@babylonjs/core 7.3.3 → 7.5.0
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.d.ts +11 -12
- package/Engines/abstractEngine.js +7 -7
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +2 -2
- package/Engines/thinEngine.functions.d.ts +2 -0
- package/Engines/thinEngine.functions.js +1 -1
- package/Engines/thinEngine.functions.js.map +1 -1
- package/Engines/thinEngine.js +9 -10
- package/Engines/thinEngine.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +25 -14
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -2
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.js +7 -3
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/Node/Blocks/modBlock.js +7 -1
- package/Materials/Node/Blocks/modBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +2 -4
- package/Materials/Node/nodeMaterial.js +1 -3
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +1 -2
- package/Materials/PBR/pbrBaseMaterial.js +1 -2
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/effect.d.ts +4 -0
- package/Materials/effect.functions.js +2 -0
- package/Materials/effect.functions.js.map +1 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/effect.webgl.functions.js +1 -1
- package/Materials/effect.webgl.functions.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +5 -0
- package/Materials/imageProcessingConfiguration.defines.d.ts +2 -4
- package/Materials/imageProcessingConfiguration.defines.js +1 -2
- package/Materials/imageProcessingConfiguration.defines.js.map +1 -1
- package/Materials/imageProcessingConfiguration.js +23 -11
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/meshDebugPluginMaterial.js +2 -2
- package/Materials/meshDebugPluginMaterial.js.map +1 -1
- package/Materials/standardMaterial.d.ts +1 -2
- package/Materials/standardMaterial.js +1 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +6 -0
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
- package/Misc/fileTools.d.ts +6 -0
- package/Misc/fileTools.js +4 -3
- package/Misc/fileTools.js.map +1 -1
- package/Misc/greasedLineTools.js +7 -1
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/sceneSerializer.js +9 -1
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/textureTools.d.ts +2 -0
- package/Misc/textureTools.js +2 -0
- package/Misc/textureTools.js.map +1 -1
- package/Misc/tools.d.ts +0 -6
- package/Misc/tools.js +0 -9
- package/Misc/tools.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.js +14 -5
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/Rendering/GlobalIllumination/giRSMManager.d.ts +6 -0
- package/Rendering/GlobalIllumination/giRSMManager.js +15 -1
- package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
- package/Rendering/renderingGroup.js +1 -1
- package/Rendering/renderingGroup.js.map +1 -1
- package/Shaders/ShadersInclude/imageProcessingFunctions.js +8 -5
- package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
- package/Shaders/lod.fragment.d.ts +5 -0
- package/Shaders/lod.fragment.js +12 -0
- package/Shaders/lod.fragment.js.map +1 -0
- package/Shaders/lodCube.fragment.d.ts +5 -0
- package/Shaders/lodCube.fragment.js +30 -0
- package/Shaders/lodCube.fragment.js.map +1 -0
- package/package.json +1 -1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { ColorCurves } from \"../Materials/colorCurves\";\r\nimport type { IImageProcessingConfigurationDefines } from \"../Materials/imageProcessingConfiguration.defines\";\r\nimport { ImageProcessingConfiguration } from \"../Materials/imageProcessingConfiguration\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/imageProcessing.fragment\";\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * ImageProcessingPostProcess\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#imageprocessing\r\n */\r\nexport class ImageProcessingPostProcess extends PostProcess {\r\n /**\r\n * Default configuration related to image processing available in the PBR Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n // We are almost sure it is applied by post process as\r\n // We are in the post process :-)\r\n value.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(value);\r\n }\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the PBR Material.\r\n * @param configuration\r\n * @param doNotBuild\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild = false): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n let scene = null;\r\n const engine = this.getEngine();\r\n const camera = this.getCamera();\r\n\r\n if (camera) {\r\n scene = camera.getScene();\r\n } else if (engine && engine.scenes) {\r\n const scenes = engine.scenes;\r\n scene = scenes[scenes.length - 1];\r\n } else {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (scene) {\r\n this._imageProcessingConfiguration = scene.imageProcessingConfiguration;\r\n } else {\r\n this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n } else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateParameters();\r\n });\r\n }\r\n\r\n // Ensure the effect will be rebuilt.\r\n if (!doNotBuild) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * If the post process is supported.\r\n */\r\n public override get isSupported(): boolean {\r\n const effect = this.getEffect();\r\n return !effect || effect.isSupported;\r\n }\r\n\r\n /**\r\n * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public get colorCurves(): Nullable<ColorCurves> {\r\n return this.imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public set colorCurves(value: Nullable<ColorCurves>) {\r\n this.imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this.imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n this.imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this.imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * Sets exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n this.imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._imageProcessingConfiguration.toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect.\r\n */\r\n public set toneMappingType(value: number) {\r\n this._imageProcessingConfiguration.toneMappingType = value;\r\n }\r\n\r\n /**\r\n * Gets contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this.imageProcessingConfiguration.contrast;\r\n }\r\n /**\r\n * Sets contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n this.imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette stretch size.\r\n */\r\n public get vignetteStretch(): number {\r\n return this.imageProcessingConfiguration.vignetteStretch;\r\n }\r\n /**\r\n * Sets Vignette stretch size.\r\n */\r\n public set vignetteStretch(value: number) {\r\n this.imageProcessingConfiguration.vignetteStretch = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n /**\r\n * Sets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public set vignetteCentreX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n /**\r\n * Sets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public set vignetteCentreY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center Y Offset.\r\n */\r\n public get vignetteCenterY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n public set vignetteCenterY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center X Offset.\r\n */\r\n public get vignetteCenterX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n public set vignetteCenterX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette weight or intensity of the vignette effect.\r\n */\r\n public get vignetteWeight(): number {\r\n return this.imageProcessingConfiguration.vignetteWeight;\r\n }\r\n /**\r\n * Sets Vignette weight or intensity of the vignette effect.\r\n */\r\n public set vignetteWeight(value: number) {\r\n this.imageProcessingConfiguration.vignetteWeight = value;\r\n }\r\n\r\n /**\r\n * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public get vignetteColor(): Color4 {\r\n return this.imageProcessingConfiguration.vignetteColor;\r\n }\r\n /**\r\n * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public set vignetteColor(value: Color4) {\r\n this.imageProcessingConfiguration.vignetteColor = value;\r\n }\r\n\r\n /**\r\n * Gets Camera field of view used by the Vignette effect.\r\n */\r\n public get vignetteCameraFov(): number {\r\n return this.imageProcessingConfiguration.vignetteCameraFov;\r\n }\r\n /**\r\n * Sets Camera field of view used by the Vignette effect.\r\n */\r\n public set vignetteCameraFov(value: number) {\r\n this.imageProcessingConfiguration.vignetteCameraFov = value;\r\n }\r\n\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this.imageProcessingConfiguration.vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n this.imageProcessingConfiguration.vignetteBlendMode = value;\r\n }\r\n\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this.imageProcessingConfiguration.vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.vignetteEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets intensity of the dithering effect.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this.imageProcessingConfiguration.ditheringIntensity;\r\n }\r\n /**\r\n * Sets intensity of the dithering effect.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n this.imageProcessingConfiguration.ditheringIntensity = value;\r\n }\r\n\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this.imageProcessingConfiguration.ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.ditheringEnabled = value;\r\n }\r\n\r\n @serialize()\r\n private _fromLinearSpace = true;\r\n /**\r\n * Gets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public get fromLinearSpace(): boolean {\r\n return this._fromLinearSpace;\r\n }\r\n /**\r\n * Sets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public set fromLinearSpace(value: boolean) {\r\n if (this._fromLinearSpace === value) {\r\n return;\r\n }\r\n\r\n this._fromLinearSpace = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Defines cache preventing GC.\r\n */\r\n private _defines: IImageProcessingConfigurationDefines & { FROMLINEARSPACE: boolean } = {\r\n IMAGEPROCESSING: false,\r\n VIGNETTE: false,\r\n VIGNETTEBLENDMODEMULTIPLY: false,\r\n VIGNETTEBLENDMODEOPAQUE: false,\r\n TONEMAPPING: false,\r\n TONEMAPPING_ACES: false,\r\n CONTRAST: false,\r\n COLORCURVES: false,\r\n COLORGRADING: false,\r\n COLORGRADING3D: false,\r\n FROMLINEARSPACE: false,\r\n SAMPLER3DGREENDEPTH: false,\r\n SAMPLER3DBGRMAP: false,\r\n DITHER: false,\r\n IMAGEPROCESSINGPOSTPROCESS: false,\r\n EXPOSURE: false,\r\n SKIPFINALCOLORCLAMP: false,\r\n };\r\n\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n imageProcessingConfiguration?: ImageProcessingConfiguration\r\n ) {\r\n super(name, \"imageProcessing\", [], [], options, camera, samplingMode, engine, reusable, null, textureType, \"postprocess\", null, true);\r\n\r\n // Setup the configuration as forced by the constructor. This would then not force the\r\n // scene materials output in linear space and let untouched the default forward pass.\r\n if (imageProcessingConfiguration) {\r\n imageProcessingConfiguration.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);\r\n // This will cause the shader to be compiled\r\n this._updateParameters();\r\n }\r\n // Setup the default processing configuration to the scene.\r\n else {\r\n this._attachImageProcessingConfiguration(null, true);\r\n this.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n\r\n this.onApply = (effect: Effect) => {\r\n this.imageProcessingConfiguration.bind(effect, this.aspectRatio);\r\n };\r\n }\r\n /**\r\n * \"ImageProcessingPostProcess\"\r\n * @returns \"ImageProcessingPostProcess\"\r\n */\r\n public override getClassName(): string {\r\n return \"ImageProcessingPostProcess\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateParameters(): void {\r\n this._defines.FROMLINEARSPACE = this._fromLinearSpace;\r\n this.imageProcessingConfiguration.prepareDefines(this._defines, true);\r\n let defines = \"\";\r\n for (const define in this._defines) {\r\n if ((<any>this._defines)[define]) {\r\n defines += `#define ${define};\\n`;\r\n }\r\n }\r\n\r\n const samplers = [\"textureSampler\"];\r\n const uniforms = [\"scale\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);\r\n }\r\n\r\n this.updateEffect(defines, uniforms, samplers);\r\n }\r\n\r\n public override dispose(camera?: Camera): void {\r\n super.dispose(camera);\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n if (this._imageProcessingConfiguration) {\r\n this.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n }\r\n}\r\n"]}
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+
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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"../types\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport type { Color4 } from \"../Maths/math.color\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { ColorCurves } from \"../Materials/colorCurves\";\r\nimport type { IImageProcessingConfigurationDefines } from \"../Materials/imageProcessingConfiguration.defines\";\r\nimport { ImageProcessingConfiguration } from \"../Materials/imageProcessingConfiguration\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport \"../Shaders/imageProcessing.fragment\";\r\nimport \"../Shaders/postprocess.vertex\";\r\n\r\n/**\r\n * ImageProcessingPostProcess\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/postProcesses/usePostProcesses#imageprocessing\r\n */\r\nexport class ImageProcessingPostProcess extends PostProcess {\r\n /**\r\n * Default configuration related to image processing available in the PBR Material.\r\n */\r\n protected _imageProcessingConfiguration: ImageProcessingConfiguration;\r\n\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n public get imageProcessingConfiguration(): ImageProcessingConfiguration {\r\n return this._imageProcessingConfiguration;\r\n }\r\n\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n public set imageProcessingConfiguration(value: ImageProcessingConfiguration) {\r\n // We are almost sure it is applied by post process as\r\n // We are in the post process :-)\r\n value.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(value);\r\n }\r\n\r\n /**\r\n * Keep track of the image processing observer to allow dispose and replace.\r\n */\r\n private _imageProcessingObserver: Nullable<Observer<ImageProcessingConfiguration>>;\r\n\r\n /**\r\n * Attaches a new image processing configuration to the PBR Material.\r\n * @param configuration\r\n * @param doNotBuild\r\n */\r\n protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild = false): void {\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n\r\n // Detaches observer.\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n // Pick the scene configuration if needed.\r\n if (!configuration) {\r\n let scene = null;\r\n const engine = this.getEngine();\r\n const camera = this.getCamera();\r\n\r\n if (camera) {\r\n scene = camera.getScene();\r\n } else if (engine && engine.scenes) {\r\n const scenes = engine.scenes;\r\n scene = scenes[scenes.length - 1];\r\n } else {\r\n scene = EngineStore.LastCreatedScene;\r\n }\r\n\r\n if (scene) {\r\n this._imageProcessingConfiguration = scene.imageProcessingConfiguration;\r\n } else {\r\n this._imageProcessingConfiguration = new ImageProcessingConfiguration();\r\n }\r\n } else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n\r\n // Attaches observer.\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(() => {\r\n this._updateParameters();\r\n });\r\n }\r\n\r\n // Ensure the effect will be rebuilt.\r\n if (!doNotBuild) {\r\n this._updateParameters();\r\n }\r\n }\r\n\r\n /**\r\n * If the post process is supported.\r\n */\r\n public override get isSupported(): boolean {\r\n const effect = this.getEffect();\r\n return !effect || effect.isSupported;\r\n }\r\n\r\n /**\r\n * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public get colorCurves(): Nullable<ColorCurves> {\r\n return this.imageProcessingConfiguration.colorCurves;\r\n }\r\n /**\r\n * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .\r\n */\r\n public set colorCurves(value: Nullable<ColorCurves>) {\r\n this.imageProcessingConfiguration.colorCurves = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color curves effect is enabled.\r\n */\r\n public get colorCurvesEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n }\r\n /**\r\n * Sets whether the color curves effect is enabled.\r\n */\r\n public set colorCurvesEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public get colorGradingTexture(): Nullable<BaseTexture> {\r\n return this.imageProcessingConfiguration.colorGradingTexture;\r\n }\r\n /**\r\n * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.\r\n */\r\n public set colorGradingTexture(value: Nullable<BaseTexture>) {\r\n this.imageProcessingConfiguration.colorGradingTexture = value;\r\n }\r\n\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public get colorGradingEnabled(): boolean {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n }\r\n /**\r\n * Gets whether the color grading effect is enabled.\r\n */\r\n public set colorGradingEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets exposure used in the effect.\r\n */\r\n public get exposure(): number {\r\n return this.imageProcessingConfiguration.exposure;\r\n }\r\n /**\r\n * Sets exposure used in the effect.\r\n */\r\n public set exposure(value: number) {\r\n this.imageProcessingConfiguration.exposure = value;\r\n }\r\n\r\n /**\r\n * Gets whether tonemapping is enabled or not.\r\n */\r\n public get toneMappingEnabled(): boolean {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n }\r\n /**\r\n * Sets whether tonemapping is enabled or not\r\n */\r\n public set toneMappingEnabled(value: boolean) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n public get toneMappingType(): number {\r\n return this._imageProcessingConfiguration.toneMappingType;\r\n }\r\n /**\r\n * Sets the type of tone mapping effect.\r\n */\r\n public set toneMappingType(value: number) {\r\n this._imageProcessingConfiguration.toneMappingType = value;\r\n }\r\n\r\n /**\r\n * Gets contrast used in the effect.\r\n */\r\n public get contrast(): number {\r\n return this.imageProcessingConfiguration.contrast;\r\n }\r\n /**\r\n * Sets contrast used in the effect.\r\n */\r\n public set contrast(value: number) {\r\n this.imageProcessingConfiguration.contrast = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette stretch size.\r\n */\r\n public get vignetteStretch(): number {\r\n return this.imageProcessingConfiguration.vignetteStretch;\r\n }\r\n /**\r\n * Sets Vignette stretch size.\r\n */\r\n public set vignetteStretch(value: number) {\r\n this.imageProcessingConfiguration.vignetteStretch = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public get vignetteCentreX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n /**\r\n * Sets Vignette center X Offset.\r\n * @deprecated use vignetteCenterX instead\r\n */\r\n public set vignetteCentreX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public get vignetteCentreY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n /**\r\n * Sets Vignette center Y Offset.\r\n * @deprecated use vignetteCenterY instead\r\n */\r\n public set vignetteCentreY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center Y Offset.\r\n */\r\n public get vignetteCenterY(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterY;\r\n }\r\n public set vignetteCenterY(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterY = value;\r\n }\r\n\r\n /**\r\n * Vignette center X Offset.\r\n */\r\n public get vignetteCenterX(): number {\r\n return this.imageProcessingConfiguration.vignetteCenterX;\r\n }\r\n public set vignetteCenterX(value: number) {\r\n this.imageProcessingConfiguration.vignetteCenterX = value;\r\n }\r\n\r\n /**\r\n * Gets Vignette weight or intensity of the vignette effect.\r\n */\r\n public get vignetteWeight(): number {\r\n return this.imageProcessingConfiguration.vignetteWeight;\r\n }\r\n /**\r\n * Sets Vignette weight or intensity of the vignette effect.\r\n */\r\n public set vignetteWeight(value: number) {\r\n this.imageProcessingConfiguration.vignetteWeight = value;\r\n }\r\n\r\n /**\r\n * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public get vignetteColor(): Color4 {\r\n return this.imageProcessingConfiguration.vignetteColor;\r\n }\r\n /**\r\n * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n public set vignetteColor(value: Color4) {\r\n this.imageProcessingConfiguration.vignetteColor = value;\r\n }\r\n\r\n /**\r\n * Gets Camera field of view used by the Vignette effect.\r\n */\r\n public get vignetteCameraFov(): number {\r\n return this.imageProcessingConfiguration.vignetteCameraFov;\r\n }\r\n /**\r\n * Sets Camera field of view used by the Vignette effect.\r\n */\r\n public set vignetteCameraFov(value: number) {\r\n this.imageProcessingConfiguration.vignetteCameraFov = value;\r\n }\r\n\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n public get vignetteBlendMode(): number {\r\n return this.imageProcessingConfiguration.vignetteBlendMode;\r\n }\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n public set vignetteBlendMode(value: number) {\r\n this.imageProcessingConfiguration.vignetteBlendMode = value;\r\n }\r\n\r\n /**\r\n * Gets whether the vignette effect is enabled.\r\n */\r\n public get vignetteEnabled(): boolean {\r\n return this.imageProcessingConfiguration.vignetteEnabled;\r\n }\r\n /**\r\n * Sets whether the vignette effect is enabled.\r\n */\r\n public set vignetteEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.vignetteEnabled = value;\r\n }\r\n\r\n /**\r\n * Gets intensity of the dithering effect.\r\n */\r\n public get ditheringIntensity(): number {\r\n return this.imageProcessingConfiguration.ditheringIntensity;\r\n }\r\n /**\r\n * Sets intensity of the dithering effect.\r\n */\r\n public set ditheringIntensity(value: number) {\r\n this.imageProcessingConfiguration.ditheringIntensity = value;\r\n }\r\n\r\n /**\r\n * Gets whether the dithering effect is enabled.\r\n */\r\n public get ditheringEnabled(): boolean {\r\n return this.imageProcessingConfiguration.ditheringEnabled;\r\n }\r\n /**\r\n * Sets whether the dithering effect is enabled.\r\n */\r\n public set ditheringEnabled(value: boolean) {\r\n this.imageProcessingConfiguration.ditheringEnabled = value;\r\n }\r\n\r\n @serialize()\r\n private _fromLinearSpace = true;\r\n /**\r\n * Gets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public get fromLinearSpace(): boolean {\r\n return this._fromLinearSpace;\r\n }\r\n /**\r\n * Sets whether the input of the processing is in Gamma or Linear Space.\r\n */\r\n public set fromLinearSpace(value: boolean) {\r\n if (this._fromLinearSpace === value) {\r\n return;\r\n }\r\n\r\n this._fromLinearSpace = value;\r\n this._updateParameters();\r\n }\r\n\r\n /**\r\n * Defines cache preventing GC.\r\n */\r\n private _defines: IImageProcessingConfigurationDefines & { FROMLINEARSPACE: boolean } = {\r\n IMAGEPROCESSING: false,\r\n VIGNETTE: false,\r\n VIGNETTEBLENDMODEMULTIPLY: false,\r\n VIGNETTEBLENDMODEOPAQUE: false,\r\n TONEMAPPING: 0,\r\n CONTRAST: false,\r\n COLORCURVES: false,\r\n COLORGRADING: false,\r\n COLORGRADING3D: false,\r\n FROMLINEARSPACE: false,\r\n SAMPLER3DGREENDEPTH: false,\r\n SAMPLER3DBGRMAP: false,\r\n DITHER: false,\r\n IMAGEPROCESSINGPOSTPROCESS: false,\r\n EXPOSURE: false,\r\n SKIPFINALCOLORCLAMP: false,\r\n };\r\n\r\n constructor(\r\n name: string,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera> = null,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT,\r\n imageProcessingConfiguration?: ImageProcessingConfiguration\r\n ) {\r\n super(name, \"imageProcessing\", [], [], options, camera, samplingMode, engine, reusable, null, textureType, \"postprocess\", null, true);\r\n\r\n // Setup the configuration as forced by the constructor. This would then not force the\r\n // scene materials output in linear space and let untouched the default forward pass.\r\n if (imageProcessingConfiguration) {\r\n imageProcessingConfiguration.applyByPostProcess = true;\r\n this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);\r\n // This will cause the shader to be compiled\r\n this._updateParameters();\r\n }\r\n // Setup the default processing configuration to the scene.\r\n else {\r\n this._attachImageProcessingConfiguration(null, true);\r\n this.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n\r\n this.onApply = (effect: Effect) => {\r\n this.imageProcessingConfiguration.bind(effect, this.aspectRatio);\r\n };\r\n }\r\n /**\r\n * \"ImageProcessingPostProcess\"\r\n * @returns \"ImageProcessingPostProcess\"\r\n */\r\n public override getClassName(): string {\r\n return \"ImageProcessingPostProcess\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateParameters(): void {\r\n this._defines.FROMLINEARSPACE = this._fromLinearSpace;\r\n this.imageProcessingConfiguration.prepareDefines(this._defines, true);\r\n let defines = \"\";\r\n for (const prop in this._defines) {\r\n const value = (<any>this._defines)[prop];\r\n const type = typeof value;\r\n\r\n switch (type) {\r\n case \"number\":\r\n case \"string\":\r\n defines += `#define ${prop} ${value};\\n`;\r\n break;\r\n default:\r\n if (value) {\r\n defines += `#define ${prop};\\n`;\r\n }\r\n break;\r\n }\r\n }\r\n\r\n const samplers = [\"textureSampler\"];\r\n const uniforms = [\"scale\"];\r\n\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);\r\n }\r\n\r\n this.updateEffect(defines, uniforms, samplers);\r\n }\r\n\r\n public override dispose(camera?: Camera): void {\r\n super.dispose(camera);\r\n\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n\r\n if (this._imageProcessingConfiguration) {\r\n this.imageProcessingConfiguration.applyByPostProcess = false;\r\n }\r\n }\r\n}\r\n"]}
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const geometryBufferRenderer = this._scene.enableGeometryBufferRenderer(this._enableBlur ? this._outputDimensions : this._giTextureDimensions, 15, GIRSMManager.GeometryBufferTextureTypesAndFormats);
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const geometryBufferRenderer = this._scene.enableGeometryBufferRenderer(this._enableBlur ? this._outputDimensions : this._giTextureDimensions, this._use32BitsDepthBuffer ? 14 : 15, GIRSMManager.GeometryBufferTextureTypesAndFormats);
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* Reflective Shadow Maps were first described in http://www.klayge.org/material/3_12/GI/rsm.pdf by Carsten Dachsbacher and Marc Stamminger\r\n * Further explanations and implementations can be found in:\r\n * - Jaker video explaining RSM and its implementation: https://www.youtube.com/watch?v=LJQQdBsOYPM\r\n * - C++ implementation by Luis Angel: https://github.com/imyoungmin/RSM\r\n * - Javascript implementation by Erkaman: https://github.com/Erkaman/webgl-rsm\r\n */\r\nimport type { Scene } from \"core/scene\";\r\nimport type { GIRSM } from \"./giRSM\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { Layer } from \"core/Layers/layer\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { InternalTexture } from \"core/Materials/Textures/internalTexture\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { GeometryBufferRenderer } from \"../geometryBufferRenderer\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { WebGPURenderTargetWrapper } from \"core/Engines/WebGPU/webgpuRenderTargetWrapper\";\r\nimport { expandToProperty, serialize } from \"core/Misc/decorators\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"../../Shaders/bilateralBlur.fragment\";\r\nimport \"../../Shaders/bilateralBlurQuality.fragment\";\r\nimport \"../../Shaders/rsmGlobalIllumination.fragment\";\r\nimport \"../../Shaders/rsmFullGlobalIllumination.fragment\";\r\n\r\n/**\r\n * Class used to manage the global illumination contribution calculated from reflective shadow maps (RSM).\r\n */\r\nexport class GIRSMManager {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _giRSM: GIRSM[] = [];\r\n private _materialsWithRenderPlugin: Material[];\r\n private _sampleTexture: RawTexture;\r\n private _maxSamples: number;\r\n private _blurRTT: Nullable<RenderTargetTexture> = null;\r\n private _blurPostProcesses: Nullable<PostProcess[]> = null;\r\n private _blurXPostprocess: Nullable<PostProcess> = null;\r\n private _blurYPostprocess: Nullable<PostProcess> = null;\r\n private _upsamplingXPostprocess: Nullable<PostProcess> = null;\r\n private _upsamplingYPostprocess: Nullable<PostProcess> = null;\r\n private _ppGlobalIllumination: PostProcess[] = [];\r\n private _drawPhaseObserver: Observer<Scene>;\r\n private _debugLayer: Layer;\r\n private _counters: Array<{ name: string; value: number }>;\r\n private _countersRTW: Array<RenderTargetWrapper[]>;\r\n private _firstActivation = true;\r\n private _geomBufferEnabled = false;\r\n private _geomBufferEnablePosition = false;\r\n private _tempMatrix = new Matrix();\r\n\r\n private _enable = false;\r\n\r\n /**\r\n * Defines the default texture types and formats used by the geometry buffer renderer.\r\n */\r\n public static GeometryBufferTextureTypesAndFormats: { [key: number]: { textureType: number; textureFormat: number } } = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n 0: { textureType: Constants.TEXTURETYPE_HALF_FLOAT, textureFormat: Constants.TEXTUREFORMAT_R }, // depth\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n 1: { textureType: Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV, textureFormat: Constants.TEXTUREFORMAT_RGBA }, // normal\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n 2: { textureType: Constants.TEXTURETYPE_HALF_FLOAT, textureFormat: Constants.TEXTUREFORMAT_RGBA }, // position\r\n };\r\n\r\n /**\r\n * Enables or disables the manager. Default is false.\r\n * If disabled, the global illumination won't be calculated and the scene will be rendered normally, without any global illumination contribution.\r\n */\r\n public get enable() {\r\n return this._enable;\r\n }\r\n\r\n public set enable(enable: boolean) {\r\n if (this._giRSM.length === 0) {\r\n enable = false;\r\n }\r\n\r\n if (enable === this._enable) {\r\n return;\r\n }\r\n\r\n this._enable = enable;\r\n this._debugLayer.isEnabled = this._showOnlyGI && enable;\r\n this._materialsWithRenderPlugin.forEach((mat) => {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin(GIRSMRenderPluginMaterial.Name) as GIRSMRenderPluginMaterial;\r\n plugin.isEnabled = enable;\r\n }\r\n });\r\n\r\n this.recreateResources(!enable);\r\n }\r\n\r\n /**\r\n * Defines if the global illumination calculation is paused or not.\r\n * Use this setting to pause the global illumination calculation when you know that the scene (camera/mesh/light positions) is not changing anymore to save some GPU power.\r\n * The scene will still be rendered with the latest global illumination contribution.\r\n */\r\n public pause = false;\r\n\r\n private _enableBlur = true;\r\n\r\n /**\r\n * Defines if the global illumination contribution should be blurred or not (using a bilateral blur). Default is true.\r\n */\r\n public get enableBlur() {\r\n return this._enableBlur;\r\n }\r\n\r\n public set enableBlur(enable: boolean) {\r\n if (enable === this._enableBlur) {\r\n return;\r\n }\r\n\r\n this._enableBlur = enable;\r\n this.recreateResources();\r\n }\r\n\r\n private _useQualityBlur = false;\r\n\r\n /**\r\n * Defines if the blur should be done with a better quality but slower or not. Default is false.\r\n */\r\n public get useQualityBlur() {\r\n return this._useQualityBlur;\r\n }\r\n\r\n public set useQualityBlur(enable: boolean) {\r\n if (enable === this._useQualityBlur) {\r\n return;\r\n }\r\n\r\n this._useQualityBlur = enable;\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Defines the depth threshold used by the bilateral blur post-processes (also used by the upsampling, if enabled).\r\n * You may have to change this value, depending on your scene.\r\n */\r\n public blurDepthThreshold = 0.05;\r\n\r\n /**\r\n * Defines the normal threshold used by the bilateral blur post-processes (also used by the upsampling, if enabled).\r\n * You may have to change this value, depending on your scene.\r\n */\r\n public blurNormalThreshold = 0.25;\r\n\r\n /**\r\n * Defines the kernel size used by the bilateral blur post-processes. Default is 12.\r\n */\r\n public blurKernel = 12;\r\n\r\n private _forceFullSizeBlur = false;\r\n\r\n /**\r\n * Defines if the blur should be done at full resolution or not. Default is false.\r\n * If this setting is enabled, upampling will be disabled (ignored) as it is not needed anymore.\r\n */\r\n public get fullSizeBlur() {\r\n return this._forceFullSizeBlur;\r\n }\r\n\r\n public set fullSizeBlur(mode: boolean) {\r\n if (this._forceFullSizeBlur === mode) {\r\n return;\r\n }\r\n\r\n this._forceFullSizeBlur = mode;\r\n this.recreateResources();\r\n }\r\n\r\n private _useQualityUpsampling = false;\r\n\r\n /**\r\n * Defines if the upsampling should be done with a better quality but slower or not. Default is false.\r\n */\r\n public get useQualityUpsampling() {\r\n return this._useQualityUpsampling;\r\n }\r\n\r\n public set useQualityUpsampling(enable: boolean) {\r\n if (enable === this._useQualityUpsampling) {\r\n return;\r\n }\r\n\r\n this._useQualityUpsampling = enable;\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Defines the kernel size used by the bilateral upsampling post-processes. Default is 6.\r\n */\r\n public upsamplerKernel = 6;\r\n\r\n private _showOnlyGI = false;\r\n\r\n /**\r\n * Defines if the debug layer should be enabled or not. Default is false.\r\n * Use this setting for debugging purpose, to show the global illumination contribution only.\r\n */\r\n public get showOnlyGI() {\r\n return this._showOnlyGI;\r\n }\r\n\r\n public set showOnlyGI(show) {\r\n if (this._showOnlyGI === show) {\r\n return;\r\n }\r\n\r\n this._showOnlyGI = show;\r\n this._debugLayer.isEnabled = show;\r\n }\r\n\r\n private _outputDimensions: { width: number; height: number };\r\n\r\n /**\r\n * Sets the output dimensions of the final process. It should normally be the same as the output dimensions of the screen.\r\n * @param dimensions The dimensions of the output texture (width and height)\r\n */\r\n public setOutputDimensions(dimensions: { width: number; height: number }) {\r\n this._outputDimensions = dimensions;\r\n this.recreateResources();\r\n }\r\n\r\n private _giTextureDimensions: { width: number; height: number };\r\n\r\n /**\r\n * Sets the dimensions of the GI texture. Try to use the smallest size possible for better performance.\r\n * @param dimensions The dimensions of the GI texture (width and height)\r\n */\r\n public setGITextureDimensions(dimensions: { width: number; height: number }) {\r\n this._giTextureDimensions = dimensions;\r\n this.recreateResources();\r\n }\r\n\r\n private _giTextureType: number;\r\n\r\n /**\r\n * Gets or sets the texture type used by the GI texture. Default is Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV.\r\n */\r\n public get giTextureType() {\r\n return this._giTextureType;\r\n }\r\n\r\n public set giTextureType(textureType: number) {\r\n if (this._giTextureType === textureType) {\r\n return;\r\n }\r\n\r\n this._giTextureType = textureType;\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Gets the list of GIRSM used by the manager.\r\n */\r\n public get giRSM() {\r\n return this._giRSM;\r\n }\r\n\r\n /**\r\n * Adds a (list of) GIRSM to the manager.\r\n * @param rsm The GIRSM (or array of GIRSM) to add to the manager\r\n */\r\n public addGIRSM(rsm: GIRSM | GIRSM[]) {\r\n if (Array.isArray(rsm)) {\r\n this._giRSM.push(...rsm);\r\n } else {\r\n this._giRSM.push(rsm);\r\n }\r\n\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Removes a (list of) GIRSM from the manager.\r\n * @param rsm The GIRSM (or array of GIRSM) to remove from the manager\r\n */\r\n public removeGIRSM(rsm: GIRSM | GIRSM[]) {\r\n if (Array.isArray(rsm)) {\r\n for (let i = 0; i < rsm.length; ++i) {\r\n const idx = this._giRSM.indexOf(rsm[i]);\r\n if (idx !== -1) {\r\n this._giRSM.splice(idx, 1);\r\n }\r\n }\r\n } else {\r\n const idx = this._giRSM.indexOf(rsm);\r\n if (idx !== -1) {\r\n this._giRSM.splice(idx, 1);\r\n }\r\n }\r\n\r\n if (this._giRSM.length === 0) {\r\n this.enable = false;\r\n } else {\r\n this.recreateResources();\r\n }\r\n }\r\n\r\n /**\r\n * Add a material to the manager. This will enable the global illumination contribution for the material.\r\n * @param material Material that will be affected by the global illumination contribution. If not provided, all materials of the scene will be affected.\r\n */\r\n public addMaterial(material?: Material) {\r\n if (material) {\r\n this._addGISupportToMaterial(material);\r\n } else {\r\n this._scene.meshes.forEach((mesh) => {\r\n if (mesh.getTotalVertices() > 0 && mesh.isEnabled() && mesh.material) {\r\n this._addGISupportToMaterial(mesh.material);\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the list of GPU counters used by the manager.\r\n * GPU timing measurements must be enabled for the counters to be filled (engine.enableGPUTimingMeasurements = true).\r\n * Only available with WebGPU. You will still get the list of counters with other engines but the values will always be 0.\r\n */\r\n public get countersGPU(): Array<{ name: string; value: number }> {\r\n return this._counters;\r\n }\r\n\r\n /**\r\n * Recreates the resources used by the manager.\r\n * You should normally not have to call this method manually, except if you change the useFullTexture property of a GIRSM, because the manager won't track this change.\r\n * @param disposeGeometryBufferRenderer Defines if the geometry buffer renderer should be disposed and recreated. Default is false.\r\n */\r\n public recreateResources(disposeGeometryBufferRenderer = false) {\r\n this._disposePostProcesses(disposeGeometryBufferRenderer);\r\n this._createPostProcesses();\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * Generates the sample texture used by the the global illumination calculation process.\r\n * @param maxSamples The maximum number of samples to generate in the texture. Default value is 2048. The numSamples property of the GIRSM should be less than or equal to this value!\r\n */\r\n public generateSampleTexture(maxSamples: number) {\r\n this._sampleTexture?.dispose();\r\n\r\n this._maxSamples = maxSamples;\r\n\r\n const data = new Float32Array(this._maxSamples * 4);\r\n for (let i = 0; i < this._maxSamples; i++) {\r\n const xi1 = Math.random();\r\n const xi2 = Math.random();\r\n\r\n const x = xi1 * Math.sin(2 * Math.PI * xi2);\r\n const y = xi1 * Math.cos(2 * Math.PI * xi2);\r\n\r\n data[i * 4 + 0] = x;\r\n data[i * 4 + 1] = y;\r\n data[i * 4 + 2] = xi1 * xi1;\r\n data[i * 4 + 3] = 1;\r\n }\r\n\r\n this._sampleTexture = new RawTexture(\r\n data,\r\n this._maxSamples,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n this._sampleTexture.name = \"GIRSMSamples\";\r\n }\r\n\r\n /**\r\n * Disposes the manager.\r\n */\r\n public dispose() {\r\n this._disposePostProcesses(true);\r\n this._debugLayer.texture?.dispose();\r\n this._debugLayer.dispose();\r\n this._scene.onBeforeDrawPhaseObservable.remove(this._drawPhaseObserver);\r\n }\r\n\r\n /**\r\n * Creates a new GIRSMManager\r\n * @param scene The scene\r\n * @param outputDimensions The dimensions of the output texture (width and height). Should normally be the same as the output dimensions of the screen.\r\n * @param giTextureDimensions The dimensions of the GI texture (width and height). Try to use the smallest size possible for better performance.\r\n * @param maxSamples The maximum number of samples to generate in the sample texture. Default value is 2048. The numSamples property of the GIRSM should be less than or equal to this value!\r\n * @param giTextureType The texture type used by the GI texture. Default is Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV.\r\n */\r\n constructor(\r\n scene: Scene,\r\n outputDimensions: { width: number; height: number },\r\n giTextureDimensions = { width: 256, height: 256 },\r\n maxSamples = 2048,\r\n giTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._outputDimensions = outputDimensions;\r\n this._giTextureDimensions = giTextureDimensions;\r\n this._giTextureType = giTextureType;\r\n this._materialsWithRenderPlugin = [];\r\n this._maxSamples = maxSamples;\r\n this._debugLayer = new Layer(\"debug layer\", null, this._scene, false);\r\n this._debugLayer.isEnabled = false;\r\n this._counters = [];\r\n this._countersRTW = [];\r\n\r\n this.generateSampleTexture(maxSamples);\r\n\r\n this._drawPhaseObserver = this._scene.onBeforeDrawPhaseObservable.add(() => {\r\n const currentRenderTarget = this._engine._currentRenderTarget;\r\n let rebindCurrentRenderTarget = false;\r\n\r\n if (this._enable) {\r\n if (!this.pause) {\r\n this._scene.postProcessManager.directRender(this._ppGlobalIllumination, this._ppGlobalIllumination[0].inputTexture);\r\n this._engine.unBindFramebuffer(this._ppGlobalIllumination[0].inputTexture, true);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n rebindCurrentRenderTarget = true;\r\n\r\n if (this.enableBlur && this._blurPostProcesses) {\r\n this._scene.postProcessManager.directRender(this._blurPostProcesses, this._blurRTT!.renderTarget, true);\r\n this._engine.unBindFramebuffer(this._blurRTT!.renderTarget!, true);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._counters.length; ++i) {\r\n const rtws = this._countersRTW[i];\r\n for (let t = 0; t < rtws.length; ++t) {\r\n if (t === 0) {\r\n this._counters[i].value = this.pause ? 0 : (rtws[t] as WebGPURenderTargetWrapper).gpuTimeInFrame?.counter.lastSecAverage ?? 0;\r\n } else if (!this.pause) {\r\n this._counters[i].value += (rtws[t] as WebGPURenderTargetWrapper).gpuTimeInFrame?.counter.lastSecAverage ?? 0;\r\n }\r\n }\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n }\r\n\r\n if (rebindCurrentRenderTarget && currentRenderTarget) {\r\n this._engine.bindFramebuffer(currentRenderTarget);\r\n }\r\n });\r\n }\r\n\r\n protected _disposePostProcesses(disposeGeometryBufferRenderer = false) {\r\n this._blurRTT?.dispose();\r\n this._blurRTT = null;\r\n this._blurPostProcesses = [];\r\n this._blurXPostprocess?.dispose();\r\n this._blurXPostprocess = null;\r\n this._blurYPostprocess?.dispose();\r\n this._blurYPostprocess = null;\r\n this._upsamplingXPostprocess?.dispose();\r\n this._upsamplingXPostprocess = null;\r\n this._upsamplingYPostprocess?.dispose();\r\n this._upsamplingYPostprocess = null;\r\n for (const ppGlobalIllumination of this._ppGlobalIllumination) {\r\n ppGlobalIllumination.dispose();\r\n }\r\n this._ppGlobalIllumination = [];\r\n if (disposeGeometryBufferRenderer) {\r\n if (this._geomBufferEnabled) {\r\n this._scene.enableGeometryBufferRenderer();\r\n this._scene.geometryBufferRenderer!.enablePosition = this._geomBufferEnablePosition;\r\n } else {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n this._counters = [];\r\n this._countersRTW = [];\r\n }\r\n\r\n protected _setPluginParameters() {\r\n if (!this._enable) {\r\n return;\r\n }\r\n\r\n this._materialsWithRenderPlugin.forEach((mat) => {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin<GIRSMRenderPluginMaterial>(GIRSMRenderPluginMaterial.Name)!;\r\n plugin.textureGIContrib = this.enableBlur ? this._blurRTT!.renderTarget!.texture! : this._ppGlobalIllumination[0].inputTexture.texture!;\r\n plugin.outputTextureWidth = this._outputDimensions.width;\r\n plugin.outputTextureHeight = this._outputDimensions.height;\r\n }\r\n });\r\n }\r\n\r\n protected _createPostProcesses() {\r\n if (!this._enable) {\r\n return;\r\n }\r\n\r\n const textureFormat = this._giTextureType === Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV ? Constants.TEXTUREFORMAT_RGB : Constants.TEXTUREFORMAT_RGBA;\r\n\r\n if (this._firstActivation) {\r\n this._firstActivation = false;\r\n this._geomBufferEnabled = !!this._scene.geometryBufferRenderer;\r\n this._geomBufferEnablePosition = this._scene.geometryBufferRenderer?.enablePosition ?? false;\r\n }\r\n\r\n if (!this._geomBufferEnabled) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.enableGeometryBufferRenderer(\r\n this._enableBlur ? this._outputDimensions : this._giTextureDimensions,\r\n Constants.TEXTUREFORMAT_DEPTH16,\r\n GIRSMManager.GeometryBufferTextureTypesAndFormats\r\n );\r\n\r\n if (!geometryBufferRenderer) {\r\n throw new Error(\"Geometry buffer renderer is not supported but is required for GIRSMManager.\");\r\n }\r\n\r\n geometryBufferRenderer.enablePosition = true;\r\n if (!this._geomBufferEnabled) {\r\n geometryBufferRenderer.generateNormalsInWorldSpace = true;\r\n }\r\n\r\n const decodeGeometryBufferNormals = geometryBufferRenderer.normalsAreUnsigned;\r\n const normalsAreInWorldSpace = geometryBufferRenderer.generateNormalsInWorldSpace;\r\n\r\n this._counters.push({ name: \"Geometry buffer renderer\", value: 0 });\r\n this._countersRTW.push([this._scene.geometryBufferRenderer!.getGBuffer().renderTarget!]);\r\n\r\n let defines = \"\";\r\n if (decodeGeometryBufferNormals) {\r\n defines += \"#define DECODE_NORMAL\\n\";\r\n }\r\n if (!normalsAreInWorldSpace) {\r\n defines += \"#define TRANSFORM_NORMAL\\n\";\r\n }\r\n\r\n for (let i = 0; i < this._giRSM.length; ++i) {\r\n const giRSM = this._giRSM[i];\r\n const rsm = giRSM.rsm;\r\n\r\n const ppGlobalIllumination = new PostProcess(\"RSMGlobalIllumination\" + i, giRSM.useFullTexture ? \"rsmFullGlobalIllumination\" : \"rsmGlobalIllumination\", {\r\n ...this._giTextureDimensions,\r\n uniforms: [\"rsmLightMatrix\", \"rsmInfo\", \"rsmInfo2\", \"invView\"],\r\n samplers: [\"normalSampler\", \"rsmPositionW\", \"rsmNormalW\", \"rsmFlux\", \"rsmSamples\"],\r\n defines,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n });\r\n\r\n this._ppGlobalIllumination.push(ppGlobalIllumination);\r\n\r\n if (i !== 0) {\r\n ppGlobalIllumination.shareOutputWith(this._ppGlobalIllumination[0]);\r\n ppGlobalIllumination.alphaMode = Constants.ALPHA_ADD;\r\n }\r\n\r\n ppGlobalIllumination.autoClear = false;\r\n ppGlobalIllumination.externalTextureSamplerBinding = true;\r\n ppGlobalIllumination.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"textureSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\"rsmPositionW\", rsm.positionWorldTexture);\r\n effect.setTexture(\"rsmNormalW\", rsm.normalWorldTexture);\r\n effect.setTexture(\"rsmFlux\", rsm.fluxTexture);\r\n effect.setMatrix(\"rsmLightMatrix\", rsm.lightTransformationMatrix);\r\n if (!giRSM.useFullTexture) {\r\n effect.setTexture(\"rsmSamples\", this._sampleTexture);\r\n effect.setFloat4(\"rsmInfo\", giRSM.numSamples, giRSM.radius, giRSM.intensity, giRSM.edgeArtifactCorrection);\r\n effect.setFloat4(\r\n \"rsmInfo2\",\r\n giRSM.noiseFactor,\r\n giRSM.rotateSample ? 1 : 0,\r\n rsm.fluxTexture.getInternalTexture()!.width,\r\n rsm.fluxTexture.getInternalTexture()!.height\r\n );\r\n } else {\r\n effect.setFloat4(\r\n \"rsmInfo\",\r\n rsm.fluxTexture.getInternalTexture()!.width,\r\n rsm.fluxTexture.getInternalTexture()!.height,\r\n giRSM.intensity,\r\n giRSM.edgeArtifactCorrection\r\n );\r\n }\r\n if (!normalsAreInWorldSpace) {\r\n this._tempMatrix.copyFrom(this._scene.activeCamera!.getViewMatrix());\r\n this._tempMatrix.invert();\r\n effect.setMatrix(\"invView\", this._tempMatrix);\r\n }\r\n });\r\n }\r\n\r\n for (const ppGlobalIllumination of this._ppGlobalIllumination) {\r\n if (!ppGlobalIllumination.inputTexture) {\r\n ppGlobalIllumination.resize(this._giTextureDimensions.width, this._giTextureDimensions.height);\r\n }\r\n }\r\n\r\n this._counters.push({ name: \"GI generation\", value: 0 });\r\n this._countersRTW.push([this._ppGlobalIllumination[0].inputTexture]);\r\n\r\n if (this._enableBlur) {\r\n const blurTextureSize = this._forceFullSizeBlur ? this._outputDimensions : this._giTextureDimensions;\r\n\r\n this._blurRTT = new RenderTargetTexture(\"GIRSMContribution\", this._outputDimensions, this._scene, {\r\n type: this._giTextureType,\r\n format: textureFormat,\r\n generateDepthBuffer: false,\r\n });\r\n this._blurRTT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._blurRTT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._blurRTT.updateSamplingMode(Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n this._blurRTT.skipInitialClear = true;\r\n\r\n const blurRTWs: RenderTargetWrapper[] = [];\r\n\r\n this._counters.push({ name: \"GI blur\", value: 0 });\r\n this._countersRTW.push(blurRTWs);\r\n\r\n // Bilateral blur\r\n this._blurXPostprocess = new PostProcess(this._useQualityBlur ? \"BilateralBlur\" : \"BilateralBlurX\", this._useQualityBlur ? \"bilateralBlurQuality\" : \"bilateralBlur\", {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: blurTextureSize,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n });\r\n\r\n this._blurXPostprocess.onApplyObservable.add((effect) => {\r\n effect._bindTexture(\"textureSampler\", this._ppGlobalIllumination[0].inputTexture.texture);\r\n effect.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.blurKernel);\r\n effect.setFloat2(\"blurDir\", 1 / this._giTextureDimensions.width, this._useQualityBlur ? 1 / this._giTextureDimensions.height : 0);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._blurXPostprocess.externalTextureSamplerBinding = true;\r\n this._blurXPostprocess.autoClear = false;\r\n\r\n if (!this._useQualityBlur) {\r\n this._blurYPostprocess = new PostProcess(\"BilateralBlurY\", \"bilateralBlur\", {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: blurTextureSize,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n });\r\n\r\n this._blurYPostprocess.autoClear = false;\r\n this._blurYPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"depthSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.blurKernel);\r\n effect.setFloat2(\"blurDir\", 0, 1 / this._giTextureDimensions.height);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._blurYPostprocess.resize(blurTextureSize.width, blurTextureSize.height);\r\n\r\n blurRTWs.push(this._blurYPostprocess.inputTexture);\r\n }\r\n\r\n this._blurPostProcesses = [this._blurXPostprocess];\r\n if (this._blurYPostprocess) {\r\n this._blurPostProcesses.push(this._blurYPostprocess);\r\n }\r\n\r\n // Bilateral upsampling\r\n const giFullDimensions = this._giTextureDimensions.width >= this._outputDimensions.width && this._giTextureDimensions.height >= this._outputDimensions.height;\r\n\r\n if (!giFullDimensions && !this._forceFullSizeBlur) {\r\n const upsamplingRTWs: RenderTargetWrapper[] = [];\r\n\r\n this._counters.push({ name: \"GI upsampling\", value: 0 });\r\n this._countersRTW.push(upsamplingRTWs);\r\n\r\n this._upsamplingXPostprocess = new PostProcess(\r\n this._useQualityUpsampling ? \"BilateralUpsampling\" : \"BilateralUpsamplingX\",\r\n this._useQualityUpsampling ? \"bilateralBlurQuality\" : \"bilateralBlur\",\r\n {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: blurTextureSize,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n }\r\n );\r\n\r\n this._upsamplingXPostprocess.autoClear = false;\r\n this._upsamplingXPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"depthSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.upsamplerKernel);\r\n effect.setFloat2(\"blurDir\", 1 / this._outputDimensions.width, this._useQualityUpsampling ? 1 / this._outputDimensions.height : 0);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._upsamplingXPostprocess.resize(blurTextureSize.width, blurTextureSize.height);\r\n\r\n blurRTWs.push(this._upsamplingXPostprocess.inputTexture);\r\n\r\n if (!this.useQualityUpsampling) {\r\n this._upsamplingYPostprocess = new PostProcess(\"BilateralUpsamplingY\", \"bilateralBlur\", {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: this._outputDimensions,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n });\r\n\r\n this._upsamplingYPostprocess.autoClear = false;\r\n this._upsamplingYPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"depthSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.upsamplerKernel);\r\n effect.setFloat2(\"blurDir\", 0, 1 / this._outputDimensions.height);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._upsamplingYPostprocess.resize(this._outputDimensions.width, this._outputDimensions.height);\r\n\r\n upsamplingRTWs.push(this._upsamplingYPostprocess.inputTexture);\r\n }\r\n\r\n upsamplingRTWs.push(this._blurRTT.renderTarget!);\r\n\r\n this._blurPostProcesses.push(this._upsamplingXPostprocess);\r\n if (this._upsamplingYPostprocess) {\r\n this._blurPostProcesses.push(this._upsamplingYPostprocess);\r\n }\r\n } else {\r\n blurRTWs.push(this._blurRTT.renderTarget!);\r\n }\r\n }\r\n\r\n this._debugLayer.texture?.dispose();\r\n this._debugLayer.texture = new BaseTexture(this._scene, this._enableBlur ? this._blurRTT!.renderTarget!.texture : this._ppGlobalIllumination[0].inputTexture.texture);\r\n }\r\n\r\n protected _addGISupportToMaterial(material: Material) {\r\n if (material.pluginManager?.getPlugin(GIRSMRenderPluginMaterial.Name)) {\r\n return;\r\n }\r\n\r\n const plugin = new GIRSMRenderPluginMaterial(material);\r\n\r\n if (this._enable && this._ppGlobalIllumination.length > 0) {\r\n plugin.textureGIContrib = this._ppGlobalIllumination[0].inputTexture.texture!;\r\n plugin.outputTextureWidth = this._outputDimensions.width;\r\n plugin.outputTextureHeight = this._outputDimensions.height;\r\n }\r\n\r\n plugin.isEnabled = this._enable;\r\n\r\n this._materialsWithRenderPlugin.push(material);\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nclass MaterialGIRSMRenderDefines extends MaterialDefines {\r\n public RENDER_WITH_GIRSM = false;\r\n public RSMCREATE_PROJTEXTURE = false;\r\n}\r\n\r\n/**\r\n * Plugin used to render the global illumination contribution.\r\n */\r\nexport class GIRSMRenderPluginMaterial extends MaterialPluginBase {\r\n private _isPBR;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public static readonly Name = \"GIRSMRender\";\r\n\r\n /**\r\n * The texture containing the global illumination contribution.\r\n */\r\n @serialize()\r\n public textureGIContrib: InternalTexture;\r\n\r\n /**\r\n * The width of the output texture.\r\n */\r\n @serialize()\r\n public outputTextureWidth: number;\r\n\r\n /**\r\n * The height of the output texture.\r\n */\r\n @serialize()\r\n public outputTextureHeight: number;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the plugin is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n protected _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n constructor(material: Material | StandardMaterial | PBRBaseMaterial) {\r\n super(material, GIRSMRenderPluginMaterial.Name, 310, new MaterialGIRSMRenderDefines());\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n\r\n this._isPBR = material instanceof PBRBaseMaterial;\r\n }\r\n\r\n public override prepareDefines(defines: MaterialGIRSMRenderDefines) {\r\n defines.RENDER_WITH_GIRSM = this._isEnabled;\r\n }\r\n\r\n public override getClassName() {\r\n return \"GIRSMRenderPluginMaterial\";\r\n }\r\n\r\n public override getUniforms() {\r\n return {\r\n ubo: [{ name: \"girsmTextureOutputSize\", size: 2, type: \"vec2\" }],\r\n fragment: `#ifdef RENDER_WITH_GIRSM\r\n uniform vec2 girsmTextureOutputSize;\r\n #endif`,\r\n };\r\n }\r\n\r\n public override getSamplers(samplers: string[]) {\r\n samplers.push(\"girsmTextureGIContrib\");\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (this._isEnabled) {\r\n uniformBuffer.bindTexture(\"girsmTextureGIContrib\", this.textureGIContrib);\r\n uniformBuffer.updateFloat2(\"girsmTextureOutputSize\", this.outputTextureWidth, this.outputTextureHeight);\r\n }\r\n }\r\n\r\n public override getCustomCode(shaderType: string) {\r\n const frag: { [name: string]: string } = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_GIRSM\r\n uniform sampler2D girsmTextureGIContrib;\r\n\r\n vec3 computeIndirect() {\r\n vec2 uv = gl_FragCoord.xy / girsmTextureOutputSize;\r\n return texture2D(girsmTextureGIContrib, uv).rgb;\r\n }\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION: `\r\n #ifdef RENDER_WITH_GIRSM\r\n finalDiffuse += computeIndirect() * surfaceAlbedo.rgb;\r\n #endif\r\n `,\r\n };\r\n\r\n if (!this._isPBR) {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_GIRSM\r\n color.rgb += computeIndirect() * baseColor.rgb;\r\n #endif\r\n `;\r\n }\r\n\r\n return shaderType === \"vertex\" ? null : frag;\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.GIRSMRenderPluginMaterial`, GIRSMRenderPluginMaterial);\r\n"]}
|
|
1
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+
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* Reflective Shadow Maps were first described in http://www.klayge.org/material/3_12/GI/rsm.pdf by Carsten Dachsbacher and Marc Stamminger\r\n * Further explanations and implementations can be found in:\r\n * - Jaker video explaining RSM and its implementation: https://www.youtube.com/watch?v=LJQQdBsOYPM\r\n * - C++ implementation by Luis Angel: https://github.com/imyoungmin/RSM\r\n * - Javascript implementation by Erkaman: https://github.com/Erkaman/webgl-rsm\r\n */\r\nimport type { Scene } from \"core/scene\";\r\nimport type { GIRSM } from \"./giRSM\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { Layer } from \"core/Layers/layer\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { InternalTexture } from \"core/Materials/Textures/internalTexture\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { GeometryBufferRenderer } from \"../geometryBufferRenderer\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { WebGPURenderTargetWrapper } from \"core/Engines/WebGPU/webgpuRenderTargetWrapper\";\r\nimport { expandToProperty, serialize } from \"core/Misc/decorators\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport \"../../Shaders/bilateralBlur.fragment\";\r\nimport \"../../Shaders/bilateralBlurQuality.fragment\";\r\nimport \"../../Shaders/rsmGlobalIllumination.fragment\";\r\nimport \"../../Shaders/rsmFullGlobalIllumination.fragment\";\r\n\r\n/**\r\n * Class used to manage the global illumination contribution calculated from reflective shadow maps (RSM).\r\n */\r\nexport class GIRSMManager {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _giRSM: GIRSM[] = [];\r\n private _materialsWithRenderPlugin: Material[];\r\n private _sampleTexture: RawTexture;\r\n private _maxSamples: number;\r\n private _blurRTT: Nullable<RenderTargetTexture> = null;\r\n private _blurPostProcesses: Nullable<PostProcess[]> = null;\r\n private _blurXPostprocess: Nullable<PostProcess> = null;\r\n private _blurYPostprocess: Nullable<PostProcess> = null;\r\n private _upsamplingXPostprocess: Nullable<PostProcess> = null;\r\n private _upsamplingYPostprocess: Nullable<PostProcess> = null;\r\n private _ppGlobalIllumination: PostProcess[] = [];\r\n private _drawPhaseObserver: Observer<Scene>;\r\n private _debugLayer: Layer;\r\n private _counters: Array<{ name: string; value: number }>;\r\n private _countersRTW: Array<RenderTargetWrapper[]>;\r\n private _firstActivation = true;\r\n private _geomBufferEnabled = false;\r\n private _geomBufferEnablePosition = false;\r\n private _tempMatrix = new Matrix();\r\n\r\n private _enable = false;\r\n\r\n /**\r\n * Defines the default texture types and formats used by the geometry buffer renderer.\r\n */\r\n public static GeometryBufferTextureTypesAndFormats: { [key: number]: { textureType: number; textureFormat: number } } = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n 0: { textureType: Constants.TEXTURETYPE_HALF_FLOAT, textureFormat: Constants.TEXTUREFORMAT_R }, // depth\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n 1: { textureType: Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV, textureFormat: Constants.TEXTUREFORMAT_RGBA }, // normal\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n 2: { textureType: Constants.TEXTURETYPE_HALF_FLOAT, textureFormat: Constants.TEXTUREFORMAT_RGBA }, // position\r\n };\r\n\r\n /**\r\n * Enables or disables the manager. Default is false.\r\n * If disabled, the global illumination won't be calculated and the scene will be rendered normally, without any global illumination contribution.\r\n */\r\n public get enable() {\r\n return this._enable;\r\n }\r\n\r\n public set enable(enable: boolean) {\r\n if (this._giRSM.length === 0) {\r\n enable = false;\r\n }\r\n\r\n if (enable === this._enable) {\r\n return;\r\n }\r\n\r\n this._enable = enable;\r\n this._debugLayer.isEnabled = this._showOnlyGI && enable;\r\n this._materialsWithRenderPlugin.forEach((mat) => {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin(GIRSMRenderPluginMaterial.Name) as GIRSMRenderPluginMaterial;\r\n plugin.isEnabled = enable;\r\n }\r\n });\r\n\r\n this.recreateResources(!enable);\r\n }\r\n\r\n /**\r\n * Defines if the global illumination calculation is paused or not.\r\n * Use this setting to pause the global illumination calculation when you know that the scene (camera/mesh/light positions) is not changing anymore to save some GPU power.\r\n * The scene will still be rendered with the latest global illumination contribution.\r\n */\r\n public pause = false;\r\n\r\n private _enableBlur = true;\r\n\r\n /**\r\n * Defines if the global illumination contribution should be blurred or not (using a bilateral blur). Default is true.\r\n */\r\n public get enableBlur() {\r\n return this._enableBlur;\r\n }\r\n\r\n public set enableBlur(enable: boolean) {\r\n if (enable === this._enableBlur) {\r\n return;\r\n }\r\n\r\n this._enableBlur = enable;\r\n this.recreateResources();\r\n }\r\n\r\n private _useQualityBlur = false;\r\n\r\n /**\r\n * Defines if the blur should be done with a better quality but slower or not. Default is false.\r\n */\r\n public get useQualityBlur() {\r\n return this._useQualityBlur;\r\n }\r\n\r\n public set useQualityBlur(enable: boolean) {\r\n if (enable === this._useQualityBlur) {\r\n return;\r\n }\r\n\r\n this._useQualityBlur = enable;\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Defines the depth threshold used by the bilateral blur post-processes (also used by the upsampling, if enabled).\r\n * You may have to change this value, depending on your scene.\r\n */\r\n public blurDepthThreshold = 0.05;\r\n\r\n /**\r\n * Defines the normal threshold used by the bilateral blur post-processes (also used by the upsampling, if enabled).\r\n * You may have to change this value, depending on your scene.\r\n */\r\n public blurNormalThreshold = 0.25;\r\n\r\n /**\r\n * Defines the kernel size used by the bilateral blur post-processes. Default is 12.\r\n */\r\n public blurKernel = 12;\r\n\r\n private _forceFullSizeBlur = false;\r\n\r\n /**\r\n * Defines if the blur should be done at full resolution or not. Default is false.\r\n * If this setting is enabled, upampling will be disabled (ignored) as it is not needed anymore.\r\n */\r\n public get fullSizeBlur() {\r\n return this._forceFullSizeBlur;\r\n }\r\n\r\n public set fullSizeBlur(mode: boolean) {\r\n if (this._forceFullSizeBlur === mode) {\r\n return;\r\n }\r\n\r\n this._forceFullSizeBlur = mode;\r\n this.recreateResources();\r\n }\r\n\r\n private _useQualityUpsampling = false;\r\n\r\n /**\r\n * Defines if the upsampling should be done with a better quality but slower or not. Default is false.\r\n */\r\n public get useQualityUpsampling() {\r\n return this._useQualityUpsampling;\r\n }\r\n\r\n public set useQualityUpsampling(enable: boolean) {\r\n if (enable === this._useQualityUpsampling) {\r\n return;\r\n }\r\n\r\n this._useQualityUpsampling = enable;\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Defines the kernel size used by the bilateral upsampling post-processes. Default is 6.\r\n */\r\n public upsamplerKernel = 6;\r\n\r\n private _showOnlyGI = false;\r\n\r\n /**\r\n * Defines if the debug layer should be enabled or not. Default is false.\r\n * Use this setting for debugging purpose, to show the global illumination contribution only.\r\n */\r\n public get showOnlyGI() {\r\n return this._showOnlyGI;\r\n }\r\n\r\n public set showOnlyGI(show) {\r\n if (this._showOnlyGI === show) {\r\n return;\r\n }\r\n\r\n this._showOnlyGI = show;\r\n this._debugLayer.isEnabled = show;\r\n }\r\n\r\n private _use32BitsDepthBuffer = false;\r\n\r\n /**\r\n * Defines if the depth buffer used by the geometry buffer renderer should be 32 bits or not. Default is false (16 bits).\r\n */\r\n public get use32BitsDepthBuffer() {\r\n return this._use32BitsDepthBuffer;\r\n }\r\n\r\n public set use32BitsDepthBuffer(enable: boolean) {\r\n if (this._use32BitsDepthBuffer === enable) {\r\n return;\r\n }\r\n\r\n this._use32BitsDepthBuffer = enable;\r\n this.recreateResources();\r\n }\r\n\r\n private _outputDimensions: { width: number; height: number };\r\n\r\n /**\r\n * Sets the output dimensions of the final process. It should normally be the same as the output dimensions of the screen.\r\n * @param dimensions The dimensions of the output texture (width and height)\r\n */\r\n public setOutputDimensions(dimensions: { width: number; height: number }) {\r\n this._outputDimensions = dimensions;\r\n this.recreateResources();\r\n }\r\n\r\n private _giTextureDimensions: { width: number; height: number };\r\n\r\n /**\r\n * Sets the dimensions of the GI texture. Try to use the smallest size possible for better performance.\r\n * @param dimensions The dimensions of the GI texture (width and height)\r\n */\r\n public setGITextureDimensions(dimensions: { width: number; height: number }) {\r\n this._giTextureDimensions = dimensions;\r\n this.recreateResources();\r\n }\r\n\r\n private _giTextureType: number;\r\n\r\n /**\r\n * Gets or sets the texture type used by the GI texture. Default is Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV.\r\n */\r\n public get giTextureType() {\r\n return this._giTextureType;\r\n }\r\n\r\n public set giTextureType(textureType: number) {\r\n if (this._giTextureType === textureType) {\r\n return;\r\n }\r\n\r\n this._giTextureType = textureType;\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Gets the list of GIRSM used by the manager.\r\n */\r\n public get giRSM() {\r\n return this._giRSM;\r\n }\r\n\r\n /**\r\n * Adds a (list of) GIRSM to the manager.\r\n * @param rsm The GIRSM (or array of GIRSM) to add to the manager\r\n */\r\n public addGIRSM(rsm: GIRSM | GIRSM[]) {\r\n if (Array.isArray(rsm)) {\r\n this._giRSM.push(...rsm);\r\n } else {\r\n this._giRSM.push(rsm);\r\n }\r\n\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Removes a (list of) GIRSM from the manager.\r\n * @param rsm The GIRSM (or array of GIRSM) to remove from the manager\r\n */\r\n public removeGIRSM(rsm: GIRSM | GIRSM[]) {\r\n if (Array.isArray(rsm)) {\r\n for (let i = 0; i < rsm.length; ++i) {\r\n const idx = this._giRSM.indexOf(rsm[i]);\r\n if (idx !== -1) {\r\n this._giRSM.splice(idx, 1);\r\n }\r\n }\r\n } else {\r\n const idx = this._giRSM.indexOf(rsm);\r\n if (idx !== -1) {\r\n this._giRSM.splice(idx, 1);\r\n }\r\n }\r\n\r\n if (this._giRSM.length === 0) {\r\n this.enable = false;\r\n } else {\r\n this.recreateResources();\r\n }\r\n }\r\n\r\n /**\r\n * Add a material to the manager. This will enable the global illumination contribution for the material.\r\n * @param material Material that will be affected by the global illumination contribution. If not provided, all materials of the scene will be affected.\r\n */\r\n public addMaterial(material?: Material) {\r\n if (material) {\r\n this._addGISupportToMaterial(material);\r\n } else {\r\n this._scene.meshes.forEach((mesh) => {\r\n if (mesh.getTotalVertices() > 0 && mesh.isEnabled() && mesh.material) {\r\n this._addGISupportToMaterial(mesh.material);\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the list of GPU counters used by the manager.\r\n * GPU timing measurements must be enabled for the counters to be filled (engine.enableGPUTimingMeasurements = true).\r\n * Only available with WebGPU. You will still get the list of counters with other engines but the values will always be 0.\r\n */\r\n public get countersGPU(): Array<{ name: string; value: number }> {\r\n return this._counters;\r\n }\r\n\r\n /**\r\n * Recreates the resources used by the manager.\r\n * You should normally not have to call this method manually, except if you change the useFullTexture property of a GIRSM, because the manager won't track this change.\r\n * @param disposeGeometryBufferRenderer Defines if the geometry buffer renderer should be disposed and recreated. Default is false.\r\n */\r\n public recreateResources(disposeGeometryBufferRenderer = false) {\r\n this._disposePostProcesses(disposeGeometryBufferRenderer);\r\n this._createPostProcesses();\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * Generates the sample texture used by the the global illumination calculation process.\r\n * @param maxSamples The maximum number of samples to generate in the texture. Default value is 2048. The numSamples property of the GIRSM should be less than or equal to this value!\r\n */\r\n public generateSampleTexture(maxSamples: number) {\r\n this._sampleTexture?.dispose();\r\n\r\n this._maxSamples = maxSamples;\r\n\r\n const data = new Float32Array(this._maxSamples * 4);\r\n for (let i = 0; i < this._maxSamples; i++) {\r\n const xi1 = Math.random();\r\n const xi2 = Math.random();\r\n\r\n const x = xi1 * Math.sin(2 * Math.PI * xi2);\r\n const y = xi1 * Math.cos(2 * Math.PI * xi2);\r\n\r\n data[i * 4 + 0] = x;\r\n data[i * 4 + 1] = y;\r\n data[i * 4 + 2] = xi1 * xi1;\r\n data[i * 4 + 3] = 1;\r\n }\r\n\r\n this._sampleTexture = new RawTexture(\r\n data,\r\n this._maxSamples,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n this._sampleTexture.name = \"GIRSMSamples\";\r\n }\r\n\r\n /**\r\n * Disposes the manager.\r\n */\r\n public dispose() {\r\n this._disposePostProcesses(true);\r\n this._debugLayer.texture?.dispose();\r\n this._debugLayer.dispose();\r\n this._scene.onBeforeDrawPhaseObservable.remove(this._drawPhaseObserver);\r\n }\r\n\r\n /**\r\n * Creates a new GIRSMManager\r\n * @param scene The scene\r\n * @param outputDimensions The dimensions of the output texture (width and height). Should normally be the same as the output dimensions of the screen.\r\n * @param giTextureDimensions The dimensions of the GI texture (width and height). Try to use the smallest size possible for better performance.\r\n * @param maxSamples The maximum number of samples to generate in the sample texture. Default value is 2048. The numSamples property of the GIRSM should be less than or equal to this value!\r\n * @param giTextureType The texture type used by the GI texture. Default is Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV.\r\n */\r\n constructor(\r\n scene: Scene,\r\n outputDimensions: { width: number; height: number },\r\n giTextureDimensions = { width: 256, height: 256 },\r\n maxSamples = 2048,\r\n giTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._outputDimensions = outputDimensions;\r\n this._giTextureDimensions = giTextureDimensions;\r\n this._giTextureType = giTextureType;\r\n this._materialsWithRenderPlugin = [];\r\n this._maxSamples = maxSamples;\r\n this._debugLayer = new Layer(\"debug layer\", null, this._scene, false);\r\n this._debugLayer.isEnabled = false;\r\n this._counters = [];\r\n this._countersRTW = [];\r\n\r\n this.generateSampleTexture(maxSamples);\r\n\r\n this._drawPhaseObserver = this._scene.onBeforeDrawPhaseObservable.add(() => {\r\n const currentRenderTarget = this._engine._currentRenderTarget;\r\n let rebindCurrentRenderTarget = false;\r\n\r\n if (this._enable) {\r\n if (!this.pause) {\r\n this._scene.postProcessManager.directRender(this._ppGlobalIllumination, this._ppGlobalIllumination[0].inputTexture);\r\n this._engine.unBindFramebuffer(this._ppGlobalIllumination[0].inputTexture, true);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n rebindCurrentRenderTarget = true;\r\n\r\n if (this.enableBlur && this._blurPostProcesses) {\r\n this._scene.postProcessManager.directRender(this._blurPostProcesses, this._blurRTT!.renderTarget, true);\r\n this._engine.unBindFramebuffer(this._blurRTT!.renderTarget!, true);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._counters.length; ++i) {\r\n const rtws = this._countersRTW[i];\r\n for (let t = 0; t < rtws.length; ++t) {\r\n if (t === 0) {\r\n this._counters[i].value = this.pause ? 0 : (rtws[t] as WebGPURenderTargetWrapper).gpuTimeInFrame?.counter.lastSecAverage ?? 0;\r\n } else if (!this.pause) {\r\n this._counters[i].value += (rtws[t] as WebGPURenderTargetWrapper).gpuTimeInFrame?.counter.lastSecAverage ?? 0;\r\n }\r\n }\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n }\r\n\r\n if (rebindCurrentRenderTarget && currentRenderTarget) {\r\n this._engine.bindFramebuffer(currentRenderTarget);\r\n }\r\n });\r\n }\r\n\r\n protected _disposePostProcesses(disposeGeometryBufferRenderer = false) {\r\n this._blurRTT?.dispose();\r\n this._blurRTT = null;\r\n this._blurPostProcesses = [];\r\n this._blurXPostprocess?.dispose();\r\n this._blurXPostprocess = null;\r\n this._blurYPostprocess?.dispose();\r\n this._blurYPostprocess = null;\r\n this._upsamplingXPostprocess?.dispose();\r\n this._upsamplingXPostprocess = null;\r\n this._upsamplingYPostprocess?.dispose();\r\n this._upsamplingYPostprocess = null;\r\n for (const ppGlobalIllumination of this._ppGlobalIllumination) {\r\n ppGlobalIllumination.dispose();\r\n }\r\n this._ppGlobalIllumination = [];\r\n if (disposeGeometryBufferRenderer) {\r\n if (this._geomBufferEnabled) {\r\n this._scene.enableGeometryBufferRenderer();\r\n this._scene.geometryBufferRenderer!.enablePosition = this._geomBufferEnablePosition;\r\n } else {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n this._counters = [];\r\n this._countersRTW = [];\r\n }\r\n\r\n protected _setPluginParameters() {\r\n if (!this._enable) {\r\n return;\r\n }\r\n\r\n this._materialsWithRenderPlugin.forEach((mat) => {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin<GIRSMRenderPluginMaterial>(GIRSMRenderPluginMaterial.Name)!;\r\n plugin.textureGIContrib = this.enableBlur ? this._blurRTT!.renderTarget!.texture! : this._ppGlobalIllumination[0].inputTexture.texture!;\r\n plugin.outputTextureWidth = this._outputDimensions.width;\r\n plugin.outputTextureHeight = this._outputDimensions.height;\r\n }\r\n });\r\n }\r\n\r\n protected _createPostProcesses() {\r\n if (!this._enable) {\r\n return;\r\n }\r\n\r\n const textureFormat = this._giTextureType === Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV ? Constants.TEXTUREFORMAT_RGB : Constants.TEXTUREFORMAT_RGBA;\r\n\r\n if (this._firstActivation) {\r\n this._firstActivation = false;\r\n this._geomBufferEnabled = !!this._scene.geometryBufferRenderer;\r\n this._geomBufferEnablePosition = this._scene.geometryBufferRenderer?.enablePosition ?? false;\r\n }\r\n\r\n if (!this._geomBufferEnabled) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.enableGeometryBufferRenderer(\r\n this._enableBlur ? this._outputDimensions : this._giTextureDimensions,\r\n this._use32BitsDepthBuffer ? Constants.TEXTUREFORMAT_DEPTH32_FLOAT : Constants.TEXTUREFORMAT_DEPTH16,\r\n GIRSMManager.GeometryBufferTextureTypesAndFormats\r\n );\r\n\r\n if (!geometryBufferRenderer) {\r\n throw new Error(\"Geometry buffer renderer is not supported but is required for GIRSMManager.\");\r\n }\r\n\r\n geometryBufferRenderer.enablePosition = true;\r\n if (!this._geomBufferEnabled) {\r\n geometryBufferRenderer.generateNormalsInWorldSpace = true;\r\n }\r\n\r\n const decodeGeometryBufferNormals = geometryBufferRenderer.normalsAreUnsigned;\r\n const normalsAreInWorldSpace = geometryBufferRenderer.generateNormalsInWorldSpace;\r\n\r\n this._counters.push({ name: \"Geometry buffer renderer\", value: 0 });\r\n this._countersRTW.push([this._scene.geometryBufferRenderer!.getGBuffer().renderTarget!]);\r\n\r\n let defines = \"\";\r\n if (decodeGeometryBufferNormals) {\r\n defines += \"#define DECODE_NORMAL\\n\";\r\n }\r\n if (!normalsAreInWorldSpace) {\r\n defines += \"#define TRANSFORM_NORMAL\\n\";\r\n }\r\n\r\n for (let i = 0; i < this._giRSM.length; ++i) {\r\n const giRSM = this._giRSM[i];\r\n const rsm = giRSM.rsm;\r\n\r\n const ppGlobalIllumination = new PostProcess(\"RSMGlobalIllumination\" + i, giRSM.useFullTexture ? \"rsmFullGlobalIllumination\" : \"rsmGlobalIllumination\", {\r\n ...this._giTextureDimensions,\r\n uniforms: [\"rsmLightMatrix\", \"rsmInfo\", \"rsmInfo2\", \"invView\"],\r\n samplers: [\"normalSampler\", \"rsmPositionW\", \"rsmNormalW\", \"rsmFlux\", \"rsmSamples\"],\r\n defines,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n });\r\n\r\n this._ppGlobalIllumination.push(ppGlobalIllumination);\r\n\r\n if (i !== 0) {\r\n ppGlobalIllumination.shareOutputWith(this._ppGlobalIllumination[0]);\r\n ppGlobalIllumination.alphaMode = Constants.ALPHA_ADD;\r\n }\r\n\r\n ppGlobalIllumination.autoClear = false;\r\n ppGlobalIllumination.externalTextureSamplerBinding = true;\r\n ppGlobalIllumination.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"textureSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\"rsmPositionW\", rsm.positionWorldTexture);\r\n effect.setTexture(\"rsmNormalW\", rsm.normalWorldTexture);\r\n effect.setTexture(\"rsmFlux\", rsm.fluxTexture);\r\n effect.setMatrix(\"rsmLightMatrix\", rsm.lightTransformationMatrix);\r\n if (!giRSM.useFullTexture) {\r\n effect.setTexture(\"rsmSamples\", this._sampleTexture);\r\n effect.setFloat4(\"rsmInfo\", giRSM.numSamples, giRSM.radius, giRSM.intensity, giRSM.edgeArtifactCorrection);\r\n effect.setFloat4(\r\n \"rsmInfo2\",\r\n giRSM.noiseFactor,\r\n giRSM.rotateSample ? 1 : 0,\r\n rsm.fluxTexture.getInternalTexture()!.width,\r\n rsm.fluxTexture.getInternalTexture()!.height\r\n );\r\n } else {\r\n effect.setFloat4(\r\n \"rsmInfo\",\r\n rsm.fluxTexture.getInternalTexture()!.width,\r\n rsm.fluxTexture.getInternalTexture()!.height,\r\n giRSM.intensity,\r\n giRSM.edgeArtifactCorrection\r\n );\r\n }\r\n if (!normalsAreInWorldSpace) {\r\n this._tempMatrix.copyFrom(this._scene.activeCamera!.getViewMatrix());\r\n this._tempMatrix.invert();\r\n effect.setMatrix(\"invView\", this._tempMatrix);\r\n }\r\n });\r\n }\r\n\r\n for (const ppGlobalIllumination of this._ppGlobalIllumination) {\r\n if (!ppGlobalIllumination.inputTexture) {\r\n ppGlobalIllumination.resize(this._giTextureDimensions.width, this._giTextureDimensions.height);\r\n }\r\n }\r\n\r\n this._counters.push({ name: \"GI generation\", value: 0 });\r\n this._countersRTW.push([this._ppGlobalIllumination[0].inputTexture]);\r\n\r\n if (this._enableBlur) {\r\n const blurTextureSize = this._forceFullSizeBlur ? this._outputDimensions : this._giTextureDimensions;\r\n\r\n this._blurRTT = new RenderTargetTexture(\"GIRSMContribution\", this._outputDimensions, this._scene, {\r\n type: this._giTextureType,\r\n format: textureFormat,\r\n generateDepthBuffer: false,\r\n });\r\n this._blurRTT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._blurRTT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._blurRTT.updateSamplingMode(Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n this._blurRTT.skipInitialClear = true;\r\n\r\n const blurRTWs: RenderTargetWrapper[] = [];\r\n\r\n this._counters.push({ name: \"GI blur\", value: 0 });\r\n this._countersRTW.push(blurRTWs);\r\n\r\n // Bilateral blur\r\n this._blurXPostprocess = new PostProcess(this._useQualityBlur ? \"BilateralBlur\" : \"BilateralBlurX\", this._useQualityBlur ? \"bilateralBlurQuality\" : \"bilateralBlur\", {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: blurTextureSize,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n });\r\n\r\n this._blurXPostprocess.onApplyObservable.add((effect) => {\r\n effect._bindTexture(\"textureSampler\", this._ppGlobalIllumination[0].inputTexture.texture);\r\n effect.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.blurKernel);\r\n effect.setFloat2(\"blurDir\", 1 / this._giTextureDimensions.width, this._useQualityBlur ? 1 / this._giTextureDimensions.height : 0);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._blurXPostprocess.externalTextureSamplerBinding = true;\r\n this._blurXPostprocess.autoClear = false;\r\n\r\n if (!this._useQualityBlur) {\r\n this._blurYPostprocess = new PostProcess(\"BilateralBlurY\", \"bilateralBlur\", {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: blurTextureSize,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n });\r\n\r\n this._blurYPostprocess.autoClear = false;\r\n this._blurYPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"depthSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.blurKernel);\r\n effect.setFloat2(\"blurDir\", 0, 1 / this._giTextureDimensions.height);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._blurYPostprocess.resize(blurTextureSize.width, blurTextureSize.height);\r\n\r\n blurRTWs.push(this._blurYPostprocess.inputTexture);\r\n }\r\n\r\n this._blurPostProcesses = [this._blurXPostprocess];\r\n if (this._blurYPostprocess) {\r\n this._blurPostProcesses.push(this._blurYPostprocess);\r\n }\r\n\r\n // Bilateral upsampling\r\n const giFullDimensions = this._giTextureDimensions.width >= this._outputDimensions.width && this._giTextureDimensions.height >= this._outputDimensions.height;\r\n\r\n if (!giFullDimensions && !this._forceFullSizeBlur) {\r\n const upsamplingRTWs: RenderTargetWrapper[] = [];\r\n\r\n this._counters.push({ name: \"GI upsampling\", value: 0 });\r\n this._countersRTW.push(upsamplingRTWs);\r\n\r\n this._upsamplingXPostprocess = new PostProcess(\r\n this._useQualityUpsampling ? \"BilateralUpsampling\" : \"BilateralUpsamplingX\",\r\n this._useQualityUpsampling ? \"bilateralBlurQuality\" : \"bilateralBlur\",\r\n {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: blurTextureSize,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n }\r\n );\r\n\r\n this._upsamplingXPostprocess.autoClear = false;\r\n this._upsamplingXPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"depthSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.upsamplerKernel);\r\n effect.setFloat2(\"blurDir\", 1 / this._outputDimensions.width, this._useQualityUpsampling ? 1 / this._outputDimensions.height : 0);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._upsamplingXPostprocess.resize(blurTextureSize.width, blurTextureSize.height);\r\n\r\n blurRTWs.push(this._upsamplingXPostprocess.inputTexture);\r\n\r\n if (!this.useQualityUpsampling) {\r\n this._upsamplingYPostprocess = new PostProcess(\"BilateralUpsamplingY\", \"bilateralBlur\", {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: this._outputDimensions,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n });\r\n\r\n this._upsamplingYPostprocess.autoClear = false;\r\n this._upsamplingYPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"depthSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.upsamplerKernel);\r\n effect.setFloat2(\"blurDir\", 0, 1 / this._outputDimensions.height);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._upsamplingYPostprocess.resize(this._outputDimensions.width, this._outputDimensions.height);\r\n\r\n upsamplingRTWs.push(this._upsamplingYPostprocess.inputTexture);\r\n }\r\n\r\n upsamplingRTWs.push(this._blurRTT.renderTarget!);\r\n\r\n this._blurPostProcesses.push(this._upsamplingXPostprocess);\r\n if (this._upsamplingYPostprocess) {\r\n this._blurPostProcesses.push(this._upsamplingYPostprocess);\r\n }\r\n } else {\r\n blurRTWs.push(this._blurRTT.renderTarget!);\r\n }\r\n }\r\n\r\n this._debugLayer.texture?.dispose();\r\n this._debugLayer.texture = new BaseTexture(this._scene, this._enableBlur ? this._blurRTT!.renderTarget!.texture : this._ppGlobalIllumination[0].inputTexture.texture);\r\n }\r\n\r\n protected _addGISupportToMaterial(material: Material) {\r\n if (material.pluginManager?.getPlugin(GIRSMRenderPluginMaterial.Name)) {\r\n return;\r\n }\r\n\r\n const plugin = new GIRSMRenderPluginMaterial(material);\r\n\r\n if (this._enable && this._ppGlobalIllumination.length > 0) {\r\n plugin.textureGIContrib = this._ppGlobalIllumination[0].inputTexture.texture!;\r\n plugin.outputTextureWidth = this._outputDimensions.width;\r\n plugin.outputTextureHeight = this._outputDimensions.height;\r\n }\r\n\r\n plugin.isEnabled = this._enable;\r\n\r\n this._materialsWithRenderPlugin.push(material);\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nclass MaterialGIRSMRenderDefines extends MaterialDefines {\r\n public RENDER_WITH_GIRSM = false;\r\n public RSMCREATE_PROJTEXTURE = false;\r\n}\r\n\r\n/**\r\n * Plugin used to render the global illumination contribution.\r\n */\r\nexport class GIRSMRenderPluginMaterial extends MaterialPluginBase {\r\n private _isPBR;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public static readonly Name = \"GIRSMRender\";\r\n\r\n /**\r\n * The texture containing the global illumination contribution.\r\n */\r\n @serialize()\r\n public textureGIContrib: InternalTexture;\r\n\r\n /**\r\n * The width of the output texture.\r\n */\r\n @serialize()\r\n public outputTextureWidth: number;\r\n\r\n /**\r\n * The height of the output texture.\r\n */\r\n @serialize()\r\n public outputTextureHeight: number;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the plugin is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n protected _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n constructor(material: Material | StandardMaterial | PBRBaseMaterial) {\r\n super(material, GIRSMRenderPluginMaterial.Name, 310, new MaterialGIRSMRenderDefines());\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n\r\n this._isPBR = material instanceof PBRBaseMaterial;\r\n }\r\n\r\n public override prepareDefines(defines: MaterialGIRSMRenderDefines) {\r\n defines.RENDER_WITH_GIRSM = this._isEnabled;\r\n }\r\n\r\n public override getClassName() {\r\n return \"GIRSMRenderPluginMaterial\";\r\n }\r\n\r\n public override getUniforms() {\r\n return {\r\n ubo: [{ name: \"girsmTextureOutputSize\", size: 2, type: \"vec2\" }],\r\n fragment: `#ifdef RENDER_WITH_GIRSM\r\n uniform vec2 girsmTextureOutputSize;\r\n #endif`,\r\n };\r\n }\r\n\r\n public override getSamplers(samplers: string[]) {\r\n samplers.push(\"girsmTextureGIContrib\");\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (this._isEnabled) {\r\n uniformBuffer.bindTexture(\"girsmTextureGIContrib\", this.textureGIContrib);\r\n uniformBuffer.updateFloat2(\"girsmTextureOutputSize\", this.outputTextureWidth, this.outputTextureHeight);\r\n }\r\n }\r\n\r\n public override getCustomCode(shaderType: string) {\r\n const frag: { [name: string]: string } = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_GIRSM\r\n uniform sampler2D girsmTextureGIContrib;\r\n\r\n vec3 computeIndirect() {\r\n vec2 uv = gl_FragCoord.xy / girsmTextureOutputSize;\r\n return texture2D(girsmTextureGIContrib, uv).rgb;\r\n }\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION: `\r\n #ifdef RENDER_WITH_GIRSM\r\n finalDiffuse += computeIndirect() * surfaceAlbedo.rgb;\r\n #endif\r\n `,\r\n };\r\n\r\n if (!this._isPBR) {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_GIRSM\r\n color.rgb += computeIndirect() * baseColor.rgb;\r\n #endif\r\n `;\r\n }\r\n\r\n return shaderType === \"vertex\" ? null : frag;\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.GIRSMRenderPluginMaterial`, GIRSMRenderPluginMaterial);\r\n"]}
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@@ -338,7 +338,7 @@ export class RenderingGroup {
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this._opaqueSubMeshes.push(subMesh); // Opaque
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}
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mesh._renderingGroup = this;
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-
if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
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+
if (mesh._edgesRenderer && mesh.isEnabled() && mesh.isVisible && mesh._edgesRenderer.isEnabled) {
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this._edgesRenderers.pushNoDuplicate(mesh._edgesRenderer);
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}
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this._empty = false;
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