombinePostProcess = new PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, undefined, textureType, undefined, undefined, undefined, undefined, this._scene.getEngine().isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */, (useWebGPU, list) => {
460
460
  if (useWebGPU) {
461
- await import("../../../ShadersWGSL/ssaoCombine.fragment.js");
461
+ list.push(import("../../../ShadersWGSL/ssaoCombine.fragment.js"));
462
462
  }
463
463
  else {
464
- await import("../../../Shaders/ssaoCombine.fragment.js");
464
+ list.push(import("../../../Shaders/ssaoCombine.fragment.js"));
465
465
  }
466
466
  });
467
467
  this._ssaoCombinePostProcess.onApply = (effect) => {
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\r\nimport { Vector3, TmpVectors, Vector2 } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Scalar } from \"../../../Maths/math.scalar\";\r\nimport { RawTexture } from \"../../../Materials/Textures/rawTexture\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"epsilon\")\r\n private _epsilon: number = 0.02;\r\n /**\r\n * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.\r\n *\r\n * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.\r\n */\r\n public set epsilon(n: number) {\r\n this._epsilon = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n }\r\n public get epsilon(): number {\r\n return this._epsilon;\r\n }\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8.\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing.\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer.\r\n */\r\n @serialize()\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /*\r\n * The texture type used by the different post processes created by SSAO\r\n */\r\n @serialize()\r\n private _textureType: number;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n @serialize(\"bypassBlur\")\r\n private _bypassBlur: boolean = false;\r\n /**\r\n * Skips the denoising (blur) stage of the SSAO calculations.\r\n *\r\n * Useful to temporarily set while experimenting with the other SSAO2 settings.\r\n */\r\n public set bypassBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, b);\r\n const samplers = this._getSamplersForBlur(b);\r\n this._blurHPostProcess.updateEffect(defines.h, null, samplers);\r\n this._blurVPostProcess.updateEffect(defines.v, null, samplers);\r\n this._bypassBlur = b;\r\n }\r\n public get bypassBlur(): boolean {\r\n return this._bypassBlur;\r\n }\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * Enables the configurable bilateral denoising (blurring) filter. Default is true.\r\n * Set to false to instead use a legacy bilateral filter that can't be configured.\r\n *\r\n * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the \"expensive\" one can be\r\n * configured in several ways to fit your scene.\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(b, this._bypassBlur);\r\n this._blurHPostProcess.updateEffect(defines.h);\r\n this._blurVPostProcess.updateEffect(defines.v);\r\n this._expensiveBlur = b;\r\n }\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.\r\n *\r\n * A higher value should result in smoother shadows but will use more processing time in the shaders.\r\n *\r\n * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.\r\n */\r\n @serialize()\r\n public bilateralSamples: number = 16;\r\n\r\n /**\r\n * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.\r\n *\r\n * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.\r\n *\r\n * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.\r\n *\r\n * Useful value range is [0..1].\r\n */\r\n @serialize()\r\n public bilateralSoften: number = 0;\r\n\r\n /**\r\n * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.\r\n *\r\n * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.\r\n *\r\n * Useful value range is normally [0..1], but higher values are allowed.\r\n */\r\n @serialize()\r\n public bilateralTolerance: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: Texture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._textureType = textureType;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n if (scene.geometryBufferRenderer?.generateNormalsInWorldSpace) {\r\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the geometry buffer renderer!\");\r\n }\r\n } else {\r\n scene.enablePrePassRenderer();\r\n if (scene.prePassRenderer?.generateNormalsInWorldSpace) {\r\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the prepass renderer!\");\r\n }\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, this._textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer Set to true if you want to disable the Geometry Buffer renderer\r\n */\r\n public override dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n\r\n /** @internal */\r\n public override _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _getSamplersForBlur(disabled: boolean): Array<string> {\r\n return disabled ? [\"textureSampler\"] : [\"textureSampler\", \"depthSampler\"];\r\n }\r\n\r\n private _getDefinesForBlur(bilateral: boolean, disabled: boolean): { h: string; v: string } {\r\n let define = \"#define BLUR\\n\";\r\n if (disabled) {\r\n define += \"#define BLUR_BYPASS\\n\";\r\n }\r\n if (!bilateral) {\r\n define += \"#define BLUR_LEGACY\\n\";\r\n }\r\n return { h: define + \"#define BLUR_H\\n\", v: define };\r\n }\r\n\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, this.bypassBlur);\r\n const samplers = this._getSamplersForBlur(this.bypassBlur);\r\n\r\n this._blurHPostProcess = this._createBlurFilter(\"BlurH\", samplers, ssaoRatio, defines.h, textureType, true);\r\n this._blurVPostProcess = this._createBlurFilter(\"BlurV\", samplers, blurRatio, defines.v, textureType, false);\r\n }\r\n\r\n private _createBlurFilter(name: string, samplers: Array<string>, ratio: number, defines: string, textureType: number, horizontal: boolean): PostProcess {\r\n const blurFilter = new PostProcess(\r\n name,\r\n \"ssao2\",\r\n [\"outSize\", \"samples\", \"soften\", \"tolerance\"],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL\r\n );\r\n\r\n blurFilter.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const ssaoCombineSize = horizontal ? this._ssaoCombinePostProcess.width : this._ssaoCombinePostProcess.height;\r\n const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;\r\n\r\n effect.setFloat(\"outSize\", ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize);\r\n effect.setInt(\"samples\", this.bilateralSamples);\r\n effect.setFloat(\"soften\", this.bilateralSoften);\r\n effect.setFloat(\"tolerance\", this.bilateralTolerance);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n };\r\n\r\n blurFilter.samples = this.textureSamples;\r\n blurFilter.autoClear = false;\r\n return blurFilter;\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n const defines = `#define SSAO\\n#define SAMPLES ${this.samples}\\n#define EPSILON ${this.epsilon.toFixed(4)}`;\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n async (useWebGPU) => {\r\n if (useWebGPU) {\r\n await import(\"../../../ShadersWGSL/ssao2.fragment\");\r\n } else {\r\n await import(\"../../../Shaders/ssao2.fragment\");\r\n }\r\n }\r\n );\r\n this._ssaoPostProcess.autoClear = false;\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", (orthoRight - orthoLeft) * 0.5);\r\n effect.setFloat(\"yViewport\", (orthoTop - orthoBottom) * 0.5);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n async (useWebGPU) => {\r\n if (useWebGPU) {\r\n await import(\"../../../ShadersWGSL/ssaoCombine.fragment\");\r\n } else {\r\n await import(\"../../../Shaders/ssaoCombine.fragment\");\r\n }\r\n }\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.autoClear = false;\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n const data = new Uint8Array(size * size * 4);\r\n const randVector = Vector2.Zero();\r\n for (let index = 0; index < data.length; ) {\r\n randVector.set(Scalar.RandomRange(0, 1), Scalar.RandomRange(0, 1)).normalize().scaleInPlace(255);\r\n data[index++] = Math.floor(randVector.x);\r\n data[index++] = Math.floor(randVector.y);\r\n data[index++] = 0;\r\n data[index++] = 255;\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(data, size, size, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n texture.name = \"SSAORandomTexture\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture = texture;\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(\r\n () => new SSAO2RenderingPipeline(source._name, scene, source._ratio, undefined, source._forceGeometryBuffer, source._textureType),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\r\nimport { Vector3, TmpVectors, Vector2 } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { Scalar } from \"../../../Maths/math.scalar\";\r\nimport { RawTexture } from \"../../../Materials/Textures/rawTexture\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"epsilon\")\r\n private _epsilon: number = 0.02;\r\n /**\r\n * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.\r\n *\r\n * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.\r\n */\r\n public set epsilon(n: number) {\r\n this._epsilon = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n }\r\n public get epsilon(): number {\r\n return this._epsilon;\r\n }\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8.\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing.\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer.\r\n */\r\n @serialize()\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /*\r\n * The texture type used by the different post processes created by SSAO\r\n */\r\n @serialize()\r\n private _textureType: number;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n @serialize(\"bypassBlur\")\r\n private _bypassBlur: boolean = false;\r\n /**\r\n * Skips the denoising (blur) stage of the SSAO calculations.\r\n *\r\n * Useful to temporarily set while experimenting with the other SSAO2 settings.\r\n */\r\n public set bypassBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, b);\r\n const samplers = this._getSamplersForBlur(b);\r\n this._blurHPostProcess.updateEffect(defines.h, null, samplers);\r\n this._blurVPostProcess.updateEffect(defines.v, null, samplers);\r\n this._bypassBlur = b;\r\n }\r\n public get bypassBlur(): boolean {\r\n return this._bypassBlur;\r\n }\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * Enables the configurable bilateral denoising (blurring) filter. Default is true.\r\n * Set to false to instead use a legacy bilateral filter that can't be configured.\r\n *\r\n * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the \"expensive\" one can be\r\n * configured in several ways to fit your scene.\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(b, this._bypassBlur);\r\n this._blurHPostProcess.updateEffect(defines.h);\r\n this._blurVPostProcess.updateEffect(defines.v);\r\n this._expensiveBlur = b;\r\n }\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.\r\n *\r\n * A higher value should result in smoother shadows but will use more processing time in the shaders.\r\n *\r\n * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.\r\n */\r\n @serialize()\r\n public bilateralSamples: number = 16;\r\n\r\n /**\r\n * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.\r\n *\r\n * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.\r\n *\r\n * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.\r\n *\r\n * Useful value range is [0..1].\r\n */\r\n @serialize()\r\n public bilateralSoften: number = 0;\r\n\r\n /**\r\n * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.\r\n *\r\n * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.\r\n *\r\n * Useful value range is normally [0..1], but higher values are allowed.\r\n */\r\n @serialize()\r\n public bilateralTolerance: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: Texture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_INT)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._textureType = textureType;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n if (scene.geometryBufferRenderer?.generateNormalsInWorldSpace) {\r\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the geometry buffer renderer!\");\r\n }\r\n } else {\r\n scene.enablePrePassRenderer();\r\n if (scene.prePassRenderer?.generateNormalsInWorldSpace) {\r\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the prepass renderer!\");\r\n }\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, this._textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer Set to true if you want to disable the Geometry Buffer renderer\r\n */\r\n public override dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n\r\n /** @internal */\r\n public override _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _getSamplersForBlur(disabled: boolean): Array<string> {\r\n return disabled ? [\"textureSampler\"] : [\"textureSampler\", \"depthSampler\"];\r\n }\r\n\r\n private _getDefinesForBlur(bilateral: boolean, disabled: boolean): { h: string; v: string } {\r\n let define = \"#define BLUR\\n\";\r\n if (disabled) {\r\n define += \"#define BLUR_BYPASS\\n\";\r\n }\r\n if (!bilateral) {\r\n define += \"#define BLUR_LEGACY\\n\";\r\n }\r\n return { h: define + \"#define BLUR_H\\n\", v: define };\r\n }\r\n\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, this.bypassBlur);\r\n const samplers = this._getSamplersForBlur(this.bypassBlur);\r\n\r\n this._blurHPostProcess = this._createBlurFilter(\"BlurH\", samplers, ssaoRatio, defines.h, textureType, true);\r\n this._blurVPostProcess = this._createBlurFilter(\"BlurV\", samplers, blurRatio, defines.v, textureType, false);\r\n }\r\n\r\n private _createBlurFilter(name: string, samplers: Array<string>, ratio: number, defines: string, textureType: number, horizontal: boolean): PostProcess {\r\n const blurFilter = new PostProcess(\r\n name,\r\n \"ssao2\",\r\n [\"outSize\", \"samples\", \"soften\", \"tolerance\"],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL\r\n );\r\n\r\n blurFilter.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const ssaoCombineSize = horizontal ? this._ssaoCombinePostProcess.width : this._ssaoCombinePostProcess.height;\r\n const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;\r\n\r\n effect.setFloat(\"outSize\", ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize);\r\n effect.setInt(\"samples\", this.bilateralSamples);\r\n effect.setFloat(\"soften\", this.bilateralSoften);\r\n effect.setFloat(\"tolerance\", this.bilateralTolerance);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n };\r\n\r\n blurFilter.samples = this.textureSamples;\r\n blurFilter.autoClear = false;\r\n return blurFilter;\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n const defines = `#define SSAO\\n#define SAMPLES ${this.samples}\\n#define EPSILON ${this.epsilon.toFixed(4)}`;\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssao2.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssao2.fragment\"));\r\n }\r\n }\r\n );\r\n this._ssaoPostProcess.autoClear = false;\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", (orthoRight - orthoLeft) * 0.5);\r\n effect.setFloat(\"yViewport\", (orthoTop - orthoBottom) * 0.5);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssaoCombine.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssaoCombine.fragment\"));\r\n }\r\n }\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.autoClear = false;\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n const data = new Uint8Array(size * size * 4);\r\n const randVector = Vector2.Zero();\r\n for (let index = 0; index < data.length; ) {\r\n randVector.set(Scalar.RandomRange(0, 1), Scalar.RandomRange(0, 1)).normalize().scaleInPlace(255);\r\n data[index++] = Math.floor(randVector.x);\r\n data[index++] = Math.floor(randVector.y);\r\n data[index++] = 0;\r\n data[index++] = 255;\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(data, size, size, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n texture.name = \"SSAORandomTexture\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture = texture;\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(\r\n () => new SSAO2RenderingPipeline(source._name, scene, source._ratio, undefined, source._forceGeometryBuffer, source._textureType),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}