@babylonjs/core 7.26.4 → 7.27.0
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/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +3 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +49 -10
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +8 -2
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +30 -0
- package/Rendering/geometryBufferRenderer.js +100 -18
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/screenSpaceReflections2Configuration.d.ts +4 -0
- package/Rendering/screenSpaceReflections2Configuration.js +6 -2
- package/Rendering/screenSpaceReflections2Configuration.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +28 -3
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/geometry.fragment.js +4 -5
- package/Shaders/geometry.fragment.js.map +1 -1
- package/Shaders/iblShadowVoxelTracing.fragment.js +12 -2
- package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2.fragment.js +7 -2
- package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +8 -1
- package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +30 -4
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/ShadersWGSL/geometry.fragment.js +6 -7
- package/ShadersWGSL/geometry.fragment.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2.fragment.js +7 -2
- package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js +8 -1
- package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
- package/package.json +1 -1
|
@@ -209,6 +209,9 @@ export class _IblShadowsVoxelTracingPass {
|
|
|
209
209
|
}
|
|
210
210
|
_createTextures() {
|
|
211
211
|
let defines = "";
|
|
212
|
+
if (this._scene.useRightHandedSystem) {
|
|
213
|
+
defines += "#define RIGHT_HANDED\n";
|
|
214
|
+
}
|
|
212
215
|
if (this._debugVoxelMarchEnabled) {
|
|
213
216
|
defines += "#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\n";
|
|
214
217
|
}
|
|
@@ -241,6 +244,9 @@ export class _IblShadowsVoxelTracingPass {
|
|
|
241
244
|
});
|
|
242
245
|
}
|
|
243
246
|
_updatePostProcess(effect, camera) {
|
|
247
|
+
if (this._scene.useRightHandedSystem) {
|
|
248
|
+
effect.defines = "#define RIGHT_HANDED\n";
|
|
249
|
+
}
|
|
244
250
|
effect.setMatrix("viewMtx", camera.getViewMatrix());
|
|
245
251
|
effect.setMatrix("projMtx", camera.getProjectionMatrix());
|
|
246
252
|
camera.getProjectionMatrix().invertToRef(this._cameraInvProj);
|
|
@@ -250,7 +256,7 @@ export class _IblShadowsVoxelTracingPass {
|
|
|
250
256
|
effect.setMatrix("wsNormalizationMtx", this._invWorldScaleMatrix);
|
|
251
257
|
this._frameId++;
|
|
252
258
|
const downscaleSquared = this._downscale * this._downscale;
|
|
253
|
-
let rotation = this._scene.useRightHandedSystem ? -this._envRotation
|
|
259
|
+
let rotation = this._scene.useRightHandedSystem ? -(this._envRotation + 0.5 * Math.PI) : this._envRotation - 0.5 * Math.PI;
|
|
254
260
|
rotation = rotation % (2.0 * Math.PI);
|
|
255
261
|
effect.setVector4("shadowParameters", new Vector4(this._sampleDirections, this._frameId / downscaleSquared, this._downscale, rotation));
|
|
256
262
|
const offset = new Vector2(0.0, 0.0);
|
|
@@ -265,7 +271,7 @@ export class _IblShadowsVoxelTracingPass {
|
|
|
265
271
|
effect.setTexture("icdfySampler", this._renderPipeline.getIcdfyTexture());
|
|
266
272
|
effect.setTexture("icdfxSampler", this._renderPipeline.getIcdfxTexture());
|
|
267
273
|
if (this._debugVoxelMarchEnabled) {
|
|
268
|
-
effect.defines
|
|
274
|
+
effect.defines += "#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\n";
|
|
269
275
|
}
|
|
270
276
|
const prePassRenderer = this._scene.prePassRenderer;
|
|
271
277
|
if (prePassRenderer) {
|
|
@@ -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,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAO9D;;;;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,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,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;gBACf,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;gBACpE,oBAAoB,EAAE,CAAC,SAAkB,EAAE,IAAoB,EAAE,EAAE;oBAC/D,IAAI,SAAS,EAAE;wBACX,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,2CAA2C,CAAC,CAAC,CAAC;qBAClE;yBAAM;wBACH,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC;qBAC9D;gBACL,CAAC;aACJ,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;QA5NpE,wBAAmB,GAAW,GAAG,CAAC;QAalC,gBAAW,GAAW,EAAE,CAAC;QACzB,eAAU,GAAW,CAAC,CAAC;QACvB,gBAAW,GAAW,IAAI,CAAC;QAC3B,kBAAa,GAAW,GAAG,CAAC;QAE5B,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;QAoDhE,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,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,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,cAAc,EAAE,sBAAsB,CAAC;YAChJ,OAAO,EAAE,OAAO;YAChB,MAAM,EAAE,IAAI,CAAC,OAAO;YACpB,QAAQ,EAAE,KAAK;YACf,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,oBAAoB,EAAE,CAAC,SAAkB,EAAE,IAAoB,EAAE,EAAE;gBAC/D,IAAI,SAAS,EAAE;oBACX,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,kDAAkD,CAAC,CAAC,CAAC;iBACzE;qBAAM;oBACH,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,8CAA8C,CAAC,CAAC,CAAC;iBACrE;YACL,CAAC;SACJ,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,MAAM,CAAC,SAAS,CAAC,oBAAoB,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;QAElE,IAAI,CAAC,QAAQ,EAAE,CAAC;QAEhB,MAAM,gBAAgB,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;QAC3D,IAAI,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,EAAE,CAAC;QACpH,QAAQ,GAAG,QAAQ,GAAG,CAAC,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC;QACtC,MAAM,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,OAAO,CAAC,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,QAAQ,GAAG,gBAAgB,EAAE,IAAI,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC,CAAC;QACxI,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QACrC,MAAM,SAAS,GAAG,IAAI,CAAC,eAAgB,CAAC,mBAAmB,EAAE,CAAC;QAC9D,MAAM,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,SAAU,CAAC,OAAO,EAAE,CAAC,KAAK,CAAC,CAAC,CAAC;QACrE,MAAM,CAAC,UAAU,CAAC,sBAAsB,EAAE,IAAI,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,UAAU,EAAE,GAAG,CAAC,CAAC,CAAC;QAE5F,eAAe;QACf,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,OAAO,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC;QACzH,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,OAAO,CAAC,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,gBAAgB,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;QAC3G,MAAM,CAAC,UAAU,CAAC,kBAAkB,EAAE,SAAS,CAAC,CAAC;QACjD,MAAM,CAAC,UAAU,CAAC,kBAAkB,EAAG,IAAI,CAAC,eAAuB,CAAC,aAAa,CAAC,CAAC;QACnF,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,eAAgB,CAAC,eAAe,EAAE,CAAC,CAAC;QAC3E,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,eAAgB,CAAC,eAAe,EAAE,CAAC,CAAC;QAC3E,IAAI,IAAI,CAAC,uBAAuB,EAAE;YAC9B,MAAM,CAAC,OAAO,GAAG,iDAAiD,CAAC;SACtE;QAED,MAAM,eAAe,GAAG,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC;QACpD,IAAI,eAAe,EAAE;YACjB,MAAM,YAAY,GAAG,eAAe,CAAC,QAAQ,CAAC,SAAS,CAAC,iCAAiC,CAAC,CAAC;YAC3F,MAAM,cAAc,GAAG,eAAe,CAAC,QAAQ,CAAC,SAAS,CAAC,sCAAsC,CAAC,CAAC;YAClG,MAAM,cAAc,GAAG,eAAe,CAAC,QAAQ,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC;YACzF,IAAI,YAAY,IAAI,CAAC;gBAAE,MAAM,CAAC,UAAU,CAAC,oBAAoB,EAAE,eAAe,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC,CAAC;YACzH,IAAI,cAAc,IAAI,CAAC;gBAAE,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,eAAe,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,CAAC;YACvH,IAAI,cAAc,IAAI,CAAC;gBAAE,MAAM,CAAC,UAAU,CAAC,sBAAsB,EAAE,eAAe,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,CAAC;SAClI;IACL,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,CACH,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE;YACxB,CAAC,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;YACpD,IAAI,CAAC,eAAgB,CAAC,eAAe,EAAE,CAAC,OAAO,EAAE;YACjD,IAAI,CAAC,eAAgB,CAAC,eAAe,EAAE,CAAC,OAAO,EAAE;YACjD,IAAI,CAAC,eAAgB,CAAC,mBAAmB,EAAE,CAAC,OAAO,EAAE,CACxD,CAAC;IACN,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;QACzB,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;SAC/B;IACL,CAAC;CACJ","sourcesContent":["import { 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_SCREENSPACE_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"]}
|
|
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,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAO9D;;;;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,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,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;gBACf,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;gBACpE,oBAAoB,EAAE,CAAC,SAAkB,EAAE,IAAoB,EAAE,EAAE;oBAC/D,IAAI,SAAS,EAAE;wBACX,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,2CAA2C,CAAC,CAAC,CAAC;qBAClE;yBAAM;wBACH,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC;qBAC9D;gBACL,CAAC;aACJ,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;QA5NpE,wBAAmB,GAAW,GAAG,CAAC;QAalC,gBAAW,GAAW,EAAE,CAAC;QACzB,eAAU,GAAW,CAAC,CAAC;QACvB,gBAAW,GAAW,IAAI,CAAC;QAC3B,kBAAa,GAAW,GAAG,CAAC;QAE5B,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;QAoDhE,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,MAAM,CAAC,oBAAoB,EAAE;YAClC,OAAO,IAAI,wBAAwB,CAAC;SACvC;QACD,IAAI,IAAI,CAAC,uBAAuB,EAAE;YAC9B,OAAO,IAAI,iDAAiD,CAAC;SAChE;QACD,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,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,cAAc,EAAE,sBAAsB,CAAC;YAChJ,OAAO,EAAE,OAAO;YAChB,MAAM,EAAE,IAAI,CAAC,OAAO;YACpB,QAAQ,EAAE,KAAK;YACf,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,oBAAoB,EAAE,CAAC,SAAkB,EAAE,IAAoB,EAAE,EAAE;gBAC/D,IAAI,SAAS,EAAE;oBACX,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,kDAAkD,CAAC,CAAC,CAAC;iBACzE;qBAAM;oBACH,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,8CAA8C,CAAC,CAAC,CAAC;iBACrE;YACL,CAAC;SACJ,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,IAAI,IAAI,CAAC,MAAM,CAAC,oBAAoB,EAAE;YAClC,MAAM,CAAC,OAAO,GAAG,wBAAwB,CAAC;SAC7C;QACD,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,MAAM,CAAC,SAAS,CAAC,oBAAoB,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;QAElE,IAAI,CAAC,QAAQ,EAAE,CAAC;QAEhB,MAAM,gBAAgB,GAAG,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC;QAC3D,IAAI,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC;QAC3H,QAAQ,GAAG,QAAQ,GAAG,CAAC,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC;QACtC,MAAM,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,OAAO,CAAC,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,QAAQ,GAAG,gBAAgB,EAAE,IAAI,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC,CAAC;QACxI,MAAM,MAAM,GAAG,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;QACrC,MAAM,SAAS,GAAG,IAAI,CAAC,eAAgB,CAAC,mBAAmB,EAAE,CAAC;QAC9D,MAAM,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,SAAU,CAAC,OAAO,EAAE,CAAC,KAAK,CAAC,CAAC,CAAC;QACrE,MAAM,CAAC,UAAU,CAAC,sBAAsB,EAAE,IAAI,OAAO,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,UAAU,EAAE,GAAG,CAAC,CAAC,CAAC;QAE5F,eAAe;QACf,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,OAAO,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC,CAAC;QACzH,MAAM,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,OAAO,CAAC,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,gBAAgB,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC,CAAC;QAC3G,MAAM,CAAC,UAAU,CAAC,kBAAkB,EAAE,SAAS,CAAC,CAAC;QACjD,MAAM,CAAC,UAAU,CAAC,kBAAkB,EAAG,IAAI,CAAC,eAAuB,CAAC,aAAa,CAAC,CAAC;QACnF,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,eAAgB,CAAC,eAAe,EAAE,CAAC,CAAC;QAC3E,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,eAAgB,CAAC,eAAe,EAAE,CAAC,CAAC;QAC3E,IAAI,IAAI,CAAC,uBAAuB,EAAE;YAC9B,MAAM,CAAC,OAAO,IAAI,iDAAiD,CAAC;SACvE;QAED,MAAM,eAAe,GAAG,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC;QACpD,IAAI,eAAe,EAAE;YACjB,MAAM,YAAY,GAAG,eAAe,CAAC,QAAQ,CAAC,SAAS,CAAC,iCAAiC,CAAC,CAAC;YAC3F,MAAM,cAAc,GAAG,eAAe,CAAC,QAAQ,CAAC,SAAS,CAAC,sCAAsC,CAAC,CAAC;YAClG,MAAM,cAAc,GAAG,eAAe,CAAC,QAAQ,CAAC,SAAS,CAAC,6BAA6B,CAAC,CAAC;YACzF,IAAI,YAAY,IAAI,CAAC;gBAAE,MAAM,CAAC,UAAU,CAAC,oBAAoB,EAAE,eAAe,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC,CAAC;YACzH,IAAI,cAAc,IAAI,CAAC;gBAAE,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,eAAe,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,CAAC;YACvH,IAAI,cAAc,IAAI,CAAC;gBAAE,MAAM,CAAC,UAAU,CAAC,sBAAsB,EAAE,eAAe,CAAC,eAAe,EAAE,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,CAAC;SAClI;IACL,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,CACH,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE;YACxB,CAAC,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;YACpD,IAAI,CAAC,eAAgB,CAAC,eAAe,EAAE,CAAC,OAAO,EAAE;YACjD,IAAI,CAAC,eAAgB,CAAC,eAAe,EAAE,CAAC,OAAO,EAAE;YACjD,IAAI,CAAC,eAAgB,CAAC,mBAAmB,EAAE,CAAC,OAAO,EAAE,CACxD,CAAC;IACN,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;QACzB,IAAI,IAAI,CAAC,YAAY,EAAE;YACnB,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;SAC/B;IACL,CAAC;CACJ","sourcesContent":["import { 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._scene.useRightHandedSystem) {\r\n defines += \"#define RIGHT_HANDED\\n\";\r\n }\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 if (this._scene.useRightHandedSystem) {\r\n effect.defines = \"#define RIGHT_HANDED\\n\";\r\n }\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 - 0.5 * 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_SCREENSPACE_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"]}
|
|
@@ -49,6 +49,11 @@ export declare class GeometryBufferRenderer {
|
|
|
49
49
|
* using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)
|
|
50
50
|
*/
|
|
51
51
|
static readonly REFLECTIVITY_TEXTURE_TYPE = 4;
|
|
52
|
+
/**
|
|
53
|
+
* Constant used to retrieve the screen-space depth texture index in the G-Buffer textures array
|
|
54
|
+
* using getIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE)
|
|
55
|
+
*/
|
|
56
|
+
static readonly SCREENSPACE_DEPTH_TEXTURE_TYPE = 5;
|
|
52
57
|
/**
|
|
53
58
|
* Dictionary used to store the previous transformation matrices of each rendered mesh
|
|
54
59
|
* in order to compute objects velocities when enableVelocity is set to "true"
|
|
@@ -86,9 +91,12 @@ export declare class GeometryBufferRenderer {
|
|
|
86
91
|
private _multiRenderTarget;
|
|
87
92
|
private _textureTypesAndFormats;
|
|
88
93
|
private _ratioOrDimensions;
|
|
94
|
+
private _enableDepth;
|
|
95
|
+
private _enableNormal;
|
|
89
96
|
private _enablePosition;
|
|
90
97
|
private _enableVelocity;
|
|
91
98
|
private _enableReflectivity;
|
|
99
|
+
private _enableScreenspaceDepth;
|
|
92
100
|
private _depthFormat;
|
|
93
101
|
private _clearColor;
|
|
94
102
|
private _clearDepthColor;
|
|
@@ -97,6 +105,7 @@ export declare class GeometryBufferRenderer {
|
|
|
97
105
|
private _reflectivityIndex;
|
|
98
106
|
private _depthIndex;
|
|
99
107
|
private _normalIndex;
|
|
108
|
+
private _screenspaceDepthIndex;
|
|
100
109
|
private _linkedWithPrePass;
|
|
101
110
|
private _prePassRenderer;
|
|
102
111
|
private _attachmentsFromPrePass;
|
|
@@ -156,6 +165,22 @@ export declare class GeometryBufferRenderer {
|
|
|
156
165
|
* @returns the index of the given texture type in the G-Buffer textures array
|
|
157
166
|
*/
|
|
158
167
|
getTextureIndex(textureType: number): number;
|
|
168
|
+
/**
|
|
169
|
+
* @returns a boolean indicating if object's depths are enabled for the G buffer.
|
|
170
|
+
*/
|
|
171
|
+
get enableDepth(): boolean;
|
|
172
|
+
/**
|
|
173
|
+
* Sets whether or not object's depths are enabled for the G buffer.
|
|
174
|
+
*/
|
|
175
|
+
set enableDepth(enable: boolean);
|
|
176
|
+
/**
|
|
177
|
+
* @returns a boolean indicating if object's normals are enabled for the G buffer.
|
|
178
|
+
*/
|
|
179
|
+
get enableNormal(): boolean;
|
|
180
|
+
/**
|
|
181
|
+
* Sets whether or not object's normals are enabled for the G buffer.
|
|
182
|
+
*/
|
|
183
|
+
set enableNormal(enable: boolean);
|
|
159
184
|
/**
|
|
160
185
|
* @returns a boolean indicating if objects positions are enabled for the G buffer.
|
|
161
186
|
*/
|
|
@@ -184,6 +209,11 @@ export declare class GeometryBufferRenderer {
|
|
|
184
209
|
* pbr.useMetallnessFromMetallicTextureBlue = true;
|
|
185
210
|
*/
|
|
186
211
|
set enableReflectivity(enable: boolean);
|
|
212
|
+
/**
|
|
213
|
+
* Sets whether or not objects screenspace depth are enabled for the G buffer.
|
|
214
|
+
*/
|
|
215
|
+
get enableScreenspaceDepth(): boolean;
|
|
216
|
+
set enableScreenspaceDepth(enable: boolean);
|
|
187
217
|
/**
|
|
188
218
|
* If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)
|
|
189
219
|
* If set to false, the depth texture is always cleared with 0.
|
|
@@ -78,9 +78,12 @@ export class GeometryBufferRenderer {
|
|
|
78
78
|
* Resets the geometry buffer layout
|
|
79
79
|
*/
|
|
80
80
|
_resetLayout() {
|
|
81
|
+
this._enableDepth = true;
|
|
82
|
+
this._enableNormal = true;
|
|
81
83
|
this._enablePosition = false;
|
|
82
84
|
this._enableReflectivity = false;
|
|
83
85
|
this._enableVelocity = false;
|
|
86
|
+
this._enableScreenspaceDepth = false;
|
|
84
87
|
this._attachmentsFromPrePass = [];
|
|
85
88
|
}
|
|
86
89
|
/**
|
|
@@ -103,9 +106,15 @@ export class GeometryBufferRenderer {
|
|
|
103
106
|
}
|
|
104
107
|
else if (geometryBufferType === GeometryBufferRenderer.DEPTH_TEXTURE_TYPE) {
|
|
105
108
|
this._depthIndex = index;
|
|
109
|
+
this._enableDepth = true;
|
|
106
110
|
}
|
|
107
111
|
else if (geometryBufferType === GeometryBufferRenderer.NORMAL_TEXTURE_TYPE) {
|
|
108
112
|
this._normalIndex = index;
|
|
113
|
+
this._enableNormal = true;
|
|
114
|
+
}
|
|
115
|
+
else if (geometryBufferType === GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE) {
|
|
116
|
+
this._screenspaceDepthIndex = index;
|
|
117
|
+
this._enableScreenspaceDepth = true;
|
|
109
118
|
}
|
|
110
119
|
}
|
|
111
120
|
/**
|
|
@@ -157,13 +166,47 @@ export class GeometryBufferRenderer {
|
|
|
157
166
|
case GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE:
|
|
158
167
|
return this._reflectivityIndex;
|
|
159
168
|
case GeometryBufferRenderer.DEPTH_TEXTURE_TYPE:
|
|
160
|
-
return this.
|
|
169
|
+
return this._depthIndex;
|
|
161
170
|
case GeometryBufferRenderer.NORMAL_TEXTURE_TYPE:
|
|
162
|
-
return this.
|
|
171
|
+
return this._normalIndex;
|
|
172
|
+
case GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE:
|
|
173
|
+
return this._screenspaceDepthIndex;
|
|
163
174
|
default:
|
|
164
175
|
return -1;
|
|
165
176
|
}
|
|
166
177
|
}
|
|
178
|
+
/**
|
|
179
|
+
* @returns a boolean indicating if object's depths are enabled for the G buffer.
|
|
180
|
+
*/
|
|
181
|
+
get enableDepth() {
|
|
182
|
+
return this._enableDepth;
|
|
183
|
+
}
|
|
184
|
+
/**
|
|
185
|
+
* Sets whether or not object's depths are enabled for the G buffer.
|
|
186
|
+
*/
|
|
187
|
+
set enableDepth(enable) {
|
|
188
|
+
this._enableDepth = enable;
|
|
189
|
+
if (!this._linkedWithPrePass) {
|
|
190
|
+
this.dispose();
|
|
191
|
+
this._createRenderTargets();
|
|
192
|
+
}
|
|
193
|
+
}
|
|
194
|
+
/**
|
|
195
|
+
* @returns a boolean indicating if object's normals are enabled for the G buffer.
|
|
196
|
+
*/
|
|
197
|
+
get enableNormal() {
|
|
198
|
+
return this._enableNormal;
|
|
199
|
+
}
|
|
200
|
+
/**
|
|
201
|
+
* Sets whether or not object's normals are enabled for the G buffer.
|
|
202
|
+
*/
|
|
203
|
+
set enableNormal(enable) {
|
|
204
|
+
this._enableNormal = enable;
|
|
205
|
+
if (!this._linkedWithPrePass) {
|
|
206
|
+
this.dispose();
|
|
207
|
+
this._createRenderTargets();
|
|
208
|
+
}
|
|
209
|
+
}
|
|
167
210
|
/**
|
|
168
211
|
* @returns a boolean indicating if objects positions are enabled for the G buffer.
|
|
169
212
|
*/
|
|
@@ -221,6 +264,19 @@ export class GeometryBufferRenderer {
|
|
|
221
264
|
this._createRenderTargets();
|
|
222
265
|
}
|
|
223
266
|
}
|
|
267
|
+
/**
|
|
268
|
+
* Sets whether or not objects screenspace depth are enabled for the G buffer.
|
|
269
|
+
*/
|
|
270
|
+
get enableScreenspaceDepth() {
|
|
271
|
+
return this._enableScreenspaceDepth;
|
|
272
|
+
}
|
|
273
|
+
set enableScreenspaceDepth(enable) {
|
|
274
|
+
this._enableScreenspaceDepth = enable;
|
|
275
|
+
if (!this._linkedWithPrePass) {
|
|
276
|
+
this.dispose();
|
|
277
|
+
this._createRenderTargets();
|
|
278
|
+
}
|
|
279
|
+
}
|
|
224
280
|
/**
|
|
225
281
|
* Gets the scene associated with the buffer.
|
|
226
282
|
*/
|
|
@@ -273,9 +329,12 @@ export class GeometryBufferRenderer {
|
|
|
273
329
|
this.generateNormalsInWorldSpace = false;
|
|
274
330
|
this._normalsAreUnsigned = false;
|
|
275
331
|
this._resizeObserver = null;
|
|
332
|
+
this._enableDepth = true;
|
|
333
|
+
this._enableNormal = true;
|
|
276
334
|
this._enablePosition = false;
|
|
277
335
|
this._enableVelocity = false;
|
|
278
336
|
this._enableReflectivity = false;
|
|
337
|
+
this._enableScreenspaceDepth = false;
|
|
279
338
|
this._clearColor = new Color4(0, 0, 0, 0);
|
|
280
339
|
this._clearDepthColor = new Color4(1e8, 0, 0, 1); // "infinity" value - depth in the depth texture is view.z, not a 0..1 value!
|
|
281
340
|
this._positionIndex = -1;
|
|
@@ -283,6 +342,7 @@ export class GeometryBufferRenderer {
|
|
|
283
342
|
this._reflectivityIndex = -1;
|
|
284
343
|
this._depthIndex = -1;
|
|
285
344
|
this._normalIndex = -1;
|
|
345
|
+
this._screenspaceDepthIndex = -1;
|
|
286
346
|
this._linkedWithPrePass = false;
|
|
287
347
|
/**
|
|
288
348
|
* If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)
|
|
@@ -482,19 +542,15 @@ export class GeometryBufferRenderer {
|
|
|
482
542
|
}
|
|
483
543
|
}
|
|
484
544
|
}
|
|
485
|
-
// PrePass
|
|
486
|
-
if (this._linkedWithPrePass) {
|
|
487
|
-
defines.push("#define PREPASS");
|
|
488
|
-
if (this._depthIndex !== -1) {
|
|
489
|
-
defines.push("#define DEPTH_INDEX " + this._depthIndex);
|
|
490
|
-
defines.push("#define PREPASS_DEPTH");
|
|
491
|
-
}
|
|
492
|
-
if (this._normalIndex !== -1) {
|
|
493
|
-
defines.push("#define NORMAL_INDEX " + this._normalIndex);
|
|
494
|
-
defines.push("#define PREPASS_NORMAL");
|
|
495
|
-
}
|
|
496
|
-
}
|
|
497
545
|
// Buffers
|
|
546
|
+
if (this._enableDepth) {
|
|
547
|
+
defines.push("#define DEPTH");
|
|
548
|
+
defines.push("#define DEPTH_INDEX " + this._depthIndex);
|
|
549
|
+
}
|
|
550
|
+
if (this._enableNormal) {
|
|
551
|
+
defines.push("#define NORMAL");
|
|
552
|
+
defines.push("#define NORMAL_INDEX " + this._normalIndex);
|
|
553
|
+
}
|
|
498
554
|
if (this._enablePosition) {
|
|
499
555
|
defines.push("#define POSITION");
|
|
500
556
|
defines.push("#define POSITION_INDEX " + this._positionIndex);
|
|
@@ -510,6 +566,12 @@ export class GeometryBufferRenderer {
|
|
|
510
566
|
defines.push("#define REFLECTIVITY");
|
|
511
567
|
defines.push("#define REFLECTIVITY_INDEX " + this._reflectivityIndex);
|
|
512
568
|
}
|
|
569
|
+
if (this._enableScreenspaceDepth) {
|
|
570
|
+
if (this._screenspaceDepthIndex !== -1) {
|
|
571
|
+
defines.push("#define SCREENSPACE_DEPTH_INDEX " + this._screenspaceDepthIndex);
|
|
572
|
+
defines.push("#define SCREENSPACE_DEPTH");
|
|
573
|
+
}
|
|
574
|
+
}
|
|
513
575
|
if (this.generateNormalsInWorldSpace) {
|
|
514
576
|
defines.push("#define NORMAL_WORLDSPACE");
|
|
515
577
|
}
|
|
@@ -617,10 +679,19 @@ export class GeometryBufferRenderer {
|
|
|
617
679
|
_assignRenderTargetIndices() {
|
|
618
680
|
const textureNames = [];
|
|
619
681
|
const textureTypesAndFormats = [];
|
|
620
|
-
let count =
|
|
621
|
-
|
|
622
|
-
|
|
623
|
-
|
|
682
|
+
let count = 0;
|
|
683
|
+
if (this._enableDepth) {
|
|
684
|
+
this._depthIndex = count;
|
|
685
|
+
count++;
|
|
686
|
+
textureNames.push("gBuffer_Depth");
|
|
687
|
+
textureTypesAndFormats.push(this._textureTypesAndFormats[GeometryBufferRenderer.DEPTH_TEXTURE_TYPE]);
|
|
688
|
+
}
|
|
689
|
+
if (this._enableNormal) {
|
|
690
|
+
this._normalIndex = count;
|
|
691
|
+
count++;
|
|
692
|
+
textureNames.push("gBuffer_Normal");
|
|
693
|
+
textureTypesAndFormats.push(this._textureTypesAndFormats[GeometryBufferRenderer.NORMAL_TEXTURE_TYPE]);
|
|
694
|
+
}
|
|
624
695
|
if (this._enablePosition) {
|
|
625
696
|
this._positionIndex = count;
|
|
626
697
|
count++;
|
|
@@ -639,6 +710,12 @@ export class GeometryBufferRenderer {
|
|
|
639
710
|
textureNames.push("gBuffer_Reflectivity");
|
|
640
711
|
textureTypesAndFormats.push(this._textureTypesAndFormats[GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE]);
|
|
641
712
|
}
|
|
713
|
+
if (this._enableScreenspaceDepth) {
|
|
714
|
+
this._screenspaceDepthIndex = count;
|
|
715
|
+
count++;
|
|
716
|
+
textureNames.push("gBuffer_ScreenspaceDepth");
|
|
717
|
+
textureTypesAndFormats.push(this._textureTypesAndFormats[GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE]);
|
|
718
|
+
}
|
|
642
719
|
return [count, textureNames, textureTypesAndFormats];
|
|
643
720
|
}
|
|
644
721
|
_createRenderTargets() {
|
|
@@ -999,6 +1076,11 @@ GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 3;
|
|
|
999
1076
|
* using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)
|
|
1000
1077
|
*/
|
|
1001
1078
|
GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE = 4;
|
|
1079
|
+
/**
|
|
1080
|
+
* Constant used to retrieve the screen-space depth texture index in the G-Buffer textures array
|
|
1081
|
+
* using getIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE)
|
|
1082
|
+
*/
|
|
1083
|
+
GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE = 5;
|
|
1002
1084
|
/**
|
|
1003
1085
|
* @internal
|
|
1004
1086
|
*/
|