@babylonjs/core 7.22.3 → 7.22.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animationGroup.js +1 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +21 -1
- package/Engines/constants.js +21 -1
- package/Engines/constants.js.map +1 -1
- package/Engines/engineFeatures.d.ts +2 -0
- package/Engines/engineFeatures.js.map +1 -1
- package/Engines/nativeEngine.js +1 -0
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +2 -0
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +1 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +12 -0
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +51 -0
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/prePassTextureBlock.d.ts +27 -0
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js +69 -0
- package/Materials/Node/Blocks/Input/prePassTextureBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +12 -0
- package/Materials/Node/nodeMaterial.js +24 -0
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +8 -0
- package/Materials/PBR/pbrBaseMaterial.js +8 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +4 -0
- package/Materials/Textures/Procedurals/proceduralTexture.js +19 -5
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/effectRenderer.d.ts +4 -0
- package/Materials/effectRenderer.js +10 -10
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/materialHelper.functions.js +20 -0
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/prePassConfiguration.js +2 -1
- package/Materials/prePassConfiguration.js.map +1 -1
- package/Materials/standardMaterial.d.ts +8 -0
- package/Materials/standardMaterial.js +8 -0
- package/Materials/standardMaterial.js.map +1 -1
- package/Misc/fileTools.js +1 -1
- package/Misc/fileTools.js.map +1 -1
- package/PostProcesses/postProcessManager.d.ts +2 -0
- package/PostProcesses/postProcessManager.js +3 -0
- package/PostProcesses/postProcessManager.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +79 -8
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.d.ts +88 -0
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +240 -0
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -0
- package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.d.ts +88 -0
- package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js +231 -0
- package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +340 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +884 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -0
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.d.ts +67 -0
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +139 -0
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +168 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +597 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -0
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +151 -0
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +291 -0
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -0
- package/Rendering/depthRenderer.js +44 -23
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/index.d.ts +1 -0
- package/Rendering/index.js +1 -0
- package/Rendering/index.js.map +1 -1
- package/Rendering/outlineRenderer.js +3 -3
- package/Rendering/outlineRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js +25 -1
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/instancesDeclaration.js +4 -2
- package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/instancesVertex.js +8 -4
- package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
- package/Shaders/ShadersInclude/prePassDeclaration.js +4 -1
- package/Shaders/ShadersInclude/prePassDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/prePassVertex.js +5 -1
- package/Shaders/ShadersInclude/prePassVertex.js.map +1 -1
- package/Shaders/ShadersInclude/prePassVertexDeclaration.js +4 -1
- package/Shaders/ShadersInclude/prePassVertexDeclaration.js.map +1 -1
- package/Shaders/combineVoxelGrids.fragment.d.ts +5 -0
- package/Shaders/combineVoxelGrids.fragment.js +9 -0
- package/Shaders/combineVoxelGrids.fragment.js.map +1 -0
- package/Shaders/copyTexture3DLayerToTexture.fragment.d.ts +5 -0
- package/Shaders/copyTexture3DLayerToTexture.fragment.js +10 -0
- package/Shaders/copyTexture3DLayerToTexture.fragment.js.map +1 -0
- package/Shaders/default.fragment.js +31 -6
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/default.vertex.js +6 -2
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/generateVoxelMip.fragment.d.ts +5 -0
- package/Shaders/generateVoxelMip.fragment.js +25 -0
- package/Shaders/generateVoxelMip.fragment.js.map +1 -0
- package/Shaders/geometry.fragment.js +1 -1
- package/Shaders/geometry.fragment.js.map +1 -1
- package/Shaders/iblShadowAccumulation.fragment.d.ts +5 -0
- package/Shaders/iblShadowAccumulation.fragment.js +27 -0
- package/Shaders/iblShadowAccumulation.fragment.js.map +1 -0
- package/Shaders/iblShadowDebug.fragment.d.ts +5 -0
- package/Shaders/iblShadowDebug.fragment.js +18 -0
- package/Shaders/iblShadowDebug.fragment.js.map +1 -0
- package/Shaders/iblShadowGBufferDebug.fragment.d.ts +5 -0
- package/Shaders/iblShadowGBufferDebug.fragment.js +19 -0
- package/Shaders/iblShadowGBufferDebug.fragment.js.map +1 -0
- package/Shaders/iblShadowSpatialBlur.fragment.d.ts +5 -0
- package/Shaders/iblShadowSpatialBlur.fragment.js +21 -0
- package/Shaders/iblShadowSpatialBlur.fragment.js.map +1 -0
- package/Shaders/iblShadowVoxelTracing.fragment.d.ts +5 -0
- package/Shaders/iblShadowVoxelTracing.fragment.js +152 -0
- package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -0
- package/Shaders/iblShadowsCdfx.fragment.d.ts +5 -0
- package/Shaders/iblShadowsCdfx.fragment.js +12 -0
- package/Shaders/iblShadowsCdfx.fragment.js.map +1 -0
- package/Shaders/iblShadowsCdfy.fragment.d.ts +5 -0
- package/Shaders/iblShadowsCdfy.fragment.js +33 -0
- package/Shaders/iblShadowsCdfy.fragment.js.map +1 -0
- package/Shaders/iblShadowsCombine.fragment.d.ts +5 -0
- package/Shaders/iblShadowsCombine.fragment.js +10 -0
- package/Shaders/iblShadowsCombine.fragment.js.map +1 -0
- package/Shaders/iblShadowsIcdfx.fragment.d.ts +5 -0
- package/Shaders/iblShadowsIcdfx.fragment.js +19 -0
- package/Shaders/iblShadowsIcdfx.fragment.js.map +1 -0
- package/Shaders/iblShadowsIcdfy.fragment.d.ts +5 -0
- package/Shaders/iblShadowsIcdfy.fragment.js +19 -0
- package/Shaders/iblShadowsIcdfy.fragment.js.map +1 -0
- package/Shaders/iblShadowsImportanceSamplingDebug.fragment.d.ts +5 -0
- package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js +48 -0
- package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js.map +1 -0
- package/Shaders/pbr.fragment.js +32 -7
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Shaders/pbr.vertex.js +3 -1
- package/Shaders/pbr.vertex.js.map +1 -1
- package/Shaders/voxelGrid.fragment.d.ts +5 -0
- package/Shaders/voxelGrid.fragment.js +14 -0
- package/Shaders/voxelGrid.fragment.js.map +1 -0
- package/Shaders/voxelGrid.vertex.d.ts +5 -0
- package/Shaders/voxelGrid.vertex.js +9 -0
- package/Shaders/voxelGrid.vertex.js.map +1 -0
- package/Shaders/voxelGrid2dArrayDebug.fragment.d.ts +5 -0
- package/Shaders/voxelGrid2dArrayDebug.fragment.js +9 -0
- package/Shaders/voxelGrid2dArrayDebug.fragment.js.map +1 -0
- package/Shaders/voxelGrid3dDebug.fragment.d.ts +5 -0
- package/Shaders/voxelGrid3dDebug.fragment.js +22 -0
- package/Shaders/voxelGrid3dDebug.fragment.js.map +1 -0
- package/Shaders/voxelSlabDebug.fragment.d.ts +5 -0
- package/Shaders/voxelSlabDebug.fragment.js +11 -0
- package/Shaders/voxelSlabDebug.fragment.js.map +1 -0
- package/Shaders/voxelSlabDebug.vertex.d.ts +5 -0
- package/Shaders/voxelSlabDebug.vertex.js +9 -0
- package/Shaders/voxelSlabDebug.vertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +4 -2
- package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/instancesVertex.js +9 -4
- package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +4 -1
- package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/prePassVertex.js +5 -1
- package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js +4 -1
- package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +42 -16
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/default.vertex.js +5 -2
- package/ShadersWGSL/default.vertex.js.map +1 -1
- package/ShadersWGSL/geometry.fragment.js +1 -1
- package/ShadersWGSL/geometry.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +37 -20
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.vertex.js +1 -1
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/package.json +1 -1
- package/sceneComponent.d.ts +1 -0
- package/sceneComponent.js +1 -0
- package/sceneComponent.js.map +1 -1
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{ serializeAsVector3, serialize, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\n\r\nimport \"../Shaders/depth.vertex\";\r\nimport \"../Shaders/volumetricLightScattering.fragment\";\r\nimport \"../Shaders/volumetricLightScatteringPass.vertex\";\r\nimport \"../Shaders/volumetricLightScatteringPass.fragment\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport { PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\n/**\r\n * Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process\r\n */\r\nexport class VolumetricLightScatteringPostProcess extends PostProcess {\r\n // Members\r\n private _volumetricLightScatteringRTT: RenderTargetTexture;\r\n private _viewPort: Viewport;\r\n private _screenCoordinates: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * If not undefined, the mesh position is computed from the attached node position\r\n */\r\n public attachedNode: { position: Vector3 };\r\n\r\n /**\r\n * Custom position of the mesh. Used if \"useCustomMeshPosition\" is set to \"true\"\r\n */\r\n @serializeAsVector3()\r\n public customMeshPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)\r\n */\r\n @serialize()\r\n public useCustomMeshPosition: boolean = false;\r\n\r\n /**\r\n * If the post-process should inverse the light scattering direction\r\n */\r\n @serialize()\r\n public invert: boolean = true;\r\n\r\n /**\r\n * The internal mesh used by the post-process\r\n */\r\n @serializeAsMeshReference()\r\n public mesh: Mesh;\r\n\r\n /**\r\n * @internal\r\n * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\r\n */\r\n public get useDiffuseColor(): boolean {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n return false;\r\n }\r\n\r\n public set useDiffuseColor(useDiffuseColor: boolean) {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n }\r\n\r\n /**\r\n * Array containing the excluded meshes not rendered in the internal pass\r\n */\r\n @serialize()\r\n public excludedMeshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Array containing the only meshes rendered in the internal pass.\r\n * If this array is not empty, only the meshes from this array are rendered in the internal pass\r\n */\r\n @serialize()\r\n public includedMeshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Controls the overall intensity of the post-process\r\n */\r\n @serialize()\r\n public exposure = 0.3;\r\n\r\n /**\r\n * Dissipates each sample's contribution in range [0, 1]\r\n */\r\n @serialize()\r\n public decay = 0.96815;\r\n\r\n /**\r\n * Controls the overall intensity of each sample\r\n */\r\n @serialize()\r\n public weight = 0.58767;\r\n\r\n /**\r\n * Controls the density of each sample\r\n */\r\n @serialize()\r\n public density = 0.926;\r\n\r\n /**\r\n * @constructor\r\n * @param name The post-process name\r\n * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param camera The camera that the post-process will be attached to\r\n * @param mesh The mesh used to create the light scattering\r\n * @param samples The post-process quality, default 100\r\n * @param samplingMode The post-process filtering mode\r\n * @param engine The babylon engine\r\n * @param reusable If the post-process is reusable\r\n * @param scene The constructor needs a scene reference to initialize internal components. If \"camera\" is null a \"scene\" must be provided\r\n */\r\n constructor(\r\n name: string,\r\n ratio: any,\r\n camera: Nullable<Camera>,\r\n mesh?: Mesh,\r\n samples: number = 100,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n scene?: Scene\r\n ) {\r\n super(\r\n name,\r\n \"volumetricLightScattering\",\r\n [\"decay\", \"exposure\", \"weight\", \"meshPositionOnScreen\", \"density\"],\r\n [\"lightScatteringSampler\"],\r\n ratio.postProcessRatio || ratio,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define NUM_SAMPLES \" + samples\r\n );\r\n scene = camera?.getScene() ?? scene ?? this._scene; // parameter \"scene\" can be null.\r\n\r\n engine = scene.getEngine();\r\n this._viewPort = new Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n // Configure mesh\r\n this.mesh = mesh ?? VolumetricLightScatteringPostProcess.CreateDefaultMesh(\"VolumetricLightScatteringMesh\", scene);\r\n\r\n // Configure\r\n this._createPass(scene, ratio.passRatio || ratio);\r\n\r\n this.onActivate = (camera: Camera) => {\r\n if (!this.isSupported) {\r\n this.dispose(camera);\r\n }\r\n\r\n this.onActivate = null;\r\n };\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n this._updateMeshScreenCoordinates(<Scene>scene);\r\n\r\n effect.setTexture(\"lightScatteringSampler\", this._volumetricLightScatteringRTT);\r\n effect.setFloat(\"exposure\", this.exposure);\r\n effect.setFloat(\"decay\", this.decay);\r\n effect.setFloat(\"weight\", this.weight);\r\n effect.setFloat(\"density\", this.density);\r\n effect.setVector2(\"meshPositionOnScreen\", this._screenCoordinates);\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"VolumetricLightScatteringPostProcess\"\r\n * @returns \"VolumetricLightScatteringPostProcess\"\r\n */\r\n public override getClassName(): string {\r\n return \"VolumetricLightScatteringPostProcess\";\r\n }\r\n\r\n private _isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const mesh = subMesh.getMesh();\r\n\r\n // Render this.mesh as default\r\n if (mesh === this.mesh && mesh.material) {\r\n return mesh.material.isReady(mesh);\r\n }\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[this._scene.getEngine().currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n const material: any = subMesh.getMaterial();\r\n\r\n // Alpha test\r\n if (material) {\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n mesh\r\n .getScene()\r\n .getEngine()\r\n .createEffect(\r\n \"volumetricLightScatteringPass\",\r\n attribs,\r\n [\"world\", \"mBones\", \"viewProjection\", \"diffuseMatrix\"],\r\n [\"diffuseSampler\"],\r\n join,\r\n undefined,\r\n undefined,\r\n undefined,\r\n { maxSimultaneousMorphTargets: mesh.numBoneInfluencers }\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Sets the new light position for light scattering effect\r\n * @param position The new custom light position\r\n */\r\n public setCustomMeshPosition(position: Vector3): void {\r\n this.customMeshPosition = position;\r\n }\r\n\r\n /**\r\n * Returns the light position for light scattering effect\r\n * @returns Vector3 The custom light position\r\n */\r\n public getCustomMeshPosition(): Vector3 {\r\n return this.customMeshPosition;\r\n }\r\n\r\n /**\r\n * Disposes the internal assets and detaches the post-process from the camera\r\n * @param camera The camera from which to detach the post-process\r\n */\r\n public override dispose(camera: Camera): void {\r\n const rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);\r\n if (rttIndex !== -1) {\r\n camera.getScene().customRenderTargets.splice(rttIndex, 1);\r\n }\r\n\r\n this._volumetricLightScatteringRTT.dispose();\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Returns the render target texture used by the post-process\r\n * @returns the render target texture used by the post-process\r\n */\r\n public getPass(): RenderTargetTexture {\r\n return this._volumetricLightScatteringRTT;\r\n }\r\n\r\n // Private methods\r\n private _meshExcluded(mesh: AbstractMesh) {\r\n if ((this.includedMeshes.length > 0 && this.includedMeshes.indexOf(mesh) === -1) || (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1)) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _createPass(scene: Scene, ratio: number): void {\r\n const engine = scene.getEngine();\r\n\r\n this._volumetricLightScatteringRTT = new RenderTargetTexture(\r\n \"volumetricLightScatteringMap\",\r\n { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio },\r\n scene,\r\n false,\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n this._volumetricLightScatteringRTT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.renderList = null;\r\n this._volumetricLightScatteringRTT.renderParticles = false;\r\n this._volumetricLightScatteringRTT.ignoreCameraViewport = true;\r\n\r\n const camera = this.getCamera();\r\n if (camera) {\r\n camera.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n } else {\r\n scene.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n }\r\n\r\n // Custom render function for submeshes\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n if (this._meshExcluded(renderingMesh)) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n const scene = renderingMesh.getScene();\r\n const engine = scene.getEngine();\r\n\r\n // Culling\r\n engine.setState(material.backFaceCulling, undefined, undefined, undefined, material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (this._isReady(subMesh, hardwareInstancedRendering)) {\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (renderingMesh === this.mesh && !drawWrapper) {\r\n drawWrapper = material._getDrawWrapper();\r\n }\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (renderingMesh === this.mesh) {\r\n material.bind(effectiveMesh.getWorldMatrix(), renderingMesh);\r\n } else if (renderingMaterial) {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n } else {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Alpha test\r\n if (material && material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n\r\n if (alphaTexture) {\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, Material.TriangleFillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n });\r\n }\r\n };\r\n\r\n // Render target texture callbacks\r\n let savedSceneClearColor: Color4;\r\n const sceneClearColor = new Color4(0.0, 0.0, 0.0, 1.0);\r\n\r\n this._volumetricLightScatteringRTT.onBeforeRenderObservable.add((): void => {\r\n savedSceneClearColor = scene.clearColor;\r\n scene.clearColor = sceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.onAfterRenderObservable.add((): void => {\r\n scene.clearColor = savedSceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this._isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._volumetricLightScatteringRTT.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = scene.getEngine();\r\n let index: number;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (transparentSubMeshes.length) {\r\n // Sort sub meshes\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n const submesh = transparentSubMeshes.data[index];\r\n const boundingInfo = submesh.getBoundingInfo();\r\n\r\n if (boundingInfo && scene.activeCamera) {\r\n submesh._alphaIndex = submesh.getMesh().alphaIndex;\r\n submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();\r\n }\r\n }\r\n\r\n const sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);\r\n sortedArray.sort((a, b) => {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n // Render sub meshes\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n for (index = 0; index < sortedArray.length; index++) {\r\n renderSubMesh(sortedArray[index]);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n };\r\n }\r\n\r\n private _updateMeshScreenCoordinates(scene: Scene): void {\r\n const transform = scene.getTransformMatrix();\r\n let meshPosition: Vector3;\r\n\r\n if (this.useCustomMeshPosition) {\r\n meshPosition = this.customMeshPosition;\r\n } else if (this.attachedNode) {\r\n meshPosition = this.attachedNode.position;\r\n } else {\r\n meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;\r\n }\r\n\r\n const pos = Vector3.Project(meshPosition, Matrix.Identity(), transform, this._viewPort);\r\n\r\n this._screenCoordinates.x = pos.x / this._viewPort.width;\r\n this._screenCoordinates.y = pos.y / this._viewPort.height;\r\n\r\n if (this.invert) {\r\n this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;\r\n }\r\n }\r\n\r\n // Static methods\r\n /**\r\n * Creates a default mesh for the Volumeric Light Scattering post-process\r\n * @param name The mesh name\r\n * @param scene The scene where to create the mesh\r\n * @returns the default mesh\r\n */\r\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\r\n const mesh = CreatePlane(name, { size: 1 }, scene);\r\n mesh.billboardMode = AbstractMesh.BILLBOARDMODE_ALL;\r\n\r\n const material = new StandardMaterial(name + \"Material\", scene);\r\n material.emissiveColor = new Color3(1, 1, 1);\r\n\r\n mesh.material = material;\r\n\r\n return mesh;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.VolumetricLightScatteringPostProcess\", VolumetricLightScatteringPostProcess);\r\n"]}
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+
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{ serializeAsVector3, serialize, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect, IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\n\r\nimport \"../Shaders/depth.vertex\";\r\nimport \"../Shaders/volumetricLightScattering.fragment\";\r\nimport \"../Shaders/volumetricLightScatteringPass.vertex\";\r\nimport \"../Shaders/volumetricLightScatteringPass.fragment\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareAttributesForMorphTargetsInfluencers, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\n/**\r\n * Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process\r\n */\r\nexport class VolumetricLightScatteringPostProcess extends PostProcess {\r\n // Members\r\n private _volumetricLightScatteringRTT: RenderTargetTexture;\r\n private _viewPort: Viewport;\r\n private _screenCoordinates: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * If not undefined, the mesh position is computed from the attached node position\r\n */\r\n public attachedNode: { position: Vector3 };\r\n\r\n /**\r\n * Custom position of the mesh. Used if \"useCustomMeshPosition\" is set to \"true\"\r\n */\r\n @serializeAsVector3()\r\n public customMeshPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)\r\n */\r\n @serialize()\r\n public useCustomMeshPosition: boolean = false;\r\n\r\n /**\r\n * If the post-process should inverse the light scattering direction\r\n */\r\n @serialize()\r\n public invert: boolean = true;\r\n\r\n /**\r\n * The internal mesh used by the post-process\r\n */\r\n @serializeAsMeshReference()\r\n public mesh: Mesh;\r\n\r\n /**\r\n * @internal\r\n * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\r\n */\r\n public get useDiffuseColor(): boolean {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n return false;\r\n }\r\n\r\n public set useDiffuseColor(useDiffuseColor: boolean) {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n }\r\n\r\n /**\r\n * Array containing the excluded meshes not rendered in the internal pass\r\n */\r\n @serialize()\r\n public excludedMeshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Array containing the only meshes rendered in the internal pass.\r\n * If this array is not empty, only the meshes from this array are rendered in the internal pass\r\n */\r\n @serialize()\r\n public includedMeshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Controls the overall intensity of the post-process\r\n */\r\n @serialize()\r\n public exposure = 0.3;\r\n\r\n /**\r\n * Dissipates each sample's contribution in range [0, 1]\r\n */\r\n @serialize()\r\n public decay = 0.96815;\r\n\r\n /**\r\n * Controls the overall intensity of each sample\r\n */\r\n @serialize()\r\n public weight = 0.58767;\r\n\r\n /**\r\n * Controls the density of each sample\r\n */\r\n @serialize()\r\n public density = 0.926;\r\n\r\n /**\r\n * @constructor\r\n * @param name The post-process name\r\n * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param camera The camera that the post-process will be attached to\r\n * @param mesh The mesh used to create the light scattering\r\n * @param samples The post-process quality, default 100\r\n * @param samplingMode The post-process filtering mode\r\n * @param engine The babylon engine\r\n * @param reusable If the post-process is reusable\r\n * @param scene The constructor needs a scene reference to initialize internal components. If \"camera\" is null a \"scene\" must be provided\r\n */\r\n constructor(\r\n name: string,\r\n ratio: any,\r\n camera: Nullable<Camera>,\r\n mesh?: Mesh,\r\n samples: number = 100,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n scene?: Scene\r\n ) {\r\n super(\r\n name,\r\n \"volumetricLightScattering\",\r\n [\"decay\", \"exposure\", \"weight\", \"meshPositionOnScreen\", \"density\"],\r\n [\"lightScatteringSampler\"],\r\n ratio.postProcessRatio || ratio,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define NUM_SAMPLES \" + samples\r\n );\r\n scene = camera?.getScene() ?? scene ?? this._scene; // parameter \"scene\" can be null.\r\n\r\n engine = scene.getEngine();\r\n this._viewPort = new Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n // Configure mesh\r\n this.mesh = mesh ?? VolumetricLightScatteringPostProcess.CreateDefaultMesh(\"VolumetricLightScatteringMesh\", scene);\r\n\r\n // Configure\r\n this._createPass(scene, ratio.passRatio || ratio);\r\n\r\n this.onActivate = (camera: Camera) => {\r\n if (!this.isSupported) {\r\n this.dispose(camera);\r\n }\r\n\r\n this.onActivate = null;\r\n };\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n this._updateMeshScreenCoordinates(<Scene>scene);\r\n\r\n effect.setTexture(\"lightScatteringSampler\", this._volumetricLightScatteringRTT);\r\n effect.setFloat(\"exposure\", this.exposure);\r\n effect.setFloat(\"decay\", this.decay);\r\n effect.setFloat(\"weight\", this.weight);\r\n effect.setFloat(\"density\", this.density);\r\n effect.setVector2(\"meshPositionOnScreen\", this._screenCoordinates);\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"VolumetricLightScatteringPostProcess\"\r\n * @returns \"VolumetricLightScatteringPostProcess\"\r\n */\r\n public override getClassName(): string {\r\n return \"VolumetricLightScatteringPostProcess\";\r\n }\r\n\r\n private _isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const mesh = subMesh.getMesh();\r\n\r\n // Render this.mesh as default\r\n if (mesh === this.mesh && mesh.material) {\r\n return mesh.material.isReady(mesh);\r\n }\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[this._scene.getEngine().currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n const material = subMesh.getMaterial();\r\n\r\n // Alpha test\r\n if (material) {\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n numMorphInfluencers = morphTargetManager.numMaxInfluencers || morphTargetManager.numInfluencers;\r\n if (numMorphInfluencers > 0) {\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n\r\n PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureWidth\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"morphTargets\", \"boneSampler\", \"bakedVertexAnimationTexture\"];\r\n\r\n drawWrapper.setEffect(\r\n mesh\r\n .getScene()\r\n .getEngine()\r\n .createEffect(\r\n \"volumetricLightScatteringPass\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n },\r\n mesh.getScene().getEngine()\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Sets the new light position for light scattering effect\r\n * @param position The new custom light position\r\n */\r\n public setCustomMeshPosition(position: Vector3): void {\r\n this.customMeshPosition = position;\r\n }\r\n\r\n /**\r\n * Returns the light position for light scattering effect\r\n * @returns Vector3 The custom light position\r\n */\r\n public getCustomMeshPosition(): Vector3 {\r\n return this.customMeshPosition;\r\n }\r\n\r\n /**\r\n * Disposes the internal assets and detaches the post-process from the camera\r\n * @param camera The camera from which to detach the post-process\r\n */\r\n public override dispose(camera: Camera): void {\r\n const rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);\r\n if (rttIndex !== -1) {\r\n camera.getScene().customRenderTargets.splice(rttIndex, 1);\r\n }\r\n\r\n this._volumetricLightScatteringRTT.dispose();\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Returns the render target texture used by the post-process\r\n * @returns the render target texture used by the post-process\r\n */\r\n public getPass(): RenderTargetTexture {\r\n return this._volumetricLightScatteringRTT;\r\n }\r\n\r\n // Private methods\r\n private _meshExcluded(mesh: AbstractMesh) {\r\n if ((this.includedMeshes.length > 0 && this.includedMeshes.indexOf(mesh) === -1) || (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1)) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _createPass(scene: Scene, ratio: number): void {\r\n const engine = scene.getEngine();\r\n\r\n this._volumetricLightScatteringRTT = new RenderTargetTexture(\r\n \"volumetricLightScatteringMap\",\r\n { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio },\r\n scene,\r\n false,\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n this._volumetricLightScatteringRTT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.renderList = null;\r\n this._volumetricLightScatteringRTT.renderParticles = false;\r\n this._volumetricLightScatteringRTT.ignoreCameraViewport = true;\r\n\r\n const camera = this.getCamera();\r\n if (camera) {\r\n camera.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n } else {\r\n scene.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n }\r\n\r\n // Custom render function for submeshes\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n if (this._meshExcluded(renderingMesh)) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n const scene = renderingMesh.getScene();\r\n const engine = scene.getEngine();\r\n\r\n // Culling\r\n engine.setState(material.backFaceCulling, undefined, undefined, undefined, material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (this._isReady(subMesh, hardwareInstancedRendering)) {\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (renderingMesh === this.mesh && !drawWrapper) {\r\n drawWrapper = material._getDrawWrapper();\r\n }\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (renderingMesh === this.mesh) {\r\n material.bind(effectiveMesh.getWorldMatrix(), renderingMesh);\r\n } else if (renderingMaterial) {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n } else {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, Material.TriangleFillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n });\r\n }\r\n };\r\n\r\n // Render target texture callbacks\r\n let savedSceneClearColor: Color4;\r\n const sceneClearColor = new Color4(0.0, 0.0, 0.0, 1.0);\r\n\r\n this._volumetricLightScatteringRTT.onBeforeRenderObservable.add((): void => {\r\n savedSceneClearColor = scene.clearColor;\r\n scene.clearColor = sceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.onAfterRenderObservable.add((): void => {\r\n scene.clearColor = savedSceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this._isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._volumetricLightScatteringRTT.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = scene.getEngine();\r\n let index: number;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (transparentSubMeshes.length) {\r\n // Sort sub meshes\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n const submesh = transparentSubMeshes.data[index];\r\n const boundingInfo = submesh.getBoundingInfo();\r\n\r\n if (boundingInfo && scene.activeCamera) {\r\n submesh._alphaIndex = submesh.getMesh().alphaIndex;\r\n submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();\r\n }\r\n }\r\n\r\n const sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);\r\n sortedArray.sort((a, b) => {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n // Render sub meshes\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n for (index = 0; index < sortedArray.length; index++) {\r\n renderSubMesh(sortedArray[index]);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n };\r\n }\r\n\r\n private _updateMeshScreenCoordinates(scene: Scene): void {\r\n const transform = scene.getTransformMatrix();\r\n let meshPosition: Vector3;\r\n\r\n if (this.useCustomMeshPosition) {\r\n meshPosition = this.customMeshPosition;\r\n } else if (this.attachedNode) {\r\n meshPosition = this.attachedNode.position;\r\n } else {\r\n meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;\r\n }\r\n\r\n const pos = Vector3.Project(meshPosition, Matrix.Identity(), transform, this._viewPort);\r\n\r\n this._screenCoordinates.x = pos.x / this._viewPort.width;\r\n this._screenCoordinates.y = pos.y / this._viewPort.height;\r\n\r\n if (this.invert) {\r\n this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;\r\n }\r\n }\r\n\r\n // Static methods\r\n /**\r\n * Creates a default mesh for the Volumeric Light Scattering post-process\r\n * @param name The mesh name\r\n * @param scene The scene where to create the mesh\r\n * @returns the default mesh\r\n */\r\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\r\n const mesh = CreatePlane(name, { size: 1 }, scene);\r\n mesh.billboardMode = AbstractMesh.BILLBOARDMODE_ALL;\r\n\r\n const material = new StandardMaterial(name + \"Material\", scene);\r\n material.emissiveColor = new Color3(1, 1, 1);\r\n\r\n mesh.material = material;\r\n\r\n return mesh;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.VolumetricLightScatteringPostProcess\", VolumetricLightScatteringPostProcess);\r\n"]}
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import type { Scene } from "../../scene";
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import "../../Shaders/iblShadowAccumulation.fragment";
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import "../../Shaders/iblShadowDebug.fragment";
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import { PostProcess } from "../../PostProcesses/postProcess";
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import type { Effect } from "../../Materials/effect";
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/**
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* This should not be instanciated directly, as it is part of a scene component
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* @internal
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*/
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export declare class _IblShadowsAccumulationPass {
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private _scene;
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private _engine;
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private _outputPP;
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private _oldAccumulationRT;
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private _oldLocalPositionRT;
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/** Enable the debug view for this pass */
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debugEnabled: boolean;
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/**
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* Gets the pass post process
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* @returns The post process
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*/
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getPassPP(): PostProcess;
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/**
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* Gets the debug pass post process
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* @returns The post process
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*/
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getDebugPassPP(): PostProcess;
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private _debugPassName;
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/**
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* Gets the name of the debug pass
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* @returns The name of the debug pass
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*/
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get debugPassName(): string;
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/**
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* A value that controls how much of the previous frame's accumulation to keep.
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* The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.
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*/
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get remenance(): number;
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/**
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* A value that controls how much of the previous frame's accumulation to keep.
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* The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.
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*/
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set remenance(value: number);
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private _remenance;
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/**
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* Reset the accumulation.
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*/
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get reset(): boolean;
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/**
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* Reset the accumulation.
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*/
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set reset(value: boolean);
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private _reset;
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private _debugPassPP;
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private _debugSizeParams;
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/**
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* Sets params that control the position and scaling of the debug display on the screen.
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* @param x Screen X offset of the debug display (0-1)
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* @param y Screen Y offset of the debug display (0-1)
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* @param widthScale X scale of the debug display (0-1)
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* @param heightScale Y scale of the debug display (0-1)
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*/
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setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number): void;
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/**
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* Creates the debug post process effect for this pass
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*/
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private _createDebugPass;
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/**
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* Instantiates the accumulation pass
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* @param scene Scene to attach to
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* @returns The accumulation pass
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*/
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constructor(scene: Scene);
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private _createTextures;
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_updatePostProcess(effect: Effect): void;
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/** Called by render pipeline when canvas resized. */
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resize(): void;
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private _disposeTextures;
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/**
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* Checks if the pass is ready
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* @returns true if the pass is ready
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*/
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isReady(): boolean;
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/**
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* Disposes the associated resources
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*/
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dispose(): void;
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}
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import { Vector4 } from "../../Maths/math.vector.js";
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import "../../Shaders/iblShadowAccumulation.fragment.js";
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import "../../Shaders/iblShadowDebug.fragment.js";
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import { PostProcess } from "../../PostProcesses/postProcess.js";
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import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTexture.js";
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/**
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* This should not be instanciated directly, as it is part of a scene component
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* @internal
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*/
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export class _IblShadowsAccumulationPass {
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/**
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* Gets the pass post process
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* @returns The post process
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*/
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getPassPP() {
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return this._outputPP;
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}
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/**
|
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* Gets the debug pass post process
|
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* @returns The post process
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*/
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+
getDebugPassPP() {
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if (!this._debugPassPP) {
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+
this._createDebugPass();
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+
}
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return this._debugPassPP;
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}
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/**
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* Gets the name of the debug pass
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* @returns The name of the debug pass
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*/
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get debugPassName() {
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return this._debugPassName;
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}
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/**
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* A value that controls how much of the previous frame's accumulation to keep.
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+
* The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.
|
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+
*/
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get remenance() {
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return this._remenance;
|
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+
}
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+
/**
|
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+
* A value that controls how much of the previous frame's accumulation to keep.
|
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45
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+
* The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.
|
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46
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+
*/
|
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47
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+
set remenance(value) {
|
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this._remenance = value;
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|
+
}
|
|
50
|
+
/**
|
|
51
|
+
* Reset the accumulation.
|
|
52
|
+
*/
|
|
53
|
+
get reset() {
|
|
54
|
+
return this._reset;
|
|
55
|
+
}
|
|
56
|
+
/**
|
|
57
|
+
* Reset the accumulation.
|
|
58
|
+
*/
|
|
59
|
+
set reset(value) {
|
|
60
|
+
this._reset = value;
|
|
61
|
+
}
|
|
62
|
+
/**
|
|
63
|
+
* Sets params that control the position and scaling of the debug display on the screen.
|
|
64
|
+
* @param x Screen X offset of the debug display (0-1)
|
|
65
|
+
* @param y Screen Y offset of the debug display (0-1)
|
|
66
|
+
* @param widthScale X scale of the debug display (0-1)
|
|
67
|
+
* @param heightScale Y scale of the debug display (0-1)
|
|
68
|
+
*/
|
|
69
|
+
setDebugDisplayParams(x, y, widthScale, heightScale) {
|
|
70
|
+
this._debugSizeParams.set(x, y, widthScale, heightScale);
|
|
71
|
+
}
|
|
72
|
+
/**
|
|
73
|
+
* Creates the debug post process effect for this pass
|
|
74
|
+
*/
|
|
75
|
+
_createDebugPass() {
|
|
76
|
+
if (!this._debugPassPP) {
|
|
77
|
+
const debugOptions = {
|
|
78
|
+
width: this._engine.getRenderWidth(),
|
|
79
|
+
height: this._engine.getRenderHeight(),
|
|
80
|
+
textureFormat: 7,
|
|
81
|
+
textureType: 0,
|
|
82
|
+
samplingMode: 1,
|
|
83
|
+
uniforms: ["sizeParams"],
|
|
84
|
+
samplers: ["debugSampler"],
|
|
85
|
+
engine: this._engine,
|
|
86
|
+
reusable: false,
|
|
87
|
+
};
|
|
88
|
+
this._debugPassPP = new PostProcess(this.debugPassName, "iblShadowDebug", debugOptions);
|
|
89
|
+
this._debugPassPP.autoClear = false;
|
|
90
|
+
this._debugPassPP.onApplyObservable.add((effect) => {
|
|
91
|
+
// update the caustic texture with what we just rendered.
|
|
92
|
+
effect.setTextureFromPostProcessOutput("debugSampler", this._outputPP);
|
|
93
|
+
effect.setVector4("sizeParams", this._debugSizeParams);
|
|
94
|
+
});
|
|
95
|
+
}
|
|
96
|
+
}
|
|
97
|
+
/**
|
|
98
|
+
* Instantiates the accumulation pass
|
|
99
|
+
* @param scene Scene to attach to
|
|
100
|
+
* @returns The accumulation pass
|
|
101
|
+
*/
|
|
102
|
+
constructor(scene) {
|
|
103
|
+
/** Enable the debug view for this pass */
|
|
104
|
+
this.debugEnabled = false;
|
|
105
|
+
this._debugPassName = "Shadow Accumulation Debug Pass";
|
|
106
|
+
this._remenance = 0.9;
|
|
107
|
+
this._reset = true;
|
|
108
|
+
this._debugSizeParams = new Vector4(0.0, 0.0, 0.0, 0.0);
|
|
109
|
+
this._scene = scene;
|
|
110
|
+
this._engine = scene.getEngine();
|
|
111
|
+
this._createTextures();
|
|
112
|
+
}
|
|
113
|
+
_createTextures() {
|
|
114
|
+
// Create the local position texture for the previous frame.
|
|
115
|
+
// We'll copy the previous local position texture to this texture at the start of every frame.
|
|
116
|
+
const localPositionOptions = {
|
|
117
|
+
generateDepthBuffer: false,
|
|
118
|
+
generateMipMaps: false,
|
|
119
|
+
format: 5,
|
|
120
|
+
type: 2,
|
|
121
|
+
samplingMode: 2,
|
|
122
|
+
};
|
|
123
|
+
this._oldLocalPositionRT = new RenderTargetTexture("oldLocalPositionRT", { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, this._scene, localPositionOptions);
|
|
124
|
+
const localPositionCopyOptions = {
|
|
125
|
+
width: this._engine.getRenderWidth(),
|
|
126
|
+
height: this._engine.getRenderHeight(),
|
|
127
|
+
textureFormat: 5,
|
|
128
|
+
textureType: 2,
|
|
129
|
+
samplingMode: 1,
|
|
130
|
+
engine: this._engine,
|
|
131
|
+
reusable: false,
|
|
132
|
+
defines: "#define PASS_SAMPLER sampler",
|
|
133
|
+
};
|
|
134
|
+
const localPositionCopyPP = new PostProcess("Copy Local Position Texture", "pass", localPositionCopyOptions);
|
|
135
|
+
localPositionCopyPP.autoClear = false;
|
|
136
|
+
localPositionCopyPP.onApplyObservable.add((effect) => {
|
|
137
|
+
const prePassRenderer = this._scene.prePassRenderer;
|
|
138
|
+
const index = prePassRenderer.getIndex(9);
|
|
139
|
+
if (index >= 0)
|
|
140
|
+
effect.setTexture("textureSampler", prePassRenderer.getRenderTarget().textures[index]);
|
|
141
|
+
});
|
|
142
|
+
this._oldLocalPositionRT.addPostProcess(localPositionCopyPP);
|
|
143
|
+
this._oldLocalPositionRT.skipInitialClear = true;
|
|
144
|
+
this._oldLocalPositionRT.noPrePassRenderer = true;
|
|
145
|
+
this._scene.customRenderTargets.push(this._oldLocalPositionRT);
|
|
146
|
+
// Create the accumulation texture for the previous frame.
|
|
147
|
+
// We'll copy the output of the accumulation pass to this texture at the start of every frame.
|
|
148
|
+
const accumulationOptions = {
|
|
149
|
+
generateDepthBuffer: false,
|
|
150
|
+
generateMipMaps: false,
|
|
151
|
+
format: 7,
|
|
152
|
+
type: 2,
|
|
153
|
+
samplingMode: 1,
|
|
154
|
+
};
|
|
155
|
+
this._oldAccumulationRT = new RenderTargetTexture("oldAccumulationRT", { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, this._scene, accumulationOptions);
|
|
156
|
+
const accumulationCopyOptions = {
|
|
157
|
+
width: this._engine.getRenderWidth(),
|
|
158
|
+
height: this._engine.getRenderHeight(),
|
|
159
|
+
textureFormat: 7,
|
|
160
|
+
textureType: 2,
|
|
161
|
+
samplingMode: 1,
|
|
162
|
+
engine: this._engine,
|
|
163
|
+
reusable: false,
|
|
164
|
+
defines: "#define PASS_SAMPLER sampler",
|
|
165
|
+
};
|
|
166
|
+
const accumulationCopyPP = new PostProcess("Copy Accumulation Texture", "pass", accumulationCopyOptions);
|
|
167
|
+
accumulationCopyPP.autoClear = false;
|
|
168
|
+
accumulationCopyPP.onApplyObservable.add((effect) => {
|
|
169
|
+
effect.setTextureFromPostProcessOutput("textureSampler", this._outputPP);
|
|
170
|
+
});
|
|
171
|
+
this._oldAccumulationRT.addPostProcess(accumulationCopyPP);
|
|
172
|
+
this._oldAccumulationRT.skipInitialClear = true;
|
|
173
|
+
this._oldAccumulationRT.noPrePassRenderer = true;
|
|
174
|
+
this._scene.customRenderTargets.push(this._oldAccumulationRT);
|
|
175
|
+
// Now, create the accumulation pass
|
|
176
|
+
const ppOptions = {
|
|
177
|
+
width: this._engine.getRenderWidth(),
|
|
178
|
+
height: this._engine.getRenderHeight(),
|
|
179
|
+
textureFormat: 7,
|
|
180
|
+
textureType: 2,
|
|
181
|
+
samplingMode: 1,
|
|
182
|
+
uniforms: ["accumulationParameters"],
|
|
183
|
+
samplers: ["oldAccumulationSampler", "prevLocalPositionSampler", "localPositionSampler", "motionSampler"],
|
|
184
|
+
engine: this._engine,
|
|
185
|
+
reusable: false,
|
|
186
|
+
};
|
|
187
|
+
this._outputPP = new PostProcess("accumulationPassPP", "iblShadowAccumulation", ppOptions);
|
|
188
|
+
this._outputPP.autoClear = false;
|
|
189
|
+
this._outputPP.onApplyObservable.add((effect) => {
|
|
190
|
+
this._updatePostProcess(effect);
|
|
191
|
+
});
|
|
192
|
+
}
|
|
193
|
+
_updatePostProcess(effect) {
|
|
194
|
+
effect.setVector4("accumulationParameters", new Vector4(this.remenance, this.reset ? 1.0 : 0.0, 0.0, 0.0));
|
|
195
|
+
effect.setTexture("oldAccumulationSampler", this._oldAccumulationRT);
|
|
196
|
+
effect.setTexture("prevLocalPositionSampler", this._oldLocalPositionRT);
|
|
197
|
+
const prePassRenderer = this._scene.prePassRenderer;
|
|
198
|
+
if (prePassRenderer) {
|
|
199
|
+
const localPositionIndex = prePassRenderer.getIndex(9);
|
|
200
|
+
if (localPositionIndex >= 0)
|
|
201
|
+
effect.setTexture("localPositionSampler", prePassRenderer.getRenderTarget().textures[localPositionIndex]);
|
|
202
|
+
const velocityIndex = prePassRenderer.getIndex(11);
|
|
203
|
+
if (velocityIndex >= 0)
|
|
204
|
+
effect.setTexture("motionSampler", prePassRenderer.getRenderTarget().textures[velocityIndex]);
|
|
205
|
+
}
|
|
206
|
+
this.reset = false;
|
|
207
|
+
}
|
|
208
|
+
/** Called by render pipeline when canvas resized. */
|
|
209
|
+
resize() {
|
|
210
|
+
this._oldAccumulationRT.resize({ width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() });
|
|
211
|
+
this._oldLocalPositionRT.resize({ width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() });
|
|
212
|
+
}
|
|
213
|
+
_disposeTextures() {
|
|
214
|
+
this._oldAccumulationRT.dispose();
|
|
215
|
+
this._oldLocalPositionRT.dispose();
|
|
216
|
+
}
|
|
217
|
+
/**
|
|
218
|
+
* Checks if the pass is ready
|
|
219
|
+
* @returns true if the pass is ready
|
|
220
|
+
*/
|
|
221
|
+
isReady() {
|
|
222
|
+
return (this._oldAccumulationRT &&
|
|
223
|
+
this._oldAccumulationRT.isReadyForRendering() &&
|
|
224
|
+
this._oldLocalPositionRT &&
|
|
225
|
+
this._oldLocalPositionRT.isReadyForRendering() &&
|
|
226
|
+
this._outputPP.isReady() &&
|
|
227
|
+
!(this._debugPassPP && !this._debugPassPP.isReady()));
|
|
228
|
+
}
|
|
229
|
+
/**
|
|
230
|
+
* Disposes the associated resources
|
|
231
|
+
*/
|
|
232
|
+
dispose() {
|
|
233
|
+
this._disposeTextures();
|
|
234
|
+
this._outputPP.dispose();
|
|
235
|
+
if (this._debugPassPP) {
|
|
236
|
+
this._debugPassPP.dispose();
|
|
237
|
+
}
|
|
238
|
+
}
|
|
239
|
+
}
|
|
240
|
+
//# sourceMappingURL=iblShadowsAccumulationPass.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport \"../../Shaders/iblShadowAccumulation.fragment\";\r\nimport \"../../Shaders/iblShadowDebug.fragment\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { RenderTargetCreationOptions } from \"../../Materials/Textures/textureCreationOptions\";\r\n\r\n/**\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsAccumulationPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n // First, render the accumulation pass with both position buffers, motion buffer, shadow buffer, and the previous accumulation buffer\r\n private _outputPP: PostProcess;\r\n private _oldAccumulationRT: RenderTargetTexture;\r\n private _oldLocalPositionRT: RenderTargetTexture;\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Gets the pass post process\r\n * @returns The post process\r\n */\r\n public getPassPP(): PostProcess {\r\n return this._outputPP;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Shadow Accumulation Debug Pass\";\r\n\r\n /**\r\n * Gets the name of the debug pass\r\n * @returns The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public get remenance(): number {\r\n return this._remenance;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public set remenance(value: number) {\r\n this._remenance = value;\r\n }\r\n private _remenance: number = 0.9;\r\n\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public get reset(): boolean {\r\n return this._reset;\r\n }\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public set reset(value: boolean) {\r\n this._reset = value;\r\n }\r\n private _reset: boolean = true;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n if (!this._debugPassPP) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RG,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTextureFromPostProcessOutput(\"debugSampler\", this._outputPP);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the accumulation pass\r\n * @param scene Scene to attach to\r\n * @returns The accumulation pass\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n // Create the local position texture for the previous frame.\r\n // We'll copy the previous local position texture to this texture at the start of every frame.\r\n const localPositionOptions: RenderTargetCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n };\r\n\r\n this._oldLocalPositionRT = new RenderTargetTexture(\r\n \"oldLocalPositionRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n this._scene,\r\n localPositionOptions\r\n );\r\n\r\n const localPositionCopyOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine: this._engine,\r\n reusable: false,\r\n defines: \"#define PASS_SAMPLER sampler\",\r\n };\r\n const localPositionCopyPP = new PostProcess(\"Copy Local Position Texture\", \"pass\", localPositionCopyOptions);\r\n localPositionCopyPP.autoClear = false;\r\n localPositionCopyPP.onApplyObservable.add((effect) => {\r\n const prePassRenderer = this._scene!.prePassRenderer;\r\n const index = prePassRenderer!.getIndex(Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE);\r\n if (index >= 0) effect.setTexture(\"textureSampler\", prePassRenderer!.getRenderTarget().textures[index]);\r\n });\r\n this._oldLocalPositionRT.addPostProcess(localPositionCopyPP);\r\n this._oldLocalPositionRT.skipInitialClear = true;\r\n this._oldLocalPositionRT.noPrePassRenderer = true;\r\n\r\n this._scene.customRenderTargets.push(this._oldLocalPositionRT);\r\n\r\n // Create the accumulation texture for the previous frame.\r\n // We'll copy the output of the accumulation pass to this texture at the start of every frame.\r\n const accumulationOptions: RenderTargetCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_RG,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n\r\n this._oldAccumulationRT = new RenderTargetTexture(\r\n \"oldAccumulationRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n this._scene,\r\n accumulationOptions\r\n );\r\n const accumulationCopyOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RG,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine: this._engine,\r\n reusable: false,\r\n defines: \"#define PASS_SAMPLER sampler\",\r\n };\r\n const accumulationCopyPP = new PostProcess(\"Copy Accumulation Texture\", \"pass\", accumulationCopyOptions);\r\n accumulationCopyPP.autoClear = false;\r\n accumulationCopyPP.onApplyObservable.add((effect) => {\r\n effect.setTextureFromPostProcessOutput(\"textureSampler\", this._outputPP);\r\n });\r\n this._oldAccumulationRT.addPostProcess(accumulationCopyPP);\r\n this._oldAccumulationRT.skipInitialClear = true;\r\n this._oldAccumulationRT.noPrePassRenderer = true;\r\n this._scene.customRenderTargets.push(this._oldAccumulationRT);\r\n\r\n // Now, create the accumulation pass\r\n const ppOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RG,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"accumulationParameters\"],\r\n samplers: [\"oldAccumulationSampler\", \"prevLocalPositionSampler\", \"localPositionSampler\", \"motionSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n };\r\n this._outputPP = new PostProcess(\"accumulationPassPP\", \"iblShadowAccumulation\", ppOptions);\r\n this._outputPP.autoClear = false;\r\n this._outputPP.onApplyObservable.add((effect) => {\r\n this._updatePostProcess(effect);\r\n });\r\n }\r\n\r\n public _updatePostProcess(effect: Effect) {\r\n effect.setVector4(\"accumulationParameters\", new Vector4(this.remenance, this.reset ? 1.0 : 0.0, 0.0, 0.0));\r\n effect.setTexture(\"oldAccumulationSampler\", this._oldAccumulationRT);\r\n effect.setTexture(\"prevLocalPositionSampler\", this._oldLocalPositionRT);\r\n\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n if (prePassRenderer) {\r\n const localPositionIndex = prePassRenderer.getIndex(Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE);\r\n if (localPositionIndex >= 0) effect.setTexture(\"localPositionSampler\", prePassRenderer.getRenderTarget().textures[localPositionIndex]);\r\n const velocityIndex = prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE);\r\n if (velocityIndex >= 0) effect.setTexture(\"motionSampler\", prePassRenderer.getRenderTarget().textures[velocityIndex]);\r\n }\r\n\r\n this.reset = false;\r\n }\r\n\r\n /** Called by render pipeline when canvas resized. */\r\n public resize() {\r\n this._oldAccumulationRT.resize({ width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() });\r\n this._oldLocalPositionRT.resize({ width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() });\r\n }\r\n\r\n private _disposeTextures() {\r\n this._oldAccumulationRT.dispose();\r\n this._oldLocalPositionRT.dispose();\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._oldAccumulationRT &&\r\n this._oldAccumulationRT.isReadyForRendering() &&\r\n this._oldLocalPositionRT &&\r\n this._oldLocalPositionRT.isReadyForRendering() &&\r\n this._outputPP.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady())\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._outputPP.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
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