@babylonjs/core 7.23.0 → 7.23.1

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Files changed (128) 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 +2 -3
  65. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
  66. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +29 -20
  67. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  68. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -2
  69. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  70. package/Rendering/fluidRenderer/fluidRenderer.d.ts +7 -9
  71. package/Rendering/fluidRenderer/fluidRenderer.js +16 -13
  72. package/Rendering/fluidRenderer/fluidRenderer.js.map +1 -1
  73. package/Rendering/fluidRenderer/fluidRenderingObject.d.ts +9 -1
  74. package/Rendering/fluidRenderer/fluidRenderingObject.js +29 -1
  75. package/Rendering/fluidRenderer/fluidRenderingObject.js.map +1 -1
  76. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.d.ts +3 -1
  77. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js +12 -2
  78. package/Rendering/fluidRenderer/fluidRenderingObjectCustomParticles.js.map +1 -1
  79. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.d.ts +3 -1
  80. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js +3 -2
  81. package/Rendering/fluidRenderer/fluidRenderingObjectParticleSystem.js.map +1 -1
  82. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +9 -1
  83. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +22 -5
  84. package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
  85. package/Rendering/fluidRenderer/fluidRenderingTextures.d.ts +8 -1
  86. package/Rendering/fluidRenderer/fluidRenderingTextures.js +42 -5
  87. package/Rendering/fluidRenderer/fluidRenderingTextures.js.map +1 -1
  88. package/Rendering/fluidRenderer/index.d.ts +18 -0
  89. package/Rendering/fluidRenderer/index.js +18 -0
  90. package/Rendering/fluidRenderer/index.js.map +1 -1
  91. package/Shaders/ShadersInclude/lightFragment.js +12 -10
  92. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  93. package/ShadersWGSL/ShadersInclude/lightFragment.js +13 -11
  94. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  95. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.d.ts +5 -0
  96. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js +13 -0
  97. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js.map +1 -0
  98. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.d.ts +5 -0
  99. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js +29 -0
  100. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js.map +1 -0
  101. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.d.ts +5 -0
  102. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +22 -0
  103. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -0
  104. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.d.ts +5 -0
  105. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js +12 -0
  106. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js.map +1 -0
  107. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.d.ts +5 -0
  108. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +14 -0
  109. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -0
  110. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.d.ts +5 -0
  111. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js +12 -0
  112. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js.map +1 -0
  113. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.d.ts +5 -0
  114. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +14 -0
  115. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -0
  116. package/ShadersWGSL/fluidRenderingRender.fragment.d.ts +5 -0
  117. package/ShadersWGSL/fluidRenderingRender.fragment.js +101 -0
  118. package/ShadersWGSL/fluidRenderingRender.fragment.js.map +1 -0
  119. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.d.ts +5 -0
  120. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js +13 -0
  121. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js.map +1 -0
  122. package/Sprites/spriteRenderer.d.ts +1 -0
  123. package/Sprites/spriteRenderer.js +7 -2
  124. package/Sprites/spriteRenderer.js.map +1 -1
  125. package/package.json +1 -1
  126. package/scene.d.ts +11 -11
  127. package/scene.js +5 -5
  128. package/scene.js.map +1 -1
@@ -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 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 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\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 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"]}
@@ -190,7 +190,7 @@ export class _IblShadowsVoxelTracingPass {
190
190
  this.debugEnabled = false;
191
191
  this._debugPassName = "Voxel Tracing Debug Pass";
192
192
  /** The default rotation of the environment map will align the shadows with the default lighting orientation */
193
- this._envRotation = -Math.PI / 2.0;
193
+ this._envRotation = 0.0;
194
194
  this._downscale = 1.0;
195
195
  this._debugVoxelMarchEnabled = false;
196
196
  this._debugSizeParams = new Vector4(0.0, 0.0, 0.0, 0.0);
@@ -232,7 +232,8 @@ export class _IblShadowsVoxelTracingPass {
232
232
  effect.setMatrix("wsNormalizationMtx", this._invWorldScaleMatrix);
233
233
  this._frameId++;
234
234
  const downscaleSquared = this._downscale * this._downscale;
235
- const rotation = this._scene.useRightHandedSystem ? this._envRotation : (this._envRotation + Math.PI) % (2.0 * Math.PI);
235
+ let rotation = this._scene.useRightHandedSystem ? -this._envRotation - 0.5 * Math.PI : -this._envRotation - Math.PI;
236
+ rotation = rotation % (2.0 * Math.PI);
236
237
  effect.setVector4("shadowParameters", new Vector4(this._sampleDirections, this._frameId / downscaleSquared, this._downscale, rotation));
237
238
  const offset = new Vector2(0.0, 0.0);
238
239
  const voxelGrid = this._renderPipeline.getVoxelGridTexture();
@@ -1 +1 @@
1
- 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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector2, Vector4 } from \"../../Maths/math.vector\";\r\nimport \"../../Shaders/iblShadowVoxelTracing.fragment\";\r\nimport \"../../Shaders/iblShadowDebug.fragment\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\n\r\n/**\r\n * Build cdf maps for IBL importance sampling during IBL shadow computation.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsVoxelTracingPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _voxelShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public get voxelShadowOpacity(): number {\r\n return this._voxelShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n this._voxelShadowOpacity = value;\r\n }\r\n private _sssSamples: number = 16;\r\n private _sssStride: number = 8;\r\n private _sssMaxDist: number = 0.05;\r\n private _sssThickness: number = 0.01;\r\n\r\n private _ssShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._ssShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n this._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 sssSamples(): number {\r\n return this._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 sssSamples(value: number) {\r\n this._sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public get sssStride(): number {\r\n return this._sssStride;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public set sssStride(value: number) {\r\n this._sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public get sssMaxDist(): number {\r\n return this._sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public set sssMaxDist(value: number) {\r\n this._sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public get sssThickness(): number {\r\n return this._sssThickness;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public set sssThickness(value: number) {\r\n this._sssThickness = value;\r\n }\r\n\r\n private _outputPP: PostProcess;\r\n private _cameraInvView: Matrix = Matrix.Identity();\r\n private _cameraInvProj: Matrix = Matrix.Identity();\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n private _frameId: number = 0;\r\n private _sampleDirections: number = 4;\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public get sampleDirections(): number {\r\n return this._sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public set sampleDirections(value: number) {\r\n this._sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public get envRotation(): number {\r\n return this._envRotation;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public set envRotation(value: number) {\r\n this._envRotation = value;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Gets the pass post process\r\n * @returns The post process\r\n */\r\n public getPassPP(): PostProcess {\r\n return this._outputPP;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process. This will create the resources for the pass\r\n * if they don't already exist.\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Voxel Tracing Debug Pass\";\r\n\r\n /**\r\n * The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /** The default rotation of the environment map will align the shadows with the default lighting orientation */\r\n private _envRotation: number = -Math.PI / 2.0;\r\n private _downscale: number = 1.0;\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n\r\n private _debugVoxelMarchEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n if (!this._debugPassPP) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTextureFromPostProcessOutput(\"debugSampler\", this._outputPP);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the shadow voxel-tracing pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The shadow voxel-tracing pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n let defines = \"\";\r\n if (this._debugVoxelMarchEnabled) {\r\n defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n const ppOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RG,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"viewMtx\", \"projMtx\", \"invProjMtx\", \"invViewMtx\", \"wsNormalizationMtx\", \"shadowParameters\", \"offsetDataParameters\", \"sssParameters\", \"shadowOpacity\"],\r\n samplers: [\"voxelGridSampler\", \"icdfySampler\", \"icdfxSampler\", \"blueNoiseSampler\", \"worldNormalSampler\", \"linearDepthSampler\", \"depthSampler\", \"worldPositionSampler\"],\r\n defines: defines,\r\n engine: this._engine,\r\n reusable: false,\r\n };\r\n this._outputPP = new PostProcess(\"voxelTracingPass\", \"iblShadowVoxelTracing\", ppOptions);\r\n this._outputPP.autoClear = false;\r\n this._outputPP.onApplyObservable.add((effect) => {\r\n this._updatePostProcess(effect, this._scene.activeCamera!);\r\n });\r\n }\r\n\r\n private _updatePostProcess(effect: Effect, camera: Camera) {\r\n effect.setMatrix(\"viewMtx\", camera.getViewMatrix());\r\n effect.setMatrix(\"projMtx\", camera.getProjectionMatrix());\r\n camera.getProjectionMatrix().invertToRef(this._cameraInvProj);\r\n camera.getViewMatrix().invertToRef(this._cameraInvView);\r\n effect.setMatrix(\"invProjMtx\", this._cameraInvProj);\r\n effect.setMatrix(\"invViewMtx\", this._cameraInvView);\r\n effect.setMatrix(\"wsNormalizationMtx\", this._invWorldScaleMatrix);\r\n\r\n this._frameId++;\r\n\r\n const downscaleSquared = this._downscale * this._downscale;\r\n const rotation = this._scene.useRightHandedSystem ? this._envRotation : (this._envRotation + Math.PI) % (2.0 * Math.PI);\r\n effect.setVector4(\"shadowParameters\", new Vector4(this._sampleDirections, this._frameId / downscaleSquared, this._downscale, rotation));\r\n const offset = new Vector2(0.0, 0.0);\r\n const voxelGrid = this._renderPipeline!.getVoxelGridTexture();\r\n const highestMip = Math.floor(Math.log2(voxelGrid!.getSize().width));\r\n effect.setVector4(\"offsetDataParameters\", new Vector4(offset.x, offset.y, highestMip, 0.0));\r\n\r\n // SSS Options.\r\n const worldScale = (1.0 / this._invWorldScaleMatrix.m[0]) * 2.0;\r\n const maxDist = this._sssMaxDist * worldScale;\r\n const thickness = this._sssThickness * worldScale;\r\n effect.setVector4(\"sssParameters\", new Vector4(this._sssSamples, this._sssStride, maxDist, thickness));\r\n effect.setVector4(\"shadowOpacity\", new Vector4(this._voxelShadowOpacity, this._ssShadowOpacity, 0.0, 0.0));\r\n effect.setTexture(\"voxelGridSampler\", voxelGrid);\r\n effect.setTexture(\"blueNoiseSampler\", (this._renderPipeline as any)._noiseTexture);\r\n effect.setTexture(\"icdfySampler\", this._renderPipeline!.getIcdfyTexture());\r\n effect.setTexture(\"icdfxSampler\", this._renderPipeline!.getIcdfxTexture());\r\n if (this._debugVoxelMarchEnabled) {\r\n effect.defines = \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n if (prePassRenderer) {\r\n const wnormalIndex = prePassRenderer.getIndex(Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE);\r\n const depthIndex = prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE);\r\n const clipDepthIndex = prePassRenderer.getIndex(Constants.PREPASS_NDC_DEPTH_TEXTURE_TYPE);\r\n const wPositionIndex = prePassRenderer.getIndex(Constants.PREPASS_POSITION_TEXTURE_TYPE);\r\n if (wnormalIndex >= 0) effect.setTexture(\"worldNormalSampler\", prePassRenderer.getRenderTarget().textures[wnormalIndex]);\r\n if (depthIndex >= 0) effect.setTexture(\"linearDepthSampler\", prePassRenderer.getRenderTarget().textures[depthIndex]);\r\n if (clipDepthIndex >= 0) effect.setTexture(\"depthSampler\", prePassRenderer.getRenderTarget().textures[clipDepthIndex]);\r\n if (wPositionIndex >= 0) effect.setTexture(\"worldPositionSampler\", prePassRenderer.getRenderTarget().textures[wPositionIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._outputPP.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady()) &&\r\n this._renderPipeline!.getIcdfyTexture().isReady() &&\r\n this._renderPipeline!.getIcdfxTexture().isReady() &&\r\n this._renderPipeline!.getVoxelGridTexture().isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n this._outputPP.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
1
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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector2, Vector4 } from \"../../Maths/math.vector\";\r\nimport \"../../Shaders/iblShadowVoxelTracing.fragment\";\r\nimport \"../../Shaders/iblShadowDebug.fragment\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { Effect } from \"../../Materials/effect\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\n\r\n/**\r\n * Build cdf maps for IBL importance sampling during IBL shadow computation.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsVoxelTracingPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _voxelShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public get voxelShadowOpacity(): number {\r\n return this._voxelShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n this._voxelShadowOpacity = value;\r\n }\r\n private _sssSamples: number = 16;\r\n private _sssStride: number = 8;\r\n private _sssMaxDist: number = 0.05;\r\n private _sssThickness: number = 0.01;\r\n\r\n private _ssShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._ssShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n this._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 sssSamples(): number {\r\n return this._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 sssSamples(value: number) {\r\n this._sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public get sssStride(): number {\r\n return this._sssStride;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public set sssStride(value: number) {\r\n this._sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public get sssMaxDist(): number {\r\n return this._sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public set sssMaxDist(value: number) {\r\n this._sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public get sssThickness(): number {\r\n return this._sssThickness;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public set sssThickness(value: number) {\r\n this._sssThickness = value;\r\n }\r\n\r\n private _outputPP: PostProcess;\r\n private _cameraInvView: Matrix = Matrix.Identity();\r\n private _cameraInvProj: Matrix = Matrix.Identity();\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n private _frameId: number = 0;\r\n private _sampleDirections: number = 4;\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public get sampleDirections(): number {\r\n return this._sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public set sampleDirections(value: number) {\r\n this._sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public get envRotation(): number {\r\n return this._envRotation;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public set envRotation(value: number) {\r\n this._envRotation = value;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Gets the pass post process\r\n * @returns The post process\r\n */\r\n public getPassPP(): PostProcess {\r\n return this._outputPP;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process. This will create the resources for the pass\r\n * if they don't already exist.\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Voxel Tracing Debug Pass\";\r\n\r\n /**\r\n * The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /** The default rotation of the environment map will align the shadows with the default lighting orientation */\r\n private _envRotation: number = 0.0;\r\n private _downscale: number = 1.0;\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n\r\n private _debugVoxelMarchEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n if (!this._debugPassPP) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTextureFromPostProcessOutput(\"debugSampler\", this._outputPP);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the shadow voxel-tracing pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The shadow voxel-tracing pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n let defines = \"\";\r\n if (this._debugVoxelMarchEnabled) {\r\n defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n const ppOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RG,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"viewMtx\", \"projMtx\", \"invProjMtx\", \"invViewMtx\", \"wsNormalizationMtx\", \"shadowParameters\", \"offsetDataParameters\", \"sssParameters\", \"shadowOpacity\"],\r\n samplers: [\"voxelGridSampler\", \"icdfySampler\", \"icdfxSampler\", \"blueNoiseSampler\", \"worldNormalSampler\", \"linearDepthSampler\", \"depthSampler\", \"worldPositionSampler\"],\r\n defines: defines,\r\n engine: this._engine,\r\n reusable: false,\r\n };\r\n this._outputPP = new PostProcess(\"voxelTracingPass\", \"iblShadowVoxelTracing\", ppOptions);\r\n this._outputPP.autoClear = false;\r\n this._outputPP.onApplyObservable.add((effect) => {\r\n this._updatePostProcess(effect, this._scene.activeCamera!);\r\n });\r\n }\r\n\r\n private _updatePostProcess(effect: Effect, camera: Camera) {\r\n effect.setMatrix(\"viewMtx\", camera.getViewMatrix());\r\n effect.setMatrix(\"projMtx\", camera.getProjectionMatrix());\r\n camera.getProjectionMatrix().invertToRef(this._cameraInvProj);\r\n camera.getViewMatrix().invertToRef(this._cameraInvView);\r\n effect.setMatrix(\"invProjMtx\", this._cameraInvProj);\r\n effect.setMatrix(\"invViewMtx\", this._cameraInvView);\r\n effect.setMatrix(\"wsNormalizationMtx\", this._invWorldScaleMatrix);\r\n\r\n this._frameId++;\r\n\r\n const downscaleSquared = this._downscale * this._downscale;\r\n let rotation = this._scene.useRightHandedSystem ? -this._envRotation - 0.5 * Math.PI : -this._envRotation - Math.PI;\r\n rotation = rotation % (2.0 * Math.PI);\r\n effect.setVector4(\"shadowParameters\", new Vector4(this._sampleDirections, this._frameId / downscaleSquared, this._downscale, rotation));\r\n const offset = new Vector2(0.0, 0.0);\r\n const voxelGrid = this._renderPipeline!.getVoxelGridTexture();\r\n const highestMip = Math.floor(Math.log2(voxelGrid!.getSize().width));\r\n effect.setVector4(\"offsetDataParameters\", new Vector4(offset.x, offset.y, highestMip, 0.0));\r\n\r\n // SSS Options.\r\n const worldScale = (1.0 / this._invWorldScaleMatrix.m[0]) * 2.0;\r\n const maxDist = this._sssMaxDist * worldScale;\r\n const thickness = this._sssThickness * worldScale;\r\n effect.setVector4(\"sssParameters\", new Vector4(this._sssSamples, this._sssStride, maxDist, thickness));\r\n effect.setVector4(\"shadowOpacity\", new Vector4(this._voxelShadowOpacity, this._ssShadowOpacity, 0.0, 0.0));\r\n effect.setTexture(\"voxelGridSampler\", voxelGrid);\r\n effect.setTexture(\"blueNoiseSampler\", (this._renderPipeline as any)._noiseTexture);\r\n effect.setTexture(\"icdfySampler\", this._renderPipeline!.getIcdfyTexture());\r\n effect.setTexture(\"icdfxSampler\", this._renderPipeline!.getIcdfxTexture());\r\n if (this._debugVoxelMarchEnabled) {\r\n effect.defines = \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n if (prePassRenderer) {\r\n const wnormalIndex = prePassRenderer.getIndex(Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE);\r\n const depthIndex = prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE);\r\n const clipDepthIndex = prePassRenderer.getIndex(Constants.PREPASS_NDC_DEPTH_TEXTURE_TYPE);\r\n const wPositionIndex = prePassRenderer.getIndex(Constants.PREPASS_POSITION_TEXTURE_TYPE);\r\n if (wnormalIndex >= 0) effect.setTexture(\"worldNormalSampler\", prePassRenderer.getRenderTarget().textures[wnormalIndex]);\r\n if (depthIndex >= 0) effect.setTexture(\"linearDepthSampler\", prePassRenderer.getRenderTarget().textures[depthIndex]);\r\n if (clipDepthIndex >= 0) effect.setTexture(\"depthSampler\", prePassRenderer.getRenderTarget().textures[clipDepthIndex]);\r\n if (wPositionIndex >= 0) effect.setTexture(\"worldPositionSampler\", prePassRenderer.getRenderTarget().textures[wPositionIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._outputPP.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady()) &&\r\n this._renderPipeline!.getIcdfyTexture().isReady() &&\r\n this._renderPipeline!.getIcdfxTexture().isReady() &&\r\n this._renderPipeline!.getVoxelGridTexture().isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n this._outputPP.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
@@ -5,15 +5,7 @@ import type { IParticleSystem } from "../../Particles/IParticleSystem.js";
5
5
  import type { ISceneComponent } from "../../sceneComponent.js";
6
6
  import type { FluidRenderingObject } from "./fluidRenderingObject";
7
7
  import { FluidRenderingTargetRenderer } from "./fluidRenderingTargetRenderer";
8
- import "../../Shaders/fluidRenderingParticleDepth.vertex";
9
- import "../../Shaders/fluidRenderingParticleDepth.fragment";
10
- import "../../Shaders/fluidRenderingParticleThickness.vertex";
11
- import "../../Shaders/fluidRenderingParticleThickness.fragment";
12
- import "../../Shaders/fluidRenderingParticleDiffuse.vertex";
13
- import "../../Shaders/fluidRenderingParticleDiffuse.fragment";
14
- import "../../Shaders/fluidRenderingBilateralBlur.fragment";
15
- import "../../Shaders/fluidRenderingStandardBlur.fragment";
16
- import "../../Shaders/fluidRenderingRender.fragment";
8
+ import { ShaderLanguage } from "../../Materials/shaderLanguage.js";
17
9
  declare module "../../abstractScene" {
18
10
  interface AbstractScene {
19
11
  /** @internal (Backing field) */
@@ -91,6 +83,12 @@ export declare class FluidRenderer {
91
83
  readonly renderObjects: Array<IFluidRenderingRenderObject>;
92
84
  /** Retrieves all the render target renderers managed by the class */
93
85
  readonly targetRenderers: FluidRenderingTargetRenderer[];
86
+ /** Shader language used by the renderer */
87
+ protected _shaderLanguage: ShaderLanguage;
88
+ /**
89
+ * Gets the shader language used in this renderer
90
+ */
91
+ get shaderLanguage(): ShaderLanguage;
94
92
  /**
95
93
  * Initializes the class
96
94
  * @param scene Scene in which the objects are part of
@@ -5,15 +5,6 @@ import { FluidRenderingObjectParticleSystem } from "./fluidRenderingObjectPartic
5
5
  import { FluidRenderingTargetRenderer } from "./fluidRenderingTargetRenderer.js";
6
6
  import { FluidRenderingObjectCustomParticles } from "./fluidRenderingObjectCustomParticles.js";
7
7
  import { FluidRenderingDepthTextureCopy } from "./fluidRenderingDepthTextureCopy.js";
8
- import "../../Shaders/fluidRenderingParticleDepth.vertex.js";
9
- import "../../Shaders/fluidRenderingParticleDepth.fragment.js";
10
- import "../../Shaders/fluidRenderingParticleThickness.vertex.js";
11
- import "../../Shaders/fluidRenderingParticleThickness.fragment.js";
12
- import "../../Shaders/fluidRenderingParticleDiffuse.vertex.js";
13
- import "../../Shaders/fluidRenderingParticleDiffuse.fragment.js";
14
- import "../../Shaders/fluidRenderingBilateralBlur.fragment.js";
15
- import "../../Shaders/fluidRenderingStandardBlur.fragment.js";
16
- import "../../Shaders/fluidRenderingRender.fragment.js";
17
8
  Object.defineProperty(Scene.prototype, "fluidRenderer", {
18
9
  get: function () {
19
10
  return this._fluidRenderer;
@@ -112,11 +103,19 @@ export class FluidRenderer {
112
103
  scene._addComponent(component);
113
104
  }
114
105
  }
106
+ /**
107
+ * Gets the shader language used in this renderer
108
+ */
109
+ get shaderLanguage() {
110
+ return this._shaderLanguage;
111
+ }
115
112
  /**
116
113
  * Initializes the class
117
114
  * @param scene Scene in which the objects are part of
118
115
  */
119
116
  constructor(scene) {
117
+ /** Shader language used by the renderer */
118
+ this._shaderLanguage = 0 /* ShaderLanguage.GLSL */;
120
119
  this._scene = scene;
121
120
  this._engine = scene.getEngine();
122
121
  this._onEngineResizeObserver = null;
@@ -127,6 +126,10 @@ export class FluidRenderer {
127
126
  this._onEngineResizeObserver = this._engine.onResizeObservable.add(() => {
128
127
  this._initialize();
129
128
  });
129
+ const engine = this._engine;
130
+ if (engine.isWebGPU) {
131
+ this._shaderLanguage = 1 /* ShaderLanguage.WGSL */;
132
+ }
130
133
  }
131
134
  /**
132
135
  * Reinitializes the class
@@ -154,10 +157,10 @@ export class FluidRenderer {
154
157
  * @returns the render object corresponding to the particle system
155
158
  */
156
159
  addParticleSystem(ps, generateDiffuseTexture, targetRenderer, camera) {
157
- const object = new FluidRenderingObjectParticleSystem(this._scene, ps);
160
+ const object = new FluidRenderingObjectParticleSystem(this._scene, ps, this._shaderLanguage);
158
161
  object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());
159
162
  if (!targetRenderer) {
160
- targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);
163
+ targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera, this._shaderLanguage);
161
164
  this.targetRenderers.push(targetRenderer);
162
165
  }
163
166
  if (!targetRenderer._onUseVelocityChanged.hasObservers()) {
@@ -182,10 +185,10 @@ export class FluidRenderer {
182
185
  * @returns the render object corresponding to the custom particle set
183
186
  */
184
187
  addCustomParticles(buffers, numParticles, generateDiffuseTexture, targetRenderer, camera) {
185
- const object = new FluidRenderingObjectCustomParticles(this._scene, buffers, numParticles);
188
+ const object = new FluidRenderingObjectCustomParticles(this._scene, buffers, numParticles, this._shaderLanguage);
186
189
  object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());
187
190
  if (!targetRenderer) {
188
- targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera);
191
+ targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera, this._shaderLanguage);
189
192
  this.targetRenderers.push(targetRenderer);
190
193
  }
191
194
  if (!targetRenderer._onUseVelocityChanged.hasObservers()) {