@babylonjs/core 7.48.3 → 7.50.0
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/Animations/animatable.core.d.ts +1 -0
- package/Animations/animatable.core.js +3 -1
- package/Animations/animatable.core.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.js +3 -0
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +10 -9
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Buffers/bufferUtils.d.ts +9 -10
- package/Buffers/bufferUtils.js +16 -0
- package/Buffers/bufferUtils.js.map +1 -1
- package/Culling/Helper/transformFeedbackBoundingHelper.js +2 -1
- package/Culling/Helper/transformFeedbackBoundingHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +23 -22
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +12 -3
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.d.ts +43 -0
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +83 -0
- package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +35 -0
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +40 -0
- package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -0
- package/FrameGraph/frameGraph.d.ts +4 -0
- package/FrameGraph/frameGraph.js +6 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +2 -2
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -0
- package/FrameGraph/index.js +1 -0
- package/FrameGraph/index.js.map +1 -1
- package/Inputs/scene.inputManager.js +4 -4
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/thinEffectLayer.js +3 -1
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.js +3 -1
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +9 -20
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +8 -19
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.d.ts +8 -0
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js +36 -0
- package/Materials/Node/Blocks/Fragment/prePassOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +6 -3
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.d.ts +8 -0
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +48 -0
- package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +2 -0
- package/Materials/Node/nodeMaterial.js +14 -0
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +2 -0
- package/Materials/PBR/pbrBaseMaterial.js +2 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/materialHelper.functions.d.ts +2 -1
- package/Materials/materialHelper.functions.js +17 -1
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/shaderMaterial.js +3 -1
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/standardMaterial.d.ts +2 -0
- package/Materials/standardMaterial.js +2 -0
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/Compression/dracoCompressionWorker.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +11 -2
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js +11 -2
- package/Meshes/Node/Blocks/Instances/instantiateOnVerticesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +11 -2
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Sources/pointListBlock.d.ts +35 -0
- package/Meshes/Node/Blocks/Sources/pointListBlock.js +76 -0
- package/Meshes/Node/Blocks/Sources/pointListBlock.js.map +1 -0
- package/Meshes/Node/Blocks/computeNormalsBlock.js +3 -0
- package/Meshes/Node/Blocks/computeNormalsBlock.js.map +1 -1
- package/Meshes/Node/index.d.ts +1 -0
- package/Meshes/Node/index.js +1 -0
- package/Meshes/Node/index.js.map +1 -1
- package/Meshes/abstractMesh.hotSpot.d.ts +4 -4
- package/Meshes/abstractMesh.hotSpot.js +7 -10
- package/Meshes/abstractMesh.hotSpot.js.map +1 -1
- package/Meshes/abstractMesh.js +6 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg2.js +15 -2
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/mesh.d.ts +52 -1
- package/Meshes/mesh.js +60 -21
- package/Meshes/mesh.js.map +1 -1
- package/Misc/screenshotTools.js +3 -0
- package/Misc/screenshotTools.js.map +1 -1
- package/Misc/snapshotRenderingHelper.d.ts +3 -1
- package/Misc/snapshotRenderingHelper.js +27 -5
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Morph/morphTarget.d.ts +12 -0
- package/Morph/morphTarget.js +35 -1
- package/Morph/morphTarget.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +13 -0
- package/Morph/morphTargetManager.js +30 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js +3 -1
- package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
- package/Rendering/GlobalIllumination/giRSMManager.js +2 -2
- package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
- package/Rendering/depthRenderer.js +3 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +3 -1
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/outlineRenderer.js +3 -1
- package/Rendering/outlineRenderer.js.map +1 -1
- package/Rendering/utilityLayerRenderer.d.ts +3 -1
- package/Rendering/utilityLayerRenderer.js +16 -7
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertex.js +9 -0
- package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -0
- package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/vertexColorMixing.js +2 -2
- package/Shaders/ShadersInclude/vertexColorMixing.js.map +1 -1
- package/Shaders/background.vertex.js +1 -1
- package/Shaders/background.vertex.js.map +1 -1
- package/Shaders/color.vertex.js +3 -0
- package/Shaders/color.vertex.js.map +1 -1
- package/Shaders/default.vertex.js +3 -0
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/greasedLine.vertex.js +1 -2
- package/Shaders/greasedLine.vertex.js.map +1 -1
- package/Shaders/pbr.vertex.js +3 -0
- package/Shaders/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +6 -0
- package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -0
- package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
- package/ShadersWGSL/boundingInfo.compute.js +3 -0
- package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
- package/ShadersWGSL/color.vertex.js +3 -0
- package/ShadersWGSL/color.vertex.js.map +1 -1
- package/ShadersWGSL/default.vertex.js +3 -0
- package/ShadersWGSL/default.vertex.js.map +1 -1
- package/ShadersWGSL/greasedLine.vertex.js +2 -3
- package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
- package/ShadersWGSL/pbr.vertex.js +3 -0
- package/ShadersWGSL/pbr.vertex.js.map +1 -1
- package/ShadersWGSL/screenSpaceReflection2.fragment.js +1 -0
- package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
- package/XR/features/WebXRControllerPointerSelection.js +1 -0
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +2 -0
- package/scene.js +13 -9
- package/scene.js.map +1 -1
- package/types.d.ts +22 -0
- package/types.js.map +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, 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.needAlphaTestingForMesh(mesh);\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.needAlphaTestingForMesh(effectiveMesh)) {\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 const color = false;\r\n\r\n // Alpha test\r\n if (material) {\r\n const needAlphaTesting = material.needAlphaTestingForMesh(mesh);\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 color // useColorMorph\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.needAlphaTestingForMesh(effectiveMesh)) {\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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@@ -342,8 +342,8 @@ export class GIRSMManager {
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this._drawPhaseObserver = this._scene.onBeforeDrawPhaseObservable.add(() => {
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const currentRenderTarget = this._engine._currentRenderTarget;
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if (this._enable) {
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if (!this.pause && this._ppGlobalIllumination.length > 0) {
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this._scene.postProcessManager.directRender(this._ppGlobalIllumination, this._ppGlobalIllumination[0].inputTexture);
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this._engine.unBindFramebuffer(this._ppGlobalIllumination[0].inputTexture, true);
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this._engine.setAlphaMode(0);
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@@ -1 +1 @@
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* Reflective Shadow Maps were first described in http://www.klayge.org/material/3_12/GI/rsm.pdf by Carsten Dachsbacher and Marc Stamminger\r\n * Further explanations and implementations can be found in:\r\n * - Jaker video explaining RSM and its implementation: https://www.youtube.com/watch?v=LJQQdBsOYPM\r\n * - C++ implementation by Luis Angel: https://github.com/imyoungmin/RSM\r\n * - Javascript implementation by Erkaman: https://github.com/Erkaman/webgl-rsm\r\n */\r\nimport type { Scene } from \"core/scene\";\r\nimport type { GIRSM } from \"./giRSM\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport { Observable, type Observer } from \"core/Misc/observable\";\r\nimport { Layer } from \"core/Layers/layer\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { InternalTexture } from \"core/Materials/Textures/internalTexture\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { GeometryBufferRenderer } from \"../geometryBufferRenderer\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { WebGPURenderTargetWrapper } from \"core/Engines/WebGPU/webgpuRenderTargetWrapper\";\r\nimport { expandToProperty, serialize } from \"core/Misc/decorators\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Class used to manage the global illumination contribution calculated from reflective shadow maps (RSM).\r\n */\r\nexport class GIRSMManager {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _giRSM: GIRSM[] = [];\r\n private _materialsWithRenderPlugin: Material[];\r\n private _sampleTexture: RawTexture;\r\n private _maxSamples: number;\r\n private _blurRTT: Nullable<RenderTargetTexture> = null;\r\n private _blurPostProcesses: Nullable<PostProcess[]> = null;\r\n private _blurXPostprocess: Nullable<PostProcess> = null;\r\n private _blurYPostprocess: Nullable<PostProcess> = null;\r\n private _upsamplingXPostprocess: Nullable<PostProcess> = null;\r\n private _upsamplingYPostprocess: Nullable<PostProcess> = null;\r\n private _ppGlobalIllumination: PostProcess[] = [];\r\n private _drawPhaseObserver: Observer<Scene>;\r\n private _debugLayer: Layer;\r\n private _counters: Array<{ name: string; value: number }>;\r\n private _countersRTW: Array<RenderTargetWrapper[]>;\r\n private _firstActivation = true;\r\n private _geomBufferEnabled = false;\r\n private _geomBufferEnablePosition = false;\r\n private _tempMatrix = new Matrix();\r\n\r\n private _enable = false;\r\n\r\n /**\r\n * Defines the default texture types and formats used by the geometry buffer renderer.\r\n */\r\n public static GeometryBufferTextureTypesAndFormats: { [key: number]: { textureType: number; textureFormat: number } } = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n 0: { textureType: Constants.TEXTURETYPE_HALF_FLOAT, textureFormat: Constants.TEXTUREFORMAT_R }, // depth\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n 1: { textureType: Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV, textureFormat: Constants.TEXTUREFORMAT_RGBA }, // normal\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n 2: { textureType: Constants.TEXTURETYPE_HALF_FLOAT, textureFormat: Constants.TEXTUREFORMAT_RGBA }, // position\r\n };\r\n\r\n /**\r\n * Enables or disables the manager. Default is false.\r\n * If disabled, the global illumination won't be calculated and the scene will be rendered normally, without any global illumination contribution.\r\n */\r\n public get enable() {\r\n return this._enable;\r\n }\r\n\r\n public set enable(enable: boolean) {\r\n if (this._giRSM.length === 0) {\r\n enable = false;\r\n }\r\n\r\n if (enable === this._enable) {\r\n return;\r\n }\r\n\r\n this._enable = enable;\r\n this._debugLayer.isEnabled = this._showOnlyGI && enable;\r\n this._materialsWithRenderPlugin.forEach((mat) => {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin(GIRSMRenderPluginMaterial.Name) as GIRSMRenderPluginMaterial;\r\n plugin.isEnabled = enable;\r\n }\r\n });\r\n\r\n this.recreateResources(!enable);\r\n }\r\n\r\n /**\r\n * Defines if the global illumination calculation is paused or not.\r\n * Use this setting to pause the global illumination calculation when you know that the scene (camera/mesh/light positions) is not changing anymore to save some GPU power.\r\n * The scene will still be rendered with the latest global illumination contribution.\r\n */\r\n public pause = false;\r\n\r\n private _enableBlur = true;\r\n\r\n /**\r\n * Defines if the global illumination contribution should be blurred or not (using a bilateral blur). Default is true.\r\n */\r\n public get enableBlur() {\r\n return this._enableBlur;\r\n }\r\n\r\n public set enableBlur(enable: boolean) {\r\n if (enable === this._enableBlur) {\r\n return;\r\n }\r\n\r\n this._enableBlur = enable;\r\n this.recreateResources();\r\n }\r\n\r\n private _useQualityBlur = false;\r\n\r\n /**\r\n * Defines if the blur should be done with a better quality but slower or not. Default is false.\r\n */\r\n public get useQualityBlur() {\r\n return this._useQualityBlur;\r\n }\r\n\r\n public set useQualityBlur(enable: boolean) {\r\n if (enable === this._useQualityBlur) {\r\n return;\r\n }\r\n\r\n this._useQualityBlur = enable;\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Defines the depth threshold used by the bilateral blur post-processes (also used by the upsampling, if enabled).\r\n * You may have to change this value, depending on your scene.\r\n */\r\n public blurDepthThreshold = 0.05;\r\n\r\n /**\r\n * Defines the normal threshold used by the bilateral blur post-processes (also used by the upsampling, if enabled).\r\n * You may have to change this value, depending on your scene.\r\n */\r\n public blurNormalThreshold = 0.25;\r\n\r\n /**\r\n * Defines the kernel size used by the bilateral blur post-processes. Default is 12.\r\n */\r\n public blurKernel = 12;\r\n\r\n private _forceFullSizeBlur = false;\r\n\r\n /**\r\n * Defines if the blur should be done at full resolution or not. Default is false.\r\n * If this setting is enabled, upampling will be disabled (ignored) as it is not needed anymore.\r\n */\r\n public get fullSizeBlur() {\r\n return this._forceFullSizeBlur;\r\n }\r\n\r\n public set fullSizeBlur(mode: boolean) {\r\n if (this._forceFullSizeBlur === mode) {\r\n return;\r\n }\r\n\r\n this._forceFullSizeBlur = mode;\r\n this.recreateResources();\r\n }\r\n\r\n private _useQualityUpsampling = false;\r\n\r\n /**\r\n * Defines if the upsampling should be done with a better quality but slower or not. Default is false.\r\n */\r\n public get useQualityUpsampling() {\r\n return this._useQualityUpsampling;\r\n }\r\n\r\n public set useQualityUpsampling(enable: boolean) {\r\n if (enable === this._useQualityUpsampling) {\r\n return;\r\n }\r\n\r\n this._useQualityUpsampling = enable;\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Defines the kernel size used by the bilateral upsampling post-processes. Default is 6.\r\n */\r\n public upsamplerKernel = 6;\r\n\r\n private _showOnlyGI = false;\r\n\r\n /**\r\n * Defines if the debug layer should be enabled or not. Default is false.\r\n * Use this setting for debugging purpose, to show the global illumination contribution only.\r\n */\r\n public get showOnlyGI() {\r\n return this._showOnlyGI;\r\n }\r\n\r\n public set showOnlyGI(show) {\r\n if (this._showOnlyGI === show) {\r\n return;\r\n }\r\n\r\n this._showOnlyGI = show;\r\n this._debugLayer.isEnabled = show;\r\n }\r\n\r\n private _use32BitsDepthBuffer = false;\r\n\r\n /**\r\n * Defines if the depth buffer used by the geometry buffer renderer should be 32 bits or not. Default is false (16 bits).\r\n */\r\n public get use32BitsDepthBuffer() {\r\n return this._use32BitsDepthBuffer;\r\n }\r\n\r\n public set use32BitsDepthBuffer(enable: boolean) {\r\n if (this._use32BitsDepthBuffer === enable) {\r\n return;\r\n }\r\n\r\n this._use32BitsDepthBuffer = enable;\r\n this.recreateResources();\r\n }\r\n\r\n private _outputDimensions: { width: number; height: number };\r\n\r\n /**\r\n * Sets the output dimensions of the final process. It should normally be the same as the output dimensions of the screen.\r\n * @param dimensions The dimensions of the output texture (width and height)\r\n */\r\n public setOutputDimensions(dimensions: { width: number; height: number }) {\r\n this._outputDimensions = dimensions;\r\n this.recreateResources();\r\n }\r\n\r\n private _giTextureDimensions: { width: number; height: number };\r\n\r\n /**\r\n * Sets the dimensions of the GI texture. Try to use the smallest size possible for better performance.\r\n * @param dimensions The dimensions of the GI texture (width and height)\r\n */\r\n public setGITextureDimensions(dimensions: { width: number; height: number }) {\r\n this._giTextureDimensions = dimensions;\r\n this.recreateResources();\r\n }\r\n\r\n private _giTextureType: number;\r\n\r\n /**\r\n * Gets or sets the texture type used by the GI texture. Default is Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV.\r\n */\r\n public get giTextureType() {\r\n return this._giTextureType;\r\n }\r\n\r\n public set giTextureType(textureType: number) {\r\n if (this._giTextureType === textureType) {\r\n return;\r\n }\r\n\r\n this._giTextureType = textureType;\r\n this.recreateResources();\r\n }\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /** Gets the shader language used in this material. */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Gets the list of GIRSM used by the manager.\r\n */\r\n public get giRSM() {\r\n return this._giRSM;\r\n }\r\n\r\n /**\r\n * Adds a (list of) GIRSM to the manager.\r\n * @param rsm The GIRSM (or array of GIRSM) to add to the manager\r\n */\r\n public addGIRSM(rsm: GIRSM | GIRSM[]) {\r\n if (Array.isArray(rsm)) {\r\n this._giRSM.push(...rsm);\r\n } else {\r\n this._giRSM.push(rsm);\r\n }\r\n\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Removes a (list of) GIRSM from the manager.\r\n * @param rsm The GIRSM (or array of GIRSM) to remove from the manager\r\n */\r\n public removeGIRSM(rsm: GIRSM | GIRSM[]) {\r\n if (Array.isArray(rsm)) {\r\n for (let i = 0; i < rsm.length; ++i) {\r\n const idx = this._giRSM.indexOf(rsm[i]);\r\n if (idx !== -1) {\r\n this._giRSM.splice(idx, 1);\r\n }\r\n }\r\n } else {\r\n const idx = this._giRSM.indexOf(rsm);\r\n if (idx !== -1) {\r\n this._giRSM.splice(idx, 1);\r\n }\r\n }\r\n\r\n if (this._giRSM.length === 0) {\r\n this.enable = false;\r\n } else {\r\n this.recreateResources();\r\n }\r\n }\r\n\r\n /**\r\n * Add a material to the manager. This will enable the global illumination contribution for the material.\r\n * @param material Material that will be affected by the global illumination contribution. If not provided, all materials of the scene will be affected.\r\n */\r\n public addMaterial(material?: Material) {\r\n if (material) {\r\n this._addGISupportToMaterial(material);\r\n } else {\r\n this._scene.meshes.forEach((mesh) => {\r\n if (mesh.getTotalVertices() > 0 && mesh.isEnabled() && mesh.material) {\r\n this._addGISupportToMaterial(mesh.material);\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the list of GPU counters used by the manager.\r\n * GPU timing measurements must be enabled for the counters to be filled (engine.enableGPUTimingMeasurements = true).\r\n * Only available with WebGPU. You will still get the list of counters with other engines but the values will always be 0.\r\n */\r\n public get countersGPU(): Array<{ name: string; value: number }> {\r\n return this._counters;\r\n }\r\n\r\n /**\r\n * Recreates the resources used by the manager.\r\n * You should normally not have to call this method manually, except if you change the useFullTexture property of a GIRSM, because the manager won't track this change.\r\n * @param disposeGeometryBufferRenderer Defines if the geometry buffer renderer should be disposed and recreated. Default is false.\r\n */\r\n public recreateResources(disposeGeometryBufferRenderer = false) {\r\n if (!this._shadersLoaded) {\r\n this._onShaderLoadedObservable.addOnce(() => {\r\n this.recreateResources(disposeGeometryBufferRenderer);\r\n });\r\n return;\r\n }\r\n\r\n this._disposePostProcesses(disposeGeometryBufferRenderer);\r\n this._createPostProcesses();\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * Generates the sample texture used by the the global illumination calculation process.\r\n * @param maxSamples The maximum number of samples to generate in the texture. Default value is 2048. The numSamples property of the GIRSM should be less than or equal to this value!\r\n */\r\n public generateSampleTexture(maxSamples: number) {\r\n this._sampleTexture?.dispose();\r\n\r\n this._maxSamples = maxSamples;\r\n\r\n const data = new Float32Array(this._maxSamples * 4);\r\n for (let i = 0; i < this._maxSamples; i++) {\r\n const xi1 = Math.random();\r\n const xi2 = Math.random();\r\n\r\n const x = xi1 * Math.sin(2 * Math.PI * xi2);\r\n const y = xi1 * Math.cos(2 * Math.PI * xi2);\r\n\r\n data[i * 4 + 0] = x;\r\n data[i * 4 + 1] = y;\r\n data[i * 4 + 2] = xi1 * xi1;\r\n data[i * 4 + 3] = 1;\r\n }\r\n\r\n this._sampleTexture = new RawTexture(\r\n data,\r\n this._maxSamples,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n this._sampleTexture.name = \"GIRSMSamples\";\r\n }\r\n\r\n /**\r\n * Disposes the manager.\r\n */\r\n public dispose() {\r\n this._disposePostProcesses(true);\r\n this._debugLayer.texture?.dispose();\r\n this._debugLayer.dispose();\r\n this._scene.onBeforeDrawPhaseObservable.remove(this._drawPhaseObserver);\r\n this._onShaderLoadedObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new GIRSMManager\r\n * @param scene The scene\r\n * @param outputDimensions The dimensions of the output texture (width and height). Should normally be the same as the output dimensions of the screen.\r\n * @param giTextureDimensions The dimensions of the GI texture (width and height). Try to use the smallest size possible for better performance.\r\n * @param maxSamples The maximum number of samples to generate in the sample texture. Default value is 2048. The numSamples property of the GIRSM should be less than or equal to this value!\r\n * @param giTextureType The texture type used by the GI texture. Default is Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV.\r\n */\r\n constructor(\r\n scene: Scene,\r\n outputDimensions: { width: number; height: number },\r\n giTextureDimensions = { width: 256, height: 256 },\r\n maxSamples = 2048,\r\n giTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._outputDimensions = outputDimensions;\r\n this._giTextureDimensions = giTextureDimensions;\r\n this._giTextureType = giTextureType;\r\n this._materialsWithRenderPlugin = [];\r\n this._maxSamples = maxSamples;\r\n this._debugLayer = new Layer(\"debug layer\", null, this._scene, false);\r\n this._debugLayer.isEnabled = false;\r\n this._counters = [];\r\n this._countersRTW = [];\r\n\r\n this._initShaderSourceAsync();\r\n\r\n this.generateSampleTexture(maxSamples);\r\n\r\n this._drawPhaseObserver = this._scene.onBeforeDrawPhaseObservable.add(() => {\r\n const currentRenderTarget = this._engine._currentRenderTarget;\r\n let rebindCurrentRenderTarget = false;\r\n\r\n if (this._enable) {\r\n if (!this.pause) {\r\n this._scene.postProcessManager.directRender(this._ppGlobalIllumination, this._ppGlobalIllumination[0].inputTexture);\r\n this._engine.unBindFramebuffer(this._ppGlobalIllumination[0].inputTexture, true);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n rebindCurrentRenderTarget = true;\r\n\r\n if (this.enableBlur && this._blurPostProcesses) {\r\n this._scene.postProcessManager.directRender(this._blurPostProcesses, this._blurRTT!.renderTarget, true);\r\n this._engine.unBindFramebuffer(this._blurRTT!.renderTarget!, true);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._counters.length; ++i) {\r\n const rtws = this._countersRTW[i];\r\n for (let t = 0; t < rtws.length; ++t) {\r\n if (t === 0) {\r\n this._counters[i].value = this.pause ? 0 : ((rtws[t] as WebGPURenderTargetWrapper).gpuTimeInFrame?.counter.lastSecAverage ?? 0);\r\n } else if (!this.pause) {\r\n this._counters[i].value += (rtws[t] as WebGPURenderTargetWrapper).gpuTimeInFrame?.counter.lastSecAverage ?? 0;\r\n }\r\n }\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n }\r\n\r\n if (rebindCurrentRenderTarget && currentRenderTarget) {\r\n this._engine.bindFramebuffer(currentRenderTarget);\r\n }\r\n });\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private _onShaderLoadedObservable = new Observable<void>();\r\n private async _initShaderSourceAsync() {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([\r\n import(\"../../ShadersWGSL/bilateralBlur.fragment\"),\r\n import(\"../../ShadersWGSL/bilateralBlurQuality.fragment\"),\r\n import(\"../../ShadersWGSL/rsmGlobalIllumination.fragment\"),\r\n import(\"../../ShadersWGSL/rsmFullGlobalIllumination.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../Shaders/bilateralBlur.fragment\"),\r\n import(\"../../Shaders/bilateralBlurQuality.fragment\"),\r\n import(\"../../Shaders/rsmGlobalIllumination.fragment\"),\r\n import(\"../../Shaders/rsmFullGlobalIllumination.fragment\"),\r\n ]);\r\n }\r\n this._shadersLoaded = true;\r\n this._onShaderLoadedObservable.notifyObservers();\r\n }\r\n\r\n protected _disposePostProcesses(disposeGeometryBufferRenderer = false) {\r\n this._blurRTT?.dispose();\r\n this._blurRTT = null;\r\n this._blurPostProcesses = [];\r\n this._blurXPostprocess?.dispose();\r\n this._blurXPostprocess = null;\r\n this._blurYPostprocess?.dispose();\r\n this._blurYPostprocess = null;\r\n this._upsamplingXPostprocess?.dispose();\r\n this._upsamplingXPostprocess = null;\r\n this._upsamplingYPostprocess?.dispose();\r\n this._upsamplingYPostprocess = null;\r\n for (const ppGlobalIllumination of this._ppGlobalIllumination) {\r\n ppGlobalIllumination.dispose();\r\n }\r\n this._ppGlobalIllumination = [];\r\n if (disposeGeometryBufferRenderer) {\r\n if (this._geomBufferEnabled) {\r\n this._scene.enableGeometryBufferRenderer();\r\n this._scene.geometryBufferRenderer!.enablePosition = this._geomBufferEnablePosition;\r\n } else {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n this._counters = [];\r\n this._countersRTW = [];\r\n }\r\n\r\n protected _setPluginParameters() {\r\n if (!this._enable) {\r\n return;\r\n }\r\n\r\n this._materialsWithRenderPlugin.forEach((mat) => {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin<GIRSMRenderPluginMaterial>(GIRSMRenderPluginMaterial.Name)!;\r\n plugin.textureGIContrib = this.enableBlur ? this._blurRTT!.renderTarget!.texture! : this._ppGlobalIllumination[0].inputTexture.texture!;\r\n plugin.outputTextureWidth = this._outputDimensions.width;\r\n plugin.outputTextureHeight = this._outputDimensions.height;\r\n }\r\n });\r\n }\r\n\r\n protected _createPostProcesses() {\r\n if (!this._enable) {\r\n return;\r\n }\r\n\r\n const textureFormat = this._giTextureType === Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV ? Constants.TEXTUREFORMAT_RGB : Constants.TEXTUREFORMAT_RGBA;\r\n\r\n if (this._firstActivation) {\r\n this._firstActivation = false;\r\n this._geomBufferEnabled = !!this._scene.geometryBufferRenderer;\r\n this._geomBufferEnablePosition = this._scene.geometryBufferRenderer?.enablePosition ?? false;\r\n }\r\n\r\n if (!this._geomBufferEnabled) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.enableGeometryBufferRenderer(\r\n this._enableBlur ? this._outputDimensions : this._giTextureDimensions,\r\n this._use32BitsDepthBuffer ? Constants.TEXTUREFORMAT_DEPTH32_FLOAT : Constants.TEXTUREFORMAT_DEPTH16,\r\n GIRSMManager.GeometryBufferTextureTypesAndFormats\r\n );\r\n\r\n if (!geometryBufferRenderer) {\r\n throw new Error(\"Geometry buffer renderer is not supported but is required for GIRSMManager.\");\r\n }\r\n\r\n geometryBufferRenderer.enablePosition = true;\r\n if (!this._geomBufferEnabled) {\r\n geometryBufferRenderer.generateNormalsInWorldSpace = true;\r\n }\r\n\r\n const decodeGeometryBufferNormals = geometryBufferRenderer.normalsAreUnsigned;\r\n const normalsAreInWorldSpace = geometryBufferRenderer.generateNormalsInWorldSpace;\r\n\r\n this._counters.push({ name: \"Geometry buffer renderer\", value: 0 });\r\n this._countersRTW.push([this._scene.geometryBufferRenderer!.getGBuffer().renderTarget!]);\r\n\r\n let defines = \"\";\r\n if (decodeGeometryBufferNormals) {\r\n defines += \"#define DECODE_NORMAL\\n\";\r\n }\r\n if (!normalsAreInWorldSpace) {\r\n defines += \"#define TRANSFORM_NORMAL\\n\";\r\n }\r\n\r\n for (let i = 0; i < this._giRSM.length; ++i) {\r\n const giRSM = this._giRSM[i];\r\n const rsm = giRSM.rsm;\r\n\r\n const ppGlobalIllumination = new PostProcess(\"RSMGlobalIllumination\" + i, giRSM.useFullTexture ? \"rsmFullGlobalIllumination\" : \"rsmGlobalIllumination\", {\r\n ...this._giTextureDimensions,\r\n uniforms: [\"rsmLightMatrix\", \"rsmInfo\", \"rsmInfo2\", \"invView\"],\r\n samplers: [\"normalSampler\", \"rsmPositionW\", \"rsmNormalW\", \"rsmFlux\", \"rsmSamples\"],\r\n defines,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n this._ppGlobalIllumination.push(ppGlobalIllumination);\r\n\r\n if (i !== 0) {\r\n ppGlobalIllumination.shareOutputWith(this._ppGlobalIllumination[0]);\r\n ppGlobalIllumination.alphaMode = Constants.ALPHA_ADD;\r\n }\r\n\r\n ppGlobalIllumination.autoClear = false;\r\n ppGlobalIllumination.externalTextureSamplerBinding = true;\r\n ppGlobalIllumination.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"textureSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\"rsmPositionW\", rsm.positionWorldTexture);\r\n effect.setTexture(\"rsmNormalW\", rsm.normalWorldTexture);\r\n effect.setTexture(\"rsmFlux\", rsm.fluxTexture);\r\n effect.setMatrix(\"rsmLightMatrix\", rsm.lightTransformationMatrix);\r\n if (!giRSM.useFullTexture) {\r\n effect.setTexture(\"rsmSamples\", this._sampleTexture);\r\n effect.setFloat4(\"rsmInfo\", giRSM.numSamples, giRSM.radius, giRSM.intensity, giRSM.edgeArtifactCorrection);\r\n effect.setFloat4(\r\n \"rsmInfo2\",\r\n giRSM.noiseFactor,\r\n giRSM.rotateSample ? 1 : 0,\r\n rsm.fluxTexture.getInternalTexture()!.width,\r\n rsm.fluxTexture.getInternalTexture()!.height\r\n );\r\n } else {\r\n effect.setFloat4(\r\n \"rsmInfo\",\r\n rsm.fluxTexture.getInternalTexture()!.width,\r\n rsm.fluxTexture.getInternalTexture()!.height,\r\n giRSM.intensity,\r\n giRSM.edgeArtifactCorrection\r\n );\r\n }\r\n if (!normalsAreInWorldSpace) {\r\n this._tempMatrix.copyFrom(this._scene.activeCamera!.getViewMatrix());\r\n this._tempMatrix.invert();\r\n effect.setMatrix(\"invView\", this._tempMatrix);\r\n }\r\n });\r\n }\r\n\r\n for (const ppGlobalIllumination of this._ppGlobalIllumination) {\r\n if (!ppGlobalIllumination.inputTexture) {\r\n ppGlobalIllumination.resize(this._giTextureDimensions.width, this._giTextureDimensions.height);\r\n }\r\n }\r\n\r\n this._counters.push({ name: \"GI generation\", value: 0 });\r\n this._countersRTW.push([this._ppGlobalIllumination[0].inputTexture]);\r\n\r\n if (this._enableBlur) {\r\n const blurTextureSize = this._forceFullSizeBlur ? this._outputDimensions : this._giTextureDimensions;\r\n\r\n this._blurRTT = new RenderTargetTexture(\"GIRSMContribution\", this._outputDimensions, this._scene, {\r\n type: this._giTextureType,\r\n format: textureFormat,\r\n generateDepthBuffer: false,\r\n });\r\n this._blurRTT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._blurRTT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._blurRTT.updateSamplingMode(Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n this._blurRTT.skipInitialClear = true;\r\n\r\n const blurRTWs: RenderTargetWrapper[] = [];\r\n\r\n this._counters.push({ name: \"GI blur\", value: 0 });\r\n this._countersRTW.push(blurRTWs);\r\n\r\n // Bilateral blur\r\n this._blurXPostprocess = new PostProcess(this._useQualityBlur ? \"BilateralBlur\" : \"BilateralBlurX\", this._useQualityBlur ? \"bilateralBlurQuality\" : \"bilateralBlur\", {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: blurTextureSize,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n this._blurXPostprocess.onApplyObservable.add((effect) => {\r\n effect._bindTexture(\"textureSampler\", this._ppGlobalIllumination[0].inputTexture.texture);\r\n effect.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.blurKernel);\r\n effect.setFloat2(\"blurDir\", 1 / this._giTextureDimensions.width, this._useQualityBlur ? 1 / this._giTextureDimensions.height : 0);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._blurXPostprocess.externalTextureSamplerBinding = true;\r\n this._blurXPostprocess.autoClear = false;\r\n\r\n if (!this._useQualityBlur) {\r\n this._blurYPostprocess = new PostProcess(\"BilateralBlurY\", \"bilateralBlur\", {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: blurTextureSize,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n this._blurYPostprocess.autoClear = false;\r\n this._blurYPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"depthSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.blurKernel);\r\n effect.setFloat2(\"blurDir\", 0, 1 / this._giTextureDimensions.height);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._blurYPostprocess.resize(blurTextureSize.width, blurTextureSize.height);\r\n\r\n blurRTWs.push(this._blurYPostprocess.inputTexture);\r\n }\r\n\r\n this._blurPostProcesses = [this._blurXPostprocess];\r\n if (this._blurYPostprocess) {\r\n this._blurPostProcesses.push(this._blurYPostprocess);\r\n }\r\n\r\n // Bilateral upsampling\r\n const giFullDimensions = this._giTextureDimensions.width >= this._outputDimensions.width && this._giTextureDimensions.height >= this._outputDimensions.height;\r\n\r\n if (!giFullDimensions && !this._forceFullSizeBlur) {\r\n const upsamplingRTWs: RenderTargetWrapper[] = [];\r\n\r\n this._counters.push({ name: \"GI upsampling\", value: 0 });\r\n this._countersRTW.push(upsamplingRTWs);\r\n\r\n this._upsamplingXPostprocess = new PostProcess(\r\n this._useQualityUpsampling ? \"BilateralUpsampling\" : \"BilateralUpsamplingX\",\r\n this._useQualityUpsampling ? \"bilateralBlurQuality\" : \"bilateralBlur\",\r\n {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: blurTextureSize,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n shaderLanguage: this._shaderLanguage,\r\n }\r\n );\r\n\r\n this._upsamplingXPostprocess.autoClear = false;\r\n this._upsamplingXPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"depthSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.upsamplerKernel);\r\n effect.setFloat2(\"blurDir\", 1 / this._outputDimensions.width, this._useQualityUpsampling ? 1 / this._outputDimensions.height : 0);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._upsamplingXPostprocess.resize(blurTextureSize.width, blurTextureSize.height);\r\n\r\n blurRTWs.push(this._upsamplingXPostprocess.inputTexture);\r\n\r\n if (!this.useQualityUpsampling) {\r\n this._upsamplingYPostprocess = new PostProcess(\"BilateralUpsamplingY\", \"bilateralBlur\", {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: this._outputDimensions,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n this._upsamplingYPostprocess.autoClear = false;\r\n this._upsamplingYPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"depthSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.upsamplerKernel);\r\n effect.setFloat2(\"blurDir\", 0, 1 / this._outputDimensions.height);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._upsamplingYPostprocess.resize(this._outputDimensions.width, this._outputDimensions.height);\r\n\r\n upsamplingRTWs.push(this._upsamplingYPostprocess.inputTexture);\r\n }\r\n\r\n upsamplingRTWs.push(this._blurRTT.renderTarget!);\r\n\r\n this._blurPostProcesses.push(this._upsamplingXPostprocess);\r\n if (this._upsamplingYPostprocess) {\r\n this._blurPostProcesses.push(this._upsamplingYPostprocess);\r\n }\r\n } else {\r\n blurRTWs.push(this._blurRTT.renderTarget!);\r\n }\r\n }\r\n\r\n this._debugLayer.texture?.dispose();\r\n this._debugLayer.texture = new BaseTexture(this._scene, this._enableBlur ? this._blurRTT!.renderTarget!.texture : this._ppGlobalIllumination[0].inputTexture.texture);\r\n }\r\n\r\n protected _addGISupportToMaterial(material: Material) {\r\n if (material.pluginManager?.getPlugin(GIRSMRenderPluginMaterial.Name)) {\r\n return;\r\n }\r\n\r\n const plugin = new GIRSMRenderPluginMaterial(material);\r\n\r\n if (this._enable && this._ppGlobalIllumination.length > 0) {\r\n plugin.textureGIContrib = this._ppGlobalIllumination[0].inputTexture.texture!;\r\n plugin.outputTextureWidth = this._outputDimensions.width;\r\n plugin.outputTextureHeight = this._outputDimensions.height;\r\n }\r\n\r\n plugin.isEnabled = this._enable;\r\n\r\n this._materialsWithRenderPlugin.push(material);\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nclass MaterialGIRSMRenderDefines extends MaterialDefines {\r\n public RENDER_WITH_GIRSM = false;\r\n public RSMCREATE_PROJTEXTURE = false;\r\n}\r\n\r\n/**\r\n * Plugin used to render the global illumination contribution.\r\n */\r\nexport class GIRSMRenderPluginMaterial extends MaterialPluginBase {\r\n private _isPBR;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public static readonly Name = \"GIRSMRender\";\r\n\r\n /**\r\n * The texture containing the global illumination contribution.\r\n */\r\n @serialize()\r\n public textureGIContrib: InternalTexture;\r\n\r\n /**\r\n * The width of the output texture.\r\n */\r\n @serialize()\r\n public outputTextureWidth: number;\r\n\r\n /**\r\n * The height of the output texture.\r\n */\r\n @serialize()\r\n public outputTextureHeight: number;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the plugin is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n protected _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a give shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n constructor(material: Material | StandardMaterial | PBRBaseMaterial) {\r\n super(material, GIRSMRenderPluginMaterial.Name, 310, new MaterialGIRSMRenderDefines());\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n\r\n this._isPBR = material instanceof PBRBaseMaterial;\r\n }\r\n\r\n public override prepareDefines(defines: MaterialGIRSMRenderDefines) {\r\n defines.RENDER_WITH_GIRSM = this._isEnabled;\r\n }\r\n\r\n public override getClassName() {\r\n return \"GIRSMRenderPluginMaterial\";\r\n }\r\n\r\n public override getUniforms() {\r\n return {\r\n ubo: [{ name: \"girsmTextureOutputSize\", size: 2, type: \"vec2\" }],\r\n fragment: `#ifdef RENDER_WITH_GIRSM\r\n uniform vec2 girsmTextureOutputSize;\r\n #endif`,\r\n };\r\n }\r\n\r\n public override getSamplers(samplers: string[]) {\r\n samplers.push(\"girsmTextureGIContrib\");\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (this._isEnabled) {\r\n uniformBuffer.bindTexture(\"girsmTextureGIContrib\", this.textureGIContrib);\r\n uniformBuffer.updateFloat2(\"girsmTextureOutputSize\", this.outputTextureWidth, this.outputTextureHeight);\r\n }\r\n }\r\n\r\n public override getCustomCode(shaderType: string, shaderLanguage: ShaderLanguage) {\r\n let frag: { [name: string]: string };\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n frag = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_GIRSM\r\n var girsmTextureGIContribSampler: sampler;\r\n var girsmTextureGIContrib: texture_2d<f32>;\r\n\r\n fn computeIndirect() -> vec3f {\r\n var uv = fragmentInputs.position.xy / uniforms.girsmTextureOutputSize;\r\n return textureSample(girsmTextureGIContrib, girsmTextureGIContribSampler, uv).rgb;\r\n }\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION: `\r\n #ifdef RENDER_WITH_GIRSM\r\n finalDiffuse += computeIndirect() * surfaceAlbedo.rgb;\r\n #endif\r\n `,\r\n };\r\n\r\n if (!this._isPBR) {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_GIRSM\r\n color = vec4f(color.rgb + computeIndirect() * baseColor.rgb, color.a);\r\n #endif\r\n `;\r\n }\r\n } else {\r\n frag = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_GIRSM\r\n uniform sampler2D girsmTextureGIContrib;\r\n\r\n vec3 computeIndirect() {\r\n vec2 uv = gl_FragCoord.xy / girsmTextureOutputSize;\r\n return texture2D(girsmTextureGIContrib, uv).rgb;\r\n }\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION: `\r\n #ifdef RENDER_WITH_GIRSM\r\n finalDiffuse += computeIndirect() * surfaceAlbedo.rgb;\r\n #endif\r\n `,\r\n };\r\n\r\n if (!this._isPBR) {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_GIRSM\r\n color.rgb += computeIndirect() * baseColor.rgb;\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n return shaderType === \"vertex\" ? null : frag;\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.GIRSMRenderPluginMaterial`, GIRSMRenderPluginMaterial);\r\n"]}
|
|
1
|
+
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* Reflective Shadow Maps were first described in http://www.klayge.org/material/3_12/GI/rsm.pdf by Carsten Dachsbacher and Marc Stamminger\r\n * Further explanations and implementations can be found in:\r\n * - Jaker video explaining RSM and its implementation: https://www.youtube.com/watch?v=LJQQdBsOYPM\r\n * - C++ implementation by Luis Angel: https://github.com/imyoungmin/RSM\r\n * - Javascript implementation by Erkaman: https://github.com/Erkaman/webgl-rsm\r\n */\r\nimport type { Scene } from \"core/scene\";\r\nimport type { GIRSM } from \"./giRSM\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport { Observable, type Observer } from \"core/Misc/observable\";\r\nimport { Layer } from \"core/Layers/layer\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { RenderTargetWrapper } from \"core/Engines/renderTargetWrapper\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport type { InternalTexture } from \"core/Materials/Textures/internalTexture\";\r\nimport type { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { GeometryBufferRenderer } from \"../geometryBufferRenderer\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { WebGPURenderTargetWrapper } from \"core/Engines/WebGPU/webgpuRenderTargetWrapper\";\r\nimport { expandToProperty, serialize } from \"core/Misc/decorators\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Class used to manage the global illumination contribution calculated from reflective shadow maps (RSM).\r\n */\r\nexport class GIRSMManager {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _giRSM: GIRSM[] = [];\r\n private _materialsWithRenderPlugin: Material[];\r\n private _sampleTexture: RawTexture;\r\n private _maxSamples: number;\r\n private _blurRTT: Nullable<RenderTargetTexture> = null;\r\n private _blurPostProcesses: Nullable<PostProcess[]> = null;\r\n private _blurXPostprocess: Nullable<PostProcess> = null;\r\n private _blurYPostprocess: Nullable<PostProcess> = null;\r\n private _upsamplingXPostprocess: Nullable<PostProcess> = null;\r\n private _upsamplingYPostprocess: Nullable<PostProcess> = null;\r\n private _ppGlobalIllumination: PostProcess[] = [];\r\n private _drawPhaseObserver: Observer<Scene>;\r\n private _debugLayer: Layer;\r\n private _counters: Array<{ name: string; value: number }>;\r\n private _countersRTW: Array<RenderTargetWrapper[]>;\r\n private _firstActivation = true;\r\n private _geomBufferEnabled = false;\r\n private _geomBufferEnablePosition = false;\r\n private _tempMatrix = new Matrix();\r\n\r\n private _enable = false;\r\n\r\n /**\r\n * Defines the default texture types and formats used by the geometry buffer renderer.\r\n */\r\n public static GeometryBufferTextureTypesAndFormats: { [key: number]: { textureType: number; textureFormat: number } } = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n 0: { textureType: Constants.TEXTURETYPE_HALF_FLOAT, textureFormat: Constants.TEXTUREFORMAT_R }, // depth\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n 1: { textureType: Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV, textureFormat: Constants.TEXTUREFORMAT_RGBA }, // normal\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n 2: { textureType: Constants.TEXTURETYPE_HALF_FLOAT, textureFormat: Constants.TEXTUREFORMAT_RGBA }, // position\r\n };\r\n\r\n /**\r\n * Enables or disables the manager. Default is false.\r\n * If disabled, the global illumination won't be calculated and the scene will be rendered normally, without any global illumination contribution.\r\n */\r\n public get enable() {\r\n return this._enable;\r\n }\r\n\r\n public set enable(enable: boolean) {\r\n if (this._giRSM.length === 0) {\r\n enable = false;\r\n }\r\n\r\n if (enable === this._enable) {\r\n return;\r\n }\r\n\r\n this._enable = enable;\r\n this._debugLayer.isEnabled = this._showOnlyGI && enable;\r\n this._materialsWithRenderPlugin.forEach((mat) => {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin(GIRSMRenderPluginMaterial.Name) as GIRSMRenderPluginMaterial;\r\n plugin.isEnabled = enable;\r\n }\r\n });\r\n\r\n this.recreateResources(!enable);\r\n }\r\n\r\n /**\r\n * Defines if the global illumination calculation is paused or not.\r\n * Use this setting to pause the global illumination calculation when you know that the scene (camera/mesh/light positions) is not changing anymore to save some GPU power.\r\n * The scene will still be rendered with the latest global illumination contribution.\r\n */\r\n public pause = false;\r\n\r\n private _enableBlur = true;\r\n\r\n /**\r\n * Defines if the global illumination contribution should be blurred or not (using a bilateral blur). Default is true.\r\n */\r\n public get enableBlur() {\r\n return this._enableBlur;\r\n }\r\n\r\n public set enableBlur(enable: boolean) {\r\n if (enable === this._enableBlur) {\r\n return;\r\n }\r\n\r\n this._enableBlur = enable;\r\n this.recreateResources();\r\n }\r\n\r\n private _useQualityBlur = false;\r\n\r\n /**\r\n * Defines if the blur should be done with a better quality but slower or not. Default is false.\r\n */\r\n public get useQualityBlur() {\r\n return this._useQualityBlur;\r\n }\r\n\r\n public set useQualityBlur(enable: boolean) {\r\n if (enable === this._useQualityBlur) {\r\n return;\r\n }\r\n\r\n this._useQualityBlur = enable;\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Defines the depth threshold used by the bilateral blur post-processes (also used by the upsampling, if enabled).\r\n * You may have to change this value, depending on your scene.\r\n */\r\n public blurDepthThreshold = 0.05;\r\n\r\n /**\r\n * Defines the normal threshold used by the bilateral blur post-processes (also used by the upsampling, if enabled).\r\n * You may have to change this value, depending on your scene.\r\n */\r\n public blurNormalThreshold = 0.25;\r\n\r\n /**\r\n * Defines the kernel size used by the bilateral blur post-processes. Default is 12.\r\n */\r\n public blurKernel = 12;\r\n\r\n private _forceFullSizeBlur = false;\r\n\r\n /**\r\n * Defines if the blur should be done at full resolution or not. Default is false.\r\n * If this setting is enabled, upampling will be disabled (ignored) as it is not needed anymore.\r\n */\r\n public get fullSizeBlur() {\r\n return this._forceFullSizeBlur;\r\n }\r\n\r\n public set fullSizeBlur(mode: boolean) {\r\n if (this._forceFullSizeBlur === mode) {\r\n return;\r\n }\r\n\r\n this._forceFullSizeBlur = mode;\r\n this.recreateResources();\r\n }\r\n\r\n private _useQualityUpsampling = false;\r\n\r\n /**\r\n * Defines if the upsampling should be done with a better quality but slower or not. Default is false.\r\n */\r\n public get useQualityUpsampling() {\r\n return this._useQualityUpsampling;\r\n }\r\n\r\n public set useQualityUpsampling(enable: boolean) {\r\n if (enable === this._useQualityUpsampling) {\r\n return;\r\n }\r\n\r\n this._useQualityUpsampling = enable;\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Defines the kernel size used by the bilateral upsampling post-processes. Default is 6.\r\n */\r\n public upsamplerKernel = 6;\r\n\r\n private _showOnlyGI = false;\r\n\r\n /**\r\n * Defines if the debug layer should be enabled or not. Default is false.\r\n * Use this setting for debugging purpose, to show the global illumination contribution only.\r\n */\r\n public get showOnlyGI() {\r\n return this._showOnlyGI;\r\n }\r\n\r\n public set showOnlyGI(show) {\r\n if (this._showOnlyGI === show) {\r\n return;\r\n }\r\n\r\n this._showOnlyGI = show;\r\n this._debugLayer.isEnabled = show;\r\n }\r\n\r\n private _use32BitsDepthBuffer = false;\r\n\r\n /**\r\n * Defines if the depth buffer used by the geometry buffer renderer should be 32 bits or not. Default is false (16 bits).\r\n */\r\n public get use32BitsDepthBuffer() {\r\n return this._use32BitsDepthBuffer;\r\n }\r\n\r\n public set use32BitsDepthBuffer(enable: boolean) {\r\n if (this._use32BitsDepthBuffer === enable) {\r\n return;\r\n }\r\n\r\n this._use32BitsDepthBuffer = enable;\r\n this.recreateResources();\r\n }\r\n\r\n private _outputDimensions: { width: number; height: number };\r\n\r\n /**\r\n * Sets the output dimensions of the final process. It should normally be the same as the output dimensions of the screen.\r\n * @param dimensions The dimensions of the output texture (width and height)\r\n */\r\n public setOutputDimensions(dimensions: { width: number; height: number }) {\r\n this._outputDimensions = dimensions;\r\n this.recreateResources();\r\n }\r\n\r\n private _giTextureDimensions: { width: number; height: number };\r\n\r\n /**\r\n * Sets the dimensions of the GI texture. Try to use the smallest size possible for better performance.\r\n * @param dimensions The dimensions of the GI texture (width and height)\r\n */\r\n public setGITextureDimensions(dimensions: { width: number; height: number }) {\r\n this._giTextureDimensions = dimensions;\r\n this.recreateResources();\r\n }\r\n\r\n private _giTextureType: number;\r\n\r\n /**\r\n * Gets or sets the texture type used by the GI texture. Default is Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV.\r\n */\r\n public get giTextureType() {\r\n return this._giTextureType;\r\n }\r\n\r\n public set giTextureType(textureType: number) {\r\n if (this._giTextureType === textureType) {\r\n return;\r\n }\r\n\r\n this._giTextureType = textureType;\r\n this.recreateResources();\r\n }\r\n\r\n /** Shader language used by the material */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /** Gets the shader language used in this material. */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Gets the list of GIRSM used by the manager.\r\n */\r\n public get giRSM() {\r\n return this._giRSM;\r\n }\r\n\r\n /**\r\n * Adds a (list of) GIRSM to the manager.\r\n * @param rsm The GIRSM (or array of GIRSM) to add to the manager\r\n */\r\n public addGIRSM(rsm: GIRSM | GIRSM[]) {\r\n if (Array.isArray(rsm)) {\r\n this._giRSM.push(...rsm);\r\n } else {\r\n this._giRSM.push(rsm);\r\n }\r\n\r\n this.recreateResources();\r\n }\r\n\r\n /**\r\n * Removes a (list of) GIRSM from the manager.\r\n * @param rsm The GIRSM (or array of GIRSM) to remove from the manager\r\n */\r\n public removeGIRSM(rsm: GIRSM | GIRSM[]) {\r\n if (Array.isArray(rsm)) {\r\n for (let i = 0; i < rsm.length; ++i) {\r\n const idx = this._giRSM.indexOf(rsm[i]);\r\n if (idx !== -1) {\r\n this._giRSM.splice(idx, 1);\r\n }\r\n }\r\n } else {\r\n const idx = this._giRSM.indexOf(rsm);\r\n if (idx !== -1) {\r\n this._giRSM.splice(idx, 1);\r\n }\r\n }\r\n\r\n if (this._giRSM.length === 0) {\r\n this.enable = false;\r\n } else {\r\n this.recreateResources();\r\n }\r\n }\r\n\r\n /**\r\n * Add a material to the manager. This will enable the global illumination contribution for the material.\r\n * @param material Material that will be affected by the global illumination contribution. If not provided, all materials of the scene will be affected.\r\n */\r\n public addMaterial(material?: Material) {\r\n if (material) {\r\n this._addGISupportToMaterial(material);\r\n } else {\r\n this._scene.meshes.forEach((mesh) => {\r\n if (mesh.getTotalVertices() > 0 && mesh.isEnabled() && mesh.material) {\r\n this._addGISupportToMaterial(mesh.material);\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the list of GPU counters used by the manager.\r\n * GPU timing measurements must be enabled for the counters to be filled (engine.enableGPUTimingMeasurements = true).\r\n * Only available with WebGPU. You will still get the list of counters with other engines but the values will always be 0.\r\n */\r\n public get countersGPU(): Array<{ name: string; value: number }> {\r\n return this._counters;\r\n }\r\n\r\n /**\r\n * Recreates the resources used by the manager.\r\n * You should normally not have to call this method manually, except if you change the useFullTexture property of a GIRSM, because the manager won't track this change.\r\n * @param disposeGeometryBufferRenderer Defines if the geometry buffer renderer should be disposed and recreated. Default is false.\r\n */\r\n public recreateResources(disposeGeometryBufferRenderer = false) {\r\n if (!this._shadersLoaded) {\r\n this._onShaderLoadedObservable.addOnce(() => {\r\n this.recreateResources(disposeGeometryBufferRenderer);\r\n });\r\n return;\r\n }\r\n\r\n this._disposePostProcesses(disposeGeometryBufferRenderer);\r\n this._createPostProcesses();\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * Generates the sample texture used by the the global illumination calculation process.\r\n * @param maxSamples The maximum number of samples to generate in the texture. Default value is 2048. The numSamples property of the GIRSM should be less than or equal to this value!\r\n */\r\n public generateSampleTexture(maxSamples: number) {\r\n this._sampleTexture?.dispose();\r\n\r\n this._maxSamples = maxSamples;\r\n\r\n const data = new Float32Array(this._maxSamples * 4);\r\n for (let i = 0; i < this._maxSamples; i++) {\r\n const xi1 = Math.random();\r\n const xi2 = Math.random();\r\n\r\n const x = xi1 * Math.sin(2 * Math.PI * xi2);\r\n const y = xi1 * Math.cos(2 * Math.PI * xi2);\r\n\r\n data[i * 4 + 0] = x;\r\n data[i * 4 + 1] = y;\r\n data[i * 4 + 2] = xi1 * xi1;\r\n data[i * 4 + 3] = 1;\r\n }\r\n\r\n this._sampleTexture = new RawTexture(\r\n data,\r\n this._maxSamples,\r\n 1,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n this._scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n this._sampleTexture.name = \"GIRSMSamples\";\r\n }\r\n\r\n /**\r\n * Disposes the manager.\r\n */\r\n public dispose() {\r\n this._disposePostProcesses(true);\r\n this._debugLayer.texture?.dispose();\r\n this._debugLayer.dispose();\r\n this._scene.onBeforeDrawPhaseObservable.remove(this._drawPhaseObserver);\r\n this._onShaderLoadedObservable.clear();\r\n }\r\n\r\n /**\r\n * Creates a new GIRSMManager\r\n * @param scene The scene\r\n * @param outputDimensions The dimensions of the output texture (width and height). Should normally be the same as the output dimensions of the screen.\r\n * @param giTextureDimensions The dimensions of the GI texture (width and height). Try to use the smallest size possible for better performance.\r\n * @param maxSamples The maximum number of samples to generate in the sample texture. Default value is 2048. The numSamples property of the GIRSM should be less than or equal to this value!\r\n * @param giTextureType The texture type used by the GI texture. Default is Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV.\r\n */\r\n constructor(\r\n scene: Scene,\r\n outputDimensions: { width: number; height: number },\r\n giTextureDimensions = { width: 256, height: 256 },\r\n maxSamples = 2048,\r\n giTextureType = Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV\r\n ) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._outputDimensions = outputDimensions;\r\n this._giTextureDimensions = giTextureDimensions;\r\n this._giTextureType = giTextureType;\r\n this._materialsWithRenderPlugin = [];\r\n this._maxSamples = maxSamples;\r\n this._debugLayer = new Layer(\"debug layer\", null, this._scene, false);\r\n this._debugLayer.isEnabled = false;\r\n this._counters = [];\r\n this._countersRTW = [];\r\n\r\n this._initShaderSourceAsync();\r\n\r\n this.generateSampleTexture(maxSamples);\r\n\r\n this._drawPhaseObserver = this._scene.onBeforeDrawPhaseObservable.add(() => {\r\n const currentRenderTarget = this._engine._currentRenderTarget;\r\n let rebindCurrentRenderTarget = false;\r\n\r\n if (this._enable && this._shadersLoaded) {\r\n if (!this.pause && this._ppGlobalIllumination.length > 0) {\r\n this._scene.postProcessManager.directRender(this._ppGlobalIllumination, this._ppGlobalIllumination[0].inputTexture);\r\n this._engine.unBindFramebuffer(this._ppGlobalIllumination[0].inputTexture, true);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n rebindCurrentRenderTarget = true;\r\n\r\n if (this.enableBlur && this._blurPostProcesses) {\r\n this._scene.postProcessManager.directRender(this._blurPostProcesses, this._blurRTT!.renderTarget, true);\r\n this._engine.unBindFramebuffer(this._blurRTT!.renderTarget!, true);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this._counters.length; ++i) {\r\n const rtws = this._countersRTW[i];\r\n for (let t = 0; t < rtws.length; ++t) {\r\n if (t === 0) {\r\n this._counters[i].value = this.pause ? 0 : ((rtws[t] as WebGPURenderTargetWrapper).gpuTimeInFrame?.counter.lastSecAverage ?? 0);\r\n } else if (!this.pause) {\r\n this._counters[i].value += (rtws[t] as WebGPURenderTargetWrapper).gpuTimeInFrame?.counter.lastSecAverage ?? 0;\r\n }\r\n }\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n }\r\n\r\n if (rebindCurrentRenderTarget && currentRenderTarget) {\r\n this._engine.bindFramebuffer(currentRenderTarget);\r\n }\r\n });\r\n }\r\n\r\n private _shadersLoaded = false;\r\n private _onShaderLoadedObservable = new Observable<void>();\r\n private async _initShaderSourceAsync() {\r\n const engine = this._engine;\r\n\r\n if (engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n\r\n await Promise.all([\r\n import(\"../../ShadersWGSL/bilateralBlur.fragment\"),\r\n import(\"../../ShadersWGSL/bilateralBlurQuality.fragment\"),\r\n import(\"../../ShadersWGSL/rsmGlobalIllumination.fragment\"),\r\n import(\"../../ShadersWGSL/rsmFullGlobalIllumination.fragment\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../Shaders/bilateralBlur.fragment\"),\r\n import(\"../../Shaders/bilateralBlurQuality.fragment\"),\r\n import(\"../../Shaders/rsmGlobalIllumination.fragment\"),\r\n import(\"../../Shaders/rsmFullGlobalIllumination.fragment\"),\r\n ]);\r\n }\r\n this._shadersLoaded = true;\r\n this._onShaderLoadedObservable.notifyObservers();\r\n }\r\n\r\n protected _disposePostProcesses(disposeGeometryBufferRenderer = false) {\r\n this._blurRTT?.dispose();\r\n this._blurRTT = null;\r\n this._blurPostProcesses = [];\r\n this._blurXPostprocess?.dispose();\r\n this._blurXPostprocess = null;\r\n this._blurYPostprocess?.dispose();\r\n this._blurYPostprocess = null;\r\n this._upsamplingXPostprocess?.dispose();\r\n this._upsamplingXPostprocess = null;\r\n this._upsamplingYPostprocess?.dispose();\r\n this._upsamplingYPostprocess = null;\r\n for (const ppGlobalIllumination of this._ppGlobalIllumination) {\r\n ppGlobalIllumination.dispose();\r\n }\r\n this._ppGlobalIllumination = [];\r\n if (disposeGeometryBufferRenderer) {\r\n if (this._geomBufferEnabled) {\r\n this._scene.enableGeometryBufferRenderer();\r\n this._scene.geometryBufferRenderer!.enablePosition = this._geomBufferEnablePosition;\r\n } else {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n this._counters = [];\r\n this._countersRTW = [];\r\n }\r\n\r\n protected _setPluginParameters() {\r\n if (!this._enable) {\r\n return;\r\n }\r\n\r\n this._materialsWithRenderPlugin.forEach((mat) => {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin<GIRSMRenderPluginMaterial>(GIRSMRenderPluginMaterial.Name)!;\r\n plugin.textureGIContrib = this.enableBlur ? this._blurRTT!.renderTarget!.texture! : this._ppGlobalIllumination[0].inputTexture.texture!;\r\n plugin.outputTextureWidth = this._outputDimensions.width;\r\n plugin.outputTextureHeight = this._outputDimensions.height;\r\n }\r\n });\r\n }\r\n\r\n protected _createPostProcesses() {\r\n if (!this._enable) {\r\n return;\r\n }\r\n\r\n const textureFormat = this._giTextureType === Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV ? Constants.TEXTUREFORMAT_RGB : Constants.TEXTUREFORMAT_RGBA;\r\n\r\n if (this._firstActivation) {\r\n this._firstActivation = false;\r\n this._geomBufferEnabled = !!this._scene.geometryBufferRenderer;\r\n this._geomBufferEnablePosition = this._scene.geometryBufferRenderer?.enablePosition ?? false;\r\n }\r\n\r\n if (!this._geomBufferEnabled) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.enableGeometryBufferRenderer(\r\n this._enableBlur ? this._outputDimensions : this._giTextureDimensions,\r\n this._use32BitsDepthBuffer ? Constants.TEXTUREFORMAT_DEPTH32_FLOAT : Constants.TEXTUREFORMAT_DEPTH16,\r\n GIRSMManager.GeometryBufferTextureTypesAndFormats\r\n );\r\n\r\n if (!geometryBufferRenderer) {\r\n throw new Error(\"Geometry buffer renderer is not supported but is required for GIRSMManager.\");\r\n }\r\n\r\n geometryBufferRenderer.enablePosition = true;\r\n if (!this._geomBufferEnabled) {\r\n geometryBufferRenderer.generateNormalsInWorldSpace = true;\r\n }\r\n\r\n const decodeGeometryBufferNormals = geometryBufferRenderer.normalsAreUnsigned;\r\n const normalsAreInWorldSpace = geometryBufferRenderer.generateNormalsInWorldSpace;\r\n\r\n this._counters.push({ name: \"Geometry buffer renderer\", value: 0 });\r\n this._countersRTW.push([this._scene.geometryBufferRenderer!.getGBuffer().renderTarget!]);\r\n\r\n let defines = \"\";\r\n if (decodeGeometryBufferNormals) {\r\n defines += \"#define DECODE_NORMAL\\n\";\r\n }\r\n if (!normalsAreInWorldSpace) {\r\n defines += \"#define TRANSFORM_NORMAL\\n\";\r\n }\r\n\r\n for (let i = 0; i < this._giRSM.length; ++i) {\r\n const giRSM = this._giRSM[i];\r\n const rsm = giRSM.rsm;\r\n\r\n const ppGlobalIllumination = new PostProcess(\"RSMGlobalIllumination\" + i, giRSM.useFullTexture ? \"rsmFullGlobalIllumination\" : \"rsmGlobalIllumination\", {\r\n ...this._giTextureDimensions,\r\n uniforms: [\"rsmLightMatrix\", \"rsmInfo\", \"rsmInfo2\", \"invView\"],\r\n samplers: [\"normalSampler\", \"rsmPositionW\", \"rsmNormalW\", \"rsmFlux\", \"rsmSamples\"],\r\n defines,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n this._ppGlobalIllumination.push(ppGlobalIllumination);\r\n\r\n if (i !== 0) {\r\n ppGlobalIllumination.shareOutputWith(this._ppGlobalIllumination[0]);\r\n ppGlobalIllumination.alphaMode = Constants.ALPHA_ADD;\r\n }\r\n\r\n ppGlobalIllumination.autoClear = false;\r\n ppGlobalIllumination.externalTextureSamplerBinding = true;\r\n ppGlobalIllumination.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"textureSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\"rsmPositionW\", rsm.positionWorldTexture);\r\n effect.setTexture(\"rsmNormalW\", rsm.normalWorldTexture);\r\n effect.setTexture(\"rsmFlux\", rsm.fluxTexture);\r\n effect.setMatrix(\"rsmLightMatrix\", rsm.lightTransformationMatrix);\r\n if (!giRSM.useFullTexture) {\r\n effect.setTexture(\"rsmSamples\", this._sampleTexture);\r\n effect.setFloat4(\"rsmInfo\", giRSM.numSamples, giRSM.radius, giRSM.intensity, giRSM.edgeArtifactCorrection);\r\n effect.setFloat4(\r\n \"rsmInfo2\",\r\n giRSM.noiseFactor,\r\n giRSM.rotateSample ? 1 : 0,\r\n rsm.fluxTexture.getInternalTexture()!.width,\r\n rsm.fluxTexture.getInternalTexture()!.height\r\n );\r\n } else {\r\n effect.setFloat4(\r\n \"rsmInfo\",\r\n rsm.fluxTexture.getInternalTexture()!.width,\r\n rsm.fluxTexture.getInternalTexture()!.height,\r\n giRSM.intensity,\r\n giRSM.edgeArtifactCorrection\r\n );\r\n }\r\n if (!normalsAreInWorldSpace) {\r\n this._tempMatrix.copyFrom(this._scene.activeCamera!.getViewMatrix());\r\n this._tempMatrix.invert();\r\n effect.setMatrix(\"invView\", this._tempMatrix);\r\n }\r\n });\r\n }\r\n\r\n for (const ppGlobalIllumination of this._ppGlobalIllumination) {\r\n if (!ppGlobalIllumination.inputTexture) {\r\n ppGlobalIllumination.resize(this._giTextureDimensions.width, this._giTextureDimensions.height);\r\n }\r\n }\r\n\r\n this._counters.push({ name: \"GI generation\", value: 0 });\r\n this._countersRTW.push([this._ppGlobalIllumination[0].inputTexture]);\r\n\r\n if (this._enableBlur) {\r\n const blurTextureSize = this._forceFullSizeBlur ? this._outputDimensions : this._giTextureDimensions;\r\n\r\n this._blurRTT = new RenderTargetTexture(\"GIRSMContribution\", this._outputDimensions, this._scene, {\r\n type: this._giTextureType,\r\n format: textureFormat,\r\n generateDepthBuffer: false,\r\n });\r\n this._blurRTT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._blurRTT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._blurRTT.updateSamplingMode(Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n this._blurRTT.skipInitialClear = true;\r\n\r\n const blurRTWs: RenderTargetWrapper[] = [];\r\n\r\n this._counters.push({ name: \"GI blur\", value: 0 });\r\n this._countersRTW.push(blurRTWs);\r\n\r\n // Bilateral blur\r\n this._blurXPostprocess = new PostProcess(this._useQualityBlur ? \"BilateralBlur\" : \"BilateralBlurX\", this._useQualityBlur ? \"bilateralBlurQuality\" : \"bilateralBlur\", {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: blurTextureSize,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n this._blurXPostprocess.onApplyObservable.add((effect) => {\r\n effect._bindTexture(\"textureSampler\", this._ppGlobalIllumination[0].inputTexture.texture);\r\n effect.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.blurKernel);\r\n effect.setFloat2(\"blurDir\", 1 / this._giTextureDimensions.width, this._useQualityBlur ? 1 / this._giTextureDimensions.height : 0);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._blurXPostprocess.externalTextureSamplerBinding = true;\r\n this._blurXPostprocess.autoClear = false;\r\n\r\n if (!this._useQualityBlur) {\r\n this._blurYPostprocess = new PostProcess(\"BilateralBlurY\", \"bilateralBlur\", {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: blurTextureSize,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n this._blurYPostprocess.autoClear = false;\r\n this._blurYPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"depthSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.blurKernel);\r\n effect.setFloat2(\"blurDir\", 0, 1 / this._giTextureDimensions.height);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._blurYPostprocess.resize(blurTextureSize.width, blurTextureSize.height);\r\n\r\n blurRTWs.push(this._blurYPostprocess.inputTexture);\r\n }\r\n\r\n this._blurPostProcesses = [this._blurXPostprocess];\r\n if (this._blurYPostprocess) {\r\n this._blurPostProcesses.push(this._blurYPostprocess);\r\n }\r\n\r\n // Bilateral upsampling\r\n const giFullDimensions = this._giTextureDimensions.width >= this._outputDimensions.width && this._giTextureDimensions.height >= this._outputDimensions.height;\r\n\r\n if (!giFullDimensions && !this._forceFullSizeBlur) {\r\n const upsamplingRTWs: RenderTargetWrapper[] = [];\r\n\r\n this._counters.push({ name: \"GI upsampling\", value: 0 });\r\n this._countersRTW.push(upsamplingRTWs);\r\n\r\n this._upsamplingXPostprocess = new PostProcess(\r\n this._useQualityUpsampling ? \"BilateralUpsampling\" : \"BilateralUpsamplingX\",\r\n this._useQualityUpsampling ? \"bilateralBlurQuality\" : \"bilateralBlur\",\r\n {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: blurTextureSize,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n shaderLanguage: this._shaderLanguage,\r\n }\r\n );\r\n\r\n this._upsamplingXPostprocess.autoClear = false;\r\n this._upsamplingXPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"depthSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.upsamplerKernel);\r\n effect.setFloat2(\"blurDir\", 1 / this._outputDimensions.width, this._useQualityUpsampling ? 1 / this._outputDimensions.height : 0);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._upsamplingXPostprocess.resize(blurTextureSize.width, blurTextureSize.height);\r\n\r\n blurRTWs.push(this._upsamplingXPostprocess.inputTexture);\r\n\r\n if (!this.useQualityUpsampling) {\r\n this._upsamplingYPostprocess = new PostProcess(\"BilateralUpsamplingY\", \"bilateralBlur\", {\r\n uniforms: [\"filterSize\", \"blurDir\", \"depthThreshold\", \"normalThreshold\"],\r\n samplers: [\"depthSampler\", \"normalSampler\"],\r\n defines: decodeGeometryBufferNormals ? \"#define DECODE_NORMAL\" : undefined,\r\n size: this._outputDimensions,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: this._giTextureType,\r\n textureFormat,\r\n shaderLanguage: this._shaderLanguage,\r\n });\r\n\r\n this._upsamplingYPostprocess.autoClear = false;\r\n this._upsamplingYPostprocess.onApplyObservable.add((effect) => {\r\n effect.setTexture(\r\n \"depthSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE)]\r\n );\r\n effect.setTexture(\r\n \"normalSampler\",\r\n geometryBufferRenderer.getGBuffer().textures[geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE)]\r\n );\r\n effect.setInt(\"filterSize\", this.upsamplerKernel);\r\n effect.setFloat2(\"blurDir\", 0, 1 / this._outputDimensions.height);\r\n effect.setFloat(\"depthThreshold\", this.blurDepthThreshold);\r\n effect.setFloat(\"normalThreshold\", this.blurNormalThreshold);\r\n });\r\n\r\n this._upsamplingYPostprocess.resize(this._outputDimensions.width, this._outputDimensions.height);\r\n\r\n upsamplingRTWs.push(this._upsamplingYPostprocess.inputTexture);\r\n }\r\n\r\n upsamplingRTWs.push(this._blurRTT.renderTarget!);\r\n\r\n this._blurPostProcesses.push(this._upsamplingXPostprocess);\r\n if (this._upsamplingYPostprocess) {\r\n this._blurPostProcesses.push(this._upsamplingYPostprocess);\r\n }\r\n } else {\r\n blurRTWs.push(this._blurRTT.renderTarget!);\r\n }\r\n }\r\n\r\n this._debugLayer.texture?.dispose();\r\n this._debugLayer.texture = new BaseTexture(this._scene, this._enableBlur ? this._blurRTT!.renderTarget!.texture : this._ppGlobalIllumination[0].inputTexture.texture);\r\n }\r\n\r\n protected _addGISupportToMaterial(material: Material) {\r\n if (material.pluginManager?.getPlugin(GIRSMRenderPluginMaterial.Name)) {\r\n return;\r\n }\r\n\r\n const plugin = new GIRSMRenderPluginMaterial(material);\r\n\r\n if (this._enable && this._ppGlobalIllumination.length > 0) {\r\n plugin.textureGIContrib = this._ppGlobalIllumination[0].inputTexture.texture!;\r\n plugin.outputTextureWidth = this._outputDimensions.width;\r\n plugin.outputTextureHeight = this._outputDimensions.height;\r\n }\r\n\r\n plugin.isEnabled = this._enable;\r\n\r\n this._materialsWithRenderPlugin.push(material);\r\n }\r\n}\r\n\r\n/**\r\n * @internal\r\n */\r\nclass MaterialGIRSMRenderDefines extends MaterialDefines {\r\n public RENDER_WITH_GIRSM = false;\r\n public RSMCREATE_PROJTEXTURE = false;\r\n}\r\n\r\n/**\r\n * Plugin used to render the global illumination contribution.\r\n */\r\nexport class GIRSMRenderPluginMaterial extends MaterialPluginBase {\r\n private _isPBR;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public static readonly Name = \"GIRSMRender\";\r\n\r\n /**\r\n * The texture containing the global illumination contribution.\r\n */\r\n @serialize()\r\n public textureGIContrib: InternalTexture;\r\n\r\n /**\r\n * The width of the output texture.\r\n */\r\n @serialize()\r\n public outputTextureWidth: number;\r\n\r\n /**\r\n * The height of the output texture.\r\n */\r\n @serialize()\r\n public outputTextureHeight: number;\r\n\r\n private _isEnabled = false;\r\n /**\r\n * Defines if the plugin is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n protected _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a give shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n constructor(material: Material | StandardMaterial | PBRBaseMaterial) {\r\n super(material, GIRSMRenderPluginMaterial.Name, 310, new MaterialGIRSMRenderDefines());\r\n\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n\r\n this._isPBR = material instanceof PBRBaseMaterial;\r\n }\r\n\r\n public override prepareDefines(defines: MaterialGIRSMRenderDefines) {\r\n defines.RENDER_WITH_GIRSM = this._isEnabled;\r\n }\r\n\r\n public override getClassName() {\r\n return \"GIRSMRenderPluginMaterial\";\r\n }\r\n\r\n public override getUniforms() {\r\n return {\r\n ubo: [{ name: \"girsmTextureOutputSize\", size: 2, type: \"vec2\" }],\r\n fragment: `#ifdef RENDER_WITH_GIRSM\r\n uniform vec2 girsmTextureOutputSize;\r\n #endif`,\r\n };\r\n }\r\n\r\n public override getSamplers(samplers: string[]) {\r\n samplers.push(\"girsmTextureGIContrib\");\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (this._isEnabled) {\r\n uniformBuffer.bindTexture(\"girsmTextureGIContrib\", this.textureGIContrib);\r\n uniformBuffer.updateFloat2(\"girsmTextureOutputSize\", this.outputTextureWidth, this.outputTextureHeight);\r\n }\r\n }\r\n\r\n public override getCustomCode(shaderType: string, shaderLanguage: ShaderLanguage) {\r\n let frag: { [name: string]: string };\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n frag = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_GIRSM\r\n var girsmTextureGIContribSampler: sampler;\r\n var girsmTextureGIContrib: texture_2d<f32>;\r\n\r\n fn computeIndirect() -> vec3f {\r\n var uv = fragmentInputs.position.xy / uniforms.girsmTextureOutputSize;\r\n return textureSample(girsmTextureGIContrib, girsmTextureGIContribSampler, uv).rgb;\r\n }\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION: `\r\n #ifdef RENDER_WITH_GIRSM\r\n finalDiffuse += computeIndirect() * surfaceAlbedo.rgb;\r\n #endif\r\n `,\r\n };\r\n\r\n if (!this._isPBR) {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_GIRSM\r\n color = vec4f(color.rgb + computeIndirect() * baseColor.rgb, color.a);\r\n #endif\r\n `;\r\n }\r\n } else {\r\n frag = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_GIRSM\r\n uniform sampler2D girsmTextureGIContrib;\r\n\r\n vec3 computeIndirect() {\r\n vec2 uv = gl_FragCoord.xy / girsmTextureOutputSize;\r\n return texture2D(girsmTextureGIContrib, uv).rgb;\r\n }\r\n #endif\r\n `,\r\n\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION: `\r\n #ifdef RENDER_WITH_GIRSM\r\n finalDiffuse += computeIndirect() * surfaceAlbedo.rgb;\r\n #endif\r\n `,\r\n };\r\n\r\n if (!this._isPBR) {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_GIRSM\r\n color.rgb += computeIndirect() * baseColor.rgb;\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n return shaderType === \"vertex\" ? null : frag;\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.GIRSMRenderPluginMaterial`, GIRSMRenderPluginMaterial);\r\n"]}
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