@babylonjs/core 7.5.0 → 7.6.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Audio/sound.js +3 -0
- package/Audio/sound.js.map +1 -1
- package/Bones/bone.js +1 -1
- package/Bones/bone.js.map +1 -1
- package/Buffers/storageBuffer.d.ts +2 -2
- package/Buffers/storageBuffer.js.map +1 -1
- package/Cameras/arcRotateCamera.js +3 -0
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Cameras/camera.js +1 -1
- package/Cameras/camera.js.map +1 -1
- package/Cameras/flyCamera.js +3 -0
- package/Cameras/flyCamera.js.map +1 -1
- package/Cameras/followCamera.js +4 -0
- package/Cameras/followCamera.js.map +1 -1
- package/Cameras/freeCamera.js +3 -0
- package/Cameras/freeCamera.js.map +1 -1
- package/Engines/Extensions/index.d.ts +0 -3
- package/Engines/Extensions/index.js +0 -3
- package/Engines/Extensions/index.js.map +1 -1
- package/Engines/WebGPU/Extensions/index.d.ts +0 -3
- package/Engines/WebGPU/Extensions/index.js +0 -3
- package/Engines/WebGPU/Extensions/index.js.map +1 -1
- package/Engines/abstractEngine.d.ts +0 -51
- package/Engines/abstractEngine.js +7 -3
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.js +5 -2
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.js +2 -2
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.functions.d.ts +0 -10
- package/Engines/thinEngine.functions.js +0 -19
- package/Engines/thinEngine.functions.js.map +1 -1
- package/Engines/thinEngine.js +18 -1
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +54 -2
- package/Engines/webgpuEngine.js +147 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +1 -0
- package/Inputs/scene.inputManager.js +1 -0
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Lights/directionalLight.js +3 -0
- package/Lights/directionalLight.js.map +1 -1
- package/Lights/hemisphericLight.js +3 -0
- package/Lights/hemisphericLight.js.map +1 -1
- package/Lights/light.js +1 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.js +3 -0
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.js +3 -0
- package/Lights/spotLight.js.map +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +9 -3
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/textureBlock.d.ts +2 -2
- package/Materials/Node/Blocks/Dual/textureBlock.js +13 -3
- package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
- package/Materials/Node/Blocks/Input/animatedInputBlockTypes.d.ts +2 -1
- package/Materials/Node/Blocks/Input/animatedInputBlockTypes.js +1 -0
- package/Materials/Node/Blocks/Input/animatedInputBlockTypes.js.map +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js +16 -0
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.d.ts +1 -1
- package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.d.ts +1 -1
- package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.d.ts +1 -1
- package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.d.ts +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.d.ts +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/baseMathBlock.js +2 -4
- package/Materials/Node/Blocks/baseMathBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/trigonometryBlock.d.ts +3 -1
- package/Materials/Node/Blocks/trigonometryBlock.js +6 -0
- package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +6 -3
- package/Materials/Node/nodeMaterial.js +9 -6
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.d.ts +1 -1
- package/Materials/Node/nodeMaterialBlock.js +1 -1
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +34 -14
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +87 -9
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +1 -1
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.d.ts +0 -1
- package/Materials/Textures/htmlElementTexture.js +7 -2
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.js +4 -2
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.functions.d.ts +1 -1
- package/Materials/effect.functions.js +4 -4
- package/Materials/effect.functions.js.map +1 -1
- package/Materials/effect.js +1 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/effect.webgl.functions.js +2 -2
- package/Materials/effect.webgl.functions.js.map +1 -1
- package/Materials/imageProcessingConfiguration.js +3 -0
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/materialPluginBase.js +3 -0
- package/Materials/materialPluginBase.js.map +1 -1
- package/Materials/shaderMaterial.js +18 -8
- package/Materials/shaderMaterial.js.map +1 -1
- package/Maths/math.color.d.ts +85 -82
- package/Maths/math.color.js +34 -27
- package/Maths/math.color.js.map +1 -1
- package/Maths/math.vector.d.ts +202 -202
- package/Maths/math.vector.js +133 -130
- package/Maths/math.vector.js.map +1 -1
- package/Maths/tensor.d.ts +44 -42
- package/Maths/tensor.js.map +1 -1
- package/Meshes/Compression/dracoCompression.d.ts +7 -0
- package/Meshes/Compression/dracoCompression.js +14 -0
- package/Meshes/Compression/dracoCompression.js.map +1 -1
- package/Meshes/instancedMesh.js +3 -0
- package/Meshes/instancedMesh.js.map +1 -1
- package/Meshes/transformNode.js +1 -1
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/dumpTools.js +11 -0
- package/Misc/dumpTools.js.map +1 -1
- package/Misc/fileTools.d.ts +9 -9
- package/Misc/fileTools.js +17 -15
- package/Misc/fileTools.js.map +1 -1
- package/Misc/tools.d.ts +5 -0
- package/Misc/tools.js +9 -0
- package/Misc/tools.js.map +1 -1
- package/Misc/typeStore.d.ts +4 -0
- package/Misc/typeStore.js +11 -0
- package/Misc/typeStore.js.map +1 -1
- package/NOTICE.md +8 -0
- package/Particles/baseParticleSystem.js +3 -0
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/computeShaderParticleSystem.d.ts +2 -2
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Physics/v1/Plugins/ammoJSPlugin.js +39 -10
- package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +3 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +4 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.d.ts +7 -0
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js +40 -20
- package/Rendering/fluidRenderer/fluidRenderingTargetRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js +3 -0
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +8 -0
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/fluidRenderingRender.fragment.js +11 -2
- package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
- package/Shaders/screenSpaceReflection2.fragment.js +7 -1
- package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
- package/Shaders/sprites.fragment.d.ts +2 -0
- package/Shaders/sprites.fragment.js +8 -1
- package/Shaders/sprites.fragment.js.map +1 -1
- package/Shaders/sprites.vertex.d.ts +2 -0
- package/Shaders/sprites.vertex.js +4 -0
- package/Shaders/sprites.vertex.js.map +1 -1
- package/Shaders/ssao2.fragment.js +1 -1
- package/Shaders/ssao2.fragment.js.map +1 -1
- package/Sprites/spriteManager.d.ts +3 -0
- package/Sprites/spriteManager.js +11 -0
- package/Sprites/spriteManager.js.map +1 -1
- package/Sprites/spriteRenderer.d.ts +11 -3
- package/Sprites/spriteRenderer.js +49 -32
- package/Sprites/spriteRenderer.js.map +1 -1
- package/XR/features/WebXRNearInteraction.d.ts +6 -0
- package/XR/features/WebXRNearInteraction.js +14 -2
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/webXRManagedOutputCanvas.d.ts +2 -0
- package/XR/webXRManagedOutputCanvas.js +14 -6
- package/XR/webXRManagedOutputCanvas.js.map +1 -1
- package/abstractScene.js +3 -0
- package/abstractScene.js.map +1 -1
- package/assets/glslang/glslang.js +113 -0
- package/assets/glslang/glslang.wasm +0 -0
- package/assets/twgsl/twgsl.js +53 -0
- package/assets/twgsl/twgsl.wasm +0 -0
- package/node.d.ts +2 -1
- package/node.js +5 -1
- package/node.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +3 -0
- package/scene.js.map +1 -1
- package/Engines/Extensions/engine.externalTexture.d.ts +0 -18
- package/Engines/Extensions/engine.externalTexture.js +0 -10
- package/Engines/Extensions/engine.externalTexture.js.map +0 -1
- package/Engines/Extensions/engine.storageBuffer.d.ts +0 -39
- package/Engines/Extensions/engine.storageBuffer.js +0 -16
- package/Engines/Extensions/engine.storageBuffer.js.map +0 -1
- package/Engines/Extensions/engine.textureSampler.d.ts +0 -12
- package/Engines/Extensions/engine.textureSampler.js +0 -6
- package/Engines/Extensions/engine.textureSampler.js.map +0 -1
- package/Engines/WebGPU/Extensions/engine.externalTexture.d.ts +0 -28
- package/Engines/WebGPU/Extensions/engine.externalTexture.js +0 -18
- package/Engines/WebGPU/Extensions/engine.externalTexture.js.map +0 -1
- package/Engines/WebGPU/Extensions/engine.storageBuffer.d.ts +0 -50
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js +0 -88
- package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +0 -1
- package/Engines/WebGPU/Extensions/engine.textureSampler.d.ts +0 -22
- package/Engines/WebGPU/Extensions/engine.textureSampler.js +0 -9
- package/Engines/WebGPU/Extensions/engine.textureSampler.js.map +0 -1
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type { Camera } from \"core/Cameras/camera\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { InternalTexture } from \"core/Materials/Textures/internalTexture\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { Matrix, Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nimport type { FluidRenderingObject } from \"./fluidRenderingObject\";\r\nimport { FluidRenderingTextures } from \"./fluidRenderingTextures\";\r\n\r\n/**\r\n * Textures that can be displayed as a debugging tool\r\n */\r\nexport enum FluidRenderingDebug {\r\n DepthTexture,\r\n DepthBlurredTexture,\r\n ThicknessTexture,\r\n ThicknessBlurredTexture,\r\n DiffuseTexture,\r\n Normals,\r\n DiffuseRendering,\r\n}\r\n\r\n/**\r\n * Class used to render an object as a fluid thanks to different render target textures (depth, thickness, diffuse)\r\n */\r\nexport class FluidRenderingTargetRenderer {\r\n protected _scene: Scene;\r\n protected _camera: Nullable<Camera>;\r\n protected _engine: AbstractEngine;\r\n\r\n protected _invProjectionMatrix: Matrix;\r\n protected _depthClearColor: Color4;\r\n protected _thicknessClearColor: Color4;\r\n\r\n protected _needInitialization: boolean;\r\n\r\n /**\r\n * Returns true if the class needs to be reinitialized (because of changes in parameterization)\r\n */\r\n public get needInitialization() {\r\n return this._needInitialization;\r\n }\r\n\r\n private _generateDiffuseTexture = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the diffuse texture should be generated and used for the rendering\r\n */\r\n public get generateDiffuseTexture() {\r\n return this._generateDiffuseTexture;\r\n }\r\n\r\n public set generateDiffuseTexture(generate: boolean) {\r\n if (this._generateDiffuseTexture === generate) {\r\n return;\r\n }\r\n\r\n this._generateDiffuseTexture = generate;\r\n this._needInitialization = true;\r\n }\r\n\r\n /**\r\n * Fluid color. Not used if generateDiffuseTexture is true\r\n */\r\n public fluidColor = new Color3(0.085, 0.6375, 0.765);\r\n\r\n /**\r\n * Density of the fluid (positive number). The higher the value, the more opaque the fluid.\r\n */\r\n public density = 2;\r\n\r\n /**\r\n * Strength of the refraction (positive number, but generally between 0 and 0.3).\r\n */\r\n public refractionStrength = 0.1;\r\n\r\n /**\r\n * Strength of the fresnel effect (value between 0 and 1). Lower the value if you want to soften the specular effect\r\n */\r\n public fresnelClamp = 1.0;\r\n\r\n /**\r\n * Strength of the specular power (positive number). Increase the value to make the specular effect more concentrated\r\n */\r\n public specularPower = 250;\r\n\r\n /**\r\n * Minimum thickness of the particles (positive number). If useFixedThickness is true, minimumThickness is the thickness used\r\n */\r\n public minimumThickness = 0;\r\n\r\n /**\r\n * Direction of the light. The fluid is assumed to be lit by a directional light\r\n */\r\n public dirLight: Vector3 = new Vector3(-2, -1, 1).normalize();\r\n\r\n private _debugFeature: FluidRenderingDebug = FluidRenderingDebug.DepthBlurredTexture;\r\n\r\n /**\r\n * Gets or sets the feature (texture) to be debugged. Not used if debug is false\r\n */\r\n public get debugFeature() {\r\n return this._debugFeature;\r\n }\r\n\r\n public set debugFeature(feature: FluidRenderingDebug) {\r\n if (this._debugFeature === feature) {\r\n return;\r\n }\r\n\r\n this._needInitialization = true;\r\n this._debugFeature = feature;\r\n }\r\n\r\n private _debug = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if we should display a specific texture (given by debugFeature) for debugging purpose\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(debug: boolean) {\r\n if (this._debug === debug) {\r\n return;\r\n }\r\n\r\n this._debug = debug;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _environmentMap?: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets or sets the environment map used for the reflection part of the shading\r\n * If null, no map will be used. If undefined, the scene.environmentMap will be used (if defined)\r\n */\r\n public get environmentMap() {\r\n return this._environmentMap;\r\n }\r\n\r\n public set environmentMap(map: Nullable<BaseTexture> | undefined) {\r\n if (this._environmentMap === map) {\r\n return;\r\n }\r\n\r\n this._needInitialization = true;\r\n this._environmentMap = map;\r\n }\r\n\r\n private _enableBlurDepth = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the depth texture should be blurred\r\n */\r\n public get enableBlurDepth() {\r\n return this._enableBlurDepth;\r\n }\r\n\r\n public set enableBlurDepth(enable: boolean) {\r\n if (this._enableBlurDepth === enable) {\r\n return;\r\n }\r\n\r\n this._enableBlurDepth = enable;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurDepthSizeDivisor = 1;\r\n\r\n /**\r\n * Gets or sets the depth size divisor (positive number, generally between 1 and 4), which is used as a divisor when creating the texture used for blurring the depth\r\n * For eg. if blurDepthSizeDivisor=2, the texture used to blur the depth will be half the size of the depth texture\r\n */\r\n public get blurDepthSizeDivisor() {\r\n return this._blurDepthSizeDivisor;\r\n }\r\n\r\n public set blurDepthSizeDivisor(scale: number) {\r\n if (this._blurDepthSizeDivisor === scale) {\r\n return;\r\n }\r\n\r\n this._blurDepthSizeDivisor = scale;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurDepthFilterSize = 7;\r\n\r\n /**\r\n * Size of the kernel used to filter the depth blur texture (positive number, generally between 1 and 20 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurDepthFilterSize() {\r\n return this._blurDepthFilterSize;\r\n }\r\n\r\n public set blurDepthFilterSize(filterSize: number) {\r\n if (this._blurDepthFilterSize === filterSize) {\r\n return;\r\n }\r\n\r\n this._blurDepthFilterSize = filterSize;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurDepthNumIterations = 3;\r\n\r\n /**\r\n * Number of blurring iterations used to generate the depth blur texture (positive number, generally between 1 and 10 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurDepthNumIterations() {\r\n return this._blurDepthNumIterations;\r\n }\r\n\r\n public set blurDepthNumIterations(numIterations: number) {\r\n if (this._blurDepthNumIterations === numIterations) {\r\n return;\r\n }\r\n\r\n this._blurDepthNumIterations = numIterations;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurDepthMaxFilterSize = 100;\r\n\r\n /**\r\n * Maximum size of the kernel used to blur the depth texture (positive number, generally between 1 and 200 - higher values will require more processing power from the GPU when the particles are larger on screen)\r\n */\r\n public get blurDepthMaxFilterSize() {\r\n return this._blurDepthMaxFilterSize;\r\n }\r\n\r\n public set blurDepthMaxFilterSize(maxFilterSize: number) {\r\n if (this._blurDepthMaxFilterSize === maxFilterSize) {\r\n return;\r\n }\r\n\r\n this._blurDepthMaxFilterSize = maxFilterSize;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurDepthDepthScale = 10;\r\n\r\n /**\r\n * Depth weight in the calculation when applying the bilateral blur to generate the depth blur texture (positive number, generally between 0 and 100)\r\n */\r\n public get blurDepthDepthScale() {\r\n return this._blurDepthDepthScale;\r\n }\r\n\r\n public set blurDepthDepthScale(scale: number) {\r\n if (this._blurDepthDepthScale === scale) {\r\n return;\r\n }\r\n\r\n this._blurDepthDepthScale = scale;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _enableBlurThickness = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the thickness texture should be blurred\r\n */\r\n public get enableBlurThickness() {\r\n return this._enableBlurThickness;\r\n }\r\n\r\n public set enableBlurThickness(enable: boolean) {\r\n if (this._enableBlurThickness === enable) {\r\n return;\r\n }\r\n\r\n this._enableBlurThickness = enable;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurThicknessSizeDivisor = 1;\r\n\r\n /**\r\n * Gets or sets the thickness size divisor (positive number, generally between 1 and 4), which is used as a divisor when creating the texture used for blurring the thickness\r\n * For eg. if blurThicknessSizeDivisor=2, the texture used to blur the thickness will be half the size of the thickness texture\r\n */\r\n public get blurThicknessSizeDivisor() {\r\n return this._blurThicknessSizeDivisor;\r\n }\r\n\r\n public set blurThicknessSizeDivisor(scale: number) {\r\n if (this._blurThicknessSizeDivisor === scale) {\r\n return;\r\n }\r\n\r\n this._blurThicknessSizeDivisor = scale;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurThicknessFilterSize = 5;\r\n\r\n /**\r\n * Size of the kernel used to filter the thickness blur texture (positive number, generally between 1 and 20 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurThicknessFilterSize() {\r\n return this._blurThicknessFilterSize;\r\n }\r\n\r\n public set blurThicknessFilterSize(filterSize: number) {\r\n if (this._blurThicknessFilterSize === filterSize) {\r\n return;\r\n }\r\n\r\n this._blurThicknessFilterSize = filterSize;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurThicknessNumIterations = 1;\r\n\r\n /**\r\n * Number of blurring iterations used to generate the thickness blur texture (positive number, generally between 1 and 10 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurThicknessNumIterations() {\r\n return this._blurThicknessNumIterations;\r\n }\r\n\r\n public set blurThicknessNumIterations(numIterations: number) {\r\n if (this._blurThicknessNumIterations === numIterations) {\r\n return;\r\n }\r\n\r\n this._blurThicknessNumIterations = numIterations;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _useFixedThickness = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that a fixed thickness should be used instead of generating a thickness texture\r\n */\r\n public get useFixedThickness() {\r\n return this._useFixedThickness;\r\n }\r\n\r\n public set useFixedThickness(use: boolean) {\r\n if (this._useFixedThickness === use) {\r\n return;\r\n }\r\n\r\n this._useFixedThickness = use;\r\n this._needInitialization = true;\r\n }\r\n\r\n /** @internal */\r\n public _bgDepthTexture: Nullable<InternalTexture>;\r\n\r\n /** @internal */\r\n public _onUseVelocityChanged = new Observable<FluidRenderingTargetRenderer>();\r\n\r\n private _useVelocity = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the velocity should be used when rendering the particles as a fluid.\r\n * Note: the vertex buffers must contain a \"velocity\" buffer for this to work!\r\n */\r\n public get useVelocity() {\r\n return this._useVelocity;\r\n }\r\n\r\n public set useVelocity(use: boolean) {\r\n if (this._useVelocity === use) {\r\n return;\r\n }\r\n\r\n this._useVelocity = use;\r\n this._needInitialization = true;\r\n this._onUseVelocityChanged.notifyObservers(this);\r\n }\r\n\r\n private _depthMapSize: Nullable<number> = null;\r\n\r\n /**\r\n * Defines the size of the depth texture.\r\n * If null, the texture will have the size of the screen\r\n */\r\n public get depthMapSize() {\r\n return this._depthMapSize;\r\n }\r\n\r\n public set depthMapSize(size: Nullable<number>) {\r\n if (this._depthMapSize === size) {\r\n return;\r\n }\r\n\r\n this._depthMapSize = size;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _thicknessMapSize: Nullable<number> = null;\r\n\r\n /**\r\n * Defines the size of the thickness texture.\r\n * If null, the texture will have the size of the screen\r\n */\r\n public get thicknessMapSize() {\r\n return this._thicknessMapSize;\r\n }\r\n\r\n public set thicknessMapSize(size: Nullable<number>) {\r\n if (this._thicknessMapSize === size) {\r\n return;\r\n }\r\n\r\n this._thicknessMapSize = size;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _diffuseMapSize: Nullable<number> = null;\r\n\r\n /**\r\n * Defines the size of the diffuse texture.\r\n * If null, the texture will have the size of the screen\r\n */\r\n public get diffuseMapSize() {\r\n return this._diffuseMapSize;\r\n }\r\n\r\n public set diffuseMapSize(size: Nullable<number>) {\r\n if (this._diffuseMapSize === size) {\r\n return;\r\n }\r\n\r\n this._diffuseMapSize = size;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _samples = 1;\r\n\r\n /**\r\n * Gets or sets the number of samples used by MSAA\r\n * Note: changing this value in WebGL does not work because depth/stencil textures can't be created with MSAA (see https://github.com/BabylonJS/Babylon.js/issues/12444)\r\n */\r\n public get samples() {\r\n return this._samples;\r\n }\r\n\r\n public set samples(samples: number) {\r\n if (this._samples === samples) {\r\n return;\r\n }\r\n\r\n this._samples = samples;\r\n this._needInitialization = true;\r\n }\r\n\r\n /**\r\n * Gets the camera used for the rendering\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n /** @internal */\r\n public _renderPostProcess: Nullable<PostProcess>;\r\n\r\n /** @internal */\r\n public _depthRenderTarget: Nullable<FluidRenderingTextures>;\r\n\r\n /** @internal */\r\n public _diffuseRenderTarget: Nullable<FluidRenderingTextures>;\r\n\r\n /** @internal */\r\n public _thicknessRenderTarget: Nullable<FluidRenderingTextures>;\r\n\r\n /**\r\n * Creates an instance of the class\r\n * @param scene Scene used to render the fluid object into\r\n * @param camera Camera used to render the fluid object. If not provided, use the active camera of the scene instead\r\n */\r\n constructor(scene: Scene, camera?: Camera) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._camera = camera ?? scene.activeCamera;\r\n this._needInitialization = true;\r\n this._bgDepthTexture = null;\r\n\r\n this._invProjectionMatrix = new Matrix();\r\n this._depthClearColor = new Color4(1e6, 1e6, 1e6, 1);\r\n this._thicknessClearColor = new Color4(0, 0, 0, 1);\r\n\r\n this._depthRenderTarget = null;\r\n this._diffuseRenderTarget = null;\r\n this._thicknessRenderTarget = null;\r\n\r\n this._renderPostProcess = null;\r\n }\r\n\r\n /** @internal */\r\n public _initialize(): void {\r\n this.dispose();\r\n\r\n this._needInitialization = false;\r\n\r\n const depthWidth = this._depthMapSize ?? this._engine.getRenderWidth();\r\n const depthHeight =\r\n this._depthMapSize !== null ? Math.round((this._depthMapSize * this._engine.getRenderHeight()) / this._engine.getRenderWidth()) : this._engine.getRenderHeight();\r\n\r\n this._depthRenderTarget = new FluidRenderingTextures(\r\n \"Depth\",\r\n this._scene,\r\n depthWidth,\r\n depthHeight,\r\n depthWidth,\r\n depthHeight,\r\n Constants.TEXTURETYPE_FLOAT,\r\n Constants.TEXTUREFORMAT_RG,\r\n Constants.TEXTURETYPE_FLOAT,\r\n Constants.TEXTUREFORMAT_RG,\r\n false,\r\n this._camera,\r\n true,\r\n this._samples\r\n );\r\n\r\n this._initializeRenderTarget(this._depthRenderTarget);\r\n\r\n if (this.generateDiffuseTexture) {\r\n const diffuseWidth = this._diffuseMapSize ?? this._engine.getRenderWidth();\r\n const diffuseHeight =\r\n this._diffuseMapSize !== null\r\n ? Math.round((this._diffuseMapSize * this._engine.getRenderHeight()) / this._engine.getRenderWidth())\r\n : this._engine.getRenderHeight();\r\n\r\n this._diffuseRenderTarget = new FluidRenderingTextures(\r\n \"Diffuse\",\r\n this._scene,\r\n diffuseWidth,\r\n diffuseHeight,\r\n 0,\r\n 0,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n true,\r\n this._camera,\r\n true,\r\n this._samples\r\n );\r\n\r\n this._initializeRenderTarget(this._diffuseRenderTarget);\r\n }\r\n\r\n const thicknessWidth = this._thicknessMapSize ?? this._engine.getRenderWidth();\r\n const thicknessHeight =\r\n this._thicknessMapSize !== null\r\n ? Math.round((this._thicknessMapSize * this._engine.getRenderHeight()) / this._engine.getRenderWidth())\r\n : this._engine.getRenderHeight();\r\n\r\n if (!this._useFixedThickness) {\r\n this._thicknessRenderTarget = new FluidRenderingTextures(\r\n \"Thickness\",\r\n this._scene,\r\n thicknessWidth,\r\n thicknessHeight,\r\n thicknessWidth,\r\n thicknessHeight,\r\n Constants.TEXTURETYPE_HALF_FLOAT,\r\n Constants.TEXTUREFORMAT_R,\r\n Constants.TEXTURETYPE_HALF_FLOAT,\r\n Constants.TEXTUREFORMAT_R,\r\n true,\r\n this._camera,\r\n false,\r\n this._samples\r\n );\r\n\r\n this._initializeRenderTarget(this._thicknessRenderTarget);\r\n }\r\n\r\n this._createLiquidRenderingPostProcess();\r\n }\r\n\r\n protected _setBlurParameters(renderTarget: Nullable<FluidRenderingTextures> = null): void {\r\n if (renderTarget === null || renderTarget === this._depthRenderTarget) {\r\n this._setBlurDepthParameters();\r\n }\r\n if (renderTarget === null || renderTarget === this._thicknessRenderTarget) {\r\n this._setBlurThicknessParameters();\r\n }\r\n }\r\n\r\n protected _setBlurDepthParameters(): void {\r\n if (!this._depthRenderTarget) {\r\n return;\r\n }\r\n this._depthRenderTarget.blurFilterSize = this.blurDepthFilterSize;\r\n this._depthRenderTarget.blurMaxFilterSize = this.blurDepthMaxFilterSize;\r\n this._depthRenderTarget.blurNumIterations = this.blurDepthNumIterations;\r\n this._depthRenderTarget.blurDepthScale = this.blurDepthDepthScale;\r\n }\r\n\r\n protected _setBlurThicknessParameters(): void {\r\n if (!this._thicknessRenderTarget) {\r\n return;\r\n }\r\n this._thicknessRenderTarget.blurFilterSize = this.blurThicknessFilterSize;\r\n this._thicknessRenderTarget.blurNumIterations = this.blurThicknessNumIterations;\r\n }\r\n\r\n protected _initializeRenderTarget(renderTarget: FluidRenderingTextures): void {\r\n if (renderTarget !== this._diffuseRenderTarget) {\r\n renderTarget.enableBlur = renderTarget === this._depthRenderTarget ? this.enableBlurDepth : this.enableBlurThickness;\r\n renderTarget.blurSizeDivisor = renderTarget === this._depthRenderTarget ? this.blurDepthSizeDivisor : this.blurThicknessSizeDivisor;\r\n }\r\n\r\n this._setBlurParameters(renderTarget);\r\n\r\n renderTarget.initialize();\r\n }\r\n\r\n protected _createLiquidRenderingPostProcess(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n const uniformNames = [\r\n \"viewMatrix\",\r\n \"projectionMatrix\",\r\n \"invProjectionMatrix\",\r\n \"texelSize\",\r\n \"dirLight\",\r\n \"cameraFar\",\r\n \"density\",\r\n \"refractionStrength\",\r\n \"fresnelClamp\",\r\n \"specularPower\",\r\n ];\r\n const samplerNames = [\"depthSampler\"];\r\n const defines = [];\r\n\r\n this.dispose(true);\r\n\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n const texture = this._depthRenderTarget!.enableBlur ? this._depthRenderTarget!.textureBlur! : this._depthRenderTarget!.texture!;\r\n const texelSize = new Vector2(1 / texture.getSize().width, 1 / texture.getSize().height);\r\n\r\n if (this._scene.useRightHandedSystem) {\r\n defines.push(\"#define FLUIDRENDERING_RHS\");\r\n }\r\n\r\n if (this._environmentMap !== null) {\r\n const envMap = this._environmentMap ?? this._scene.environmentTexture;\r\n if (envMap) {\r\n samplerNames.push(\"reflectionSampler\");\r\n defines.push(\"#define FLUIDRENDERING_ENVIRONMENT\");\r\n }\r\n }\r\n\r\n if (this._diffuseRenderTarget) {\r\n samplerNames.push(\"diffuseSampler\");\r\n defines.push(\"#define FLUIDRENDERING_DIFFUSETEXTURE\");\r\n } else {\r\n uniformNames.push(\"diffuseColor\");\r\n }\r\n\r\n if (this._useVelocity) {\r\n samplerNames.push(\"velocitySampler\");\r\n defines.push(\"#define FLUIDRENDERING_VELOCITY\");\r\n }\r\n\r\n if (this._useFixedThickness) {\r\n uniformNames.push(\"thickness\");\r\n samplerNames.push(\"bgDepthSampler\");\r\n defines.push(\"#define FLUIDRENDERING_FIXED_THICKNESS\");\r\n } else {\r\n uniformNames.push(\"minimumThickness\");\r\n samplerNames.push(\"thicknessSampler\");\r\n }\r\n\r\n if (this._debug) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG\");\r\n if (this._debugFeature === FluidRenderingDebug.Normals) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_SHOWNORMAL\");\r\n } else if (this._debugFeature === FluidRenderingDebug.DiffuseRendering) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_DIFFUSERENDERING\");\r\n } else {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_TEXTURE\");\r\n samplerNames.push(\"debugSampler\");\r\n if (this._debugFeature === FluidRenderingDebug.DepthTexture || this._debugFeature === FluidRenderingDebug.DepthBlurredTexture) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_DEPTH\");\r\n }\r\n }\r\n }\r\n\r\n this._renderPostProcess = new PostProcess(\r\n \"FluidRendering\",\r\n \"fluidRenderingRender\",\r\n uniformNames,\r\n samplerNames,\r\n 1,\r\n null,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n undefined,\r\n undefined,\r\n true,\r\n undefined\r\n );\r\n this._renderPostProcess.updateEffect(defines.join(\"\\n\"));\r\n\r\n this._renderPostProcess.samples = this._samples;\r\n this._renderPostProcess.onApplyObservable.add((effect) => {\r\n this._invProjectionMatrix.copyFrom(this._scene.getProjectionMatrix());\r\n this._invProjectionMatrix.invert();\r\n\r\n if (engine.isWebGPU) {\r\n effect.setTextureSampler(\"textureSamplerSampler\", this._renderPostProcess!.inputTexture.texture);\r\n }\r\n\r\n if (!this._depthRenderTarget!.enableBlur) {\r\n effect.setTexture(\"depthSampler\", this._depthRenderTarget!.texture);\r\n if (engine.isWebGPU) {\r\n effect.setTextureSampler(\"depthSamplerSampler\", this._depthRenderTarget!.texture?.getInternalTexture() ?? null);\r\n }\r\n } else {\r\n effect.setTexture(\"depthSampler\", this._depthRenderTarget!.textureBlur);\r\n if (engine.isWebGPU) {\r\n effect.setTextureSampler(\"depthSamplerSampler\", this._depthRenderTarget!.textureBlur?.getInternalTexture() ?? null);\r\n }\r\n }\r\n if (this._diffuseRenderTarget) {\r\n if (!this._diffuseRenderTarget.enableBlur) {\r\n effect.setTexture(\"diffuseSampler\", this._diffuseRenderTarget.texture);\r\n if (engine.isWebGPU) {\r\n effect.setTextureSampler(\"diffuseSamplerSampler\", this._diffuseRenderTarget.texture?.getInternalTexture() ?? null);\r\n }\r\n } else {\r\n effect.setTexture(\"diffuseSampler\", this._diffuseRenderTarget.textureBlur);\r\n if (engine.isWebGPU) {\r\n effect.setTextureSampler(\"diffuseSamplerSampler\", this._diffuseRenderTarget.textureBlur?.getInternalTexture() ?? null);\r\n }\r\n }\r\n } else {\r\n effect.setColor3(\"diffuseColor\", this.fluidColor);\r\n }\r\n if (this._useFixedThickness) {\r\n effect.setFloat(\"thickness\", this.minimumThickness);\r\n effect._bindTexture(\"bgDepthSampler\", this._bgDepthTexture);\r\n if (engine.isWebGPU) {\r\n effect.setTextureSampler(\"bgDepthSamplerSampler\", this._bgDepthTexture ?? null);\r\n }\r\n } else {\r\n if (!this._thicknessRenderTarget!.enableBlur) {\r\n effect.setTexture(\"thicknessSampler\", this._thicknessRenderTarget!.texture);\r\n if (engine.isWebGPU) {\r\n effect.setTextureSampler(\"thicknessSamplerSampler\", this._thicknessRenderTarget!.texture?.getInternalTexture() ?? null);\r\n }\r\n } else {\r\n effect.setTexture(\"thicknessSampler\", this._thicknessRenderTarget!.textureBlur);\r\n if (engine.isWebGPU) {\r\n effect.setTextureSampler(\"thicknessSamplerSampler\", this._thicknessRenderTarget!.textureBlur?.getInternalTexture() ?? null);\r\n }\r\n }\r\n effect.setFloat(\"minimumThickness\", this.minimumThickness);\r\n }\r\n\r\n if (this._environmentMap !== null) {\r\n const envMap = this._environmentMap ?? this._scene.environmentTexture;\r\n if (envMap) {\r\n effect.setTexture(\"reflectionSampler\", envMap);\r\n if (engine.isWebGPU) {\r\n effect.setTextureSampler(\"reflectionSamplerSampler\", envMap?.getInternalTexture() ?? null);\r\n }\r\n }\r\n }\r\n\r\n effect.setMatrix(\"viewMatrix\", this._scene.getViewMatrix());\r\n effect.setMatrix(\"invProjectionMatrix\", this._invProjectionMatrix);\r\n effect.setMatrix(\"projectionMatrix\", this._scene.getProjectionMatrix());\r\n effect.setVector2(\"texelSize\", texelSize);\r\n effect.setFloat(\"density\", this.density);\r\n effect.setFloat(\"refractionStrength\", this.refractionStrength);\r\n effect.setFloat(\"fresnelClamp\", this.fresnelClamp);\r\n effect.setFloat(\"specularPower\", this.specularPower);\r\n\r\n effect.setVector3(\"dirLight\", this.dirLight);\r\n\r\n effect.setFloat(\"cameraFar\", this._camera!.maxZ);\r\n\r\n if (this._debug) {\r\n let texture: Nullable<ThinTexture> = null;\r\n switch (this._debugFeature) {\r\n case FluidRenderingDebug.DepthTexture:\r\n texture = this._depthRenderTarget!.texture;\r\n break;\r\n case FluidRenderingDebug.DepthBlurredTexture:\r\n texture = this._depthRenderTarget!.enableBlur ? this._depthRenderTarget!.textureBlur : this._depthRenderTarget!.texture;\r\n break;\r\n case FluidRenderingDebug.ThicknessTexture:\r\n texture = this._thicknessRenderTarget?.texture ?? null;\r\n break;\r\n case FluidRenderingDebug.ThicknessBlurredTexture:\r\n texture = this._thicknessRenderTarget?.enableBlur ? this._thicknessRenderTarget?.textureBlur ?? null : this._thicknessRenderTarget?.texture ?? null;\r\n break;\r\n case FluidRenderingDebug.DiffuseTexture:\r\n if (this._diffuseRenderTarget) {\r\n texture = this._diffuseRenderTarget.texture;\r\n }\r\n break;\r\n }\r\n if (this._debugFeature !== FluidRenderingDebug.Normals) {\r\n effect.setTexture(\"debugSampler\", texture);\r\n if (engine.isWebGPU) {\r\n effect.setTextureSampler(\"debugSamplerSampler\", texture?.getInternalTexture() ?? null);\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /** @internal */\r\n public _clearTargets(): void {\r\n if (this._depthRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._depthRenderTarget.renderTarget);\r\n this._engine.clear(this._depthClearColor, true, true, false);\r\n this._engine.unBindFramebuffer(this._depthRenderTarget.renderTarget);\r\n }\r\n\r\n if (this._diffuseRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n this._engine.clear(this._thicknessClearColor, true, true, false);\r\n this._engine.unBindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n }\r\n\r\n if (this._thicknessRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n // we don't clear the depth buffer because it is the depth buffer that is coming from the scene and that we reuse in the thickness rendering pass\r\n this._engine.clear(this._thicknessClearColor, true, false, false);\r\n this._engine.unBindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _render(fluidObject: FluidRenderingObject): void {\r\n if (this._needInitialization || !fluidObject.isReady()) {\r\n return;\r\n }\r\n\r\n const currentRenderTarget = this._engine._currentRenderTarget;\r\n\r\n this._engine.setState(false, undefined, undefined, undefined, true);\r\n this._engine.setDepthBuffer(true);\r\n this._engine.setDepthWrite(true);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n // Render the particles in the depth texture\r\n if (this._depthRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._depthRenderTarget.renderTarget);\r\n\r\n fluidObject.renderDepthTexture();\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.unBindFramebuffer(this._depthRenderTarget.renderTarget);\r\n }\r\n\r\n // Render the particles in the diffuse texture\r\n if (this._diffuseRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n\r\n fluidObject.renderDiffuseTexture();\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.unBindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n }\r\n\r\n // Render the particles in the thickness texture\r\n if (this._thicknessRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n\r\n fluidObject.renderThicknessTexture();\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.unBindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n }\r\n\r\n // Run the blur post processes\r\n this._depthRenderTarget?.applyBlurPostProcesses();\r\n this._diffuseRenderTarget?.applyBlurPostProcesses();\r\n this._thicknessRenderTarget?.applyBlurPostProcesses();\r\n\r\n if (currentRenderTarget) {\r\n this._engine.bindFramebuffer(currentRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Releases all the ressources used by the class\r\n * @param onlyPostProcesses If true, releases only the ressources used by the render post processes\r\n */\r\n public dispose(onlyPostProcesses = false): void {\r\n if (!onlyPostProcesses) {\r\n this._depthRenderTarget?.dispose();\r\n this._depthRenderTarget = null;\r\n\r\n this._diffuseRenderTarget?.dispose();\r\n this._diffuseRenderTarget = null;\r\n\r\n this._thicknessRenderTarget?.dispose();\r\n this._thicknessRenderTarget = null;\r\n }\r\n\r\n if (this._renderPostProcess && this._camera) {\r\n this._camera.detachPostProcess(this._renderPostProcess);\r\n }\r\n this._renderPostProcess?.dispose();\r\n this._renderPostProcess = null;\r\n\r\n this._needInitialization = false;\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { Camera } from \"core/Cameras/camera\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { InternalTexture } from \"core/Materials/Textures/internalTexture\";\r\nimport type { ThinTexture } from \"core/Materials/Textures/thinTexture\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { Matrix, Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nimport type { FluidRenderingObject } from \"./fluidRenderingObject\";\r\nimport { FluidRenderingTextures } from \"./fluidRenderingTextures\";\r\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\r\n\r\n/**\r\n * Textures that can be displayed as a debugging tool\r\n */\r\nexport enum FluidRenderingDebug {\r\n DepthTexture,\r\n DepthBlurredTexture,\r\n ThicknessTexture,\r\n ThicknessBlurredTexture,\r\n DiffuseTexture,\r\n Normals,\r\n DiffuseRendering,\r\n}\r\n\r\n/**\r\n * Class used to render an object as a fluid thanks to different render target textures (depth, thickness, diffuse)\r\n */\r\nexport class FluidRenderingTargetRenderer {\r\n protected _scene: Scene;\r\n protected _camera: Nullable<Camera>;\r\n protected _engine: AbstractEngine;\r\n\r\n protected _invProjectionMatrix: Matrix;\r\n protected _depthClearColor: Color4;\r\n protected _thicknessClearColor: Color4;\r\n\r\n protected _needInitialization: boolean;\r\n\r\n /**\r\n * Returns true if the class needs to be reinitialized (because of changes in parameterization)\r\n */\r\n public get needInitialization() {\r\n return this._needInitialization;\r\n }\r\n\r\n private _generateDiffuseTexture = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the diffuse texture should be generated and used for the rendering\r\n */\r\n public get generateDiffuseTexture() {\r\n return this._generateDiffuseTexture;\r\n }\r\n\r\n public set generateDiffuseTexture(generate: boolean) {\r\n if (this._generateDiffuseTexture === generate) {\r\n return;\r\n }\r\n\r\n this._generateDiffuseTexture = generate;\r\n this._needInitialization = true;\r\n }\r\n\r\n /**\r\n * Fluid color. Not used if generateDiffuseTexture is true\r\n */\r\n public fluidColor = new Color3(0.085, 0.6375, 0.765);\r\n\r\n /**\r\n * Density of the fluid (positive number). The higher the value, the more opaque the fluid.\r\n */\r\n public density = 2;\r\n\r\n /**\r\n * Strength of the refraction (positive number, but generally between 0 and 0.3).\r\n */\r\n public refractionStrength = 0.1;\r\n\r\n /**\r\n * Strength of the fresnel effect (value between 0 and 1). Lower the value if you want to soften the specular effect\r\n */\r\n public fresnelClamp = 1.0;\r\n\r\n /**\r\n * Strength of the specular power (positive number). Increase the value to make the specular effect more concentrated\r\n */\r\n public specularPower = 250;\r\n\r\n /**\r\n * Minimum thickness of the particles (positive number). If useFixedThickness is true, minimumThickness is the thickness used\r\n */\r\n public minimumThickness = 0;\r\n\r\n /**\r\n * Direction of the light. The fluid is assumed to be lit by a directional light\r\n */\r\n public dirLight: Vector3 = new Vector3(-2, -1, 1).normalize();\r\n\r\n private _debugFeature: FluidRenderingDebug = FluidRenderingDebug.DepthBlurredTexture;\r\n\r\n /**\r\n * Gets or sets the feature (texture) to be debugged. Not used if debug is false\r\n */\r\n public get debugFeature() {\r\n return this._debugFeature;\r\n }\r\n\r\n public set debugFeature(feature: FluidRenderingDebug) {\r\n if (this._debugFeature === feature) {\r\n return;\r\n }\r\n\r\n this._needInitialization = true;\r\n this._debugFeature = feature;\r\n }\r\n\r\n private _debug = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if we should display a specific texture (given by debugFeature) for debugging purpose\r\n */\r\n public get debug() {\r\n return this._debug;\r\n }\r\n\r\n public set debug(debug: boolean) {\r\n if (this._debug === debug) {\r\n return;\r\n }\r\n\r\n this._debug = debug;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _environmentMap?: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets or sets the environment map used for the reflection part of the shading\r\n * If null, no map will be used. If undefined, the scene.environmentMap will be used (if defined)\r\n */\r\n public get environmentMap() {\r\n return this._environmentMap;\r\n }\r\n\r\n public set environmentMap(map: Nullable<BaseTexture> | undefined) {\r\n if (this._environmentMap === map) {\r\n return;\r\n }\r\n\r\n this._needInitialization = true;\r\n this._environmentMap = map;\r\n }\r\n\r\n private _enableBlurDepth = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the depth texture should be blurred\r\n */\r\n public get enableBlurDepth() {\r\n return this._enableBlurDepth;\r\n }\r\n\r\n public set enableBlurDepth(enable: boolean) {\r\n if (this._enableBlurDepth === enable) {\r\n return;\r\n }\r\n\r\n this._enableBlurDepth = enable;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurDepthSizeDivisor = 1;\r\n\r\n /**\r\n * Gets or sets the depth size divisor (positive number, generally between 1 and 4), which is used as a divisor when creating the texture used for blurring the depth\r\n * For eg. if blurDepthSizeDivisor=2, the texture used to blur the depth will be half the size of the depth texture\r\n */\r\n public get blurDepthSizeDivisor() {\r\n return this._blurDepthSizeDivisor;\r\n }\r\n\r\n public set blurDepthSizeDivisor(scale: number) {\r\n if (this._blurDepthSizeDivisor === scale) {\r\n return;\r\n }\r\n\r\n this._blurDepthSizeDivisor = scale;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurDepthFilterSize = 7;\r\n\r\n /**\r\n * Size of the kernel used to filter the depth blur texture (positive number, generally between 1 and 20 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurDepthFilterSize() {\r\n return this._blurDepthFilterSize;\r\n }\r\n\r\n public set blurDepthFilterSize(filterSize: number) {\r\n if (this._blurDepthFilterSize === filterSize) {\r\n return;\r\n }\r\n\r\n this._blurDepthFilterSize = filterSize;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurDepthNumIterations = 3;\r\n\r\n /**\r\n * Number of blurring iterations used to generate the depth blur texture (positive number, generally between 1 and 10 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurDepthNumIterations() {\r\n return this._blurDepthNumIterations;\r\n }\r\n\r\n public set blurDepthNumIterations(numIterations: number) {\r\n if (this._blurDepthNumIterations === numIterations) {\r\n return;\r\n }\r\n\r\n this._blurDepthNumIterations = numIterations;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurDepthMaxFilterSize = 100;\r\n\r\n /**\r\n * Maximum size of the kernel used to blur the depth texture (positive number, generally between 1 and 200 - higher values will require more processing power from the GPU when the particles are larger on screen)\r\n */\r\n public get blurDepthMaxFilterSize() {\r\n return this._blurDepthMaxFilterSize;\r\n }\r\n\r\n public set blurDepthMaxFilterSize(maxFilterSize: number) {\r\n if (this._blurDepthMaxFilterSize === maxFilterSize) {\r\n return;\r\n }\r\n\r\n this._blurDepthMaxFilterSize = maxFilterSize;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurDepthDepthScale = 10;\r\n\r\n /**\r\n * Depth weight in the calculation when applying the bilateral blur to generate the depth blur texture (positive number, generally between 0 and 100)\r\n */\r\n public get blurDepthDepthScale() {\r\n return this._blurDepthDepthScale;\r\n }\r\n\r\n public set blurDepthDepthScale(scale: number) {\r\n if (this._blurDepthDepthScale === scale) {\r\n return;\r\n }\r\n\r\n this._blurDepthDepthScale = scale;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _enableBlurThickness = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the thickness texture should be blurred\r\n */\r\n public get enableBlurThickness() {\r\n return this._enableBlurThickness;\r\n }\r\n\r\n public set enableBlurThickness(enable: boolean) {\r\n if (this._enableBlurThickness === enable) {\r\n return;\r\n }\r\n\r\n this._enableBlurThickness = enable;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurThicknessSizeDivisor = 1;\r\n\r\n /**\r\n * Gets or sets the thickness size divisor (positive number, generally between 1 and 4), which is used as a divisor when creating the texture used for blurring the thickness\r\n * For eg. if blurThicknessSizeDivisor=2, the texture used to blur the thickness will be half the size of the thickness texture\r\n */\r\n public get blurThicknessSizeDivisor() {\r\n return this._blurThicknessSizeDivisor;\r\n }\r\n\r\n public set blurThicknessSizeDivisor(scale: number) {\r\n if (this._blurThicknessSizeDivisor === scale) {\r\n return;\r\n }\r\n\r\n this._blurThicknessSizeDivisor = scale;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _blurThicknessFilterSize = 5;\r\n\r\n /**\r\n * Size of the kernel used to filter the thickness blur texture (positive number, generally between 1 and 20 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurThicknessFilterSize() {\r\n return this._blurThicknessFilterSize;\r\n }\r\n\r\n public set blurThicknessFilterSize(filterSize: number) {\r\n if (this._blurThicknessFilterSize === filterSize) {\r\n return;\r\n }\r\n\r\n this._blurThicknessFilterSize = filterSize;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _blurThicknessNumIterations = 1;\r\n\r\n /**\r\n * Number of blurring iterations used to generate the thickness blur texture (positive number, generally between 1 and 10 - higher values will require more processing power from the GPU)\r\n */\r\n public get blurThicknessNumIterations() {\r\n return this._blurThicknessNumIterations;\r\n }\r\n\r\n public set blurThicknessNumIterations(numIterations: number) {\r\n if (this._blurThicknessNumIterations === numIterations) {\r\n return;\r\n }\r\n\r\n this._blurThicknessNumIterations = numIterations;\r\n this._setBlurParameters();\r\n }\r\n\r\n private _useFixedThickness = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that a fixed thickness should be used instead of generating a thickness texture\r\n */\r\n public get useFixedThickness() {\r\n return this._useFixedThickness;\r\n }\r\n\r\n public set useFixedThickness(use: boolean) {\r\n if (this._useFixedThickness === use) {\r\n return;\r\n }\r\n\r\n this._useFixedThickness = use;\r\n this._needInitialization = true;\r\n }\r\n\r\n /** @internal */\r\n public _bgDepthTexture: Nullable<InternalTexture>;\r\n\r\n /** @internal */\r\n public _onUseVelocityChanged = new Observable<FluidRenderingTargetRenderer>();\r\n\r\n private _useVelocity = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that the velocity should be used when rendering the particles as a fluid.\r\n * Note: the vertex buffers must contain a \"velocity\" buffer for this to work!\r\n */\r\n public get useVelocity() {\r\n return this._useVelocity;\r\n }\r\n\r\n public set useVelocity(use: boolean) {\r\n if (this._useVelocity === use) {\r\n return;\r\n }\r\n\r\n this._useVelocity = use;\r\n this._needInitialization = true;\r\n this._onUseVelocityChanged.notifyObservers(this);\r\n }\r\n\r\n private _depthMapSize: Nullable<number> = null;\r\n\r\n /**\r\n * Defines the size of the depth texture.\r\n * If null, the texture will have the size of the screen\r\n */\r\n public get depthMapSize() {\r\n return this._depthMapSize;\r\n }\r\n\r\n public set depthMapSize(size: Nullable<number>) {\r\n if (this._depthMapSize === size) {\r\n return;\r\n }\r\n\r\n this._depthMapSize = size;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _thicknessMapSize: Nullable<number> = null;\r\n\r\n /**\r\n * Defines the size of the thickness texture.\r\n * If null, the texture will have the size of the screen\r\n */\r\n public get thicknessMapSize() {\r\n return this._thicknessMapSize;\r\n }\r\n\r\n public set thicknessMapSize(size: Nullable<number>) {\r\n if (this._thicknessMapSize === size) {\r\n return;\r\n }\r\n\r\n this._thicknessMapSize = size;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _diffuseMapSize: Nullable<number> = null;\r\n\r\n /**\r\n * Defines the size of the diffuse texture.\r\n * If null, the texture will have the size of the screen\r\n */\r\n public get diffuseMapSize() {\r\n return this._diffuseMapSize;\r\n }\r\n\r\n public set diffuseMapSize(size: Nullable<number>) {\r\n if (this._diffuseMapSize === size) {\r\n return;\r\n }\r\n\r\n this._diffuseMapSize = size;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _samples = 1;\r\n\r\n /**\r\n * Gets or sets the number of samples used by MSAA\r\n * Note: changing this value in WebGL does not work because depth/stencil textures can't be created with MSAA (see https://github.com/BabylonJS/Babylon.js/issues/12444)\r\n */\r\n public get samples() {\r\n return this._samples;\r\n }\r\n\r\n public set samples(samples: number) {\r\n if (this._samples === samples) {\r\n return;\r\n }\r\n\r\n this._samples = samples;\r\n this._needInitialization = true;\r\n }\r\n\r\n private _compositeMode = false;\r\n\r\n /**\r\n * If compositeMode is true (default: false), when the alpha value of the background (the scene rendered without the fluid objects) is 0, the final alpha value of the pixel will be set to the thickness value.\r\n * This way, it is possible to composite the fluid rendering on top of the HTML background.\r\n */\r\n public get compositeMode() {\r\n return this._compositeMode;\r\n }\r\n\r\n public set compositeMode(value: boolean) {\r\n if (this._compositeMode === value) {\r\n return;\r\n }\r\n\r\n this._compositeMode = value;\r\n this._needInitialization = true;\r\n }\r\n\r\n /**\r\n * Gets the camera used for the rendering\r\n */\r\n public get camera() {\r\n return this._camera;\r\n }\r\n\r\n /** @internal */\r\n public _renderPostProcess: Nullable<PostProcess>;\r\n\r\n /** @internal */\r\n public _depthRenderTarget: Nullable<FluidRenderingTextures>;\r\n\r\n /** @internal */\r\n public _diffuseRenderTarget: Nullable<FluidRenderingTextures>;\r\n\r\n /** @internal */\r\n public _thicknessRenderTarget: Nullable<FluidRenderingTextures>;\r\n\r\n /**\r\n * Creates an instance of the class\r\n * @param scene Scene used to render the fluid object into\r\n * @param camera Camera used to render the fluid object. If not provided, use the active camera of the scene instead\r\n */\r\n constructor(scene: Scene, camera?: Camera) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._camera = camera ?? scene.activeCamera;\r\n this._needInitialization = true;\r\n this._bgDepthTexture = null;\r\n\r\n this._invProjectionMatrix = new Matrix();\r\n this._depthClearColor = new Color4(1e6, 1e6, 1e6, 1);\r\n this._thicknessClearColor = new Color4(0, 0, 0, 1);\r\n\r\n this._depthRenderTarget = null;\r\n this._diffuseRenderTarget = null;\r\n this._thicknessRenderTarget = null;\r\n\r\n this._renderPostProcess = null;\r\n }\r\n\r\n /** @internal */\r\n public _initialize(): void {\r\n this.dispose();\r\n\r\n this._needInitialization = false;\r\n\r\n const depthWidth = this._depthMapSize ?? this._engine.getRenderWidth();\r\n const depthHeight =\r\n this._depthMapSize !== null ? Math.round((this._depthMapSize * this._engine.getRenderHeight()) / this._engine.getRenderWidth()) : this._engine.getRenderHeight();\r\n\r\n this._depthRenderTarget = new FluidRenderingTextures(\r\n \"Depth\",\r\n this._scene,\r\n depthWidth,\r\n depthHeight,\r\n depthWidth,\r\n depthHeight,\r\n Constants.TEXTURETYPE_FLOAT,\r\n Constants.TEXTUREFORMAT_RG,\r\n Constants.TEXTURETYPE_FLOAT,\r\n Constants.TEXTUREFORMAT_RG,\r\n false,\r\n this._camera,\r\n true,\r\n this._samples\r\n );\r\n\r\n this._initializeRenderTarget(this._depthRenderTarget);\r\n\r\n if (this.generateDiffuseTexture) {\r\n const diffuseWidth = this._diffuseMapSize ?? this._engine.getRenderWidth();\r\n const diffuseHeight =\r\n this._diffuseMapSize !== null\r\n ? Math.round((this._diffuseMapSize * this._engine.getRenderHeight()) / this._engine.getRenderWidth())\r\n : this._engine.getRenderHeight();\r\n\r\n this._diffuseRenderTarget = new FluidRenderingTextures(\r\n \"Diffuse\",\r\n this._scene,\r\n diffuseWidth,\r\n diffuseHeight,\r\n 0,\r\n 0,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n Constants.TEXTUREFORMAT_RGBA,\r\n true,\r\n this._camera,\r\n true,\r\n this._samples\r\n );\r\n\r\n this._initializeRenderTarget(this._diffuseRenderTarget);\r\n }\r\n\r\n const thicknessWidth = this._thicknessMapSize ?? this._engine.getRenderWidth();\r\n const thicknessHeight =\r\n this._thicknessMapSize !== null\r\n ? Math.round((this._thicknessMapSize * this._engine.getRenderHeight()) / this._engine.getRenderWidth())\r\n : this._engine.getRenderHeight();\r\n\r\n if (!this._useFixedThickness) {\r\n this._thicknessRenderTarget = new FluidRenderingTextures(\r\n \"Thickness\",\r\n this._scene,\r\n thicknessWidth,\r\n thicknessHeight,\r\n thicknessWidth,\r\n thicknessHeight,\r\n Constants.TEXTURETYPE_HALF_FLOAT,\r\n Constants.TEXTUREFORMAT_R,\r\n Constants.TEXTURETYPE_HALF_FLOAT,\r\n Constants.TEXTUREFORMAT_R,\r\n true,\r\n this._camera,\r\n false,\r\n this._samples\r\n );\r\n\r\n this._initializeRenderTarget(this._thicknessRenderTarget);\r\n }\r\n\r\n this._createLiquidRenderingPostProcess();\r\n }\r\n\r\n protected _setBlurParameters(renderTarget: Nullable<FluidRenderingTextures> = null): void {\r\n if (renderTarget === null || renderTarget === this._depthRenderTarget) {\r\n this._setBlurDepthParameters();\r\n }\r\n if (renderTarget === null || renderTarget === this._thicknessRenderTarget) {\r\n this._setBlurThicknessParameters();\r\n }\r\n }\r\n\r\n protected _setBlurDepthParameters(): void {\r\n if (!this._depthRenderTarget) {\r\n return;\r\n }\r\n this._depthRenderTarget.blurFilterSize = this.blurDepthFilterSize;\r\n this._depthRenderTarget.blurMaxFilterSize = this.blurDepthMaxFilterSize;\r\n this._depthRenderTarget.blurNumIterations = this.blurDepthNumIterations;\r\n this._depthRenderTarget.blurDepthScale = this.blurDepthDepthScale;\r\n }\r\n\r\n protected _setBlurThicknessParameters(): void {\r\n if (!this._thicknessRenderTarget) {\r\n return;\r\n }\r\n this._thicknessRenderTarget.blurFilterSize = this.blurThicknessFilterSize;\r\n this._thicknessRenderTarget.blurNumIterations = this.blurThicknessNumIterations;\r\n }\r\n\r\n protected _initializeRenderTarget(renderTarget: FluidRenderingTextures): void {\r\n if (renderTarget !== this._diffuseRenderTarget) {\r\n renderTarget.enableBlur = renderTarget === this._depthRenderTarget ? this.enableBlurDepth : this.enableBlurThickness;\r\n renderTarget.blurSizeDivisor = renderTarget === this._depthRenderTarget ? this.blurDepthSizeDivisor : this.blurThicknessSizeDivisor;\r\n }\r\n\r\n this._setBlurParameters(renderTarget);\r\n\r\n renderTarget.initialize();\r\n }\r\n\r\n protected _createLiquidRenderingPostProcess(): void {\r\n const engine = this._scene.getEngine();\r\n\r\n const uniformNames = [\r\n \"viewMatrix\",\r\n \"projectionMatrix\",\r\n \"invProjectionMatrix\",\r\n \"texelSize\",\r\n \"dirLight\",\r\n \"cameraFar\",\r\n \"density\",\r\n \"refractionStrength\",\r\n \"fresnelClamp\",\r\n \"specularPower\",\r\n ];\r\n const samplerNames = [\"depthSampler\"];\r\n const defines = [];\r\n\r\n this.dispose(true);\r\n\r\n if (!this._camera) {\r\n return;\r\n }\r\n\r\n const texture = this._depthRenderTarget!.enableBlur ? this._depthRenderTarget!.textureBlur! : this._depthRenderTarget!.texture!;\r\n const texelSize = new Vector2(1 / texture.getSize().width, 1 / texture.getSize().height);\r\n\r\n if (this._scene.useRightHandedSystem) {\r\n defines.push(\"#define FLUIDRENDERING_RHS\");\r\n }\r\n\r\n if (this._environmentMap !== null) {\r\n const envMap = this._environmentMap ?? this._scene.environmentTexture;\r\n if (envMap) {\r\n samplerNames.push(\"reflectionSampler\");\r\n defines.push(\"#define FLUIDRENDERING_ENVIRONMENT\");\r\n }\r\n }\r\n\r\n if (this._diffuseRenderTarget) {\r\n samplerNames.push(\"diffuseSampler\");\r\n defines.push(\"#define FLUIDRENDERING_DIFFUSETEXTURE\");\r\n } else {\r\n uniformNames.push(\"diffuseColor\");\r\n }\r\n\r\n if (this._useVelocity) {\r\n samplerNames.push(\"velocitySampler\");\r\n defines.push(\"#define FLUIDRENDERING_VELOCITY\");\r\n }\r\n\r\n if (this._useFixedThickness) {\r\n uniformNames.push(\"thickness\");\r\n samplerNames.push(\"bgDepthSampler\");\r\n defines.push(\"#define FLUIDRENDERING_FIXED_THICKNESS\");\r\n } else {\r\n uniformNames.push(\"minimumThickness\");\r\n samplerNames.push(\"thicknessSampler\");\r\n }\r\n\r\n if (this._compositeMode) {\r\n defines.push(\"#define FLUIDRENDERING_COMPOSITE_MODE\");\r\n }\r\n\r\n if (this._debug) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG\");\r\n if (this._debugFeature === FluidRenderingDebug.Normals) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_SHOWNORMAL\");\r\n } else if (this._debugFeature === FluidRenderingDebug.DiffuseRendering) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_DIFFUSERENDERING\");\r\n } else {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_TEXTURE\");\r\n samplerNames.push(\"debugSampler\");\r\n if (this._debugFeature === FluidRenderingDebug.DepthTexture || this._debugFeature === FluidRenderingDebug.DepthBlurredTexture) {\r\n defines.push(\"#define FLUIDRENDERING_DEBUG_DEPTH\");\r\n }\r\n }\r\n }\r\n\r\n this._renderPostProcess = new PostProcess(\r\n \"FluidRendering\",\r\n \"fluidRenderingRender\",\r\n uniformNames,\r\n samplerNames,\r\n 1,\r\n null,\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n engine,\r\n false,\r\n null,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n undefined,\r\n undefined,\r\n true,\r\n undefined\r\n );\r\n this._renderPostProcess.updateEffect(defines.join(\"\\n\"));\r\n\r\n this._renderPostProcess.samples = this._samples;\r\n const engineWebGPU = engine as WebGPUEngine;\r\n const setTextureSampler = engineWebGPU.setTextureSampler;\r\n this._renderPostProcess.onApplyObservable.add((effect) => {\r\n this._invProjectionMatrix.copyFrom(this._scene.getProjectionMatrix());\r\n this._invProjectionMatrix.invert();\r\n\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"textureSamplerSampler\", this._renderPostProcess!.inputTexture.texture);\r\n }\r\n\r\n if (!this._depthRenderTarget!.enableBlur) {\r\n effect.setTexture(\"depthSampler\", this._depthRenderTarget!.texture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"depthSamplerSampler\", this._depthRenderTarget!.texture?.getInternalTexture() ?? null);\r\n }\r\n } else {\r\n effect.setTexture(\"depthSampler\", this._depthRenderTarget!.textureBlur);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"depthSamplerSampler\", this._depthRenderTarget!.textureBlur?.getInternalTexture() ?? null);\r\n }\r\n }\r\n if (this._diffuseRenderTarget) {\r\n if (!this._diffuseRenderTarget.enableBlur) {\r\n effect.setTexture(\"diffuseSampler\", this._diffuseRenderTarget.texture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"diffuseSamplerSampler\", this._diffuseRenderTarget.texture?.getInternalTexture() ?? null);\r\n }\r\n } else {\r\n effect.setTexture(\"diffuseSampler\", this._diffuseRenderTarget.textureBlur);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"diffuseSamplerSampler\", this._diffuseRenderTarget.textureBlur?.getInternalTexture() ?? null);\r\n }\r\n }\r\n } else {\r\n effect.setColor3(\"diffuseColor\", this.fluidColor);\r\n }\r\n if (this._useFixedThickness) {\r\n effect.setFloat(\"thickness\", this.minimumThickness);\r\n effect._bindTexture(\"bgDepthSampler\", this._bgDepthTexture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"bgDepthSamplerSampler\", this._bgDepthTexture ?? null);\r\n }\r\n } else {\r\n if (!this._thicknessRenderTarget!.enableBlur) {\r\n effect.setTexture(\"thicknessSampler\", this._thicknessRenderTarget!.texture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"thicknessSamplerSampler\", this._thicknessRenderTarget!.texture?.getInternalTexture() ?? null);\r\n }\r\n } else {\r\n effect.setTexture(\"thicknessSampler\", this._thicknessRenderTarget!.textureBlur);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"thicknessSamplerSampler\", this._thicknessRenderTarget!.textureBlur?.getInternalTexture() ?? null);\r\n }\r\n }\r\n effect.setFloat(\"minimumThickness\", this.minimumThickness);\r\n }\r\n\r\n if (this._environmentMap !== null) {\r\n const envMap = this._environmentMap ?? this._scene.environmentTexture;\r\n if (envMap) {\r\n effect.setTexture(\"reflectionSampler\", envMap);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"reflectionSamplerSampler\", envMap?.getInternalTexture() ?? null);\r\n }\r\n }\r\n }\r\n\r\n effect.setMatrix(\"viewMatrix\", this._scene.getViewMatrix());\r\n effect.setMatrix(\"invProjectionMatrix\", this._invProjectionMatrix);\r\n effect.setMatrix(\"projectionMatrix\", this._scene.getProjectionMatrix());\r\n effect.setVector2(\"texelSize\", texelSize);\r\n effect.setFloat(\"density\", this.density);\r\n effect.setFloat(\"refractionStrength\", this.refractionStrength);\r\n effect.setFloat(\"fresnelClamp\", this.fresnelClamp);\r\n effect.setFloat(\"specularPower\", this.specularPower);\r\n\r\n effect.setVector3(\"dirLight\", this.dirLight);\r\n\r\n effect.setFloat(\"cameraFar\", this._camera!.maxZ);\r\n\r\n if (this._debug) {\r\n let texture: Nullable<ThinTexture> = null;\r\n switch (this._debugFeature) {\r\n case FluidRenderingDebug.DepthTexture:\r\n texture = this._depthRenderTarget!.texture;\r\n break;\r\n case FluidRenderingDebug.DepthBlurredTexture:\r\n texture = this._depthRenderTarget!.enableBlur ? this._depthRenderTarget!.textureBlur : this._depthRenderTarget!.texture;\r\n break;\r\n case FluidRenderingDebug.ThicknessTexture:\r\n texture = this._thicknessRenderTarget?.texture ?? null;\r\n break;\r\n case FluidRenderingDebug.ThicknessBlurredTexture:\r\n texture = this._thicknessRenderTarget?.enableBlur ? this._thicknessRenderTarget?.textureBlur ?? null : this._thicknessRenderTarget?.texture ?? null;\r\n break;\r\n case FluidRenderingDebug.DiffuseTexture:\r\n if (this._diffuseRenderTarget) {\r\n texture = this._diffuseRenderTarget.texture;\r\n }\r\n break;\r\n }\r\n if (this._debugFeature !== FluidRenderingDebug.Normals) {\r\n effect.setTexture(\"debugSampler\", texture);\r\n if (setTextureSampler) {\r\n setTextureSampler.call(engineWebGPU, \"debugSamplerSampler\", texture?.getInternalTexture() ?? null);\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /** @internal */\r\n public _clearTargets(): void {\r\n if (this._depthRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._depthRenderTarget.renderTarget);\r\n this._engine.clear(this._depthClearColor, true, true, false);\r\n this._engine.unBindFramebuffer(this._depthRenderTarget.renderTarget);\r\n }\r\n\r\n if (this._diffuseRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n this._engine.clear(this._thicknessClearColor, true, true, false);\r\n this._engine.unBindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n }\r\n\r\n if (this._thicknessRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n // we don't clear the depth buffer because it is the depth buffer that is coming from the scene and that we reuse in the thickness rendering pass\r\n this._engine.clear(this._thicknessClearColor, true, false, false);\r\n this._engine.unBindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _render(fluidObject: FluidRenderingObject): void {\r\n if (this._needInitialization || !fluidObject.isReady()) {\r\n return;\r\n }\r\n\r\n const currentRenderTarget = this._engine._currentRenderTarget;\r\n\r\n this._engine.setState(false, undefined, undefined, undefined, true);\r\n this._engine.setDepthBuffer(true);\r\n this._engine.setDepthWrite(true);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n // Render the particles in the depth texture\r\n if (this._depthRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._depthRenderTarget.renderTarget);\r\n\r\n fluidObject.renderDepthTexture();\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.unBindFramebuffer(this._depthRenderTarget.renderTarget);\r\n }\r\n\r\n // Render the particles in the diffuse texture\r\n if (this._diffuseRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n\r\n fluidObject.renderDiffuseTexture();\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.unBindFramebuffer(this._diffuseRenderTarget.renderTarget);\r\n }\r\n\r\n // Render the particles in the thickness texture\r\n if (this._thicknessRenderTarget?.renderTarget) {\r\n this._engine.bindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n\r\n fluidObject.renderThicknessTexture();\r\n\r\n this._engine.unbindInstanceAttributes();\r\n this._engine.unBindFramebuffer(this._thicknessRenderTarget.renderTarget);\r\n }\r\n\r\n // Run the blur post processes\r\n this._depthRenderTarget?.applyBlurPostProcesses();\r\n this._diffuseRenderTarget?.applyBlurPostProcesses();\r\n this._thicknessRenderTarget?.applyBlurPostProcesses();\r\n\r\n if (currentRenderTarget) {\r\n this._engine.bindFramebuffer(currentRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Releases all the ressources used by the class\r\n * @param onlyPostProcesses If true, releases only the ressources used by the render post processes\r\n */\r\n public dispose(onlyPostProcesses = false): void {\r\n if (!onlyPostProcesses) {\r\n this._depthRenderTarget?.dispose();\r\n this._depthRenderTarget = null;\r\n\r\n this._diffuseRenderTarget?.dispose();\r\n this._diffuseRenderTarget = null;\r\n\r\n this._thicknessRenderTarget?.dispose();\r\n this._thicknessRenderTarget = null;\r\n }\r\n\r\n if (this._renderPostProcess && this._camera) {\r\n this._camera.detachPostProcess(this._renderPostProcess);\r\n }\r\n this._renderPostProcess?.dispose();\r\n this._renderPostProcess = null;\r\n\r\n this._needInitialization = false;\r\n }\r\n}\r\n"]}
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@@ -397,6 +397,9 @@ export class PrePassRenderer {
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397
397
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* @internal
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398
398
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*/
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399
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_clear() {
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400
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+
if (this._isDirty) {
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401
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+
this._update();
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+
}
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403
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if (this._enabled && this._currentTarget.enabled) {
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404
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this._bindFrameBuffer();
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// Clearing other attachment with 0 on all other attachments
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@@ -1 +1 @@
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1
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-
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{ PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n private _generateNormalsInWorldSpace = false;\r\n\r\n /**\r\n * Indicates if the prepass renderer is generating normals in world space or camera space (default: camera space)\r\n */\r\n public get generateNormalsInWorldSpace() {\r\n return this._generateNormalsInWorldSpace;\r\n }\r\n\r\n public set generateNormalsInWorldSpace(value: boolean) {\r\n if (this._generateNormalsInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._generateNormalsInWorldSpace = value;\r\n this._markAllMaterialsAsPrePassDirty();\r\n }\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Albedo\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._scene.activeCamera?.renderPassId ?? this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(1e8, 0, 0, 1); // \"infinity\" value - depth in the depth texture is view.z, not a 0..1 value!\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n const format = PrePassRenderer.TextureFormats[i].format;\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[Constants.PREPASS_DEPTH_TEXTURE_TYPE].type = type;\r\n if (\r\n (format === Constants.TEXTUREFORMAT_R || format === Constants.TEXTUREFORMAT_RG || format === Constants.TEXTUREFORMAT_RGBA) &&\r\n !this._engine._caps.supportFloatTexturesResolve\r\n ) {\r\n // We don't know in advance if the texture will be used as a resolve target, so we revert to half_float if the extension to resolve full float textures is not supported\r\n PrePassRenderer.TextureFormats[Constants.PREPASS_DEPTH_TEXTURE_TYPE].type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n }\r\n }\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n if (this._enabled) {\r\n // The pre-pass renderer is already enabled, so make sure we create the render target with the correct number of textures\r\n this._update();\r\n }\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtFormats = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt The render target texture to use\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer();\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n return cfg;\r\n }\r\n\r\n /**\r\n * Retrieves an effect configuration by name\r\n * @param name the name of the effect configuration\r\n * @returns the effect configuration, or null if not present\r\n */\r\n public getEffectConfiguration(name: string): Nullable<PrePassEffectConfiguration> {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes, formats: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer();\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtFormats.push(PrePassRenderer.TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Makes sure that the prepass renderer is up to date if it has been dirtified.\r\n */\r\n public update() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
1
|
+
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{ PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n private _generateNormalsInWorldSpace = false;\r\n\r\n /**\r\n * Indicates if the prepass renderer is generating normals in world space or camera space (default: camera space)\r\n */\r\n public get generateNormalsInWorldSpace() {\r\n return this._generateNormalsInWorldSpace;\r\n }\r\n\r\n public set generateNormalsInWorldSpace(value: boolean) {\r\n if (this._generateNormalsInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._generateNormalsInWorldSpace = value;\r\n this._markAllMaterialsAsPrePassDirty();\r\n }\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Irradiance\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Albedo\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._scene.activeCamera?.renderPassId ?? this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(1e8, 0, 0, 1); // \"infinity\" value - depth in the depth texture is view.z, not a 0..1 value!\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n const format = PrePassRenderer.TextureFormats[i].format;\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[Constants.PREPASS_DEPTH_TEXTURE_TYPE].type = type;\r\n if (\r\n (format === Constants.TEXTUREFORMAT_R || format === Constants.TEXTUREFORMAT_RG || format === Constants.TEXTUREFORMAT_RGBA) &&\r\n !this._engine._caps.supportFloatTexturesResolve\r\n ) {\r\n // We don't know in advance if the texture will be used as a resolve target, so we revert to half_float if the extension to resolve full float textures is not supported\r\n PrePassRenderer.TextureFormats[Constants.PREPASS_DEPTH_TEXTURE_TYPE].type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n }\r\n }\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_INT,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n if (this._enabled) {\r\n // The pre-pass renderer is already enabled, so make sure we create the render target with the correct number of textures\r\n this._update();\r\n }\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtFormats = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt The render target texture to use\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer();\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n return cfg;\r\n }\r\n\r\n /**\r\n * Retrieves an effect configuration by name\r\n * @param name the name of the effect configuration\r\n * @returns the effect configuration, or null if not present\r\n */\r\n public getEffectConfiguration(name: string): Nullable<PrePassEffectConfiguration> {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes, formats: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer();\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtFormats.push(PrePassRenderer.TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Makes sure that the prepass renderer is up to date if it has been dirtified.\r\n */\r\n public update() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n const camera = this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
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@@ -107,10 +107,18 @@ depth: depth in view space (range [znear,zfar]])
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107
107
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*/
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108
108
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vec3 computeViewPosFromUVDepth(vec2 texCoord,float depth,mat4 projection,mat4 invProjectionMatrix) {vec4 ndc;ndc.xy=texCoord*2.0-1.0;
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109
109
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#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE
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110
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+
#ifdef ORTHOGRAPHIC_CAMERA
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111
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+
ndc.z=-projection[2].z*depth+projection[3].z;
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112
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+
#else
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110
113
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ndc.z=-projection[2].z-projection[3].z/depth;
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114
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+
#endif
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115
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+
#else
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116
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+
#ifdef ORTHOGRAPHIC_CAMERA
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117
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+
ndc.z=projection[2].z*depth+projection[3].z;
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111
118
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#else
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112
119
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ndc.z=projection[2].z+projection[3].z/depth;
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113
120
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#endif
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121
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+
#endif
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114
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ndc.w=1.0;vec4 eyePos=invProjectionMatrix*ndc;eyePos.xyz/=eyePos.w;return eyePos.xyz;}
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`;
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// Sideeffect
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