@babylonjs/core 7.26.5 → 7.27.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animationGroup.d.ts +2 -2
- package/Animations/animationGroup.js.map +1 -1
- package/Audio/audioSceneComponent.d.ts +5 -9
- package/Audio/audioSceneComponent.js.map +1 -1
- package/Bones/skeleton.d.ts +2 -2
- package/Bones/skeleton.js.map +1 -1
- package/Cameras/camera.d.ts +2 -0
- package/Cameras/camera.js +2 -0
- package/Cameras/camera.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.js +3 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/{abstractScene.d.ts → IAssetContainer.d.ts} +33 -6
- package/IAssetContainer.js +2 -0
- package/IAssetContainer.js.map +1 -0
- package/Layers/effectLayerSceneComponent.d.ts +6 -6
- package/Layers/effectLayerSceneComponent.js +3 -3
- package/Layers/effectLayerSceneComponent.js.map +1 -1
- package/Layers/glowLayer.d.ts +3 -3
- package/Layers/glowLayer.js +2 -2
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +3 -3
- package/Layers/highlightLayer.js +2 -2
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/layerSceneComponent.d.ts +5 -5
- package/Layers/layerSceneComponent.js.map +1 -1
- package/LensFlares/lensFlareSystemSceneComponent.d.ts +6 -6
- package/LensFlares/lensFlareSystemSceneComponent.js +6 -6
- package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
- package/Lights/Shadows/shadowGeneratorSceneComponent.d.ts +3 -3
- package/Lights/Shadows/shadowGeneratorSceneComponent.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.d.ts +2 -2
- package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +2 -2
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/material.d.ts +2 -2
- package/Materials/material.decalMapConfiguration.d.ts +1 -1
- package/Materials/material.decalMapConfiguration.js +1 -1
- package/Materials/material.decalMapConfiguration.js.map +1 -1
- package/Materials/material.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +5 -0
- package/Materials/shaderMaterial.js +7 -0
- package/Materials/shaderMaterial.js.map +1 -1
- package/Maths/math.color.d.ts +20 -0
- package/Maths/math.color.js +41 -12
- package/Maths/math.color.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.d.ts +16 -0
- package/Meshes/Builders/greasedLineBuilder.js +1 -1
- package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +1 -0
- package/Meshes/Builders/groundBuilder.js +2 -2
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Set/setPositionsBlock.d.ts +3 -0
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js +86 -1
- package/Meshes/Node/Blocks/Set/setPositionsBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/nullBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/Sources/nullBlock.js +8 -0
- package/Meshes/Node/Blocks/Sources/nullBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/planeBlock.d.ts +13 -0
- package/Meshes/Node/Blocks/Sources/planeBlock.js +41 -3
- package/Meshes/Node/Blocks/Sources/planeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/debugBlock.js +1 -1
- package/Meshes/Node/Blocks/debugBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryElbowBlock.js +1 -1
- package/Meshes/Node/Blocks/geometryElbowBlock.js.map +1 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js +47 -1
- package/Meshes/Node/Blocks/geometryOptimizeBlock.js.map +1 -1
- package/Meshes/geometry.d.ts +2 -2
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/meshUVSpaceRenderer.d.ts +3 -2
- package/Meshes/meshUVSpaceRenderer.js +15 -3
- package/Meshes/meshUVSpaceRenderer.js.map +1 -1
- package/Misc/greasedLineTools.d.ts +3 -1
- package/Misc/greasedLineTools.js +17 -2
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/index.d.ts +2 -0
- package/Misc/index.js +2 -0
- package/Misc/index.js.map +1 -1
- package/Misc/screenshotTools.js +3 -2
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/textureTools.js +20 -4
- package/Misc/textureTools.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +2 -2
- package/Morph/morphTargetManager.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/PostProcesses/postProcess.d.ts +2 -2
- package/PostProcesses/postProcess.js.map +1 -1
- package/Probes/reflectionProbe.d.ts +5 -5
- package/Probes/reflectionProbe.js +3 -3
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +8 -2
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderer.d.ts +2 -2
- package/Rendering/fluidRenderer/fluidRenderer.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/prePassRendererSceneComponent.d.ts +2 -2
- package/Rendering/prePassRendererSceneComponent.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/Rendering/subSurfaceSceneComponent.d.ts +2 -2
- package/Rendering/subSurfaceSceneComponent.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/lod.fragment.js +2 -2
- package/Shaders/lod.fragment.js.map +1 -1
- package/Shaders/lodCube.fragment.js +2 -2
- package/Shaders/lodCube.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/Shaders/spriteMap.fragment.js +18 -6
- package/Shaders/spriteMap.fragment.js.map +1 -1
- package/Shaders/spriteMap.vertex.js +1 -1
- package/Shaders/spriteMap.vertex.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/lod.fragment.d.ts +5 -0
- package/ShadersWGSL/lod.fragment.js +11 -0
- package/ShadersWGSL/lod.fragment.js.map +1 -0
- package/ShadersWGSL/lodCube.fragment.d.ts +5 -0
- package/ShadersWGSL/lodCube.fragment.js +30 -0
- package/ShadersWGSL/lodCube.fragment.js.map +1 -0
- 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/Sprites/spriteMap.d.ts +16 -0
- package/Sprites/spriteMap.js +17 -0
- package/Sprites/spriteMap.js.map +1 -1
- package/assetContainer.d.ts +143 -3
- package/assetContainer.js +129 -8
- package/assetContainer.js.map +1 -1
- package/index.d.ts +0 -1
- package/index.js +0 -1
- package/index.js.map +1 -1
- package/node.d.ts +2 -2
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +99 -14
- package/scene.js +114 -23
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +3 -3
- package/sceneComponent.js.map +1 -1
- package/abstractScene.js +0 -117
- package/abstractScene.js.map +0 -1
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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector2, Vector4 } from \"../../Maths/math.vector\";\r\nimport { 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"]}
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+
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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._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"]}
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@@ -6,8 +6,8 @@ import type { ISceneComponent } from "../../sceneComponent.js";
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6
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import type { FluidRenderingObject } from "./fluidRenderingObject";
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7
7
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import { FluidRenderingTargetRenderer } from "./fluidRenderingTargetRenderer";
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8
8
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import { ShaderLanguage } from "../../Materials/shaderLanguage.js";
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9
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-
declare module "../../
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10
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-
interface
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9
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+
declare module "../../scene" {
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+
interface Scene {
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11
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/** @internal (Backing field) */
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12
12
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_fluidRenderer: Nullable<FluidRenderer>;
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13
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/**
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@@ -1 +1 @@
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1
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-
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{ Scene } from \"core/scene\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { ISceneComponent } from \"core/sceneComponent\";\r\nimport { SceneComponentConstants } from \"core/sceneComponent\";\r\nimport type { SmartArrayNoDuplicate } from \"core/Misc/smartArray\";\r\nimport type { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Buffer } from \"core/Buffers/buffer\";\r\n\r\nimport type { FluidRenderingObject } from \"./fluidRenderingObject\";\r\nimport { FluidRenderingObjectParticleSystem } from \"./fluidRenderingObjectParticleSystem\";\r\nimport { FluidRenderingTargetRenderer } from \"./fluidRenderingTargetRenderer\";\r\nimport { FluidRenderingObjectCustomParticles } from \"./fluidRenderingObjectCustomParticles\";\r\nimport { FluidRenderingDepthTextureCopy } from \"./fluidRenderingDepthTextureCopy\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../../abstractScene\" {\r\n export interface AbstractScene {\r\n /** @internal (Backing field) */\r\n _fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Gets or Sets the fluid renderer associated to the scene.\r\n */\r\n fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Enables the fluid renderer and associates it with the scene\r\n * @returns the FluidRenderer\r\n */\r\n enableFluidRenderer(): Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Disables the fluid renderer associated with the scene\r\n */\r\n disableFluidRenderer(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"fluidRenderer\", {\r\n get: function (this: Scene) {\r\n return this._fluidRenderer;\r\n },\r\n set: function (this: Scene, value: Nullable<FluidRenderer>) {\r\n this._fluidRenderer = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableFluidRenderer = function (): Nullable<FluidRenderer> {\r\n if (this._fluidRenderer) {\r\n return this._fluidRenderer;\r\n }\r\n\r\n this._fluidRenderer = new FluidRenderer(this);\r\n\r\n return this._fluidRenderer;\r\n};\r\n\r\nScene.prototype.disableFluidRenderer = function (): void {\r\n this._fluidRenderer?.dispose();\r\n this._fluidRenderer = null;\r\n};\r\n\r\ntype CameraMapForFluidRendering = [Array<FluidRenderingTargetRenderer>, { [key: string]: FluidRenderingDepthTextureCopy }];\r\n\r\nfunction IsParticleSystemObject(obj: FluidRenderingObject): obj is FluidRenderingObjectParticleSystem {\r\n return !!(obj as FluidRenderingObjectParticleSystem).particleSystem;\r\n}\r\n\r\nfunction IsCustomParticlesObject(obj: FluidRenderingObject): obj is FluidRenderingObjectCustomParticles {\r\n return !!(obj as FluidRenderingObjectCustomParticles).addBuffers;\r\n}\r\n\r\n/**\r\n * Defines the fluid renderer scene component responsible to render objects as fluids\r\n */\r\nexport class FluidRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_FLUIDRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_FLUIDRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_FLUIDRENDERER, this, this._afterCameraDraw);\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(_renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n this.scene.fluidRenderer?._prepareRendering();\r\n }\r\n\r\n private _afterCameraDraw(camera: Camera) {\r\n this.scene.fluidRenderer?._render(camera);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const fluidRenderer = this.scene.fluidRenderer;\r\n if (!fluidRenderer) {\r\n return;\r\n }\r\n\r\n const buffers = new Set<Buffer>();\r\n for (let i = 0; i < fluidRenderer.renderObjects.length; ++i) {\r\n const obj = fluidRenderer.renderObjects[i].object;\r\n if (IsCustomParticlesObject(obj)) {\r\n const vbuffers = obj.vertexBuffers;\r\n for (const name in vbuffers) {\r\n buffers.add(vbuffers[name].getWrapperBuffer());\r\n }\r\n }\r\n }\r\n\r\n buffers.forEach((buffer) => {\r\n buffer._rebuild();\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.disableFluidRenderer();\r\n }\r\n}\r\n\r\n/**\r\n * An object rendered as a fluid.\r\n * It consists of the object itself as well as the render target renderer (which is used to generate the textures (render target) needed for fluid rendering)\r\n */\r\nexport interface IFluidRenderingRenderObject {\r\n /** object rendered as a fluid */\r\n object: FluidRenderingObject;\r\n /** target renderer used to render the fluid object */\r\n targetRenderer: FluidRenderingTargetRenderer;\r\n}\r\n\r\n/**\r\n * Class responsible for fluid rendering.\r\n * It is implementing the method described in https://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf\r\n */\r\nexport class FluidRenderer {\r\n /** @internal */\r\n public static _SceneComponentInitialization(scene: Scene) {\r\n let component = scene._getComponent(SceneComponentConstants.NAME_FLUIDRENDERER) as FluidRendererSceneComponent;\r\n if (!component) {\r\n component = new FluidRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _onEngineResizeObserver: Nullable<Observer<AbstractEngine>>;\r\n private _cameras: Map<Camera, CameraMapForFluidRendering>;\r\n\r\n /** Retrieves all the render objects managed by the class */\r\n public readonly renderObjects: Array<IFluidRenderingRenderObject>;\r\n\r\n /** Retrieves all the render target renderers managed by the class */\r\n public readonly targetRenderers: FluidRenderingTargetRenderer[];\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 * Initializes the class\r\n * @param scene Scene in which the objects are part of\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._onEngineResizeObserver = null;\r\n this.renderObjects = [];\r\n this.targetRenderers = [];\r\n this._cameras = new Map();\r\n\r\n FluidRenderer._SceneComponentInitialization(this._scene);\r\n\r\n this._onEngineResizeObserver = this._engine.onResizeObservable.add(() => {\r\n this._initialize();\r\n });\r\n\r\n const engine = this._engine;\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n }\r\n\r\n /**\r\n * Reinitializes the class\r\n * Can be used if you change the object priority (FluidRenderingObject.priority), to make sure the objects are rendered in the right order\r\n */\r\n public recreate(): void {\r\n this._sortRenderingObjects();\r\n this._initialize();\r\n }\r\n\r\n /**\r\n * Gets the render object corresponding to a particle system (null if the particle system is not rendered as a fluid)\r\n * @param ps The particle system\r\n * @returns the render object corresponding to this particle system if any, otherwise null\r\n */\r\n public getRenderObjectFromParticleSystem(ps: IParticleSystem): Nullable<IFluidRenderingRenderObject> {\r\n const index = this._getParticleSystemIndex(ps);\r\n return index !== -1 ? this.renderObjects[index] : null;\r\n }\r\n\r\n /**\r\n * Adds a particle system to the fluid renderer.\r\n * @param ps particle system\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from the particle system and use it as part of the fluid rendering (default: false)\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the particle system\r\n */\r\n public addParticleSystem(ps: IParticleSystem, generateDiffuseTexture?: boolean, targetRenderer?: FluidRenderingTargetRenderer, camera?: Camera): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectParticleSystem(this._scene, ps, this._shaderLanguage);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera, this._shaderLanguage);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Adds a custom particle set to the fluid renderer.\r\n * @param buffers The list of buffers (should contain at least a \"position\" buffer!)\r\n * @param numParticles Number of particles in each buffer\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from buffers and use it as part of the fluid rendering (default: false). For the texture to be generated correctly, you need a \"color\" buffer in the set!\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the custom particle set\r\n */\r\n public addCustomParticles(\r\n buffers: { [key: string]: FloatArray },\r\n numParticles: number,\r\n generateDiffuseTexture?: boolean,\r\n targetRenderer?: FluidRenderingTargetRenderer,\r\n camera?: Camera\r\n ): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectCustomParticles(this._scene, buffers, numParticles, this._shaderLanguage);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera, this._shaderLanguage);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Removes a render object from the fluid renderer\r\n * @param renderObject the render object to remove\r\n * @param removeUnusedTargetRenderer True to remove/dispose of the target renderer if it's not used anymore (default: true)\r\n * @returns True if the render object has been found and released, else false\r\n */\r\n public removeRenderObject(renderObject: IFluidRenderingRenderObject, removeUnusedTargetRenderer = true): boolean {\r\n const index = this.renderObjects.indexOf(renderObject);\r\n if (index === -1) {\r\n return false;\r\n }\r\n\r\n renderObject.object.dispose();\r\n\r\n this.renderObjects.splice(index, 1);\r\n\r\n if (removeUnusedTargetRenderer && this._removeUnusedTargetRenderers()) {\r\n this._initialize();\r\n } else {\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _sortRenderingObjects(): void {\r\n this.renderObjects.sort((a, b) => {\r\n return a.object.priority < b.object.priority ? -1 : a.object.priority > b.object.priority ? 1 : 0;\r\n });\r\n }\r\n\r\n private _removeUnusedTargetRenderers(): boolean {\r\n const indexes: { [id: number]: boolean } = {};\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const targetRenderer = this.renderObjects[i].targetRenderer;\r\n indexes[this.targetRenderers.indexOf(targetRenderer)] = true;\r\n }\r\n\r\n let removed = false;\r\n const newList: Array<FluidRenderingTargetRenderer> = [];\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!indexes[i]) {\r\n this.targetRenderers[i].dispose();\r\n removed = true;\r\n } else {\r\n newList.push(this.targetRenderers[i]);\r\n }\r\n }\r\n\r\n if (removed) {\r\n this.targetRenderers.length = 0;\r\n this.targetRenderers.push(...newList);\r\n }\r\n\r\n return removed;\r\n }\r\n\r\n private _getParticleSystemIndex(ps: IParticleSystem): number {\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const obj = this.renderObjects[i].object;\r\n if (IsParticleSystemObject(obj) && obj.particleSystem === ps) {\r\n return i;\r\n }\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n private _initialize(): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n const cameras: Map<Camera, CameraMapForFluidRendering> = new Map();\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n const targetRenderer = this.targetRenderers[i];\r\n\r\n targetRenderer._initialize();\r\n\r\n if (targetRenderer.camera && targetRenderer._renderPostProcess) {\r\n let list = cameras.get(targetRenderer.camera);\r\n if (!list) {\r\n list = [[], {}];\r\n cameras.set(targetRenderer.camera, list);\r\n }\r\n list[0].push(targetRenderer);\r\n targetRenderer.camera.attachPostProcess(targetRenderer._renderPostProcess, i);\r\n }\r\n }\r\n\r\n let iterator = cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = cameras.get(camera)!;\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const [targetRenderers, copyDepthTextures] = list;\r\n\r\n firstPostProcess.onSizeChangedObservable.add(() => {\r\n if (!firstPostProcess.inputTexture.depthStencilTexture) {\r\n firstPostProcess.inputTexture.createDepthStencilTexture(\r\n 0,\r\n true,\r\n this._engine.isStencilEnable,\r\n targetRenderers[0].samples,\r\n this._engine.isStencilEnable ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n `PostProcessRTTDepthStencil-${firstPostProcess.name}`\r\n );\r\n }\r\n for (const targetRenderer of targetRenderers) {\r\n const thicknessRT = targetRenderer._thicknessRenderTarget?.renderTarget;\r\n const thicknessTexture = thicknessRT?.texture;\r\n if (thicknessRT && thicknessTexture) {\r\n const key = thicknessTexture.width + \"_\" + thicknessTexture.height;\r\n let copyDepthTexture = copyDepthTextures[key];\r\n if (!copyDepthTexture) {\r\n copyDepthTexture = copyDepthTextures[key] = new FluidRenderingDepthTextureCopy(this._engine, thicknessTexture.width, thicknessTexture.height);\r\n }\r\n copyDepthTexture.depthRTWrapper.shareDepth(thicknessRT);\r\n }\r\n }\r\n });\r\n }\r\n\r\n // Dispose the CopyDepthTexture instances that we don't need anymore\r\n iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n\r\n const copyDepthTextures = list[1];\r\n\r\n const list2 = cameras.get(camera);\r\n if (!list2) {\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n } else {\r\n for (const key in copyDepthTextures) {\r\n if (!list2[1][key]) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._cameras.clear();\r\n this._cameras = cameras;\r\n\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n private _setParticleSizeForRenderTargets(): void {\r\n const particleSizes = new Map<FluidRenderingTargetRenderer, number>();\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n let curSize = particleSizes.get(renderingObject.targetRenderer);\r\n if (curSize === undefined) {\r\n curSize = 0;\r\n }\r\n particleSizes.set(renderingObject.targetRenderer, Math.max(curSize, renderingObject.object.particleSize));\r\n }\r\n\r\n particleSizes.forEach((particleSize, targetRenderer) => {\r\n if (targetRenderer._depthRenderTarget) {\r\n targetRenderer._depthRenderTarget.particleSize = particleSize;\r\n }\r\n });\r\n }\r\n\r\n private _setUseVelocityForRenderObject(): void {\r\n for (const renderingObject of this.renderObjects) {\r\n renderingObject.object.useVelocity = renderingObject.targetRenderer.useVelocity;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _prepareRendering(): void {\r\n for (const renderer of this.targetRenderers) {\r\n if (renderer.needInitialization) {\r\n this._initialize();\r\n return;\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _render(forCamera?: Camera): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!forCamera || this.targetRenderers[i].camera === forCamera) {\r\n this.targetRenderers[i]._clearTargets();\r\n }\r\n }\r\n\r\n const iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n if (forCamera && camera !== forCamera) {\r\n continue;\r\n }\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const sourceCopyDepth = firstPostProcess.inputTexture?.depthStencilTexture;\r\n if (sourceCopyDepth) {\r\n const [targetRenderers, copyDepthTextures] = list;\r\n for (const targetRenderer of targetRenderers) {\r\n targetRenderer._bgDepthTexture = sourceCopyDepth;\r\n }\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].copy(sourceCopyDepth);\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n if (!forCamera || renderingObject.targetRenderer.camera === forCamera) {\r\n renderingObject.targetRenderer._render(renderingObject.object);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of all the ressources used by the class\r\n */\r\n public dispose(): void {\r\n this._engine.onResizeObservable.remove(this._onEngineResizeObserver);\r\n this._onEngineResizeObserver = null;\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n this.renderObjects[i].object.dispose();\r\n }\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n this._cameras.forEach((list) => {\r\n const copyDepthTextures = list[1];\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n });\r\n\r\n (this.renderObjects as Array<IFluidRenderingRenderObject>) = [];\r\n (this.targetRenderers as FluidRenderingTargetRenderer[]) = [];\r\n this._cameras.clear();\r\n }\r\n}\r\n"]}
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1
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+
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{ Scene } from \"core/scene\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { FloatArray, Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { IParticleSystem } from \"core/Particles/IParticleSystem\";\r\nimport type { ISceneComponent } from \"core/sceneComponent\";\r\nimport { SceneComponentConstants } from \"core/sceneComponent\";\r\nimport type { SmartArrayNoDuplicate } from \"core/Misc/smartArray\";\r\nimport type { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { Buffer } from \"core/Buffers/buffer\";\r\n\r\nimport type { FluidRenderingObject } from \"./fluidRenderingObject\";\r\nimport { FluidRenderingObjectParticleSystem } from \"./fluidRenderingObjectParticleSystem\";\r\nimport { FluidRenderingTargetRenderer } from \"./fluidRenderingTargetRenderer\";\r\nimport { FluidRenderingObjectCustomParticles } from \"./fluidRenderingObjectCustomParticles\";\r\nimport { FluidRenderingDepthTextureCopy } from \"./fluidRenderingDepthTextureCopy\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\ndeclare module \"../../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Gets or Sets the fluid renderer associated to the scene.\r\n */\r\n fluidRenderer: Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Enables the fluid renderer and associates it with the scene\r\n * @returns the FluidRenderer\r\n */\r\n enableFluidRenderer(): Nullable<FluidRenderer>;\r\n\r\n /**\r\n * Disables the fluid renderer associated with the scene\r\n */\r\n disableFluidRenderer(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"fluidRenderer\", {\r\n get: function (this: Scene) {\r\n return this._fluidRenderer;\r\n },\r\n set: function (this: Scene, value: Nullable<FluidRenderer>) {\r\n this._fluidRenderer = value;\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableFluidRenderer = function (): Nullable<FluidRenderer> {\r\n if (this._fluidRenderer) {\r\n return this._fluidRenderer;\r\n }\r\n\r\n this._fluidRenderer = new FluidRenderer(this);\r\n\r\n return this._fluidRenderer;\r\n};\r\n\r\nScene.prototype.disableFluidRenderer = function (): void {\r\n this._fluidRenderer?.dispose();\r\n this._fluidRenderer = null;\r\n};\r\n\r\ntype CameraMapForFluidRendering = [Array<FluidRenderingTargetRenderer>, { [key: string]: FluidRenderingDepthTextureCopy }];\r\n\r\nfunction IsParticleSystemObject(obj: FluidRenderingObject): obj is FluidRenderingObjectParticleSystem {\r\n return !!(obj as FluidRenderingObjectParticleSystem).particleSystem;\r\n}\r\n\r\nfunction IsCustomParticlesObject(obj: FluidRenderingObject): obj is FluidRenderingObjectCustomParticles {\r\n return !!(obj as FluidRenderingObjectCustomParticles).addBuffers;\r\n}\r\n\r\n/**\r\n * Defines the fluid renderer scene component responsible to render objects as fluids\r\n */\r\nexport class FluidRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_FLUIDRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherActiveCameraRenderTargetsStage.registerStep(\r\n SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_FLUIDRENDERER,\r\n this,\r\n this._gatherActiveCameraRenderTargets\r\n );\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_FLUIDRENDERER, this, this._afterCameraDraw);\r\n }\r\n\r\n private _gatherActiveCameraRenderTargets(_renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n this.scene.fluidRenderer?._prepareRendering();\r\n }\r\n\r\n private _afterCameraDraw(camera: Camera) {\r\n this.scene.fluidRenderer?._render(camera);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n const fluidRenderer = this.scene.fluidRenderer;\r\n if (!fluidRenderer) {\r\n return;\r\n }\r\n\r\n const buffers = new Set<Buffer>();\r\n for (let i = 0; i < fluidRenderer.renderObjects.length; ++i) {\r\n const obj = fluidRenderer.renderObjects[i].object;\r\n if (IsCustomParticlesObject(obj)) {\r\n const vbuffers = obj.vertexBuffers;\r\n for (const name in vbuffers) {\r\n buffers.add(vbuffers[name].getWrapperBuffer());\r\n }\r\n }\r\n }\r\n\r\n buffers.forEach((buffer) => {\r\n buffer._rebuild();\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.disableFluidRenderer();\r\n }\r\n}\r\n\r\n/**\r\n * An object rendered as a fluid.\r\n * It consists of the object itself as well as the render target renderer (which is used to generate the textures (render target) needed for fluid rendering)\r\n */\r\nexport interface IFluidRenderingRenderObject {\r\n /** object rendered as a fluid */\r\n object: FluidRenderingObject;\r\n /** target renderer used to render the fluid object */\r\n targetRenderer: FluidRenderingTargetRenderer;\r\n}\r\n\r\n/**\r\n * Class responsible for fluid rendering.\r\n * It is implementing the method described in https://developer.download.nvidia.com/presentations/2010/gdc/Direct3D_Effects.pdf\r\n */\r\nexport class FluidRenderer {\r\n /** @internal */\r\n public static _SceneComponentInitialization(scene: Scene) {\r\n let component = scene._getComponent(SceneComponentConstants.NAME_FLUIDRENDERER) as FluidRendererSceneComponent;\r\n if (!component) {\r\n component = new FluidRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n }\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _onEngineResizeObserver: Nullable<Observer<AbstractEngine>>;\r\n private _cameras: Map<Camera, CameraMapForFluidRendering>;\r\n\r\n /** Retrieves all the render objects managed by the class */\r\n public readonly renderObjects: Array<IFluidRenderingRenderObject>;\r\n\r\n /** Retrieves all the render target renderers managed by the class */\r\n public readonly targetRenderers: FluidRenderingTargetRenderer[];\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 * Initializes the class\r\n * @param scene Scene in which the objects are part of\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._onEngineResizeObserver = null;\r\n this.renderObjects = [];\r\n this.targetRenderers = [];\r\n this._cameras = new Map();\r\n\r\n FluidRenderer._SceneComponentInitialization(this._scene);\r\n\r\n this._onEngineResizeObserver = this._engine.onResizeObservable.add(() => {\r\n this._initialize();\r\n });\r\n\r\n const engine = this._engine;\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n }\r\n\r\n /**\r\n * Reinitializes the class\r\n * Can be used if you change the object priority (FluidRenderingObject.priority), to make sure the objects are rendered in the right order\r\n */\r\n public recreate(): void {\r\n this._sortRenderingObjects();\r\n this._initialize();\r\n }\r\n\r\n /**\r\n * Gets the render object corresponding to a particle system (null if the particle system is not rendered as a fluid)\r\n * @param ps The particle system\r\n * @returns the render object corresponding to this particle system if any, otherwise null\r\n */\r\n public getRenderObjectFromParticleSystem(ps: IParticleSystem): Nullable<IFluidRenderingRenderObject> {\r\n const index = this._getParticleSystemIndex(ps);\r\n return index !== -1 ? this.renderObjects[index] : null;\r\n }\r\n\r\n /**\r\n * Adds a particle system to the fluid renderer.\r\n * @param ps particle system\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from the particle system and use it as part of the fluid rendering (default: false)\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the particle system\r\n */\r\n public addParticleSystem(ps: IParticleSystem, generateDiffuseTexture?: boolean, targetRenderer?: FluidRenderingTargetRenderer, camera?: Camera): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectParticleSystem(this._scene, ps, this._shaderLanguage);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera, this._shaderLanguage);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Adds a custom particle set to the fluid renderer.\r\n * @param buffers The list of buffers (should contain at least a \"position\" buffer!)\r\n * @param numParticles Number of particles in each buffer\r\n * @param generateDiffuseTexture True if you want to generate a diffuse texture from buffers and use it as part of the fluid rendering (default: false). For the texture to be generated correctly, you need a \"color\" buffer in the set!\r\n * @param targetRenderer The target renderer used to display the particle system as a fluid. If not provided, the method will create a new one\r\n * @param camera The camera used by the target renderer (if the target renderer is created by the method)\r\n * @returns the render object corresponding to the custom particle set\r\n */\r\n public addCustomParticles(\r\n buffers: { [key: string]: FloatArray },\r\n numParticles: number,\r\n generateDiffuseTexture?: boolean,\r\n targetRenderer?: FluidRenderingTargetRenderer,\r\n camera?: Camera\r\n ): IFluidRenderingRenderObject {\r\n const object = new FluidRenderingObjectCustomParticles(this._scene, buffers, numParticles, this._shaderLanguage);\r\n\r\n object.onParticleSizeChanged.add(() => this._setParticleSizeForRenderTargets());\r\n\r\n if (!targetRenderer) {\r\n targetRenderer = new FluidRenderingTargetRenderer(this._scene, camera, this._shaderLanguage);\r\n this.targetRenderers.push(targetRenderer);\r\n }\r\n\r\n if (!targetRenderer._onUseVelocityChanged.hasObservers()) {\r\n targetRenderer._onUseVelocityChanged.add(() => this._setUseVelocityForRenderObject());\r\n }\r\n\r\n if (generateDiffuseTexture !== undefined) {\r\n targetRenderer.generateDiffuseTexture = generateDiffuseTexture;\r\n }\r\n\r\n const renderObject = { object, targetRenderer };\r\n\r\n this.renderObjects.push(renderObject);\r\n\r\n this._sortRenderingObjects();\r\n\r\n this._setParticleSizeForRenderTargets();\r\n\r\n return renderObject;\r\n }\r\n\r\n /**\r\n * Removes a render object from the fluid renderer\r\n * @param renderObject the render object to remove\r\n * @param removeUnusedTargetRenderer True to remove/dispose of the target renderer if it's not used anymore (default: true)\r\n * @returns True if the render object has been found and released, else false\r\n */\r\n public removeRenderObject(renderObject: IFluidRenderingRenderObject, removeUnusedTargetRenderer = true): boolean {\r\n const index = this.renderObjects.indexOf(renderObject);\r\n if (index === -1) {\r\n return false;\r\n }\r\n\r\n renderObject.object.dispose();\r\n\r\n this.renderObjects.splice(index, 1);\r\n\r\n if (removeUnusedTargetRenderer && this._removeUnusedTargetRenderers()) {\r\n this._initialize();\r\n } else {\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _sortRenderingObjects(): void {\r\n this.renderObjects.sort((a, b) => {\r\n return a.object.priority < b.object.priority ? -1 : a.object.priority > b.object.priority ? 1 : 0;\r\n });\r\n }\r\n\r\n private _removeUnusedTargetRenderers(): boolean {\r\n const indexes: { [id: number]: boolean } = {};\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const targetRenderer = this.renderObjects[i].targetRenderer;\r\n indexes[this.targetRenderers.indexOf(targetRenderer)] = true;\r\n }\r\n\r\n let removed = false;\r\n const newList: Array<FluidRenderingTargetRenderer> = [];\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!indexes[i]) {\r\n this.targetRenderers[i].dispose();\r\n removed = true;\r\n } else {\r\n newList.push(this.targetRenderers[i]);\r\n }\r\n }\r\n\r\n if (removed) {\r\n this.targetRenderers.length = 0;\r\n this.targetRenderers.push(...newList);\r\n }\r\n\r\n return removed;\r\n }\r\n\r\n private _getParticleSystemIndex(ps: IParticleSystem): number {\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const obj = this.renderObjects[i].object;\r\n if (IsParticleSystemObject(obj) && obj.particleSystem === ps) {\r\n return i;\r\n }\r\n }\r\n\r\n return -1;\r\n }\r\n\r\n private _initialize(): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n const cameras: Map<Camera, CameraMapForFluidRendering> = new Map();\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n const targetRenderer = this.targetRenderers[i];\r\n\r\n targetRenderer._initialize();\r\n\r\n if (targetRenderer.camera && targetRenderer._renderPostProcess) {\r\n let list = cameras.get(targetRenderer.camera);\r\n if (!list) {\r\n list = [[], {}];\r\n cameras.set(targetRenderer.camera, list);\r\n }\r\n list[0].push(targetRenderer);\r\n targetRenderer.camera.attachPostProcess(targetRenderer._renderPostProcess, i);\r\n }\r\n }\r\n\r\n let iterator = cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = cameras.get(camera)!;\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const [targetRenderers, copyDepthTextures] = list;\r\n\r\n firstPostProcess.onSizeChangedObservable.add(() => {\r\n if (!firstPostProcess.inputTexture.depthStencilTexture) {\r\n firstPostProcess.inputTexture.createDepthStencilTexture(\r\n 0,\r\n true,\r\n this._engine.isStencilEnable,\r\n targetRenderers[0].samples,\r\n this._engine.isStencilEnable ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT,\r\n `PostProcessRTTDepthStencil-${firstPostProcess.name}`\r\n );\r\n }\r\n for (const targetRenderer of targetRenderers) {\r\n const thicknessRT = targetRenderer._thicknessRenderTarget?.renderTarget;\r\n const thicknessTexture = thicknessRT?.texture;\r\n if (thicknessRT && thicknessTexture) {\r\n const key = thicknessTexture.width + \"_\" + thicknessTexture.height;\r\n let copyDepthTexture = copyDepthTextures[key];\r\n if (!copyDepthTexture) {\r\n copyDepthTexture = copyDepthTextures[key] = new FluidRenderingDepthTextureCopy(this._engine, thicknessTexture.width, thicknessTexture.height);\r\n }\r\n copyDepthTexture.depthRTWrapper.shareDepth(thicknessRT);\r\n }\r\n }\r\n });\r\n }\r\n\r\n // Dispose the CopyDepthTexture instances that we don't need anymore\r\n iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n\r\n const copyDepthTextures = list[1];\r\n\r\n const list2 = cameras.get(camera);\r\n if (!list2) {\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n } else {\r\n for (const key in copyDepthTextures) {\r\n if (!list2[1][key]) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._cameras.clear();\r\n this._cameras = cameras;\r\n\r\n this._setParticleSizeForRenderTargets();\r\n }\r\n\r\n private _setParticleSizeForRenderTargets(): void {\r\n const particleSizes = new Map<FluidRenderingTargetRenderer, number>();\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n let curSize = particleSizes.get(renderingObject.targetRenderer);\r\n if (curSize === undefined) {\r\n curSize = 0;\r\n }\r\n particleSizes.set(renderingObject.targetRenderer, Math.max(curSize, renderingObject.object.particleSize));\r\n }\r\n\r\n particleSizes.forEach((particleSize, targetRenderer) => {\r\n if (targetRenderer._depthRenderTarget) {\r\n targetRenderer._depthRenderTarget.particleSize = particleSize;\r\n }\r\n });\r\n }\r\n\r\n private _setUseVelocityForRenderObject(): void {\r\n for (const renderingObject of this.renderObjects) {\r\n renderingObject.object.useVelocity = renderingObject.targetRenderer.useVelocity;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _prepareRendering(): void {\r\n for (const renderer of this.targetRenderers) {\r\n if (renderer.needInitialization) {\r\n this._initialize();\r\n return;\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _render(forCamera?: Camera): void {\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n if (!forCamera || this.targetRenderers[i].camera === forCamera) {\r\n this.targetRenderers[i]._clearTargets();\r\n }\r\n }\r\n\r\n const iterator = this._cameras.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const camera = key.value;\r\n const list = this._cameras.get(camera)!;\r\n if (forCamera && camera !== forCamera) {\r\n continue;\r\n }\r\n\r\n const firstPostProcess = camera._getFirstPostProcess();\r\n if (!firstPostProcess) {\r\n continue;\r\n }\r\n\r\n const sourceCopyDepth = firstPostProcess.inputTexture?.depthStencilTexture;\r\n if (sourceCopyDepth) {\r\n const [targetRenderers, copyDepthTextures] = list;\r\n for (const targetRenderer of targetRenderers) {\r\n targetRenderer._bgDepthTexture = sourceCopyDepth;\r\n }\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].copy(sourceCopyDepth);\r\n }\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n const renderingObject = this.renderObjects[i];\r\n if (!forCamera || renderingObject.targetRenderer.camera === forCamera) {\r\n renderingObject.targetRenderer._render(renderingObject.object);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of all the ressources used by the class\r\n */\r\n public dispose(): void {\r\n this._engine.onResizeObservable.remove(this._onEngineResizeObserver);\r\n this._onEngineResizeObserver = null;\r\n\r\n for (let i = 0; i < this.renderObjects.length; ++i) {\r\n this.renderObjects[i].object.dispose();\r\n }\r\n\r\n for (let i = 0; i < this.targetRenderers.length; ++i) {\r\n this.targetRenderers[i].dispose();\r\n }\r\n\r\n this._cameras.forEach((list) => {\r\n const copyDepthTextures = list[1];\r\n for (const key in copyDepthTextures) {\r\n copyDepthTextures[key].dispose();\r\n }\r\n });\r\n\r\n (this.renderObjects as Array<IFluidRenderingRenderObject>) = [];\r\n (this.targetRenderers as FluidRenderingTargetRenderer[]) = [];\r\n this._cameras.clear();\r\n }\r\n}\r\n"]}
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@@ -49,6 +49,11 @@ export declare class GeometryBufferRenderer {
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* using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)
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* Constant used to retrieve the screen-space depth texture index in the G-Buffer textures array
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getTextureIndex(textureType: number): number;
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* pbr.useMetallnessFromMetallicTextureBlue = true;
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* 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)
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* Resets the geometry buffer layout
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_resetLayout() {
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}
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else if (geometryBufferType === GeometryBufferRenderer.DEPTH_TEXTURE_TYPE) {
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else if (geometryBufferType === GeometryBufferRenderer.NORMAL_TEXTURE_TYPE) {
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}
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else if (geometryBufferType === GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE) {
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}
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}
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/**
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@@ -157,13 +166,47 @@ export class GeometryBufferRenderer {
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case GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE:
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case GeometryBufferRenderer.DEPTH_TEXTURE_TYPE:
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return this.
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return this._depthIndex;
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case GeometryBufferRenderer.NORMAL_TEXTURE_TYPE:
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return this.
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return this._normalIndex;
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case GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE:
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return this._screenspaceDepthIndex;
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default:
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return -1;
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}
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}
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/**
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* @returns a boolean indicating if object's depths are enabled for the G buffer.
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*/
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get enableDepth() {
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return this._enableDepth;
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}
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/**
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* Sets whether or not object's depths are enabled for the G buffer.
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*/
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set enableDepth(enable) {
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this._enableDepth = enable;
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if (!this._linkedWithPrePass) {
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this.dispose();
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this._createRenderTargets();
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}
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+
}
|
|
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
|
*/
|