@babylonjs/core 7.23.1 → 7.25.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.js +3 -3
- package/Animations/animation.js.map +1 -1
- package/Audio/sound.js +15 -7
- package/Audio/sound.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +3 -3
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Compute/computeEffect.js +4 -4
- package/Compute/computeEffect.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.js +2 -3
- package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
- package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js +2 -2
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +2 -2
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +12 -10
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.js +2 -2
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engineCapabilities.d.ts +2 -0
- package/Engines/engineCapabilities.js.map +1 -1
- package/Engines/nativeEngine.js +3 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/thinEngine.js +2 -0
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +1 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/LensFlares/lensFlareSystem.js +2 -2
- package/LensFlares/lensFlareSystem.js.map +1 -1
- package/Loading/sceneLoader.js +3 -3
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/lightBlock.js +17 -8
- package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +2 -2
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -2
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js +1 -2
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js +1 -1
- package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +1 -2
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +1 -2
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.d.ts +0 -2
- package/Materials/Textures/Filtering/hdrFiltering.js +12 -4
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/Loaders/textureLoaderManager.d.ts +14 -1
- package/Materials/Textures/Loaders/textureLoaderManager.js +50 -21
- package/Materials/Textures/Loaders/textureLoaderManager.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.d.ts +15 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +24 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/index.d.ts +6 -0
- package/Materials/Textures/index.js +8 -0
- package/Materials/Textures/index.js.map +1 -1
- package/Materials/Textures/texture.js +2 -2
- package/Materials/Textures/texture.js.map +1 -1
- package/Materials/effect.functions.js +4 -4
- package/Materials/effect.functions.js.map +1 -1
- package/Maths/math.color.js +6 -7
- package/Maths/math.color.js.map +1 -1
- package/Maths/math.path.js +5 -5
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.scalar.d.ts +33 -191
- package/Maths/math.scalar.functions.d.ts +147 -0
- package/Maths/math.scalar.functions.js +247 -0
- package/Maths/math.scalar.functions.js.map +1 -1
- package/Maths/math.scalar.js +15 -303
- package/Maths/math.scalar.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +3 -3
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +8 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +30 -13
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/Node/Blocks/conditionBlock.js +2 -2
- package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js +4 -4
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/noiseBlock.js +3 -3
- package/Meshes/Node/Blocks/noiseBlock.js.map +1 -1
- package/Meshes/geodesicMesh.js +3 -3
- package/Meshes/geodesicMesh.js.map +1 -1
- package/Meshes/trailMesh.js +4 -4
- package/Meshes/trailMesh.js.map +1 -1
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js +7 -7
- package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollector.js +2 -1
- package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
- package/Misc/basis.js +2 -3
- package/Misc/basis.js.map +1 -1
- package/Misc/dds.js +9 -9
- package/Misc/dds.js.map +1 -1
- package/Misc/dumpTools.js +2 -2
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/environmentTextureTools.js +4 -4
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/reflector.js +3 -3
- package/Misc/reflector.js.map +1 -1
- package/Misc/screenshotTools.d.ts +2 -1
- package/Misc/screenshotTools.js +3 -2
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/tools.d.ts +6 -3
- package/Misc/tools.js +5 -3
- package/Misc/tools.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.js +10 -10
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/cylinderParticleEmitter.js +9 -9
- package/Particles/EmitterTypes/cylinderParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/hemisphericParticleEmitter.js +7 -7
- package/Particles/EmitterTypes/hemisphericParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/meshParticleEmitter.js +4 -4
- package/Particles/EmitterTypes/meshParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/pointParticleEmitter.js +4 -4
- package/Particles/EmitterTypes/pointParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.js +10 -10
- package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
- package/Particles/gpuParticleSystem.js +2 -2
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/pointsCloudSystem.js +8 -8
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/Physics/v1/Plugins/ammoJSPlugin.js +2 -2
- package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/v2/physicsAggregate.js +2 -2
- package/Physics/v2/physicsAggregate.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +2 -2
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +2 -2
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +4 -4
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +2 -2
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.d.ts +4 -0
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js +6 -0
- package/PostProcesses/RenderPipeline/postProcessRenderPipeline.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +4 -0
- package/PostProcesses/postProcess.js +1 -0
- package/PostProcesses/postProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.d.ts +0 -2
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +46 -3
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.d.ts +0 -5
- package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js +33 -5
- package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +8 -3
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +56 -18
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.d.ts +0 -2
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +20 -2
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +2 -14
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +108 -36
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +0 -2
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +23 -11
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +7 -3
- package/Rendering/depthPeelingRenderer.js +38 -3
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/index.d.ts +44 -0
- package/Rendering/index.js +46 -0
- package/Rendering/index.js.map +1 -1
- package/Shaders/iblCombineVoxelGrids.fragment.d.ts +5 -0
- package/Shaders/{combineVoxelGrids.fragment.js → iblCombineVoxelGrids.fragment.js} +3 -3
- package/Shaders/iblCombineVoxelGrids.fragment.js.map +1 -0
- package/Shaders/iblGenerateVoxelMip.fragment.d.ts +5 -0
- package/Shaders/{generateVoxelMip.fragment.js → iblGenerateVoxelMip.fragment.js} +3 -3
- package/Shaders/iblGenerateVoxelMip.fragment.js.map +1 -0
- package/Shaders/iblShadowVoxelTracing.fragment.js +18 -10
- package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js +2 -1
- package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js.map +1 -1
- package/Shaders/{voxelGrid.fragment.d.ts → iblVoxelGrid.fragment.d.ts} +1 -1
- package/Shaders/{voxelGrid.fragment.js → iblVoxelGrid.fragment.js} +3 -3
- package/Shaders/iblVoxelGrid.fragment.js.map +1 -0
- package/Shaders/{voxelSlabDebug.fragment.d.ts → iblVoxelGrid.vertex.d.ts} +1 -1
- package/Shaders/{voxelGrid.vertex.js → iblVoxelGrid.vertex.js} +8 -4
- package/Shaders/iblVoxelGrid.vertex.js.map +1 -0
- package/Shaders/iblVoxelGrid2dArrayDebug.fragment.d.ts +5 -0
- package/Shaders/{voxelGrid2dArrayDebug.fragment.js → iblVoxelGrid2dArrayDebug.fragment.js} +3 -3
- package/Shaders/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -0
- package/Shaders/iblVoxelGrid3dDebug.fragment.d.ts +5 -0
- package/Shaders/{voxelGrid3dDebug.fragment.js → iblVoxelGrid3dDebug.fragment.js} +3 -3
- package/Shaders/iblVoxelGrid3dDebug.fragment.js.map +1 -0
- package/Shaders/{combineVoxelGrids.fragment.d.ts → iblVoxelSlabDebug.fragment.d.ts} +1 -1
- package/Shaders/{voxelSlabDebug.fragment.js → iblVoxelSlabDebug.fragment.js} +3 -3
- package/Shaders/iblVoxelSlabDebug.fragment.js.map +1 -0
- package/Shaders/iblVoxelSlabDebug.vertex.d.ts +5 -0
- package/Shaders/{voxelSlabDebug.vertex.js → iblVoxelSlabDebug.vertex.js} +3 -3
- package/Shaders/iblVoxelSlabDebug.vertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/lightFragment.js +7 -7
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.d.ts +5 -0
- package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js +10 -0
- package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js.map +1 -0
- package/ShadersWGSL/default.fragment.js +4 -0
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/hdrFiltering.fragment.d.ts +9 -0
- package/ShadersWGSL/hdrFiltering.fragment.js +18 -0
- package/ShadersWGSL/hdrFiltering.fragment.js.map +1 -0
- package/ShadersWGSL/hdrFiltering.vertex.d.ts +5 -0
- package/ShadersWGSL/hdrFiltering.vertex.js +16 -0
- package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -0
- package/ShadersWGSL/iblCombineVoxelGrids.fragment.d.ts +5 -0
- package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +10 -0
- package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -0
- package/ShadersWGSL/iblGenerateVoxelMip.fragment.d.ts +5 -0
- package/ShadersWGSL/iblGenerateVoxelMip.fragment.js +26 -0
- package/ShadersWGSL/iblGenerateVoxelMip.fragment.js.map +1 -0
- package/ShadersWGSL/iblShadowAccumulation.fragment.d.ts +5 -0
- package/ShadersWGSL/iblShadowAccumulation.fragment.js +24 -0
- package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -0
- package/ShadersWGSL/iblShadowDebug.fragment.d.ts +5 -0
- package/ShadersWGSL/iblShadowDebug.fragment.js +16 -0
- package/ShadersWGSL/iblShadowDebug.fragment.js.map +1 -0
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.d.ts +5 -0
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +17 -0
- package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -0
- package/ShadersWGSL/iblShadowSpatialBlur.fragment.d.ts +5 -0
- package/ShadersWGSL/iblShadowSpatialBlur.fragment.js +20 -0
- package/ShadersWGSL/iblShadowSpatialBlur.fragment.js.map +1 -0
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.d.ts +5 -0
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +163 -0
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -0
- package/ShadersWGSL/iblShadowsCdfx.fragment.d.ts +5 -0
- package/ShadersWGSL/iblShadowsCdfx.fragment.js +12 -0
- package/ShadersWGSL/iblShadowsCdfx.fragment.js.map +1 -0
- package/ShadersWGSL/iblShadowsCdfy.fragment.d.ts +5 -0
- package/ShadersWGSL/iblShadowsCdfy.fragment.js +33 -0
- package/ShadersWGSL/iblShadowsCdfy.fragment.js.map +1 -0
- package/ShadersWGSL/iblShadowsCombine.fragment.d.ts +5 -0
- package/ShadersWGSL/iblShadowsCombine.fragment.js +10 -0
- package/ShadersWGSL/iblShadowsCombine.fragment.js.map +1 -0
- package/ShadersWGSL/iblShadowsIcdfx.fragment.d.ts +5 -0
- package/ShadersWGSL/iblShadowsIcdfx.fragment.js +18 -0
- package/ShadersWGSL/iblShadowsIcdfx.fragment.js.map +1 -0
- package/ShadersWGSL/iblShadowsIcdfy.fragment.d.ts +5 -0
- package/ShadersWGSL/iblShadowsIcdfy.fragment.js +17 -0
- package/ShadersWGSL/iblShadowsIcdfy.fragment.js.map +1 -0
- package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.d.ts +5 -0
- package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js +41 -0
- package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js.map +1 -0
- package/{Shaders/voxelGrid3dDebug.fragment.d.ts → ShadersWGSL/iblVoxelGrid.fragment.d.ts} +1 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js +15 -0
- package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -0
- package/ShadersWGSL/iblVoxelGrid.vertex.d.ts +5 -0
- package/ShadersWGSL/iblVoxelGrid.vertex.js +14 -0
- package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -0
- package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.d.ts +5 -0
- package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js +10 -0
- package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -0
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.d.ts +5 -0
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +22 -0
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +1 -0
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.d.ts +5 -0
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +12 -0
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +1 -0
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.d.ts +5 -0
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +10 -0
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -0
- package/{Shaders/generateVoxelMip.fragment.d.ts → ShadersWGSL/oitBackBlend.fragment.d.ts} +1 -1
- package/ShadersWGSL/oitBackBlend.fragment.js +11 -0
- package/ShadersWGSL/oitBackBlend.fragment.js.map +1 -0
- package/{Shaders/voxelGrid.vertex.d.ts → ShadersWGSL/oitFinal.fragment.d.ts} +1 -1
- package/ShadersWGSL/oitFinal.fragment.js +14 -0
- package/ShadersWGSL/oitFinal.fragment.js.map +1 -0
- package/ShadersWGSL/pbr.fragment.js +17 -8
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/{Shaders/voxelSlabDebug.vertex.d.ts → ShadersWGSL/procedural.vertex.d.ts} +1 -1
- package/ShadersWGSL/procedural.vertex.js +16 -0
- package/ShadersWGSL/procedural.vertex.js.map +1 -0
- package/XR/features/WebXRHandTracking.d.ts +5 -0
- package/XR/features/WebXRHandTracking.js +34 -12
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/package.json +2 -2
- package/Shaders/combineVoxelGrids.fragment.js.map +0 -1
- package/Shaders/generateVoxelMip.fragment.js.map +0 -1
- package/Shaders/voxelGrid.fragment.js.map +0 -1
- package/Shaders/voxelGrid.vertex.js.map +0 -1
- package/Shaders/voxelGrid2dArrayDebug.fragment.d.ts +0 -5
- package/Shaders/voxelGrid2dArrayDebug.fragment.js.map +0 -1
- package/Shaders/voxelGrid3dDebug.fragment.js.map +0 -1
- package/Shaders/voxelSlabDebug.fragment.js.map +0 -1
- package/Shaders/voxelSlabDebug.vertex.js.map +0 -1
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this._sssSamples = 16;
|
|
180
188
|
this._sssStride = 8;
|
|
181
189
|
this._sssMaxDist = 0.05;
|
|
182
|
-
this._sssThickness = 0.
|
|
190
|
+
this._sssThickness = 0.5;
|
|
183
191
|
this._ssShadowOpacity = 1.0;
|
|
184
192
|
this._cameraInvView = Matrix.Identity();
|
|
185
193
|
this._cameraInvProj = Matrix.Identity();
|
|
@@ -204,6 +212,7 @@ export class _IblShadowsVoxelTracingPass {
|
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|
204
212
|
if (this._debugVoxelMarchEnabled) {
|
|
205
213
|
defines += "#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\n";
|
|
206
214
|
}
|
|
215
|
+
const isWebGPU = this._engine.isWebGPU;
|
|
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216
|
const ppOptions = {
|
|
208
217
|
width: this._engine.getRenderWidth(),
|
|
209
218
|
height: this._engine.getRenderHeight(),
|
|
@@ -211,10 +220,19 @@ export class _IblShadowsVoxelTracingPass {
|
|
|
211
220
|
textureType: 0,
|
|
212
221
|
samplingMode: 1,
|
|
213
222
|
uniforms: ["viewMtx", "projMtx", "invProjMtx", "invViewMtx", "wsNormalizationMtx", "shadowParameters", "offsetDataParameters", "sssParameters", "shadowOpacity"],
|
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|
-
samplers: ["voxelGridSampler", "icdfySampler", "icdfxSampler", "blueNoiseSampler", "worldNormalSampler", "
|
|
223
|
+
samplers: ["voxelGridSampler", "icdfySampler", "icdfxSampler", "blueNoiseSampler", "worldNormalSampler", "depthSampler", "worldPositionSampler"],
|
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|
defines: defines,
|
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225
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engine: this._engine,
|
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217
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|
reusable: false,
|
|
227
|
+
shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
|
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228
|
+
extraInitializations: (useWebGPU, list) => {
|
|
229
|
+
if (useWebGPU) {
|
|
230
|
+
list.push(import("../../ShadersWGSL/iblShadowVoxelTracing.fragment.js"));
|
|
231
|
+
}
|
|
232
|
+
else {
|
|
233
|
+
list.push(import("../../Shaders/iblShadowVoxelTracing.fragment.js"));
|
|
234
|
+
}
|
|
235
|
+
},
|
|
218
236
|
};
|
|
219
237
|
this._outputPP = new PostProcess("voxelTracingPass", "iblShadowVoxelTracing", ppOptions);
|
|
220
238
|
this._outputPP.autoClear = false;
|
|
@@ -240,10 +258,7 @@ export class _IblShadowsVoxelTracingPass {
|
|
|
240
258
|
const highestMip = Math.floor(Math.log2(voxelGrid.getSize().width));
|
|
241
259
|
effect.setVector4("offsetDataParameters", new Vector4(offset.x, offset.y, highestMip, 0.0));
|
|
242
260
|
// SSS Options.
|
|
243
|
-
|
|
244
|
-
const maxDist = this._sssMaxDist * worldScale;
|
|
245
|
-
const thickness = this._sssThickness * worldScale;
|
|
246
|
-
effect.setVector4("sssParameters", new Vector4(this._sssSamples, this._sssStride, maxDist, thickness));
|
|
261
|
+
effect.setVector4("sssParameters", new Vector4(this._sssSamples, this._sssStride, this._sssMaxDist, this._sssThickness));
|
|
247
262
|
effect.setVector4("shadowOpacity", new Vector4(this._voxelShadowOpacity, this._ssShadowOpacity, 0.0, 0.0));
|
|
248
263
|
effect.setTexture("voxelGridSampler", voxelGrid);
|
|
249
264
|
effect.setTexture("blueNoiseSampler", this._renderPipeline._noiseTexture);
|
|
@@ -255,13 +270,10 @@ export class _IblShadowsVoxelTracingPass {
|
|
|
255
270
|
const prePassRenderer = this._scene.prePassRenderer;
|
|
256
271
|
if (prePassRenderer) {
|
|
257
272
|
const wnormalIndex = prePassRenderer.getIndex(8);
|
|
258
|
-
const depthIndex = prePassRenderer.getIndex(5);
|
|
259
273
|
const clipDepthIndex = prePassRenderer.getIndex(10);
|
|
260
274
|
const wPositionIndex = prePassRenderer.getIndex(1);
|
|
261
275
|
if (wnormalIndex >= 0)
|
|
262
276
|
effect.setTexture("worldNormalSampler", prePassRenderer.getRenderTarget().textures[wnormalIndex]);
|
|
263
|
-
if (depthIndex >= 0)
|
|
264
|
-
effect.setTexture("linearDepthSampler", prePassRenderer.getRenderTarget().textures[depthIndex]);
|
|
265
277
|
if (clipDepthIndex >= 0)
|
|
266
278
|
effect.setTexture("depthSampler", prePassRenderer.getRenderTarget().textures[clipDepthIndex]);
|
|
267
279
|
if (wPositionIndex >= 0)
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"iblShadowsVoxelTracingPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/Rendering/IBLShadows/iblShadowsVoxelTracingPass.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAGpD,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AACnE,OAAO,8CAA8C,CAAC;AACtD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAM9D;;;;GAIG;AACH,MAAM,OAAO,2BAA2B;IAKpC;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IACD;;OAEG;IACH,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;IACrC,CAAC;IAOD;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY,CAAC,KAAa;QACjC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IASD;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;IACnC,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAKD;;;OAGG;IACI,SAAS;QACZ,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;;;OAIG;IACI,cAAc;QACjB,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;YACpB,IAAI,CAAC,gBAAgB,EAAE,CAAC;SAC3B;QACD,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAID;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAMD;;;OAGG;IACI,mBAAmB,CAAC,MAAc;QACrC,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC;IACvC,CAAC;IAMD;;;;;;OAMG;IACI,qBAAqB,CAAC,CAAS,EAAE,CAAS,EAAE,UAAkB,EAAE,WAAmB;QACtF,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,EAAE,WAAW,CAAC,CAAC;IAC7D,CAAC;IAED;;OAEG;IACK,gBAAgB;QACpB,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;YACpB,MAAM,YAAY,GAAuB;gBACrC,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE;gBACpC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;gBACtC,QAAQ,EAAE,CAAC,YAAY,CAAC;gBACxB,QAAQ,EAAE,CAAC,cAAc,CAAC;gBAC1B,MAAM,EAAE,IAAI,CAAC,OAAO;gBACpB,QAAQ,EAAE,KAAK;aAClB,CAAC;YACF,IAAI,CAAC,YAAY,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,aAAa,EAAE,gBAAgB,EAAE,YAAY,CAAC,CAAC;YACxF,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,KAAK,CAAC;YACpC,IAAI,CAAC,YAAY,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;gBAC/C,yDAAyD;gBACzD,MAAM,CAAC,+BAA+B,CAAC,cAAc,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;gBACvE,MAAM,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC3D,CAAC,CAAC,CAAC;SACN;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,KAAY,EAAE,wBAAkD;QAnNpE,wBAAmB,GAAW,GAAG,CAAC;QAalC,gBAAW,GAAW,EAAE,CAAC;QACzB,eAAU,GAAW,CAAC,CAAC;QACvB,gBAAW,GAAW,IAAI,CAAC;QAC3B,kBAAa,GAAW,IAAI,CAAC;QAE7B,qBAAgB,GAAW,GAAG,CAAC;QAuE/B,mBAAc,GAAW,MAAM,CAAC,QAAQ,EAAE,CAAC;QAC3C,mBAAc,GAAW,MAAM,CAAC,QAAQ,EAAE,CAAC;QAC3C,yBAAoB,GAAW,MAAM,CAAC,QAAQ,EAAE,CAAC;QACjD,aAAQ,GAAW,CAAC,CAAC;QACrB,sBAAiB,GAAW,CAAC,CAAC;QA8BtC,0CAA0C;QACnC,iBAAY,GAAY,KAAK,CAAC;QAsB7B,mBAAc,GAAW,0BAA0B,CAAC;QAS5D,+GAA+G;QACvG,iBAAY,GAAW,GAAG,CAAC;QAC3B,eAAU,GAAW,GAAG,CAAC;QAUzB,4BAAuB,GAAY,KAAK,CAAC;QAEzC,qBAAgB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QA2ChE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,IAAI,CAAC,eAAe,GAAG,wBAAwB,CAAC;QAChD,IAAI,CAAC,eAAe,EAAE,CAAC;IAC3B,CAAC;IAEO,eAAe;QACnB,IAAI,OAAO,GAAG,EAAE,CAAC;QACjB,IAAI,IAAI,CAAC,uBAAuB,EAAE;YAC9B,OAAO,IAAI,iDAAiD,CAAC;SAChE;QACD,MAAM,SAAS,GAAuB;YAClC,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE;YACpC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;YACtC,aAAa,EAAE,SAAS,CAAC,gBAAgB;YACzC,WAAW,EAAE,SAAS,CAAC,yBAAyB;YAChD,YAAY,EAAE,SAAS,CAAC,4BAA4B;YACpD,QAAQ,EAAE,CAAC,SAAS,EAAE,SAAS,EAAE,YAAY,EAAE,YAAY,EAAE,oBAAoB,EAAE,kBAAkB,EAAE,sBAAsB,EAAE,eAAe,EAAE,eAAe,CAAC;YAChK,QAAQ,EAAE,CAAC,kBAAkB,EAAE,cAAc,EAAE,cAAc,EAAE,kBAAkB,EAAE,oBAAoB,EAAE,oBAAoB,EAAE,cAAc,EAAE,sBAAsB,CAAC;YACtK,OAAO,EAAE,OAAO;YAChB,MAAM,EAAE,IAAI,CAAC,OAAO;YACpB,QAAQ,EAAE,KAAK;SAClB,CAAC;QACF,IAAI,CAAC,SAAS,GAAG,IAAI,WAAW,CAAC,kBAAkB,EAAE,uBAAuB,EAAE,SAAS,CAAC,CAAC;QACzF,IAAI,CAAC,SAAS,CAAC,SAAS,GAAG,KAAK,CAAC;QACjC,IAAI,CAAC,SAAS,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;YAC5C,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,YAAa,CAAC,CAAC;QAC/D,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,kBAAkB,CAAC,MAAc,EAAE,MAAc;QACrD,MAAM,CAAC,SAAS,CAAC,SAAS,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC,CAAC;QACpD,MAAM,CAAC,SAAS,CAAC,SAAS,EAAE,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC;QAC1D,MAAM,CAAC,mBAAmB,EAAE,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;QAC9D,MAAM,CAAC,aAAa,EAAE,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;QACxD,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACpD,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACpD,MAA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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"]}
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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 { 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\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\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 = 0.5;\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 const isWebGPU = this._engine.isWebGPU;\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 shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\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 isWebGPU = this._engine.isWebGPU;\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\", \"depthSampler\", \"worldPositionSampler\"],\r\n defines: defines,\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowVoxelTracing.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowVoxelTracing.fragment\"));\r\n }\r\n },\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 effect.setVector4(\"sssParameters\", new Vector4(this._sssSamples, this._sssStride, this._sssMaxDist, this._sssThickness));\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 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 (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"]}
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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/postprocess.vertex\";\r\nimport \"../Shaders/oitFinal.fragment\";\r\nimport \"../Shaders/oitBackBlend.fragment\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\n\r\nclass DepthPeelingEffectConfiguration 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 = \"depthPeeling\";\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[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _depthMrts: MultiRenderTarget[];\r\n private _thinTextures: ThinTexture[] = [];\r\n private _colorMrts: MultiRenderTarget[];\r\n private _blendBackMrt: MultiRenderTarget;\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _blendBackEffectWrapper: EffectWrapper;\r\n private _blendBackEffectWrapperPingPong: EffectWrapper;\r\n private _finalEffectWrapper: EffectWrapper;\r\n private _effectRenderer: EffectRenderer;\r\n\r\n private _currentPingPongState: number = 0;\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n private _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n private _layoutCache: number[][] = [];\r\n private _renderPassIds: number[];\r\n private _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedMeshes: number[] = [];\r\n\r\n private static _DEPTH_CLEAR_VALUE = -99999.0;\r\n private static _MIN_DEPTH = 0;\r\n private static _MAX_DEPTH = 1;\r\n\r\n private _colorCache = [\r\n new Color4(DepthPeelingRenderer._DEPTH_CLEAR_VALUE, DepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-DepthPeelingRenderer._MIN_DEPTH, DepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n private _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n private _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\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 depth peeling renderer\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 * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects();\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n private _createTextures() {\r\n const size = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n };\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [\r\n new MultiRenderTarget(\"depthPeelingDepth0MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth0MRT_depth\",\r\n \"depthPeelingDepth0MRT_frontColor\",\r\n \"depthPeelingDepth0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingDepth1MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth1MRT_depth\",\r\n \"depthPeelingDepth1MRT_frontColor\",\r\n \"depthPeelingDepth1MRT_backColor\",\r\n ]),\r\n ];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor0MRT_frontColor\",\r\n \"depthPeelingColor0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingColor1MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor1MRT_frontColor\",\r\n \"depthPeelingColor1MRT_backColor\",\r\n ]),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBackMRT\", size, 1, this._scene, { generateDepthBuffer: false }, [\"depthPeelingBackMRT_blendBack\"]);\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutputRTT\", size, this._scene, false);\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG, // For MSAA we need RGBA\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT, // For MSAA we need FLOAT\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n private _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < 2; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n this._outputRT.dispose();\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!.shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _createEffects() {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitFinal\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uFrontColor\", \"uBackColor\"],\r\n uniformNames: [],\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n private _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper._drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public isReady() {\r\n return (\r\n this._blendBackEffectWrapper.effect.isReady() &&\r\n this._blendBackEffectWrapperPingPong.effect.isReady() &&\r\n this._finalEffectWrapper.effect.isReady() &&\r\n this._updateTextures()\r\n );\r\n }\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (!this.isReady()) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n this._finalCompose(1);\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper._drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated ressources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
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1
|
+
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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nclass DepthPeelingEffectConfiguration 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 = \"depthPeeling\";\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[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _depthMrts: MultiRenderTarget[];\r\n private _thinTextures: ThinTexture[] = [];\r\n private _colorMrts: MultiRenderTarget[];\r\n private _blendBackMrt: MultiRenderTarget;\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _blendBackEffectWrapper: EffectWrapper;\r\n private _blendBackEffectWrapperPingPong: EffectWrapper;\r\n private _finalEffectWrapper: EffectWrapper;\r\n private _effectRenderer: EffectRenderer;\r\n\r\n private _currentPingPongState: number = 0;\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n private _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n private _layoutCache: number[][] = [];\r\n private _renderPassIds: number[];\r\n private _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedMeshes: number[] = [];\r\n\r\n private static _DEPTH_CLEAR_VALUE = -99999.0;\r\n private static _MIN_DEPTH = 0;\r\n private static _MAX_DEPTH = 1;\r\n\r\n private _colorCache = [\r\n new Color4(DepthPeelingRenderer._DEPTH_CLEAR_VALUE, DepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-DepthPeelingRenderer._MIN_DEPTH, DepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n private _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n private _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\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 depth peeling renderer\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 /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects();\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n private _createTextures() {\r\n const size = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n };\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [\r\n new MultiRenderTarget(\"depthPeelingDepth0MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth0MRT_depth\",\r\n \"depthPeelingDepth0MRT_frontColor\",\r\n \"depthPeelingDepth0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingDepth1MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth1MRT_depth\",\r\n \"depthPeelingDepth1MRT_frontColor\",\r\n \"depthPeelingDepth1MRT_backColor\",\r\n ]),\r\n ];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor0MRT_frontColor\",\r\n \"depthPeelingColor0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingColor1MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor1MRT_frontColor\",\r\n \"depthPeelingColor1MRT_backColor\",\r\n ]),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBackMRT\", size, 1, this._scene, { generateDepthBuffer: false }, [\"depthPeelingBackMRT_blendBack\"]);\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutputRTT\", size, this._scene, false);\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG, // For MSAA we need RGBA\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT, // For MSAA we need FLOAT\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n private _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < 2; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n this._outputRT.dispose();\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!.shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _createEffects() {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitFinal\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uFrontColor\", \"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitFinal.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitFinal.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n private _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper._drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public isReady() {\r\n return (\r\n this._blendBackEffectWrapper.effect.isReady() &&\r\n this._blendBackEffectWrapperPingPong.effect.isReady() &&\r\n this._finalEffectWrapper.effect.isReady() &&\r\n this._updateTextures()\r\n );\r\n }\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (!this.isReady()) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n this._finalCompose(1);\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper._drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated ressources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
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package/Rendering/index.d.ts
CHANGED
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@@ -37,3 +37,47 @@ export * from "../Shaders/outline.fragment";
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37
37
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export * from "../Shaders/outline.vertex";
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38
38
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export * from "../ShadersWGSL/outline.fragment";
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39
39
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export * from "../ShadersWGSL/outline.vertex";
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40
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+
export * from "../Shaders/copyTexture3DLayerToTexture.fragment";
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41
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+
export * from "../ShadersWGSL/copyTexture3DLayerToTexture.fragment";
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42
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+
export * from "../Shaders/iblShadowVoxelTracing.fragment";
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43
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+
export * from "../ShadersWGSL/iblShadowVoxelTracing.fragment";
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44
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+
export * from "../Shaders/iblShadowDebug.fragment";
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45
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+
export * from "../ShadersWGSL/iblShadowDebug.fragment";
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46
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+
export * from "../ShadersWGSL/iblShadowSpatialBlur.fragment";
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47
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+
export * from "../Shaders/iblShadowSpatialBlur.fragment";
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48
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+
export * from "../ShadersWGSL/iblShadowAccumulation.fragment";
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49
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+
export * from "../Shaders/iblShadowAccumulation.fragment";
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50
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+
export * from "../Shaders/iblShadowsCombine.fragment";
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51
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+
export * from "../ShadersWGSL/iblShadowsCombine.fragment";
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52
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+
export * from "../ShadersWGSL/iblCombineVoxelGrids.fragment";
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53
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+
export * from "../Shaders/iblCombineVoxelGrids.fragment";
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54
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+
export * from "../Shaders/iblGenerateVoxelMip.fragment";
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55
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+
export * from "../ShadersWGSL/iblGenerateVoxelMip.fragment";
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56
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+
export * from "../Shaders/iblShadowGBufferDebug.fragment";
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57
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+
export * from "../ShadersWGSL/iblShadowGBufferDebug.fragment";
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58
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+
export * from "../ShadersWGSL/iblShadowsCdfx.fragment";
|
|
59
|
+
export * from "../Shaders/iblShadowsCdfx.fragment";
|
|
60
|
+
export * from "../ShadersWGSL/iblShadowsCdfy.fragment";
|
|
61
|
+
export * from "../Shaders/iblShadowsCdfy.fragment";
|
|
62
|
+
export * from "../ShadersWGSL/iblShadowsIcdfx.fragment";
|
|
63
|
+
export * from "../Shaders/iblShadowsIcdfx.fragment";
|
|
64
|
+
export * from "../ShadersWGSL/iblShadowsIcdfy.fragment";
|
|
65
|
+
export * from "../Shaders/iblShadowsIcdfy.fragment";
|
|
66
|
+
export * from "../ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment";
|
|
67
|
+
export * from "../Shaders/iblShadowsImportanceSamplingDebug.fragment";
|
|
68
|
+
export * from "../Shaders/iblVoxelGrid2dArrayDebug.fragment";
|
|
69
|
+
export * from "../ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment";
|
|
70
|
+
export * from "../Shaders/iblVoxelGrid.fragment";
|
|
71
|
+
export * from "../Shaders/iblVoxelGrid.vertex";
|
|
72
|
+
export * from "../ShadersWGSL/iblVoxelGrid.fragment";
|
|
73
|
+
export * from "../ShadersWGSL/iblVoxelGrid.vertex";
|
|
74
|
+
export * from "../Shaders/iblVoxelGrid3dDebug.fragment";
|
|
75
|
+
export * from "../ShadersWGSL/iblVoxelGrid3dDebug.fragment";
|
|
76
|
+
export * from "../Shaders/iblVoxelSlabDebug.vertex";
|
|
77
|
+
export * from "../Shaders/iblVoxelSlabDebug.fragment";
|
|
78
|
+
export * from "../ShadersWGSL/iblVoxelSlabDebug.vertex";
|
|
79
|
+
export * from "../ShadersWGSL/iblVoxelSlabDebug.fragment";
|
|
80
|
+
export * from "../Shaders/oitBackBlend.fragment";
|
|
81
|
+
export * from "../Shaders/oitFinal.fragment";
|
|
82
|
+
export * from "../ShadersWGSL/oitBackBlend.fragment";
|
|
83
|
+
export * from "../ShadersWGSL/oitFinal.fragment";
|