@babylonjs/core 7.52.1 → 7.52.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (247) hide show
  1. package/AudioV2/abstractAudio/abstractAudioBus.d.ts +11 -0
  2. package/AudioV2/abstractAudio/abstractAudioBus.js +10 -0
  3. package/AudioV2/abstractAudio/abstractAudioBus.js.map +1 -1
  4. package/AudioV2/abstractAudio/abstractSound.d.ts +11 -5
  5. package/AudioV2/abstractAudio/abstractSound.js +11 -5
  6. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  7. package/AudioV2/abstractAudio/audioBus.d.ts +5 -6
  8. package/AudioV2/abstractAudio/audioBus.js +1 -5
  9. package/AudioV2/abstractAudio/audioBus.js.map +1 -1
  10. package/AudioV2/abstractAudio/audioEngineV2.d.ts +1 -2
  11. package/AudioV2/abstractAudio/audioEngineV2.js +1 -5
  12. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  13. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.d.ts +43 -0
  14. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +71 -0
  15. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -0
  16. package/AudioV2/abstractAudio/mainAudioBus.d.ts +2 -2
  17. package/AudioV2/abstractAudio/mainAudioBus.js.map +1 -1
  18. package/AudioV2/abstractAudio/staticSound.d.ts +6 -6
  19. package/AudioV2/abstractAudio/staticSound.js +5 -5
  20. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  21. package/AudioV2/abstractAudio/streamingSound.d.ts +2 -2
  22. package/AudioV2/abstractAudio/streamingSound.js +3 -3
  23. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  24. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.d.ts +30 -6
  25. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js +44 -21
  26. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js.map +1 -1
  27. package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.d.ts +24 -0
  28. package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.js +30 -0
  29. package/AudioV2/abstractAudio/subNodes/audioAnalyzerSubNode.js.map +1 -0
  30. package/AudioV2/abstractAudio/subNodes/audioSubNode.d.ts +1 -0
  31. package/AudioV2/abstractAudio/subNodes/audioSubNode.js +1 -0
  32. package/AudioV2/abstractAudio/subNodes/audioSubNode.js.map +1 -1
  33. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +15 -0
  34. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +38 -3
  35. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  36. package/AudioV2/abstractAudio/subNodes/stereoAudioSubNode.js.map +1 -1
  37. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.d.ts +86 -0
  38. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js +29 -0
  39. package/AudioV2/abstractAudio/subProperties/abstractAudioAnalyzer.js.map +1 -0
  40. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +29 -8
  41. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -0
  42. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  43. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +28 -1
  44. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +5 -1
  45. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  46. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.d.ts +35 -0
  47. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js +96 -0
  48. package/AudioV2/abstractAudio/subProperties/audioAnalyzer.js.map +1 -0
  49. package/AudioV2/abstractAudio/subProperties/index.d.ts +1 -0
  50. package/AudioV2/abstractAudio/subProperties/index.js +1 -0
  51. package/AudioV2/abstractAudio/subProperties/index.js.map +1 -1
  52. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +16 -1
  53. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +48 -14
  54. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  55. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.d.ts +21 -0
  56. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js +39 -4
  57. package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js.map +1 -1
  58. package/AudioV2/index.d.ts +1 -0
  59. package/AudioV2/index.js +1 -0
  60. package/AudioV2/index.js.map +1 -1
  61. package/AudioV2/spatialAudioAttachmentType.d.ts +5 -0
  62. package/AudioV2/spatialAudioAttachmentType.js +7 -0
  63. package/AudioV2/spatialAudioAttachmentType.js.map +1 -0
  64. package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.d.ts +13 -0
  65. package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.js +38 -0
  66. package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.js.map +1 -0
  67. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +13 -14
  68. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +39 -39
  69. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  70. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +37 -0
  71. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js +85 -0
  72. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -0
  73. package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.d.ts +5 -3
  74. package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.js +25 -2
  75. package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.js.map +1 -1
  76. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.d.ts +2 -1
  77. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +32 -17
  78. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  79. package/AudioV2/webAudio/subProperties/spatialWebAudio.d.ts +6 -2
  80. package/AudioV2/webAudio/subProperties/spatialWebAudio.js +13 -15
  81. package/AudioV2/webAudio/subProperties/spatialWebAudio.js.map +1 -1
  82. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.d.ts +1 -1
  83. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +41 -56
  84. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  85. package/AudioV2/webAudio/webAudioBus.d.ts +3 -0
  86. package/AudioV2/webAudio/webAudioBus.js +23 -2
  87. package/AudioV2/webAudio/webAudioBus.js.map +1 -1
  88. package/AudioV2/webAudio/webAudioEngine.d.ts +3 -1
  89. package/AudioV2/webAudio/webAudioEngine.js +11 -3
  90. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  91. package/AudioV2/webAudio/webAudioStaticSound.d.ts +3 -0
  92. package/AudioV2/webAudio/webAudioStaticSound.js +23 -2
  93. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  94. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -0
  95. package/AudioV2/webAudio/webAudioStreamingSound.js +23 -2
  96. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  97. package/Engines/WebGPU/webgpuTextureManager.d.ts +0 -1
  98. package/Engines/WebGPU/webgpuTextureManager.js +2 -57
  99. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  100. package/Engines/abstractEngine.d.ts +6 -0
  101. package/Engines/abstractEngine.js +3 -3
  102. package/Engines/abstractEngine.js.map +1 -1
  103. package/Engines/engine.common.js +4 -0
  104. package/Engines/engine.common.js.map +1 -1
  105. package/Engines/nativeEngine.d.ts +1 -0
  106. package/Engines/nativeEngine.js +3 -0
  107. package/Engines/nativeEngine.js.map +1 -1
  108. package/Engines/nullEngine.d.ts +1 -0
  109. package/Engines/nullEngine.js +1 -0
  110. package/Engines/nullEngine.js.map +1 -1
  111. package/Engines/thinEngine.d.ts +1 -0
  112. package/Engines/thinEngine.js +7 -4
  113. package/Engines/thinEngine.js.map +1 -1
  114. package/Engines/webgpuEngine.d.ts +2 -1
  115. package/Engines/webgpuEngine.js +12 -9
  116. package/Engines/webgpuEngine.js.map +1 -1
  117. package/FlowGraph/Blocks/Data/flowGraphDataSwitchBlock.d.ts +48 -0
  118. package/FlowGraph/Blocks/Data/flowGraphDataSwitchBlock.js +54 -0
  119. package/FlowGraph/Blocks/Data/flowGraphDataSwitchBlock.js.map +1 -0
  120. package/FlowGraph/Blocks/Data/index.d.ts +1 -0
  121. package/FlowGraph/Blocks/Data/index.js +1 -0
  122. package/FlowGraph/Blocks/Data/index.js.map +1 -1
  123. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.d.ts +1 -0
  124. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js +19 -13
  125. package/FlowGraph/Blocks/Execution/Animation/flowGraphPlayAnimationBlock.js.map +1 -1
  126. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js +3 -5
  127. package/FlowGraph/Blocks/Execution/Animation/flowGraphStopAnimationBlock.js.map +1 -1
  128. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.js +1 -1
  129. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphCancelDelayBlock.js.map +1 -1
  130. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSetDelayBlock.js +2 -4
  131. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSetDelayBlock.js.map +1 -1
  132. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js +1 -1
  133. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphThrottleBlock.js.map +1 -1
  134. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js +1 -2
  135. package/FlowGraph/Blocks/Execution/flowGraphSetPropertyBlock.js.map +1 -1
  136. package/FlowGraph/Blocks/flowGraphBlockFactory.js +2 -0
  137. package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
  138. package/FlowGraph/Blocks/flowGraphBlockNames.d.ts +2 -1
  139. package/FlowGraph/Blocks/flowGraphBlockNames.js +1 -0
  140. package/FlowGraph/Blocks/flowGraphBlockNames.js.map +1 -1
  141. package/FlowGraph/CustomTypes/flowGraphInteger.d.ts +1 -0
  142. package/FlowGraph/CustomTypes/flowGraphInteger.js +3 -0
  143. package/FlowGraph/CustomTypes/flowGraphInteger.js.map +1 -1
  144. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +2 -0
  145. package/FlowGraph/CustomTypes/flowGraphMatrix.js +6 -0
  146. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  147. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -0
  148. package/FlowGraph/flowGraphExecutionBlock.js +4 -0
  149. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  150. package/FlowGraph/utils.d.ts +2 -1
  151. package/FlowGraph/utils.js +7 -2
  152. package/FlowGraph/utils.js.map +1 -1
  153. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js +2 -2
  154. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.js.map +1 -1
  155. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +2 -2
  156. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js.map +1 -1
  157. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.d.ts +126 -0
  158. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +497 -0
  159. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -0
  160. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
  161. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +30 -4
  162. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  163. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  164. package/FrameGraph/Node/Blocks/index.js +1 -0
  165. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  166. package/FrameGraph/Node/nodeRenderGraph.js +1 -1
  167. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  168. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +2 -3
  169. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +3 -4
  170. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  171. package/FrameGraph/Tasks/PostProcesses/blurTask.js +2 -2
  172. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  173. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +2 -3
  174. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +4 -5
  175. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  176. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +6 -0
  177. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +14 -0
  178. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  179. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.d.ts +11 -0
  180. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +18 -0
  181. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -0
  182. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.d.ts +76 -0
  183. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +170 -0
  184. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -0
  185. package/FrameGraph/Tasks/PostProcesses/ssrTask.d.ts +16 -0
  186. package/FrameGraph/Tasks/PostProcesses/ssrTask.js +45 -0
  187. package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -0
  188. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +10 -0
  189. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +29 -0
  190. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  191. package/FrameGraph/frameGraph.d.ts +7 -3
  192. package/FrameGraph/frameGraph.js +10 -4
  193. package/FrameGraph/frameGraph.js.map +1 -1
  194. package/FrameGraph/frameGraphTextureManager.d.ts +2 -1
  195. package/FrameGraph/frameGraphTextureManager.js +4 -3
  196. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  197. package/FrameGraph/index.d.ts +1 -0
  198. package/FrameGraph/index.js +1 -0
  199. package/FrameGraph/index.js.map +1 -1
  200. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  201. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  202. package/Materials/effectRenderer.js +1 -1
  203. package/Materials/effectRenderer.js.map +1 -1
  204. package/Materials/material.js +5 -3
  205. package/Materials/material.js.map +1 -1
  206. package/Materials/materialHelper.geometryrendering.d.ts +7 -5
  207. package/Materials/materialHelper.geometryrendering.js +8 -3
  208. package/Materials/materialHelper.geometryrendering.js.map +1 -1
  209. package/Materials/standardMaterial.js +1 -1
  210. package/Materials/standardMaterial.js.map +1 -1
  211. package/Meshes/geometry.js +18 -7
  212. package/Meshes/geometry.js.map +1 -1
  213. package/Meshes/mesh.vertexData.d.ts +1 -1
  214. package/Meshes/mesh.vertexData.js +2 -1
  215. package/Meshes/mesh.vertexData.js.map +1 -1
  216. package/Particles/particleSystemComponent.d.ts +2 -1
  217. package/Particles/particleSystemComponent.js +2 -2
  218. package/Particles/particleSystemComponent.js.map +1 -1
  219. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +23 -30
  220. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +226 -411
  221. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  222. package/PostProcesses/RenderPipeline/Pipelines/thinSSRRenderingPipeline.d.ts +222 -0
  223. package/PostProcesses/RenderPipeline/Pipelines/thinSSRRenderingPipeline.js +373 -0
  224. package/PostProcesses/RenderPipeline/Pipelines/thinSSRRenderingPipeline.js.map +1 -0
  225. package/PostProcesses/thinDepthOfFieldEffect.d.ts +4 -4
  226. package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -1
  227. package/PostProcesses/thinSSRBlurCombinerPostProcess.d.ts +41 -0
  228. package/PostProcesses/thinSSRBlurCombinerPostProcess.js +185 -0
  229. package/PostProcesses/thinSSRBlurCombinerPostProcess.js.map +1 -0
  230. package/PostProcesses/thinSSRBlurPostProcess.d.ts +18 -0
  231. package/PostProcesses/thinSSRBlurPostProcess.js +47 -0
  232. package/PostProcesses/thinSSRBlurPostProcess.js.map +1 -0
  233. package/PostProcesses/thinSSRPostProcess.d.ts +94 -0
  234. package/PostProcesses/thinSSRPostProcess.js +416 -0
  235. package/PostProcesses/thinSSRPostProcess.js.map +1 -0
  236. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +2 -0
  237. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +2 -0
  238. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  239. package/Rendering/iblCdfGenerator.js +1 -1
  240. package/Rendering/iblCdfGenerator.js.map +1 -1
  241. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +13 -2
  242. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
  243. package/ShadersWGSL/geometry.fragment.js +1 -1
  244. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  245. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js +13 -2
  246. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
  247. package/package.json +1 -1
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{ Constants } from \"../../Engines/constants\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { Matrix, Vector3, Vector4, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { _IblShadowsVoxelRenderer } from \"./iblShadowsVoxelRenderer\";\r\nimport { _IblShadowsVoxelTracingPass } from \"./iblShadowsVoxelTracingPass\";\r\n\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { _IblShadowsSpatialBlurPass } from \"./iblShadowsSpatialBlurPass\";\r\nimport { _IblShadowsAccumulationPass } from \"./iblShadowsAccumulationPass\";\r\nimport { PostProcessRenderPipeline } from \"../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"core/PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"core/Rendering/geometryBufferRenderer\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { RawTexture3D } from \"core/Materials/Textures/rawTexture3D\";\r\nimport { Engine } from \"core/Engines/engine\";\r\nimport { IBLShadowsPluginMaterial } from \"./iblShadowsPluginMaterial\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\ninterface IblShadowsSettings {\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n resolutionExp?: number;\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass. Higher\r\n * values will result in better quality, more stable shadows but are more expensive to compute.\r\n */\r\n sampleDirections?: number;\r\n\r\n /**\r\n * How dark the shadows are. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n shadowOpacity?: number;\r\n\r\n /**\r\n * The global Y-axis rotation of the IBL for shadows. This should match the Y-rotation of the environment map applied to materials, skybox, etc.\r\n */\r\n envRotation?: number;\r\n\r\n /**\r\n * A factor that controls how long the shadows remain in the scene.\r\n * 0.0 is no persistence, 1.0 is full persistence.\r\n * This value applies only while the camera is moving. Once stationary, the pipeline\r\n * increases remanence automatically to help the shadows converge.\r\n */\r\n shadowRemanence?: number;\r\n\r\n /**\r\n * Render the voxel grid from 3 different axis. This will result in better quality shadows with fewer\r\n * bits of missing geometry.\r\n */\r\n triPlanarVoxelization?: boolean;\r\n\r\n /**\r\n * A size multiplier for the internal shadow render targets (default 1.0). A value of 1.0 represents full-resolution.\r\n * Scaling this below 1.0 will result in blurry shadows and potentially more artifacts but\r\n * could help increase performance on less powerful GPU's.\r\n */\r\n shadowRenderSizeFactor?: number;\r\n\r\n /**\r\n * Separate control for the opacity of the voxel shadows.\r\n */\r\n voxelShadowOpacity?: number;\r\n\r\n /**\r\n * Include screen-space shadows in the IBL shadow pipeline. This adds sharp shadows to small details\r\n * but only applies close to a shadow-casting object.\r\n */\r\n ssShadowsEnabled?: boolean;\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n ssShadowSampleCount?: number;\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples\r\n * in pixels.\r\n */\r\n ssShadowStride?: number;\r\n\r\n /**\r\n * A scale for the maximum distance a screen-space shadow can be cast in world-space.\r\n * The maximum distance that screen-space shadows cast is derived from the voxel size\r\n * and this value so shouldn't need to change if you scale your scene.\r\n */\r\n ssShadowDistanceScale?: number;\r\n\r\n /**\r\n * Screen-space shadow thickness scale. This value controls the assumed thickness of\r\n * on-screen surfaces in world-space. It scales with the size of the shadow-casting\r\n * region so shouldn't need to change if you scale your scene.\r\n */\r\n ssShadowThicknessScale?: number;\r\n}\r\n\r\n/**\r\n * Voxel-based shadow rendering for IBL's.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class IblShadowsRenderPipeline extends PostProcessRenderPipeline {\r\n /**\r\n * The scene that this pipeline is attached to\r\n */\r\n public scene: Scene;\r\n\r\n private _allowDebugPasses: boolean = false;\r\n private _debugPasses: { pass: PostProcess; enabled: boolean }[] = [];\r\n\r\n private _geometryBufferRenderer: GeometryBufferRenderer;\r\n\r\n private _shadowCastingMeshes: Mesh[] = [];\r\n\r\n private _voxelRenderer: _IblShadowsVoxelRenderer;\r\n private _voxelTracingPass: _IblShadowsVoxelTracingPass;\r\n private _spatialBlurPass: _IblShadowsSpatialBlurPass;\r\n private _accumulationPass: _IblShadowsAccumulationPass;\r\n private _noiseTexture: Texture;\r\n /**\r\n * Raw texture to be used before final data is available.\r\n * @internal\r\n */\r\n public _dummyTexture2d: RawTexture;\r\n private _dummyTexture3d: RawTexture3D;\r\n private _shadowOpacity: number = 0.8;\r\n private _enabled: boolean = true;\r\n private _coloredShadows: boolean = false;\r\n private _materialsWithRenderPlugin: Material[] = [];\r\n\r\n /**\r\n * Observable that triggers when the shadow renderer is ready\r\n */\r\n public onShadowTextureReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * Observable that triggers when a new IBL is set and the importance sampling is ready\r\n */\r\n public onNewIblReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * The current world-space size of that the voxel grid covers in the scene.\r\n */\r\n public voxelGridSize: number = 1.0;\r\n\r\n /**\r\n * Reset the shadow accumulation. This has a similar affect to lowering the remanence for a single frame.\r\n * This is useful when making a sudden change to the IBL.\r\n */\r\n public resetAccumulation(): void {\r\n this._accumulationPass.reset = true;\r\n }\r\n\r\n /**\r\n * How dark the shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get shadowOpacity(): number {\r\n return this._shadowOpacity;\r\n }\r\n\r\n public set shadowOpacity(value: number) {\r\n this._shadowOpacity = value;\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * Render the shadows in color rather than black and white.\r\n * This is slightly more expensive than black and white shadows but can be much\r\n * more accurate when the strongest lights in the IBL are non-white.\r\n */\r\n public get coloredShadows(): boolean {\r\n return this._coloredShadows;\r\n }\r\n\r\n public set coloredShadows(value: boolean) {\r\n this._coloredShadows = value;\r\n this._voxelTracingPass.coloredShadows = value;\r\n this._setPluginParameters();\r\n }\r\n\r\n private _renderSizeFactor: number = 1.0;\r\n\r\n /**\r\n * A multiplier for the render size of the shadows. Used for rendering lower-resolution shadows.\r\n */\r\n public get shadowRenderSizeFactor(): number {\r\n return this._renderSizeFactor;\r\n }\r\n\r\n public set shadowRenderSizeFactor(value: number) {\r\n this._renderSizeFactor = Math.max(Math.min(value, 1.0), 0.0);\r\n this._voxelTracingPass.resize(value);\r\n this._spatialBlurPass.resize(value);\r\n this._accumulationPass.resize(value);\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * How dark the voxel shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get voxelShadowOpacity() {\r\n return this._voxelTracingPass?.voxelShadowOpacity;\r\n }\r\n\r\n public set voxelShadowOpacity(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.voxelShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * How dark the screen-space shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._voxelTracingPass?.ssShadowOpacity;\r\n }\r\n\r\n public set ssShadowOpacity(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get ssShadowSampleCount(): number {\r\n return this._voxelTracingPass?.sssSamples;\r\n }\r\n\r\n public set ssShadowSampleCount(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples\r\n * in pixels.\r\n */\r\n public get ssShadowStride(): number {\r\n return this._voxelTracingPass?.sssStride;\r\n }\r\n\r\n public set ssShadowStride(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sssStride = value;\r\n }\r\n\r\n private _sssMaxDistScale: number;\r\n\r\n /**\r\n * A scale for the maximum distance a screen-space shadow can be cast in world-space.\r\n * The maximum distance that screen-space shadows cast is derived from the voxel size\r\n * and this value so shouldn't need to change if you scale your scene\r\n */\r\n public get ssShadowDistanceScale(): number {\r\n return this._sssMaxDistScale;\r\n }\r\n\r\n public set ssShadowDistanceScale(value: number) {\r\n this._sssMaxDistScale = value;\r\n this._updateSSShadowParams();\r\n }\r\n\r\n private _sssThicknessScale: number;\r\n\r\n /**\r\n * Screen-space shadow thickness scale. This value controls the assumed thickness of\r\n * on-screen surfaces in world-space. It scales with the size of the shadow-casting\r\n * region so shouldn't need to change if you scale your scene.\r\n */\r\n public get ssShadowThicknessScale(): number {\r\n return this._sssThicknessScale;\r\n }\r\n\r\n public set ssShadowThicknessScale(value: number) {\r\n this._sssThicknessScale = value;\r\n this._updateSSShadowParams();\r\n }\r\n\r\n /**\r\n * Returns the texture containing the voxel grid data\r\n * @returns The texture containing the voxel grid data\r\n * @internal\r\n */\r\n public _getVoxelGridTexture(): Texture {\r\n const tex = this._voxelRenderer?.getVoxelGrid();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture3d;\r\n }\r\n\r\n /**\r\n * Returns the noise texture.\r\n * @returns The noise texture.\r\n * @internal\r\n */\r\n public _getNoiseTexture(): Texture {\r\n const tex = this._noiseTexture;\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n /**\r\n * Returns the voxel-tracing texture.\r\n * @returns The voxel-tracing texture.\r\n * @internal\r\n */\r\n public _getVoxelTracingTexture(): Texture {\r\n const tex = this._voxelTracingPass?.getOutputTexture();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n /**\r\n * Returns the spatial blur texture.\r\n * @returns The spatial blur texture.\r\n * @internal\r\n */\r\n public _getSpatialBlurTexture(): Texture {\r\n const tex = this._spatialBlurPass.getOutputTexture();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n /**\r\n * Returns the accumulated shadow texture.\r\n * @returns The accumulated shadow texture.\r\n * @internal\r\n */\r\n public _getAccumulatedTexture(): Texture {\r\n const tex = this._accumulationPass?.getOutputTexture();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n private _gbufferDebugPass: PostProcess;\r\n private _gbufferDebugEnabled: boolean = false;\r\n private _gBufferDebugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Turn on or off the debug view of the G-Buffer. This will display only the targets\r\n * of the g-buffer that are used by the shadow pipeline.\r\n */\r\n public get gbufferDebugEnabled(): boolean {\r\n return this._gbufferDebugEnabled;\r\n }\r\n\r\n public set gbufferDebugEnabled(enabled: boolean) {\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable G-Buffer debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n this._gbufferDebugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._getGBufferDebugPass().name, this.cameras);\r\n } else {\r\n this._disableEffect(this._getGBufferDebugPass().name, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the CDF importance sampling data\r\n */\r\n public get cdfDebugEnabled(): boolean {\r\n return this.scene.iblCdfGenerator ? this.scene.iblCdfGenerator.debugEnabled : false;\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the CDF importance sampling data\r\n */\r\n public set cdfDebugEnabled(enabled: boolean) {\r\n if (!this.scene.iblCdfGenerator) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable importance sampling debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this.scene.iblCdfGenerator.debugEnabled) return;\r\n this.scene.iblCdfGenerator.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this.scene.iblCdfGenerator.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this.scene.iblCdfGenerator.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * This displays the voxel grid in slices spread across the screen.\r\n * It also displays what slices of the model are stored in each layer\r\n * of the voxel grid. Each red stripe represents one layer while each gradient\r\n * (from bright red to black) represents the layers rendered in a single draw call.\r\n */\r\n public get voxelDebugEnabled(): boolean {\r\n return this._voxelRenderer?.voxelDebugEnabled;\r\n }\r\n\r\n public set voxelDebugEnabled(enabled: boolean) {\r\n if (!this._voxelRenderer) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable voxel debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n this._voxelRenderer.voxelDebugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._voxelRenderer.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._voxelRenderer.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * When using tri-planar voxelization (the default), this value can be used to\r\n * display only the voxelization result for that axis. z-axis = 0, y-axis = 1, x-axis = 2\r\n */\r\n public get voxelDebugAxis(): number {\r\n return this._voxelRenderer?.voxelDebugAxis;\r\n }\r\n\r\n public set voxelDebugAxis(axisNum: number) {\r\n if (!this._voxelRenderer) return;\r\n this._voxelRenderer.voxelDebugAxis = axisNum;\r\n }\r\n\r\n /**\r\n * Displays a given mip of the voxel grid. `voxelDebugAxis` must be undefined in this\r\n * case because we only generate mips for the combined voxel grid.\r\n */\r\n public set voxelDebugDisplayMip(mipNum: number) {\r\n if (!this._voxelRenderer) return;\r\n this._voxelRenderer.setDebugMipNumber(mipNum);\r\n }\r\n\r\n /**\r\n * Display the debug view for just the shadow samples taken this frame.\r\n */\r\n public get voxelTracingDebugEnabled(): boolean {\r\n return this._voxelTracingPass?.debugEnabled;\r\n }\r\n\r\n public set voxelTracingDebugEnabled(enabled: boolean) {\r\n if (!this._voxelTracingPass) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable voxel tracing debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._voxelTracingPass.debugEnabled) return;\r\n this._voxelTracingPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._voxelTracingPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._voxelTracingPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for the spatial blur pass\r\n */\r\n public get spatialBlurPassDebugEnabled(): boolean {\r\n return this._spatialBlurPass.debugEnabled;\r\n }\r\n\r\n public set spatialBlurPassDebugEnabled(enabled: boolean) {\r\n if (!this._spatialBlurPass) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable spatial blur debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._spatialBlurPass.debugEnabled) return;\r\n this._spatialBlurPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._spatialBlurPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._spatialBlurPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for the shadows accumulated over time.\r\n */\r\n public get accumulationPassDebugEnabled(): boolean {\r\n return this._accumulationPass?.debugEnabled;\r\n }\r\n\r\n public set accumulationPassDebugEnabled(enabled: boolean) {\r\n if (!this._accumulationPass) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable accumulation pass debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._accumulationPass.debugEnabled) return;\r\n this._accumulationPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._accumulationPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._accumulationPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh to be used for shadow-casting in the IBL shadow pipeline.\r\n * These meshes will be written to the voxel grid.\r\n * @param mesh A mesh or list of meshes that you want to cast shadows\r\n */\r\n public addShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n if (Array.isArray(mesh)) {\r\n for (const m of mesh) {\r\n if (m && this._shadowCastingMeshes.indexOf(m) === -1) {\r\n this._shadowCastingMeshes.push(m);\r\n }\r\n }\r\n } else {\r\n if (mesh && this._shadowCastingMeshes.indexOf(mesh) === -1) {\r\n this._shadowCastingMeshes.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the shadow-casting list. The mesh will no longer be written\r\n * to the voxel grid and will not cast shadows.\r\n * @param mesh The mesh or list of meshes that you don't want to cast shadows.\r\n */\r\n public removeShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n if (Array.isArray(mesh)) {\r\n for (const m of mesh) {\r\n const index = this._shadowCastingMeshes.indexOf(m);\r\n if (index !== -1) {\r\n this._shadowCastingMeshes.splice(index, 1);\r\n }\r\n }\r\n } else {\r\n const index = this._shadowCastingMeshes.indexOf(mesh);\r\n if (index !== -1) {\r\n this._shadowCastingMeshes.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n public get resolutionExp() {\r\n return this._voxelRenderer.voxelResolutionExp;\r\n }\r\n\r\n public set resolutionExp(newResolution: number) {\r\n if (newResolution === this._voxelRenderer.voxelResolutionExp) return;\r\n if (this._voxelRenderer.isVoxelizationInProgress()) {\r\n Logger.Warn(\"Can't change the resolution of the voxel grid while voxelization is in progress.\");\r\n return;\r\n }\r\n this._voxelRenderer.voxelResolutionExp = Math.max(1, Math.min(newResolution, 8));\r\n this._accumulationPass.reset = true;\r\n }\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass\r\n */\r\n public get sampleDirections() {\r\n return this._voxelTracingPass?.sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass\r\n */\r\n public set sampleDirections(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The decree to which the shadows persist between frames. 0.0 is no persistence, 1.0 is full persistence.\r\n **/\r\n public get shadowRemanence(): number {\r\n return this._accumulationPass?.remanence;\r\n }\r\n\r\n /**\r\n * The decree to which the shadows persist between frames. 0.0 is no persistence, 1.0 is full persistence.\r\n **/\r\n public set shadowRemanence(value: number) {\r\n if (!this._accumulationPass) return;\r\n this._accumulationPass.remanence = value;\r\n }\r\n\r\n /**\r\n * The global Y-axis rotation of the IBL for shadows. This should match the Y-rotation of the environment map applied to materials, skybox, etc.\r\n */\r\n public get envRotation() {\r\n return this._voxelTracingPass?.envRotation;\r\n }\r\n\r\n /**\r\n * The global Y-axis rotation of the IBL for shadows. This should match the Y-rotation of the environment map applied to materials, skybox, etc.\r\n */\r\n public set envRotation(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.envRotation = value;\r\n this._accumulationPass.reset = true;\r\n }\r\n\r\n /**\r\n * Allow debug passes to be enabled. Default is false.\r\n */\r\n public get allowDebugPasses(): boolean {\r\n return this._allowDebugPasses;\r\n }\r\n\r\n /**\r\n * Allow debug passes to be enabled. Default is false.\r\n */\r\n public set allowDebugPasses(value: boolean) {\r\n if (this._allowDebugPasses === value) return;\r\n this._allowDebugPasses = value;\r\n if (value && this.scene.iblCdfGenerator) {\r\n if (this.scene.iblCdfGenerator.isReady()) {\r\n this._createDebugPasses();\r\n } else {\r\n this.scene.iblCdfGenerator.onGeneratedObservable.addOnce(() => {\r\n this._createDebugPasses();\r\n });\r\n }\r\n } else {\r\n this._disposeDebugPasses();\r\n }\r\n }\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportIBLShadows;\r\n }\r\n\r\n /**\r\n * Toggle the shadow tracing on or off\r\n * @param enabled Toggle the shadow tracing on or off\r\n */\r\n public toggleShadow(enabled: boolean) {\r\n this._enabled = enabled;\r\n this._voxelTracingPass.enabled = enabled;\r\n this._spatialBlurPass.enabled = enabled;\r\n this._accumulationPass.enabled = enabled;\r\n this._materialsWithRenderPlugin.forEach((mat) => {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin(IBLShadowsPluginMaterial.Name) as IBLShadowsPluginMaterial;\r\n plugin.isEnabled = enabled;\r\n }\r\n });\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * Trigger the scene to be re-voxelized. This should be run when any shadow-casters have been added, removed or moved.\r\n */\r\n public updateVoxelization() {\r\n if (this._shadowCastingMeshes.length === 0) {\r\n Logger.Warn(\"IBL Shadows: updateVoxelization called with no shadow-casting meshes to voxelize.\");\r\n return;\r\n }\r\n this._voxelRenderer.updateVoxelGrid(this._shadowCastingMeshes);\r\n this._updateSSShadowParams();\r\n }\r\n\r\n /**\r\n * Trigger the scene bounds of shadow-casters to be calculated. This is the world size that the voxel grid will cover and will always be a cube.\r\n */\r\n public updateSceneBounds() {\r\n const bounds: { min: Vector3; max: Vector3 } = {\r\n min: new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE),\r\n max: new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE),\r\n };\r\n this._shadowCastingMeshes.forEach((mesh) => {\r\n const localBounds = mesh.getHierarchyBoundingVectors(true);\r\n bounds.min = Vector3.Minimize(bounds.min, localBounds.min);\r\n bounds.max = Vector3.Maximize(bounds.max, localBounds.max);\r\n });\r\n\r\n const size = bounds.max.subtract(bounds.min);\r\n this.voxelGridSize = Math.max(size.x, size.y, size.z);\r\n if (this._shadowCastingMeshes.length === 0 || !isFinite(this.voxelGridSize) || this.voxelGridSize === 0) {\r\n Logger.Warn(\"IBL Shadows: Scene size is invalid. Can't update bounds.\");\r\n this.voxelGridSize = 1.0;\r\n return;\r\n }\r\n const halfSize = this.voxelGridSize / 2.0;\r\n const centre = bounds.max.add(bounds.min).multiplyByFloats(-0.5, -0.5, -0.5);\r\n const invWorldScaleMatrix = Matrix.Compose(new Vector3(1.0 / halfSize, 1.0 / halfSize, 1.0 / halfSize), new Quaternion(), new Vector3(0, 0, 0));\r\n const invTranslationMatrix = Matrix.Compose(new Vector3(1.0, 1.0, 1.0), new Quaternion(), centre);\r\n invTranslationMatrix.multiplyToRef(invWorldScaleMatrix, invWorldScaleMatrix);\r\n this._voxelTracingPass.setWorldScaleMatrix(invWorldScaleMatrix);\r\n this._voxelRenderer.setWorldScaleMatrix(invWorldScaleMatrix);\r\n // Set world scale for spatial blur.\r\n this._spatialBlurPass.setWorldScale(halfSize * 2.0);\r\n this._updateSSShadowParams();\r\n }\r\n\r\n /**\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param options Options to configure the pipeline\r\n * @param cameras Cameras to apply the pipeline to.\r\n */\r\n constructor(name: string, scene: Scene, options: Partial<IblShadowsSettings> = {}, cameras?: Camera[]) {\r\n super(scene.getEngine(), name);\r\n this.scene = scene;\r\n this._cameras = cameras || [scene.activeCamera!];\r\n // Create the dummy textures to be used when the pipeline is not ready\r\n const blackPixels = new Uint8Array([0, 0, 0, 255]);\r\n this._dummyTexture2d = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false);\r\n this._dummyTexture3d = new RawTexture3D(blackPixels, 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false);\r\n\r\n // Setup the geometry buffer target formats\r\n const textureTypesAndFormats: { [key: number]: { textureType: number; textureFormat: number } } = {};\r\n textureTypesAndFormats[GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_R,\r\n textureType: Constants.TEXTURETYPE_FLOAT,\r\n };\r\n textureTypesAndFormats[GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_RG,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n };\r\n textureTypesAndFormats[GeometryBufferRenderer.POSITION_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n };\r\n textureTypesAndFormats[GeometryBufferRenderer.NORMAL_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n };\r\n const geometryBufferRenderer = scene.enableGeometryBufferRenderer(undefined, Constants.TEXTUREFORMAT_DEPTH32_FLOAT, textureTypesAndFormats);\r\n if (!geometryBufferRenderer) {\r\n Logger.Error(\"Geometry buffer renderer is required for IBL shadows to work.\");\r\n return;\r\n }\r\n this._geometryBufferRenderer = geometryBufferRenderer;\r\n this._geometryBufferRenderer.enableScreenspaceDepth = true;\r\n this._geometryBufferRenderer.enableVelocityLinear = true;\r\n this._geometryBufferRenderer.enablePosition = true;\r\n this._geometryBufferRenderer.enableNormal = true;\r\n this._geometryBufferRenderer.generateNormalsInWorldSpace = true;\r\n this.scene.enableIblCdfGenerator();\r\n this.shadowOpacity = options.shadowOpacity || 0.8;\r\n this._voxelRenderer = new _IblShadowsVoxelRenderer(\r\n this.scene,\r\n this,\r\n options ? options.resolutionExp : 6,\r\n options.triPlanarVoxelization !== undefined ? options.triPlanarVoxelization : true\r\n );\r\n this._voxelTracingPass = new _IblShadowsVoxelTracingPass(this.scene, this);\r\n this._spatialBlurPass = new _IblShadowsSpatialBlurPass(this.scene, this);\r\n this._accumulationPass = new _IblShadowsAccumulationPass(this.scene, this);\r\n this._accumulationPass.onReadyObservable.addOnce(() => {\r\n this.onShadowTextureReadyObservable.notifyObservers();\r\n });\r\n this.sampleDirections = options.sampleDirections || 2;\r\n this.voxelShadowOpacity = options.voxelShadowOpacity ?? 1.0;\r\n this.envRotation = options.envRotation ?? 0.0;\r\n this.shadowRenderSizeFactor = options.shadowRenderSizeFactor || 1.0;\r\n this.ssShadowOpacity = options.ssShadowsEnabled === undefined || options.ssShadowsEnabled ? 1.0 : 0.0;\r\n this.ssShadowDistanceScale = options.ssShadowDistanceScale || 1.25;\r\n this.ssShadowSampleCount = options.ssShadowSampleCount || 16;\r\n this.ssShadowStride = options.ssShadowStride || 8;\r\n this.ssShadowThicknessScale = options.ssShadowThicknessScale || 1.0;\r\n this.shadowRemanence = options.shadowRemanence ?? 0.75;\r\n this._noiseTexture = new Texture(\"https://assets.babylonjs.com/textures/blue_noise/blue_noise_rgb.png\", this.scene, false, true, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n this.scene.onActiveCameraChanged.add(this._listenForCameraChanges.bind(this));\r\n this.scene.onBeforeRenderObservable.add(this._updateBeforeRender.bind(this));\r\n\r\n this._listenForCameraChanges();\r\n this.scene.getEngine().onResizeObservable.add(this._handleResize.bind(this));\r\n\r\n // Assigning the shadow texture to the materials needs to be done after the RT's are created.\r\n if (this.scene.iblCdfGenerator) {\r\n this.scene.iblCdfGenerator.onGeneratedObservable.add(() => {\r\n this._setPluginParameters();\r\n this.onNewIblReadyObservable.notifyObservers();\r\n });\r\n }\r\n }\r\n\r\n private _handleResize() {\r\n this._voxelRenderer.resize();\r\n this._voxelTracingPass.resize(this.shadowRenderSizeFactor);\r\n this._spatialBlurPass.resize(this.shadowRenderSizeFactor);\r\n this._accumulationPass.resize(this.shadowRenderSizeFactor);\r\n this._setPluginParameters();\r\n }\r\n\r\n private _getGBufferDebugPass(): PostProcess {\r\n if (this._gbufferDebugPass) {\r\n return this._gbufferDebugPass;\r\n }\r\n const isWebGPU = this.engine.isWebGPU;\r\n const textureNames: string[] = [\"depthSampler\", \"normalSampler\", \"positionSampler\", \"velocitySampler\"];\r\n\r\n const options: PostProcessOptions = {\r\n width: this.scene.getEngine().getRenderWidth(),\r\n height: this.scene.getEngine().getRenderHeight(),\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine: this.scene.getEngine(),\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n uniforms: [\"sizeParams\"],\r\n samplers: textureNames,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowGBufferDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowGBufferDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._gbufferDebugPass = new PostProcess(\"iblShadowGBufferDebug\", \"iblShadowGBufferDebug\", options);\r\n this._gbufferDebugPass.autoClear = false;\r\n this._gbufferDebugPass.onApplyObservable.add((effect) => {\r\n const depthIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const normalIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[normalIndex]);\r\n const positionIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n effect.setTexture(\"positionSampler\", this._geometryBufferRenderer.getGBuffer().textures[positionIndex]);\r\n const velocityIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n effect.setVector4(\"sizeParams\", this._gBufferDebugSizeParams);\r\n if (this.scene.activeCamera) {\r\n effect.setFloat(\"maxDepth\", this.scene.activeCamera.maxZ);\r\n }\r\n });\r\n return this._gbufferDebugPass;\r\n }\r\n\r\n private _createDebugPasses() {\r\n if (this.scene.iblCdfGenerator) {\r\n this._debugPasses = [{ pass: this.scene.iblCdfGenerator.getDebugPassPP(), enabled: this.cdfDebugEnabled }];\r\n } else {\r\n this._debugPasses = [];\r\n }\r\n\r\n this._debugPasses.push(\r\n { pass: this._voxelRenderer.getDebugPassPP(), enabled: this.voxelDebugEnabled },\r\n { pass: this._voxelTracingPass.getDebugPassPP(), enabled: this.voxelTracingDebugEnabled },\r\n { pass: this._spatialBlurPass.getDebugPassPP(), enabled: this.spatialBlurPassDebugEnabled },\r\n { pass: this._accumulationPass.getDebugPassPP(), enabled: this.accumulationPassDebugEnabled },\r\n { pass: this._getGBufferDebugPass(), enabled: this.gbufferDebugEnabled }\r\n );\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n if (!this._debugPasses[i].pass) continue;\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n this._debugPasses[i].pass.name,\r\n () => {\r\n return this._debugPasses[i].pass;\r\n },\r\n true\r\n )\r\n );\r\n }\r\n const cameras = this.cameras.slice();\r\n this.scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this.name, this.cameras);\r\n this.scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this.name, cameras);\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n if (!this._debugPasses[i].pass) continue;\r\n if (this._debugPasses[i].enabled) {\r\n this._enableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n } else {\r\n this._disableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n }\r\n }\r\n }\r\n\r\n private _disposeEffectPasses() {\r\n this.scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this.name, this.cameras);\r\n this._disposeDebugPasses();\r\n this._reset();\r\n }\r\n\r\n private _disposeDebugPasses() {\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n this._disableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n this._debugPasses[i].pass.dispose();\r\n }\r\n this._debugPasses = [];\r\n }\r\n\r\n private _updateDebugPasses() {\r\n let count = 0;\r\n if (this._gbufferDebugEnabled) count++;\r\n if (this.cdfDebugEnabled) count++;\r\n if (this.voxelDebugEnabled) count++;\r\n if (this.voxelTracingDebugEnabled) count++;\r\n if (this.spatialBlurPassDebugEnabled) count++;\r\n if (this.accumulationPassDebugEnabled) count++;\r\n\r\n const rows = Math.ceil(Math.sqrt(count));\r\n const cols = Math.ceil(count / rows);\r\n const width = 1.0 / cols;\r\n const height = 1.0 / rows;\r\n let x = 0;\r\n let y = 0;\r\n if (this.gbufferDebugEnabled) {\r\n this._gBufferDebugSizeParams.set(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n\r\n if (this.cdfDebugEnabled && this.scene.iblCdfGenerator) {\r\n this.scene.iblCdfGenerator.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.voxelDebugEnabled) {\r\n this._voxelRenderer.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.voxelTracingDebugEnabled) {\r\n this._voxelTracingPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.spatialBlurPassDebugEnabled) {\r\n this._spatialBlurPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.accumulationPassDebugEnabled) {\r\n this._accumulationPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Update the SS shadow max distance and thickness based on the voxel grid size and resolution.\r\n * The max distance should be just a little larger than the world size of a single voxel.\r\n */\r\n private _updateSSShadowParams(): void {\r\n this._voxelTracingPass.sssMaxDist = (this._sssMaxDistScale * this.voxelGridSize) / (1 << this.resolutionExp);\r\n this._voxelTracingPass.sssThickness = this._sssThicknessScale * 0.005 * this.voxelGridSize;\r\n }\r\n\r\n /**\r\n * Apply the shadows to a material or array of materials. If no material is provided, all\r\n * materials in the scene will be added.\r\n * @param material Material that will be affected by the shadows. If not provided, all materials of the scene will be affected.\r\n */\r\n public addShadowReceivingMaterial(material?: Material | Material[]) {\r\n if (material) {\r\n if (Array.isArray(material)) {\r\n material.forEach((m) => {\r\n this._addShadowSupportToMaterial(m);\r\n });\r\n } else {\r\n this._addShadowSupportToMaterial(material);\r\n }\r\n } else {\r\n this.scene.materials.forEach((mat) => {\r\n this._addShadowSupportToMaterial(mat);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Remove a material from the list of materials that receive shadows. If no material\r\n * is provided, all materials in the scene will be removed.\r\n * @param material The material or array of materials that will no longer receive shadows\r\n */\r\n public removeShadowReceivingMaterial(material: Material | Material[]) {\r\n if (Array.isArray(material)) {\r\n material.forEach((m) => {\r\n const matIndex = this._materialsWithRenderPlugin.indexOf(m);\r\n if (matIndex !== -1) {\r\n this._materialsWithRenderPlugin.splice(matIndex, 1);\r\n const plugin = m.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name)!;\r\n plugin.isEnabled = false;\r\n }\r\n });\r\n } else {\r\n const matIndex = this._materialsWithRenderPlugin.indexOf(material);\r\n if (matIndex !== -1) {\r\n this._materialsWithRenderPlugin.splice(matIndex, 1);\r\n const plugin = material.pluginManager!.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name)!;\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n }\r\n\r\n protected _addShadowSupportToMaterial(material: Material) {\r\n if (!(material instanceof PBRBaseMaterial) && !(material instanceof StandardMaterial)) {\r\n return;\r\n }\r\n let plugin = material.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (!plugin) {\r\n plugin = new IBLShadowsPluginMaterial(material);\r\n }\r\n if (this._materialsWithRenderPlugin.indexOf(material) !== -1) {\r\n return;\r\n }\r\n\r\n if (this._enabled) {\r\n plugin.iblShadowsTexture = this._getAccumulatedTexture().getInternalTexture()!;\r\n plugin.shadowOpacity = this.shadowOpacity;\r\n }\r\n\r\n plugin.isEnabled = this._enabled;\r\n plugin.isColored = this._coloredShadows;\r\n\r\n this._materialsWithRenderPlugin.push(material);\r\n }\r\n\r\n protected _setPluginParameters() {\r\n if (!this._enabled) {\r\n return;\r\n }\r\n\r\n this._materialsWithRenderPlugin.forEach((mat) => {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name)!;\r\n plugin.iblShadowsTexture = this._getAccumulatedTexture().getInternalTexture()!;\r\n plugin.shadowOpacity = this.shadowOpacity;\r\n plugin.isColored = this._coloredShadows;\r\n }\r\n });\r\n }\r\n\r\n private _updateBeforeRender() {\r\n this._updateDebugPasses();\r\n }\r\n\r\n private _listenForCameraChanges() {\r\n // We want to listen for camera changes and change settings while the camera is moving.\r\n this.scene.activeCamera?.onViewMatrixChangedObservable.add(() => {\r\n this._accumulationPass.isMoving = true;\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the IBL shadow pipeline is ready to render shadows\r\n * @returns true if the IBL shadow pipeline is ready to render the shadows\r\n */\r\n public isReady() {\r\n return (\r\n this._noiseTexture.isReady() &&\r\n this._voxelRenderer.isReady() &&\r\n this.scene.iblCdfGenerator &&\r\n this.scene.iblCdfGenerator.isReady() &&\r\n (!this._voxelTracingPass || this._voxelTracingPass.isReady()) &&\r\n (!this._spatialBlurPass || this._spatialBlurPass.isReady()) &&\r\n (!this._accumulationPass || this._accumulationPass.isReady())\r\n );\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"IBLShadowsRenderPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"IBLShadowsRenderPipeline\";\r\n }\r\n\r\n /**\r\n * Disposes the IBL shadow pipeline and associated resources\r\n */\r\n public override dispose() {\r\n const materials = this._materialsWithRenderPlugin.splice(0);\r\n materials.forEach((mat) => {\r\n this.removeShadowReceivingMaterial(mat);\r\n });\r\n this._disposeEffectPasses();\r\n this._noiseTexture.dispose();\r\n this._voxelRenderer.dispose();\r\n this._voxelTracingPass.dispose();\r\n this._spatialBlurPass.dispose();\r\n this._accumulationPass.dispose();\r\n this._dummyTexture2d.dispose();\r\n this._dummyTexture3d.dispose();\r\n this.onNewIblReadyObservable.clear();\r\n this.onShadowTextureReadyObservable.clear();\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
+ 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{ Constants } from \"../../Engines/constants\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { Matrix, Vector3, Vector4, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { _IblShadowsVoxelRenderer } from \"./iblShadowsVoxelRenderer\";\r\nimport { _IblShadowsVoxelTracingPass } from \"./iblShadowsVoxelTracingPass\";\r\n\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { _IblShadowsSpatialBlurPass } from \"./iblShadowsSpatialBlurPass\";\r\nimport { _IblShadowsAccumulationPass } from \"./iblShadowsAccumulationPass\";\r\nimport { PostProcessRenderPipeline } from \"../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"core/PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"core/Rendering/geometryBufferRenderer\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { RawTexture3D } from \"core/Materials/Textures/rawTexture3D\";\r\nimport { Engine } from \"core/Engines/engine\";\r\nimport { IBLShadowsPluginMaterial } from \"./iblShadowsPluginMaterial\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport \"../geometryBufferRendererSceneComponent\";\r\nimport \"../iblCdfGeneratorSceneComponent\";\r\n\r\ninterface IblShadowsSettings {\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n resolutionExp?: number;\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass. Higher\r\n * values will result in better quality, more stable shadows but are more expensive to compute.\r\n */\r\n sampleDirections?: number;\r\n\r\n /**\r\n * How dark the shadows are. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n shadowOpacity?: number;\r\n\r\n /**\r\n * The global Y-axis rotation of the IBL for shadows. This should match the Y-rotation of the environment map applied to materials, skybox, etc.\r\n */\r\n envRotation?: number;\r\n\r\n /**\r\n * A factor that controls how long the shadows remain in the scene.\r\n * 0.0 is no persistence, 1.0 is full persistence.\r\n * This value applies only while the camera is moving. Once stationary, the pipeline\r\n * increases remanence automatically to help the shadows converge.\r\n */\r\n shadowRemanence?: number;\r\n\r\n /**\r\n * Render the voxel grid from 3 different axis. This will result in better quality shadows with fewer\r\n * bits of missing geometry.\r\n */\r\n triPlanarVoxelization?: boolean;\r\n\r\n /**\r\n * A size multiplier for the internal shadow render targets (default 1.0). A value of 1.0 represents full-resolution.\r\n * Scaling this below 1.0 will result in blurry shadows and potentially more artifacts but\r\n * could help increase performance on less powerful GPU's.\r\n */\r\n shadowRenderSizeFactor?: number;\r\n\r\n /**\r\n * Separate control for the opacity of the voxel shadows.\r\n */\r\n voxelShadowOpacity?: number;\r\n\r\n /**\r\n * Include screen-space shadows in the IBL shadow pipeline. This adds sharp shadows to small details\r\n * but only applies close to a shadow-casting object.\r\n */\r\n ssShadowsEnabled?: boolean;\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n ssShadowSampleCount?: number;\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples\r\n * in pixels.\r\n */\r\n ssShadowStride?: number;\r\n\r\n /**\r\n * A scale for the maximum distance a screen-space shadow can be cast in world-space.\r\n * The maximum distance that screen-space shadows cast is derived from the voxel size\r\n * and this value so shouldn't need to change if you scale your scene.\r\n */\r\n ssShadowDistanceScale?: number;\r\n\r\n /**\r\n * Screen-space shadow thickness scale. This value controls the assumed thickness of\r\n * on-screen surfaces in world-space. It scales with the size of the shadow-casting\r\n * region so shouldn't need to change if you scale your scene.\r\n */\r\n ssShadowThicknessScale?: number;\r\n}\r\n\r\n/**\r\n * Voxel-based shadow rendering for IBL's.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class IblShadowsRenderPipeline extends PostProcessRenderPipeline {\r\n /**\r\n * The scene that this pipeline is attached to\r\n */\r\n public scene: Scene;\r\n\r\n private _allowDebugPasses: boolean = false;\r\n private _debugPasses: { pass: PostProcess; enabled: boolean }[] = [];\r\n\r\n private _geometryBufferRenderer: GeometryBufferRenderer;\r\n\r\n private _shadowCastingMeshes: Mesh[] = [];\r\n\r\n private _voxelRenderer: _IblShadowsVoxelRenderer;\r\n private _voxelTracingPass: _IblShadowsVoxelTracingPass;\r\n private _spatialBlurPass: _IblShadowsSpatialBlurPass;\r\n private _accumulationPass: _IblShadowsAccumulationPass;\r\n private _noiseTexture: Texture;\r\n /**\r\n * Raw texture to be used before final data is available.\r\n * @internal\r\n */\r\n public _dummyTexture2d: RawTexture;\r\n private _dummyTexture3d: RawTexture3D;\r\n private _shadowOpacity: number = 0.8;\r\n private _enabled: boolean = true;\r\n private _coloredShadows: boolean = false;\r\n private _materialsWithRenderPlugin: Material[] = [];\r\n\r\n /**\r\n * Observable that triggers when the shadow renderer is ready\r\n */\r\n public onShadowTextureReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * Observable that triggers when a new IBL is set and the importance sampling is ready\r\n */\r\n public onNewIblReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * The current world-space size of that the voxel grid covers in the scene.\r\n */\r\n public voxelGridSize: number = 1.0;\r\n\r\n /**\r\n * Reset the shadow accumulation. This has a similar affect to lowering the remanence for a single frame.\r\n * This is useful when making a sudden change to the IBL.\r\n */\r\n public resetAccumulation(): void {\r\n this._accumulationPass.reset = true;\r\n }\r\n\r\n /**\r\n * How dark the shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get shadowOpacity(): number {\r\n return this._shadowOpacity;\r\n }\r\n\r\n public set shadowOpacity(value: number) {\r\n this._shadowOpacity = value;\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * Render the shadows in color rather than black and white.\r\n * This is slightly more expensive than black and white shadows but can be much\r\n * more accurate when the strongest lights in the IBL are non-white.\r\n */\r\n public get coloredShadows(): boolean {\r\n return this._coloredShadows;\r\n }\r\n\r\n public set coloredShadows(value: boolean) {\r\n this._coloredShadows = value;\r\n this._voxelTracingPass.coloredShadows = value;\r\n this._setPluginParameters();\r\n }\r\n\r\n private _renderSizeFactor: number = 1.0;\r\n\r\n /**\r\n * A multiplier for the render size of the shadows. Used for rendering lower-resolution shadows.\r\n */\r\n public get shadowRenderSizeFactor(): number {\r\n return this._renderSizeFactor;\r\n }\r\n\r\n public set shadowRenderSizeFactor(value: number) {\r\n this._renderSizeFactor = Math.max(Math.min(value, 1.0), 0.0);\r\n this._voxelTracingPass.resize(value);\r\n this._spatialBlurPass.resize(value);\r\n this._accumulationPass.resize(value);\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * How dark the voxel shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get voxelShadowOpacity() {\r\n return this._voxelTracingPass?.voxelShadowOpacity;\r\n }\r\n\r\n public set voxelShadowOpacity(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.voxelShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * How dark the screen-space shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._voxelTracingPass?.ssShadowOpacity;\r\n }\r\n\r\n public set ssShadowOpacity(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get ssShadowSampleCount(): number {\r\n return this._voxelTracingPass?.sssSamples;\r\n }\r\n\r\n public set ssShadowSampleCount(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples\r\n * in pixels.\r\n */\r\n public get ssShadowStride(): number {\r\n return this._voxelTracingPass?.sssStride;\r\n }\r\n\r\n public set ssShadowStride(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sssStride = value;\r\n }\r\n\r\n private _sssMaxDistScale: number;\r\n\r\n /**\r\n * A scale for the maximum distance a screen-space shadow can be cast in world-space.\r\n * The maximum distance that screen-space shadows cast is derived from the voxel size\r\n * and this value so shouldn't need to change if you scale your scene\r\n */\r\n public get ssShadowDistanceScale(): number {\r\n return this._sssMaxDistScale;\r\n }\r\n\r\n public set ssShadowDistanceScale(value: number) {\r\n this._sssMaxDistScale = value;\r\n this._updateSSShadowParams();\r\n }\r\n\r\n private _sssThicknessScale: number;\r\n\r\n /**\r\n * Screen-space shadow thickness scale. This value controls the assumed thickness of\r\n * on-screen surfaces in world-space. It scales with the size of the shadow-casting\r\n * region so shouldn't need to change if you scale your scene.\r\n */\r\n public get ssShadowThicknessScale(): number {\r\n return this._sssThicknessScale;\r\n }\r\n\r\n public set ssShadowThicknessScale(value: number) {\r\n this._sssThicknessScale = value;\r\n this._updateSSShadowParams();\r\n }\r\n\r\n /**\r\n * Returns the texture containing the voxel grid data\r\n * @returns The texture containing the voxel grid data\r\n * @internal\r\n */\r\n public _getVoxelGridTexture(): Texture {\r\n const tex = this._voxelRenderer?.getVoxelGrid();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture3d;\r\n }\r\n\r\n /**\r\n * Returns the noise texture.\r\n * @returns The noise texture.\r\n * @internal\r\n */\r\n public _getNoiseTexture(): Texture {\r\n const tex = this._noiseTexture;\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n /**\r\n * Returns the voxel-tracing texture.\r\n * @returns The voxel-tracing texture.\r\n * @internal\r\n */\r\n public _getVoxelTracingTexture(): Texture {\r\n const tex = this._voxelTracingPass?.getOutputTexture();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n /**\r\n * Returns the spatial blur texture.\r\n * @returns The spatial blur texture.\r\n * @internal\r\n */\r\n public _getSpatialBlurTexture(): Texture {\r\n const tex = this._spatialBlurPass.getOutputTexture();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n /**\r\n * Returns the accumulated shadow texture.\r\n * @returns The accumulated shadow texture.\r\n * @internal\r\n */\r\n public _getAccumulatedTexture(): Texture {\r\n const tex = this._accumulationPass?.getOutputTexture();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n private _gbufferDebugPass: PostProcess;\r\n private _gbufferDebugEnabled: boolean = false;\r\n private _gBufferDebugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Turn on or off the debug view of the G-Buffer. This will display only the targets\r\n * of the g-buffer that are used by the shadow pipeline.\r\n */\r\n public get gbufferDebugEnabled(): boolean {\r\n return this._gbufferDebugEnabled;\r\n }\r\n\r\n public set gbufferDebugEnabled(enabled: boolean) {\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable G-Buffer debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n this._gbufferDebugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._getGBufferDebugPass().name, this.cameras);\r\n } else {\r\n this._disableEffect(this._getGBufferDebugPass().name, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the CDF importance sampling data\r\n */\r\n public get cdfDebugEnabled(): boolean {\r\n return this.scene.iblCdfGenerator ? this.scene.iblCdfGenerator.debugEnabled : false;\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the CDF importance sampling data\r\n */\r\n public set cdfDebugEnabled(enabled: boolean) {\r\n if (!this.scene.iblCdfGenerator) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable importance sampling debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this.scene.iblCdfGenerator.debugEnabled) return;\r\n this.scene.iblCdfGenerator.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this.scene.iblCdfGenerator.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this.scene.iblCdfGenerator.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * This displays the voxel grid in slices spread across the screen.\r\n * It also displays what slices of the model are stored in each layer\r\n * of the voxel grid. Each red stripe represents one layer while each gradient\r\n * (from bright red to black) represents the layers rendered in a single draw call.\r\n */\r\n public get voxelDebugEnabled(): boolean {\r\n return this._voxelRenderer?.voxelDebugEnabled;\r\n }\r\n\r\n public set voxelDebugEnabled(enabled: boolean) {\r\n if (!this._voxelRenderer) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable voxel debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n this._voxelRenderer.voxelDebugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._voxelRenderer.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._voxelRenderer.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * When using tri-planar voxelization (the default), this value can be used to\r\n * display only the voxelization result for that axis. z-axis = 0, y-axis = 1, x-axis = 2\r\n */\r\n public get voxelDebugAxis(): number {\r\n return this._voxelRenderer?.voxelDebugAxis;\r\n }\r\n\r\n public set voxelDebugAxis(axisNum: number) {\r\n if (!this._voxelRenderer) return;\r\n this._voxelRenderer.voxelDebugAxis = axisNum;\r\n }\r\n\r\n /**\r\n * Displays a given mip of the voxel grid. `voxelDebugAxis` must be undefined in this\r\n * case because we only generate mips for the combined voxel grid.\r\n */\r\n public set voxelDebugDisplayMip(mipNum: number) {\r\n if (!this._voxelRenderer) return;\r\n this._voxelRenderer.setDebugMipNumber(mipNum);\r\n }\r\n\r\n /**\r\n * Display the debug view for just the shadow samples taken this frame.\r\n */\r\n public get voxelTracingDebugEnabled(): boolean {\r\n return this._voxelTracingPass?.debugEnabled;\r\n }\r\n\r\n public set voxelTracingDebugEnabled(enabled: boolean) {\r\n if (!this._voxelTracingPass) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable voxel tracing debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._voxelTracingPass.debugEnabled) return;\r\n this._voxelTracingPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._voxelTracingPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._voxelTracingPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for the spatial blur pass\r\n */\r\n public get spatialBlurPassDebugEnabled(): boolean {\r\n return this._spatialBlurPass.debugEnabled;\r\n }\r\n\r\n public set spatialBlurPassDebugEnabled(enabled: boolean) {\r\n if (!this._spatialBlurPass) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable spatial blur debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._spatialBlurPass.debugEnabled) return;\r\n this._spatialBlurPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._spatialBlurPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._spatialBlurPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for the shadows accumulated over time.\r\n */\r\n public get accumulationPassDebugEnabled(): boolean {\r\n return this._accumulationPass?.debugEnabled;\r\n }\r\n\r\n public set accumulationPassDebugEnabled(enabled: boolean) {\r\n if (!this._accumulationPass) return;\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable accumulation pass debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._accumulationPass.debugEnabled) return;\r\n this._accumulationPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._accumulationPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._accumulationPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh to be used for shadow-casting in the IBL shadow pipeline.\r\n * These meshes will be written to the voxel grid.\r\n * @param mesh A mesh or list of meshes that you want to cast shadows\r\n */\r\n public addShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n if (Array.isArray(mesh)) {\r\n for (const m of mesh) {\r\n if (m && this._shadowCastingMeshes.indexOf(m) === -1) {\r\n this._shadowCastingMeshes.push(m);\r\n }\r\n }\r\n } else {\r\n if (mesh && this._shadowCastingMeshes.indexOf(mesh) === -1) {\r\n this._shadowCastingMeshes.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the shadow-casting list. The mesh will no longer be written\r\n * to the voxel grid and will not cast shadows.\r\n * @param mesh The mesh or list of meshes that you don't want to cast shadows.\r\n */\r\n public removeShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n if (Array.isArray(mesh)) {\r\n for (const m of mesh) {\r\n const index = this._shadowCastingMeshes.indexOf(m);\r\n if (index !== -1) {\r\n this._shadowCastingMeshes.splice(index, 1);\r\n }\r\n }\r\n } else {\r\n const index = this._shadowCastingMeshes.indexOf(mesh);\r\n if (index !== -1) {\r\n this._shadowCastingMeshes.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n public get resolutionExp() {\r\n return this._voxelRenderer.voxelResolutionExp;\r\n }\r\n\r\n public set resolutionExp(newResolution: number) {\r\n if (newResolution === this._voxelRenderer.voxelResolutionExp) return;\r\n if (this._voxelRenderer.isVoxelizationInProgress()) {\r\n Logger.Warn(\"Can't change the resolution of the voxel grid while voxelization is in progress.\");\r\n return;\r\n }\r\n this._voxelRenderer.voxelResolutionExp = Math.max(1, Math.min(newResolution, 8));\r\n this._accumulationPass.reset = true;\r\n }\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass\r\n */\r\n public get sampleDirections() {\r\n return this._voxelTracingPass?.sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass\r\n */\r\n public set sampleDirections(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The decree to which the shadows persist between frames. 0.0 is no persistence, 1.0 is full persistence.\r\n **/\r\n public get shadowRemanence(): number {\r\n return this._accumulationPass?.remanence;\r\n }\r\n\r\n /**\r\n * The decree to which the shadows persist between frames. 0.0 is no persistence, 1.0 is full persistence.\r\n **/\r\n public set shadowRemanence(value: number) {\r\n if (!this._accumulationPass) return;\r\n this._accumulationPass.remanence = value;\r\n }\r\n\r\n /**\r\n * The global Y-axis rotation of the IBL for shadows. This should match the Y-rotation of the environment map applied to materials, skybox, etc.\r\n */\r\n public get envRotation() {\r\n return this._voxelTracingPass?.envRotation;\r\n }\r\n\r\n /**\r\n * The global Y-axis rotation of the IBL for shadows. This should match the Y-rotation of the environment map applied to materials, skybox, etc.\r\n */\r\n public set envRotation(value: number) {\r\n if (!this._voxelTracingPass) return;\r\n this._voxelTracingPass.envRotation = value;\r\n this._accumulationPass.reset = true;\r\n }\r\n\r\n /**\r\n * Allow debug passes to be enabled. Default is false.\r\n */\r\n public get allowDebugPasses(): boolean {\r\n return this._allowDebugPasses;\r\n }\r\n\r\n /**\r\n * Allow debug passes to be enabled. Default is false.\r\n */\r\n public set allowDebugPasses(value: boolean) {\r\n if (this._allowDebugPasses === value) return;\r\n this._allowDebugPasses = value;\r\n if (value && this.scene.iblCdfGenerator) {\r\n if (this.scene.iblCdfGenerator.isReady()) {\r\n this._createDebugPasses();\r\n } else {\r\n this.scene.iblCdfGenerator.onGeneratedObservable.addOnce(() => {\r\n this._createDebugPasses();\r\n });\r\n }\r\n } else {\r\n this._disposeDebugPasses();\r\n }\r\n }\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportIBLShadows;\r\n }\r\n\r\n /**\r\n * Toggle the shadow tracing on or off\r\n * @param enabled Toggle the shadow tracing on or off\r\n */\r\n public toggleShadow(enabled: boolean) {\r\n this._enabled = enabled;\r\n this._voxelTracingPass.enabled = enabled;\r\n this._spatialBlurPass.enabled = enabled;\r\n this._accumulationPass.enabled = enabled;\r\n this._materialsWithRenderPlugin.forEach((mat) => {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin(IBLShadowsPluginMaterial.Name) as IBLShadowsPluginMaterial;\r\n plugin.isEnabled = enabled;\r\n }\r\n });\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * Trigger the scene to be re-voxelized. This should be run when any shadow-casters have been added, removed or moved.\r\n */\r\n public updateVoxelization() {\r\n if (this._shadowCastingMeshes.length === 0) {\r\n Logger.Warn(\"IBL Shadows: updateVoxelization called with no shadow-casting meshes to voxelize.\");\r\n return;\r\n }\r\n this._voxelRenderer.updateVoxelGrid(this._shadowCastingMeshes);\r\n this._updateSSShadowParams();\r\n }\r\n\r\n /**\r\n * Trigger the scene bounds of shadow-casters to be calculated. This is the world size that the voxel grid will cover and will always be a cube.\r\n */\r\n public updateSceneBounds() {\r\n const bounds: { min: Vector3; max: Vector3 } = {\r\n min: new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE),\r\n max: new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE),\r\n };\r\n this._shadowCastingMeshes.forEach((mesh) => {\r\n const localBounds = mesh.getHierarchyBoundingVectors(true);\r\n bounds.min = Vector3.Minimize(bounds.min, localBounds.min);\r\n bounds.max = Vector3.Maximize(bounds.max, localBounds.max);\r\n });\r\n\r\n const size = bounds.max.subtract(bounds.min);\r\n this.voxelGridSize = Math.max(size.x, size.y, size.z);\r\n if (this._shadowCastingMeshes.length === 0 || !isFinite(this.voxelGridSize) || this.voxelGridSize === 0) {\r\n Logger.Warn(\"IBL Shadows: Scene size is invalid. Can't update bounds.\");\r\n this.voxelGridSize = 1.0;\r\n return;\r\n }\r\n const halfSize = this.voxelGridSize / 2.0;\r\n const centre = bounds.max.add(bounds.min).multiplyByFloats(-0.5, -0.5, -0.5);\r\n const invWorldScaleMatrix = Matrix.Compose(new Vector3(1.0 / halfSize, 1.0 / halfSize, 1.0 / halfSize), new Quaternion(), new Vector3(0, 0, 0));\r\n const invTranslationMatrix = Matrix.Compose(new Vector3(1.0, 1.0, 1.0), new Quaternion(), centre);\r\n invTranslationMatrix.multiplyToRef(invWorldScaleMatrix, invWorldScaleMatrix);\r\n this._voxelTracingPass.setWorldScaleMatrix(invWorldScaleMatrix);\r\n this._voxelRenderer.setWorldScaleMatrix(invWorldScaleMatrix);\r\n // Set world scale for spatial blur.\r\n this._spatialBlurPass.setWorldScale(halfSize * 2.0);\r\n this._updateSSShadowParams();\r\n }\r\n\r\n /**\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param options Options to configure the pipeline\r\n * @param cameras Cameras to apply the pipeline to.\r\n */\r\n constructor(name: string, scene: Scene, options: Partial<IblShadowsSettings> = {}, cameras?: Camera[]) {\r\n super(scene.getEngine(), name);\r\n this.scene = scene;\r\n this._cameras = cameras || [scene.activeCamera!];\r\n // Create the dummy textures to be used when the pipeline is not ready\r\n const blackPixels = new Uint8Array([0, 0, 0, 255]);\r\n this._dummyTexture2d = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false);\r\n this._dummyTexture3d = new RawTexture3D(blackPixels, 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, scene, false);\r\n\r\n // Setup the geometry buffer target formats\r\n const textureTypesAndFormats: { [key: number]: { textureType: number; textureFormat: number } } = {};\r\n textureTypesAndFormats[GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_R,\r\n textureType: Constants.TEXTURETYPE_FLOAT,\r\n };\r\n textureTypesAndFormats[GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_RG,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n };\r\n textureTypesAndFormats[GeometryBufferRenderer.POSITION_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n };\r\n textureTypesAndFormats[GeometryBufferRenderer.NORMAL_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n };\r\n const geometryBufferRenderer = scene.enableGeometryBufferRenderer(undefined, Constants.TEXTUREFORMAT_DEPTH32_FLOAT, textureTypesAndFormats);\r\n if (!geometryBufferRenderer) {\r\n Logger.Error(\"Geometry buffer renderer is required for IBL shadows to work.\");\r\n return;\r\n }\r\n this._geometryBufferRenderer = geometryBufferRenderer;\r\n this._geometryBufferRenderer.enableScreenspaceDepth = true;\r\n this._geometryBufferRenderer.enableVelocityLinear = true;\r\n this._geometryBufferRenderer.enablePosition = true;\r\n this._geometryBufferRenderer.enableNormal = true;\r\n this._geometryBufferRenderer.generateNormalsInWorldSpace = true;\r\n this.scene.enableIblCdfGenerator();\r\n this.shadowOpacity = options.shadowOpacity || 0.8;\r\n this._voxelRenderer = new _IblShadowsVoxelRenderer(\r\n this.scene,\r\n this,\r\n options ? options.resolutionExp : 6,\r\n options.triPlanarVoxelization !== undefined ? options.triPlanarVoxelization : true\r\n );\r\n this._voxelTracingPass = new _IblShadowsVoxelTracingPass(this.scene, this);\r\n this._spatialBlurPass = new _IblShadowsSpatialBlurPass(this.scene, this);\r\n this._accumulationPass = new _IblShadowsAccumulationPass(this.scene, this);\r\n this._accumulationPass.onReadyObservable.addOnce(() => {\r\n this.onShadowTextureReadyObservable.notifyObservers();\r\n });\r\n this.sampleDirections = options.sampleDirections || 2;\r\n this.voxelShadowOpacity = options.voxelShadowOpacity ?? 1.0;\r\n this.envRotation = options.envRotation ?? 0.0;\r\n this.shadowRenderSizeFactor = options.shadowRenderSizeFactor || 1.0;\r\n this.ssShadowOpacity = options.ssShadowsEnabled === undefined || options.ssShadowsEnabled ? 1.0 : 0.0;\r\n this.ssShadowDistanceScale = options.ssShadowDistanceScale || 1.25;\r\n this.ssShadowSampleCount = options.ssShadowSampleCount || 16;\r\n this.ssShadowStride = options.ssShadowStride || 8;\r\n this.ssShadowThicknessScale = options.ssShadowThicknessScale || 1.0;\r\n this.shadowRemanence = options.shadowRemanence ?? 0.75;\r\n this._noiseTexture = new Texture(\"https://assets.babylonjs.com/textures/blue_noise/blue_noise_rgb.png\", this.scene, false, true, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n this.scene.onActiveCameraChanged.add(this._listenForCameraChanges.bind(this));\r\n this.scene.onBeforeRenderObservable.add(this._updateBeforeRender.bind(this));\r\n\r\n this._listenForCameraChanges();\r\n this.scene.getEngine().onResizeObservable.add(this._handleResize.bind(this));\r\n\r\n // Assigning the shadow texture to the materials needs to be done after the RT's are created.\r\n if (this.scene.iblCdfGenerator) {\r\n this.scene.iblCdfGenerator.onGeneratedObservable.add(() => {\r\n this._setPluginParameters();\r\n this.onNewIblReadyObservable.notifyObservers();\r\n });\r\n }\r\n }\r\n\r\n private _handleResize() {\r\n this._voxelRenderer.resize();\r\n this._voxelTracingPass.resize(this.shadowRenderSizeFactor);\r\n this._spatialBlurPass.resize(this.shadowRenderSizeFactor);\r\n this._accumulationPass.resize(this.shadowRenderSizeFactor);\r\n this._setPluginParameters();\r\n }\r\n\r\n private _getGBufferDebugPass(): PostProcess {\r\n if (this._gbufferDebugPass) {\r\n return this._gbufferDebugPass;\r\n }\r\n const isWebGPU = this.engine.isWebGPU;\r\n const textureNames: string[] = [\"depthSampler\", \"normalSampler\", \"positionSampler\", \"velocitySampler\"];\r\n\r\n const options: PostProcessOptions = {\r\n width: this.scene.getEngine().getRenderWidth(),\r\n height: this.scene.getEngine().getRenderHeight(),\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine: this.scene.getEngine(),\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n uniforms: [\"sizeParams\"],\r\n samplers: textureNames,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowGBufferDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowGBufferDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._gbufferDebugPass = new PostProcess(\"iblShadowGBufferDebug\", \"iblShadowGBufferDebug\", options);\r\n this._gbufferDebugPass.autoClear = false;\r\n this._gbufferDebugPass.onApplyObservable.add((effect) => {\r\n const depthIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const normalIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[normalIndex]);\r\n const positionIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n effect.setTexture(\"positionSampler\", this._geometryBufferRenderer.getGBuffer().textures[positionIndex]);\r\n const velocityIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n effect.setVector4(\"sizeParams\", this._gBufferDebugSizeParams);\r\n if (this.scene.activeCamera) {\r\n effect.setFloat(\"maxDepth\", this.scene.activeCamera.maxZ);\r\n }\r\n });\r\n return this._gbufferDebugPass;\r\n }\r\n\r\n private _createDebugPasses() {\r\n if (this.scene.iblCdfGenerator) {\r\n this._debugPasses = [{ pass: this.scene.iblCdfGenerator.getDebugPassPP(), enabled: this.cdfDebugEnabled }];\r\n } else {\r\n this._debugPasses = [];\r\n }\r\n\r\n this._debugPasses.push(\r\n { pass: this._voxelRenderer.getDebugPassPP(), enabled: this.voxelDebugEnabled },\r\n { pass: this._voxelTracingPass.getDebugPassPP(), enabled: this.voxelTracingDebugEnabled },\r\n { pass: this._spatialBlurPass.getDebugPassPP(), enabled: this.spatialBlurPassDebugEnabled },\r\n { pass: this._accumulationPass.getDebugPassPP(), enabled: this.accumulationPassDebugEnabled },\r\n { pass: this._getGBufferDebugPass(), enabled: this.gbufferDebugEnabled }\r\n );\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n if (!this._debugPasses[i].pass) continue;\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n this._debugPasses[i].pass.name,\r\n () => {\r\n return this._debugPasses[i].pass;\r\n },\r\n true\r\n )\r\n );\r\n }\r\n const cameras = this.cameras.slice();\r\n this.scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this.name, this.cameras);\r\n this.scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this.name, cameras);\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n if (!this._debugPasses[i].pass) continue;\r\n if (this._debugPasses[i].enabled) {\r\n this._enableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n } else {\r\n this._disableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n }\r\n }\r\n }\r\n\r\n private _disposeEffectPasses() {\r\n this.scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this.name, this.cameras);\r\n this._disposeDebugPasses();\r\n this._reset();\r\n }\r\n\r\n private _disposeDebugPasses() {\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n this._disableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n this._debugPasses[i].pass.dispose();\r\n }\r\n this._debugPasses = [];\r\n }\r\n\r\n private _updateDebugPasses() {\r\n let count = 0;\r\n if (this._gbufferDebugEnabled) count++;\r\n if (this.cdfDebugEnabled) count++;\r\n if (this.voxelDebugEnabled) count++;\r\n if (this.voxelTracingDebugEnabled) count++;\r\n if (this.spatialBlurPassDebugEnabled) count++;\r\n if (this.accumulationPassDebugEnabled) count++;\r\n\r\n const rows = Math.ceil(Math.sqrt(count));\r\n const cols = Math.ceil(count / rows);\r\n const width = 1.0 / cols;\r\n const height = 1.0 / rows;\r\n let x = 0;\r\n let y = 0;\r\n if (this.gbufferDebugEnabled) {\r\n this._gBufferDebugSizeParams.set(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n\r\n if (this.cdfDebugEnabled && this.scene.iblCdfGenerator) {\r\n this.scene.iblCdfGenerator.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.voxelDebugEnabled) {\r\n this._voxelRenderer.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.voxelTracingDebugEnabled) {\r\n this._voxelTracingPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.spatialBlurPassDebugEnabled) {\r\n this._spatialBlurPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.accumulationPassDebugEnabled) {\r\n this._accumulationPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Update the SS shadow max distance and thickness based on the voxel grid size and resolution.\r\n * The max distance should be just a little larger than the world size of a single voxel.\r\n */\r\n private _updateSSShadowParams(): void {\r\n this._voxelTracingPass.sssMaxDist = (this._sssMaxDistScale * this.voxelGridSize) / (1 << this.resolutionExp);\r\n this._voxelTracingPass.sssThickness = this._sssThicknessScale * 0.005 * this.voxelGridSize;\r\n }\r\n\r\n /**\r\n * Apply the shadows to a material or array of materials. If no material is provided, all\r\n * materials in the scene will be added.\r\n * @param material Material that will be affected by the shadows. If not provided, all materials of the scene will be affected.\r\n */\r\n public addShadowReceivingMaterial(material?: Material | Material[]) {\r\n if (material) {\r\n if (Array.isArray(material)) {\r\n material.forEach((m) => {\r\n this._addShadowSupportToMaterial(m);\r\n });\r\n } else {\r\n this._addShadowSupportToMaterial(material);\r\n }\r\n } else {\r\n this.scene.materials.forEach((mat) => {\r\n this._addShadowSupportToMaterial(mat);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Remove a material from the list of materials that receive shadows. If no material\r\n * is provided, all materials in the scene will be removed.\r\n * @param material The material or array of materials that will no longer receive shadows\r\n */\r\n public removeShadowReceivingMaterial(material: Material | Material[]) {\r\n if (Array.isArray(material)) {\r\n material.forEach((m) => {\r\n const matIndex = this._materialsWithRenderPlugin.indexOf(m);\r\n if (matIndex !== -1) {\r\n this._materialsWithRenderPlugin.splice(matIndex, 1);\r\n const plugin = m.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name)!;\r\n plugin.isEnabled = false;\r\n }\r\n });\r\n } else {\r\n const matIndex = this._materialsWithRenderPlugin.indexOf(material);\r\n if (matIndex !== -1) {\r\n this._materialsWithRenderPlugin.splice(matIndex, 1);\r\n const plugin = material.pluginManager!.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name)!;\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n }\r\n\r\n protected _addShadowSupportToMaterial(material: Material) {\r\n if (!(material instanceof PBRBaseMaterial) && !(material instanceof StandardMaterial)) {\r\n return;\r\n }\r\n let plugin = material.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (!plugin) {\r\n plugin = new IBLShadowsPluginMaterial(material);\r\n }\r\n if (this._materialsWithRenderPlugin.indexOf(material) !== -1) {\r\n return;\r\n }\r\n\r\n if (this._enabled) {\r\n plugin.iblShadowsTexture = this._getAccumulatedTexture().getInternalTexture()!;\r\n plugin.shadowOpacity = this.shadowOpacity;\r\n }\r\n\r\n plugin.isEnabled = this._enabled;\r\n plugin.isColored = this._coloredShadows;\r\n\r\n this._materialsWithRenderPlugin.push(material);\r\n }\r\n\r\n protected _setPluginParameters() {\r\n if (!this._enabled) {\r\n return;\r\n }\r\n\r\n this._materialsWithRenderPlugin.forEach((mat) => {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name)!;\r\n plugin.iblShadowsTexture = this._getAccumulatedTexture().getInternalTexture()!;\r\n plugin.shadowOpacity = this.shadowOpacity;\r\n plugin.isColored = this._coloredShadows;\r\n }\r\n });\r\n }\r\n\r\n private _updateBeforeRender() {\r\n this._updateDebugPasses();\r\n }\r\n\r\n private _listenForCameraChanges() {\r\n // We want to listen for camera changes and change settings while the camera is moving.\r\n this.scene.activeCamera?.onViewMatrixChangedObservable.add(() => {\r\n this._accumulationPass.isMoving = true;\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the IBL shadow pipeline is ready to render shadows\r\n * @returns true if the IBL shadow pipeline is ready to render the shadows\r\n */\r\n public isReady() {\r\n return (\r\n this._noiseTexture.isReady() &&\r\n this._voxelRenderer.isReady() &&\r\n this.scene.iblCdfGenerator &&\r\n this.scene.iblCdfGenerator.isReady() &&\r\n (!this._voxelTracingPass || this._voxelTracingPass.isReady()) &&\r\n (!this._spatialBlurPass || this._spatialBlurPass.isReady()) &&\r\n (!this._accumulationPass || this._accumulationPass.isReady())\r\n );\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"IBLShadowsRenderPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"IBLShadowsRenderPipeline\";\r\n }\r\n\r\n /**\r\n * Disposes the IBL shadow pipeline and associated resources\r\n */\r\n public override dispose() {\r\n const materials = this._materialsWithRenderPlugin.splice(0);\r\n materials.forEach((mat) => {\r\n this.removeShadowReceivingMaterial(mat);\r\n });\r\n this._disposeEffectPasses();\r\n this._noiseTexture.dispose();\r\n this._voxelRenderer.dispose();\r\n this._voxelTracingPass.dispose();\r\n this._spatialBlurPass.dispose();\r\n this._accumulationPass.dispose();\r\n this._dummyTexture2d.dispose();\r\n this._dummyTexture3d.dispose();\r\n this.onNewIblReadyObservable.clear();\r\n this.onShadowTextureReadyObservable.clear();\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -190,7 +190,7 @@ export class IblCdfGenerator {
190
190
  this._cdfxPT.setTexture("cdfy", this._cdfyPT);
191
191
  this._cdfxPT.refreshRate = 0;
192
192
  this._cdfxPT.wrapU = 0;
193
- this._scaledLuminancePT = new ProceduralTexture("iblScaledLuminance", { width: size.width, height: size.height }, "iblScaledLuminance", this._scene, { ...icdfOptions, samplingMode: 3, generateMipMaps: true }, true, false);
193
+ this._scaledLuminancePT = new ProceduralTexture("iblScaledLuminance", { width: size.width, height: size.height }, "iblScaledLuminance", this._scene, { ...cdfOptions, samplingMode: 3, generateMipMaps: true }, true, false);
194
194
  this._scaledLuminancePT.autoClear = false;
195
195
  this._scaledLuminancePT.setTexture("iblSource", this._iblSource);
196
196
  this._scaledLuminancePT.setInt("iblHeight", size.height);
@@ -1 +1 @@
1
- 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{ Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { Vector4 } from \"../Maths/math.vector\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Build cdf maps to be used for IBL importance sampling.\r\n */\r\nexport class IblCdfGenerator {\r\n private _scene: Nullable<Scene>;\r\n private _engine: AbstractEngine;\r\n\r\n private _cdfyPT: ProceduralTexture;\r\n private _cdfxPT: ProceduralTexture;\r\n private _icdfPT: ProceduralTexture;\r\n private _scaledLuminancePT: ProceduralTexture;\r\n private _iblSource: Nullable<BaseTexture>;\r\n private _dummyTexture: RawTexture;\r\n /**\r\n * Gets the IBL source texture being used by the CDF renderer\r\n */\r\n public get iblSource(): Nullable<BaseTexture> {\r\n return this._iblSource;\r\n }\r\n\r\n /**\r\n * Sets the IBL source texture to be used by the CDF renderer.\r\n * This will trigger recreation of the CDF assets.\r\n */\r\n public set iblSource(source: Nullable<BaseTexture>) {\r\n if (this._iblSource === source) {\r\n return;\r\n }\r\n this._disposeTextures();\r\n this._iblSource = source;\r\n if (!source) {\r\n return;\r\n }\r\n if (source.isCube) {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as CubeTexture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n } else {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as Texture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n }\r\n }\r\n\r\n private _recreateAssetsFromNewIbl() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n\r\n this._createTextures();\r\n\r\n if (this._debugPass) {\r\n // Recreate the debug pass because of the new textures\r\n this._createDebugPass();\r\n }\r\n }\r\n\r\n /**\r\n * Return the cumulative distribution function (CDF) texture\r\n * @returns Return the cumulative distribution function (CDF) texture\r\n */\r\n public getIcdfTexture(): Texture {\r\n return this._icdfPT ? this._icdfPT : this._dummyTexture;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPass: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * The name of the debug pass post process\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n private _debugPassName: string = \"CDF Debug\";\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPass;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"IblCdfGeneratorSceneComponentSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instanciates the CDF renderer\r\n * @param sceneOrEngine Scene to attach to\r\n * @returns The CDF renderer\r\n */\r\n constructor(sceneOrEngine: Nullable<Scene | AbstractEngine>) {\r\n if (sceneOrEngine) {\r\n if (IblCdfGenerator._IsScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n } else {\r\n this._engine = sceneOrEngine;\r\n }\r\n } else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n if (this._scene) {\r\n this._engine = this._scene.getEngine();\r\n }\r\n const blackPixels = new Uint16Array([0, 0, 0, 255]);\r\n this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, sceneOrEngine, false, false, undefined, Constants.TEXTURETYPE_HALF_FLOAT);\r\n if (this._scene) {\r\n IblCdfGenerator._SceneComponentInitialization(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the CDF renderer is ready\r\n */\r\n public onGeneratedObservable: Observable<void> = new Observable<void>();\r\n\r\n private _createTextures() {\r\n const size: TextureSize = this._iblSource ? { width: this._iblSource.getSize().width, height: this._iblSource.getSize().height } : { width: 1, height: 1 };\r\n if (!this._iblSource) {\r\n this._iblSource = RawTexture.CreateRTexture(\r\n new Uint8Array([255]),\r\n 1,\r\n 1,\r\n this._engine,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._iblSource.name = \"Placeholder IBL Source\";\r\n }\r\n\r\n if (this._iblSource!.isCube) {\r\n size.width *= 4;\r\n size.height *= 2;\r\n // Force the resolution to be a power of 2 because we rely on the\r\n // auto-mipmap generation for the scaled luminance texture to produce\r\n // a 1x1 mip that represents the true average pixel intensity of the IBL.\r\n size.width = 1 << Math.floor(Math.log2(size.width));\r\n size.height = 1 << Math.floor(Math.log2(size.height));\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n // Create CDF maps (Cumulative Distribution Function) to assist in importance sampling\r\n const cdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_R,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblCdfx.fragment\"), import(\"../ShadersWGSL/iblCdfy.fragment\"), import(\"../ShadersWGSL/iblScaledLuminance.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblCdfx.fragment\"), import(\"../Shaders/iblCdfy.fragment\"), import(\"../Shaders/iblScaledLuminance.fragment\")]);\r\n }\r\n },\r\n };\r\n const icdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblIcdf.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblIcdf.fragment\")]);\r\n }\r\n },\r\n };\r\n this._cdfyPT = new ProceduralTexture(\"cdfyTexture\", { width: size.width, height: size.height + 1 }, \"iblCdfy\", this._scene, cdfOptions, false, false);\r\n this._cdfyPT.autoClear = false;\r\n this._cdfyPT.setTexture(\"iblSource\", this._iblSource);\r\n this._cdfyPT.setInt(\"iblHeight\", size.height);\r\n this._cdfyPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._cdfyPT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._cdfyPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n\r\n this._cdfxPT = new ProceduralTexture(\"cdfxTexture\", { width: size.width + 1, height: 1 }, \"iblCdfx\", this._scene, cdfOptions, false, false);\r\n this._cdfxPT.autoClear = false;\r\n this._cdfxPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._cdfxPT.refreshRate = 0;\r\n this._cdfxPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._scaledLuminancePT = new ProceduralTexture(\r\n \"iblScaledLuminance\",\r\n { width: size.width, height: size.height },\r\n \"iblScaledLuminance\",\r\n this._scene,\r\n { ...icdfOptions, samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, generateMipMaps: true },\r\n true,\r\n false\r\n );\r\n this._scaledLuminancePT.autoClear = false;\r\n this._scaledLuminancePT.setTexture(\"iblSource\", this._iblSource);\r\n this._scaledLuminancePT.setInt(\"iblHeight\", size.height);\r\n this._scaledLuminancePT.setInt(\"iblWidth\", size.width);\r\n this._scaledLuminancePT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._scaledLuminancePT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n this._icdfPT = new ProceduralTexture(\"icdfTexture\", { width: size.width, height: size.height }, \"iblIcdf\", this._scene, icdfOptions, false, false);\r\n this._icdfPT.autoClear = false;\r\n this._icdfPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._icdfPT.setTexture(\"cdfx\", this._cdfxPT);\r\n this._icdfPT.setTexture(\"iblSource\", this._iblSource);\r\n this._icdfPT.setTexture(\"scaledLuminanceSampler\", this._scaledLuminancePT);\r\n this._icdfPT.refreshRate = 0;\r\n this._icdfPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._icdfPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (this._iblSource.isCube) {\r\n this._icdfPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n }\r\n\r\n private _disposeTextures() {\r\n this._cdfyPT?.dispose();\r\n this._cdfxPT?.dispose();\r\n this._icdfPT?.dispose();\r\n this._scaledLuminancePT?.dispose();\r\n }\r\n\r\n private _createDebugPass() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"cdfy\", \"icdf\", \"cdfx\", \"iblSource\"],\r\n defines: this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\",\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../ShadersWGSL/iblCdfDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/iblCdfDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPass = new PostProcess(this._debugPassName, \"iblCdfDebug\", debugOptions);\r\n const debugEffect = this._debugPass.getEffect();\r\n if (debugEffect) {\r\n debugEffect.defines = this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\";\r\n }\r\n if (this._iblSource?.isCube) {\r\n this._debugPass.updateEffect(\"#define IBL_USE_CUBE_MAP\\n\");\r\n }\r\n this._debugPass.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"cdfy\", this._cdfyPT);\r\n effect.setTexture(\"icdf\", this._icdfPT);\r\n effect.setTexture(\"cdfx\", this._cdfxPT);\r\n effect.setTexture(\"iblSource\", this._iblSource);\r\n effect.setFloat4(\"sizeParams\", this._debugSizeParams.x, this._debugSizeParams.y, this._debugSizeParams.z, this._debugSizeParams.w);\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the CDF renderer is ready\r\n * @returns true if the CDF renderer is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._iblSource &&\r\n this._iblSource.name !== \"Placeholder IBL Source\" &&\r\n this._iblSource.isReady() &&\r\n this._cdfyPT &&\r\n this._cdfyPT.isReady() &&\r\n this._icdfPT &&\r\n this._icdfPT.isReady() &&\r\n this._cdfxPT &&\r\n this._cdfxPT.isReady() &&\r\n this._scaledLuminancePT &&\r\n this._scaledLuminancePT.isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Explicitly trigger generation of CDF maps when they are ready to render.\r\n * @returns Promise that resolves when the CDF maps are rendered.\r\n */\r\n public renderWhenReady(): Promise<void> {\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n const promises: Array<Promise<void>> = [];\r\n const renderTargets: Array<ProceduralTexture> = [this._cdfyPT, this._cdfxPT, this._scaledLuminancePT, this._icdfPT];\r\n renderTargets.forEach((target) => {\r\n promises.push(\r\n new Promise((resolve) => {\r\n if (target.isReady()) {\r\n resolve();\r\n } else {\r\n target.getEffect().executeWhenCompiled(() => {\r\n resolve();\r\n });\r\n }\r\n })\r\n );\r\n });\r\n return Promise.all(promises).then(() => {\r\n renderTargets.forEach((target) => {\r\n target.render();\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the CDF renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._dummyTexture.dispose();\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n this.onGeneratedObservable.clear();\r\n }\r\n\r\n private static _IsScene(sceneOrEngine: Scene | AbstractEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
1
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{ Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\n\r\nimport type { Scene } from \"../scene\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { TextureSize } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../PostProcesses/postProcess\";\r\nimport { Vector4 } from \"../Maths/math.vector\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { CubeTexture } from \"../Materials/Textures/cubeTexture\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Nullable } from \"../types\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\n/**\r\n * Build cdf maps to be used for IBL importance sampling.\r\n */\r\nexport class IblCdfGenerator {\r\n private _scene: Nullable<Scene>;\r\n private _engine: AbstractEngine;\r\n\r\n private _cdfyPT: ProceduralTexture;\r\n private _cdfxPT: ProceduralTexture;\r\n private _icdfPT: ProceduralTexture;\r\n private _scaledLuminancePT: ProceduralTexture;\r\n private _iblSource: Nullable<BaseTexture>;\r\n private _dummyTexture: RawTexture;\r\n /**\r\n * Gets the IBL source texture being used by the CDF renderer\r\n */\r\n public get iblSource(): Nullable<BaseTexture> {\r\n return this._iblSource;\r\n }\r\n\r\n /**\r\n * Sets the IBL source texture to be used by the CDF renderer.\r\n * This will trigger recreation of the CDF assets.\r\n */\r\n public set iblSource(source: Nullable<BaseTexture>) {\r\n if (this._iblSource === source) {\r\n return;\r\n }\r\n this._disposeTextures();\r\n this._iblSource = source;\r\n if (!source) {\r\n return;\r\n }\r\n if (source.isCube) {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as CubeTexture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n } else {\r\n if (source.isReadyOrNotBlocking()) {\r\n this._recreateAssetsFromNewIbl();\r\n } else {\r\n (source as Texture).onLoadObservable.addOnce(this._recreateAssetsFromNewIbl.bind(this, source));\r\n }\r\n }\r\n }\r\n\r\n private _recreateAssetsFromNewIbl() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n\r\n this._createTextures();\r\n\r\n if (this._debugPass) {\r\n // Recreate the debug pass because of the new textures\r\n this._createDebugPass();\r\n }\r\n }\r\n\r\n /**\r\n * Return the cumulative distribution function (CDF) texture\r\n * @returns Return the cumulative distribution function (CDF) texture\r\n */\r\n public getIcdfTexture(): Texture {\r\n return this._icdfPT ? this._icdfPT : this._dummyTexture;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPass: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 1.0, 1.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * The name of the debug pass post process\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n private _debugPassName: string = \"CDF Debug\";\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPass;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"IblCdfGeneratorSceneComponentSceneComponent\");\r\n };\r\n\r\n /**\r\n * Instanciates the CDF renderer\r\n * @param sceneOrEngine Scene to attach to\r\n * @returns The CDF renderer\r\n */\r\n constructor(sceneOrEngine: Nullable<Scene | AbstractEngine>) {\r\n if (sceneOrEngine) {\r\n if (IblCdfGenerator._IsScene(sceneOrEngine)) {\r\n this._scene = sceneOrEngine;\r\n } else {\r\n this._engine = sceneOrEngine;\r\n }\r\n } else {\r\n this._scene = EngineStore.LastCreatedScene;\r\n }\r\n if (this._scene) {\r\n this._engine = this._scene.getEngine();\r\n }\r\n const blackPixels = new Uint16Array([0, 0, 0, 255]);\r\n this._dummyTexture = new RawTexture(blackPixels, 1, 1, Engine.TEXTUREFORMAT_RGBA, sceneOrEngine, false, false, undefined, Constants.TEXTURETYPE_HALF_FLOAT);\r\n if (this._scene) {\r\n IblCdfGenerator._SceneComponentInitialization(this._scene);\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the CDF renderer is ready\r\n */\r\n public onGeneratedObservable: Observable<void> = new Observable<void>();\r\n\r\n private _createTextures() {\r\n const size: TextureSize = this._iblSource ? { width: this._iblSource.getSize().width, height: this._iblSource.getSize().height } : { width: 1, height: 1 };\r\n if (!this._iblSource) {\r\n this._iblSource = RawTexture.CreateRTexture(\r\n new Uint8Array([255]),\r\n 1,\r\n 1,\r\n this._engine,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._iblSource.name = \"Placeholder IBL Source\";\r\n }\r\n\r\n if (this._iblSource!.isCube) {\r\n size.width *= 4;\r\n size.height *= 2;\r\n // Force the resolution to be a power of 2 because we rely on the\r\n // auto-mipmap generation for the scaled luminance texture to produce\r\n // a 1x1 mip that represents the true average pixel intensity of the IBL.\r\n size.width = 1 << Math.floor(Math.log2(size.width));\r\n size.height = 1 << Math.floor(Math.log2(size.height));\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n // Create CDF maps (Cumulative Distribution Function) to assist in importance sampling\r\n const cdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_R,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblCdfx.fragment\"), import(\"../ShadersWGSL/iblCdfy.fragment\"), import(\"../ShadersWGSL/iblScaledLuminance.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblCdfx.fragment\"), import(\"../Shaders/iblCdfy.fragment\"), import(\"../Shaders/iblScaledLuminance.fragment\")]);\r\n }\r\n },\r\n };\r\n const icdfOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n gammaSpace: false,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../ShadersWGSL/iblIcdf.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../Shaders/iblIcdf.fragment\")]);\r\n }\r\n },\r\n };\r\n this._cdfyPT = new ProceduralTexture(\"cdfyTexture\", { width: size.width, height: size.height + 1 }, \"iblCdfy\", this._scene, cdfOptions, false, false);\r\n this._cdfyPT.autoClear = false;\r\n this._cdfyPT.setTexture(\"iblSource\", this._iblSource);\r\n this._cdfyPT.setInt(\"iblHeight\", size.height);\r\n this._cdfyPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._cdfyPT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._cdfyPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n\r\n this._cdfxPT = new ProceduralTexture(\"cdfxTexture\", { width: size.width + 1, height: 1 }, \"iblCdfx\", this._scene, cdfOptions, false, false);\r\n this._cdfxPT.autoClear = false;\r\n this._cdfxPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._cdfxPT.refreshRate = 0;\r\n this._cdfxPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n\r\n this._scaledLuminancePT = new ProceduralTexture(\r\n \"iblScaledLuminance\",\r\n { width: size.width, height: size.height },\r\n \"iblScaledLuminance\",\r\n this._scene,\r\n { ...cdfOptions, samplingMode: Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, generateMipMaps: true },\r\n true,\r\n false\r\n );\r\n this._scaledLuminancePT.autoClear = false;\r\n this._scaledLuminancePT.setTexture(\"iblSource\", this._iblSource);\r\n this._scaledLuminancePT.setInt(\"iblHeight\", size.height);\r\n this._scaledLuminancePT.setInt(\"iblWidth\", size.width);\r\n this._scaledLuminancePT.refreshRate = 0;\r\n if (this._iblSource.isCube) {\r\n this._scaledLuminancePT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n this._icdfPT = new ProceduralTexture(\"icdfTexture\", { width: size.width, height: size.height }, \"iblIcdf\", this._scene, icdfOptions, false, false);\r\n this._icdfPT.autoClear = false;\r\n this._icdfPT.setTexture(\"cdfy\", this._cdfyPT);\r\n this._icdfPT.setTexture(\"cdfx\", this._cdfxPT);\r\n this._icdfPT.setTexture(\"iblSource\", this._iblSource);\r\n this._icdfPT.setTexture(\"scaledLuminanceSampler\", this._scaledLuminancePT);\r\n this._icdfPT.refreshRate = 0;\r\n this._icdfPT.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._icdfPT.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n if (this._iblSource.isCube) {\r\n this._icdfPT.defines = \"#define IBL_USE_CUBE_MAP\\n\";\r\n }\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n }\r\n\r\n private _disposeTextures() {\r\n this._cdfyPT?.dispose();\r\n this._cdfxPT?.dispose();\r\n this._icdfPT?.dispose();\r\n this._scaledLuminancePT?.dispose();\r\n }\r\n\r\n private _createDebugPass() {\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n samplingMode: Texture.BILINEAR_SAMPLINGMODE,\r\n engine: this._engine,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"cdfy\", \"icdf\", \"cdfx\", \"iblSource\"],\r\n defines: this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\",\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../ShadersWGSL/iblCdfDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/iblCdfDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPass = new PostProcess(this._debugPassName, \"iblCdfDebug\", debugOptions);\r\n const debugEffect = this._debugPass.getEffect();\r\n if (debugEffect) {\r\n debugEffect.defines = this._iblSource?.isCube ? \"#define IBL_USE_CUBE_MAP\\n\" : \"\";\r\n }\r\n if (this._iblSource?.isCube) {\r\n this._debugPass.updateEffect(\"#define IBL_USE_CUBE_MAP\\n\");\r\n }\r\n this._debugPass.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"cdfy\", this._cdfyPT);\r\n effect.setTexture(\"icdf\", this._icdfPT);\r\n effect.setTexture(\"cdfx\", this._cdfxPT);\r\n effect.setTexture(\"iblSource\", this._iblSource);\r\n effect.setFloat4(\"sizeParams\", this._debugSizeParams.x, this._debugSizeParams.y, this._debugSizeParams.z, this._debugSizeParams.w);\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the CDF renderer is ready\r\n * @returns true if the CDF renderer is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._iblSource &&\r\n this._iblSource.name !== \"Placeholder IBL Source\" &&\r\n this._iblSource.isReady() &&\r\n this._cdfyPT &&\r\n this._cdfyPT.isReady() &&\r\n this._icdfPT &&\r\n this._icdfPT.isReady() &&\r\n this._cdfxPT &&\r\n this._cdfxPT.isReady() &&\r\n this._scaledLuminancePT &&\r\n this._scaledLuminancePT.isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Explicitly trigger generation of CDF maps when they are ready to render.\r\n * @returns Promise that resolves when the CDF maps are rendered.\r\n */\r\n public renderWhenReady(): Promise<void> {\r\n // Once the textures are generated, notify that they are ready to use.\r\n this._icdfPT.onGeneratedObservable.addOnce(() => {\r\n this.onGeneratedObservable.notifyObservers();\r\n });\r\n const promises: Array<Promise<void>> = [];\r\n const renderTargets: Array<ProceduralTexture> = [this._cdfyPT, this._cdfxPT, this._scaledLuminancePT, this._icdfPT];\r\n renderTargets.forEach((target) => {\r\n promises.push(\r\n new Promise((resolve) => {\r\n if (target.isReady()) {\r\n resolve();\r\n } else {\r\n target.getEffect().executeWhenCompiled(() => {\r\n resolve();\r\n });\r\n }\r\n })\r\n );\r\n });\r\n return Promise.all(promises).then(() => {\r\n renderTargets.forEach((target) => {\r\n target.render();\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the CDF renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._dummyTexture.dispose();\r\n if (this._debugPass) {\r\n this._debugPass.dispose();\r\n }\r\n this.onGeneratedObservable.clear();\r\n }\r\n\r\n private static _IsScene(sceneOrEngine: Scene | AbstractEngine): sceneOrEngine is Scene {\r\n return sceneOrEngine.getClassName() === \"Scene\";\r\n }\r\n}\r\n"]}
@@ -10,7 +10,11 @@ uniform sampler2D mainSampler;uniform sampler2D reflectivitySampler;uniform floa
10
10
  #ifdef SSR_BLEND_WITH_FRESNEL
11
11
  #include<pbrBRDFFunctions>
12
12
  #include<screenSpaceRayTrace>
13
- uniform mat4 projection;uniform mat4 invProjectionMatrix;uniform sampler2D normalSampler;uniform sampler2D depthSampler;
13
+ uniform mat4 projection;uniform mat4 invProjectionMatrix;
14
+ #ifdef SSR_NORMAL_IS_IN_WORLDSPACE
15
+ uniform mat4 view;
16
+ #endif
17
+ uniform sampler2D normalSampler;uniform sampler2D depthSampler;
14
18
  #ifdef SSRAYTRACE_SCREENSPACE_DEPTH
15
19
  uniform float nearPlaneZ;uniform float farPlaneZ;
16
20
  #endif
@@ -28,7 +32,14 @@ if (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=reflectivityThreshol
28
32
  color=toLinearSpace(color);
29
33
  #endif
30
34
  #ifdef SSR_BLEND_WITH_FRESNEL
31
- vec2 texSize=vec2(textureSize(depthSampler,0));vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz;float depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;
35
+ vec2 texSize=vec2(textureSize(depthSampler,0));vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz;
36
+ #ifdef SSR_DECODE_NORMAL
37
+ csNormal=csNormal*2.0-1.0;
38
+ #endif
39
+ #ifdef SSR_NORMAL_IS_IN_WORLDSPACE
40
+ csNormal=(view*vec4(csNormal,0.0)).xyz;
41
+ #endif
42
+ float depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;
32
43
  #ifdef SSRAYTRACE_SCREENSPACE_DEPTH
33
44
  depth=linearizeDepth(depth,nearPlaneZ,farPlaneZ);
34
45
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceReflection2BlurCombiner.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/screenSpaceReflection2BlurCombiner.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,+CAA+C,CAAC;AAC7D,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuCd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6CAA6C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2BlurCombinerPixelShader\";\nconst shader = `uniform sampler2D textureSampler; \nuniform sampler2D mainSampler;uniform sampler2D reflectivitySampler;uniform float strength;uniform float reflectionSpecularFalloffExponent;uniform float reflectivityThreshold;varying vec2 vUV;\n#include<helperFunctions>\n#ifdef SSR_BLEND_WITH_FRESNEL\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nuniform mat4 projection;uniform mat4 invProjectionMatrix;uniform sampler2D normalSampler;uniform sampler2D depthSampler;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nuniform float nearPlaneZ;uniform float farPlaneZ;\n#endif\n#endif\nvoid main()\n{\n#ifdef SSRAYTRACE_DEBUG\ngl_FragColor=texture2D(textureSampler,vUV);\n#else\nvec3 SSR=texture2D(textureSampler,vUV).rgb;vec4 color=texture2D(mainSampler,vUV);vec4 reflectivity=texture2D(reflectivitySampler,vUV);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=reflectivityThreshold) {gl_FragColor=color;return;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpace(color);\n#endif\n#ifdef SSR_BLEND_WITH_FRESNEL\nvec2 texSize=vec2(textureSize(depthSampler,0));vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz;float depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\ndepth=linearizeDepth(depth,nearPlaneZ,farPlaneZ);\n#endif\nvec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);vec3 csViewDirection=normalize(csPosition);vec3 F0=reflectivity.rgb;vec3 fresnel=fresnelSchlickGGX(max(dot(csNormal,-csViewDirection),0.0),F0,vec3(1.));vec3 reflectionMultiplier=clamp(pow(fresnel*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#else\nvec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#endif\nvec3 colorMultiplier=1.0-reflectionMultiplier;vec3 finalColor=(color.rgb*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpace(finalColor);\n#endif\ngl_FragColor=vec4(finalColor,color.a);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2BlurCombinerPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"screenSpaceReflection2BlurCombiner.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/screenSpaceReflection2BlurCombiner.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,+CAA+C,CAAC;AAC7D,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6CAA6C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2BlurCombinerPixelShader\";\nconst shader = `uniform sampler2D textureSampler; \nuniform sampler2D mainSampler;uniform sampler2D reflectivitySampler;uniform float strength;uniform float reflectionSpecularFalloffExponent;uniform float reflectivityThreshold;varying vec2 vUV;\n#include<helperFunctions>\n#ifdef SSR_BLEND_WITH_FRESNEL\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nuniform mat4 projection;uniform mat4 invProjectionMatrix;\n#ifdef SSR_NORMAL_IS_IN_WORLDSPACE\nuniform mat4 view;\n#endif\nuniform sampler2D normalSampler;uniform sampler2D depthSampler;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\nuniform float nearPlaneZ;uniform float farPlaneZ;\n#endif\n#endif\nvoid main()\n{\n#ifdef SSRAYTRACE_DEBUG\ngl_FragColor=texture2D(textureSampler,vUV);\n#else\nvec3 SSR=texture2D(textureSampler,vUV).rgb;vec4 color=texture2D(mainSampler,vUV);vec4 reflectivity=texture2D(reflectivitySampler,vUV);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=reflectivityThreshold) {gl_FragColor=color;return;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpace(color);\n#endif\n#ifdef SSR_BLEND_WITH_FRESNEL\nvec2 texSize=vec2(textureSize(depthSampler,0));vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz;\n#ifdef SSR_DECODE_NORMAL\ncsNormal=csNormal*2.0-1.0;\n#endif\n#ifdef SSR_NORMAL_IS_IN_WORLDSPACE\ncsNormal=(view*vec4(csNormal,0.0)).xyz;\n#endif\nfloat depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;\n#ifdef SSRAYTRACE_SCREENSPACE_DEPTH\ndepth=linearizeDepth(depth,nearPlaneZ,farPlaneZ);\n#endif\nvec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);vec3 csViewDirection=normalize(csPosition);vec3 F0=reflectivity.rgb;vec3 fresnel=fresnelSchlickGGX(max(dot(csNormal,-csViewDirection),0.0),F0,vec3(1.));vec3 reflectionMultiplier=clamp(pow(fresnel*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#else\nvec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#endif\nvec3 colorMultiplier=1.0-reflectionMultiplier;vec3 finalColor=(color.rgb*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpace(finalColor);\n#endif\ngl_FragColor=vec4(finalColor,color.a);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2BlurCombinerPixelShader = { name, shader };\n"]}
@@ -65,7 +65,7 @@ var normalW: vec3f=normalize(input.vNormalW);
65
65
  #ifdef NORMAL_WORLDSPACE
66
66
  normalOutput=normalW;
67
67
  #else
68
- normalOutput=normalize( vec3f(mat4x4f(input.vWorldView0,input.vWorldView0,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)));
68
+ normalOutput=normalize( (mat4x4f(input.vWorldView0,input.vWorldView1,input.vWorldView2,input.vWorldView3)* vec4f(normalW,0.0)).xyz);
69
69
  #endif
70
70
  #else
71
71
  normalOutput=normalize(input.vNormalV);