@babylonjs/core 7.37.0 → 7.37.1

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Files changed (151) 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/Engines/abstractEngine.js +2 -2
  5. package/Engines/abstractEngine.js.map +1 -1
  6. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +12 -2
  7. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  8. package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +5 -0
  9. package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
  10. package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +21 -5
  11. package/Materials/GreasedLine/greasedLinePluginMaterial.js +52 -176
  12. package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
  13. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.d.ts +11 -0
  14. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +158 -0
  15. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -0
  16. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.d.ts +11 -0
  17. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +177 -0
  18. package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -0
  19. package/Materials/Node/Blocks/PBR/reflectionBlock.js +6 -0
  20. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  21. package/Materials/Node/Blocks/index.d.ts +1 -0
  22. package/Materials/Node/Blocks/index.js +1 -0
  23. package/Materials/Node/Blocks/index.js.map +1 -1
  24. package/Materials/Node/Blocks/matrixSplitterBlock.d.ts +56 -0
  25. package/Materials/Node/Blocks/matrixSplitterBlock.js +130 -0
  26. package/Materials/Node/Blocks/matrixSplitterBlock.js.map +1 -0
  27. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
  28. package/Materials/PBR/pbrBaseMaterial.js +12 -0
  29. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  30. package/Materials/effectRenderer.js +1 -1
  31. package/Materials/effectRenderer.js.map +1 -1
  32. package/Maths/math.scalar.d.ts +0 -1
  33. package/Maths/math.scalar.js +1 -2
  34. package/Maths/math.scalar.js.map +1 -1
  35. package/Meshes/Builders/greasedLineBuilder.js +2 -2
  36. package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
  37. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +15 -2
  38. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +68 -20
  39. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  40. package/Meshes/abstractMesh.hotSpot.d.ts +8 -1
  41. package/Meshes/abstractMesh.hotSpot.js +17 -0
  42. package/Meshes/abstractMesh.hotSpot.js.map +1 -1
  43. package/Meshes/linesMesh.js +1 -1
  44. package/Meshes/linesMesh.js.map +1 -1
  45. package/Misc/virtualJoystick.js +2 -0
  46. package/Misc/virtualJoystick.js.map +1 -1
  47. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +3 -23
  48. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +30 -67
  49. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  50. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +1 -1
  51. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +8 -4
  52. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  53. package/Rendering/{IBLShadows/iblShadowsImportanceSamplingRenderer.d.ts → iblCdfGenerator.d.ts} +15 -12
  54. package/Rendering/{IBLShadows/iblShadowsImportanceSamplingRenderer.js → iblCdfGenerator.js} +37 -27
  55. package/Rendering/iblCdfGenerator.js.map +1 -0
  56. package/Rendering/iblCdfGeneratorSceneComponent.d.ts +59 -0
  57. package/Rendering/iblCdfGeneratorSceneComponent.js +83 -0
  58. package/Rendering/iblCdfGeneratorSceneComponent.js.map +1 -0
  59. package/Rendering/index.d.ts +12 -10
  60. package/Rendering/index.js +12 -10
  61. package/Rendering/index.js.map +1 -1
  62. package/Shaders/ShadersInclude/gaussianSplatting.js +72 -2
  63. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  64. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -1
  65. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  66. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +29 -4
  67. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  68. package/Shaders/ShadersInclude/pbrBlockReflection.js +9 -1
  69. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  70. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +9 -1
  71. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  72. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -0
  73. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  74. package/Shaders/gaussianSplatting.vertex.js +16 -2
  75. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  76. package/Shaders/{iblShadowsCdfy.fragment.d.ts → iblCdfx.fragment.d.ts} +1 -1
  77. package/Shaders/{iblShadowsCdfx.fragment.js → iblCdfx.fragment.js} +3 -3
  78. package/Shaders/iblCdfx.fragment.js.map +1 -0
  79. package/Shaders/{iblShadowsCdfx.fragment.d.ts → iblCdfy.fragment.d.ts} +1 -1
  80. package/Shaders/{iblShadowsCdfy.fragment.js → iblCdfy.fragment.js} +3 -3
  81. package/Shaders/iblCdfy.fragment.js.map +1 -0
  82. package/Shaders/{iblShadowsIcdfx.fragment.d.ts → iblIcdfx.fragment.d.ts} +1 -1
  83. package/Shaders/{iblShadowsIcdfx.fragment.js → iblIcdfx.fragment.js} +3 -3
  84. package/Shaders/iblIcdfx.fragment.js.map +1 -0
  85. package/Shaders/{iblShadowsIcdfy.fragment.d.ts → iblIcdfy.fragment.d.ts} +1 -1
  86. package/Shaders/{iblShadowsIcdfy.fragment.js → iblIcdfy.fragment.js} +3 -3
  87. package/Shaders/iblIcdfy.fragment.js.map +1 -0
  88. package/Shaders/importanceSamplingDebug.fragment.d.ts +5 -0
  89. package/Shaders/{iblShadowsImportanceSamplingDebug.fragment.js → importanceSamplingDebug.fragment.js} +3 -3
  90. package/Shaders/importanceSamplingDebug.fragment.js.map +1 -0
  91. package/Shaders/pbr.fragment.js +8 -0
  92. package/Shaders/pbr.fragment.js.map +1 -1
  93. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +77 -1
  94. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  95. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +28 -4
  96. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  97. package/ShadersWGSL/ShadersInclude/lightFragment.js +1 -1
  98. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  99. package/ShadersWGSL/ShadersInclude/oitFragment.js +1 -1
  100. package/ShadersWGSL/ShadersInclude/oitFragment.js.map +1 -1
  101. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +14 -1
  102. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  103. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +14 -1
  104. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  105. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -0
  106. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  107. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +1 -1
  108. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  109. package/ShadersWGSL/gaussianSplatting.vertex.js +18 -2
  110. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  111. package/ShadersWGSL/iblCdfx.fragment.d.ts +5 -0
  112. package/ShadersWGSL/{iblShadowsCdfx.fragment.js → iblCdfx.fragment.js} +3 -3
  113. package/ShadersWGSL/iblCdfx.fragment.js.map +1 -0
  114. package/ShadersWGSL/iblCdfy.fragment.d.ts +5 -0
  115. package/ShadersWGSL/{iblShadowsCdfy.fragment.js → iblCdfy.fragment.js} +3 -3
  116. package/ShadersWGSL/iblCdfy.fragment.js.map +1 -0
  117. package/ShadersWGSL/iblIcdfx.fragment.d.ts +5 -0
  118. package/ShadersWGSL/{iblShadowsIcdfx.fragment.js → iblIcdfx.fragment.js} +3 -3
  119. package/ShadersWGSL/iblIcdfx.fragment.js.map +1 -0
  120. package/ShadersWGSL/iblIcdfy.fragment.d.ts +5 -0
  121. package/ShadersWGSL/{iblShadowsIcdfy.fragment.js → iblIcdfy.fragment.js} +3 -3
  122. package/ShadersWGSL/iblIcdfy.fragment.js.map +1 -0
  123. package/ShadersWGSL/importanceSamplingDebug.fragment.d.ts +5 -0
  124. package/ShadersWGSL/{iblShadowsImportanceSamplingDebug.fragment.js → importanceSamplingDebug.fragment.js} +3 -3
  125. package/ShadersWGSL/importanceSamplingDebug.fragment.js.map +1 -0
  126. package/ShadersWGSL/pbr.fragment.js +12 -0
  127. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  128. package/package.json +1 -1
  129. package/scene.d.ts +4 -0
  130. package/scene.js +6 -0
  131. package/scene.js.map +1 -1
  132. package/sceneComponent.d.ts +1 -1
  133. package/sceneComponent.js +1 -1
  134. package/sceneComponent.js.map +1 -1
  135. package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +0 -1
  136. package/Shaders/iblShadowsCdfx.fragment.js.map +0 -1
  137. package/Shaders/iblShadowsCdfy.fragment.js.map +0 -1
  138. package/Shaders/iblShadowsIcdfx.fragment.js.map +0 -1
  139. package/Shaders/iblShadowsIcdfy.fragment.js.map +0 -1
  140. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.d.ts +0 -5
  141. package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js.map +0 -1
  142. package/ShadersWGSL/iblShadowsCdfx.fragment.d.ts +0 -5
  143. package/ShadersWGSL/iblShadowsCdfx.fragment.js.map +0 -1
  144. package/ShadersWGSL/iblShadowsCdfy.fragment.d.ts +0 -5
  145. package/ShadersWGSL/iblShadowsCdfy.fragment.js.map +0 -1
  146. package/ShadersWGSL/iblShadowsIcdfx.fragment.d.ts +0 -5
  147. package/ShadersWGSL/iblShadowsIcdfx.fragment.js.map +0 -1
  148. package/ShadersWGSL/iblShadowsIcdfy.fragment.d.ts +0 -5
  149. package/ShadersWGSL/iblShadowsIcdfy.fragment.js.map +0 -1
  150. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.d.ts +0 -5
  151. package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js.map +0 -1
@@ -1,16 +1,16 @@
1
1
 
2
- import { Texture } from "../../Materials/Textures/texture.js";
3
- import { ProceduralTexture } from "../../Materials/Textures/Procedurals/proceduralTexture.js";
4
- import { PostProcess } from "../../PostProcesses/postProcess.js";
5
- import { Vector4 } from "../../Maths/math.vector.js";
6
- import { RawTexture } from "../../Materials/Textures/rawTexture.js";
7
- import { Observable } from "../../Misc/observable.js";
2
+ import { Texture } from "../Materials/Textures/texture.js";
3
+ import { ProceduralTexture } from "../Materials/Textures/Procedurals/proceduralTexture.js";
4
+ import { PostProcess } from "../PostProcesses/postProcess.js";
5
+ import { Vector4 } from "../Maths/math.vector.js";
6
+ import { RawTexture } from "../Materials/Textures/rawTexture.js";
7
+ import { Observable } from "../Misc/observable.js";
8
+ import { Engine } from "../Engines/engine.js";
9
+ import { _WarnImport } from "../Misc/devTools.js";
8
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  /**
9
- * Build cdf maps for IBL importance sampling during IBL shadow computation.
10
- * This should not be instanciated directly, as it is part of a scene component
11
- * @internal
11
+ * Build cdf maps to be used for IBL importance sampling.
12
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  */
13
- export class _IblShadowsImportanceSamplingRenderer {
13
+ export class IblCdfGenerator {
14
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  /**
15
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  * Gets the IBL source texture being used by the importance sampling renderer
16
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  */
@@ -55,7 +55,7 @@ export class _IblShadowsImportanceSamplingRenderer {
55
55
  }
56
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  // Once the textures are generated, notify that they are ready to use.
57
57
  this._icdfxPT.onGeneratedObservable.addOnce(() => {
58
- this.onReadyObservable.notifyObservers();
58
+ this.onGeneratedObservable.notifyObservers();
59
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  });
60
60
  }
61
61
  /**
@@ -63,14 +63,14 @@ export class _IblShadowsImportanceSamplingRenderer {
63
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  * @returns Return the cumulative distribution function (CDF) Y texture
64
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  */
65
65
  getIcdfyTexture() {
66
- return this._icdfyPT;
66
+ return this._icdfyPT ? this._icdfyPT : this._dummyTexture;
67
67
  }
68
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  /**
69
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  * Return the cumulative distribution function (CDF) X texture
70
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  * @returns Return the cumulative distribution function (CDF) X texture
71
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  */
72
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  getIcdfxTexture() {
73
- return this._icdfxPT;
73
+ return this._icdfxPT ? this._icdfxPT : this._dummyTexture;
74
74
  }
75
75
  /**
76
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  * Sets params that control the position and scaling of the debug display on the screen.
@@ -111,9 +111,12 @@ export class _IblShadowsImportanceSamplingRenderer {
111
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  /**
112
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  * Observable that triggers when the importance sampling renderer is ready
113
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  */
114
- this.onReadyObservable = new Observable();
114
+ this.onGeneratedObservable = new Observable();
115
115
  this._scene = scene;
116
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  this._engine = scene.getEngine();
117
+ const blackPixels = new Uint8Array([0, 0, 0, 255]);
118
+ this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false);
119
+ IblCdfGenerator._SceneComponentInitialization(this._scene);
117
120
  }
118
121
  _createTextures() {
119
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  const size = this._iblSource ? this._iblSource.getSize() : { width: 1, height: 1 };
@@ -136,10 +139,10 @@ export class _IblShadowsImportanceSamplingRenderer {
136
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  shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
137
140
  extraInitializationsAsync: async () => {
138
141
  if (isWebGPU) {
139
- await Promise.all([import("../../ShadersWGSL/iblShadowsCdfx.fragment.js"), import("../../ShadersWGSL/iblShadowsCdfy.fragment.js")]);
142
+ await Promise.all([import("../ShadersWGSL/iblCdfx.fragment.js"), import("../ShadersWGSL/iblCdfy.fragment.js")]);
140
143
  }
141
144
  else {
142
- await Promise.all([import("../../Shaders/iblShadowsCdfx.fragment.js"), import("../../Shaders/iblShadowsCdfy.fragment.js")]);
145
+ await Promise.all([import("../Shaders/iblCdfx.fragment.js"), import("../Shaders/iblCdfy.fragment.js")]);
143
146
  }
144
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  },
145
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  };
@@ -152,14 +155,14 @@ export class _IblShadowsImportanceSamplingRenderer {
152
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  shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
153
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  extraInitializationsAsync: async () => {
154
157
  if (isWebGPU) {
155
- await Promise.all([import("../../ShadersWGSL/iblShadowsIcdfx.fragment.js"), import("../../ShadersWGSL/iblShadowsIcdfy.fragment.js")]);
158
+ await Promise.all([import("../ShadersWGSL/iblIcdfx.fragment.js"), import("../ShadersWGSL/iblIcdfy.fragment.js")]);
156
159
  }
157
160
  else {
158
- await Promise.all([import("../../Shaders/iblShadowsIcdfx.fragment.js"), import("../../Shaders/iblShadowsIcdfy.fragment.js")]);
161
+ await Promise.all([import("../Shaders/iblIcdfx.fragment.js"), import("../Shaders/iblIcdfy.fragment.js")]);
159
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  }
160
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  },
161
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  };
162
- this._cdfyPT = new ProceduralTexture("cdfyTexture", { width: size.width, height: size.height + 1 }, "iblShadowsCdfy", this._scene, cdfOptions, false, false);
165
+ this._cdfyPT = new ProceduralTexture("cdfyTexture", { width: size.width, height: size.height + 1 }, "iblCdfy", this._scene, cdfOptions, false, false);
163
166
  this._cdfyPT.autoClear = false;
164
167
  this._cdfyPT.setTexture("iblSource", this._iblSource);
165
168
  this._cdfyPT.setInt("iblHeight", size.height);
@@ -167,15 +170,15 @@ export class _IblShadowsImportanceSamplingRenderer {
167
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  this._cdfyPT.defines = "#define IBL_USE_CUBE_MAP\n";
168
171
  }
169
172
  this._cdfyPT.refreshRate = 0;
170
- this._icdfyPT = new ProceduralTexture("icdfyTexture", { width: size.width, height: size.height }, "iblShadowsIcdfy", this._scene, icdfOptions, false, false);
173
+ this._icdfyPT = new ProceduralTexture("icdfyTexture", { width: size.width, height: size.height }, "iblIcdfy", this._scene, icdfOptions, false, false);
171
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  this._icdfyPT.autoClear = false;
172
175
  this._icdfyPT.setTexture("cdfy", this._cdfyPT);
173
176
  this._icdfyPT.refreshRate = 0;
174
- this._cdfxPT = new ProceduralTexture("cdfxTexture", { width: size.width + 1, height: 1 }, "iblShadowsCdfx", this._scene, cdfOptions, false, false);
177
+ this._cdfxPT = new ProceduralTexture("cdfxTexture", { width: size.width + 1, height: 1 }, "iblCdfx", this._scene, cdfOptions, false, false);
175
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  this._cdfxPT.autoClear = false;
176
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  this._cdfxPT.setTexture("cdfy", this._cdfyPT);
177
180
  this._cdfxPT.refreshRate = 0;
178
- this._icdfxPT = new ProceduralTexture("icdfxTexture", { width: size.width, height: 1 }, "iblShadowsIcdfx", this._scene, icdfOptions, false, false);
181
+ this._icdfxPT = new ProceduralTexture("icdfxTexture", { width: size.width, height: 1 }, "iblIcdfx", this._scene, icdfOptions, false, false);
179
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  this._icdfxPT.autoClear = false;
180
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  this._icdfxPT.setTexture("cdfx", this._cdfxPT);
181
184
  this._icdfxPT.refreshRate = 0;
@@ -203,14 +206,14 @@ export class _IblShadowsImportanceSamplingRenderer {
203
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  shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
204
207
  extraInitializations: (useWebGPU, list) => {
205
208
  if (useWebGPU) {
206
- list.push(import("../../ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js"));
209
+ list.push(import("../ShadersWGSL/importanceSamplingDebug.fragment.js"));
207
210
  }
208
211
  else {
209
- list.push(import("../../Shaders/iblShadowsImportanceSamplingDebug.fragment.js"));
212
+ list.push(import("../Shaders/importanceSamplingDebug.fragment.js"));
210
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  }
211
214
  },
212
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  };
213
- this._debugPass = new PostProcess(this._debugPassName, "iblShadowsImportanceSamplingDebug", debugOptions);
216
+ this._debugPass = new PostProcess(this._debugPassName, "importanceSamplingDebug", debugOptions);
214
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  const debugEffect = this._debugPass.getEffect();
215
218
  if (debugEffect) {
216
219
  debugEffect.defines = this._iblSource?.isCube ? "#define IBL_USE_CUBE_MAP\n" : "";
@@ -249,10 +252,17 @@ export class _IblShadowsImportanceSamplingRenderer {
249
252
  */
250
253
  dispose() {
251
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  this._disposeTextures();
255
+ this._dummyTexture.dispose();
252
256
  if (this._debugPass) {
253
257
  this._debugPass.dispose();
254
258
  }
255
- this.onReadyObservable.clear();
259
+ this.onGeneratedObservable.clear();
256
260
  }
257
261
  }
258
- //# sourceMappingURL=iblShadowsImportanceSamplingRenderer.js.map
262
+ /**
263
+ * @internal
264
+ */
265
+ IblCdfGenerator._SceneComponentInitialization = (_) => {
266
+ throw _WarnImport("IblCdfGeneratorSceneComponentSceneComponent");
267
+ };
268
+ //# sourceMappingURL=iblCdfGenerator.js.map
@@ -0,0 +1 @@
1
+ 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{ Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { Vector4 } from \"../Maths/math.vector\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\n\r\n/**\r\n * Build cdf maps to be used for IBL importance sampling.\r\n */\r\nexport class IblCdfGenerator {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n private _cdfyPT: ProceduralTexture;\r\n private _icdfyPT: ProceduralTexture;\r\n private _cdfxPT: ProceduralTexture;\r\n private _icdfxPT: ProceduralTexture;\r\n private _iblSource: BaseTexture;\r\n private _dummyTexture: RawTexture;\r\n /**\r\n * Gets the IBL source texture being used by the importance sampling renderer\r\n */\r\n public get iblSource(): BaseTexture {\r\n return this._iblSource;\r\n }\r\n\r\n /**\r\n * Sets the IBL source texture to be used by the importance sampling renderer.\r\n * This will trigger recreation of the importance sampling assets.\r\n */\r\n public set iblSource(source: BaseTexture) {\r\n if (this._iblSource === source) {\r\n return;\r\n }\r\n this._disposeTextures();\r\n this._iblSource = source;\r\n if (source.isCube) {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl(source);\r\n } else {\r\n (source as CubeTexture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n } else {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl(source);\r\n } else {\r\n (source as Texture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n }\r\n }\r\n\r\n private _recreateAssetsFromNewIbl(source: BaseTexture) {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n\r\n this._createTextures();\r\n\r\n if (this._debugPass) {\r\n // Recreate the debug pass because of the new textures\r\n this._createDebugPass();\r\n }\r\n\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfxPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n }\r\n\r\n /**\r\n * Return the cumulative distribution function (CDF) Y texture\r\n * @returns Return the cumulative distribution function (CDF) Y texture\r\n */\r\n public getIcdfyTexture(): Texture {\r\n return this._icdfyPT ? this._icdfyPT : this._dummyTexture;\r\n }\r\n\r\n /**\r\n * Return the cumulative distribution function (CDF) X texture\r\n * @returns Return the cumulative distribution function (CDF) X texture\r\n */\r\n public getIcdfxTexture(): Texture {\r\n return this._icdfxPT ? this._icdfxPT : this._dummyTexture;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPass: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * The name of the debug pass post process\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n private _debugPassName: string = \"Importance Sample Debug\";\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPass;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"IblCdfGeneratorSceneComponentSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instanciates the importance sampling renderer\r\n * @param scene Scene to attach to\r\n * @returns The importance sampling renderer\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n const blackPixels = new Uint8Array([0, 0, 0, 255]);\r\n this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false);\r\n IblCdfGenerator._SceneComponentInitialization(this._scene);\r\n }\r\n\r\n /**\r\n * Observable that triggers when the importance sampling renderer is ready\r\n */\r\n public onGeneratedObservable: Observable<void> = new Observable<void>();\r\n\r\n private _createTextures() {\r\n const size: TextureSize = this._iblSource ? this._iblSource.getSize() : { width: 1, height: 1 };\r\n if (!this._iblSource) {\r\n this._iblSource = RawTexture.CreateRTexture(\r\n new Uint8Array([255]),\r\n 1,\r\n 1,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._iblSource.name = \"Placeholder IBL Source\";\r\n }\r\n\r\n if (this._iblSource!.isCube) {\r\n size.width *= 4;\r\n size.height *= 2;\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n // Create CDF maps (Cumulative Distribution Function) to assist in importance sampling\r\n const cdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_R,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblCdfx.fragment\"), import(\"../ShadersWGSL/iblCdfy.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblCdfx.fragment\"), import(\"../Shaders/iblCdfy.fragment\")]);\r\n }\r\n },\r\n };\r\n const icdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_R,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblIcdfx.fragment\"), import(\"../ShadersWGSL/iblIcdfy.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblIcdfx.fragment\"), import(\"../Shaders/iblIcdfy.fragment\")]);\r\n }\r\n },\r\n };\r\n this._cdfyPT = new ProceduralTexture(\"cdfyTexture\", { width: size.width, height: size.height + 1 }, \"iblCdfy\", this._scene, cdfOptions, false, false);\r\n this._cdfyPT.autoClear = false;\r\n this._cdfyPT.setTexture(\"iblSource\", this._iblSource as Texture);\r\n this._cdfyPT.setInt(\"iblHeight\", size.height);\r\n if (this._iblSource.isCube) {\r\n this._cdfyPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n this._cdfyPT.refreshRate = 0;\r\n this._icdfyPT = new ProceduralTexture(\"icdfyTexture\", { width: size.width, height: size.height }, \"iblIcdfy\", this._scene, icdfOptions, false, false);\r\n this._icdfyPT.autoClear = false;\r\n this._icdfyPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._icdfyPT.refreshRate = 0;\r\n this._cdfxPT = new ProceduralTexture(\"cdfxTexture\", { width: size.width + 1, height: 1 }, \"iblCdfx\", this._scene, cdfOptions, false, false);\r\n this._cdfxPT.autoClear = false;\r\n this._cdfxPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._cdfxPT.refreshRate = 0;\r\n this._icdfxPT = new ProceduralTexture(\"icdfxTexture\", { width: size.width, height: 1 }, \"iblIcdfx\", this._scene, icdfOptions, false, false);\r\n this._icdfxPT.autoClear = false;\r\n this._icdfxPT.setTexture(\"cdfx\", this._cdfxPT);\r\n this._icdfxPT.refreshRate = 0;\r\n }\r\n\r\n private _disposeTextures() {\r\n this._cdfyPT?.dispose();\r\n this._icdfyPT?.dispose();\r\n this._cdfxPT?.dispose();\r\n this._icdfxPT?.dispose();\r\n }\r\n\r\n private _createDebugPass() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._scene.getEngine().getRenderWidth(),\r\n height: this._scene.getEngine().getRenderHeight(),\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"cdfy\", \"icdfy\", \"cdfx\", \"icdfx\", \"iblSource\"],\r\n defines: this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\",\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../ShadersWGSL/importanceSamplingDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/importanceSamplingDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPass = new PostProcess(this._debugPassName, \"importanceSamplingDebug\", debugOptions);\r\n const debugEffect = this._debugPass.getEffect();\r\n if (debugEffect) {\r\n debugEffect.defines = this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\";\r\n }\r\n if (this._iblSource?.isCube) {\r\n this._debugPass.updateEffect(\"#define IBL_USE_CUBE_MAP\\n\");\r\n }\r\n this._debugPass.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"cdfy\", this._cdfyPT);\r\n effect.setTexture(\"icdfy\", this._icdfyPT);\r\n effect.setTexture(\"cdfx\", this._cdfxPT);\r\n effect.setTexture(\"icdfx\", this._icdfxPT);\r\n effect.setTexture(\"iblSource\", this._iblSource);\r\n effect.setFloat4(\"sizeParams\", this._debugSizeParams.x, this._debugSizeParams.y, this._debugSizeParams.z, this._debugSizeParams.w);\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the importance sampling renderer is ready\r\n * @returns true if the importance sampling renderer is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._iblSource &&\r\n this._iblSource.name !== \"Placeholder IBL Source\" &&\r\n this._iblSource.isReady() &&\r\n this._cdfyPT &&\r\n this._cdfyPT.isReady() &&\r\n this._icdfyPT &&\r\n this._icdfyPT.isReady() &&\r\n this._cdfxPT &&\r\n this._cdfxPT.isReady() &&\r\n this._icdfxPT &&\r\n this._icdfxPT.isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the importance sampling renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._dummyTexture.dispose();\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n this.onGeneratedObservable.clear();\r\n }\r\n}\r\n"]}
@@ -0,0 +1,59 @@
1
+ import type { Nullable } from "../types";
2
+ import { Scene } from "../scene";
3
+ import type { ISceneComponent } from "../sceneComponent";
4
+ import { IblCdfGenerator } from "./iblCdfGenerator";
5
+ declare module "../scene" {
6
+ interface Scene {
7
+ /** @internal (Backing field) */
8
+ _iblCdfGenerator: Nullable<IblCdfGenerator>;
9
+ /**
10
+ * Gets or Sets the current CDF generator associated to the scene.
11
+ * The CDF (cumulative distribution function) generator creates CDF maps
12
+ * for a given IBL texture that can then be used for more efficient
13
+ * importance sampling.
14
+ */
15
+ iblCdfGenerator: Nullable<IblCdfGenerator>;
16
+ /**
17
+ * Enables a IblCdfGenerator and associates it with the scene.
18
+ * @returns the IblCdfGenerator
19
+ */
20
+ enableIblCdfGenerator(): Nullable<IblCdfGenerator>;
21
+ /**
22
+ * Disables the GeometryBufferRender associated with the scene
23
+ */
24
+ disableIblCdfGenerator(): void;
25
+ }
26
+ }
27
+ /**
28
+ * Defines the IBL CDF Generator scene component responsible for generating CDF maps for a given IBL.
29
+ */
30
+ export declare class IblCdfGeneratorSceneComponent implements ISceneComponent {
31
+ /**
32
+ * The component name helpful to identify the component in the list of scene components.
33
+ */
34
+ readonly name = "iblCDFGenerator";
35
+ /**
36
+ * The scene the component belongs to.
37
+ */
38
+ scene: Scene;
39
+ /**
40
+ * Creates a new instance of the component for the given scene
41
+ * @param scene Defines the scene to register the component in
42
+ */
43
+ constructor(scene: Scene);
44
+ /**
45
+ * Registers the component in a given scene
46
+ */
47
+ register(): void;
48
+ /**
49
+ * Rebuilds the elements related to this component in case of
50
+ * context lost for instance.
51
+ */
52
+ rebuild(): void;
53
+ /**
54
+ * Disposes the component and the associated resources
55
+ */
56
+ dispose(): void;
57
+ private _updateIblSource;
58
+ private _newIblObserver;
59
+ }
@@ -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;
7
+ },
8
+ set: function (value) {
9
+ if (value) {
10
+ this._iblCdfGenerator = value;
11
+ }
12
+ },
13
+ 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
+ }
63
+ /**
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
+ }
82
+ };
83
+ //# 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
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,uBAAuB,CAAC;AACtC,cAAc,iBAAiB,CAAC;AAChC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,wBAAwB,CAAC;AACvC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,iBAAiB,CAAC;AAChC,cAAc,0BAA0B,CAAC;AACzC,cAAc,wCAAwC,CAAC;AACvD,cAAc,uCAAuC,CAAC;AACtD,cAAc,mBAAmB,CAAC;AAClC,cAAc,iCAAiC,CAAC;AAChD,cAAc,4BAA4B,CAAC;AAC3C,cAAc,mBAAmB,CAAC;AAClC,cAAc,kBAAkB,CAAC;AACjC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC;AACvC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,kBAAkB,CAAC;AACjC,cAAc,4BAA4B,CAAC;AAE3C,QAAQ;AACR,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,6BAA6B,CAAC;AAE5C,WAAW;AACX,cAAc,8BAA8B,CAAC;AAC7C,cAAc,4BAA4B,CAAC;AAC3C,cAAc,kCAAkC,CAAC;AACjD,cAAc,gCAAgC,CAAC;AAE/C,wBAAwB;AACxB,cAAc,yCAAyC,CAAC;AACxD,cAAc,uCAAuC,CAAC;AACtD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,2CAA2C,CAAC;AAE1D,iBAAiB;AACjB,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,4BAA4B,CAAC;AAE3C,mBAAmB;AACnB,cAAc,6BAA6B,CAAC;AAC5C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,iCAAiC,CAAC;AAChD,cAAc,+BAA+B,CAAC;AAE9C,cAAc;AACd,cAAc,iDAAiD,CAAC;AAChE,cAAc,qDAAqD,CAAC;AACpE,cAAc,2CAA2C,CAAC;AAC1D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,oCAAoC,CAAC;AACnD,cAAc,wCAAwC,CAAC;AACvD,cAAc,8CAA8C,CAAC;AAC7D,cAAc,0CAA0C,CAAC;AACzD,cAAc,+CAA+C,CAAC;AAC9D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,uCAAuC,CAAC;AACtD,cAAc,2CAA2C,CAAC;AAC1D,cAAc,8CAA8C,CAAC;AAC7D,cAAc,0CAA0C,CAAC;AACzD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,wCAAwC,CAAC;AACvD,cAAc,oCAAoC,CAAC;AACnD,cAAc,wCAAwC,CAAC;AACvD,cAAc,oCAAoC,CAAC;AACnD,cAAc,yCAAyC,CAAC;AACxD,cAAc,qCAAqC,CAAC;AACpD,cAAc,yCAAyC,CAAC;AACxD,cAAc,qCAAqC,CAAC;AACpD,cAAc,2DAA2D,CAAC;AAC1E,cAAc,uDAAuD,CAAC;AACtE,cAAc,8CAA8C,CAAC;AAC7D,cAAc,kDAAkD,CAAC;AACjE,cAAc,kCAAkC,CAAC;AACjD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,sCAAsC,CAAC;AACrD,cAAc,oCAAoC,CAAC;AACnD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,qCAAqC,CAAC;AACpD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,2CAA2C,CAAC;AAE1D,yBAAyB;AACzB,cAAc,kCAAkC,CAAC;AACjD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,sCAAsC,CAAC;AACrD,cAAc,kCAAkC,CAAC","sourcesContent":["/* 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
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,uBAAuB,CAAC;AACtC,cAAc,iBAAiB,CAAC;AAChC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,wBAAwB,CAAC;AACvC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,iBAAiB,CAAC;AAChC,cAAc,0BAA0B,CAAC;AACzC,cAAc,wCAAwC,CAAC;AACvD,cAAc,mBAAmB,CAAC;AAClC,cAAc,iCAAiC,CAAC;AAChD,cAAc,uCAAuC,CAAC;AACtD,cAAc,mBAAmB,CAAC;AAClC,cAAc,iCAAiC,CAAC;AAChD,cAAc,4BAA4B,CAAC;AAC3C,cAAc,mBAAmB,CAAC;AAClC,cAAc,kBAAkB,CAAC;AACjC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC;AACvC,cAAc,uBAAuB,CAAC;AACtC,cAAc,uBAAuB,CAAC;AACtC,cAAc,kBAAkB,CAAC;AACjC,cAAc,4BAA4B,CAAC;AAE3C,QAAQ;AACR,cAAc,2BAA2B,CAAC;AAC1C,cAAc,yBAAyB,CAAC;AACxC,cAAc,+BAA+B,CAAC;AAC9C,cAAc,6BAA6B,CAAC;AAE5C,WAAW;AACX,cAAc,8BAA8B,CAAC;AAC7C,cAAc,4BAA4B,CAAC;AAC3C,cAAc,kCAAkC,CAAC;AACjD,cAAc,gCAAgC,CAAC;AAE/C,wBAAwB;AACxB,cAAc,yCAAyC,CAAC;AACxD,cAAc,uCAAuC,CAAC;AACtD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,2CAA2C,CAAC;AAE1D,iBAAiB;AACjB,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,4BAA4B,CAAC;AAE3C,mBAAmB;AACnB,cAAc,6BAA6B,CAAC;AAC5C,cAAc,2BAA2B,CAAC;AAC1C,cAAc,iCAAiC,CAAC;AAChD,cAAc,+BAA+B,CAAC;AAE9C,cAAc;AACd,cAAc,iDAAiD,CAAC;AAChE,cAAc,qDAAqD,CAAC;AACpE,cAAc,2CAA2C,CAAC;AAC1D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,oCAAoC,CAAC;AACnD,cAAc,wCAAwC,CAAC;AACvD,cAAc,8CAA8C,CAAC;AAC7D,cAAc,0CAA0C,CAAC;AACzD,cAAc,+CAA+C,CAAC;AAC9D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,uCAAuC,CAAC;AACtD,cAAc,2CAA2C,CAAC;AAC1D,cAAc,8CAA8C,CAAC;AAC7D,cAAc,0CAA0C,CAAC;AACzD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,2CAA2C,CAAC;AAC1D,cAAc,+CAA+C,CAAC;AAC9D,cAAc,iCAAiC,CAAC;AAChD,cAAc,6BAA6B,CAAC;AAC5C,cAAc,iCAAiC,CAAC;AAChD,cAAc,6BAA6B,CAAC;AAC5C,cAAc,kCAAkC,CAAC;AACjD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,kCAAkC,CAAC;AACjD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,iDAAiD,CAAC;AAChE,cAAc,6CAA6C,CAAC;AAC5D,cAAc,8CAA8C,CAAC;AAC7D,cAAc,kDAAkD,CAAC;AACjE,cAAc,kCAAkC,CAAC;AACjD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,sCAAsC,CAAC;AACrD,cAAc,oCAAoC,CAAC;AACnD,cAAc,yCAAyC,CAAC;AACxD,cAAc,6CAA6C,CAAC;AAC5D,cAAc,qCAAqC,CAAC;AACpD,cAAc,uCAAuC,CAAC;AACtD,cAAc,yCAAyC,CAAC;AACxD,cAAc,2CAA2C,CAAC;AAE1D,yBAAyB;AACzB,cAAc,kCAAkC,CAAC;AACjD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,sCAAsC,CAAC;AACrD,cAAc,kCAAkC,CAAC","sourcesContent":["/* 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"]}
@@ -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);}
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;8DAwB+C,CAAC;AAC/D,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"gaussianSplatting\";\nconst shader = `#if !defined(WEBGL2) && !defined(WEBGPU) && !defined(NATIVE)\nmat3 transpose(mat3 matrix) {return mat3(matrix[0][0],matrix[1][0],matrix[2][0],\nmatrix[0][1],matrix[1][1],matrix[2][1],\nmatrix[0][2],matrix[1][2],matrix[2][2]);}\n#endif\nvec2 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);}\nstruct Splat {vec4 center;vec4 color;vec4 covA;vec4 covB;};Splat readSplat(float splatIndex)\n{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;}\nvec4 gaussianSplatting(vec2 meshPos,vec3 worldPos,vec2 scale,vec3 covA,vec3 covB,mat4 worldMatrix,mat4 viewMatrix,mat4 projectionMatrix)\n{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\n|| pos2d.y<-bounds || pos2d.y>bounds) {return vec4(0.0,0.0,2.0,1.0);}\nmat3 Vrk=mat3(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z\n);mat3 J=mat3(\nfocal.x/camspace.z,0.,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.,0.,0.\n);mat3 invy=mat3(1,0,0,0,-1,0,0,0,1);mat3 T=invy*transpose(mat3(modelView))*J;mat3 cov2d=transpose(T)*Vrk*T;float mid=(cov2d[0][0]+cov2d[1][1])/2.0;float radius=length(vec2((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));float lambda1=mid+radius,lambda2=mid-radius;if (lambda2<0.0)\n{return vec4(0.0,0.0,2.0,1.0);}\nvec2 diagonalVector=normalize(vec2(cov2d[0][1],lambda1-cov2d[0][0]));vec2 majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;vec2 minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2(diagonalVector.y,-diagonalVector.x);vec2 vCenter=vec2(pos2d);return vec4(\nvCenter \n+ ((meshPos.x*majorAxis\n+ meshPos.y*minorAxis)*invViewport*pos2d.w)*scale,pos2d.zw);}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplatting = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;8DA8F+C,CAAC;AAC/D,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"gaussianSplatting\";\nconst shader = `#if !defined(WEBGL2) && !defined(WEBGPU) && !defined(NATIVE)\nmat3 transpose(mat3 matrix) {return mat3(matrix[0][0],matrix[1][0],matrix[2][0],\nmatrix[0][1],matrix[1][1],matrix[2][1],\nmatrix[0][2],matrix[1][2],matrix[2][2]);}\n#endif\nvec2 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);}\n#if SH_DEGREE>0\nivec2 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));}\n#endif\nstruct Splat {vec4 center;vec4 color;vec4 covA;vec4 covB;\n#if SH_DEGREE>0\nuvec4 sh0; \n#endif\n#if SH_DEGREE>1\nuvec4 sh1;\n#endif\n#if SH_DEGREE>2\nuvec4 sh2;\n#endif\n};Splat readSplat(float splatIndex)\n{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;\n#if SH_DEGREE>0\nivec2 splatUVint=getDataUVint(splatIndex,dataTextureSize);splat.sh0=texelFetch(shTexture0,splatUVint,0);\n#endif\n#if SH_DEGREE>1\nsplat.sh1=texelFetch(shTexture1,splatUVint,0);\n#endif\n#if SH_DEGREE>2\nsplat.sh2=texelFetch(shTexture2,splatUVint,0);\n#endif\nreturn splat;}\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nvec3 computeColorFromSHDegree(vec3 dir,const vec3 sh[16])\n{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];\n#if SH_DEGREE>0\nfloat 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];\n#if SH_DEGREE>1\nfloat xx=x*x,yy=y*y,zz=z*z;float xy=x*y,yz=y*z,xz=x*z;result+=\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0f*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8];\n#if SH_DEGREE>2\nresult+=\nSH_C3[0]*y*(3.0f*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0f*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0f*zz-3.0f*xx-3.0f*yy)*sh[12] +\nSH_C3[4]*x*(4.0f*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0f*yy)*sh[15];\n#endif\n#endif\n#endif\nreturn result;}\nvec4 decompose(uint value)\n{vec4 components=vec4(\nfloat((value ) & 255u),\nfloat((value>>uint( 8)) & 255u),\nfloat((value>>uint(16)) & 255u),\nfloat((value>>uint(24)) & 255u));return components*vec4(2./255.)-vec4(1.);}\nvec3 computeSH(Splat splat,vec3 color,vec3 dir)\n{vec3 sh[16];sh[0]=color;\n#if SH_DEGREE>0\nvec4 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);\n#endif\n#if SH_DEGREE>1\nvec4 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);\n#endif\n#if SH_DEGREE>2\nvec4 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); \n#endif\nreturn computeColorFromSHDegree(dir,sh);}\n#else\nvec3 computeSH(Splat splat,vec3 color,vec3 dir)\n{return color;}\n#endif\nvec4 gaussianSplatting(vec2 meshPos,vec3 worldPos,vec2 scale,vec3 covA,vec3 covB,mat4 worldMatrix,mat4 viewMatrix,mat4 projectionMatrix)\n{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\n|| pos2d.y<-bounds || pos2d.y>bounds) {return vec4(0.0,0.0,2.0,1.0);}\nmat3 Vrk=mat3(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z\n);mat3 J=mat3(\nfocal.x/camspace.z,0.,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.,0.,0.\n);mat3 invy=mat3(1,0,0,0,-1,0,0,0,1);mat3 T=invy*transpose(mat3(modelView))*J;mat3 cov2d=transpose(T)*Vrk*T;float mid=(cov2d[0][0]+cov2d[1][1])/2.0;float radius=length(vec2((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));float lambda1=mid+radius,lambda2=mid-radius;if (lambda2<0.0)\n{return vec4(0.0,0.0,2.0,1.0);}\nvec2 diagonalVector=normalize(vec2(cov2d[0][1],lambda1-cov2d[0][0]));vec2 majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;vec2 minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2(diagonalVector.y,-diagonalVector.x);vec2 vCenter=vec2(pos2d);return vec4(\nvCenter \n+ ((meshPos.x*majorAxis\n+ meshPos.y*minorAxis)*invViewport*pos2d.w)*scale,pos2d.zw);}`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplatting = { name, shader };\n"]}
@@ -1,7 +1,7 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "gaussianSplattingVertexDeclaration";
4
- const shader = `attribute vec2 position;uniform mat4 view;uniform mat4 projection;uniform mat4 world;`;
4
+ const shader = `attribute vec2 position;uniform mat4 view;uniform mat4 projection;uniform mat4 world;uniform vec4 vEyePosition;`;
5
5
  // Sideeffect
6
6
  ShaderStore.IncludesShadersStore[name] = shader;
7
7
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplattingVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG,uFAAuF,CAAC;AACvG,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"gaussianSplattingVertexDeclaration\";\nconst shader = `attribute vec2 position;uniform mat4 view;uniform mat4 projection;uniform mat4 world;`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplattingVertexDeclaration = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplattingVertexDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,oCAAoC,CAAC;AAClD,MAAM,MAAM,GAAG,iHAAiH,CAAC;AACjI,aAAa;AACb,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,gBAAgB;AAChB,MAAM,CAAC,MAAM,kCAAkC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"gaussianSplattingVertexDeclaration\";\nconst shader = `attribute vec2 position;uniform mat4 view;uniform mat4 projection;uniform mat4 world;uniform vec4 vEyePosition;`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplattingVertexDeclaration = { name, shader };\n"]}