@babylonjs/core 7.36.0 → 7.37.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (276) hide show
  1. package/Cameras/arcRotateCamera.d.ts +3 -1
  2. package/Cameras/arcRotateCamera.js +14 -3
  3. package/Cameras/arcRotateCamera.js.map +1 -1
  4. package/Collisions/gpuPicker.js.map +1 -1
  5. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  6. package/Engines/Extensions/engine.rawTexture.d.ts +8 -8
  7. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  8. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  9. package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
  10. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  11. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +9 -9
  12. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  13. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
  14. package/Engines/WebGPU/webgpuConstants.d.ts +6 -0
  15. package/Engines/WebGPU/webgpuConstants.js +6 -0
  16. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  17. package/Engines/WebGPU/webgpuTextureHelper.js +18 -0
  18. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  19. package/Engines/WebGPU/webgpuTextureManager.js +6 -0
  20. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  21. package/Engines/abstractEngine.d.ts +1 -1
  22. package/Engines/abstractEngine.js +4 -4
  23. package/Engines/abstractEngine.js.map +1 -1
  24. package/Engines/constants.d.ts +17 -1
  25. package/Engines/constants.js +17 -1
  26. package/Engines/constants.js.map +1 -1
  27. package/Engines/engine.d.ts +31 -1
  28. package/Engines/engine.js +17 -1
  29. package/Engines/engine.js.map +1 -1
  30. package/Engines/engineCapabilities.d.ts +2 -0
  31. package/Engines/engineCapabilities.js.map +1 -1
  32. package/Engines/nativeEngine.js +1 -0
  33. package/Engines/nativeEngine.js.map +1 -1
  34. package/Engines/nullEngine.d.ts +2 -2
  35. package/Engines/nullEngine.js +3 -2
  36. package/Engines/nullEngine.js.map +1 -1
  37. package/Engines/thinEngine.functions.d.ts +4 -0
  38. package/Engines/thinEngine.functions.js +17 -0
  39. package/Engines/thinEngine.functions.js.map +1 -1
  40. package/Engines/thinEngine.js +39 -9
  41. package/Engines/thinEngine.js.map +1 -1
  42. package/Engines/webgpuEngine.js +1 -0
  43. package/Engines/webgpuEngine.js.map +1 -1
  44. package/Helpers/environmentHelper.js.map +1 -1
  45. package/Layers/effectLayer.d.ts +1 -1
  46. package/Layers/effectLayer.js.map +1 -1
  47. package/Layers/glowLayer.d.ts +1 -1
  48. package/Layers/glowLayer.js.map +1 -1
  49. package/Layers/highlightLayer.d.ts +1 -1
  50. package/Layers/highlightLayer.js.map +1 -1
  51. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  52. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +12 -2
  53. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  54. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +5 -0
  55. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  56. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +21 -5
  57. package/Materials/GreasedLine/greasedLinePluginMaterial.js +52 -176
  58. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  59. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.d.ts +11 -0
  60. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +158 -0
  61. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -0
  62. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.d.ts +11 -0
  63. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +177 -0
  64. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -0
  65. package/Materials/Node/Blocks/PBR/reflectionBlock.js +6 -0
  66. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  67. package/Materials/Node/Blocks/index.d.ts +1 -0
  68. package/Materials/Node/Blocks/index.js +1 -0
  69. package/Materials/Node/Blocks/index.js.map +1 -1
  70. package/Materials/Node/Blocks/matrixSplitterBlock.d.ts +56 -0
  71. package/Materials/Node/Blocks/matrixSplitterBlock.js +130 -0
  72. package/Materials/Node/Blocks/matrixSplitterBlock.js.map +1 -0
  73. package/Materials/Node/nodeMaterial.js.map +1 -1
  74. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
  75. package/Materials/PBR/pbrBaseMaterial.js +12 -0
  76. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  77. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  78. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  79. package/Materials/Textures/baseTexture.js.map +1 -1
  80. package/Materials/Textures/colorGradingTexture.js.map +1 -1
  81. package/Materials/Textures/mirrorTexture.js.map +1 -1
  82. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  83. package/Materials/Textures/rawCubeTexture.d.ts +2 -2
  84. package/Materials/Textures/rawCubeTexture.js +2 -2
  85. package/Materials/Textures/rawCubeTexture.js.map +1 -1
  86. package/Materials/Textures/rawTexture.js.map +1 -1
  87. package/Materials/Textures/rawTexture2DArray.d.ts +1 -1
  88. package/Materials/Textures/rawTexture2DArray.js +1 -1
  89. package/Materials/Textures/rawTexture2DArray.js.map +1 -1
  90. package/Materials/Textures/rawTexture3D.d.ts +1 -1
  91. package/Materials/Textures/rawTexture3D.js +1 -1
  92. package/Materials/Textures/rawTexture3D.js.map +1 -1
  93. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  94. package/Materials/drawWrapper.d.ts +6 -1
  95. package/Materials/drawWrapper.js +18 -2
  96. package/Materials/drawWrapper.js.map +1 -1
  97. package/Materials/effect.d.ts +6 -1
  98. package/Materials/effect.functions.d.ts +5 -0
  99. package/Materials/effect.functions.js +19 -0
  100. package/Materials/effect.functions.js.map +1 -1
  101. package/Materials/effect.js +22 -20
  102. package/Materials/effect.js.map +1 -1
  103. package/Materials/effect.webgl.functions.js +12 -4
  104. package/Materials/effect.webgl.functions.js.map +1 -1
  105. package/Materials/effectRenderer.js +1 -1
  106. package/Materials/effectRenderer.js.map +1 -1
  107. package/Maths/math.scalar.d.ts +0 -1
  108. package/Maths/math.scalar.js +1 -2
  109. package/Maths/math.scalar.js.map +1 -1
  110. package/Meshes/Builders/greasedLineBuilder.js +2 -2
  111. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  112. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +17 -3
  113. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +69 -20
  114. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  115. package/Meshes/abstractMesh.d.ts +5 -3
  116. package/Meshes/abstractMesh.hotSpot.d.ts +8 -1
  117. package/Meshes/abstractMesh.hotSpot.js +17 -0
  118. package/Meshes/abstractMesh.hotSpot.js.map +1 -1
  119. package/Meshes/abstractMesh.js +9 -7
  120. package/Meshes/abstractMesh.js.map +1 -1
  121. package/Meshes/linesMesh.js +1 -1
  122. package/Meshes/linesMesh.js.map +1 -1
  123. package/Meshes/subMesh.d.ts +5 -3
  124. package/Meshes/subMesh.js +9 -7
  125. package/Meshes/subMesh.js.map +1 -1
  126. package/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js.map +1 -1
  127. package/Misc/dds.d.ts +1 -1
  128. package/Misc/dds.js.map +1 -1
  129. package/Misc/environmentTextureTools.js.map +1 -1
  130. package/Misc/observable.d.ts +1 -3
  131. package/Misc/observable.js +7 -7
  132. package/Misc/observable.js.map +1 -1
  133. package/Misc/screenshotTools.js.map +1 -1
  134. package/Misc/snapshotRenderingHelper.js +3 -0
  135. package/Misc/snapshotRenderingHelper.js.map +1 -1
  136. package/Misc/textureTools.js.map +1 -1
  137. package/Misc/virtualJoystick.js +2 -0
  138. package/Misc/virtualJoystick.js.map +1 -1
  139. package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
  140. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +1 -1
  141. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  142. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  143. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  144. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  145. package/PostProcesses/blurPostProcess.js.map +1 -1
  146. package/PostProcesses/chromaticAberrationPostProcess.js.map +1 -1
  147. package/PostProcesses/circleOfConfusionPostProcess.js.map +1 -1
  148. package/PostProcesses/convolutionPostProcess.js.map +1 -1
  149. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  150. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  151. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  152. package/PostProcesses/fxaaPostProcess.js.map +1 -1
  153. package/PostProcesses/grainPostProcess.js.map +1 -1
  154. package/PostProcesses/highlightsPostProcess.d.ts +1 -1
  155. package/PostProcesses/highlightsPostProcess.js +1 -1
  156. package/PostProcesses/highlightsPostProcess.js.map +1 -1
  157. package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
  158. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  159. package/PostProcesses/passPostProcess.js.map +1 -1
  160. package/PostProcesses/postProcess.d.ts +1 -1
  161. package/PostProcesses/postProcess.js.map +1 -1
  162. package/PostProcesses/screenSpaceCurvaturePostProcess.js.map +1 -1
  163. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  164. package/PostProcesses/sharpenPostProcess.js.map +1 -1
  165. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  166. package/PostProcesses/tonemapPostProcess.d.ts +1 -1
  167. package/PostProcesses/tonemapPostProcess.js +1 -1
  168. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  169. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  170. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +3 -23
  171. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +30 -67
  172. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  173. package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
  174. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +1 -1
  175. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +8 -4
  176. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  177. package/Rendering/{IBLShadows/iblShadowsImportanceSamplingRenderer.d.ts → iblCdfGenerator.d.ts} +15 -12
  178. package/Rendering/{IBLShadows/iblShadowsImportanceSamplingRenderer.js → iblCdfGenerator.js} +37 -27
  179. package/Rendering/iblCdfGenerator.js.map +1 -0
  180. package/Rendering/iblCdfGeneratorSceneComponent.d.ts +59 -0
  181. package/Rendering/iblCdfGeneratorSceneComponent.js +83 -0
  182. package/Rendering/iblCdfGeneratorSceneComponent.js.map +1 -0
  183. package/Rendering/index.d.ts +12 -10
  184. package/Rendering/index.js +12 -10
  185. package/Rendering/index.js.map +1 -1
  186. package/Rendering/prePassRenderer.js.map +1 -1
  187. package/Shaders/ShadersInclude/gaussianSplatting.js +72 -2
  188. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  189. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -1
  190. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  191. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +29 -4
  192. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  193. package/Shaders/ShadersInclude/pbrBlockReflection.js +9 -1
  194. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  195. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +9 -1
  196. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  197. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -0
  198. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  199. package/Shaders/gaussianSplatting.vertex.js +16 -2
  200. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  201. package/Shaders/{iblShadowsCdfy.fragment.d.ts → iblCdfx.fragment.d.ts} +1 -1
  202. package/Shaders/{iblShadowsCdfx.fragment.js → iblCdfx.fragment.js} +3 -3
  203. package/Shaders/iblCdfx.fragment.js.map +1 -0
  204. package/Shaders/{iblShadowsCdfx.fragment.d.ts → iblCdfy.fragment.d.ts} +1 -1
  205. package/Shaders/{iblShadowsCdfy.fragment.js → iblCdfy.fragment.js} +3 -3
  206. package/Shaders/iblCdfy.fragment.js.map +1 -0
  207. package/Shaders/{iblShadowsIcdfx.fragment.d.ts → iblIcdfx.fragment.d.ts} +1 -1
  208. package/Shaders/{iblShadowsIcdfx.fragment.js → iblIcdfx.fragment.js} +3 -3
  209. package/Shaders/iblIcdfx.fragment.js.map +1 -0
  210. package/Shaders/{iblShadowsIcdfy.fragment.d.ts → iblIcdfy.fragment.d.ts} +1 -1
  211. package/Shaders/{iblShadowsIcdfy.fragment.js → iblIcdfy.fragment.js} +3 -3
  212. package/Shaders/iblIcdfy.fragment.js.map +1 -0
  213. package/Shaders/importanceSamplingDebug.fragment.d.ts +5 -0
  214. package/Shaders/{iblShadowsImportanceSamplingDebug.fragment.js → importanceSamplingDebug.fragment.js} +3 -3
  215. package/Shaders/importanceSamplingDebug.fragment.js.map +1 -0
  216. package/Shaders/pbr.fragment.js +8 -0
  217. package/Shaders/pbr.fragment.js.map +1 -1
  218. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +77 -1
  219. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  220. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +28 -4
  221. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  222. package/ShadersWGSL/ShadersInclude/lightFragment.js +1 -1
  223. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  224. package/ShadersWGSL/ShadersInclude/oitFragment.js +1 -1
  225. package/ShadersWGSL/ShadersInclude/oitFragment.js.map +1 -1
  226. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +14 -1
  227. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  228. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +14 -1
  229. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  230. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -0
  231. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  232. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +1 -1
  233. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  234. package/ShadersWGSL/gaussianSplatting.vertex.js +18 -2
  235. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  236. package/ShadersWGSL/iblCdfx.fragment.d.ts +5 -0
  237. package/ShadersWGSL/{iblShadowsCdfx.fragment.js → iblCdfx.fragment.js} +3 -3
  238. package/ShadersWGSL/iblCdfx.fragment.js.map +1 -0
  239. package/ShadersWGSL/iblCdfy.fragment.d.ts +5 -0
  240. package/ShadersWGSL/{iblShadowsCdfy.fragment.js → iblCdfy.fragment.js} +3 -3
  241. package/ShadersWGSL/iblCdfy.fragment.js.map +1 -0
  242. package/ShadersWGSL/iblIcdfx.fragment.d.ts +5 -0
  243. package/ShadersWGSL/{iblShadowsIcdfx.fragment.js → iblIcdfx.fragment.js} +3 -3
  244. package/ShadersWGSL/iblIcdfx.fragment.js.map +1 -0
  245. package/ShadersWGSL/iblIcdfy.fragment.d.ts +5 -0
  246. package/ShadersWGSL/{iblShadowsIcdfy.fragment.js → iblIcdfy.fragment.js} +3 -3
  247. package/ShadersWGSL/iblIcdfy.fragment.js.map +1 -0
  248. package/ShadersWGSL/importanceSamplingDebug.fragment.d.ts +5 -0
  249. package/ShadersWGSL/{iblShadowsImportanceSamplingDebug.fragment.js → importanceSamplingDebug.fragment.js} +3 -3
  250. package/ShadersWGSL/importanceSamplingDebug.fragment.js.map +1 -0
  251. package/ShadersWGSL/pbr.fragment.js +12 -0
  252. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  253. package/package.json +1 -1
  254. package/scene.d.ts +4 -0
  255. package/scene.js +6 -0
  256. package/scene.js.map +1 -1
  257. package/sceneComponent.d.ts +1 -1
  258. package/sceneComponent.js +1 -1
  259. package/sceneComponent.js.map +1 -1
  260. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +0 -1
  261. package/Shaders/iblShadowsCdfx.fragment.js.map +0 -1
  262. package/Shaders/iblShadowsCdfy.fragment.js.map +0 -1
  263. package/Shaders/iblShadowsIcdfx.fragment.js.map +0 -1
  264. package/Shaders/iblShadowsIcdfy.fragment.js.map +0 -1
  265. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.d.ts +0 -5
  266. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js.map +0 -1
  267. package/ShadersWGSL/iblShadowsCdfx.fragment.d.ts +0 -5
  268. package/ShadersWGSL/iblShadowsCdfx.fragment.js.map +0 -1
  269. package/ShadersWGSL/iblShadowsCdfy.fragment.d.ts +0 -5
  270. package/ShadersWGSL/iblShadowsCdfy.fragment.js.map +0 -1
  271. package/ShadersWGSL/iblShadowsIcdfx.fragment.d.ts +0 -5
  272. package/ShadersWGSL/iblShadowsIcdfx.fragment.js.map +0 -1
  273. package/ShadersWGSL/iblShadowsIcdfy.fragment.d.ts +0 -5
  274. package/ShadersWGSL/iblShadowsIcdfy.fragment.js.map +0 -1
  275. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.d.ts +0 -5
  276. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowsSpatialBlurPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/Rendering/IBLShadows/iblShadowsSpatialBlurPass.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAGpD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAG9D,OAAO,EAAE,sBAAsB,EAAE,MAAM,wCAAwC,CAAC;AAChF,OAAO,EAAE,iBAAiB,EAAE,kEAA8D;AAI1F;;;GAGG;AACH,MAAM,OAAO,0BAA0B;IAanC;;;OAGG;IACI,gBAAgB;QACnB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,cAAc;QACjB,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;YACrB,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC;QACD,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,KAAa;QAC9B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAOD;;;;;;OAMG;IACI,qBAAqB,CAAC,CAAS,EAAE,CAAS,EAAE,UAAkB,EAAE,WAAmB;QACtF,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,EAAE,WAAW,CAAC,CAAC;IAC7D,CAAC;IAED;;OAEG;IACK,gBAAgB;QACpB,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;YACrB,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;YACvC,MAAM,YAAY,GAAuB;gBACrC,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE;gBACpC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;gBACtC,aAAa,EAAE,SAAS,CAAC,eAAe;gBACxC,WAAW,EAAE,SAAS,CAAC,yBAAyB;gBAChD,YAAY,EAAE,SAAS,CAAC,4BAA4B;gBACpD,QAAQ,EAAE,CAAC,YAAY,CAAC;gBACxB,QAAQ,EAAE,CAAC,cAAc,CAAC;gBAC1B,MAAM,EAAE,IAAI,CAAC,OAAO;gBACpB,QAAQ,EAAE,KAAK;gBACf,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;gBACpE,oBAAoB,EAAE,CAAC,SAAkB,EAAE,IAAoB,EAAE,EAAE;oBAC/D,IAAI,SAAS,EAAE,CAAC;wBACZ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,2CAA2C,CAAC,CAAC,CAAC;oBACnE,CAAC;yBAAM,CAAC;wBACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC;oBAC/D,CAAC;gBACL,CAAC;aACJ,CAAC;YACF,IAAI,CAAC,YAAY,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,aAAa,EAAE,gBAAgB,EAAE,YAAY,CAAC,CAAC;YACxF,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,KAAK,CAAC;YACpC,IAAI,CAAC,YAAY,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;gBAC/C,yDAAyD;gBACzD,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;gBACvD,MAAM,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC3D,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,KAAY,EAAE,wBAAkD;QAnGpE,gBAAW,GAAW,GAAG,CAAC;QAC1B,oBAAe,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAEnE;;WAEG;QACI,YAAO,GAAY,IAAI,CAAC;QAoBvB,mBAAc,GAAW,yBAAyB,CAAC;QAgB3D,0CAA0C;QACnC,iBAAY,GAAY,KAAK,CAAC;QAE7B,qBAAgB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAuDhE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,IAAI,CAAC,eAAe,GAAG,wBAAwB,CAAC;QAChD,IAAI,CAAC,eAAe,EAAE,CAAC;IAC3B,CAAC;IAEO,eAAe;QACnB,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,MAAM,cAAc,GAAsC;YACtD,IAAI,EAAE,SAAS,CAAC,yBAAyB;YACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;YACpC,YAAY,EAAE,SAAS,CAAC,4BAA4B;YACpD,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,KAAK;YACtB,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,iDAAiD,CAAC,CAAC,CAAC,CAAC;gBACnF,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,6CAA6C,CAAC,CAAC,CAAC,CAAC;gBAC/E,CAAC;YACL,CAAC;SACJ,CAAC;QACF,IAAI,CAAC,cAAc,GAAG,IAAI,iBAAiB,CACvC,iBAAiB,EACjB;YACI,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE;YACpC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;SACzC,EACD,sBAAsB,EACtB,IAAI,CAAC,MAAM,EACX,cAAc,EACd,KAAK,EACL,KAAK,EACL,SAAS,CAAC,wBAAwB,CACrC,CAAC;QACF,IAAI,CAAC,cAAc,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC;QACrC,IAAI,CAAC,cAAc,CAAC,SAAS,GAAG,KAAK,CAAC;QAEtC,+FAA+F;QAC/F,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC1C,OAAO,GAAG,CAAC,CAAC;QAChB,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,GAAG,CAAC,GAAG,EAAE;YACtD,IAAI,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;gBACjB,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,EAAE,CAAC;oBAChD,IAAI,CAAC,YAAY,EAAE,CAAC;oBACpB,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;gBACjC,CAAC;YACL,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,YAAY;QAChB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,qBAAqB,EAAE,IAAI,CAAC,eAAe,CAAC,uBAAuB,EAAE,CAAC,CAAC;QACtG,MAAM,cAAc,GAAG,CAAC,CAAC;QACzB,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACrE,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QACvE,MAAM,sBAAsB,GAAG,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC;QAClE,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QACD,MAAM,UAAU,GAAG,sBAAsB,CAAC,eAAe,CAAC,sBAAsB,CAAC,8BAA8B,CAAC,CAAC;QACjH,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,EAAE,sBAAsB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,CAAC;QACzG,MAAM,YAAY,GAAG,sBAAsB,CAAC,eAAe,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,oBAAoB,EAAE,sBAAsB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC,CAAC;IACrH,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,cAAsB,GAAG;QACnC,MAAM,OAAO,GAAG;YACZ,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,GAAG,WAAW,CAAC,CAAC;YAC7E,MAAM,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,GAAG,WAAW,CAAC,CAAC;SAClF,CAAC;QACF,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;IAC/C,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC,CAAC;IACjG,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;QAC9B,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;QAChC,CAAC;IACL,CAAC;CACJ","sourcesContent":["import { Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\n\r\n/**\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsSpatialBlurPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _outputTexture: ProceduralTexture;\r\n private _worldScale: number = 1.0;\r\n private _blurParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n private _debugPassName: string = \"Spatial Blur Debug Pass\";\r\n /**\r\n * Sets the name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * The scale of the voxel grid in world space. This is used to scale the blur radius in world space.\r\n * @param scale The scale of the voxel grid in world space.\r\n */\r\n public setWorldScale(scale: number) {\r\n this._worldScale = scale;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n if (!this._debugPassPP) {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_R,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the importance sampling renderer\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The importance sampling renderer\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowSpatialBlur.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowSpatialBlur.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"spatialBlurPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowSpatialBlur\",\r\n this._scene,\r\n textureOptions,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_INT\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings();\r\n\r\n let counter = 0;\r\n this._scene.onBeforeRenderObservable.add(() => {\r\n counter = 0;\r\n });\r\n this._scene.onAfterRenderTargetsRenderObservable.add(() => {\r\n if (++counter == 2) {\r\n if (this.enabled && this._outputTexture.isReady()) {\r\n this._setBindings();\r\n this._outputTexture.render();\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _setBindings() {\r\n this._outputTexture.setTexture(\"voxelTracingSampler\", this._renderPipeline._getVoxelTracingTexture());\r\n const iterationCount = 1;\r\n this._blurParameters.set(iterationCount, this._worldScale, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"blurParameters\", this._blurParameters);\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n }\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return this._outputTexture.isReady() && !(this._debugPassPP && !this._debugPassPP.isReady());\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"iblShadowsSpatialBlurPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/Rendering/IBLShadows/iblShadowsSpatialBlurPass.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAGpD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAG9D,OAAO,EAAE,sBAAsB,EAAE,MAAM,wCAAwC,CAAC;AAChF,OAAO,EAAE,iBAAiB,EAAE,kEAA8D;AAI1F;;;GAGG;AACH,MAAM,OAAO,0BAA0B;IAanC;;;OAGG;IACI,gBAAgB;QACnB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,cAAc;QACjB,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;YACrB,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC;QACD,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,aAAa,CAAC,KAAa;QAC9B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAOD;;;;;;OAMG;IACI,qBAAqB,CAAC,CAAS,EAAE,CAAS,EAAE,UAAkB,EAAE,WAAmB;QACtF,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,EAAE,WAAW,CAAC,CAAC;IAC7D,CAAC;IAED;;OAEG;IACK,gBAAgB;QACpB,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;YACrB,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;YACvC,MAAM,YAAY,GAAuB;gBACrC,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE;gBACpC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;gBACtC,aAAa,EAAE,SAAS,CAAC,eAAe;gBACxC,WAAW,EAAE,SAAS,CAAC,yBAAyB;gBAChD,YAAY,EAAE,SAAS,CAAC,4BAA4B;gBACpD,QAAQ,EAAE,CAAC,YAAY,CAAC;gBACxB,QAAQ,EAAE,CAAC,cAAc,CAAC;gBAC1B,MAAM,EAAE,IAAI,CAAC,OAAO;gBACpB,QAAQ,EAAE,KAAK;gBACf,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;gBACpE,oBAAoB,EAAE,CAAC,SAAkB,EAAE,IAAoB,EAAE,EAAE;oBAC/D,IAAI,SAAS,EAAE,CAAC;wBACZ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,2CAA2C,CAAC,CAAC,CAAC;oBACnE,CAAC;yBAAM,CAAC;wBACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC;oBAC/D,CAAC;gBACL,CAAC;aACJ,CAAC;YACF,IAAI,CAAC,YAAY,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,aAAa,EAAE,gBAAgB,EAAE,YAAY,CAAC,CAAC;YACxF,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,KAAK,CAAC;YACpC,IAAI,CAAC,YAAY,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;gBAC/C,yDAAyD;gBACzD,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;gBACvD,MAAM,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC3D,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,KAAY,EAAE,wBAAkD;QAnGpE,gBAAW,GAAW,GAAG,CAAC;QAC1B,oBAAe,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAEnE;;WAEG;QACI,YAAO,GAAY,IAAI,CAAC;QAoBvB,mBAAc,GAAW,yBAAyB,CAAC;QAgB3D,0CAA0C;QACnC,iBAAY,GAAY,KAAK,CAAC;QAE7B,qBAAgB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAuDhE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,IAAI,CAAC,eAAe,GAAG,wBAAwB,CAAC;QAChD,IAAI,CAAC,eAAe,EAAE,CAAC;IAC3B,CAAC;IAEO,eAAe;QACnB,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,MAAM,cAAc,GAAsC;YACtD,IAAI,EAAE,SAAS,CAAC,yBAAyB;YACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;YACpC,YAAY,EAAE,SAAS,CAAC,4BAA4B;YACpD,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,KAAK;YACtB,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,iDAAiD,CAAC,CAAC,CAAC,CAAC;gBACnF,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,6CAA6C,CAAC,CAAC,CAAC,CAAC;gBAC/E,CAAC;YACL,CAAC;SACJ,CAAC;QACF,IAAI,CAAC,cAAc,GAAG,IAAI,iBAAiB,CACvC,iBAAiB,EACjB;YACI,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE;YACpC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;SACzC,EACD,sBAAsB,EACtB,IAAI,CAAC,MAAM,EACX,cAAc,EACd,KAAK,EACL,KAAK,EACL,SAAS,CAAC,yBAAyB,CACtC,CAAC;QACF,IAAI,CAAC,cAAc,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC;QACrC,IAAI,CAAC,cAAc,CAAC,SAAS,GAAG,KAAK,CAAC;QAEtC,+FAA+F;QAC/F,IAAI,CAAC,YAAY,EAAE,CAAC;QAEpB,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC1C,OAAO,GAAG,CAAC,CAAC;QAChB,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,GAAG,CAAC,GAAG,EAAE;YACtD,IAAI,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;gBACjB,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,EAAE,CAAC;oBAChD,IAAI,CAAC,YAAY,EAAE,CAAC;oBACpB,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;gBACjC,CAAC;YACL,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,YAAY;QAChB,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,qBAAqB,EAAE,IAAI,CAAC,eAAe,CAAC,uBAAuB,EAAE,CAAC,CAAC;QACtG,MAAM,cAAc,GAAG,CAAC,CAAC;QACzB,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACrE,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,gBAAgB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QACvE,MAAM,sBAAsB,GAAG,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC;QAClE,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QACD,MAAM,UAAU,GAAG,sBAAsB,CAAC,eAAe,CAAC,sBAAsB,CAAC,8BAA8B,CAAC,CAAC;QACjH,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,EAAE,sBAAsB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,CAAC;QACzG,MAAM,YAAY,GAAG,sBAAsB,CAAC,eAAe,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,oBAAoB,EAAE,sBAAsB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC,CAAC;IACrH,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,cAAsB,GAAG;QACnC,MAAM,OAAO,GAAG;YACZ,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,GAAG,WAAW,CAAC,CAAC;YAC7E,MAAM,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,GAAG,WAAW,CAAC,CAAC;SAClF,CAAC;QACF,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;IAC/C,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC,CAAC;IACjG,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;QAC9B,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;QAChC,CAAC;IACL,CAAC;CACJ","sourcesContent":["import { Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\n\r\n/**\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsSpatialBlurPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _outputTexture: ProceduralTexture;\r\n private _worldScale: number = 1.0;\r\n private _blurParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n private _debugPassName: string = \"Spatial Blur Debug Pass\";\r\n /**\r\n * Sets the name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * The scale of the voxel grid in world space. This is used to scale the blur radius in world space.\r\n * @param scale The scale of the voxel grid in world space.\r\n */\r\n public setWorldScale(scale: number) {\r\n this._worldScale = scale;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n if (!this._debugPassPP) {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_R,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the importance sampling renderer\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The importance sampling renderer\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowSpatialBlur.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowSpatialBlur.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"spatialBlurPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowSpatialBlur\",\r\n this._scene,\r\n textureOptions,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings();\r\n\r\n let counter = 0;\r\n this._scene.onBeforeRenderObservable.add(() => {\r\n counter = 0;\r\n });\r\n this._scene.onAfterRenderTargetsRenderObservable.add(() => {\r\n if (++counter == 2) {\r\n if (this.enabled && this._outputTexture.isReady()) {\r\n this._setBindings();\r\n this._outputTexture.render();\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _setBindings() {\r\n this._outputTexture.setTexture(\"voxelTracingSampler\", this._renderPipeline._getVoxelTracingTexture());\r\n const iterationCount = 1;\r\n this._blurParameters.set(iterationCount, this._worldScale, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"blurParameters\", this._blurParameters);\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n }\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return this._outputTexture.isReady() && !(this._debugPassPP && !this._debugPassPP.isReady());\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
@@ -166,7 +166,7 @@ export declare class _IblShadowsVoxelTracingPass {
166
166
  * Checks if the pass is ready
167
167
  * @returns true if the pass is ready
168
168
  */
169
- isReady(): boolean;
169
+ isReady(): boolean | null;
170
170
  /**
171
171
  * Disposes the associated resources
172
172
  */
@@ -309,8 +309,11 @@ export class _IblShadowsVoxelTracingPass {
309
309
  this._outputTexture.setVector4("shadowOpacity", this._opacityParameters);
310
310
  this._outputTexture.setTexture("voxelGridSampler", voxelGrid);
311
311
  this._outputTexture.setTexture("blueNoiseSampler", this._renderPipeline._getNoiseTexture());
312
- this._outputTexture.setTexture("icdfySampler", this._renderPipeline._getIcdfyTexture());
313
- this._outputTexture.setTexture("icdfxSampler", this._renderPipeline._getIcdfxTexture());
312
+ const cdfGenerator = this._scene.iblCdfGenerator;
313
+ if (cdfGenerator) {
314
+ this._outputTexture.setTexture("icdfySampler", cdfGenerator.getIcdfyTexture());
315
+ this._outputTexture.setTexture("icdfxSampler", cdfGenerator.getIcdfxTexture());
316
+ }
314
317
  if (this._debugVoxelMarchEnabled) {
315
318
  this._outputTexture.defines += "#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\n";
316
319
  }
@@ -341,8 +344,9 @@ export class _IblShadowsVoxelTracingPass {
341
344
  isReady() {
342
345
  return (this._outputTexture.isReady() &&
343
346
  !(this._debugPassPP && !this._debugPassPP.isReady()) &&
344
- this._renderPipeline._getIcdfyTexture().isReady() &&
345
- this._renderPipeline._getIcdfxTexture().isReady() &&
347
+ this._scene.iblCdfGenerator &&
348
+ this._scene.iblCdfGenerator.getIcdfyTexture().isReady() &&
349
+ this._scene.iblCdfGenerator.getIcdfxTexture().isReady() &&
346
350
  this._renderPipeline._getVoxelGridTexture().isReady());
347
351
  }
348
352
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowsVoxelTracingPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/Rendering/IBLShadows/iblShadowsVoxelTracingPass.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAGpD,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAC1D,OAAO,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAK9D,OAAO,EAAE,sBAAsB,EAAE,MAAM,wCAAwC,CAAC;AAChF,OAAO,EAAE,iBAAiB,EAAE,kEAA8D;AAG1F;;;;GAIG;AACH,MAAM,OAAO,2BAA2B;IAKpC;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IACD;;OAEG;IACH,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;IACrC,CAAC;IAOD;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY,CAAC,KAAa;QACjC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAaD;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IACD,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;IAClC,CAAC;IAGD;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IACD,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;IACrC,CAAC;IAOD;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;IACnC,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAKD;;;OAGG;IACI,gBAAgB;QACnB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,cAAc;QACjB,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;YACrB,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC;QACD,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAID;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAKD;;;OAGG;IACI,mBAAmB,CAAC,MAAc;QACrC,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC;IACvC,CAAC;IAMD;;;;;;OAMG;IACI,qBAAqB,CAAC,CAAS,EAAE,CAAS,EAAE,UAAkB,EAAE,WAAmB;QACtF,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,EAAE,WAAW,CAAC,CAAC;IAC7D,CAAC;IAED;;OAEG;IACK,gBAAgB;QACpB,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;YACrB,MAAM,YAAY,GAAuB;gBACrC,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE;gBACpC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;gBACtC,QAAQ,EAAE,CAAC,YAAY,CAAC;gBACxB,QAAQ,EAAE,CAAC,cAAc,CAAC;gBAC1B,MAAM,EAAE,IAAI,CAAC,OAAO;gBACpB,QAAQ,EAAE,KAAK;gBACf,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;gBACpE,oBAAoB,EAAE,CAAC,SAAkB,EAAE,IAAoB,EAAE,EAAE;oBAC/D,IAAI,SAAS,EAAE,CAAC;wBACZ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,2CAA2C,CAAC,CAAC,CAAC;oBACnE,CAAC;yBAAM,CAAC;wBACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC;oBAC/D,CAAC;gBACL,CAAC;aACJ,CAAC;YACF,IAAI,CAAC,YAAY,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,aAAa,EAAE,gBAAgB,EAAE,YAAY,CAAC,CAAC;YACxF,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,KAAK,CAAC;YACpC,IAAI,CAAC,YAAY,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;gBAC/C,yDAAyD;gBACzD,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;gBACvD,MAAM,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC3D,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,KAAY,EAAE,wBAAkD;QAzPpE,wBAAmB,GAAW,GAAG,CAAC;QAalC,gBAAW,GAAW,EAAE,CAAC;QACzB,eAAU,GAAW,CAAC,CAAC;QACvB,gBAAW,GAAW,IAAI,CAAC;QAC3B,kBAAa,GAAW,GAAG,CAAC;QAE5B,qBAAgB,GAAW,GAAG,CAAC;QAuE/B,mBAAc,GAAW,MAAM,CAAC,QAAQ,EAAE,CAAC;QAC3C,mBAAc,GAAW,MAAM,CAAC,QAAQ,EAAE,CAAC;QAC3C,yBAAoB,GAAW,MAAM,CAAC,QAAQ,EAAE,CAAC;QACjD,aAAQ,GAAW,CAAC,CAAC;QACrB,sBAAiB,GAAW,CAAC,CAAC;QAC9B,sBAAiB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC7D,mBAAc,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC1D,uBAAkB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC9D,yBAAoB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAChE,qBAAgB,GAAW,GAAG,CAAC;QAW/B,wBAAmB,GAAW,IAAI,CAAC;QAW3C;;WAEG;QACI,YAAO,GAAY,IAAI,CAAC;QA8B/B,0CAA0C;QACnC,iBAAY,GAAY,KAAK,CAAC;QAsB7B,mBAAc,GAAW,0BAA0B,CAAC;QAS5D,+GAA+G;QACvG,iBAAY,GAAW,GAAG,CAAC;QAU3B,4BAAuB,GAAY,KAAK,CAAC;QAEzC,qBAAgB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAoDhE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,IAAI,CAAC,eAAe,GAAG,wBAAwB,CAAC;QAChD,IAAI,CAAC,eAAe,EAAE,CAAC;IAC3B,CAAC;IAEO,eAAe;QACnB,IAAI,OAAO,GAAG,EAAE,CAAC;QACjB,IAAI,IAAI,CAAC,MAAM,CAAC,oBAAoB,EAAE,CAAC;YACnC,OAAO,IAAI,wBAAwB,CAAC;QACxC,CAAC;QACD,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,OAAO,IAAI,iDAAiD,CAAC;QACjE,CAAC;QACD,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,MAAM,cAAc,GAAsC;YACtD,IAAI,EAAE,SAAS,CAAC,yBAAyB;YACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;YACpC,YAAY,EAAE,SAAS,CAAC,4BAA4B;YACpD,mBAAmB,EAAE,KAAK;YAC1B,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,kDAAkD,CAAC,CAAC,CAAC,CAAC;gBACpF,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8CAA8C,CAAC,CAAC,CAAC,CAAC;gBAChF,CAAC;YACL,CAAC;SACJ,CAAC;QACF,IAAI,CAAC,cAAc,GAAG,IAAI,iBAAiB,CACvC,kBAAkB,EAClB;YACI,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE;YACpC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;SACzC,EACD,uBAAuB,EACvB,IAAI,CAAC,MAAM,EACX,cAAc,CACjB,CAAC;QACF,IAAI,CAAC,cAAc,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC;QACrC,IAAI,CAAC,cAAc,CAAC,SAAS,GAAG,KAAK,CAAC;QACtC,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,OAAO,CAAC;QACtC,+FAA+F;QAC/F,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,YAAa,CAAC,CAAC;QAE7C,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC1C,OAAO,GAAG,CAAC,CAAC;QAChB,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,GAAG,CAAC,GAAG,EAAE;YACtD,IAAI,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;gBACjB,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,EAAE,CAAC;oBAChD,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,YAAa,CAAC,CAAC;oBAC7C,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;gBACjC,CAAC;YACL,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,YAAY,CAAC,MAAc;QAC/B,IAAI,IAAI,CAAC,MAAM,CAAC,oBAAoB,EAAE,CAAC;YACnC,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,wBAAwB,CAAC;QAC3D,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,SAAS,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC,CAAC;QACjE,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,SAAS,EAAE,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC;QACvE,MAAM,CAAC,mBAAmB,EAAE,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;QAC9D,MAAM,CAAC,aAAa,EAAE,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;QACxD,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACjE,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACjE,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,oBAAoB,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;QAE/E,IAAI,CAAC,QAAQ,EAAE,CAAC;QAEhB,IAAI,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC;QAC3H,QAAQ,GAAG,QAAQ,GAAG,CAAC,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC;QACtC,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,QAAQ,EAAE,GAAG,EAAE,QAAQ,CAAC,CAAC;QACjF,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC3E,MAAM,SAAS,GAAG,IAAI,CAAC,eAAgB,CAAC,oBAAoB,EAAE,CAAC;QAC/D,MAAM,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,SAAU,CAAC,OAAO,EAAE,CAAC,KAAK,CAAC,CAAC,CAAC;QACrE,IAAI,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,mBAAmB,EAAE,UAAU,EAAE,GAAG,CAAC,CAAC;QAChG,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,qBAAqB,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;QAEjF,eAAe;QACf,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACjG,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACrE,IAAI,CAAC,kBAAkB,CAAC,GAAG,CAAC,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,gBAAgB,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACvF,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QACzE,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,kBAAkB,EAAE,SAAS,CAAC,CAAC;QAC9D,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,CAAC,eAAgB,CAAC,gBAAgB,EAAE,CAAC,CAAC;QAC7F,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,eAAgB,CAAC,gBAAgB,EAAE,CAAC,CAAC;QACzF,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,eAAgB,CAAC,gBAAgB,EAAE,CAAC,CAAC;QACzF,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,IAAI,CAAC,cAAc,CAAC,OAAO,IAAI,iDAAiD,CAAC;QACrF,CAAC;QAED,MAAM,sBAAsB,GAAG,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC;QAClE,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QACD,MAAM,UAAU,GAAG,sBAAsB,CAAC,eAAe,CAAC,sBAAsB,CAAC,8BAA8B,CAAC,CAAC;QACjH,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,EAAE,sBAAsB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,CAAC;QACzG,MAAM,YAAY,GAAG,sBAAsB,CAAC,eAAe,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,oBAAoB,EAAE,sBAAsB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC,CAAC;IACrH,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,cAAsB,GAAG;QACnC,MAAM,OAAO,GAAG;YACZ,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,GAAG,WAAW,CAAC,CAAC;YAC7E,MAAM,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,GAAG,WAAW,CAAC,CAAC;SAClF,CAAC;QACF,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;IAC/C,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,CACH,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE;YAC7B,CAAC,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;YACpD,IAAI,CAAC,eAAgB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE;YAClD,IAAI,CAAC,eAAgB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE;YAClD,IAAI,CAAC,eAAgB,CAAC,oBAAoB,EAAE,CAAC,OAAO,EAAE,CACzD,CAAC;IACN,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;QAC9B,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;QAChC,CAAC;IACL,CAAC;CACJ","sourcesContent":["import { Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\n\r\n/**\r\n * Build cdf maps for IBL importance sampling during IBL shadow computation.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsVoxelTracingPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _voxelShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public get voxelShadowOpacity(): number {\r\n return this._voxelShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n this._voxelShadowOpacity = value;\r\n }\r\n private _sssSamples: number = 16;\r\n private _sssStride: number = 8;\r\n private _sssMaxDist: number = 0.05;\r\n private _sssThickness: number = 0.5;\r\n\r\n private _ssShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._ssShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n this._ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get sssSamples(): number {\r\n return this._sssSamples;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public set sssSamples(value: number) {\r\n this._sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public get sssStride(): number {\r\n return this._sssStride;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public set sssStride(value: number) {\r\n this._sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public get sssMaxDist(): number {\r\n return this._sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public set sssMaxDist(value: number) {\r\n this._sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public get sssThickness(): number {\r\n return this._sssThickness;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public set sssThickness(value: number) {\r\n this._sssThickness = value;\r\n }\r\n\r\n private _outputTexture: ProceduralTexture;\r\n private _cameraInvView: Matrix = Matrix.Identity();\r\n private _cameraInvProj: Matrix = Matrix.Identity();\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n private _frameId: number = 0;\r\n private _sampleDirections: number = 4;\r\n private _shadowParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _sssParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _opacityParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelBiasParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelNormalBias: number = 1.4;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the surface normal of the geometry.\r\n */\r\n public get voxelNormalBias(): number {\r\n return this._voxelNormalBias;\r\n }\r\n public set voxelNormalBias(value: number) {\r\n this._voxelNormalBias = value;\r\n }\r\n\r\n private _voxelDirectionBias: number = 1.75;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the light.\r\n */\r\n public get voxelDirectionBias(): number {\r\n return this._voxelDirectionBias;\r\n }\r\n public set voxelDirectionBias(value: number) {\r\n this._voxelDirectionBias = value;\r\n }\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public get sampleDirections(): number {\r\n return this._sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public set sampleDirections(value: number) {\r\n this._sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public get envRotation(): number {\r\n return this._envRotation;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public set envRotation(value: number) {\r\n this._envRotation = value;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process. This will create the resources for the pass\r\n * if they don't already exist.\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Voxel Tracing Debug Pass\";\r\n\r\n /**\r\n * The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /** The default rotation of the environment map will align the shadows with the default lighting orientation */\r\n private _envRotation: number = 0.0;\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n\r\n private _debugVoxelMarchEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._debugPassPP) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the shadow voxel-tracing pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The shadow voxel-tracing pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n let defines = \"\";\r\n if (this._scene.useRightHandedSystem) {\r\n defines += \"#define RIGHT_HANDED\\n\";\r\n }\r\n if (this._debugVoxelMarchEnabled) {\r\n defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowVoxelTracing.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowVoxelTracing.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"voxelTracingPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowVoxelTracing\",\r\n this._scene,\r\n textureOptions\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.defines = defines;\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings(this._scene.activeCamera!);\r\n\r\n let counter = 0;\r\n this._scene.onBeforeRenderObservable.add(() => {\r\n counter = 0;\r\n });\r\n this._scene.onAfterRenderTargetsRenderObservable.add(() => {\r\n if (++counter == 2) {\r\n if (this.enabled && this._outputTexture.isReady()) {\r\n this._setBindings(this._scene.activeCamera!);\r\n this._outputTexture.render();\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _setBindings(camera: Camera) {\r\n if (this._scene.useRightHandedSystem) {\r\n this._outputTexture.defines = \"#define RIGHT_HANDED\\n\";\r\n }\r\n this._outputTexture.setMatrix(\"viewMtx\", camera.getViewMatrix());\r\n this._outputTexture.setMatrix(\"projMtx\", camera.getProjectionMatrix());\r\n camera.getProjectionMatrix().invertToRef(this._cameraInvProj);\r\n camera.getViewMatrix().invertToRef(this._cameraInvView);\r\n this._outputTexture.setMatrix(\"invProjMtx\", this._cameraInvProj);\r\n this._outputTexture.setMatrix(\"invViewMtx\", this._cameraInvView);\r\n this._outputTexture.setMatrix(\"wsNormalizationMtx\", this._invWorldScaleMatrix);\r\n\r\n this._frameId++;\r\n\r\n let rotation = this._scene.useRightHandedSystem ? -(this._envRotation + 0.5 * Math.PI) : this._envRotation - 0.5 * Math.PI;\r\n rotation = rotation % (2.0 * Math.PI);\r\n this._shadowParameters.set(this._sampleDirections, this._frameId, 1.0, rotation);\r\n this._outputTexture.setVector4(\"shadowParameters\", this._shadowParameters);\r\n const voxelGrid = this._renderPipeline!._getVoxelGridTexture();\r\n const highestMip = Math.floor(Math.log2(voxelGrid!.getSize().width));\r\n this._voxelBiasParameters.set(this._voxelNormalBias, this._voxelDirectionBias, highestMip, 0.0);\r\n this._outputTexture.setVector4(\"voxelBiasParameters\", this._voxelBiasParameters);\r\n\r\n // SSS Options.\r\n this._sssParameters.set(this._sssSamples, this._sssStride, this._sssMaxDist, this._sssThickness);\r\n this._outputTexture.setVector4(\"sssParameters\", this._sssParameters);\r\n this._opacityParameters.set(this._voxelShadowOpacity, this._ssShadowOpacity, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"shadowOpacity\", this._opacityParameters);\r\n this._outputTexture.setTexture(\"voxelGridSampler\", voxelGrid);\r\n this._outputTexture.setTexture(\"blueNoiseSampler\", this._renderPipeline!._getNoiseTexture());\r\n this._outputTexture.setTexture(\"icdfySampler\", this._renderPipeline!._getIcdfyTexture());\r\n this._outputTexture.setTexture(\"icdfxSampler\", this._renderPipeline!._getIcdfxTexture());\r\n if (this._debugVoxelMarchEnabled) {\r\n this._outputTexture.defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n }\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady()) &&\r\n this._renderPipeline!._getIcdfyTexture().isReady() &&\r\n this._renderPipeline!._getIcdfxTexture().isReady() &&\r\n this._renderPipeline!._getVoxelGridTexture().isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"iblShadowsVoxelTracingPass.js","sourceRoot":"","sources":["../../../../../dev/core/src/Rendering/IBLShadows/iblShadowsVoxelTracingPass.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,yBAAyB,CAAC;AAGpD,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAC1D,OAAO,EAAE,WAAW,EAAE,MAAM,iCAAiC,CAAC;AAK9D,OAAO,EAAE,sBAAsB,EAAE,MAAM,wCAAwC,CAAC;AAChF,OAAO,EAAE,iBAAiB,EAAE,kEAA8D;AAG1F;;;;GAIG;AACH,MAAM,OAAO,2BAA2B;IAKpC;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IACD;;OAEG;IACH,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;IACrC,CAAC;IAOD;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IACD;;OAEG;IACH,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,UAAU,CAAC,KAAa;QAC/B,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY,CAAC,KAAa;QACjC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;IAaD;;OAEG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IACD,IAAW,eAAe,CAAC,KAAa;QACpC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;IAClC,CAAC;IAGD;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,IAAI,CAAC,mBAAmB,CAAC;IACpC,CAAC;IACD,IAAW,kBAAkB,CAAC,KAAa;QACvC,IAAI,CAAC,mBAAmB,GAAG,KAAK,CAAC;IACrC,CAAC;IAOD;;OAEG;IACH,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,iBAAiB,CAAC;IAClC,CAAC;IAED;;OAEG;IACH,IAAW,gBAAgB,CAAC,KAAa;QACrC,IAAI,CAAC,iBAAiB,GAAG,KAAK,CAAC;IACnC,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;IAC9B,CAAC;IAKD;;;OAGG;IACI,gBAAgB;QACnB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAED;;;;OAIG;IACI,cAAc;QACjB,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;YACrB,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC;QACD,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAID;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAKD;;;OAGG;IACI,mBAAmB,CAAC,MAAc;QACrC,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC;IACvC,CAAC;IAMD;;;;;;OAMG;IACI,qBAAqB,CAAC,CAAS,EAAE,CAAS,EAAE,UAAkB,EAAE,WAAmB;QACtF,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,EAAE,WAAW,CAAC,CAAC;IAC7D,CAAC;IAED;;OAEG;IACK,gBAAgB;QACpB,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;YACrB,MAAM,YAAY,GAAuB;gBACrC,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE;gBACpC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;gBACtC,QAAQ,EAAE,CAAC,YAAY,CAAC;gBACxB,QAAQ,EAAE,CAAC,cAAc,CAAC;gBAC1B,MAAM,EAAE,IAAI,CAAC,OAAO;gBACpB,QAAQ,EAAE,KAAK;gBACf,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;gBACpE,oBAAoB,EAAE,CAAC,SAAkB,EAAE,IAAoB,EAAE,EAAE;oBAC/D,IAAI,SAAS,EAAE,CAAC;wBACZ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,2CAA2C,CAAC,CAAC,CAAC;oBACnE,CAAC;yBAAM,CAAC;wBACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC;oBAC/D,CAAC;gBACL,CAAC;aACJ,CAAC;YACF,IAAI,CAAC,YAAY,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,aAAa,EAAE,gBAAgB,EAAE,YAAY,CAAC,CAAC;YACxF,IAAI,CAAC,YAAY,CAAC,SAAS,GAAG,KAAK,CAAC;YACpC,IAAI,CAAC,YAAY,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;gBAC/C,yDAAyD;gBACzD,MAAM,CAAC,UAAU,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;gBACvD,MAAM,CAAC,UAAU,CAAC,YAAY,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;YAC3D,CAAC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,KAAY,EAAE,wBAAkD;QAzPpE,wBAAmB,GAAW,GAAG,CAAC;QAalC,gBAAW,GAAW,EAAE,CAAC;QACzB,eAAU,GAAW,CAAC,CAAC;QACvB,gBAAW,GAAW,IAAI,CAAC;QAC3B,kBAAa,GAAW,GAAG,CAAC;QAE5B,qBAAgB,GAAW,GAAG,CAAC;QAuE/B,mBAAc,GAAW,MAAM,CAAC,QAAQ,EAAE,CAAC;QAC3C,mBAAc,GAAW,MAAM,CAAC,QAAQ,EAAE,CAAC;QAC3C,yBAAoB,GAAW,MAAM,CAAC,QAAQ,EAAE,CAAC;QACjD,aAAQ,GAAW,CAAC,CAAC;QACrB,sBAAiB,GAAW,CAAC,CAAC;QAC9B,sBAAiB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC7D,mBAAc,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC1D,uBAAkB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAC9D,yBAAoB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAChE,qBAAgB,GAAW,GAAG,CAAC;QAW/B,wBAAmB,GAAW,IAAI,CAAC;QAW3C;;WAEG;QACI,YAAO,GAAY,IAAI,CAAC;QA8B/B,0CAA0C;QACnC,iBAAY,GAAY,KAAK,CAAC;QAsB7B,mBAAc,GAAW,0BAA0B,CAAC;QAS5D,+GAA+G;QACvG,iBAAY,GAAW,GAAG,CAAC;QAU3B,4BAAuB,GAAY,KAAK,CAAC;QAEzC,qBAAgB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAoDhE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,IAAI,CAAC,eAAe,GAAG,wBAAwB,CAAC;QAChD,IAAI,CAAC,eAAe,EAAE,CAAC;IAC3B,CAAC;IAEO,eAAe;QACnB,IAAI,OAAO,GAAG,EAAE,CAAC;QACjB,IAAI,IAAI,CAAC,MAAM,CAAC,oBAAoB,EAAE,CAAC;YACnC,OAAO,IAAI,wBAAwB,CAAC;QACxC,CAAC;QACD,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,OAAO,IAAI,iDAAiD,CAAC;QACjE,CAAC;QACD,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,MAAM,cAAc,GAAsC;YACtD,IAAI,EAAE,SAAS,CAAC,yBAAyB;YACzC,MAAM,EAAE,SAAS,CAAC,kBAAkB;YACpC,YAAY,EAAE,SAAS,CAAC,4BAA4B;YACpD,mBAAmB,EAAE,KAAK;YAC1B,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,kDAAkD,CAAC,CAAC,CAAC,CAAC;gBACpF,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8CAA8C,CAAC,CAAC,CAAC,CAAC;gBAChF,CAAC;YACL,CAAC;SACJ,CAAC;QACF,IAAI,CAAC,cAAc,GAAG,IAAI,iBAAiB,CACvC,kBAAkB,EAClB;YACI,KAAK,EAAE,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE;YACpC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE;SACzC,EACD,uBAAuB,EACvB,IAAI,CAAC,MAAM,EACX,cAAc,CACjB,CAAC;QACF,IAAI,CAAC,cAAc,CAAC,WAAW,GAAG,CAAC,CAAC,CAAC;QACrC,IAAI,CAAC,cAAc,CAAC,SAAS,GAAG,KAAK,CAAC;QACtC,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,OAAO,CAAC;QACtC,+FAA+F;QAC/F,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,YAAa,CAAC,CAAC;QAE7C,IAAI,OAAO,GAAG,CAAC,CAAC;QAChB,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC1C,OAAO,GAAG,CAAC,CAAC;QAChB,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,GAAG,CAAC,GAAG,EAAE;YACtD,IAAI,EAAE,OAAO,IAAI,CAAC,EAAE,CAAC;gBACjB,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,EAAE,CAAC;oBAChD,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,MAAM,CAAC,YAAa,CAAC,CAAC;oBAC7C,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,CAAC;gBACjC,CAAC;YACL,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,YAAY,CAAC,MAAc;QAC/B,IAAI,IAAI,CAAC,MAAM,CAAC,oBAAoB,EAAE,CAAC;YACnC,IAAI,CAAC,cAAc,CAAC,OAAO,GAAG,wBAAwB,CAAC;QAC3D,CAAC;QACD,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,SAAS,EAAE,MAAM,CAAC,aAAa,EAAE,CAAC,CAAC;QACjE,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,SAAS,EAAE,MAAM,CAAC,mBAAmB,EAAE,CAAC,CAAC;QACvE,MAAM,CAAC,mBAAmB,EAAE,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;QAC9D,MAAM,CAAC,aAAa,EAAE,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;QACxD,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACjE,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACjE,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,oBAAoB,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;QAE/E,IAAI,CAAC,QAAQ,EAAE,CAAC;QAEhB,IAAI,QAAQ,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAoB,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,GAAG,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC;QAC3H,QAAQ,GAAG,QAAQ,GAAG,CAAC,GAAG,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC;QACtC,IAAI,CAAC,iBAAiB,CAAC,GAAG,CAAC,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,QAAQ,EAAE,GAAG,EAAE,QAAQ,CAAC,CAAC;QACjF,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAC3E,MAAM,SAAS,GAAG,IAAI,CAAC,eAAgB,CAAC,oBAAoB,EAAE,CAAC;QAC/D,MAAM,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,SAAU,CAAC,OAAO,EAAE,CAAC,KAAK,CAAC,CAAC,CAAC;QACrE,IAAI,CAAC,oBAAoB,CAAC,GAAG,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,mBAAmB,EAAE,UAAU,EAAE,GAAG,CAAC,CAAC;QAChG,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,qBAAqB,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;QAEjF,eAAe;QACf,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACjG,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACrE,IAAI,CAAC,kBAAkB,CAAC,GAAG,CAAC,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,gBAAgB,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QACvF,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,eAAe,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QACzE,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,kBAAkB,EAAE,SAAS,CAAC,CAAC;QAC9D,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,kBAAkB,EAAE,IAAI,CAAC,eAAgB,CAAC,gBAAgB,EAAE,CAAC,CAAC;QAC7F,MAAM,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC;QACjD,IAAI,YAAY,EAAE,CAAC;YACf,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,EAAE,YAAY,CAAC,eAAe,EAAE,CAAC,CAAC;YAC/E,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,EAAE,YAAY,CAAC,eAAe,EAAE,CAAC,CAAC;QACnF,CAAC;QACD,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;YAC/B,IAAI,CAAC,cAAc,CAAC,OAAO,IAAI,iDAAiD,CAAC;QACrF,CAAC;QAED,MAAM,sBAAsB,GAAG,IAAI,CAAC,MAAM,CAAC,sBAAsB,CAAC;QAClE,IAAI,CAAC,sBAAsB,EAAE,CAAC;YAC1B,OAAO;QACX,CAAC;QACD,MAAM,UAAU,GAAG,sBAAsB,CAAC,eAAe,CAAC,sBAAsB,CAAC,8BAA8B,CAAC,CAAC;QACjH,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,cAAc,EAAE,sBAAsB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,UAAU,CAAC,CAAC,CAAC;QACzG,MAAM,YAAY,GAAG,sBAAsB,CAAC,eAAe,CAAC,sBAAsB,CAAC,mBAAmB,CAAC,CAAC;QACxG,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,oBAAoB,EAAE,sBAAsB,CAAC,UAAU,EAAE,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC,CAAC;IACrH,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,cAAsB,GAAG;QACnC,MAAM,OAAO,GAAG;YACZ,KAAK,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,GAAG,WAAW,CAAC,CAAC;YAC7E,MAAM,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,OAAO,CAAC,eAAe,EAAE,GAAG,WAAW,CAAC,CAAC;SAClF,CAAC;QACF,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;IAC/C,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,CACH,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE;YAC7B,CAAC,CAAC,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;YACpD,IAAI,CAAC,MAAM,CAAC,eAAe;YAC3B,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,eAAe,EAAE,CAAC,OAAO,EAAE;YACvD,IAAI,CAAC,MAAM,CAAC,eAAe,CAAC,eAAe,EAAE,CAAC,OAAO,EAAE;YACvD,IAAI,CAAC,eAAgB,CAAC,oBAAoB,EAAE,CAAC,OAAO,EAAE,CACzD,CAAC;IACN,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;QAC9B,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;QAChC,CAAC;IACL,CAAC;CACJ","sourcesContent":["import { Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\n\r\n/**\r\n * Build cdf maps for IBL importance sampling during IBL shadow computation.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsVoxelTracingPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _voxelShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public get voxelShadowOpacity(): number {\r\n return this._voxelShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n this._voxelShadowOpacity = value;\r\n }\r\n private _sssSamples: number = 16;\r\n private _sssStride: number = 8;\r\n private _sssMaxDist: number = 0.05;\r\n private _sssThickness: number = 0.5;\r\n\r\n private _ssShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._ssShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n this._ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get sssSamples(): number {\r\n return this._sssSamples;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public set sssSamples(value: number) {\r\n this._sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public get sssStride(): number {\r\n return this._sssStride;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public set sssStride(value: number) {\r\n this._sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public get sssMaxDist(): number {\r\n return this._sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public set sssMaxDist(value: number) {\r\n this._sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public get sssThickness(): number {\r\n return this._sssThickness;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public set sssThickness(value: number) {\r\n this._sssThickness = value;\r\n }\r\n\r\n private _outputTexture: ProceduralTexture;\r\n private _cameraInvView: Matrix = Matrix.Identity();\r\n private _cameraInvProj: Matrix = Matrix.Identity();\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n private _frameId: number = 0;\r\n private _sampleDirections: number = 4;\r\n private _shadowParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _sssParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _opacityParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelBiasParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelNormalBias: number = 1.4;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the surface normal of the geometry.\r\n */\r\n public get voxelNormalBias(): number {\r\n return this._voxelNormalBias;\r\n }\r\n public set voxelNormalBias(value: number) {\r\n this._voxelNormalBias = value;\r\n }\r\n\r\n private _voxelDirectionBias: number = 1.75;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the light.\r\n */\r\n public get voxelDirectionBias(): number {\r\n return this._voxelDirectionBias;\r\n }\r\n public set voxelDirectionBias(value: number) {\r\n this._voxelDirectionBias = value;\r\n }\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public get sampleDirections(): number {\r\n return this._sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public set sampleDirections(value: number) {\r\n this._sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public get envRotation(): number {\r\n return this._envRotation;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public set envRotation(value: number) {\r\n this._envRotation = value;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process. This will create the resources for the pass\r\n * if they don't already exist.\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Voxel Tracing Debug Pass\";\r\n\r\n /**\r\n * The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /** The default rotation of the environment map will align the shadows with the default lighting orientation */\r\n private _envRotation: number = 0.0;\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n\r\n private _debugVoxelMarchEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._debugPassPP) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the shadow voxel-tracing pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The shadow voxel-tracing pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n let defines = \"\";\r\n if (this._scene.useRightHandedSystem) {\r\n defines += \"#define RIGHT_HANDED\\n\";\r\n }\r\n if (this._debugVoxelMarchEnabled) {\r\n defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowVoxelTracing.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowVoxelTracing.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"voxelTracingPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowVoxelTracing\",\r\n this._scene,\r\n textureOptions\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.defines = defines;\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings(this._scene.activeCamera!);\r\n\r\n let counter = 0;\r\n this._scene.onBeforeRenderObservable.add(() => {\r\n counter = 0;\r\n });\r\n this._scene.onAfterRenderTargetsRenderObservable.add(() => {\r\n if (++counter == 2) {\r\n if (this.enabled && this._outputTexture.isReady()) {\r\n this._setBindings(this._scene.activeCamera!);\r\n this._outputTexture.render();\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _setBindings(camera: Camera) {\r\n if (this._scene.useRightHandedSystem) {\r\n this._outputTexture.defines = \"#define RIGHT_HANDED\\n\";\r\n }\r\n this._outputTexture.setMatrix(\"viewMtx\", camera.getViewMatrix());\r\n this._outputTexture.setMatrix(\"projMtx\", camera.getProjectionMatrix());\r\n camera.getProjectionMatrix().invertToRef(this._cameraInvProj);\r\n camera.getViewMatrix().invertToRef(this._cameraInvView);\r\n this._outputTexture.setMatrix(\"invProjMtx\", this._cameraInvProj);\r\n this._outputTexture.setMatrix(\"invViewMtx\", this._cameraInvView);\r\n this._outputTexture.setMatrix(\"wsNormalizationMtx\", this._invWorldScaleMatrix);\r\n\r\n this._frameId++;\r\n\r\n let rotation = this._scene.useRightHandedSystem ? -(this._envRotation + 0.5 * Math.PI) : this._envRotation - 0.5 * Math.PI;\r\n rotation = rotation % (2.0 * Math.PI);\r\n this._shadowParameters.set(this._sampleDirections, this._frameId, 1.0, rotation);\r\n this._outputTexture.setVector4(\"shadowParameters\", this._shadowParameters);\r\n const voxelGrid = this._renderPipeline!._getVoxelGridTexture();\r\n const highestMip = Math.floor(Math.log2(voxelGrid!.getSize().width));\r\n this._voxelBiasParameters.set(this._voxelNormalBias, this._voxelDirectionBias, highestMip, 0.0);\r\n this._outputTexture.setVector4(\"voxelBiasParameters\", this._voxelBiasParameters);\r\n\r\n // SSS Options.\r\n this._sssParameters.set(this._sssSamples, this._sssStride, this._sssMaxDist, this._sssThickness);\r\n this._outputTexture.setVector4(\"sssParameters\", this._sssParameters);\r\n this._opacityParameters.set(this._voxelShadowOpacity, this._ssShadowOpacity, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"shadowOpacity\", this._opacityParameters);\r\n this._outputTexture.setTexture(\"voxelGridSampler\", voxelGrid);\r\n this._outputTexture.setTexture(\"blueNoiseSampler\", this._renderPipeline!._getNoiseTexture());\r\n const cdfGenerator = this._scene.iblCdfGenerator;\r\n if (cdfGenerator) {\r\n this._outputTexture.setTexture(\"icdfySampler\", cdfGenerator.getIcdfyTexture());\r\n this._outputTexture.setTexture(\"icdfxSampler\", cdfGenerator.getIcdfxTexture());\r\n }\r\n if (this._debugVoxelMarchEnabled) {\r\n this._outputTexture.defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n }\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady()) &&\r\n this._scene.iblCdfGenerator &&\r\n this._scene.iblCdfGenerator.getIcdfyTexture().isReady() &&\r\n this._scene.iblCdfGenerator.getIcdfxTexture().isReady() &&\r\n this._renderPipeline!._getVoxelGridTexture().isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
@@ -1,14 +1,12 @@
1
- import type { Scene } from "../../scene";
2
- import { ProceduralTexture } from "../../Materials/Textures/Procedurals/proceduralTexture";
3
- import { PostProcess } from "../../PostProcesses/postProcess";
4
- import type { BaseTexture } from "../../Materials/Textures/baseTexture";
5
- import { Observable } from "../../Misc/observable";
1
+ import type { Scene } from "../scene";
2
+ import { Texture } from "../Materials/Textures/texture";
3
+ import { PostProcess } from "../PostProcesses/postProcess";
4
+ import type { BaseTexture } from "../Materials/Textures/baseTexture";
5
+ import { Observable } from "../Misc/observable";
6
6
  /**
7
- * Build cdf maps for IBL importance sampling during IBL shadow computation.
8
- * This should not be instanciated directly, as it is part of a scene component
9
- * @internal
7
+ * Build cdf maps to be used for IBL importance sampling.
10
8
  */
11
- export declare class _IblShadowsImportanceSamplingRenderer {
9
+ export declare class IblCdfGenerator {
12
10
  private _scene;
13
11
  private _engine;
14
12
  private _cdfyPT;
@@ -16,6 +14,7 @@ export declare class _IblShadowsImportanceSamplingRenderer {
16
14
  private _cdfxPT;
17
15
  private _icdfxPT;
18
16
  private _iblSource;
17
+ private _dummyTexture;
19
18
  /**
20
19
  * Gets the IBL source texture being used by the importance sampling renderer
21
20
  */
@@ -30,12 +29,12 @@ export declare class _IblShadowsImportanceSamplingRenderer {
30
29
  * Return the cumulative distribution function (CDF) Y texture
31
30
  * @returns Return the cumulative distribution function (CDF) Y texture
32
31
  */
33
- getIcdfyTexture(): ProceduralTexture;
32
+ getIcdfyTexture(): Texture;
34
33
  /**
35
34
  * Return the cumulative distribution function (CDF) X texture
36
35
  * @returns Return the cumulative distribution function (CDF) X texture
37
36
  */
38
- getIcdfxTexture(): ProceduralTexture;
37
+ getIcdfxTexture(): Texture;
39
38
  /** Enable the debug view for this pass */
40
39
  debugEnabled: boolean;
41
40
  private _debugPass;
@@ -58,6 +57,10 @@ export declare class _IblShadowsImportanceSamplingRenderer {
58
57
  * @returns The post process
59
58
  */
60
59
  getDebugPassPP(): PostProcess;
60
+ /**
61
+ * @internal
62
+ */
63
+ static _SceneComponentInitialization: (scene: Scene) => void;
61
64
  /**
62
65
  * Instanciates the importance sampling renderer
63
66
  * @param scene Scene to attach to
@@ -67,7 +70,7 @@ export declare class _IblShadowsImportanceSamplingRenderer {
67
70
  /**
68
71
  * Observable that triggers when the importance sampling renderer is ready
69
72
  */
70
- onReadyObservable: Observable<void>;
73
+ onGeneratedObservable: Observable<void>;
71
74
  private _createTextures;
72
75
  private _disposeTextures;
73
76
  private _createDebugPass;
@@ -1,16 +1,16 @@
1
1
 
2
- import { Texture } from "../../Materials/Textures/texture.js";
3
- import { ProceduralTexture } from "../../Materials/Textures/Procedurals/proceduralTexture.js";
4
- import { PostProcess } from "../../PostProcesses/postProcess.js";
5
- import { Vector4 } from "../../Maths/math.vector.js";
6
- import { RawTexture } from "../../Materials/Textures/rawTexture.js";
7
- import { Observable } from "../../Misc/observable.js";
2
+ import { Texture } from "../Materials/Textures/texture.js";
3
+ import { ProceduralTexture } from "../Materials/Textures/Procedurals/proceduralTexture.js";
4
+ import { PostProcess } from "../PostProcesses/postProcess.js";
5
+ import { Vector4 } from "../Maths/math.vector.js";
6
+ import { RawTexture } from "../Materials/Textures/rawTexture.js";
7
+ import { Observable } from "../Misc/observable.js";
8
+ import { Engine } from "../Engines/engine.js";
9
+ import { _WarnImport } from "../Misc/devTools.js";
8
10
  /**
9
- * Build cdf maps for IBL importance sampling during IBL shadow computation.
10
- * This should not be instanciated directly, as it is part of a scene component
11
- * @internal
11
+ * Build cdf maps to be used for IBL importance sampling.
12
12
  */
13
- export class _IblShadowsImportanceSamplingRenderer {
13
+ export class IblCdfGenerator {
14
14
  /**
15
15
  * Gets the IBL source texture being used by the importance sampling renderer
16
16
  */
@@ -55,7 +55,7 @@ export class _IblShadowsImportanceSamplingRenderer {
55
55
  }
56
56
  // Once the textures are generated, notify that they are ready to use.
57
57
  this._icdfxPT.onGeneratedObservable.addOnce(() => {
58
- this.onReadyObservable.notifyObservers();
58
+ this.onGeneratedObservable.notifyObservers();
59
59
  });
60
60
  }
61
61
  /**
@@ -63,14 +63,14 @@ export class _IblShadowsImportanceSamplingRenderer {
63
63
  * @returns Return the cumulative distribution function (CDF) Y texture
64
64
  */
65
65
  getIcdfyTexture() {
66
- return this._icdfyPT;
66
+ return this._icdfyPT ? this._icdfyPT : this._dummyTexture;
67
67
  }
68
68
  /**
69
69
  * Return the cumulative distribution function (CDF) X texture
70
70
  * @returns Return the cumulative distribution function (CDF) X texture
71
71
  */
72
72
  getIcdfxTexture() {
73
- return this._icdfxPT;
73
+ return this._icdfxPT ? this._icdfxPT : this._dummyTexture;
74
74
  }
75
75
  /**
76
76
  * Sets params that control the position and scaling of the debug display on the screen.
@@ -111,9 +111,12 @@ export class _IblShadowsImportanceSamplingRenderer {
111
111
  /**
112
112
  * Observable that triggers when the importance sampling renderer is ready
113
113
  */
114
- this.onReadyObservable = new Observable();
114
+ this.onGeneratedObservable = new Observable();
115
115
  this._scene = scene;
116
116
  this._engine = scene.getEngine();
117
+ const blackPixels = new Uint8Array([0, 0, 0, 255]);
118
+ this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false);
119
+ IblCdfGenerator._SceneComponentInitialization(this._scene);
117
120
  }
118
121
  _createTextures() {
119
122
  const size = this._iblSource ? this._iblSource.getSize() : { width: 1, height: 1 };
@@ -136,10 +139,10 @@ export class _IblShadowsImportanceSamplingRenderer {
136
139
  shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
137
140
  extraInitializationsAsync: async () => {
138
141
  if (isWebGPU) {
139
- await Promise.all([import("../../ShadersWGSL/iblShadowsCdfx.fragment.js"), import("../../ShadersWGSL/iblShadowsCdfy.fragment.js")]);
142
+ await Promise.all([import("../ShadersWGSL/iblCdfx.fragment.js"), import("../ShadersWGSL/iblCdfy.fragment.js")]);
140
143
  }
141
144
  else {
142
- await Promise.all([import("../../Shaders/iblShadowsCdfx.fragment.js"), import("../../Shaders/iblShadowsCdfy.fragment.js")]);
145
+ await Promise.all([import("../Shaders/iblCdfx.fragment.js"), import("../Shaders/iblCdfy.fragment.js")]);
143
146
  }
144
147
  },
145
148
  };
@@ -152,14 +155,14 @@ export class _IblShadowsImportanceSamplingRenderer {
152
155
  shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
153
156
  extraInitializationsAsync: async () => {
154
157
  if (isWebGPU) {
155
- await Promise.all([import("../../ShadersWGSL/iblShadowsIcdfx.fragment.js"), import("../../ShadersWGSL/iblShadowsIcdfy.fragment.js")]);
158
+ await Promise.all([import("../ShadersWGSL/iblIcdfx.fragment.js"), import("../ShadersWGSL/iblIcdfy.fragment.js")]);
156
159
  }
157
160
  else {
158
- await Promise.all([import("../../Shaders/iblShadowsIcdfx.fragment.js"), import("../../Shaders/iblShadowsIcdfy.fragment.js")]);
161
+ await Promise.all([import("../Shaders/iblIcdfx.fragment.js"), import("../Shaders/iblIcdfy.fragment.js")]);
159
162
  }
160
163
  },
161
164
  };
162
- this._cdfyPT = new ProceduralTexture("cdfyTexture", { width: size.width, height: size.height + 1 }, "iblShadowsCdfy", this._scene, cdfOptions, false, false);
165
+ this._cdfyPT = new ProceduralTexture("cdfyTexture", { width: size.width, height: size.height + 1 }, "iblCdfy", this._scene, cdfOptions, false, false);
163
166
  this._cdfyPT.autoClear = false;
164
167
  this._cdfyPT.setTexture("iblSource", this._iblSource);
165
168
  this._cdfyPT.setInt("iblHeight", size.height);
@@ -167,15 +170,15 @@ export class _IblShadowsImportanceSamplingRenderer {
167
170
  this._cdfyPT.defines = "#define IBL_USE_CUBE_MAP\n";
168
171
  }
169
172
  this._cdfyPT.refreshRate = 0;
170
- this._icdfyPT = new ProceduralTexture("icdfyTexture", { width: size.width, height: size.height }, "iblShadowsIcdfy", this._scene, icdfOptions, false, false);
173
+ this._icdfyPT = new ProceduralTexture("icdfyTexture", { width: size.width, height: size.height }, "iblIcdfy", this._scene, icdfOptions, false, false);
171
174
  this._icdfyPT.autoClear = false;
172
175
  this._icdfyPT.setTexture("cdfy", this._cdfyPT);
173
176
  this._icdfyPT.refreshRate = 0;
174
- this._cdfxPT = new ProceduralTexture("cdfxTexture", { width: size.width + 1, height: 1 }, "iblShadowsCdfx", this._scene, cdfOptions, false, false);
177
+ this._cdfxPT = new ProceduralTexture("cdfxTexture", { width: size.width + 1, height: 1 }, "iblCdfx", this._scene, cdfOptions, false, false);
175
178
  this._cdfxPT.autoClear = false;
176
179
  this._cdfxPT.setTexture("cdfy", this._cdfyPT);
177
180
  this._cdfxPT.refreshRate = 0;
178
- this._icdfxPT = new ProceduralTexture("icdfxTexture", { width: size.width, height: 1 }, "iblShadowsIcdfx", this._scene, icdfOptions, false, false);
181
+ this._icdfxPT = new ProceduralTexture("icdfxTexture", { width: size.width, height: 1 }, "iblIcdfx", this._scene, icdfOptions, false, false);
179
182
  this._icdfxPT.autoClear = false;
180
183
  this._icdfxPT.setTexture("cdfx", this._cdfxPT);
181
184
  this._icdfxPT.refreshRate = 0;
@@ -203,14 +206,14 @@ export class _IblShadowsImportanceSamplingRenderer {
203
206
  shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
204
207
  extraInitializations: (useWebGPU, list) => {
205
208
  if (useWebGPU) {
206
- list.push(import("../../ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js"));
209
+ list.push(import("../ShadersWGSL/importanceSamplingDebug.fragment.js"));
207
210
  }
208
211
  else {
209
- list.push(import("../../Shaders/iblShadowsImportanceSamplingDebug.fragment.js"));
212
+ list.push(import("../Shaders/importanceSamplingDebug.fragment.js"));
210
213
  }
211
214
  },
212
215
  };
213
- this._debugPass = new PostProcess(this._debugPassName, "iblShadowsImportanceSamplingDebug", debugOptions);
216
+ this._debugPass = new PostProcess(this._debugPassName, "importanceSamplingDebug", debugOptions);
214
217
  const debugEffect = this._debugPass.getEffect();
215
218
  if (debugEffect) {
216
219
  debugEffect.defines = this._iblSource?.isCube ? "#define IBL_USE_CUBE_MAP\n" : "";
@@ -249,10 +252,17 @@ export class _IblShadowsImportanceSamplingRenderer {
249
252
  */
250
253
  dispose() {
251
254
  this._disposeTextures();
255
+ this._dummyTexture.dispose();
252
256
  if (this._debugPass) {
253
257
  this._debugPass.dispose();
254
258
  }
255
- this.onReadyObservable.clear();
259
+ this.onGeneratedObservable.clear();
256
260
  }
257
261
  }
258
- //# sourceMappingURL=iblShadowsImportanceSamplingRenderer.js.map
262
+ /**
263
+ * @internal
264
+ */
265
+ IblCdfGenerator._SceneComponentInitialization = (_) => {
266
+ throw _WarnImport("IblCdfGeneratorSceneComponentSceneComponent");
267
+ };
268
+ //# sourceMappingURL=iblCdfGenerator.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"iblCdfGenerator.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/iblCdfGenerator.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAIjD,OAAO,EAAE,OAAO,EAAE,MAAM,+BAA+B,CAAC;AAExD,OAAO,EAAE,iBAAiB,EAAE,MAAM,qDAAqD,CAAC;AAExF,OAAO,EAAE,WAAW,EAAE,MAAM,8BAA8B,CAAC;AAE3D,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,kCAAkC,CAAC;AAE9D,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAGhD,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAE/C;;GAEG;AACH,MAAM,OAAO,eAAe;IAUxB;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;;OAGG;IACH,IAAW,SAAS,CAAC,MAAmB;QACpC,IAAI,IAAI,CAAC,UAAU,KAAK,MAAM,EAAE,CAAC;YAC7B,OAAO;QACX,CAAC;QACD,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC;QACzB,IAAI,MAAM,CAAC,MAAM,EAAE,CAAC;YAChB,IAAI,MAAM,CAAC,oBAAoB,EAAE,EAAE,CAAC;gBAChC,IAAI,CAAC,yBAAyB,CAAC,MAAM,CAAC,CAAC;YAC3C,CAAC;iBAAM,CAAC;gBACH,MAAsB,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,CAAC;YACxG,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,MAAM,CAAC,oBAAoB,EAAE,EAAE,CAAC;gBAChC,IAAI,CAAC,yBAAyB,CAAC,MAAM,CAAC,CAAC;YAC3C,CAAC;iBAAM,CAAC;gBACH,MAAkB,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,yBAAyB,CAAC,IAAI,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC,CAAC;YACpG,CAAC;QACL,CAAC;IACL,CAAC;IAEO,yBAAyB,CAAC,MAAmB;QACjD,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;QAC9B,CAAC;QAED,IAAI,CAAC,eAAe,EAAE,CAAC;QAEvB,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,sDAAsD;YACtD,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC;QAED,sEAAsE;QACtE,IAAI,CAAC,QAAQ,CAAC,qBAAqB,CAAC,OAAO,CAAC,GAAG,EAAE;YAC7C,IAAI,CAAC,qBAAqB,CAAC,eAAe,EAAE,CAAC;QACjD,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,eAAe;QAClB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC;IAC9D,CAAC;IAED;;;OAGG;IACI,eAAe;QAClB,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,aAAa,CAAC;IAC9D,CAAC;IAOD;;;;;;OAMG;IACI,qBAAqB,CAAC,CAAS,EAAE,CAAS,EAAE,UAAkB,EAAE,WAAmB;QACtF,IAAI,CAAC,gBAAgB,CAAC,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,UAAU,EAAE,WAAW,CAAC,CAAC;IAC7D,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,cAAc,CAAC;IAC/B,CAAC;IAGD;;;OAGG;IACI,cAAc;QACjB,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACnB,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC;QACD,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IASD;;;;OAIG;IACH,YAAY,KAAY;QA/CxB,0CAA0C;QACnC,iBAAY,GAAY,KAAK,CAAC;QAE7B,qBAAgB,GAAY,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAmB5D,mBAAc,GAAW,yBAAyB,CAAC;QAiC3D;;WAEG;QACI,0BAAqB,GAAqB,IAAI,UAAU,EAAQ,CAAC;QAVpE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QACjC,MAAM,WAAW,GAAG,IAAI,UAAU,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;QACnD,IAAI,CAAC,aAAa,GAAG,IAAI,UAAU,CAAC,WAAW,EAAE,CAAC,EAAE,CAAC,EAAE,MAAM,CAAC,kBAAkB,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAChG,eAAe,CAAC,6BAA6B,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;IAC/D,CAAC;IAOO,eAAe;QACnB,MAAM,IAAI,GAAgB,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC,CAAC,CAAC,EAAE,KAAK,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,CAAC;QAChG,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;YACnB,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC,cAAc,CACvC,IAAI,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC,EACrB,CAAC,EACD,CAAC,EACD,IAAI,CAAC,MAAM,EACX,KAAK,EACL,KAAK,EACL,SAAS,CAAC,4BAA4B,EACtC,SAAS,CAAC,yBAAyB,CACtC,CAAC;YACF,IAAI,CAAC,UAAU,CAAC,IAAI,GAAG,wBAAwB,CAAC;QACpD,CAAC;QAED,IAAI,IAAI,CAAC,UAAW,CAAC,MAAM,EAAE,CAAC;YAC1B,IAAI,CAAC,KAAK,IAAI,CAAC,CAAC;YAChB,IAAI,CAAC,MAAM,IAAI,CAAC,CAAC;QACrB,CAAC;QAED,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,sFAAsF;QACtF,MAAM,UAAU,GAAsC;YAClD,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,KAAK;YACtB,MAAM,EAAE,SAAS,CAAC,eAAe;YACjC,IAAI,EAAE,SAAS,CAAC,iBAAiB;YACjC,YAAY,EAAE,SAAS,CAAC,4BAA4B;YACpD,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,iCAAiC,CAAC,EAAE,MAAM,CAAC,iCAAiC,CAAC,CAAC,CAAC,CAAC;gBAC9G,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,6BAA6B,CAAC,EAAE,MAAM,CAAC,6BAA6B,CAAC,CAAC,CAAC,CAAC;gBACtG,CAAC;YACL,CAAC;SACJ,CAAC;QACF,MAAM,WAAW,GAAsC;YACnD,mBAAmB,EAAE,KAAK;YAC1B,eAAe,EAAE,KAAK;YACtB,MAAM,EAAE,SAAS,CAAC,eAAe;YACjC,IAAI,EAAE,SAAS,CAAC,sBAAsB;YACtC,YAAY,EAAE,SAAS,CAAC,4BAA4B;YACpD,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,yBAAyB,EAAE,KAAK,IAAI,EAAE;gBAClC,IAAI,QAAQ,EAAE,CAAC;oBACX,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,kCAAkC,CAAC,EAAE,MAAM,CAAC,kCAAkC,CAAC,CAAC,CAAC,CAAC;gBAChH,CAAC;qBAAM,CAAC;oBACJ,MAAM,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8BAA8B,CAAC,EAAE,MAAM,CAAC,8BAA8B,CAAC,CAAC,CAAC,CAAC;gBACxG,CAAC;YACL,CAAC;SACJ,CAAC;QACF,IAAI,CAAC,OAAO,GAAG,IAAI,iBAAiB,CAAC,aAAa,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,GAAG,CAAC,EAAE,EAAE,SAAS,EAAE,IAAI,CAAC,MAAM,EAAE,UAAU,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACtJ,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC;QAC/B,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,WAAW,EAAE,IAAI,CAAC,UAAqB,CAAC,CAAC;QACjE,IAAI,CAAC,OAAO,CAAC,MAAM,CAAC,WAAW,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC9C,IAAI,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC;YACzB,IAAI,CAAC,OAAO,CAAC,OAAO,GAAG,4BAA4B,CAAC;QACxD,CAAC;QACD,IAAI,CAAC,OAAO,CAAC,WAAW,GAAG,CAAC,CAAC;QAC7B,IAAI,CAAC,QAAQ,GAAG,IAAI,iBAAiB,CAAC,cAAc,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,MAAM,EAAE,EAAE,UAAU,EAAE,IAAI,CAAC,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACtJ,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,KAAK,CAAC;QAChC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAC/C,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,CAAC,CAAC;QAC9B,IAAI,CAAC,OAAO,GAAG,IAAI,iBAAiB,CAAC,aAAa,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,GAAG,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,SAAS,EAAE,IAAI,CAAC,MAAM,EAAE,UAAU,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAC5I,IAAI,CAAC,OAAO,CAAC,SAAS,GAAG,KAAK,CAAC;QAC/B,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAC9C,IAAI,CAAC,OAAO,CAAC,WAAW,GAAG,CAAC,CAAC;QAC7B,IAAI,CAAC,QAAQ,GAAG,IAAI,iBAAiB,CAAC,cAAc,EAAE,EAAE,KAAK,EAAE,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,CAAC,EAAE,EAAE,UAAU,EAAE,IAAI,CAAC,MAAM,EAAE,WAAW,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QAC5I,IAAI,CAAC,QAAQ,CAAC,SAAS,GAAG,KAAK,CAAC;QAChC,IAAI,CAAC,QAAQ,CAAC,UAAU,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAC/C,IAAI,CAAC,QAAQ,CAAC,WAAW,GAAG,CAAC,CAAC;IAClC,CAAC;IAEO,gBAAgB;QACpB,IAAI,CAAC,OAAO,EAAE,OAAO,EAAE,CAAC;QACxB,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;QACzB,IAAI,CAAC,OAAO,EAAE,OAAO,EAAE,CAAC;QACxB,IAAI,CAAC,QAAQ,EAAE,OAAO,EAAE,CAAC;IAC7B,CAAC;IAEO,gBAAgB;QACpB,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;QAC9B,CAAC;QACD,MAAM,QAAQ,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC;QACvC,MAAM,YAAY,GAAuB;YACrC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,cAAc,EAAE;YAC/C,MAAM,EAAE,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,EAAE;YACjD,YAAY,EAAE,OAAO,CAAC,qBAAqB;YAC3C,MAAM,EAAE,IAAI,CAAC,OAAO;YACpB,WAAW,EAAE,SAAS,CAAC,yBAAyB;YAChD,QAAQ,EAAE,CAAC,YAAY,CAAC;YACxB,QAAQ,EAAE,CAAC,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,WAAW,CAAC;YACzD,OAAO,EAAE,IAAI,CAAC,UAAU,EAAE,MAAM,CAAC,CAAC,CAAC,4BAA4B,CAAC,CAAC,CAAC,EAAE;YACpE,cAAc,EAAE,QAAQ,CAAC,CAAC,6BAAqB,CAAC,4BAAoB;YACpE,oBAAoB,EAAE,CAAC,SAAkB,EAAE,IAAoB,EAAE,EAAE;gBAC/D,IAAI,SAAS,EAAE,CAAC;oBACZ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,iDAAiD,CAAC,CAAC,CAAC;gBACzE,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,6CAA6C,CAAC,CAAC,CAAC;gBACrE,CAAC;YACL,CAAC;SACJ,CAAC;QACF,IAAI,CAAC,UAAU,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,cAAc,EAAE,yBAAyB,EAAE,YAAY,CAAC,CAAC;QAChG,MAAM,WAAW,GAAG,IAAI,CAAC,UAAU,CAAC,SAAS,EAAE,CAAC;QAChD,IAAI,WAAW,EAAE,CAAC;YACd,WAAW,CAAC,OAAO,GAAG,IAAI,CAAC,UAAU,EAAE,MAAM,CAAC,CAAC,CAAC,4BAA4B,CAAC,CAAC,CAAC,EAAE,CAAC;QACtF,CAAC;QACD,IAAI,IAAI,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;YAC1B,IAAI,CAAC,UAAU,CAAC,YAAY,CAAC,4BAA4B,CAAC,CAAC;QAC/D,CAAC;QACD,IAAI,CAAC,UAAU,CAAC,iBAAiB,CAAC,GAAG,CAAC,CAAC,MAAM,EAAE,EAAE;YAC7C,MAAM,CAAC,UAAU,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YACxC,MAAM,CAAC,UAAU,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC1C,MAAM,CAAC,UAAU,CAAC,MAAM,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YACxC,MAAM,CAAC,UAAU,CAAC,OAAO,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC1C,MAAM,CAAC,UAAU,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;YAChD,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC,CAAC,CAAC;QACvI,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,OAAO,CACH,IAAI,CAAC,UAAU;YACf,IAAI,CAAC,UAAU,CAAC,IAAI,KAAK,wBAAwB;YACjD,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE;YACzB,IAAI,CAAC,OAAO;YACZ,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE;YACtB,IAAI,CAAC,QAAQ;YACb,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE;YACvB,IAAI,CAAC,OAAO;YACZ,IAAI,CAAC,OAAO,CAAC,OAAO,EAAE;YACtB,IAAI,CAAC,QAAQ;YACb,IAAI,CAAC,QAAQ,CAAC,OAAO,EAAE,CAC1B,CAAC;IACN,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;QAC7B,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;QAC9B,CAAC;QACD,IAAI,CAAC,qBAAqB,CAAC,KAAK,EAAE,CAAC;IACvC,CAAC;;AAlLD;;GAEG;AACW,6CAA6B,GAA2B,CAAC,CAAC,EAAE,EAAE;IACxE,MAAM,WAAW,CAAC,6CAA6C,CAAC,CAAC;AACrE,CAAC,AAF0C,CAEzC","sourcesContent":["import { Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { Vector4 } from \"../Maths/math.vector\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\n\r\n/**\r\n * Build cdf maps to be used for IBL importance sampling.\r\n */\r\nexport class IblCdfGenerator {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n private _cdfyPT: ProceduralTexture;\r\n private _icdfyPT: ProceduralTexture;\r\n private _cdfxPT: ProceduralTexture;\r\n private _icdfxPT: ProceduralTexture;\r\n private _iblSource: BaseTexture;\r\n private _dummyTexture: RawTexture;\r\n /**\r\n * Gets the IBL source texture being used by the importance sampling renderer\r\n */\r\n public get iblSource(): BaseTexture {\r\n return this._iblSource;\r\n }\r\n\r\n /**\r\n * Sets the IBL source texture to be used by the importance sampling renderer.\r\n * This will trigger recreation of the importance sampling assets.\r\n */\r\n public set iblSource(source: BaseTexture) {\r\n if (this._iblSource === source) {\r\n return;\r\n }\r\n this._disposeTextures();\r\n this._iblSource = source;\r\n if (source.isCube) {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl(source);\r\n } else {\r\n (source as CubeTexture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n } else {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl(source);\r\n } else {\r\n (source as Texture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n }\r\n }\r\n\r\n private _recreateAssetsFromNewIbl(source: BaseTexture) {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n\r\n this._createTextures();\r\n\r\n if (this._debugPass) {\r\n // Recreate the debug pass because of the new textures\r\n this._createDebugPass();\r\n }\r\n\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfxPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n }\r\n\r\n /**\r\n * Return the cumulative distribution function (CDF) Y texture\r\n * @returns Return the cumulative distribution function (CDF) Y texture\r\n */\r\n public getIcdfyTexture(): Texture {\r\n return this._icdfyPT ? this._icdfyPT : this._dummyTexture;\r\n }\r\n\r\n /**\r\n * Return the cumulative distribution function (CDF) X texture\r\n * @returns Return the cumulative distribution function (CDF) X texture\r\n */\r\n public getIcdfxTexture(): Texture {\r\n return this._icdfxPT ? this._icdfxPT : this._dummyTexture;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPass: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * The name of the debug pass post process\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n private _debugPassName: string = \"Importance Sample Debug\";\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPass;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"IblCdfGeneratorSceneComponentSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instanciates the importance sampling renderer\r\n * @param scene Scene to attach to\r\n * @returns The importance sampling renderer\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n const blackPixels = new Uint8Array([0, 0, 0, 255]);\r\n this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false);\r\n IblCdfGenerator._SceneComponentInitialization(this._scene);\r\n }\r\n\r\n /**\r\n * Observable that triggers when the importance sampling renderer is ready\r\n */\r\n public onGeneratedObservable: Observable<void> = new Observable<void>();\r\n\r\n private _createTextures() {\r\n const size: TextureSize = this._iblSource ? this._iblSource.getSize() : { width: 1, height: 1 };\r\n if (!this._iblSource) {\r\n this._iblSource = RawTexture.CreateRTexture(\r\n new Uint8Array([255]),\r\n 1,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._iblSource.name = \"Placeholder IBL Source\";\r\n }\r\n\r\n if (this._iblSource!.isCube) {\r\n size.width *= 4;\r\n size.height *= 2;\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n // Create CDF maps (Cumulative Distribution Function) to assist in importance sampling\r\n const cdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_R,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblCdfx.fragment\"), import(\"../ShadersWGSL/iblCdfy.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblCdfx.fragment\"), import(\"../Shaders/iblCdfy.fragment\")]);\r\n }\r\n },\r\n };\r\n const icdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_R,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblIcdfx.fragment\"), import(\"../ShadersWGSL/iblIcdfy.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblIcdfx.fragment\"), import(\"../Shaders/iblIcdfy.fragment\")]);\r\n }\r\n },\r\n };\r\n this._cdfyPT = new ProceduralTexture(\"cdfyTexture\", { width: size.width, height: size.height + 1 }, \"iblCdfy\", this._scene, cdfOptions, false, false);\r\n this._cdfyPT.autoClear = false;\r\n this._cdfyPT.setTexture(\"iblSource\", this._iblSource as Texture);\r\n this._cdfyPT.setInt(\"iblHeight\", size.height);\r\n if (this._iblSource.isCube) {\r\n this._cdfyPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n this._cdfyPT.refreshRate = 0;\r\n this._icdfyPT = new ProceduralTexture(\"icdfyTexture\", { width: size.width, height: size.height }, \"iblIcdfy\", this._scene, icdfOptions, false, false);\r\n this._icdfyPT.autoClear = false;\r\n this._icdfyPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._icdfyPT.refreshRate = 0;\r\n this._cdfxPT = new ProceduralTexture(\"cdfxTexture\", { width: size.width + 1, height: 1 }, \"iblCdfx\", this._scene, cdfOptions, false, false);\r\n this._cdfxPT.autoClear = false;\r\n this._cdfxPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._cdfxPT.refreshRate = 0;\r\n this._icdfxPT = new ProceduralTexture(\"icdfxTexture\", { width: size.width, height: 1 }, \"iblIcdfx\", this._scene, icdfOptions, false, false);\r\n this._icdfxPT.autoClear = false;\r\n this._icdfxPT.setTexture(\"cdfx\", this._cdfxPT);\r\n this._icdfxPT.refreshRate = 0;\r\n }\r\n\r\n private _disposeTextures() {\r\n this._cdfyPT?.dispose();\r\n this._icdfyPT?.dispose();\r\n this._cdfxPT?.dispose();\r\n this._icdfxPT?.dispose();\r\n }\r\n\r\n private _createDebugPass() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._scene.getEngine().getRenderWidth(),\r\n height: this._scene.getEngine().getRenderHeight(),\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"cdfy\", \"icdfy\", \"cdfx\", \"icdfx\", \"iblSource\"],\r\n defines: this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\",\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../ShadersWGSL/importanceSamplingDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/importanceSamplingDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPass = new PostProcess(this._debugPassName, \"importanceSamplingDebug\", debugOptions);\r\n const debugEffect = this._debugPass.getEffect();\r\n if (debugEffect) {\r\n debugEffect.defines = this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\";\r\n }\r\n if (this._iblSource?.isCube) {\r\n this._debugPass.updateEffect(\"#define IBL_USE_CUBE_MAP\\n\");\r\n }\r\n this._debugPass.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"cdfy\", this._cdfyPT);\r\n effect.setTexture(\"icdfy\", this._icdfyPT);\r\n effect.setTexture(\"cdfx\", this._cdfxPT);\r\n effect.setTexture(\"icdfx\", this._icdfxPT);\r\n effect.setTexture(\"iblSource\", this._iblSource);\r\n effect.setFloat4(\"sizeParams\", this._debugSizeParams.x, this._debugSizeParams.y, this._debugSizeParams.z, this._debugSizeParams.w);\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the importance sampling renderer is ready\r\n * @returns true if the importance sampling renderer is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._iblSource &&\r\n this._iblSource.name !== \"Placeholder IBL Source\" &&\r\n this._iblSource.isReady() &&\r\n this._cdfyPT &&\r\n this._cdfyPT.isReady() &&\r\n this._icdfyPT &&\r\n this._icdfyPT.isReady() &&\r\n this._cdfxPT &&\r\n this._cdfxPT.isReady() &&\r\n this._icdfxPT &&\r\n this._icdfxPT.isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the importance sampling renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._dummyTexture.dispose();\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n this.onGeneratedObservable.clear();\r\n }\r\n}\r\n"]}
@@ -0,0 +1,59 @@
1
+ import type { Nullable } from "../types";
2
+ import { Scene } from "../scene";
3
+ import type { ISceneComponent } from "../sceneComponent";
4
+ import { IblCdfGenerator } from "./iblCdfGenerator";
5
+ declare module "../scene" {
6
+ interface Scene {
7
+ /** @internal (Backing field) */
8
+ _iblCdfGenerator: Nullable<IblCdfGenerator>;
9
+ /**
10
+ * Gets or Sets the current CDF generator associated to the scene.
11
+ * The CDF (cumulative distribution function) generator creates CDF maps
12
+ * for a given IBL texture that can then be used for more efficient
13
+ * importance sampling.
14
+ */
15
+ iblCdfGenerator: Nullable<IblCdfGenerator>;
16
+ /**
17
+ * Enables a IblCdfGenerator and associates it with the scene.
18
+ * @returns the IblCdfGenerator
19
+ */
20
+ enableIblCdfGenerator(): Nullable<IblCdfGenerator>;
21
+ /**
22
+ * Disables the GeometryBufferRender associated with the scene
23
+ */
24
+ disableIblCdfGenerator(): void;
25
+ }
26
+ }
27
+ /**
28
+ * Defines the IBL CDF Generator scene component responsible for generating CDF maps for a given IBL.
29
+ */
30
+ export declare class IblCdfGeneratorSceneComponent implements ISceneComponent {
31
+ /**
32
+ * The component name helpful to identify the component in the list of scene components.
33
+ */
34
+ readonly name = "iblCDFGenerator";
35
+ /**
36
+ * The scene the component belongs to.
37
+ */
38
+ scene: Scene;
39
+ /**
40
+ * Creates a new instance of the component for the given scene
41
+ * @param scene Defines the scene to register the component in
42
+ */
43
+ constructor(scene: Scene);
44
+ /**
45
+ * Registers the component in a given scene
46
+ */
47
+ register(): void;
48
+ /**
49
+ * Rebuilds the elements related to this component in case of
50
+ * context lost for instance.
51
+ */
52
+ rebuild(): void;
53
+ /**
54
+ * Disposes the component and the associated resources
55
+ */
56
+ dispose(): void;
57
+ private _updateIblSource;
58
+ private _newIblObserver;
59
+ }