@babylonjs/core 7.22.5 → 7.23.1

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Files changed (137) hide show
  1. package/Animations/animatable.d.ts +4 -0
  2. package/Animations/animatable.js +21 -13
  3. package/Animations/animatable.js.map +1 -1
  4. package/Collisions/gpuPicker.d.ts +41 -0
  5. package/Collisions/gpuPicker.js +181 -71
  6. package/Collisions/gpuPicker.js.map +1 -1
  7. package/Culling/ray.d.ts +6 -2
  8. package/Culling/ray.js +8 -2
  9. package/Culling/ray.js.map +1 -1
  10. package/Engines/Extensions/engine.cubeTexture.js +1 -1
  11. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  12. package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
  13. package/Engines/Extensions/engine.renderTarget.js +29 -36
  14. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  15. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +1 -1
  16. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  17. package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +1 -1
  18. package/Engines/WebGPU/Extensions/engine.renderTarget.js +11 -6
  19. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  20. package/Engines/abstractEngine.js +2 -2
  21. package/Engines/abstractEngine.js.map +1 -1
  22. package/Engines/renderTargetWrapper.d.ts +3 -3
  23. package/Engines/renderTargetWrapper.js +3 -3
  24. package/Engines/renderTargetWrapper.js.map +1 -1
  25. package/Engines/thinEngine.d.ts +2 -1
  26. package/Engines/thinEngine.js +39 -9
  27. package/Engines/thinEngine.js.map +1 -1
  28. package/Gizmos/boundingBoxGizmo.js +20 -9
  29. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  30. package/Layers/effectLayer.d.ts +1 -1
  31. package/Layers/effectLayer.js.map +1 -1
  32. package/Layers/glowLayer.js +6 -1
  33. package/Layers/glowLayer.js.map +1 -1
  34. package/Layers/highlightLayer.js +6 -1
  35. package/Layers/highlightLayer.js.map +1 -1
  36. package/Loading/sceneLoader.d.ts +22 -27
  37. package/Loading/sceneLoader.js +102 -74
  38. package/Loading/sceneLoader.js.map +1 -1
  39. package/Materials/Node/Blocks/Dual/textureBlock.js +1 -1
  40. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  41. package/Materials/Node/nodeMaterial.d.ts +4 -0
  42. package/Materials/Node/nodeMaterial.js +9 -2
  43. package/Materials/Node/nodeMaterial.js.map +1 -1
  44. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -2
  45. package/Materials/Node/nodeMaterialBuildStateSharedData.js +12 -5
  46. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  47. package/Materials/uniformBuffer.d.ts +6 -0
  48. package/Materials/uniformBuffer.js +8 -0
  49. package/Materials/uniformBuffer.js.map +1 -1
  50. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +9 -1
  51. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +20 -3
  52. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  53. package/Meshes/meshUVSpaceRenderer.d.ts +2 -1
  54. package/Meshes/meshUVSpaceRenderer.js +16 -3
  55. package/Meshes/meshUVSpaceRenderer.js.map +1 -1
  56. package/Physics/physicsRaycastResult.d.ts +2 -0
  57. package/Physics/physicsRaycastResult.js.map +1 -1
  58. package/Physics/v2/Plugins/havokPlugin.js +1 -1
  59. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  60. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +8 -1
  61. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  62. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +1 -0
  63. package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -1
  64. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js +7 -8
  65. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
  66. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +1 -0
  67. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +37 -27
  68. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  69. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +2 -0
  70. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  71. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +4 -3
  72. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  73. package/Rendering/fluidRenderer/fluidRenderer.d.ts +7 -9
  74. package/Rendering/fluidRenderer/fluidRenderer.js +16 -13
  75. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  76. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +9 -1
  77. package/Rendering/fluidRenderer/fluidRenderingObject.js +29 -1
  78. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  79. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +3 -1
  80. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +12 -2
  81. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  82. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +3 -1
  83. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +3 -2
  84. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  85. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +9 -1
  86. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +22 -5
  87. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  88. package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +8 -1
  89. package/Rendering/fluidRenderer/fluidRenderingTextures.js +42 -5
  90. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
  91. package/Rendering/fluidRenderer/index.d.ts +18 -0
  92. package/Rendering/fluidRenderer/index.js +18 -0
  93. package/Rendering/fluidRenderer/index.js.map +1 -1
  94. package/Shaders/ShadersInclude/lightFragment.js +12 -10
  95. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  96. package/Shaders/ShadersInclude/pbrHelperFunctions.js +2 -1
  97. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  98. package/Shaders/iblShadowVoxelTracing.fragment.js +1 -1
  99. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  100. package/Shaders/pbr.fragment.js +1 -1
  101. package/Shaders/pbr.fragment.js.map +1 -1
  102. package/ShadersWGSL/ShadersInclude/lightFragment.js +13 -11
  103. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  104. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.d.ts +5 -0
  105. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js +13 -0
  106. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js.map +1 -0
  107. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.d.ts +5 -0
  108. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js +29 -0
  109. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js.map +1 -0
  110. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.d.ts +5 -0
  111. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +22 -0
  112. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -0
  113. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.d.ts +5 -0
  114. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js +12 -0
  115. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js.map +1 -0
  116. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.d.ts +5 -0
  117. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +14 -0
  118. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -0
  119. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.d.ts +5 -0
  120. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js +12 -0
  121. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js.map +1 -0
  122. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.d.ts +5 -0
  123. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +14 -0
  124. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -0
  125. package/ShadersWGSL/fluidRenderingRender.fragment.d.ts +5 -0
  126. package/ShadersWGSL/fluidRenderingRender.fragment.js +101 -0
  127. package/ShadersWGSL/fluidRenderingRender.fragment.js.map +1 -0
  128. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.d.ts +5 -0
  129. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js +13 -0
  130. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js.map +1 -0
  131. package/Sprites/spriteRenderer.d.ts +1 -0
  132. package/Sprites/spriteRenderer.js +7 -2
  133. package/Sprites/spriteRenderer.js.map +1 -1
  134. package/package.json +1 -1
  135. package/scene.d.ts +11 -11
  136. package/scene.js +5 -5
  137. package/scene.js.map +1 -1
@@ -392,10 +392,7 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
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  }
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  this._voxelRenderer.voxelResolutionExp = newResolution;
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  this.updateVoxelization();
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- setTimeout(() => {
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- // TODO - why do we need to run this a second time to get the voxel grid to update?
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- this.updateVoxelization();
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- }, 0);
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+ this._accumulationPass.reset = true;
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  }
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  /**
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  * The number of different directions to sample during the voxel tracing pass
@@ -453,7 +450,14 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
453
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  return;
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  this._allowDebugPasses = value;
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  if (value) {
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- this._createDebugPasses();
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+ if (this._importanceSamplingRenderer.isReady()) {
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+ this._createDebugPasses();
455
+ }
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+ else {
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+ this._importanceSamplingRenderer.onReadyObservable.addOnce(() => {
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+ this._createDebugPasses();
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+ });
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+ }
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  }
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  else {
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  this._disposeDebugPasses();
@@ -483,6 +487,7 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
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  this._debugPasses = [];
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  this._excludedMeshes = [];
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  this._shadowOpacity = 1.0;
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+ this._enabled = true;
486
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  this._gbufferDebugEnabled = false;
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  this._gBufferDebugSizeParams = new Vector4(0.0, 0.0, 0.0, 0.0);
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  this.scene = scene;
@@ -519,13 +524,14 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
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  this.scene.onBeforeRenderObservable.add(this._updateBeforeRender.bind(this));
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  this._listenForCameraChanges();
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  this.scene.getEngine().onResizeObservable.add(this._handleResize.bind(this));
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- this._importanceSamplingRenderer.onReadyObservable.addOnce(() => {
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+ // Only turn on the pipeline if the importance sampling RT's are ready
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+ this._importanceSamplingRenderer.onReadyObservable.add(() => {
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  if (this._voxelRenderer.isReady()) {
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- this.toggleShadow(true);
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+ this.toggleShadow(this._enabled);
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531
  }
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  else {
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  this._voxelRenderer.onReadyObservable.addOnce(() => {
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- this.toggleShadow(true);
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+ this.toggleShadow(this._enabled);
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  });
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  }
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  });
@@ -535,6 +541,7 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
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  * @param enabled Toggle the shadow tracing on or off
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  */
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  toggleShadow(enabled) {
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+ this._enabled = enabled;
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  if (enabled) {
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  this._enableEffect("IBLShadowVoxelTracingPass", this.cameras);
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  this._enableEffect("IBLShadowSpatialBlurPass", this.cameras);
@@ -599,9 +606,7 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
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  this.scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this.name, cameras);
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  }
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  this.toggleShadow(false);
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- if (this.allowDebugPasses) {
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- this._createDebugPasses();
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- }
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+ this._enabled = true;
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  }
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  _getGBufferDebugPass() {
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  if (this._gbufferDebugPass) {
@@ -641,27 +646,32 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
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  }
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  _createDebugPasses() {
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  this._debugPasses = [
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- this._importanceSamplingRenderer?.getDebugPassPP(),
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- this._voxelRenderer?.getDebugPassPP(),
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- this._voxelTracingPass?.getDebugPassPP(),
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- this._spatialBlurPass?.getDebugPassPP(),
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- this._accumulationPass?.getDebugPassPP(),
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- this._getGBufferDebugPass(),
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+ { pass: this._importanceSamplingRenderer?.getDebugPassPP(), enabled: this.importanceSamplingDebugEnabled },
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+ { pass: this._voxelRenderer?.getDebugPassPP(), enabled: this.voxelDebugEnabled },
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+ { pass: this._voxelTracingPass?.getDebugPassPP(), enabled: this.voxelTracingDebugEnabled },
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+ { pass: this._spatialBlurPass?.getDebugPassPP(), enabled: this.spatialBlurPassDebugEnabled },
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+ { pass: this._accumulationPass?.getDebugPassPP(), enabled: this.accumulationPassDebugEnabled },
654
+ { pass: this._getGBufferDebugPass(), enabled: this.gbufferDebugEnabled },
650
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  ];
651
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  for (let i = 0; i < this._debugPasses.length; i++) {
652
- if (!this._debugPasses[i])
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+ if (!this._debugPasses[i].pass)
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  continue;
654
- this.addEffect(new PostProcessRenderEffect(this.scene.getEngine(), this._debugPasses[i].name, () => {
655
- return this._debugPasses[i];
659
+ this.addEffect(new PostProcessRenderEffect(this.scene.getEngine(), this._debugPasses[i].pass.name, () => {
660
+ return this._debugPasses[i].pass;
656
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  }, true));
657
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  }
658
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  const cameras = this.cameras.slice();
659
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  this.scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this.name, this.cameras);
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  this.scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this.name, cameras);
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  for (let i = 0; i < this._debugPasses.length; i++) {
662
- if (!this._debugPasses[i])
667
+ if (!this._debugPasses[i].pass)
663
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  continue;
664
- this._disableEffect(this._debugPasses[i].name, this.cameras);
669
+ if (this._debugPasses[i].enabled) {
670
+ this._enableEffect(this._debugPasses[i].pass.name, this.cameras);
671
+ }
672
+ else {
673
+ this._disableEffect(this._debugPasses[i].pass.name, this.cameras);
674
+ }
665
675
  }
666
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  }
667
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  _disposeEffectPasses() {
@@ -675,8 +685,8 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
675
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  }
676
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  _disposeDebugPasses() {
677
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  for (let i = 0; i < this._debugPasses.length; i++) {
678
- this._disableEffect(this._debugPasses[i].name, this.cameras);
679
- this._debugPasses[i].dispose();
688
+ this._disableEffect(this._debugPasses[i].pass.name, this.cameras);
689
+ this._debugPasses[i].pass.dispose();
680
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  }
681
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  this._debugPasses = [];
682
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  }
@@ -850,9 +860,9 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
850
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  // Set world scale for spatial blur.
851
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  this._spatialBlurPass?.setWorldScale(halfSize * 2.0);
852
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  this._boundsNeedUpdate = false;
853
- Logger.Log("IBL Shadows: Scene size: " + size);
854
- Logger.Log("Half size: " + halfSize);
855
- Logger.Log("Centre translation: " + centre);
863
+ // Logger.Log("IBL Shadows: Scene size: " + size);
864
+ // Logger.Log("Half size: " + halfSize);
865
+ // Logger.Log("Centre translation: " + centre);
856
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  }
857
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  // If update is needed, render voxels
858
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  if (this._voxelizationDirty) {
@@ -1 +1 @@
1
- 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{ Constants } from \"../../Engines/constants\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Matrix, Vector3, Vector4, Quaternion } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport type { PrePassEffectConfiguration } from \"../prePassEffectConfiguration\";\r\nimport { PrePassRenderer } from \"../prePassRenderer\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { _IblShadowsVoxelRenderer } from \"./iblShadowsVoxelRenderer\";\r\nimport { _IblShadowsVoxelTracingPass } from \"./iblShadowsVoxelTracingPass\";\r\n\r\nimport \"../../Shaders/postprocess.vertex\";\r\nimport \"../../Shaders/iblShadowGBufferDebug.fragment\";\r\nimport \"../../Shaders/iblShadowsCombine.fragment\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { _IblShadowsImportanceSamplingRenderer } from \"./iblShadowsImportanceSamplingRenderer\";\r\nimport { _IblShadowsSpatialBlurPass } from \"./iblShadowsSpatialBlurPass\";\r\nimport { _IblShadowsAccumulationPass } from \"./iblShadowsAccumulationPass\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { PostProcessRenderPipeline } from \"../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"core/PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\n\r\ninterface IblShadowsSettings {\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n resolutionExp: number;\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass. Higher\r\n * values will result in better quality, more stable shadows but are more expensive to compute.\r\n */\r\n sampleDirections: number;\r\n\r\n /**\r\n * How dark the shadows are. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n shadowOpacity: number;\r\n\r\n /**\r\n * How long the shadows remain in the scene. 0.0 is no persistence, 1.0 is full persistence.\r\n */\r\n shadowRemenance: number;\r\n\r\n /**\r\n * Render the voxel grid from 3 different axis. This will result in better quality shadows with fewer\r\n * bits of missing geometry.\r\n */\r\n triPlanarVoxelization: boolean;\r\n\r\n /**\r\n * Include screen-space shadows in the IBL shadow pipeline. This adds sharp shadows to small details\r\n * but only applies close to a shadow-casting object.\r\n */\r\n ssShadowsEnabled: boolean;\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n ssShadowSampleCount: number;\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples.\r\n */\r\n ssShadowStride: number;\r\n\r\n /**\r\n * The maximum distance a shadow can be cast in screen space. This should usually be kept small\r\n * as screenspace shadows are mostly useful for small details.\r\n */\r\n ssShadowMaxDist: number;\r\n\r\n /**\r\n * Screen-space shadow thickness. This value controls the perceived thickness of the SS shadows.\r\n */\r\n ssShadowThickness: number;\r\n}\r\n\r\nclass IblShadowsPrepassConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"iblShadows\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [\r\n Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_NDC_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n // Constants.PREPASS_NORMAL_TEXTURE_TYPE, // TODO - don't need this for IBL shadows\r\n Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n // Local positions used for shadow accumulation pass\r\n Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n ];\r\n}\r\n\r\n/**\r\n * Voxel-based shadow rendering for IBL's.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class IblShadowsRenderPipeline extends PostProcessRenderPipeline {\r\n /**\r\n * The scene that this pipeline is attached to\r\n */\r\n public scene: Scene;\r\n\r\n private _voxelizationDirty: boolean = true;\r\n private _boundsNeedUpdate: boolean = true;\r\n\r\n private _allowDebugPasses: boolean = false;\r\n private _debugPasses: PostProcess[] = [];\r\n\r\n private _shadowCompositePP: PostProcess;\r\n private _prePassEffectConfiguration: IblShadowsPrepassConfiguration;\r\n\r\n private _excludedMeshes: number[] = [];\r\n\r\n private _voxelRenderer: _IblShadowsVoxelRenderer;\r\n private _importanceSamplingRenderer: _IblShadowsImportanceSamplingRenderer;\r\n private _voxelTracingPass: _IblShadowsVoxelTracingPass;\r\n private _spatialBlurPass: _IblShadowsSpatialBlurPass;\r\n private _accumulationPass: _IblShadowsAccumulationPass;\r\n private _noiseTexture: Texture;\r\n private _shadowOpacity: number = 1.0;\r\n\r\n /**\r\n * How dark the shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get shadowOpacity(): number {\r\n return this._shadowOpacity;\r\n }\r\n\r\n /**\r\n * How dark the shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public set shadowOpacity(value: number) {\r\n this._shadowOpacity = value;\r\n }\r\n\r\n /**\r\n * How dark the voxel shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get voxelShadowOpacity() {\r\n return this._voxelTracingPass?.voxelShadowOpacity;\r\n }\r\n\r\n /**\r\n * How dark the voxel shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.voxelShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * How dark the screen-space shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._voxelTracingPass?.ssShadowOpacity;\r\n }\r\n\r\n /**\r\n * How dark the screen-space shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get ssShadowSamples(): number {\r\n return this._voxelTracingPass?.sssSamples;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public set ssShadowSamples(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples.\r\n */\r\n public get ssShadowStride(): number {\r\n return this._voxelTracingPass?.sssStride;\r\n }\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples.\r\n */\r\n public set ssShadowStride(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance a shadow can be cast in screen space. This should usually be kept small\r\n * as screenspace shadows are mostly useful for small details.\r\n */\r\n public get ssShadowMaxDist(): number {\r\n return this._voxelTracingPass?.sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance a shadow can be cast in screen space. This should usually be kept small\r\n * as screenspace shadows are mostly useful for small details.\r\n */\r\n public set ssShadowMaxDist(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * Screen-space shadow thickness. This value controls the perceived thickness of the SS shadows.\r\n */\r\n public get ssShadowThickness(): number {\r\n return this._voxelTracingPass?.sssThickness;\r\n }\r\n\r\n /**\r\n * Screen-space shadow thickness. This value controls the perceived thickness of the SS shadows.\r\n */\r\n public set ssShadowThickness(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sssThickness = value;\r\n }\r\n\r\n /**\r\n * Set the IBL image to be used for shadowing. It can be either a cubemap\r\n * or a 2D equirectangular texture.\r\n * @param iblSource The texture to use for IBL shadowing\r\n */\r\n public setIblTexture(iblSource: BaseTexture) {\r\n if (!this._importanceSamplingRenderer) return;\r\n this._importanceSamplingRenderer.iblSource = iblSource;\r\n }\r\n\r\n /**\r\n * Returns the texture containing the voxel grid data\r\n * @returns The texture containing the voxel grid data\r\n */\r\n public getVoxelGridTexture(): Texture {\r\n return this._voxelRenderer?.getVoxelGrid();\r\n }\r\n\r\n /**\r\n * Returns the texture containing the importance sampling CDF data for the IBL shadow pipeline\r\n * @returns The texture containing the importance sampling CDF data for the IBL shadow pipeline\r\n */\r\n public getIcdfyTexture(): Texture {\r\n return this._importanceSamplingRenderer!.getIcdfyTexture();\r\n }\r\n\r\n /**\r\n * Returns the texture containing the importance sampling CDF data for the IBL shadow pipeline\r\n * @returns The texture containing the importance sampling CDF data for the IBL shadow pipeline\r\n */\r\n public getIcdfxTexture(): Texture {\r\n return this._importanceSamplingRenderer!.getIcdfxTexture();\r\n }\r\n\r\n private _gbufferDebugPass: PostProcess;\r\n private _gbufferDebugEnabled: boolean = false;\r\n private _gBufferDebugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Is the debug view of the G-Buffer enabled?\r\n */\r\n public get gbufferDebugEnabled(): boolean {\r\n return this._gbufferDebugEnabled;\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the G-Buffer\r\n */\r\n public set gbufferDebugEnabled(enabled: boolean) {\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable G-Buffer debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n this._gbufferDebugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._getGBufferDebugPass().name, this.cameras);\r\n } else {\r\n this._disableEffect(this._getGBufferDebugPass().name, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the CDF importance sampling data\r\n */\r\n public get importanceSamplingDebugEnabled(): boolean {\r\n return this._importanceSamplingRenderer?.debugEnabled;\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the CDF importance sampling data\r\n */\r\n public set importanceSamplingDebugEnabled(enabled: boolean) {\r\n if (!this._importanceSamplingRenderer) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable importance sampling debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._importanceSamplingRenderer.debugEnabled) return;\r\n this._importanceSamplingRenderer.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._importanceSamplingRenderer.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._importanceSamplingRenderer.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the voxel grid\r\n */\r\n public get voxelDebugEnabled(): boolean {\r\n return this._voxelRenderer?.voxelDebugEnabled;\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the voxel grid\r\n */\r\n public set voxelDebugEnabled(enabled: boolean) {\r\n if (!this._voxelRenderer) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable voxel debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n this._voxelRenderer.voxelDebugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._voxelRenderer.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._voxelRenderer.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Set the axis to display for the voxel grid debug view\r\n * When using tri-axis voxelization, this will display the voxel grid for the specified axis\r\n */\r\n public get voxelDebugAxis(): number {\r\n return this._voxelRenderer?.voxelDebugAxis;\r\n }\r\n\r\n /**\r\n * Set the axis to display for the voxel grid debug view\r\n * When using tri-axis voxelization, this will display the voxel grid for the specified axis\r\n */\r\n public set voxelDebugAxis(axisNum: number) {\r\n if (!this._voxelRenderer) return;\r\n this._voxelRenderer.voxelDebugAxis = axisNum;\r\n }\r\n\r\n /**\r\n * Set the mip level to display for the voxel grid debug view\r\n */\r\n public set voxelDebugDisplayMip(mipNum: number) {\r\n if (!this._voxelRenderer) return;\r\n this._voxelRenderer.setDebugMipNumber(mipNum);\r\n }\r\n\r\n /**\r\n * Display the debug view for the voxel tracing pass\r\n */\r\n public get voxelTracingDebugEnabled(): boolean {\r\n return this._voxelTracingPass?.debugEnabled;\r\n }\r\n\r\n /**\r\n * Display the debug view for the voxel tracing pass\r\n */\r\n public set voxelTracingDebugEnabled(enabled: boolean) {\r\n if (!this._voxelTracingPass) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable voxel tracing debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._voxelTracingPass.debugEnabled) return;\r\n this._voxelTracingPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._voxelTracingPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._voxelTracingPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for the spatial blur pass\r\n */\r\n public get spatialBlurPassDebugEnabled(): boolean {\r\n return this._spatialBlurPass?.debugEnabled;\r\n }\r\n\r\n /**\r\n * Display the debug view for the spatial blur pass\r\n */\r\n public set spatialBlurPassDebugEnabled(enabled: boolean) {\r\n if (!this._spatialBlurPass) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable spatial blur debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._spatialBlurPass.debugEnabled) return;\r\n this._spatialBlurPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._spatialBlurPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._spatialBlurPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for the accumulation pass\r\n */\r\n public get accumulationPassDebugEnabled(): boolean {\r\n return this._accumulationPass?.debugEnabled;\r\n }\r\n\r\n /**\r\n * Display the debug view for the accumulation pass\r\n */\r\n public set accumulationPassDebugEnabled(enabled: boolean) {\r\n if (!this._accumulationPass) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable accumulation pass debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._accumulationPass.debugEnabled) return;\r\n this._accumulationPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._accumulationPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._accumulationPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the IBL shadow pipeline\r\n * @param mesh The mesh to exclude from the IBL shadow pipeline\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the IBL shadow pipeline\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n public get resolutionExp() {\r\n return this._voxelRenderer.voxelResolutionExp;\r\n }\r\n\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n public set resolutionExp(newResolution: number) {\r\n if (newResolution === this._voxelRenderer.voxelResolutionExp) return;\r\n if (this._voxelRenderer.isVoxelizationInProgress()) {\r\n Logger.Warn(\"Can't change the resolution of the voxel grid while voxelization is in progress.\");\r\n return;\r\n }\r\n this._voxelRenderer.voxelResolutionExp = newResolution;\r\n this.updateVoxelization();\r\n setTimeout(() => {\r\n // TODO - why do we need to run this a second time to get the voxel grid to update?\r\n this.updateVoxelization();\r\n }, 0);\r\n }\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass\r\n */\r\n public get sampleDirections() {\r\n return this._voxelTracingPass?.sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass\r\n */\r\n public set sampleDirections(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The decree to which the shadows persist between frames. 0.0 is no persistence, 1.0 is full persistence.\r\n **/\r\n public get shadowRemenance(): number {\r\n return this._accumulationPass?.remenance;\r\n }\r\n\r\n /**\r\n * The decree to which the shadows persist between frames. 0.0 is no persistence, 1.0 is full persistence.\r\n **/\r\n public set shadowRemenance(value: number) {\r\n if (!this._accumulationPass) return;\r\n this._accumulationPass.remenance = value;\r\n }\r\n\r\n /**\r\n * The global rotation of the IBL for shadows\r\n */\r\n public get envRotation() {\r\n return this._voxelTracingPass?.envRotation;\r\n }\r\n\r\n /**\r\n * The global rotation of the IBL for shadows\r\n */\r\n public set envRotation(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.envRotation = value;\r\n }\r\n\r\n /**\r\n * Allow debug passes to be enabled. Default is false.\r\n */\r\n public get allowDebugPasses(): boolean {\r\n return this._allowDebugPasses;\r\n }\r\n\r\n /**\r\n * Allow debug passes to be enabled. Default is false.\r\n */\r\n public set allowDebugPasses(value: boolean) {\r\n if (this._allowDebugPasses === value) return;\r\n this._allowDebugPasses = value;\r\n if (value) {\r\n this._createDebugPasses();\r\n } else {\r\n this._disposeDebugPasses();\r\n }\r\n }\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.supportIBLShadows;\r\n }\r\n\r\n /**\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param options Options to configure the pipeline\r\n * @param cameras Cameras to apply the pipeline to.\r\n */\r\n constructor(name: string, scene: Scene, options: Partial<IblShadowsSettings> = {}, cameras?: Camera[]) {\r\n super(scene.getEngine(), name);\r\n this.scene = scene;\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"IBL Shadows Render Pipeline could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n this.shadowOpacity = options.shadowOpacity || 1.0;\r\n this._prePassEffectConfiguration = new IblShadowsPrepassConfiguration();\r\n this._voxelRenderer = new _IblShadowsVoxelRenderer(\r\n this.scene,\r\n this,\r\n options ? options.resolutionExp : 6,\r\n options.triPlanarVoxelization !== undefined ? options.triPlanarVoxelization : true\r\n );\r\n this._importanceSamplingRenderer = new _IblShadowsImportanceSamplingRenderer(this.scene);\r\n this._voxelTracingPass = new _IblShadowsVoxelTracingPass(this.scene, this);\r\n this.sampleDirections = options.sampleDirections || 2;\r\n this.ssShadowOpacity = options.ssShadowsEnabled === undefined || options.ssShadowsEnabled ? 1.0 : 0.0;\r\n this.ssShadowMaxDist = options.ssShadowMaxDist || 0.05;\r\n this.ssShadowSamples = options.ssShadowSampleCount || 16;\r\n this.ssShadowStride = options.ssShadowStride || 8;\r\n this.ssShadowThickness = options.ssShadowThickness || 0.01;\r\n this._spatialBlurPass = new _IblShadowsSpatialBlurPass(this.scene);\r\n this._accumulationPass = new _IblShadowsAccumulationPass(this.scene);\r\n this.shadowRemenance = options.shadowRemenance || 0.75;\r\n this._noiseTexture = new Texture(\"https://assets.babylonjs.com/textures/blue_noise/blue_noise_rgb.png\", this.scene, false, true, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n if (this.scene.environmentTexture) {\r\n this._importanceSamplingRenderer.iblSource = this.scene.environmentTexture;\r\n }\r\n\r\n // Create post process that applies the shadows to the scene\r\n this._createShadowCombinePostProcess();\r\n\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n this._createEffectPasses(cameras);\r\n\r\n this.scene.onNewMeshAddedObservable.add(this.updateSceneBounds.bind(this));\r\n this.scene.onMeshRemovedObservable.add(this.updateSceneBounds.bind(this));\r\n this.scene.onActiveCameraChanged.add(this._listenForCameraChanges.bind(this));\r\n this.scene.onBeforeRenderObservable.add(this._updateBeforeRender.bind(this));\r\n\r\n this._listenForCameraChanges();\r\n this.scene.getEngine().onResizeObservable.add(this._handleResize.bind(this));\r\n this._importanceSamplingRenderer.onReadyObservable.addOnce(() => {\r\n if (this._voxelRenderer.isReady()) {\r\n this.toggleShadow(true);\r\n } else {\r\n this._voxelRenderer.onReadyObservable.addOnce(() => {\r\n this.toggleShadow(true);\r\n });\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Toggle the shadow tracing on or off\r\n * @param enabled Toggle the shadow tracing on or off\r\n */\r\n public toggleShadow(enabled: boolean) {\r\n if (enabled) {\r\n this._enableEffect(\"IBLShadowVoxelTracingPass\", this.cameras);\r\n this._enableEffect(\"IBLShadowSpatialBlurPass\", this.cameras);\r\n this._enableEffect(\"IBLShadowAccumulationBlurPass\", this.cameras);\r\n this._enableEffect(\"IBLShadowCompositePass\", this.cameras);\r\n } else {\r\n this._disableEffect(\"IBLShadowVoxelTracingPass\", null);\r\n this._disableEffect(\"IBLShadowSpatialBlurPass\", null);\r\n this._disableEffect(\"IBLShadowAccumulationBlurPass\", null);\r\n this._disableEffect(\"IBLShadowCompositePass\", null);\r\n }\r\n }\r\n\r\n private _handleResize() {\r\n this._voxelRenderer.resize();\r\n this._accumulationPass?.resize();\r\n }\r\n\r\n private _createShadowCombinePostProcess() {\r\n const compositeOptions: PostProcessOptions = {\r\n width: this.scene.getEngine().getRenderWidth(),\r\n height: this.scene.getEngine().getRenderHeight(),\r\n uniforms: [\"shadowOpacity\"],\r\n samplers: [\"sceneTexture\"],\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this.scene.getEngine(),\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n reusable: false,\r\n };\r\n this._shadowCompositePP = new PostProcess(\"iblShadowsCombine\", \"iblShadowsCombine\", compositeOptions);\r\n this._shadowCompositePP.autoClear = false;\r\n this._shadowCompositePP.onApplyObservable.add((effect) => {\r\n // Setting the input of the tracing pass because this is the scene RT that we want to apply the shadows to.\r\n effect.setTextureFromPostProcess(\"sceneTexture\", this._voxelTracingPass.getPassPP());\r\n effect.setFloat(\"shadowOpacity\", this._shadowOpacity);\r\n if (\r\n this._importanceSamplingRenderer?.isReady() &&\r\n this._voxelRenderer?.isReady() &&\r\n this._voxelTracingPass?.isReady() &&\r\n this._spatialBlurPass?.isReady() &&\r\n this._accumulationPass?.isReady()\r\n ) {\r\n this.update();\r\n }\r\n });\r\n this._shadowCompositePP._prePassEffectConfiguration = this._prePassEffectConfiguration;\r\n setTimeout(() => {\r\n this._voxelizationDirty = true;\r\n }, 500);\r\n }\r\n\r\n private _createEffectPasses(cameras: Camera[] | undefined) {\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n \"IBLShadowVoxelTracingPass\",\r\n () => {\r\n return this._voxelTracingPass.getPassPP();\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n \"IBLShadowSpatialBlurPass\",\r\n () => {\r\n return this._spatialBlurPass.getPassPP();\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n \"IBLShadowAccumulationBlurPass\",\r\n () => {\r\n return this._accumulationPass.getPassPP();\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n \"IBLShadowCompositePass\",\r\n () => {\r\n return this._shadowCompositePP;\r\n },\r\n true\r\n )\r\n );\r\n\r\n if (cameras) {\r\n this.scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this.name, cameras);\r\n }\r\n\r\n this.toggleShadow(false);\r\n\r\n if (this.allowDebugPasses) {\r\n this._createDebugPasses();\r\n }\r\n }\r\n\r\n private _getGBufferDebugPass(): PostProcess {\r\n if (this._gbufferDebugPass) {\r\n return this._gbufferDebugPass;\r\n }\r\n const textureNames: string[] = this._prePassEffectConfiguration.texturesRequired.map((type) => PrePassRenderer.TextureFormats[type].name.toString());\r\n\r\n const options: PostProcessOptions = {\r\n width: this.scene.getEngine().getRenderWidth(),\r\n height: this.scene.getEngine().getRenderHeight(),\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine: this.scene.getEngine(),\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n uniforms: [\"sizeParams\"],\r\n samplers: textureNames,\r\n reusable: false,\r\n };\r\n this._gbufferDebugPass = new PostProcess(\"iblShadowGBufferDebug\", \"iblShadowGBufferDebug\", options);\r\n this._gbufferDebugPass.autoClear = false;\r\n this._gbufferDebugPass.onApplyObservable.add((effect) => {\r\n this._prePassEffectConfiguration.texturesRequired.forEach((type) => {\r\n const prePassRenderer = this.scene.prePassRenderer;\r\n if (!prePassRenderer) {\r\n Logger.Error(\"Can't enable G-Buffer debug rendering since prepassRenderer doesn't exist.\");\r\n return;\r\n }\r\n const index = prePassRenderer.getIndex(type);\r\n if (index >= 0) effect.setTexture(PrePassRenderer.TextureFormats[type].name, prePassRenderer.getRenderTarget().textures[index]);\r\n });\r\n effect.setVector4(\"sizeParams\", this._gBufferDebugSizeParams);\r\n if (this.scene.activeCamera) {\r\n effect.setFloat(\"maxDepth\", this.scene.activeCamera.maxZ);\r\n }\r\n });\r\n return this._gbufferDebugPass;\r\n }\r\n\r\n private _createDebugPasses() {\r\n this._debugPasses = [\r\n this._importanceSamplingRenderer?.getDebugPassPP(),\r\n this._voxelRenderer?.getDebugPassPP(),\r\n this._voxelTracingPass?.getDebugPassPP(),\r\n this._spatialBlurPass?.getDebugPassPP(),\r\n this._accumulationPass?.getDebugPassPP(),\r\n this._getGBufferDebugPass(),\r\n ];\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n if (!this._debugPasses[i]) continue;\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n this._debugPasses[i].name,\r\n () => {\r\n return this._debugPasses[i];\r\n },\r\n true\r\n )\r\n );\r\n }\r\n const cameras = this.cameras.slice();\r\n this.scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this.name, this.cameras);\r\n this.scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this.name, cameras);\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n if (!this._debugPasses[i]) continue;\r\n this._disableEffect(this._debugPasses[i].name, this.cameras);\r\n }\r\n }\r\n\r\n private _disposeEffectPasses() {\r\n this.scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this.name, this.cameras);\r\n this._disableEffect(\"IBLShadowVoxelTracingPass\", this.cameras);\r\n this._disableEffect(\"IBLShadowSpatialBlurPass\", this.cameras);\r\n this._disableEffect(\"IBLShadowAccumulationBlurPass\", this.cameras);\r\n this._disableEffect(\"IBLShadowCompositePass\", this.cameras);\r\n this._disposeDebugPasses();\r\n this._reset();\r\n }\r\n\r\n private _disposeDebugPasses() {\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n this._disableEffect(this._debugPasses[i].name, this.cameras);\r\n this._debugPasses[i].dispose();\r\n }\r\n this._debugPasses = [];\r\n }\r\n\r\n private _updateDebugPasses() {\r\n let count = 0;\r\n if (this._gbufferDebugEnabled) count++;\r\n if (this.importanceSamplingDebugEnabled) count++;\r\n if (this.voxelDebugEnabled) count++;\r\n if (this.voxelTracingDebugEnabled) count++;\r\n if (this.spatialBlurPassDebugEnabled) count++;\r\n if (this.accumulationPassDebugEnabled) count++;\r\n\r\n const rows = Math.ceil(Math.sqrt(count));\r\n const cols = Math.ceil(count / rows);\r\n const width = 1.0 / cols;\r\n const height = 1.0 / rows;\r\n let x = 0;\r\n let y = 0;\r\n if (this.gbufferDebugEnabled) {\r\n const prePassRenderer = this.scene!.prePassRenderer;\r\n if (!prePassRenderer) {\r\n Logger.Error(\"Can't enable G-Buffer debug rendering since prepassRenderer doesn't exist.\");\r\n return;\r\n }\r\n this._gBufferDebugSizeParams.set(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n\r\n if (this.importanceSamplingDebugEnabled) {\r\n this._importanceSamplingRenderer.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.voxelDebugEnabled) {\r\n this._voxelRenderer.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.voxelTracingDebugEnabled) {\r\n this._voxelTracingPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.spatialBlurPassDebugEnabled) {\r\n this._spatialBlurPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.accumulationPassDebugEnabled) {\r\n this._accumulationPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Trigger the scene to be re-voxelized. This is useful when the scene has changed and the voxel grid needs to be updated.\r\n */\r\n public updateVoxelization() {\r\n this._voxelizationDirty = true;\r\n }\r\n\r\n /**\r\n * Trigger the scene bounds of shadow-casters to be updated. This is useful when the scene has changed and the bounds need\r\n * to be recalculated. This will also trigger a re-voxelization.\r\n */\r\n public updateSceneBounds() {\r\n this._voxelizationDirty = true;\r\n this._boundsNeedUpdate = true;\r\n }\r\n\r\n private _updateBeforeRender() {\r\n this._updateDebugPasses();\r\n }\r\n\r\n private _listenForCameraChanges() {\r\n // We want to listen for camera changes and change settings while the camera is moving.\r\n if (this.scene.activeCamera instanceof ArcRotateCamera) {\r\n this.scene.onBeforeCameraRenderObservable.add((camera) => {\r\n let isMoving: boolean = false;\r\n if (camera instanceof ArcRotateCamera) {\r\n isMoving =\r\n camera.inertialAlphaOffset !== 0 ||\r\n camera.inertialBetaOffset !== 0 ||\r\n camera.inertialRadiusOffset !== 0 ||\r\n camera.inertialPanningX !== 0 ||\r\n camera.inertialPanningY !== 0;\r\n } else if (camera instanceof FreeCamera) {\r\n isMoving =\r\n camera.cameraDirection.x !== 0 ||\r\n camera.cameraDirection.y !== 0 ||\r\n camera.cameraDirection.z !== 0 ||\r\n camera.cameraRotation.x !== 0 ||\r\n camera.cameraRotation.y !== 0;\r\n }\r\n if (this._accumulationPass) {\r\n if (isMoving) {\r\n // this._accumulationPass.reset = true;\r\n // this._accumulationPass.remenance = 1.0;\r\n } else {\r\n // this._accumulationPass.reset = false;\r\n // this._accumulationPass.remenance = 0.9;\r\n }\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n * @returns true if the pre pass is setup\r\n */\r\n public override setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n return !!prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n /**\r\n * Checks if the IBL shadow pipeline is ready to render shadows\r\n * @returns true if the IBL shadow pipeline is ready to render the shadows\r\n */\r\n public isReady() {\r\n return (\r\n this._noiseTexture.isReady() &&\r\n this._voxelRenderer.isReady() &&\r\n this._importanceSamplingRenderer.isReady() &&\r\n (!this._voxelTracingPass || this._voxelTracingPass.isReady()) &&\r\n (!this._spatialBlurPass || this._spatialBlurPass.isReady()) &&\r\n (!this._accumulationPass || this._accumulationPass.isReady())\r\n );\r\n }\r\n\r\n /**\r\n * Renders accumulated shadows for IBL\r\n */\r\n public update() {\r\n // This is called for every MRT in the customRenderTargets structure during voxelization. That doesn't make\r\n // sense. We only want this to run after voxelization so we should put in some state logic here to return\r\n // if voxelization is happening.\r\n if (this._voxelRenderer.isVoxelizationInProgress()) {\r\n return;\r\n }\r\n\r\n if (this._boundsNeedUpdate) {\r\n const bounds = this.scene.getWorldExtends((mesh) => {\r\n return mesh instanceof Mesh && this._excludedMeshes.indexOf(mesh.uniqueId) === -1;\r\n });\r\n const size = bounds.max.subtract(bounds.min);\r\n const halfSize = Math.max(size.x, Math.max(size.y, size.z)) * 0.5;\r\n const centre = bounds.max.add(bounds.min).multiplyByFloats(-0.5, -0.5, -0.5);\r\n const invWorldScaleMatrix = Matrix.Compose(new Vector3(1.0 / halfSize, 1.0 / halfSize, 1.0 / halfSize), new Quaternion(), new Vector3(0, 0, 0));\r\n const invTranslationMatrix = Matrix.Compose(new Vector3(1.0, 1.0, 1.0), new Quaternion(), centre);\r\n invTranslationMatrix.multiplyToRef(invWorldScaleMatrix, invWorldScaleMatrix);\r\n this._voxelTracingPass?.setWorldScaleMatrix(invWorldScaleMatrix);\r\n this._voxelRenderer.setWorldScaleMatrix(invWorldScaleMatrix);\r\n // Set world scale for spatial blur.\r\n this._spatialBlurPass?.setWorldScale(halfSize * 2.0);\r\n this._boundsNeedUpdate = false;\r\n Logger.Log(\"IBL Shadows: Scene size: \" + size);\r\n Logger.Log(\"Half size: \" + halfSize);\r\n Logger.Log(\"Centre translation: \" + centre);\r\n }\r\n\r\n // If update is needed, render voxels\r\n if (this._voxelizationDirty) {\r\n this._voxelRenderer.updateVoxelGrid(this._excludedMeshes);\r\n this._voxelizationDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"IBLShadowsRenderPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"IBLShadowsRenderPipeline\";\r\n }\r\n\r\n /**\r\n * Disposes the IBL shadow pipeline and associated resources\r\n */\r\n public override dispose() {\r\n this._disposeEffectPasses();\r\n this._noiseTexture.dispose();\r\n this._voxelRenderer.dispose();\r\n this._importanceSamplingRenderer.dispose();\r\n this._voxelTracingPass?.dispose();\r\n this._spatialBlurPass?.dispose();\r\n this._accumulationPass?.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
+ 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{ Constants } from \"../../Engines/constants\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Matrix, Vector3, Vector4, Quaternion } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport type { PrePassEffectConfiguration } from \"../prePassEffectConfiguration\";\r\nimport { PrePassRenderer } from \"../prePassRenderer\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { _IblShadowsVoxelRenderer } from \"./iblShadowsVoxelRenderer\";\r\nimport { _IblShadowsVoxelTracingPass } from \"./iblShadowsVoxelTracingPass\";\r\n\r\nimport \"../../Shaders/postprocess.vertex\";\r\nimport \"../../Shaders/iblShadowGBufferDebug.fragment\";\r\nimport \"../../Shaders/iblShadowsCombine.fragment\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { _IblShadowsImportanceSamplingRenderer } from \"./iblShadowsImportanceSamplingRenderer\";\r\nimport { _IblShadowsSpatialBlurPass } from \"./iblShadowsSpatialBlurPass\";\r\nimport { _IblShadowsAccumulationPass } from \"./iblShadowsAccumulationPass\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { PostProcessRenderPipeline } from \"../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"core/PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\n\r\ninterface IblShadowsSettings {\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n resolutionExp: number;\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass. Higher\r\n * values will result in better quality, more stable shadows but are more expensive to compute.\r\n */\r\n sampleDirections: number;\r\n\r\n /**\r\n * How dark the shadows are. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n shadowOpacity: number;\r\n\r\n /**\r\n * How long the shadows remain in the scene. 0.0 is no persistence, 1.0 is full persistence.\r\n */\r\n shadowRemenance: number;\r\n\r\n /**\r\n * Render the voxel grid from 3 different axis. This will result in better quality shadows with fewer\r\n * bits of missing geometry.\r\n */\r\n triPlanarVoxelization: boolean;\r\n\r\n /**\r\n * Include screen-space shadows in the IBL shadow pipeline. This adds sharp shadows to small details\r\n * but only applies close to a shadow-casting object.\r\n */\r\n ssShadowsEnabled: boolean;\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n ssShadowSampleCount: number;\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples.\r\n */\r\n ssShadowStride: number;\r\n\r\n /**\r\n * The maximum distance a shadow can be cast in screen space. This should usually be kept small\r\n * as screenspace shadows are mostly useful for small details.\r\n */\r\n ssShadowMaxDist: number;\r\n\r\n /**\r\n * Screen-space shadow thickness. This value controls the perceived thickness of the SS shadows.\r\n */\r\n ssShadowThickness: number;\r\n}\r\n\r\nclass IblShadowsPrepassConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"iblShadows\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [\r\n Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_NDC_DEPTH_TEXTURE_TYPE,\r\n Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n // Constants.PREPASS_NORMAL_TEXTURE_TYPE, // TODO - don't need this for IBL shadows\r\n Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n // Local positions used for shadow accumulation pass\r\n Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n ];\r\n}\r\n\r\n/**\r\n * Voxel-based shadow rendering for IBL's.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class IblShadowsRenderPipeline extends PostProcessRenderPipeline {\r\n /**\r\n * The scene that this pipeline is attached to\r\n */\r\n public scene: Scene;\r\n\r\n private _voxelizationDirty: boolean = true;\r\n private _boundsNeedUpdate: boolean = true;\r\n\r\n private _allowDebugPasses: boolean = false;\r\n private _debugPasses: { pass: PostProcess; enabled: boolean }[] = [];\r\n\r\n private _shadowCompositePP: PostProcess;\r\n private _prePassEffectConfiguration: IblShadowsPrepassConfiguration;\r\n\r\n private _excludedMeshes: number[] = [];\r\n\r\n private _voxelRenderer: _IblShadowsVoxelRenderer;\r\n private _importanceSamplingRenderer: _IblShadowsImportanceSamplingRenderer;\r\n private _voxelTracingPass: _IblShadowsVoxelTracingPass;\r\n private _spatialBlurPass: _IblShadowsSpatialBlurPass;\r\n private _accumulationPass: _IblShadowsAccumulationPass;\r\n private _noiseTexture: Texture;\r\n private _shadowOpacity: number = 1.0;\r\n private _enabled: boolean = true;\r\n /**\r\n * How dark the shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get shadowOpacity(): number {\r\n return this._shadowOpacity;\r\n }\r\n\r\n /**\r\n * How dark the shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public set shadowOpacity(value: number) {\r\n this._shadowOpacity = value;\r\n }\r\n\r\n /**\r\n * How dark the voxel shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get voxelShadowOpacity() {\r\n return this._voxelTracingPass?.voxelShadowOpacity;\r\n }\r\n\r\n /**\r\n * How dark the voxel shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.voxelShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * How dark the screen-space shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._voxelTracingPass?.ssShadowOpacity;\r\n }\r\n\r\n /**\r\n * How dark the screen-space shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get ssShadowSamples(): number {\r\n return this._voxelTracingPass?.sssSamples;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public set ssShadowSamples(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples.\r\n */\r\n public get ssShadowStride(): number {\r\n return this._voxelTracingPass?.sssStride;\r\n }\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples.\r\n */\r\n public set ssShadowStride(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance a shadow can be cast in screen space. This should usually be kept small\r\n * as screenspace shadows are mostly useful for small details.\r\n */\r\n public get ssShadowMaxDist(): number {\r\n return this._voxelTracingPass?.sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance a shadow can be cast in screen space. This should usually be kept small\r\n * as screenspace shadows are mostly useful for small details.\r\n */\r\n public set ssShadowMaxDist(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * Screen-space shadow thickness. This value controls the perceived thickness of the SS shadows.\r\n */\r\n public get ssShadowThickness(): number {\r\n return this._voxelTracingPass?.sssThickness;\r\n }\r\n\r\n /**\r\n * Screen-space shadow thickness. This value controls the perceived thickness of the SS shadows.\r\n */\r\n public set ssShadowThickness(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sssThickness = value;\r\n }\r\n\r\n /**\r\n * Set the IBL image to be used for shadowing. It can be either a cubemap\r\n * or a 2D equirectangular texture.\r\n * @param iblSource The texture to use for IBL shadowing\r\n */\r\n public setIblTexture(iblSource: BaseTexture) {\r\n if (!this._importanceSamplingRenderer) return;\r\n this._importanceSamplingRenderer.iblSource = iblSource;\r\n }\r\n\r\n /**\r\n * Returns the texture containing the voxel grid data\r\n * @returns The texture containing the voxel grid data\r\n */\r\n public getVoxelGridTexture(): Texture {\r\n return this._voxelRenderer?.getVoxelGrid();\r\n }\r\n\r\n /**\r\n * Returns the texture containing the importance sampling CDF data for the IBL shadow pipeline\r\n * @returns The texture containing the importance sampling CDF data for the IBL shadow pipeline\r\n */\r\n public getIcdfyTexture(): Texture {\r\n return this._importanceSamplingRenderer!.getIcdfyTexture();\r\n }\r\n\r\n /**\r\n * Returns the texture containing the importance sampling CDF data for the IBL shadow pipeline\r\n * @returns The texture containing the importance sampling CDF data for the IBL shadow pipeline\r\n */\r\n public getIcdfxTexture(): Texture {\r\n return this._importanceSamplingRenderer!.getIcdfxTexture();\r\n }\r\n\r\n private _gbufferDebugPass: PostProcess;\r\n private _gbufferDebugEnabled: boolean = false;\r\n private _gBufferDebugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Is the debug view of the G-Buffer enabled?\r\n */\r\n public get gbufferDebugEnabled(): boolean {\r\n return this._gbufferDebugEnabled;\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the G-Buffer\r\n */\r\n public set gbufferDebugEnabled(enabled: boolean) {\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable G-Buffer debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n this._gbufferDebugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._getGBufferDebugPass().name, this.cameras);\r\n } else {\r\n this._disableEffect(this._getGBufferDebugPass().name, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the CDF importance sampling data\r\n */\r\n public get importanceSamplingDebugEnabled(): boolean {\r\n return this._importanceSamplingRenderer?.debugEnabled;\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the CDF importance sampling data\r\n */\r\n public set importanceSamplingDebugEnabled(enabled: boolean) {\r\n if (!this._importanceSamplingRenderer) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable importance sampling debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._importanceSamplingRenderer.debugEnabled) return;\r\n this._importanceSamplingRenderer.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._importanceSamplingRenderer.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._importanceSamplingRenderer.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the voxel grid\r\n */\r\n public get voxelDebugEnabled(): boolean {\r\n return this._voxelRenderer?.voxelDebugEnabled;\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the voxel grid\r\n */\r\n public set voxelDebugEnabled(enabled: boolean) {\r\n if (!this._voxelRenderer) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable voxel debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n this._voxelRenderer.voxelDebugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._voxelRenderer.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._voxelRenderer.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Set the axis to display for the voxel grid debug view\r\n * When using tri-axis voxelization, this will display the voxel grid for the specified axis\r\n */\r\n public get voxelDebugAxis(): number {\r\n return this._voxelRenderer?.voxelDebugAxis;\r\n }\r\n\r\n /**\r\n * Set the axis to display for the voxel grid debug view\r\n * When using tri-axis voxelization, this will display the voxel grid for the specified axis\r\n */\r\n public set voxelDebugAxis(axisNum: number) {\r\n if (!this._voxelRenderer) return;\r\n this._voxelRenderer.voxelDebugAxis = axisNum;\r\n }\r\n\r\n /**\r\n * Set the mip level to display for the voxel grid debug view\r\n */\r\n public set voxelDebugDisplayMip(mipNum: number) {\r\n if (!this._voxelRenderer) return;\r\n this._voxelRenderer.setDebugMipNumber(mipNum);\r\n }\r\n\r\n /**\r\n * Display the debug view for the voxel tracing pass\r\n */\r\n public get voxelTracingDebugEnabled(): boolean {\r\n return this._voxelTracingPass?.debugEnabled;\r\n }\r\n\r\n /**\r\n * Display the debug view for the voxel tracing pass\r\n */\r\n public set voxelTracingDebugEnabled(enabled: boolean) {\r\n if (!this._voxelTracingPass) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable voxel tracing debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._voxelTracingPass.debugEnabled) return;\r\n this._voxelTracingPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._voxelTracingPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._voxelTracingPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for the spatial blur pass\r\n */\r\n public get spatialBlurPassDebugEnabled(): boolean {\r\n return this._spatialBlurPass?.debugEnabled;\r\n }\r\n\r\n /**\r\n * Display the debug view for the spatial blur pass\r\n */\r\n public set spatialBlurPassDebugEnabled(enabled: boolean) {\r\n if (!this._spatialBlurPass) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable spatial blur debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._spatialBlurPass.debugEnabled) return;\r\n this._spatialBlurPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._spatialBlurPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._spatialBlurPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for the accumulation pass\r\n */\r\n public get accumulationPassDebugEnabled(): boolean {\r\n return this._accumulationPass?.debugEnabled;\r\n }\r\n\r\n /**\r\n * Display the debug view for the accumulation pass\r\n */\r\n public set accumulationPassDebugEnabled(enabled: boolean) {\r\n if (!this._accumulationPass) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable accumulation pass debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._accumulationPass.debugEnabled) return;\r\n this._accumulationPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._accumulationPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._accumulationPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the IBL shadow pipeline\r\n * @param mesh The mesh to exclude from the IBL shadow pipeline\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the IBL shadow pipeline\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n public get resolutionExp() {\r\n return this._voxelRenderer.voxelResolutionExp;\r\n }\r\n\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n public set resolutionExp(newResolution: number) {\r\n if (newResolution === this._voxelRenderer.voxelResolutionExp) return;\r\n if (this._voxelRenderer.isVoxelizationInProgress()) {\r\n Logger.Warn(\"Can't change the resolution of the voxel grid while voxelization is in progress.\");\r\n return;\r\n }\r\n this._voxelRenderer.voxelResolutionExp = newResolution;\r\n this.updateVoxelization();\r\n this._accumulationPass.reset = true;\r\n }\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass\r\n */\r\n public get sampleDirections() {\r\n return this._voxelTracingPass?.sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass\r\n */\r\n public set sampleDirections(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The decree to which the shadows persist between frames. 0.0 is no persistence, 1.0 is full persistence.\r\n **/\r\n public get shadowRemenance(): number {\r\n return this._accumulationPass?.remenance;\r\n }\r\n\r\n /**\r\n * The decree to which the shadows persist between frames. 0.0 is no persistence, 1.0 is full persistence.\r\n **/\r\n public set shadowRemenance(value: number) {\r\n if (!this._accumulationPass) return;\r\n this._accumulationPass.remenance = value;\r\n }\r\n\r\n /**\r\n * The global rotation of the IBL for shadows\r\n */\r\n public get envRotation() {\r\n return this._voxelTracingPass?.envRotation;\r\n }\r\n\r\n /**\r\n * The global rotation of the IBL for shadows\r\n */\r\n public set envRotation(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.envRotation = value;\r\n }\r\n\r\n /**\r\n * Allow debug passes to be enabled. Default is false.\r\n */\r\n public get allowDebugPasses(): boolean {\r\n return this._allowDebugPasses;\r\n }\r\n\r\n /**\r\n * Allow debug passes to be enabled. Default is false.\r\n */\r\n public set allowDebugPasses(value: boolean) {\r\n if (this._allowDebugPasses === value) return;\r\n this._allowDebugPasses = value;\r\n if (value) {\r\n if (this._importanceSamplingRenderer.isReady()) {\r\n this._createDebugPasses();\r\n } else {\r\n this._importanceSamplingRenderer.onReadyObservable.addOnce(() => {\r\n this._createDebugPasses();\r\n });\r\n }\r\n } else {\r\n this._disposeDebugPasses();\r\n }\r\n }\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.supportIBLShadows;\r\n }\r\n\r\n /**\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param options Options to configure the pipeline\r\n * @param cameras Cameras to apply the pipeline to.\r\n */\r\n constructor(name: string, scene: Scene, options: Partial<IblShadowsSettings> = {}, cameras?: Camera[]) {\r\n super(scene.getEngine(), name);\r\n this.scene = scene;\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"IBL Shadows Render Pipeline could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n this.shadowOpacity = options.shadowOpacity || 1.0;\r\n this._prePassEffectConfiguration = new IblShadowsPrepassConfiguration();\r\n this._voxelRenderer = new _IblShadowsVoxelRenderer(\r\n this.scene,\r\n this,\r\n options ? options.resolutionExp : 6,\r\n options.triPlanarVoxelization !== undefined ? options.triPlanarVoxelization : true\r\n );\r\n this._importanceSamplingRenderer = new _IblShadowsImportanceSamplingRenderer(this.scene);\r\n this._voxelTracingPass = new _IblShadowsVoxelTracingPass(this.scene, this);\r\n this.sampleDirections = options.sampleDirections || 2;\r\n this.ssShadowOpacity = options.ssShadowsEnabled === undefined || options.ssShadowsEnabled ? 1.0 : 0.0;\r\n this.ssShadowMaxDist = options.ssShadowMaxDist || 0.05;\r\n this.ssShadowSamples = options.ssShadowSampleCount || 16;\r\n this.ssShadowStride = options.ssShadowStride || 8;\r\n this.ssShadowThickness = options.ssShadowThickness || 0.01;\r\n this._spatialBlurPass = new _IblShadowsSpatialBlurPass(this.scene);\r\n this._accumulationPass = new _IblShadowsAccumulationPass(this.scene);\r\n this.shadowRemenance = options.shadowRemenance || 0.75;\r\n this._noiseTexture = new Texture(\"https://assets.babylonjs.com/textures/blue_noise/blue_noise_rgb.png\", this.scene, false, true, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n if (this.scene.environmentTexture) {\r\n this._importanceSamplingRenderer.iblSource = this.scene.environmentTexture;\r\n }\r\n\r\n // Create post process that applies the shadows to the scene\r\n this._createShadowCombinePostProcess();\r\n\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n this._createEffectPasses(cameras);\r\n\r\n this.scene.onNewMeshAddedObservable.add(this.updateSceneBounds.bind(this));\r\n this.scene.onMeshRemovedObservable.add(this.updateSceneBounds.bind(this));\r\n this.scene.onActiveCameraChanged.add(this._listenForCameraChanges.bind(this));\r\n this.scene.onBeforeRenderObservable.add(this._updateBeforeRender.bind(this));\r\n\r\n this._listenForCameraChanges();\r\n this.scene.getEngine().onResizeObservable.add(this._handleResize.bind(this));\r\n\r\n // Only turn on the pipeline if the importance sampling RT's are ready\r\n this._importanceSamplingRenderer.onReadyObservable.add(() => {\r\n if (this._voxelRenderer.isReady()) {\r\n this.toggleShadow(this._enabled);\r\n } else {\r\n this._voxelRenderer.onReadyObservable.addOnce(() => {\r\n this.toggleShadow(this._enabled);\r\n });\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Toggle the shadow tracing on or off\r\n * @param enabled Toggle the shadow tracing on or off\r\n */\r\n public toggleShadow(enabled: boolean) {\r\n this._enabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(\"IBLShadowVoxelTracingPass\", this.cameras);\r\n this._enableEffect(\"IBLShadowSpatialBlurPass\", this.cameras);\r\n this._enableEffect(\"IBLShadowAccumulationBlurPass\", this.cameras);\r\n this._enableEffect(\"IBLShadowCompositePass\", this.cameras);\r\n } else {\r\n this._disableEffect(\"IBLShadowVoxelTracingPass\", null);\r\n this._disableEffect(\"IBLShadowSpatialBlurPass\", null);\r\n this._disableEffect(\"IBLShadowAccumulationBlurPass\", null);\r\n this._disableEffect(\"IBLShadowCompositePass\", null);\r\n }\r\n }\r\n\r\n private _handleResize() {\r\n this._voxelRenderer.resize();\r\n this._accumulationPass?.resize();\r\n }\r\n\r\n private _createShadowCombinePostProcess() {\r\n const compositeOptions: PostProcessOptions = {\r\n width: this.scene.getEngine().getRenderWidth(),\r\n height: this.scene.getEngine().getRenderHeight(),\r\n uniforms: [\"shadowOpacity\"],\r\n samplers: [\"sceneTexture\"],\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this.scene.getEngine(),\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n reusable: false,\r\n };\r\n this._shadowCompositePP = new PostProcess(\"iblShadowsCombine\", \"iblShadowsCombine\", compositeOptions);\r\n this._shadowCompositePP.autoClear = false;\r\n this._shadowCompositePP.onApplyObservable.add((effect) => {\r\n // Setting the input of the tracing pass because this is the scene RT that we want to apply the shadows to.\r\n effect.setTextureFromPostProcess(\"sceneTexture\", this._voxelTracingPass.getPassPP());\r\n effect.setFloat(\"shadowOpacity\", this._shadowOpacity);\r\n if (\r\n this._importanceSamplingRenderer?.isReady() &&\r\n this._voxelRenderer?.isReady() &&\r\n this._voxelTracingPass?.isReady() &&\r\n this._spatialBlurPass?.isReady() &&\r\n this._accumulationPass?.isReady()\r\n ) {\r\n this.update();\r\n }\r\n });\r\n this._shadowCompositePP._prePassEffectConfiguration = this._prePassEffectConfiguration;\r\n setTimeout(() => {\r\n this._voxelizationDirty = true;\r\n }, 500);\r\n }\r\n\r\n private _createEffectPasses(cameras: Camera[] | undefined) {\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n \"IBLShadowVoxelTracingPass\",\r\n () => {\r\n return this._voxelTracingPass.getPassPP();\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n \"IBLShadowSpatialBlurPass\",\r\n () => {\r\n return this._spatialBlurPass.getPassPP();\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n \"IBLShadowAccumulationBlurPass\",\r\n () => {\r\n return this._accumulationPass.getPassPP();\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n \"IBLShadowCompositePass\",\r\n () => {\r\n return this._shadowCompositePP;\r\n },\r\n true\r\n )\r\n );\r\n\r\n if (cameras) {\r\n this.scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this.name, cameras);\r\n }\r\n\r\n this.toggleShadow(false);\r\n this._enabled = true;\r\n }\r\n\r\n private _getGBufferDebugPass(): PostProcess {\r\n if (this._gbufferDebugPass) {\r\n return this._gbufferDebugPass;\r\n }\r\n const textureNames: string[] = this._prePassEffectConfiguration.texturesRequired.map((type) => PrePassRenderer.TextureFormats[type].name.toString());\r\n\r\n const options: PostProcessOptions = {\r\n width: this.scene.getEngine().getRenderWidth(),\r\n height: this.scene.getEngine().getRenderHeight(),\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine: this.scene.getEngine(),\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n uniforms: [\"sizeParams\"],\r\n samplers: textureNames,\r\n reusable: false,\r\n };\r\n this._gbufferDebugPass = new PostProcess(\"iblShadowGBufferDebug\", \"iblShadowGBufferDebug\", options);\r\n this._gbufferDebugPass.autoClear = false;\r\n this._gbufferDebugPass.onApplyObservable.add((effect) => {\r\n this._prePassEffectConfiguration.texturesRequired.forEach((type) => {\r\n const prePassRenderer = this.scene.prePassRenderer;\r\n if (!prePassRenderer) {\r\n Logger.Error(\"Can't enable G-Buffer debug rendering since prepassRenderer doesn't exist.\");\r\n return;\r\n }\r\n const index = prePassRenderer.getIndex(type);\r\n if (index >= 0) effect.setTexture(PrePassRenderer.TextureFormats[type].name, prePassRenderer.getRenderTarget().textures[index]);\r\n });\r\n effect.setVector4(\"sizeParams\", this._gBufferDebugSizeParams);\r\n if (this.scene.activeCamera) {\r\n effect.setFloat(\"maxDepth\", this.scene.activeCamera.maxZ);\r\n }\r\n });\r\n return this._gbufferDebugPass;\r\n }\r\n\r\n private _createDebugPasses() {\r\n this._debugPasses = [\r\n { pass: this._importanceSamplingRenderer?.getDebugPassPP(), enabled: this.importanceSamplingDebugEnabled },\r\n { pass: this._voxelRenderer?.getDebugPassPP(), enabled: this.voxelDebugEnabled },\r\n { pass: this._voxelTracingPass?.getDebugPassPP(), enabled: this.voxelTracingDebugEnabled },\r\n { pass: this._spatialBlurPass?.getDebugPassPP(), enabled: this.spatialBlurPassDebugEnabled },\r\n { pass: this._accumulationPass?.getDebugPassPP(), enabled: this.accumulationPassDebugEnabled },\r\n { pass: this._getGBufferDebugPass(), enabled: this.gbufferDebugEnabled },\r\n ];\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n if (!this._debugPasses[i].pass) continue;\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n this._debugPasses[i].pass.name,\r\n () => {\r\n return this._debugPasses[i].pass;\r\n },\r\n true\r\n )\r\n );\r\n }\r\n const cameras = this.cameras.slice();\r\n this.scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this.name, this.cameras);\r\n this.scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this.name, cameras);\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n if (!this._debugPasses[i].pass) continue;\r\n if (this._debugPasses[i].enabled) {\r\n this._enableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n } else {\r\n this._disableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n }\r\n }\r\n }\r\n\r\n private _disposeEffectPasses() {\r\n this.scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this.name, this.cameras);\r\n this._disableEffect(\"IBLShadowVoxelTracingPass\", this.cameras);\r\n this._disableEffect(\"IBLShadowSpatialBlurPass\", this.cameras);\r\n this._disableEffect(\"IBLShadowAccumulationBlurPass\", this.cameras);\r\n this._disableEffect(\"IBLShadowCompositePass\", this.cameras);\r\n this._disposeDebugPasses();\r\n this._reset();\r\n }\r\n\r\n private _disposeDebugPasses() {\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n this._disableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n this._debugPasses[i].pass.dispose();\r\n }\r\n this._debugPasses = [];\r\n }\r\n\r\n private _updateDebugPasses() {\r\n let count = 0;\r\n if (this._gbufferDebugEnabled) count++;\r\n if (this.importanceSamplingDebugEnabled) count++;\r\n if (this.voxelDebugEnabled) count++;\r\n if (this.voxelTracingDebugEnabled) count++;\r\n if (this.spatialBlurPassDebugEnabled) count++;\r\n if (this.accumulationPassDebugEnabled) count++;\r\n\r\n const rows = Math.ceil(Math.sqrt(count));\r\n const cols = Math.ceil(count / rows);\r\n const width = 1.0 / cols;\r\n const height = 1.0 / rows;\r\n let x = 0;\r\n let y = 0;\r\n if (this.gbufferDebugEnabled) {\r\n const prePassRenderer = this.scene!.prePassRenderer;\r\n if (!prePassRenderer) {\r\n Logger.Error(\"Can't enable G-Buffer debug rendering since prepassRenderer doesn't exist.\");\r\n return;\r\n }\r\n this._gBufferDebugSizeParams.set(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n\r\n if (this.importanceSamplingDebugEnabled) {\r\n this._importanceSamplingRenderer.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.voxelDebugEnabled) {\r\n this._voxelRenderer.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.voxelTracingDebugEnabled) {\r\n this._voxelTracingPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.spatialBlurPassDebugEnabled) {\r\n this._spatialBlurPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.accumulationPassDebugEnabled) {\r\n this._accumulationPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Trigger the scene to be re-voxelized. This is useful when the scene has changed and the voxel grid needs to be updated.\r\n */\r\n public updateVoxelization() {\r\n this._voxelizationDirty = true;\r\n }\r\n\r\n /**\r\n * Trigger the scene bounds of shadow-casters to be updated. This is useful when the scene has changed and the bounds need\r\n * to be recalculated. This will also trigger a re-voxelization.\r\n */\r\n public updateSceneBounds() {\r\n this._voxelizationDirty = true;\r\n this._boundsNeedUpdate = true;\r\n }\r\n\r\n private _updateBeforeRender() {\r\n this._updateDebugPasses();\r\n }\r\n\r\n private _listenForCameraChanges() {\r\n // We want to listen for camera changes and change settings while the camera is moving.\r\n if (this.scene.activeCamera instanceof ArcRotateCamera) {\r\n this.scene.onBeforeCameraRenderObservable.add((camera) => {\r\n let isMoving: boolean = false;\r\n if (camera instanceof ArcRotateCamera) {\r\n isMoving =\r\n camera.inertialAlphaOffset !== 0 ||\r\n camera.inertialBetaOffset !== 0 ||\r\n camera.inertialRadiusOffset !== 0 ||\r\n camera.inertialPanningX !== 0 ||\r\n camera.inertialPanningY !== 0;\r\n } else if (camera instanceof FreeCamera) {\r\n isMoving =\r\n camera.cameraDirection.x !== 0 ||\r\n camera.cameraDirection.y !== 0 ||\r\n camera.cameraDirection.z !== 0 ||\r\n camera.cameraRotation.x !== 0 ||\r\n camera.cameraRotation.y !== 0;\r\n }\r\n if (this._accumulationPass) {\r\n if (isMoving) {\r\n // this._accumulationPass.reset = true;\r\n // this._accumulationPass.remenance = 1.0;\r\n } else {\r\n // this._accumulationPass.reset = false;\r\n // this._accumulationPass.remenance = 0.9;\r\n }\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n * @returns true if the pre pass is setup\r\n */\r\n public override setPrePassRenderer(prePassRenderer: PrePassRenderer): boolean {\r\n return !!prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n /**\r\n * Checks if the IBL shadow pipeline is ready to render shadows\r\n * @returns true if the IBL shadow pipeline is ready to render the shadows\r\n */\r\n public isReady() {\r\n return (\r\n this._noiseTexture.isReady() &&\r\n this._voxelRenderer.isReady() &&\r\n this._importanceSamplingRenderer.isReady() &&\r\n (!this._voxelTracingPass || this._voxelTracingPass.isReady()) &&\r\n (!this._spatialBlurPass || this._spatialBlurPass.isReady()) &&\r\n (!this._accumulationPass || this._accumulationPass.isReady())\r\n );\r\n }\r\n\r\n /**\r\n * Renders accumulated shadows for IBL\r\n */\r\n public update() {\r\n // This is called for every MRT in the customRenderTargets structure during voxelization. That doesn't make\r\n // sense. We only want this to run after voxelization so we should put in some state logic here to return\r\n // if voxelization is happening.\r\n if (this._voxelRenderer.isVoxelizationInProgress()) {\r\n return;\r\n }\r\n\r\n if (this._boundsNeedUpdate) {\r\n const bounds = this.scene.getWorldExtends((mesh) => {\r\n return mesh instanceof Mesh && this._excludedMeshes.indexOf(mesh.uniqueId) === -1;\r\n });\r\n const size = bounds.max.subtract(bounds.min);\r\n const halfSize = Math.max(size.x, Math.max(size.y, size.z)) * 0.5;\r\n const centre = bounds.max.add(bounds.min).multiplyByFloats(-0.5, -0.5, -0.5);\r\n const invWorldScaleMatrix = Matrix.Compose(new Vector3(1.0 / halfSize, 1.0 / halfSize, 1.0 / halfSize), new Quaternion(), new Vector3(0, 0, 0));\r\n const invTranslationMatrix = Matrix.Compose(new Vector3(1.0, 1.0, 1.0), new Quaternion(), centre);\r\n invTranslationMatrix.multiplyToRef(invWorldScaleMatrix, invWorldScaleMatrix);\r\n this._voxelTracingPass?.setWorldScaleMatrix(invWorldScaleMatrix);\r\n this._voxelRenderer.setWorldScaleMatrix(invWorldScaleMatrix);\r\n // Set world scale for spatial blur.\r\n this._spatialBlurPass?.setWorldScale(halfSize * 2.0);\r\n this._boundsNeedUpdate = false;\r\n // Logger.Log(\"IBL Shadows: Scene size: \" + size);\r\n // Logger.Log(\"Half size: \" + halfSize);\r\n // Logger.Log(\"Centre translation: \" + centre);\r\n }\r\n\r\n // If update is needed, render voxels\r\n if (this._voxelizationDirty) {\r\n this._voxelRenderer.updateVoxelGrid(this._excludedMeshes);\r\n this._voxelizationDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"IBLShadowsRenderPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"IBLShadowsRenderPipeline\";\r\n }\r\n\r\n /**\r\n * Disposes the IBL shadow pipeline and associated resources\r\n */\r\n public override dispose() {\r\n this._disposeEffectPasses();\r\n this._noiseTexture.dispose();\r\n this._voxelRenderer.dispose();\r\n this._importanceSamplingRenderer.dispose();\r\n this._voxelTracingPass?.dispose();\r\n this._spatialBlurPass?.dispose();\r\n this._accumulationPass?.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -365,6 +365,8 @@ export class _IblShadowsVoxelRenderer {
365
365
  }
366
366
  }
367
367
  _createVoxelMRTs(name, voxelRT, numSlabs) {
368
+ voxelRT.wrapU = Texture.CLAMP_ADDRESSMODE;
369
+ voxelRT.wrapV = Texture.CLAMP_ADDRESSMODE;
368
370
  voxelRT.noPrePassRenderer = true;
369
371
  const mrtArray = [];
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  const targetTypes = new Array(this._maxDrawBuffers).fill(this._isVoxelGrid3D ? 32879 : 35866);