@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
@@ -0,0 +1,83 @@
1
+ import { Scene } from "../scene.js";
2
+ import { SceneComponentConstants } from "../sceneComponent.js";
3
+ import { IblCdfGenerator } from "./iblCdfGenerator.js";
4
+ Object.defineProperty(Scene.prototype, "iblCdfGenerator", {
5
+ get: function () {
6
+ return this._iblCdfGenerator;
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+ },
8
+ set: function (value) {
9
+ if (value) {
10
+ this._iblCdfGenerator = value;
11
+ }
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+ },
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+ enumerable: true,
14
+ configurable: true,
15
+ });
16
+ Scene.prototype.enableIblCdfGenerator = function () {
17
+ if (this._iblCdfGenerator) {
18
+ return this._iblCdfGenerator;
19
+ }
20
+ this._iblCdfGenerator = new IblCdfGenerator(this);
21
+ if (this.environmentTexture) {
22
+ this._iblCdfGenerator.iblSource = this.environmentTexture;
23
+ }
24
+ return this._iblCdfGenerator;
25
+ };
26
+ Scene.prototype.disableIblCdfGenerator = function () {
27
+ if (!this._iblCdfGenerator) {
28
+ return;
29
+ }
30
+ this._iblCdfGenerator.dispose();
31
+ this._iblCdfGenerator = null;
32
+ };
33
+ /**
34
+ * Defines the IBL CDF Generator scene component responsible for generating CDF maps for a given IBL.
35
+ */
36
+ export class IblCdfGeneratorSceneComponent {
37
+ /**
38
+ * Creates a new instance of the component for the given scene
39
+ * @param scene Defines the scene to register the component in
40
+ */
41
+ constructor(scene) {
42
+ /**
43
+ * The component name helpful to identify the component in the list of scene components.
44
+ */
45
+ this.name = SceneComponentConstants.NAME_IBLCDFGENERATOR;
46
+ this._newIblObserver = null;
47
+ this.scene = scene;
48
+ }
49
+ /**
50
+ * Registers the component in a given scene
51
+ */
52
+ register() {
53
+ this._updateIblSource();
54
+ this._newIblObserver = this.scene.onEnvironmentTextureChangedObservable.add(this._updateIblSource.bind(this));
55
+ }
56
+ /**
57
+ * Rebuilds the elements related to this component in case of
58
+ * context lost for instance.
59
+ */
60
+ rebuild() {
61
+ // Nothing to do for this component
62
+ }
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+ /**
64
+ * Disposes the component and the associated resources
65
+ */
66
+ dispose() {
67
+ this.scene.onEnvironmentTextureChangedObservable.remove(this._newIblObserver);
68
+ }
69
+ _updateIblSource() {
70
+ if (this.scene.iblCdfGenerator && this.scene.environmentTexture) {
71
+ this.scene.iblCdfGenerator.iblSource = this.scene.environmentTexture;
72
+ }
73
+ }
74
+ }
75
+ IblCdfGenerator._SceneComponentInitialization = (scene) => {
76
+ // Register the CDF generator component to the scene.
77
+ let component = scene._getComponent(SceneComponentConstants.NAME_IBLCDFGENERATOR);
78
+ if (!component) {
79
+ component = new IblCdfGeneratorSceneComponent(scene);
80
+ scene._addComponent(component);
81
+ }
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+ };
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+ //# sourceMappingURL=iblCdfGeneratorSceneComponent.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"iblCdfGeneratorSceneComponent.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/iblCdfGeneratorSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAC5D,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AA8BpD,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,iBAAiB,EAAE;IACtD,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IACD,GAAG,EAAE,UAAuB,KAAgC;QACxD,IAAI,KAAK,EAAE,CAAC;YACR,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;QAClC,CAAC;IACL,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,KAAK,CAAC,SAAS,CAAC,qBAAqB,GAAG;IACpC,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED,IAAI,CAAC,gBAAgB,GAAG,IAAI,eAAe,CAAC,IAAI,CAAC,CAAC;IAClD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAC1B,IAAI,CAAC,gBAAgB,CAAC,SAAS,GAAG,IAAI,CAAC,kBAAkB,CAAC;IAC9D,CAAC;IACD,OAAO,IAAI,CAAC,gBAAgB,CAAC;AACjC,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,sBAAsB,GAAG;IACrC,IAAI,CAAC,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACzB,OAAO;IACX,CAAC;IAED,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;IAChC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC;AACjC,CAAC,CAAC;AAEF;;GAEG;AACH,MAAM,OAAO,6BAA6B;IAWtC;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,oBAAoB,CAAC;QA4C5D,oBAAe,GAA8C,IAAI,CAAC;QAhCtE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,KAAK,CAAC,qCAAqC,CAAC,GAAG,CAAC,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC;IAClH,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,KAAK,CAAC,qCAAqC,CAAC,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAClF,CAAC;IAEO,gBAAgB;QACpB,IAAI,IAAI,CAAC,KAAK,CAAC,eAAe,IAAI,IAAI,CAAC,KAAK,CAAC,kBAAkB,EAAE,CAAC;YAC9D,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,kBAAkB,CAAC;QACzE,CAAC;IACL,CAAC;CAGJ;AAED,eAAe,CAAC,6BAA6B,GAAG,CAAC,KAAY,EAAE,EAAE;IAC7D,qDAAqD;IACrD,IAAI,SAAS,GAAG,KAAK,CAAC,aAAa,CAAC,uBAAuB,CAAC,oBAAoB,CAAkC,CAAC;IACnH,IAAI,CAAC,SAAS,EAAE,CAAC;QACb,SAAS,GAAG,IAAI,6BAA6B,CAAC,KAAK,CAAC,CAAC;QACrD,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;IACnC,CAAC;AACL,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { IblCdfGenerator } from \"./iblCdfGenerator\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport type { Observer } from \"../Misc/observable\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _iblCdfGenerator: Nullable<IblCdfGenerator>;\r\n\r\n /**\r\n * Gets or Sets the current CDF generator associated to the scene.\r\n * The CDF (cumulative distribution function) generator creates CDF maps\r\n * for a given IBL texture that can then be used for more efficient\r\n * importance sampling.\r\n */\r\n iblCdfGenerator: Nullable<IblCdfGenerator>;\r\n\r\n /**\r\n * Enables a IblCdfGenerator and associates it with the scene.\r\n * @returns the IblCdfGenerator\r\n */\r\n enableIblCdfGenerator(): Nullable<IblCdfGenerator>;\r\n\r\n /**\r\n * Disables the GeometryBufferRender associated with the scene\r\n */\r\n disableIblCdfGenerator(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"iblCdfGenerator\", {\r\n get: function (this: Scene) {\r\n return this._iblCdfGenerator;\r\n },\r\n set: function (this: Scene, value: Nullable<IblCdfGenerator>) {\r\n if (value) {\r\n this._iblCdfGenerator = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableIblCdfGenerator = function (): Nullable<IblCdfGenerator> {\r\n if (this._iblCdfGenerator) {\r\n return this._iblCdfGenerator;\r\n }\r\n\r\n this._iblCdfGenerator = new IblCdfGenerator(this);\r\n if (this.environmentTexture) {\r\n this._iblCdfGenerator.iblSource = this.environmentTexture;\r\n }\r\n return this._iblCdfGenerator;\r\n};\r\n\r\nScene.prototype.disableIblCdfGenerator = function (): void {\r\n if (!this._iblCdfGenerator) {\r\n return;\r\n }\r\n\r\n this._iblCdfGenerator.dispose();\r\n this._iblCdfGenerator = null;\r\n};\r\n\r\n/**\r\n * Defines the IBL CDF Generator scene component responsible for generating CDF maps for a given IBL.\r\n */\r\nexport class IblCdfGeneratorSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_IBLCDFGENERATOR;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this._updateIblSource();\r\n this._newIblObserver = this.scene.onEnvironmentTextureChangedObservable.add(this._updateIblSource.bind(this));\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onEnvironmentTextureChangedObservable.remove(this._newIblObserver);\r\n }\r\n\r\n private _updateIblSource(): void {\r\n if (this.scene.iblCdfGenerator && this.scene.environmentTexture) {\r\n this.scene.iblCdfGenerator.iblSource = this.scene.environmentTexture;\r\n }\r\n }\r\n\r\n private _newIblObserver: Nullable<Observer<Nullable<BaseTexture>>> = null;\r\n}\r\n\r\nIblCdfGenerator._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the CDF generator component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_IBLCDFGENERATOR) as IblCdfGeneratorSceneComponent;\r\n if (!component) {\r\n component = new IblCdfGeneratorSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
@@ -6,6 +6,8 @@ export * from "./depthPeelingSceneComponent";
6
6
  export * from "./edgesRenderer";
7
7
  export * from "./geometryBufferRenderer";
8
8
  export * from "./geometryBufferRendererSceneComponent";
9
+ export * from "./iblCdfGenerator";
10
+ export * from "./iblCdfGeneratorSceneComponent";
9
11
  export * from "./IBLShadows/iblShadowsRenderPipeline";
10
12
  export * from "./prePassRenderer";
11
13
  export * from "./prePassRendererSceneComponent";
@@ -56,16 +58,16 @@ export * from "../Shaders/iblGenerateVoxelMip.fragment";
56
58
  export * from "../ShadersWGSL/iblGenerateVoxelMip.fragment";
57
59
  export * from "../Shaders/iblShadowGBufferDebug.fragment";
58
60
  export * from "../ShadersWGSL/iblShadowGBufferDebug.fragment";
59
- export * from "../ShadersWGSL/iblShadowsCdfx.fragment";
60
- export * from "../Shaders/iblShadowsCdfx.fragment";
61
- export * from "../ShadersWGSL/iblShadowsCdfy.fragment";
62
- export * from "../Shaders/iblShadowsCdfy.fragment";
63
- export * from "../ShadersWGSL/iblShadowsIcdfx.fragment";
64
- export * from "../Shaders/iblShadowsIcdfx.fragment";
65
- export * from "../ShadersWGSL/iblShadowsIcdfy.fragment";
66
- export * from "../Shaders/iblShadowsIcdfy.fragment";
67
- export * from "../ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment";
68
- export * from "../Shaders/iblShadowsImportanceSamplingDebug.fragment";
61
+ export * from "../ShadersWGSL/iblCdfx.fragment";
62
+ export * from "../Shaders/iblCdfx.fragment";
63
+ export * from "../ShadersWGSL/iblCdfy.fragment";
64
+ export * from "../Shaders/iblCdfy.fragment";
65
+ export * from "../ShadersWGSL/iblIcdfx.fragment";
66
+ export * from "../Shaders/iblIcdfx.fragment";
67
+ export * from "../ShadersWGSL/iblIcdfy.fragment";
68
+ export * from "../Shaders/iblIcdfy.fragment";
69
+ export * from "../ShadersWGSL/importanceSamplingDebug.fragment";
70
+ export * from "../Shaders/importanceSamplingDebug.fragment";
69
71
  export * from "../Shaders/iblVoxelGrid2dArrayDebug.fragment";
70
72
  export * from "../ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment";
71
73
  export * from "../Shaders/iblVoxelGrid.fragment";
@@ -7,6 +7,8 @@ export * from "./depthPeelingSceneComponent.js";
7
7
  export * from "./edgesRenderer.js";
8
8
  export * from "./geometryBufferRenderer.js";
9
9
  export * from "./geometryBufferRendererSceneComponent.js";
10
+ export * from "./iblCdfGenerator.js";
11
+ export * from "./iblCdfGeneratorSceneComponent.js";
10
12
  export * from "./IBLShadows/iblShadowsRenderPipeline.js";
11
13
  export * from "./prePassRenderer.js";
12
14
  export * from "./prePassRendererSceneComponent.js";
@@ -63,16 +65,16 @@ export * from "../Shaders/iblGenerateVoxelMip.fragment.js";
63
65
  export * from "../ShadersWGSL/iblGenerateVoxelMip.fragment.js";
64
66
  export * from "../Shaders/iblShadowGBufferDebug.fragment.js";
65
67
  export * from "../ShadersWGSL/iblShadowGBufferDebug.fragment.js";
66
- export * from "../ShadersWGSL/iblShadowsCdfx.fragment.js";
67
- export * from "../Shaders/iblShadowsCdfx.fragment.js";
68
- export * from "../ShadersWGSL/iblShadowsCdfy.fragment.js";
69
- export * from "../Shaders/iblShadowsCdfy.fragment.js";
70
- export * from "../ShadersWGSL/iblShadowsIcdfx.fragment.js";
71
- export * from "../Shaders/iblShadowsIcdfx.fragment.js";
72
- export * from "../ShadersWGSL/iblShadowsIcdfy.fragment.js";
73
- export * from "../Shaders/iblShadowsIcdfy.fragment.js";
74
- export * from "../ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js";
75
- export * from "../Shaders/iblShadowsImportanceSamplingDebug.fragment.js";
68
+ export * from "../ShadersWGSL/iblCdfx.fragment.js";
69
+ export * from "../Shaders/iblCdfx.fragment.js";
70
+ export * from "../ShadersWGSL/iblCdfy.fragment.js";
71
+ export * from "../Shaders/iblCdfy.fragment.js";
72
+ export * from "../ShadersWGSL/iblIcdfx.fragment.js";
73
+ export * from "../Shaders/iblIcdfx.fragment.js";
74
+ export * from "../ShadersWGSL/iblIcdfy.fragment.js";
75
+ export * from "../Shaders/iblIcdfy.fragment.js";
76
+ export * from "../ShadersWGSL/importanceSamplingDebug.fragment.js";
77
+ export * from "../Shaders/importanceSamplingDebug.fragment.js";
76
78
  export * from "../Shaders/iblVoxelGrid2dArrayDebug.fragment.js";
77
79
  export * from "../ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js";
78
80
  export * from "../Shaders/iblVoxelGrid.fragment.js";
@@ -1 +1 @@
1
- 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eslint-disable import/no-internal-modules */\r\nexport * from \"./boundingBoxRenderer\";\r\nexport * from \"./depthRenderer\";\r\nexport * from \"./depthRendererSceneComponent\";\r\nexport * from \"./depthPeelingRenderer\";\r\nexport * from \"./depthPeelingSceneComponent\";\r\nexport * from \"./edgesRenderer\";\r\nexport * from \"./geometryBufferRenderer\";\r\nexport * from \"./geometryBufferRendererSceneComponent\";\r\nexport * from \"./IBLShadows/iblShadowsRenderPipeline\";\r\nexport * from \"./prePassRenderer\";\r\nexport * from \"./prePassRendererSceneComponent\";\r\nexport * from \"./subSurfaceSceneComponent\";\r\nexport * from \"./outlineRenderer\";\r\nexport * from \"./renderingGroup\";\r\nexport * from \"./renderingManager\";\r\nexport * from \"./utilityLayerRenderer\";\r\nexport * from \"./fluidRenderer/index\";\r\nexport * from \"./reflectiveShadowMap\";\r\nexport * from \"./objectRenderer\";\r\nexport * from \"./GlobalIllumination/index\";\r\n\r\n// Depth\r\nexport * from \"../Shaders/depth.fragment\";\r\nexport * from \"../Shaders/depth.vertex\";\r\nexport * from \"../ShadersWGSL/depth.fragment\";\r\nexport * from \"../ShadersWGSL/depth.vertex\";\r\n\r\n// Geometry\r\nexport * from \"../Shaders/geometry.fragment\";\r\nexport * from \"../Shaders/geometry.vertex\";\r\nexport * from \"../ShadersWGSL/geometry.fragment\";\r\nexport * from \"../ShadersWGSL/geometry.vertex\";\r\n\r\n// Bounding Box Renderer\r\nexport * from \"../Shaders/boundingBoxRenderer.fragment\";\r\nexport * from \"../Shaders/boundingBoxRenderer.vertex\";\r\nexport * from \"../ShadersWGSL/boundingBoxRenderer.fragment\";\r\nexport * from \"../ShadersWGSL/boundingBoxRenderer.vertex\";\r\n\r\n// Edges Renderer\r\nexport * from \"../Shaders/line.fragment\";\r\nexport * from \"../Shaders/line.vertex\";\r\nexport * from \"../ShadersWGSL/line.fragment\";\r\nexport * from \"../ShadersWGSL/line.vertex\";\r\n\r\n// Outline Renderer\r\nexport * from \"../Shaders/outline.fragment\";\r\nexport * from \"../Shaders/outline.vertex\";\r\nexport * from \"../ShadersWGSL/outline.fragment\";\r\nexport * from \"../ShadersWGSL/outline.vertex\";\r\n\r\n// IBL Shadows\r\nexport * from \"../Shaders/copyTexture3DLayerToTexture.fragment\";\r\nexport * from \"../ShadersWGSL/copyTexture3DLayerToTexture.fragment\";\r\nexport * from \"../Shaders/iblShadowVoxelTracing.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowVoxelTracing.fragment\";\r\nexport * from \"../Shaders/iblShadowDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowSpatialBlur.fragment\";\r\nexport * from \"../Shaders/iblShadowSpatialBlur.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowAccumulation.fragment\";\r\nexport * from \"../Shaders/iblShadowAccumulation.fragment\";\r\nexport * from \"../Shaders/iblShadowsCombine.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowsCombine.fragment\";\r\nexport * from \"../ShadersWGSL/iblCombineVoxelGrids.fragment\";\r\nexport * from \"../Shaders/iblCombineVoxelGrids.fragment\";\r\nexport * from \"../Shaders/iblGenerateVoxelMip.fragment\";\r\nexport * from \"../ShadersWGSL/iblGenerateVoxelMip.fragment\";\r\nexport * from \"../Shaders/iblShadowGBufferDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowGBufferDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowsCdfx.fragment\";\r\nexport * from \"../Shaders/iblShadowsCdfx.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowsCdfy.fragment\";\r\nexport * from \"../Shaders/iblShadowsCdfy.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowsIcdfx.fragment\";\r\nexport * from \"../Shaders/iblShadowsIcdfx.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowsIcdfy.fragment\";\r\nexport * from \"../Shaders/iblShadowsIcdfy.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment\";\r\nexport * from \"../Shaders/iblShadowsImportanceSamplingDebug.fragment\";\r\nexport * from \"../Shaders/iblVoxelGrid2dArrayDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment\";\r\nexport * from \"../Shaders/iblVoxelGrid.fragment\";\r\nexport * from \"../Shaders/iblVoxelGrid.vertex\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid.vertex\";\r\nexport * from \"../Shaders/iblVoxelGrid3dDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid3dDebug.fragment\";\r\nexport * from \"../Shaders/iblVoxelSlabDebug.vertex\";\r\nexport * from \"../Shaders/iblVoxelSlabDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelSlabDebug.vertex\";\r\nexport * from \"../ShadersWGSL/iblVoxelSlabDebug.fragment\";\r\n\r\n// Depth Peeling Renderer\r\nexport * from \"../Shaders/oitBackBlend.fragment\";\r\nexport * from \"../Shaders/oitFinal.fragment\";\r\nexport * from \"../ShadersWGSL/oitBackBlend.fragment\";\r\nexport * from \"../ShadersWGSL/oitFinal.fragment\";\r\n"]}
1
+ 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eslint-disable import/no-internal-modules */\r\nexport * from \"./boundingBoxRenderer\";\r\nexport * from \"./depthRenderer\";\r\nexport * from \"./depthRendererSceneComponent\";\r\nexport * from \"./depthPeelingRenderer\";\r\nexport * from \"./depthPeelingSceneComponent\";\r\nexport * from \"./edgesRenderer\";\r\nexport * from \"./geometryBufferRenderer\";\r\nexport * from \"./geometryBufferRendererSceneComponent\";\r\nexport * from \"./iblCdfGenerator\";\r\nexport * from \"./iblCdfGeneratorSceneComponent\";\r\nexport * from \"./IBLShadows/iblShadowsRenderPipeline\";\r\nexport * from \"./prePassRenderer\";\r\nexport * from \"./prePassRendererSceneComponent\";\r\nexport * from \"./subSurfaceSceneComponent\";\r\nexport * from \"./outlineRenderer\";\r\nexport * from \"./renderingGroup\";\r\nexport * from \"./renderingManager\";\r\nexport * from \"./utilityLayerRenderer\";\r\nexport * from \"./fluidRenderer/index\";\r\nexport * from \"./reflectiveShadowMap\";\r\nexport * from \"./objectRenderer\";\r\nexport * from \"./GlobalIllumination/index\";\r\n\r\n// Depth\r\nexport * from \"../Shaders/depth.fragment\";\r\nexport * from \"../Shaders/depth.vertex\";\r\nexport * from \"../ShadersWGSL/depth.fragment\";\r\nexport * from \"../ShadersWGSL/depth.vertex\";\r\n\r\n// Geometry\r\nexport * from \"../Shaders/geometry.fragment\";\r\nexport * from \"../Shaders/geometry.vertex\";\r\nexport * from \"../ShadersWGSL/geometry.fragment\";\r\nexport * from \"../ShadersWGSL/geometry.vertex\";\r\n\r\n// Bounding Box Renderer\r\nexport * from \"../Shaders/boundingBoxRenderer.fragment\";\r\nexport * from \"../Shaders/boundingBoxRenderer.vertex\";\r\nexport * from \"../ShadersWGSL/boundingBoxRenderer.fragment\";\r\nexport * from \"../ShadersWGSL/boundingBoxRenderer.vertex\";\r\n\r\n// Edges Renderer\r\nexport * from \"../Shaders/line.fragment\";\r\nexport * from \"../Shaders/line.vertex\";\r\nexport * from \"../ShadersWGSL/line.fragment\";\r\nexport * from \"../ShadersWGSL/line.vertex\";\r\n\r\n// Outline Renderer\r\nexport * from \"../Shaders/outline.fragment\";\r\nexport * from \"../Shaders/outline.vertex\";\r\nexport * from \"../ShadersWGSL/outline.fragment\";\r\nexport * from \"../ShadersWGSL/outline.vertex\";\r\n\r\n// IBL Shadows\r\nexport * from \"../Shaders/copyTexture3DLayerToTexture.fragment\";\r\nexport * from \"../ShadersWGSL/copyTexture3DLayerToTexture.fragment\";\r\nexport * from \"../Shaders/iblShadowVoxelTracing.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowVoxelTracing.fragment\";\r\nexport * from \"../Shaders/iblShadowDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowSpatialBlur.fragment\";\r\nexport * from \"../Shaders/iblShadowSpatialBlur.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowAccumulation.fragment\";\r\nexport * from \"../Shaders/iblShadowAccumulation.fragment\";\r\nexport * from \"../Shaders/iblShadowsCombine.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowsCombine.fragment\";\r\nexport * from \"../ShadersWGSL/iblCombineVoxelGrids.fragment\";\r\nexport * from \"../Shaders/iblCombineVoxelGrids.fragment\";\r\nexport * from \"../Shaders/iblGenerateVoxelMip.fragment\";\r\nexport * from \"../ShadersWGSL/iblGenerateVoxelMip.fragment\";\r\nexport * from \"../Shaders/iblShadowGBufferDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblShadowGBufferDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblCdfx.fragment\";\r\nexport * from \"../Shaders/iblCdfx.fragment\";\r\nexport * from \"../ShadersWGSL/iblCdfy.fragment\";\r\nexport * from \"../Shaders/iblCdfy.fragment\";\r\nexport * from \"../ShadersWGSL/iblIcdfx.fragment\";\r\nexport * from \"../Shaders/iblIcdfx.fragment\";\r\nexport * from \"../ShadersWGSL/iblIcdfy.fragment\";\r\nexport * from \"../Shaders/iblIcdfy.fragment\";\r\nexport * from \"../ShadersWGSL/importanceSamplingDebug.fragment\";\r\nexport * from \"../Shaders/importanceSamplingDebug.fragment\";\r\nexport * from \"../Shaders/iblVoxelGrid2dArrayDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment\";\r\nexport * from \"../Shaders/iblVoxelGrid.fragment\";\r\nexport * from \"../Shaders/iblVoxelGrid.vertex\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid.vertex\";\r\nexport * from \"../Shaders/iblVoxelGrid3dDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelGrid3dDebug.fragment\";\r\nexport * from \"../Shaders/iblVoxelSlabDebug.vertex\";\r\nexport * from \"../Shaders/iblVoxelSlabDebug.fragment\";\r\nexport * from \"../ShadersWGSL/iblVoxelSlabDebug.vertex\";\r\nexport * from \"../ShadersWGSL/iblVoxelSlabDebug.fragment\";\r\n\r\n// Depth Peeling Renderer\r\nexport * from \"../Shaders/oitBackBlend.fragment\";\r\nexport * from \"../Shaders/oitFinal.fragment\";\r\nexport * from \"../ShadersWGSL/oitBackBlend.fragment\";\r\nexport * from \"../ShadersWGSL/oitFinal.fragment\";\r\n"]}
@@ -1 +1 @@
1
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{ PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n private _generateNormalsInWorldSpace = false;\r\n\r\n /**\r\n * Indicates if the prepass renderer is generating normals in world space or camera space (default: camera space)\r\n */\r\n public get generateNormalsInWorldSpace() {\r\n return this._generateNormalsInWorldSpace;\r\n }\r\n\r\n public set generateNormalsInWorldSpace(value: boolean) {\r\n if (this._generateNormalsInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._generateNormalsInWorldSpace = value;\r\n this._markAllMaterialsAsPrePassDirty();\r\n }\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Albedo\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_WorldNormal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_LocalPosition\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_ScreenDepth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_VelocityLinear\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._scene.activeCamera?.renderPassId ?? this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(1e8, 0, 0, 1); // \"infinity\" value - depth in the depth texture is view.z, not a 0..1 value!\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n const format = PrePassRenderer.TextureFormats[i].format;\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[i].type = type;\r\n if (\r\n type === Constants.TEXTURETYPE_FLOAT &&\r\n (format === Constants.TEXTUREFORMAT_R || format === Constants.TEXTUREFORMAT_RG || format === Constants.TEXTUREFORMAT_RGBA) &&\r\n !this._engine._caps.supportFloatTexturesResolve\r\n ) {\r\n // We don't know in advance if the texture will be used as a resolve target, so we revert to half_float if the extension to resolve full float textures is not supported\r\n PrePassRenderer.TextureFormats[i].type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n }\r\n }\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n if (this._enabled) {\r\n // The pre-pass renderer is already enabled, so make sure we create the render target with the correct number of textures\r\n this._update();\r\n }\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtFormats = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt The render target texture to use\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer();\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n return cfg;\r\n }\r\n\r\n /**\r\n * Retrieves an effect configuration by name\r\n * @param name the name of the effect configuration\r\n * @returns the effect configuration, or null if not present\r\n */\r\n public getEffectConfiguration(name: string): Nullable<PrePassEffectConfiguration> {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes, formats: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer();\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtFormats.push(PrePassRenderer.TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE || type === Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Makes sure that the prepass renderer is up to date if it has been dirtified.\r\n */\r\n public update() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
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{ PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n private _generateNormalsInWorldSpace = false;\r\n\r\n /**\r\n * Indicates if the prepass renderer is generating normals in world space or camera space (default: camera space)\r\n */\r\n public get generateNormalsInWorldSpace() {\r\n return this._generateNormalsInWorldSpace;\r\n }\r\n\r\n public set generateNormalsInWorldSpace(value: boolean) {\r\n if (this._generateNormalsInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._generateNormalsInWorldSpace = value;\r\n this._markAllMaterialsAsPrePassDirty();\r\n }\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Albedo\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_WorldNormal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_LocalPosition\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_ScreenDepth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_VelocityLinear\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._scene.activeCamera?.renderPassId ?? this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(1e8, 0, 0, 1); // \"infinity\" value - depth in the depth texture is view.z, not a 0..1 value!\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n const format = PrePassRenderer.TextureFormats[i].format;\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[i].type = type;\r\n if (\r\n type === Constants.TEXTURETYPE_FLOAT &&\r\n (format === Constants.TEXTUREFORMAT_R || format === Constants.TEXTUREFORMAT_RG || format === Constants.TEXTUREFORMAT_RGBA) &&\r\n !this._engine._caps.supportFloatTexturesResolve\r\n ) {\r\n // We don't know in advance if the texture will be used as a resolve target, so we revert to half_float if the extension to resolve full float textures is not supported\r\n PrePassRenderer.TextureFormats[i].type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n }\r\n }\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n if (this._enabled) {\r\n // The pre-pass renderer is already enabled, so make sure we create the render target with the correct number of textures\r\n this._update();\r\n }\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtFormats = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt The render target texture to use\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer();\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n return cfg;\r\n }\r\n\r\n /**\r\n * Retrieves an effect configuration by name\r\n * @param name the name of the effect configuration\r\n * @returns the effect configuration, or null if not present\r\n */\r\n public getEffectConfiguration(name: string): Nullable<PrePassEffectConfiguration> {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes, formats: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer();\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtFormats.push(PrePassRenderer.TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE || type === Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Makes sure that the prepass renderer is up to date if it has been dirtified.\r\n */\r\n public update() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -7,8 +7,78 @@ matrix[0][1],matrix[1][1],matrix[2][1],
7
7
  matrix[0][2],matrix[1][2],matrix[2][2]);}
8
8
  #endif
9
9
  vec2 getDataUV(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return vec2((x+0.5)/textureSize.x,(y+0.5)/textureSize.y);}
10
- struct Splat {vec4 center;vec4 color;vec4 covA;vec4 covB;};Splat readSplat(float splatIndex)
11
- {Splat splat;vec2 splatUV=getDataUV(splatIndex,dataTextureSize);splat.center=texture2D(centersTexture,splatUV);splat.color=texture2D(colorsTexture,splatUV);splat.covA=texture2D(covariancesATexture,splatUV)*splat.center.w;splat.covB=texture2D(covariancesBTexture,splatUV)*splat.center.w;return splat;}
10
+ #if SH_DEGREE>0
11
+ ivec2 getDataUVint(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return ivec2(uint(x+0.5),uint(y+0.5));}
12
+ #endif
13
+ struct Splat {vec4 center;vec4 color;vec4 covA;vec4 covB;
14
+ #if SH_DEGREE>0
15
+ uvec4 sh0;
16
+ #endif
17
+ #if SH_DEGREE>1
18
+ uvec4 sh1;
19
+ #endif
20
+ #if SH_DEGREE>2
21
+ uvec4 sh2;
22
+ #endif
23
+ };Splat readSplat(float splatIndex)
24
+ {Splat splat;vec2 splatUV=getDataUV(splatIndex,dataTextureSize);splat.center=texture2D(centersTexture,splatUV);splat.color=texture2D(colorsTexture,splatUV);splat.covA=texture2D(covariancesATexture,splatUV)*splat.center.w;splat.covB=texture2D(covariancesBTexture,splatUV)*splat.center.w;
25
+ #if SH_DEGREE>0
26
+ ivec2 splatUVint=getDataUVint(splatIndex,dataTextureSize);splat.sh0=texelFetch(shTexture0,splatUVint,0);
27
+ #endif
28
+ #if SH_DEGREE>1
29
+ splat.sh1=texelFetch(shTexture1,splatUVint,0);
30
+ #endif
31
+ #if SH_DEGREE>2
32
+ splat.sh2=texelFetch(shTexture2,splatUVint,0);
33
+ #endif
34
+ return splat;}
35
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
36
+ vec3 computeColorFromSHDegree(vec3 dir,const vec3 sh[16])
37
+ {const float SH_C0=0.28209479;const float SH_C1=0.48860251;float SH_C2[5];SH_C2[0]=1.092548430;SH_C2[1]=-1.09254843;SH_C2[2]=0.315391565;SH_C2[3]=-1.09254843;SH_C2[4]=0.546274215;float SH_C3[7];SH_C3[0]=-0.59004358;SH_C3[1]=2.890611442;SH_C3[2]=-0.45704579;SH_C3[3]=0.373176332;SH_C3[4]=-0.45704579;SH_C3[5]=1.445305721;SH_C3[6]=-0.59004358;vec3 result=/*SH_C0**/sh[0];
38
+ #if SH_DEGREE>0
39
+ float x=dir.x;float y=dir.y;float z=dir.z;result+=- SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3];
40
+ #if SH_DEGREE>1
41
+ float xx=x*x,yy=y*y,zz=z*z;float xy=x*y,yz=y*z,xz=x*z;result+=
42
+ SH_C2[0]*xy*sh[4] +
43
+ SH_C2[1]*yz*sh[5] +
44
+ SH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +
45
+ SH_C2[3]*xz*sh[7] +
46
+ SH_C2[4]*(xx-yy)*sh[8];
47
+ #if SH_DEGREE>2
48
+ result+=
49
+ SH_C3[0]*y*(3.0f*xx-yy)*sh[9] +
50
+ SH_C3[1]*xy*z*sh[10] +
51
+ SH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +
52
+ SH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +
53
+ SH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +
54
+ SH_C3[5]*z*(xx-yy)*sh[14] +
55
+ SH_C3[6]*x*(xx-3.0f*yy)*sh[15];
56
+ #endif
57
+ #endif
58
+ #endif
59
+ return result;}
60
+ vec4 decompose(uint value)
61
+ {vec4 components=vec4(
62
+ float((value ) & 255u),
63
+ float((value>>uint( 8)) & 255u),
64
+ float((value>>uint(16)) & 255u),
65
+ float((value>>uint(24)) & 255u));return components*vec4(2./255.)-vec4(1.);}
66
+ vec3 computeSH(Splat splat,vec3 color,vec3 dir)
67
+ {vec3 sh[16];sh[0]=color;
68
+ #if SH_DEGREE>0
69
+ vec4 sh00=decompose(splat.sh0.x);vec4 sh01=decompose(splat.sh0.y);vec4 sh02=decompose(splat.sh0.z);sh[1]=vec3(sh00.x,sh00.y,sh00.z);sh[2]=vec3(sh00.w,sh01.x,sh01.y);sh[3]=vec3(sh01.z,sh01.w,sh02.x);
70
+ #endif
71
+ #if SH_DEGREE>1
72
+ vec4 sh03=decompose(splat.sh0.w);vec4 sh04=decompose(splat.sh1.x);vec4 sh05=decompose(splat.sh1.y);sh[4]=vec3(sh02.y,sh02.z,sh02.w);sh[5]=vec3(sh03.x,sh03.y,sh03.z);sh[6]=vec3(sh03.w,sh04.x,sh04.y);sh[7]=vec3(sh04.z,sh04.w,sh05.x);sh[8]=vec3(sh05.y,sh05.z,sh05.w);
73
+ #endif
74
+ #if SH_DEGREE>2
75
+ vec4 sh06=decompose(splat.sh1.z);vec4 sh07=decompose(splat.sh1.w);vec4 sh08=decompose(splat.sh2.x);vec4 sh09=decompose(splat.sh2.y);vec4 sh10=decompose(splat.sh2.z);vec4 sh11=decompose(splat.sh2.w);sh[9]=vec3(sh06.x,sh06.y,sh06.z);sh[10]=vec3(sh06.w,sh07.x,sh07.y);sh[11]=vec3(sh07.z,sh07.w,sh08.x);sh[12]=vec3(sh08.y,sh08.z,sh08.w);sh[13]=vec3(sh09.x,sh09.y,sh09.z);sh[14]=vec3(sh09.w,sh10.x,sh10.y);sh[15]=vec3(sh10.z,sh10.w,sh11.x);
76
+ #endif
77
+ return computeColorFromSHDegree(dir,sh);}
78
+ #else
79
+ vec3 computeSH(Splat splat,vec3 color,vec3 dir)
80
+ {return color;}
81
+ #endif
12
82
  vec4 gaussianSplatting(vec2 meshPos,vec3 worldPos,vec2 scale,vec3 covA,vec3 covB,mat4 worldMatrix,mat4 viewMatrix,mat4 projectionMatrix)
13
83
  {mat4 modelView=viewMatrix*worldMatrix;vec4 camspace=viewMatrix*vec4(worldPos,1.);vec4 pos2d=projectionMatrix*camspace;float bounds=1.2*pos2d.w;if (pos2d.z<-pos2d.w || pos2d.x<-bounds || pos2d.x>bounds
14
84
  || pos2d.y<-bounds || pos2d.y>bounds) {return vec4(0.0,0.0,2.0,1.0);}