@babylonjs/core 7.42.0 → 7.44.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/actionEvent.d.ts +4 -4
- package/Animations/animation.js +1 -1
- package/Animations/animation.js.map +1 -1
- package/Buffers/bufferUtils.d.ts +8 -1
- package/Buffers/bufferUtils.js +15 -0
- package/Buffers/bufferUtils.js.map +1 -1
- package/Culling/Helper/boundingInfoHelper.d.ts +2 -9
- package/Culling/Helper/boundingInfoHelper.js +2 -9
- package/Culling/Helper/boundingInfoHelper.js.map +1 -1
- package/Culling/Helper/computeShaderBoundingHelper.js +3 -4
- package/Culling/Helper/computeShaderBoundingHelper.js.map +1 -1
- package/Culling/Helper/transformFeedbackBoundingHelper.js +27 -64
- package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.js +3 -2
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -0
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -0
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +6 -1
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +5 -2
- package/FlowGraph/flowGraphConnection.d.ts +1 -1
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.d.ts +64 -0
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +147 -0
- package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.d.ts +42 -0
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +78 -0
- package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.d.ts +3 -19
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js +3 -49
- package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.d.ts +3 -19
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +3 -49
- package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.d.ts +3 -19
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js +3 -49
- package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.d.ts +2 -17
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +3 -45
- package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.d.ts +2 -17
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +3 -44
- package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.d.ts +3 -19
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js +3 -49
- package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.d.ts +47 -0
- package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js +65 -0
- package/FrameGraph/Node/Blocks/PostProcesses/passPostProcessBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +0 -15
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.d.ts +4 -0
- package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +9 -0
- package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.d.ts +1 -6
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js +0 -13
- package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js +0 -1
- package/FrameGraph/Node/Blocks/Rendering/shadowGeneratorBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/index.d.ts +2 -0
- package/FrameGraph/Node/Blocks/index.js +2 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +17 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Passes/renderPass.d.ts +0 -8
- package/FrameGraph/Passes/renderPass.js +0 -10
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +57 -0
- package/FrameGraph/Tasks/Layers/glowLayerTask.js +173 -0
- package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js +7 -0
- package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +5 -5
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +12 -4
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +29 -0
- package/FrameGraph/Tasks/PostProcesses/passTask.js +31 -0
- package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +0 -8
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +1 -17
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +3 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +4 -6
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +20 -22
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +7 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +21 -5
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +4 -6
- package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js +1 -1
- package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.js +22 -11
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +2 -1
- package/FrameGraph/frameGraphRenderContext.js +2 -1
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +11 -1
- package/FrameGraph/frameGraphTask.js +8 -0
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.d.ts +9 -3
- package/FrameGraph/frameGraphTextureManager.js +10 -4
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/FrameGraph/index.d.ts +2 -0
- package/FrameGraph/index.js +2 -0
- package/FrameGraph/index.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +10 -0
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Inputs/scene.inputManager.js +2 -2
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.d.ts +32 -33
- package/Layers/effectLayer.js +144 -530
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.d.ts +14 -41
- package/Layers/glowLayer.js +92 -178
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +0 -1
- package/Layers/highlightLayer.js +0 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/index.d.ts +2 -0
- package/Layers/index.js +2 -0
- package/Layers/index.js.map +1 -1
- package/Layers/thinEffectLayer.d.ts +230 -0
- package/Layers/thinEffectLayer.js +734 -0
- package/Layers/thinEffectLayer.js.map +1 -0
- package/Layers/thinGlowLayer.d.ts +141 -0
- package/Layers/thinGlowLayer.js +292 -0
- package/Layers/thinGlowLayer.js.map +1 -0
- package/Lights/Shadows/shadowGenerator.js +40 -19
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +6 -2
- package/Materials/GreasedLine/greasedLinePluginMaterial.js +8 -2
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +17 -11
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +29 -15
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.d.ts +1 -0
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js +1 -0
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +34 -2
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -3
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +3 -3
- package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +34 -24
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +14 -2
- package/Materials/Node/nodeMaterial.js +19 -5
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +5 -0
- package/Materials/PBR/pbrBaseMaterial.js +6 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +1 -0
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/Filtering/hdrIrradianceFiltering.d.ts +69 -0
- package/Materials/Textures/Filtering/hdrIrradianceFiltering.js +187 -0
- package/Materials/Textures/Filtering/hdrIrradianceFiltering.js.map +1 -0
- package/Materials/Textures/hdrCubeTexture.d.ts +5 -1
- package/Materials/Textures/hdrCubeTexture.js +29 -3
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/index.d.ts +4 -0
- package/Materials/Textures/index.js +4 -0
- package/Materials/Textures/index.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +12 -0
- package/Materials/Textures/renderTargetTexture.js +29 -8
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/materialHelper.functions.d.ts +17 -1
- package/Materials/materialHelper.functions.js +76 -4
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +5 -4
- package/Materials/shaderMaterial.js +28 -51
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.d.ts +6 -2
- package/Materials/standardMaterial.js +5 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.d.ts +1 -1
- package/Meshes/Builders/planeBuilder.js +2 -2
- package/Meshes/Builders/planeBuilder.js.map +1 -1
- package/Meshes/Compression/dracoCodec.d.ts +4 -4
- package/Meshes/Compression/dracoCodec.js.map +1 -1
- package/Meshes/Compression/dracoCompression.d.ts +1 -1
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/Compression/dracoCompressionWorker.d.ts +16 -30
- package/Meshes/Compression/dracoCompressionWorker.js +128 -22
- package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
- package/Meshes/Compression/dracoDecoder.d.ts +4 -9
- package/Meshes/Compression/dracoDecoder.js +5 -5
- package/Meshes/Compression/dracoDecoder.js.map +1 -1
- package/Meshes/Compression/dracoDecoder.types.d.ts +52 -0
- package/Meshes/Compression/dracoDecoder.types.js +2 -0
- package/Meshes/Compression/dracoDecoder.types.js.map +1 -0
- package/Meshes/Compression/dracoEncoder.d.ts +91 -0
- package/Meshes/Compression/dracoEncoder.js +239 -0
- package/Meshes/Compression/dracoEncoder.js.map +1 -0
- package/Meshes/Compression/dracoEncoder.types.d.ts +82 -0
- package/Meshes/Compression/dracoEncoder.types.js +2 -0
- package/Meshes/Compression/dracoEncoder.types.js.map +1 -0
- package/Meshes/Compression/index.d.ts +1 -0
- package/Meshes/Compression/index.js +1 -0
- package/Meshes/Compression/index.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +92 -2
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +308 -32
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js +4 -1
- package/Meshes/GreasedLine/greasedLineBaseMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Textures/geometryTextureBlock.d.ts +1 -1
- package/Meshes/abstractMesh.d.ts +1 -2
- package/Meshes/abstractMesh.js +1 -2
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/linesMesh.js +2 -2
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +32 -5
- package/Meshes/mesh.js +56 -29
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/subMesh.js +16 -3
- package/Meshes/subMesh.js.map +1 -1
- package/Meshes/transformNode.js +2 -0
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/decorators.serialization.js +2 -0
- package/Misc/decorators.serialization.js.map +1 -1
- package/Misc/fileTools.js +14 -7
- package/Misc/fileTools.js.map +1 -1
- package/Misc/greasedLineTools.d.ts +1 -1
- package/Misc/logger.d.ts +2 -1
- package/Misc/logger.js +2 -1
- package/Misc/logger.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +21 -0
- package/Morph/morphTargetManager.js +37 -2
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/pointsCloudSystem.d.ts +3 -3
- package/Physics/v2/Plugins/havokPlugin.d.ts +2 -2
- package/PostProcesses/index.d.ts +1 -0
- package/PostProcesses/index.js +1 -0
- package/PostProcesses/index.js.map +1 -1
- package/PostProcesses/passPostProcess.d.ts +2 -3
- package/PostProcesses/passPostProcess.js +36 -48
- package/PostProcesses/passPostProcess.js.map +1 -1
- package/PostProcesses/thinPassPostProcess.d.ts +48 -0
- package/PostProcesses/thinPassPostProcess.js +113 -0
- package/PostProcesses/thinPassPostProcess.js.map +1 -0
- package/PostProcesses/volumetricLightScatteringPostProcess.js +15 -16
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/depthRenderer.js +13 -15
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +13 -15
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/iblCdfGenerator.d.ts +13 -5
- package/Rendering/iblCdfGenerator.js +67 -10
- package/Rendering/iblCdfGenerator.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +9 -2
- package/Rendering/objectRenderer.js +44 -7
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.js +13 -15
- package/Rendering/outlineRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +6 -6
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertex.js +16 -4
- package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflection.js +13 -8
- package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +2 -1
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/hdrIrradianceFiltering.fragment.d.ts +9 -0
- package/Shaders/hdrIrradianceFiltering.fragment.js +25 -0
- package/Shaders/hdrIrradianceFiltering.fragment.js.map +1 -0
- package/Shaders/hdrIrradianceFiltering.vertex.d.ts +5 -0
- package/Shaders/hdrIrradianceFiltering.vertex.js +15 -0
- package/Shaders/hdrIrradianceFiltering.vertex.js.map +1 -0
- package/Shaders/pbr.fragment.js +1 -3
- package/Shaders/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +17 -5
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +13 -8
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/ShadersWGSL/greasedLine.fragment.js +9 -3
- package/ShadersWGSL/greasedLine.fragment.js.map +1 -1
- package/ShadersWGSL/greasedLine.vertex.js +12 -2
- package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.d.ts +9 -0
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +26 -0
- package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -0
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.d.ts +5 -0
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +16 -0
- package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -0
- package/ShadersWGSL/outline.fragment.js +1 -1
- package/ShadersWGSL/outline.fragment.js.map +1 -1
- package/ShadersWGSL/passCube.fragment.js +1 -1
- package/ShadersWGSL/passCube.fragment.js.map +1 -1
- package/ShadersWGSL/pbr.fragment.js +1 -3
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/XR/features/WebXRDepthSensing.d.ts +24 -2
- package/XR/features/WebXRDepthSensing.js +320 -26
- package/XR/features/WebXRDepthSensing.js.map +1 -1
- package/assetContainer.d.ts +43 -0
- package/assetContainer.js +67 -0
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +19 -8
- package/scene.js.map +1 -1
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import { EffectWrapper } from "../Materials/effectRenderer.js";
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this._webGPUReady = true;
|
|
45
|
+
list.push(Promise.all([import("../ShadersWGSL/passCube.fragment.js")]));
|
|
46
|
+
}
|
|
47
|
+
else {
|
|
48
|
+
list.push(Promise.all([import("../Shaders/passCube.fragment.js")]));
|
|
49
|
+
}
|
|
50
|
+
super._gatherImports(useWebGPU, list);
|
|
51
|
+
}
|
|
52
|
+
/**
|
|
53
|
+
* Creates the PassCubePostProcess
|
|
54
|
+
* @param name Name of the effect
|
|
55
|
+
* @param engine Engine to use to render the effect. If not provided, the last created engine will be used
|
|
56
|
+
* @param options Options to configure the effect
|
|
57
|
+
*/
|
|
58
|
+
constructor(name, engine = null, options) {
|
|
59
|
+
super({
|
|
60
|
+
...options,
|
|
61
|
+
name,
|
|
62
|
+
engine: engine || Engine.LastCreatedEngine,
|
|
63
|
+
useShaderStore: true,
|
|
64
|
+
useAsPostProcess: true,
|
|
65
|
+
fragmentShader: ThinPassCubePostProcess.FragmentUrl,
|
|
66
|
+
defines: "#define POSITIVEX",
|
|
67
|
+
});
|
|
68
|
+
this._face = 0;
|
|
69
|
+
}
|
|
70
|
+
/**
|
|
71
|
+
* Gets or sets the cube face to display.
|
|
72
|
+
* * 0 is +X
|
|
73
|
+
* * 1 is -X
|
|
74
|
+
* * 2 is +Y
|
|
75
|
+
* * 3 is -Y
|
|
76
|
+
* * 4 is +Z
|
|
77
|
+
* * 5 is -Z
|
|
78
|
+
*/
|
|
79
|
+
get face() {
|
|
80
|
+
return this._face;
|
|
81
|
+
}
|
|
82
|
+
set face(value) {
|
|
83
|
+
if (value < 0 || value > 5) {
|
|
84
|
+
return;
|
|
85
|
+
}
|
|
86
|
+
this._face = value;
|
|
87
|
+
switch (this._face) {
|
|
88
|
+
case 0:
|
|
89
|
+
this.updateEffect("#define POSITIVEX");
|
|
90
|
+
break;
|
|
91
|
+
case 1:
|
|
92
|
+
this.updateEffect("#define NEGATIVEX");
|
|
93
|
+
break;
|
|
94
|
+
case 2:
|
|
95
|
+
this.updateEffect("#define POSITIVEY");
|
|
96
|
+
break;
|
|
97
|
+
case 3:
|
|
98
|
+
this.updateEffect("#define NEGATIVEY");
|
|
99
|
+
break;
|
|
100
|
+
case 4:
|
|
101
|
+
this.updateEffect("#define POSITIVEZ");
|
|
102
|
+
break;
|
|
103
|
+
case 5:
|
|
104
|
+
this.updateEffect("#define NEGATIVEZ");
|
|
105
|
+
break;
|
|
106
|
+
}
|
|
107
|
+
}
|
|
108
|
+
}
|
|
109
|
+
/**
|
|
110
|
+
* The fragment shader url
|
|
111
|
+
*/
|
|
112
|
+
ThinPassCubePostProcess.FragmentUrl = "passCube";
|
|
113
|
+
//# sourceMappingURL=thinPassPostProcess.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"thinPassPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinPassPostProcess.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,aAAa,EAAE,uCAAsC;AAC9D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAE3C;;GAEG;AACH,MAAM,OAAO,mBAAoB,SAAQ,aAAa;IAM/B,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8BAA8B,CAAC,CAAC,CAAC,CAAC,CAAC;QACrE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC,CAAC;QACjE,CAAC;QAED,KAAK,CAAC,cAAc,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC1C,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAsC;QACrG,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,MAAM,CAAC,iBAAkB;YAC3C,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,mBAAmB,CAAC,WAAW;SAClD,CAAC,CAAC;IACP,CAAC;;AA/BD;;GAEG;AACoB,+BAAW,GAAG,MAAM,CAAC;AA+BhD;;GAEG;AACH,MAAM,OAAO,uBAAwB,SAAQ,aAAa;IAMnC,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,kCAAkC,CAAC,CAAC,CAAC,CAAC,CAAC;QACzE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,CAAC,MAAM,CAAC,8BAA8B,CAAC,CAAC,CAAC,CAAC,CAAC;QACrE,CAAC;QAED,KAAK,CAAC,cAAc,CAAC,SAAS,EAAE,IAAI,CAAC,CAAC;IAC1C,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAsC;QACrG,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,MAAM,CAAC,iBAAkB;YAC3C,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,uBAAuB,CAAC,WAAW;YACnD,OAAO,EAAE,mBAAmB;SAC/B,CAAC,CAAC;QAGC,UAAK,GAAG,CAAC,CAAC;IAFlB,CAAC;IAID;;;;;;;;OAQG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED,IAAW,IAAI,CAAC,KAAa;QACzB,IAAI,KAAK,GAAG,CAAC,IAAI,KAAK,GAAG,CAAC,EAAE,CAAC;YACzB,OAAO;QACX,CAAC;QAED,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,QAAQ,IAAI,CAAC,KAAK,EAAE,CAAC;YACjB,KAAK,CAAC;gBACF,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;gBACvC,MAAM;YACV,KAAK,CAAC;gBACF,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;gBACvC,MAAM;YACV,KAAK,CAAC;gBACF,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;gBACvC,MAAM;YACV,KAAK,CAAC;gBACF,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;gBACvC,MAAM;YACV,KAAK,CAAC;gBACF,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;gBACvC,MAAM;YACV,KAAK,CAAC;gBACF,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,CAAC;gBACvC,MAAM;QACd,CAAC;IACL,CAAC;;AA3ED;;GAEG;AACoB,mCAAW,GAAG,UAAU,AAAb,CAAc","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, EffectWrapperCreationOptions, AbstractEngine } from \"core/index\";\r\nimport { EffectWrapper } from \"core/Materials/effectRenderer\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * PassPostProcess which produces an output the same as it's input\r\n */\r\nexport class ThinPassPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"pass\";\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(Promise.all([import(\"../ShadersWGSL/pass.fragment\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/pass.fragment\")]));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\r\n }\r\n\r\n /**\r\n * Constructs a new pass post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinPassPostProcess.FragmentUrl,\r\n });\r\n }\r\n}\r\n\r\n/**\r\n * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)\r\n */\r\nexport class ThinPassCubePostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"passCube\";\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(Promise.all([import(\"../ShadersWGSL/passCube.fragment\")]));\r\n } else {\r\n list.push(Promise.all([import(\"../Shaders/passCube.fragment\")]));\r\n }\r\n\r\n super._gatherImports(useWebGPU, list);\r\n }\r\n\r\n /**\r\n * Creates the PassCubePostProcess\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinPassCubePostProcess.FragmentUrl,\r\n defines: \"#define POSITIVEX\",\r\n });\r\n }\r\n\r\n private _face = 0;\r\n\r\n /**\r\n * Gets or sets the cube face to display.\r\n * * 0 is +X\r\n * * 1 is -X\r\n * * 2 is +Y\r\n * * 3 is -Y\r\n * * 4 is +Z\r\n * * 5 is -Z\r\n */\r\n public get face(): number {\r\n return this._face;\r\n }\r\n\r\n public set face(value: number) {\r\n if (value < 0 || value > 5) {\r\n return;\r\n }\r\n\r\n this._face = value;\r\n switch (this._face) {\r\n case 0:\r\n this.updateEffect(\"#define POSITIVEX\");\r\n break;\r\n case 1:\r\n this.updateEffect(\"#define NEGATIVEX\");\r\n break;\r\n case 2:\r\n this.updateEffect(\"#define POSITIVEY\");\r\n break;\r\n case 3:\r\n this.updateEffect(\"#define NEGATIVEY\");\r\n break;\r\n case 4:\r\n this.updateEffect(\"#define POSITIVEZ\");\r\n break;\r\n case 5:\r\n this.updateEffect(\"#define NEGATIVEZ\");\r\n break;\r\n }\r\n }\r\n}\r\n"]}
|
|
@@ -18,7 +18,7 @@ import "../Shaders/volumetricLightScatteringPass.fragment.js";
|
|
|
18
18
|
import { Color4, Color3 } from "../Maths/math.color.js";
|
|
19
19
|
import { Viewport } from "../Maths/math.viewport.js";
|
|
20
20
|
import { RegisterClass } from "../Misc/typeStore.js";
|
|
21
|
-
import { BindBonesParameters, BindMorphTargetParameters,
|
|
21
|
+
import { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from "../Materials/materialHelper.functions.js";
|
|
22
22
|
import { EffectFallbacks } from "../Materials/effectFallbacks.js";
|
|
23
23
|
/**
|
|
24
24
|
* Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process
|
|
@@ -130,18 +130,23 @@ export class VolumetricLightScatteringPostProcess extends PostProcess {
|
|
|
130
130
|
const defines = [];
|
|
131
131
|
const attribs = [VertexBuffer.PositionKind];
|
|
132
132
|
const material = subMesh.getMaterial();
|
|
133
|
+
let uv1 = false;
|
|
134
|
+
let uv2 = false;
|
|
133
135
|
// Alpha test
|
|
134
136
|
if (material) {
|
|
135
|
-
|
|
137
|
+
const needAlphaTesting = material.needAlphaTesting();
|
|
138
|
+
if (needAlphaTesting) {
|
|
136
139
|
defines.push("#define ALPHATEST");
|
|
137
140
|
}
|
|
138
141
|
if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
|
|
139
142
|
attribs.push(VertexBuffer.UVKind);
|
|
140
143
|
defines.push("#define UV1");
|
|
144
|
+
uv1 = needAlphaTesting;
|
|
141
145
|
}
|
|
142
146
|
if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {
|
|
143
147
|
attribs.push(VertexBuffer.UV2Kind);
|
|
144
148
|
defines.push("#define UV2");
|
|
149
|
+
uv2 = needAlphaTesting;
|
|
145
150
|
}
|
|
146
151
|
}
|
|
147
152
|
// Bones
|
|
@@ -169,20 +174,14 @@ export class VolumetricLightScatteringPostProcess extends PostProcess {
|
|
|
169
174
|
defines.push("#define NUM_BONE_INFLUENCERS 0");
|
|
170
175
|
}
|
|
171
176
|
// Morph targets
|
|
172
|
-
const
|
|
173
|
-
|
|
174
|
-
|
|
175
|
-
|
|
176
|
-
|
|
177
|
-
|
|
178
|
-
|
|
179
|
-
|
|
180
|
-
if (morphTargetManager.isUsingTextureForTargets) {
|
|
181
|
-
defines.push("#define MORPHTARGETS_TEXTURE");
|
|
182
|
-
}
|
|
183
|
-
PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);
|
|
184
|
-
}
|
|
185
|
-
}
|
|
177
|
+
const numMorphInfluencers = mesh.morphTargetManager
|
|
178
|
+
? PrepareDefinesAndAttributesForMorphTargets(mesh.morphTargetManager, defines, attribs, mesh, true, // usePositionMorph
|
|
179
|
+
false, // useNormalMorph
|
|
180
|
+
false, // useTangentMorph
|
|
181
|
+
uv1, // useUVMorph
|
|
182
|
+
uv2 // useUV2Morph
|
|
183
|
+
)
|
|
184
|
+
: 0;
|
|
186
185
|
// Instances
|
|
187
186
|
if (useInstances) {
|
|
188
187
|
defines.push("#define INSTANCES");
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ serializeAsVector3, serialize, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect, IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\n\r\nimport \"../Shaders/depth.vertex\";\r\nimport \"../Shaders/volumetricLightScattering.fragment\";\r\nimport \"../Shaders/volumetricLightScatteringPass.vertex\";\r\nimport \"../Shaders/volumetricLightScatteringPass.fragment\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareAttributesForMorphTargetsInfluencers, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\n/**\r\n * Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process\r\n */\r\nexport class VolumetricLightScatteringPostProcess extends PostProcess {\r\n // Members\r\n private _volumetricLightScatteringRTT: RenderTargetTexture;\r\n private _viewPort: Viewport;\r\n private _screenCoordinates: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * If not undefined, the mesh position is computed from the attached node position\r\n */\r\n public attachedNode: { position: Vector3 };\r\n\r\n /**\r\n * Custom position of the mesh. Used if \"useCustomMeshPosition\" is set to \"true\"\r\n */\r\n @serializeAsVector3()\r\n public customMeshPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)\r\n */\r\n @serialize()\r\n public useCustomMeshPosition: boolean = false;\r\n\r\n /**\r\n * If the post-process should inverse the light scattering direction\r\n */\r\n @serialize()\r\n public invert: boolean = true;\r\n\r\n /**\r\n * The internal mesh used by the post-process\r\n */\r\n @serializeAsMeshReference()\r\n public mesh: Mesh;\r\n\r\n /**\r\n * @internal\r\n * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\r\n */\r\n public get useDiffuseColor(): boolean {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n return false;\r\n }\r\n\r\n public set useDiffuseColor(useDiffuseColor: boolean) {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n }\r\n\r\n /**\r\n * Array containing the excluded meshes not rendered in the internal pass\r\n */\r\n @serialize()\r\n public excludedMeshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Array containing the only meshes rendered in the internal pass.\r\n * If this array is not empty, only the meshes from this array are rendered in the internal pass\r\n */\r\n @serialize()\r\n public includedMeshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Controls the overall intensity of the post-process\r\n */\r\n @serialize()\r\n public exposure = 0.3;\r\n\r\n /**\r\n * Dissipates each sample's contribution in range [0, 1]\r\n */\r\n @serialize()\r\n public decay = 0.96815;\r\n\r\n /**\r\n * Controls the overall intensity of each sample\r\n */\r\n @serialize()\r\n public weight = 0.58767;\r\n\r\n /**\r\n * Controls the density of each sample\r\n */\r\n @serialize()\r\n public density = 0.926;\r\n\r\n /**\r\n * @constructor\r\n * @param name The post-process name\r\n * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param camera The camera that the post-process will be attached to\r\n * @param mesh The mesh used to create the light scattering\r\n * @param samples The post-process quality, default 100\r\n * @param samplingMode The post-process filtering mode\r\n * @param engine The babylon engine\r\n * @param reusable If the post-process is reusable\r\n * @param scene The constructor needs a scene reference to initialize internal components. If \"camera\" is null a \"scene\" must be provided\r\n */\r\n constructor(\r\n name: string,\r\n ratio: any,\r\n camera: Nullable<Camera>,\r\n mesh?: Mesh,\r\n samples: number = 100,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n scene?: Scene\r\n ) {\r\n super(\r\n name,\r\n \"volumetricLightScattering\",\r\n [\"decay\", \"exposure\", \"weight\", \"meshPositionOnScreen\", \"density\"],\r\n [\"lightScatteringSampler\"],\r\n ratio.postProcessRatio || ratio,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define NUM_SAMPLES \" + samples\r\n );\r\n scene = camera?.getScene() ?? scene ?? this._scene; // parameter \"scene\" can be null.\r\n\r\n engine = scene.getEngine();\r\n this._viewPort = new Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n // Configure mesh\r\n this.mesh = mesh ?? VolumetricLightScatteringPostProcess.CreateDefaultMesh(\"VolumetricLightScatteringMesh\", scene);\r\n // Configure\r\n this._createPass(scene, ratio.passRatio || ratio);\r\n\r\n this.onActivate = (camera: Camera) => {\r\n if (!this.isSupported) {\r\n this.dispose(camera);\r\n }\r\n\r\n this.onActivate = null;\r\n };\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n this._updateMeshScreenCoordinates(<Scene>scene);\r\n\r\n effect.setTexture(\"lightScatteringSampler\", this._volumetricLightScatteringRTT);\r\n effect.setFloat(\"exposure\", this.exposure);\r\n effect.setFloat(\"decay\", this.decay);\r\n effect.setFloat(\"weight\", this.weight);\r\n effect.setFloat(\"density\", this.density);\r\n effect.setVector2(\"meshPositionOnScreen\", this._screenCoordinates);\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"VolumetricLightScatteringPostProcess\"\r\n * @returns \"VolumetricLightScatteringPostProcess\"\r\n */\r\n public override getClassName(): string {\r\n return \"VolumetricLightScatteringPostProcess\";\r\n }\r\n\r\n private _isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const mesh = subMesh.getMesh();\r\n\r\n // Render this.mesh as default\r\n if (mesh === this.mesh && mesh.material) {\r\n return mesh.material.isReady(mesh);\r\n }\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[this._scene.getEngine().currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n const material = subMesh.getMaterial();\r\n\r\n // Alpha test\r\n if (material) {\r\n if (material.needAlphaTesting()) {\r\n defines.push(\"#define ALPHATEST\");\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n numMorphInfluencers = morphTargetManager.numMaxInfluencers || morphTargetManager.numInfluencers;\r\n if (numMorphInfluencers > 0) {\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define MORPHTARGETS_POSITION\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n\r\n PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureWidth\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"morphTargets\", \"boneSampler\", \"bakedVertexAnimationTexture\"];\r\n\r\n drawWrapper.setEffect(\r\n mesh\r\n .getScene()\r\n .getEngine()\r\n .createEffect(\r\n \"volumetricLightScatteringPass\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n },\r\n mesh.getScene().getEngine()\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Sets the new light position for light scattering effect\r\n * @param position The new custom light position\r\n */\r\n public setCustomMeshPosition(position: Vector3): void {\r\n this.customMeshPosition = position;\r\n }\r\n\r\n /**\r\n * Returns the light position for light scattering effect\r\n * @returns Vector3 The custom light position\r\n */\r\n public getCustomMeshPosition(): Vector3 {\r\n return this.customMeshPosition;\r\n }\r\n\r\n /**\r\n * Disposes the internal assets and detaches the post-process from the camera\r\n * @param camera The camera from which to detach the post-process\r\n */\r\n public override dispose(camera: Camera): void {\r\n const rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);\r\n if (rttIndex !== -1) {\r\n camera.getScene().customRenderTargets.splice(rttIndex, 1);\r\n }\r\n\r\n this._volumetricLightScatteringRTT.dispose();\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Returns the render target texture used by the post-process\r\n * @returns the render target texture used by the post-process\r\n */\r\n public getPass(): RenderTargetTexture {\r\n return this._volumetricLightScatteringRTT;\r\n }\r\n\r\n // Private methods\r\n private _meshExcluded(mesh: AbstractMesh) {\r\n if ((this.includedMeshes.length > 0 && this.includedMeshes.indexOf(mesh) === -1) || (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1)) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _createPass(scene: Scene, ratio: number): void {\r\n const engine = scene.getEngine();\r\n\r\n this._volumetricLightScatteringRTT = new RenderTargetTexture(\r\n \"volumetricLightScatteringMap\",\r\n { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio },\r\n scene,\r\n false,\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._volumetricLightScatteringRTT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.renderList = null;\r\n this._volumetricLightScatteringRTT.renderParticles = false;\r\n this._volumetricLightScatteringRTT.ignoreCameraViewport = true;\r\n\r\n const camera = this.getCamera();\r\n if (camera) {\r\n camera.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n } else {\r\n scene.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n }\r\n\r\n // Custom render function for submeshes\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n if (this._meshExcluded(renderingMesh)) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n const scene = renderingMesh.getScene();\r\n const engine = scene.getEngine();\r\n\r\n // Culling\r\n engine.setState(material.backFaceCulling, undefined, undefined, undefined, material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (this._isReady(subMesh, hardwareInstancedRendering)) {\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (renderingMesh === this.mesh && !drawWrapper) {\r\n drawWrapper = material._getDrawWrapper();\r\n }\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (renderingMesh === this.mesh) {\r\n material.bind(effectiveMesh.getWorldMatrix(), renderingMesh);\r\n } else if (renderingMaterial) {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n } else {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, Material.TriangleFillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n });\r\n }\r\n };\r\n\r\n // Render target texture callbacks\r\n let savedSceneClearColor: Color4;\r\n const sceneClearColor = new Color4(0.0, 0.0, 0.0, 1.0);\r\n\r\n this._volumetricLightScatteringRTT.onBeforeRenderObservable.add((): void => {\r\n savedSceneClearColor = scene.clearColor;\r\n scene.clearColor = sceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.onAfterRenderObservable.add((): void => {\r\n scene.clearColor = savedSceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this._isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._volumetricLightScatteringRTT.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = scene.getEngine();\r\n let index: number;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (transparentSubMeshes.length) {\r\n // Sort sub meshes\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n const submesh = transparentSubMeshes.data[index];\r\n const boundingInfo = submesh.getBoundingInfo();\r\n\r\n if (boundingInfo && scene.activeCamera) {\r\n submesh._alphaIndex = submesh.getMesh().alphaIndex;\r\n submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();\r\n }\r\n }\r\n\r\n const sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);\r\n sortedArray.sort((a, b) => {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n // Render sub meshes\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n for (index = 0; index < sortedArray.length; index++) {\r\n renderSubMesh(sortedArray[index]);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n };\r\n }\r\n\r\n private _updateMeshScreenCoordinates(scene: Scene): void {\r\n const transform = scene.getTransformMatrix();\r\n let meshPosition: Vector3;\r\n\r\n if (this.useCustomMeshPosition) {\r\n meshPosition = this.customMeshPosition;\r\n } else if (this.attachedNode) {\r\n meshPosition = this.attachedNode.position;\r\n } else {\r\n meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;\r\n }\r\n\r\n const pos = Vector3.Project(meshPosition, Matrix.Identity(), transform, this._viewPort);\r\n\r\n this._screenCoordinates.x = pos.x / this._viewPort.width;\r\n this._screenCoordinates.y = pos.y / this._viewPort.height;\r\n\r\n if (this.invert) {\r\n this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;\r\n }\r\n }\r\n\r\n // Static methods\r\n /**\r\n * Creates a default mesh for the Volumeric Light Scattering post-process\r\n * @param name The mesh name\r\n * @param scene The scene where to create the mesh\r\n * @returns the default mesh\r\n */\r\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\r\n const mesh = CreatePlane(name, { size: 1 }, scene);\r\n mesh.billboardMode = AbstractMesh.BILLBOARDMODE_ALL;\r\n\r\n const material = new StandardMaterial(name + \"Material\", scene);\r\n material.emissiveColor = new Color3(1, 1, 1);\r\n\r\n mesh.material = material;\r\n\r\n return mesh;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.VolumetricLightScatteringPostProcess\", VolumetricLightScatteringPostProcess);\r\n"]}
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+
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{ serializeAsVector3, serialize, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect, IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder\";\r\n\r\nimport \"../Shaders/depth.vertex\";\r\nimport \"../Shaders/volumetricLightScattering.fragment\";\r\nimport \"../Shaders/volumetricLightScatteringPass.vertex\";\r\nimport \"../Shaders/volumetricLightScatteringPass.fragment\";\r\nimport { Color4, Color3 } from \"../Maths/math.color\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport type { Nullable } from \"../types\";\r\n\r\nimport { BindBonesParameters, BindMorphTargetParameters, PrepareDefinesAndAttributesForMorphTargets, PushAttributesForInstances } from \"../Materials/materialHelper.functions\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\n\r\n/**\r\n * Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process\r\n */\r\nexport class VolumetricLightScatteringPostProcess extends PostProcess {\r\n // Members\r\n private _volumetricLightScatteringRTT: RenderTargetTexture;\r\n private _viewPort: Viewport;\r\n private _screenCoordinates: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * If not undefined, the mesh position is computed from the attached node position\r\n */\r\n public attachedNode: { position: Vector3 };\r\n\r\n /**\r\n * Custom position of the mesh. Used if \"useCustomMeshPosition\" is set to \"true\"\r\n */\r\n @serializeAsVector3()\r\n public customMeshPosition: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)\r\n */\r\n @serialize()\r\n public useCustomMeshPosition: boolean = false;\r\n\r\n /**\r\n * If the post-process should inverse the light scattering direction\r\n */\r\n @serialize()\r\n public invert: boolean = true;\r\n\r\n /**\r\n * The internal mesh used by the post-process\r\n */\r\n @serializeAsMeshReference()\r\n public mesh: Mesh;\r\n\r\n /**\r\n * @internal\r\n * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\r\n */\r\n public get useDiffuseColor(): boolean {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n return false;\r\n }\r\n\r\n public set useDiffuseColor(useDiffuseColor: boolean) {\r\n Logger.Warn(\"VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead\");\r\n }\r\n\r\n /**\r\n * Array containing the excluded meshes not rendered in the internal pass\r\n */\r\n @serialize()\r\n public excludedMeshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Array containing the only meshes rendered in the internal pass.\r\n * If this array is not empty, only the meshes from this array are rendered in the internal pass\r\n */\r\n @serialize()\r\n public includedMeshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Controls the overall intensity of the post-process\r\n */\r\n @serialize()\r\n public exposure = 0.3;\r\n\r\n /**\r\n * Dissipates each sample's contribution in range [0, 1]\r\n */\r\n @serialize()\r\n public decay = 0.96815;\r\n\r\n /**\r\n * Controls the overall intensity of each sample\r\n */\r\n @serialize()\r\n public weight = 0.58767;\r\n\r\n /**\r\n * Controls the density of each sample\r\n */\r\n @serialize()\r\n public density = 0.926;\r\n\r\n /**\r\n * @constructor\r\n * @param name The post-process name\r\n * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)\r\n * @param camera The camera that the post-process will be attached to\r\n * @param mesh The mesh used to create the light scattering\r\n * @param samples The post-process quality, default 100\r\n * @param samplingMode The post-process filtering mode\r\n * @param engine The babylon engine\r\n * @param reusable If the post-process is reusable\r\n * @param scene The constructor needs a scene reference to initialize internal components. If \"camera\" is null a \"scene\" must be provided\r\n */\r\n constructor(\r\n name: string,\r\n ratio: any,\r\n camera: Nullable<Camera>,\r\n mesh?: Mesh,\r\n samples: number = 100,\r\n samplingMode: number = Texture.BILINEAR_SAMPLINGMODE,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n scene?: Scene\r\n ) {\r\n super(\r\n name,\r\n \"volumetricLightScattering\",\r\n [\"decay\", \"exposure\", \"weight\", \"meshPositionOnScreen\", \"density\"],\r\n [\"lightScatteringSampler\"],\r\n ratio.postProcessRatio || ratio,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n \"#define NUM_SAMPLES \" + samples\r\n );\r\n scene = camera?.getScene() ?? scene ?? this._scene; // parameter \"scene\" can be null.\r\n\r\n engine = scene.getEngine();\r\n this._viewPort = new Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());\r\n\r\n // Configure mesh\r\n this.mesh = mesh ?? VolumetricLightScatteringPostProcess.CreateDefaultMesh(\"VolumetricLightScatteringMesh\", scene);\r\n // Configure\r\n this._createPass(scene, ratio.passRatio || ratio);\r\n\r\n this.onActivate = (camera: Camera) => {\r\n if (!this.isSupported) {\r\n this.dispose(camera);\r\n }\r\n\r\n this.onActivate = null;\r\n };\r\n\r\n this.onApplyObservable.add((effect: Effect) => {\r\n this._updateMeshScreenCoordinates(<Scene>scene);\r\n\r\n effect.setTexture(\"lightScatteringSampler\", this._volumetricLightScatteringRTT);\r\n effect.setFloat(\"exposure\", this.exposure);\r\n effect.setFloat(\"decay\", this.decay);\r\n effect.setFloat(\"weight\", this.weight);\r\n effect.setFloat(\"density\", this.density);\r\n effect.setVector2(\"meshPositionOnScreen\", this._screenCoordinates);\r\n });\r\n }\r\n\r\n /**\r\n * Returns the string \"VolumetricLightScatteringPostProcess\"\r\n * @returns \"VolumetricLightScatteringPostProcess\"\r\n */\r\n public override getClassName(): string {\r\n return \"VolumetricLightScatteringPostProcess\";\r\n }\r\n\r\n private _isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const mesh = subMesh.getMesh();\r\n\r\n // Render this.mesh as default\r\n if (mesh === this.mesh && mesh.material) {\r\n return mesh.material.isReady(mesh);\r\n }\r\n\r\n const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[this._scene.getEngine().currentRenderPassId];\r\n\r\n if (renderingMaterial) {\r\n return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind];\r\n const material = subMesh.getMaterial();\r\n\r\n let uv1 = false;\r\n let uv2 = false;\r\n\r\n // Alpha test\r\n if (material) {\r\n const needAlphaTesting = material.needAlphaTesting();\r\n if (needAlphaTesting) {\r\n defines.push(\"#define ALPHATEST\");\r\n }\r\n\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n uv1 = needAlphaTesting;\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n uv2 = needAlphaTesting;\r\n }\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n\r\n const skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton.bones.length + 1));\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n const numMorphInfluencers = mesh.morphTargetManager\r\n ? PrepareDefinesAndAttributesForMorphTargets(\r\n mesh.morphTargetManager,\r\n defines,\r\n attribs,\r\n mesh,\r\n true, // usePositionMorph\r\n false, // useNormalMorph\r\n false, // useTangentMorph\r\n uv1, // useUVMorph\r\n uv2 // useUV2Morph\r\n )\r\n : 0;\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = mesh.bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n defines.push(\"#define BAKED_VERTEX_ANIMATION_TEXTURE\");\r\n if (useInstances) {\r\n attribs.push(\"bakedVertexAnimationSettingsInstanced\");\r\n }\r\n }\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n const uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"boneTextureWidth\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetCount\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"bakedVertexAnimationSettings\",\r\n \"bakedVertexAnimationTextureSizeInverted\",\r\n \"bakedVertexAnimationTime\",\r\n \"bakedVertexAnimationTexture\",\r\n ];\r\n const samplers = [\"diffuseSampler\", \"morphTargets\", \"boneSampler\", \"bakedVertexAnimationTexture\"];\r\n\r\n drawWrapper.setEffect(\r\n mesh\r\n .getScene()\r\n .getEngine()\r\n .createEffect(\r\n \"volumetricLightScatteringPass\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: [],\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: { maxSimultaneousMorphTargets: numMorphInfluencers },\r\n },\r\n mesh.getScene().getEngine()\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Sets the new light position for light scattering effect\r\n * @param position The new custom light position\r\n */\r\n public setCustomMeshPosition(position: Vector3): void {\r\n this.customMeshPosition = position;\r\n }\r\n\r\n /**\r\n * Returns the light position for light scattering effect\r\n * @returns Vector3 The custom light position\r\n */\r\n public getCustomMeshPosition(): Vector3 {\r\n return this.customMeshPosition;\r\n }\r\n\r\n /**\r\n * Disposes the internal assets and detaches the post-process from the camera\r\n * @param camera The camera from which to detach the post-process\r\n */\r\n public override dispose(camera: Camera): void {\r\n const rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);\r\n if (rttIndex !== -1) {\r\n camera.getScene().customRenderTargets.splice(rttIndex, 1);\r\n }\r\n\r\n this._volumetricLightScatteringRTT.dispose();\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Returns the render target texture used by the post-process\r\n * @returns the render target texture used by the post-process\r\n */\r\n public getPass(): RenderTargetTexture {\r\n return this._volumetricLightScatteringRTT;\r\n }\r\n\r\n // Private methods\r\n private _meshExcluded(mesh: AbstractMesh) {\r\n if ((this.includedMeshes.length > 0 && this.includedMeshes.indexOf(mesh) === -1) || (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1)) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _createPass(scene: Scene, ratio: number): void {\r\n const engine = scene.getEngine();\r\n\r\n this._volumetricLightScatteringRTT = new RenderTargetTexture(\r\n \"volumetricLightScatteringMap\",\r\n { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio },\r\n scene,\r\n false,\r\n true,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._volumetricLightScatteringRTT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._volumetricLightScatteringRTT.renderList = null;\r\n this._volumetricLightScatteringRTT.renderParticles = false;\r\n this._volumetricLightScatteringRTT.ignoreCameraViewport = true;\r\n\r\n const camera = this.getCamera();\r\n if (camera) {\r\n camera.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n } else {\r\n scene.customRenderTargets.push(this._volumetricLightScatteringRTT);\r\n }\r\n\r\n // Custom render function for submeshes\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n if (this._meshExcluded(renderingMesh)) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n const material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n const scene = renderingMesh.getScene();\r\n const engine = scene.getEngine();\r\n\r\n // Culling\r\n engine.setState(material.backFaceCulling, undefined, undefined, undefined, material.cullBackFaces);\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (this._isReady(subMesh, hardwareInstancedRendering)) {\r\n const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];\r\n\r\n let drawWrapper = subMesh._getDrawWrapper();\r\n if (renderingMesh === this.mesh && !drawWrapper) {\r\n drawWrapper = material._getDrawWrapper();\r\n }\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (renderingMesh === this.mesh) {\r\n material.bind(effectiveMesh.getWorldMatrix(), renderingMesh);\r\n } else if (renderingMaterial) {\r\n renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh as Mesh, subMesh);\r\n } else {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bones\r\n BindBonesParameters(renderingMesh, effect);\r\n\r\n // Morph targets\r\n BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Baked vertex animations\r\n const bvaManager = subMesh.getMesh().bakedVertexAnimationManager;\r\n if (bvaManager && bvaManager.isEnabled) {\r\n bvaManager.bind(effect, hardwareInstancedRendering);\r\n }\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, Material.TriangleFillMode, batch, hardwareInstancedRendering, (isInstance, world) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n });\r\n }\r\n };\r\n\r\n // Render target texture callbacks\r\n let savedSceneClearColor: Color4;\r\n const sceneClearColor = new Color4(0.0, 0.0, 0.0, 1.0);\r\n\r\n this._volumetricLightScatteringRTT.onBeforeRenderObservable.add((): void => {\r\n savedSceneClearColor = scene.clearColor;\r\n scene.clearColor = sceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.onAfterRenderObservable.add((): void => {\r\n scene.clearColor = savedSceneClearColor;\r\n });\r\n\r\n this._volumetricLightScatteringRTT.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this._isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._volumetricLightScatteringRTT.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n const engine = scene.getEngine();\r\n let index: number;\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (transparentSubMeshes.length) {\r\n // Sort sub meshes\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n const submesh = transparentSubMeshes.data[index];\r\n const boundingInfo = submesh.getBoundingInfo();\r\n\r\n if (boundingInfo && scene.activeCamera) {\r\n submesh._alphaIndex = submesh.getMesh().alphaIndex;\r\n submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();\r\n }\r\n }\r\n\r\n const sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);\r\n sortedArray.sort((a, b) => {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n // Render sub meshes\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n for (index = 0; index < sortedArray.length; index++) {\r\n renderSubMesh(sortedArray[index]);\r\n }\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n }\r\n };\r\n }\r\n\r\n private _updateMeshScreenCoordinates(scene: Scene): void {\r\n const transform = scene.getTransformMatrix();\r\n let meshPosition: Vector3;\r\n\r\n if (this.useCustomMeshPosition) {\r\n meshPosition = this.customMeshPosition;\r\n } else if (this.attachedNode) {\r\n meshPosition = this.attachedNode.position;\r\n } else {\r\n meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;\r\n }\r\n\r\n const pos = Vector3.Project(meshPosition, Matrix.Identity(), transform, this._viewPort);\r\n\r\n this._screenCoordinates.x = pos.x / this._viewPort.width;\r\n this._screenCoordinates.y = pos.y / this._viewPort.height;\r\n\r\n if (this.invert) {\r\n this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;\r\n }\r\n }\r\n\r\n // Static methods\r\n /**\r\n * Creates a default mesh for the Volumeric Light Scattering post-process\r\n * @param name The mesh name\r\n * @param scene The scene where to create the mesh\r\n * @returns the default mesh\r\n */\r\n public static CreateDefaultMesh(name: string, scene: Scene): Mesh {\r\n const mesh = CreatePlane(name, { size: 1 }, scene);\r\n mesh.billboardMode = AbstractMesh.BILLBOARDMODE_ALL;\r\n\r\n const material = new StandardMaterial(name + \"Material\", scene);\r\n material.emissiveColor = new Color3(1, 1, 1);\r\n\r\n mesh.material = material;\r\n\r\n return mesh;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.VolumetricLightScatteringPostProcess\", VolumetricLightScatteringPostProcess);\r\n"]}
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@@ -176,7 +176,7 @@ export class _IblShadowsVoxelTracingPass {
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uniforms: ["sizeParams"],
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samplers: ["debugSampler"],
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engine: this._engine,
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reusable:
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reusable: true,
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shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
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extraInitializations: (useWebGPU, list) => {
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if (useWebGPU) {
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@@ -1 +1 @@
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1
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-
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t { Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { CubeTexture } from \"../../Materials/Textures/cubeTexture\";\r\n\r\n/**\r\n * Build cdf maps for IBL importance sampling during IBL shadow computation.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsVoxelTracingPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _voxelShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public get voxelShadowOpacity(): number {\r\n return this._voxelShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n this._voxelShadowOpacity = value;\r\n }\r\n private _sssSamples: number = 16;\r\n private _sssStride: number = 8;\r\n private _sssMaxDist: number = 0.05;\r\n private _sssThickness: number = 0.5;\r\n\r\n private _ssShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._ssShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n this._ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get sssSamples(): number {\r\n return this._sssSamples;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public set sssSamples(value: number) {\r\n this._sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public get sssStride(): number {\r\n return this._sssStride;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public set sssStride(value: number) {\r\n this._sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public get sssMaxDist(): number {\r\n return this._sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public set sssMaxDist(value: number) {\r\n this._sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public get sssThickness(): number {\r\n return this._sssThickness;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public set sssThickness(value: number) {\r\n this._sssThickness = value;\r\n }\r\n\r\n private _outputTexture: ProceduralTexture;\r\n private _cameraInvView: Matrix = Matrix.Identity();\r\n private _cameraInvProj: Matrix = Matrix.Identity();\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n private _frameId: number = 0;\r\n private _sampleDirections: number = 4;\r\n private _shadowParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _sssParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _opacityParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelBiasParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelNormalBias: number = 1.4;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the surface normal of the geometry.\r\n */\r\n public get voxelNormalBias(): number {\r\n return this._voxelNormalBias;\r\n }\r\n public set voxelNormalBias(value: number) {\r\n this._voxelNormalBias = value;\r\n }\r\n\r\n private _voxelDirectionBias: number = 1.75;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the light.\r\n */\r\n public get voxelDirectionBias(): number {\r\n return this._voxelDirectionBias;\r\n }\r\n public set voxelDirectionBias(value: number) {\r\n this._voxelDirectionBias = value;\r\n }\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public get sampleDirections(): number {\r\n return this._sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public set sampleDirections(value: number) {\r\n this._sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public get envRotation(): number {\r\n return this._envRotation;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public set envRotation(value: number) {\r\n this._envRotation = value;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process. This will create the resources for the pass\r\n * if they don't already exist.\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Voxel Tracing Debug Pass\";\r\n\r\n /**\r\n * The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /** The default rotation of the environment map will align the shadows with the default lighting orientation */\r\n private _envRotation: number = 0.0;\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n\r\n private _debugVoxelMarchEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._debugPassPP) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the shadow voxel-tracing pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The shadow voxel-tracing pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n let defines = \"\";\r\n if (this._scene.useRightHandedSystem) {\r\n defines += \"#define RIGHT_HANDED\\n\";\r\n }\r\n if (this._debugVoxelMarchEnabled) {\r\n defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowVoxelTracing.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowVoxelTracing.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"voxelTracingPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowVoxelTracing\",\r\n this._scene,\r\n textureOptions\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.defines = defines;\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings(this._scene.activeCamera!);\r\n\r\n let counter = 0;\r\n this._scene.onBeforeRenderObservable.add(() => {\r\n counter = 0;\r\n });\r\n this._scene.onAfterRenderTargetsRenderObservable.add(() => {\r\n if (++counter == 2) {\r\n if (this.enabled && this._outputTexture.isReady()) {\r\n this._setBindings(this._scene.activeCamera!);\r\n this._outputTexture.render();\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _setBindings(camera: Camera) {\r\n if (this._scene.useRightHandedSystem) {\r\n this._outputTexture.defines = \"#define RIGHT_HANDED\\n\";\r\n }\r\n this._outputTexture.setMatrix(\"viewMtx\", camera.getViewMatrix());\r\n this._outputTexture.setMatrix(\"projMtx\", camera.getProjectionMatrix());\r\n camera.getProjectionMatrix().invertToRef(this._cameraInvProj);\r\n camera.getViewMatrix().invertToRef(this._cameraInvView);\r\n this._outputTexture.setMatrix(\"invProjMtx\", this._cameraInvProj);\r\n this._outputTexture.setMatrix(\"invViewMtx\", this._cameraInvView);\r\n this._outputTexture.setMatrix(\"wsNormalizationMtx\", this._invWorldScaleMatrix);\r\n\r\n this._frameId++;\r\n\r\n let rotation = 0.0;\r\n if (this._scene.environmentTexture) {\r\n rotation = (this._scene.environmentTexture as CubeTexture).rotationY ?? 0;\r\n }\r\n rotation = this._scene.useRightHandedSystem ? -(rotation + 0.5 * Math.PI) : rotation - 0.5 * Math.PI;\r\n rotation = rotation % (2.0 * Math.PI);\r\n this._shadowParameters.set(this._sampleDirections, this._frameId, 1.0, rotation);\r\n this._outputTexture.setVector4(\"shadowParameters\", this._shadowParameters);\r\n const voxelGrid = this._renderPipeline!._getVoxelGridTexture();\r\n const highestMip = Math.floor(Math.log2(voxelGrid!.getSize().width));\r\n this._voxelBiasParameters.set(this._voxelNormalBias, this._voxelDirectionBias, highestMip, 0.0);\r\n this._outputTexture.setVector4(\"voxelBiasParameters\", this._voxelBiasParameters);\r\n\r\n // SSS Options.\r\n this._sssParameters.set(this._sssSamples, this._sssStride, this._sssMaxDist, this._sssThickness);\r\n this._outputTexture.setVector4(\"sssParameters\", this._sssParameters);\r\n this._opacityParameters.set(this._voxelShadowOpacity, this._ssShadowOpacity, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"shadowOpacity\", this._opacityParameters);\r\n this._outputTexture.setTexture(\"voxelGridSampler\", voxelGrid);\r\n this._outputTexture.setTexture(\"blueNoiseSampler\", this._renderPipeline!._getNoiseTexture());\r\n const cdfGenerator = this._scene.iblCdfGenerator;\r\n if (cdfGenerator) {\r\n this._outputTexture.setTexture(\"icdfSampler\", cdfGenerator.getIcdfTexture());\r\n }\r\n if (this._debugVoxelMarchEnabled) {\r\n this._outputTexture.defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n }\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady()) &&\r\n this._scene.iblCdfGenerator &&\r\n this._scene.iblCdfGenerator.getIcdfTexture().isReady() &&\r\n this._renderPipeline!._getVoxelGridTexture().isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
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1
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t { Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { CubeTexture } from \"../../Materials/Textures/cubeTexture\";\r\n\r\n/**\r\n * Build cdf maps for IBL importance sampling during IBL shadow computation.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsVoxelTracingPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _voxelShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public get voxelShadowOpacity(): number {\r\n return this._voxelShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n this._voxelShadowOpacity = value;\r\n }\r\n private _sssSamples: number = 16;\r\n private _sssStride: number = 8;\r\n private _sssMaxDist: number = 0.05;\r\n private _sssThickness: number = 0.5;\r\n\r\n private _ssShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._ssShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n this._ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get sssSamples(): number {\r\n return this._sssSamples;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public set sssSamples(value: number) {\r\n this._sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public get sssStride(): number {\r\n return this._sssStride;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public set sssStride(value: number) {\r\n this._sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public get sssMaxDist(): number {\r\n return this._sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public set sssMaxDist(value: number) {\r\n this._sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public get sssThickness(): number {\r\n return this._sssThickness;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public set sssThickness(value: number) {\r\n this._sssThickness = value;\r\n }\r\n\r\n private _outputTexture: ProceduralTexture;\r\n private _cameraInvView: Matrix = Matrix.Identity();\r\n private _cameraInvProj: Matrix = Matrix.Identity();\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n private _frameId: number = 0;\r\n private _sampleDirections: number = 4;\r\n private _shadowParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _sssParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _opacityParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelBiasParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelNormalBias: number = 1.4;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the surface normal of the geometry.\r\n */\r\n public get voxelNormalBias(): number {\r\n return this._voxelNormalBias;\r\n }\r\n public set voxelNormalBias(value: number) {\r\n this._voxelNormalBias = value;\r\n }\r\n\r\n private _voxelDirectionBias: number = 1.75;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the light.\r\n */\r\n public get voxelDirectionBias(): number {\r\n return this._voxelDirectionBias;\r\n }\r\n public set voxelDirectionBias(value: number) {\r\n this._voxelDirectionBias = value;\r\n }\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public get sampleDirections(): number {\r\n return this._sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public set sampleDirections(value: number) {\r\n this._sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public get envRotation(): number {\r\n return this._envRotation;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public set envRotation(value: number) {\r\n this._envRotation = value;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process. This will create the resources for the pass\r\n * if they don't already exist.\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Voxel Tracing Debug Pass\";\r\n\r\n /**\r\n * The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /** The default rotation of the environment map will align the shadows with the default lighting orientation */\r\n private _envRotation: number = 0.0;\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n\r\n private _debugVoxelMarchEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._debugPassPP) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: true,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the shadow voxel-tracing pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The shadow voxel-tracing pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n let defines = \"\";\r\n if (this._scene.useRightHandedSystem) {\r\n defines += \"#define RIGHT_HANDED\\n\";\r\n }\r\n if (this._debugVoxelMarchEnabled) {\r\n defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowVoxelTracing.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowVoxelTracing.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"voxelTracingPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowVoxelTracing\",\r\n this._scene,\r\n textureOptions\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.defines = defines;\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings(this._scene.activeCamera!);\r\n\r\n let counter = 0;\r\n this._scene.onBeforeRenderObservable.add(() => {\r\n counter = 0;\r\n });\r\n this._scene.onAfterRenderTargetsRenderObservable.add(() => {\r\n if (++counter == 2) {\r\n if (this.enabled && this._outputTexture.isReady()) {\r\n this._setBindings(this._scene.activeCamera!);\r\n this._outputTexture.render();\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _setBindings(camera: Camera) {\r\n if (this._scene.useRightHandedSystem) {\r\n this._outputTexture.defines = \"#define RIGHT_HANDED\\n\";\r\n }\r\n this._outputTexture.setMatrix(\"viewMtx\", camera.getViewMatrix());\r\n this._outputTexture.setMatrix(\"projMtx\", camera.getProjectionMatrix());\r\n camera.getProjectionMatrix().invertToRef(this._cameraInvProj);\r\n camera.getViewMatrix().invertToRef(this._cameraInvView);\r\n this._outputTexture.setMatrix(\"invProjMtx\", this._cameraInvProj);\r\n this._outputTexture.setMatrix(\"invViewMtx\", this._cameraInvView);\r\n this._outputTexture.setMatrix(\"wsNormalizationMtx\", this._invWorldScaleMatrix);\r\n\r\n this._frameId++;\r\n\r\n let rotation = 0.0;\r\n if (this._scene.environmentTexture) {\r\n rotation = (this._scene.environmentTexture as CubeTexture).rotationY ?? 0;\r\n }\r\n rotation = this._scene.useRightHandedSystem ? -(rotation + 0.5 * Math.PI) : rotation - 0.5 * Math.PI;\r\n rotation = rotation % (2.0 * Math.PI);\r\n this._shadowParameters.set(this._sampleDirections, this._frameId, 1.0, rotation);\r\n this._outputTexture.setVector4(\"shadowParameters\", this._shadowParameters);\r\n const voxelGrid = this._renderPipeline!._getVoxelGridTexture();\r\n const highestMip = Math.floor(Math.log2(voxelGrid!.getSize().width));\r\n this._voxelBiasParameters.set(this._voxelNormalBias, this._voxelDirectionBias, highestMip, 0.0);\r\n this._outputTexture.setVector4(\"voxelBiasParameters\", this._voxelBiasParameters);\r\n\r\n // SSS Options.\r\n this._sssParameters.set(this._sssSamples, this._sssStride, this._sssMaxDist, this._sssThickness);\r\n this._outputTexture.setVector4(\"sssParameters\", this._sssParameters);\r\n this._opacityParameters.set(this._voxelShadowOpacity, this._ssShadowOpacity, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"shadowOpacity\", this._opacityParameters);\r\n this._outputTexture.setTexture(\"voxelGridSampler\", voxelGrid);\r\n this._outputTexture.setTexture(\"blueNoiseSampler\", this._renderPipeline!._getNoiseTexture());\r\n const cdfGenerator = this._scene.iblCdfGenerator;\r\n if (cdfGenerator) {\r\n this._outputTexture.setTexture(\"icdfSampler\", cdfGenerator.getIcdfTexture());\r\n }\r\n if (this._debugVoxelMarchEnabled) {\r\n this._outputTexture.defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n }\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady()) &&\r\n this._scene.iblCdfGenerator &&\r\n this._scene.iblCdfGenerator.getIcdfTexture().isReady() &&\r\n this._renderPipeline!._getVoxelGridTexture().isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
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import { EffectFallbacks } from "../Materials/effectFallbacks.js";
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PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);
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}
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}
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? PrepareDefinesAndAttributesForMorphTargets(mesh.morphTargetManager, defines, attribs, mesh, true, // usePositionMorph
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false, // useNormalMorph
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false, // useTangentMorph
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uv1, // useUVMorph
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: 0;
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defines.push("#define POINTSIZE");
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