@babylonjs/core 8.25.1 → 8.26.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (45) hide show
  1. package/Bones/bone.js +14 -54
  2. package/Bones/bone.js.map +1 -1
  3. package/Engines/abstractEngine.js +2 -2
  4. package/Engines/abstractEngine.js.map +1 -1
  5. package/Engines/nullEngine.js +1 -0
  6. package/Engines/nullEngine.js.map +1 -1
  7. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +3 -0
  8. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +10 -0
  9. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  10. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +3 -0
  11. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +10 -0
  12. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  13. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  14. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +16 -0
  15. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  16. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +6 -0
  17. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +24 -0
  18. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  19. package/Loading/sceneLoader.d.ts +3 -1
  20. package/Loading/sceneLoader.js +3 -2
  21. package/Loading/sceneLoader.js.map +1 -1
  22. package/Materials/Textures/renderTargetTexture.d.ts +5 -0
  23. package/Materials/Textures/renderTargetTexture.js +9 -0
  24. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  25. package/Meshes/geometry.js +4 -4
  26. package/Meshes/geometry.js.map +1 -1
  27. package/Misc/assetsManager.d.ts +81 -25
  28. package/Misc/assetsManager.js +70 -32
  29. package/Misc/assetsManager.js.map +1 -1
  30. package/Physics/joinedPhysicsEngineComponent.js +1 -1
  31. package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
  32. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +5 -3
  33. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +16 -6
  34. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  35. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +2 -0
  36. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -1
  37. package/Rendering/objectRenderer.d.ts +4 -0
  38. package/Rendering/objectRenderer.js +15 -1
  39. package/Rendering/objectRenderer.js.map +1 -1
  40. package/Rendering/outlineRenderer.d.ts +4 -0
  41. package/Rendering/outlineRenderer.js +10 -0
  42. package/Rendering/outlineRenderer.js.map +1 -1
  43. package/XR/features/WebXRDepthSensing.js +2 -0
  44. package/XR/features/WebXRDepthSensing.js.map +1 -1
  45. package/package.json +1 -1
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\r\nimport { Vector3, TmpVectors, Vector2 } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { RandomRange } from \"../../../Maths/math.scalar.functions\";\r\nimport { RawTexture } from \"../../../Materials/Textures/rawTexture\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"epsilon\")\r\n private _epsilon: number = 0.02;\r\n /**\r\n * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.\r\n *\r\n * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.\r\n */\r\n public set epsilon(n: number) {\r\n this._epsilon = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n }\r\n public get epsilon(): number {\r\n return this._epsilon;\r\n }\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8.\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing.\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer.\r\n */\r\n @serialize()\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /*\r\n * The texture type used by the different post processes created by SSAO\r\n */\r\n @serialize()\r\n private _textureType: number;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n @serialize(\"bypassBlur\")\r\n private _bypassBlur: boolean = false;\r\n /**\r\n * Skips the denoising (blur) stage of the SSAO calculations.\r\n *\r\n * Useful to temporarily set while experimenting with the other SSAO2 settings.\r\n */\r\n public set bypassBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, b);\r\n const samplers = this._getSamplersForBlur(b);\r\n this._blurHPostProcess.updateEffect(defines.h, null, samplers);\r\n this._blurVPostProcess.updateEffect(defines.v, null, samplers);\r\n this._bypassBlur = b;\r\n }\r\n public get bypassBlur(): boolean {\r\n return this._bypassBlur;\r\n }\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * Enables the configurable bilateral denoising (blurring) filter. Default is true.\r\n * Set to false to instead use a legacy bilateral filter that can't be configured.\r\n *\r\n * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the \"expensive\" one can be\r\n * configured in several ways to fit your scene.\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(b, this._bypassBlur);\r\n this._blurHPostProcess.updateEffect(defines.h);\r\n this._blurVPostProcess.updateEffect(defines.v);\r\n this._expensiveBlur = b;\r\n }\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.\r\n *\r\n * A higher value should result in smoother shadows but will use more processing time in the shaders.\r\n *\r\n * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.\r\n */\r\n @serialize()\r\n public bilateralSamples: number = 16;\r\n\r\n /**\r\n * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.\r\n *\r\n * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.\r\n *\r\n * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.\r\n *\r\n * Useful value range is [0..1].\r\n */\r\n @serialize()\r\n public bilateralSoften: number = 0;\r\n\r\n /**\r\n * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.\r\n *\r\n * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.\r\n *\r\n * Useful value range is normally [0..1], but higher values are allowed.\r\n */\r\n @serialize()\r\n public bilateralTolerance: number = 0;\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.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: Texture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._textureType = textureType;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n if (scene.geometryBufferRenderer?.generateNormalsInWorldSpace) {\r\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the geometry buffer renderer!\");\r\n }\r\n } else {\r\n scene.enablePrePassRenderer();\r\n if (scene.prePassRenderer?.generateNormalsInWorldSpace) {\r\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the prepass renderer!\");\r\n }\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, this._textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer Set to true if you want to disable the Geometry Buffer renderer\r\n */\r\n public override dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n\r\n /** @internal */\r\n public override _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _getSamplersForBlur(disabled: boolean): Array<string> {\r\n return disabled ? [\"textureSampler\"] : [\"textureSampler\", \"depthSampler\"];\r\n }\r\n\r\n private _getDefinesForBlur(bilateral: boolean, disabled: boolean): { h: string; v: string } {\r\n let define = \"#define BLUR\\n\";\r\n if (disabled) {\r\n define += \"#define BLUR_BYPASS\\n\";\r\n }\r\n if (!bilateral) {\r\n define += \"#define BLUR_LEGACY\\n\";\r\n }\r\n return { h: define + \"#define BLUR_H\\n\", v: define };\r\n }\r\n\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, this.bypassBlur);\r\n const samplers = this._getSamplersForBlur(this.bypassBlur);\r\n\r\n this._blurHPostProcess = this._createBlurFilter(\"BlurH\", samplers, ssaoRatio, defines.h, textureType, true);\r\n this._blurVPostProcess = this._createBlurFilter(\"BlurV\", samplers, blurRatio, defines.v, textureType, false);\r\n }\r\n\r\n private _createBlurFilter(name: string, samplers: Array<string>, ratio: number, defines: string, textureType: number, horizontal: boolean): PostProcess {\r\n const blurFilter = new PostProcess(\r\n name,\r\n \"ssao2\",\r\n [\"outSize\", \"samples\", \"soften\", \"tolerance\"],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssao2.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssao2.fragment\"));\r\n }\r\n }\r\n );\r\n\r\n blurFilter.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const ratio = this._ratio.blurRatio || this._ratio;\r\n const ssaoCombineSize = horizontal ? this._originalColorPostProcess.width * ratio : this._originalColorPostProcess.height * ratio;\r\n const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;\r\n\r\n effect.setFloat(\"outSize\", ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize);\r\n effect.setInt(\"samples\", this.bilateralSamples);\r\n effect.setFloat(\"soften\", this.bilateralSoften);\r\n effect.setFloat(\"tolerance\", this.bilateralTolerance);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n };\r\n\r\n blurFilter.samples = this.textureSamples;\r\n blurFilter.autoClear = false;\r\n return blurFilter;\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n let defines = `#define SSAO\\n#define SAMPLES ${this.samples}\\n#define EPSILON ${this.epsilon.toFixed(4)}`;\r\n\r\n if (this._scene.activeCamera?.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n defines += `\\n#define ORTHOGRAPHIC_CAMERA`;\r\n }\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"viewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssao2.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssao2.fragment\"));\r\n }\r\n }\r\n );\r\n this._ssaoPostProcess.autoClear = false;\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat4(\"viewport\", orthoLeft, orthoRight, orthoBottom, orthoTop);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssaoCombine.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssaoCombine.fragment\"));\r\n }\r\n }\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.autoClear = false;\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n const data = new Uint8Array(size * size * 4);\r\n const randVector = Vector2.Zero();\r\n for (let index = 0; index < data.length; ) {\r\n randVector.set(RandomRange(0, 1), RandomRange(0, 1)).normalize().scaleInPlace(255);\r\n data[index++] = Math.floor(randVector.x);\r\n data[index++] = Math.floor(randVector.y);\r\n data[index++] = 0;\r\n data[index++] = 255;\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(data, size, size, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n texture.name = \"SSAORandomTexture\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture = texture;\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(\r\n () => new SSAO2RenderingPipeline(source._name, scene, source._ratio, undefined, source._forceGeometryBuffer, source._textureType),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\r\nimport { Vector3, TmpVectors, Vector2 } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { RandomRange } from \"../../../Maths/math.scalar.functions\";\r\nimport { RawTexture } from \"../../../Materials/Textures/rawTexture\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"epsilon\")\r\n private _epsilon: number = 0.02;\r\n /**\r\n * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.\r\n *\r\n * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.\r\n */\r\n public set epsilon(n: number) {\r\n this._epsilon = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n }\r\n public get epsilon(): number {\r\n return this._epsilon;\r\n }\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8.\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing.\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n private _forcedGeometryBuffer: Nullable<GeometryBufferRenderer> = null;\r\n /**\r\n * Force rendering the geometry through geometry buffer.\r\n */\r\n @serialize()\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._forcedGeometryBuffer ?? this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /*\r\n * The texture type used by the different post processes created by SSAO\r\n */\r\n @serialize()\r\n private _textureType: number;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n @serialize(\"bypassBlur\")\r\n private _bypassBlur: boolean = false;\r\n /**\r\n * Skips the denoising (blur) stage of the SSAO calculations.\r\n *\r\n * Useful to temporarily set while experimenting with the other SSAO2 settings.\r\n */\r\n public set bypassBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, b);\r\n const samplers = this._getSamplersForBlur(b);\r\n this._blurHPostProcess.updateEffect(defines.h, null, samplers);\r\n this._blurVPostProcess.updateEffect(defines.v, null, samplers);\r\n this._bypassBlur = b;\r\n }\r\n public get bypassBlur(): boolean {\r\n return this._bypassBlur;\r\n }\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * Enables the configurable bilateral denoising (blurring) filter. Default is true.\r\n * Set to false to instead use a legacy bilateral filter that can't be configured.\r\n *\r\n * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the \"expensive\" one can be\r\n * configured in several ways to fit your scene.\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(b, this._bypassBlur);\r\n this._blurHPostProcess.updateEffect(defines.h);\r\n this._blurVPostProcess.updateEffect(defines.v);\r\n this._expensiveBlur = b;\r\n }\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.\r\n *\r\n * A higher value should result in smoother shadows but will use more processing time in the shaders.\r\n *\r\n * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.\r\n */\r\n @serialize()\r\n public bilateralSamples: number = 16;\r\n\r\n /**\r\n * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.\r\n *\r\n * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.\r\n *\r\n * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.\r\n *\r\n * Useful value range is [0..1].\r\n */\r\n @serialize()\r\n public bilateralSoften: number = 0;\r\n\r\n /**\r\n * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.\r\n *\r\n * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.\r\n *\r\n * Useful value range is normally [0..1], but higher values are allowed.\r\n */\r\n @serialize()\r\n public bilateralTolerance: number = 0;\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.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: Texture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Creates the SSAO2 rendering pipeline.\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer. You can also pass an existing instance of GeometryBufferRenderer if you want to use your own geometry buffer renderer.\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n ratio: any,\r\n cameras?: Camera[],\r\n forceGeometryBuffer: boolean | GeometryBufferRenderer = false,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._textureType = textureType;\r\n if (forceGeometryBuffer instanceof GeometryBufferRenderer) {\r\n this._forceGeometryBuffer = true;\r\n this._forcedGeometryBuffer = forceGeometryBuffer;\r\n } else {\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n }\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n if (!this._forcedGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n }\r\n if (scene.geometryBufferRenderer?.generateNormalsInWorldSpace) {\r\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the geometry buffer renderer!\");\r\n }\r\n } else {\r\n scene.enablePrePassRenderer();\r\n if (scene.prePassRenderer?.generateNormalsInWorldSpace) {\r\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the prepass renderer!\");\r\n }\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, this._textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer Set to true if you want to disable the Geometry Buffer renderer\r\n */\r\n public override dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer && !this._forcedGeometryBuffer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n\r\n /** @internal */\r\n public override _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _getSamplersForBlur(disabled: boolean): Array<string> {\r\n return disabled ? [\"textureSampler\"] : [\"textureSampler\", \"depthSampler\"];\r\n }\r\n\r\n private _getDefinesForBlur(bilateral: boolean, disabled: boolean): { h: string; v: string } {\r\n let define = \"#define BLUR\\n\";\r\n if (disabled) {\r\n define += \"#define BLUR_BYPASS\\n\";\r\n }\r\n if (!bilateral) {\r\n define += \"#define BLUR_LEGACY\\n\";\r\n }\r\n return { h: define + \"#define BLUR_H\\n\", v: define };\r\n }\r\n\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, this.bypassBlur);\r\n const samplers = this._getSamplersForBlur(this.bypassBlur);\r\n\r\n this._blurHPostProcess = this._createBlurFilter(\"BlurH\", samplers, ssaoRatio, defines.h, textureType, true);\r\n this._blurVPostProcess = this._createBlurFilter(\"BlurV\", samplers, blurRatio, defines.v, textureType, false);\r\n }\r\n\r\n private _createBlurFilter(name: string, samplers: Array<string>, ratio: number, defines: string, textureType: number, horizontal: boolean): PostProcess {\r\n const blurFilter = new PostProcess(\r\n name,\r\n \"ssao2\",\r\n [\"outSize\", \"samples\", \"soften\", \"tolerance\"],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssao2.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssao2.fragment\"));\r\n }\r\n }\r\n );\r\n\r\n blurFilter.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const ratio = this._ratio.blurRatio || this._ratio;\r\n const ssaoCombineSize = horizontal ? this._originalColorPostProcess.width * ratio : this._originalColorPostProcess.height * ratio;\r\n const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;\r\n\r\n effect.setFloat(\"outSize\", ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize);\r\n effect.setInt(\"samples\", this.bilateralSamples);\r\n effect.setFloat(\"soften\", this.bilateralSoften);\r\n effect.setFloat(\"tolerance\", this.bilateralTolerance);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n };\r\n\r\n blurFilter.samples = this.textureSamples;\r\n blurFilter.autoClear = false;\r\n return blurFilter;\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n let defines = `#define SSAO\\n#define SAMPLES ${this.samples}\\n#define EPSILON ${this.epsilon.toFixed(4)}`;\r\n\r\n if (this._scene.activeCamera?.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n defines += `\\n#define ORTHOGRAPHIC_CAMERA`;\r\n }\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"viewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssao2.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssao2.fragment\"));\r\n }\r\n }\r\n );\r\n this._ssaoPostProcess.autoClear = false;\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat4(\"viewport\", orthoLeft, orthoRight, orthoBottom, orthoTop);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssaoCombine.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssaoCombine.fragment\"));\r\n }\r\n }\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.autoClear = false;\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n const data = new Uint8Array(size * size * 4);\r\n const randVector = Vector2.Zero();\r\n for (let index = 0; index < data.length; ) {\r\n randVector.set(RandomRange(0, 1), RandomRange(0, 1)).normalize().scaleInPlace(255);\r\n data[index++] = Math.floor(randVector.x);\r\n data[index++] = Math.floor(randVector.y);\r\n data[index++] = 0;\r\n data[index++] = 255;\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(data, size, size, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n texture.name = \"SSAORandomTexture\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture = texture;\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(\r\n () => new SSAO2RenderingPipeline(source._name, scene, source._ratio, undefined, source._forceGeometryBuffer, source._textureType),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
@@ -2,6 +2,7 @@ import { MaterialDefines } from "../../../Materials/materialDefines.js";
2
2
  import { MaterialPluginBase } from "../../../Materials/materialPluginBase.js";
3
3
  import { RegisterMaterialPlugin, UnregisterMaterialPlugin } from "../../../Materials/materialPluginManager.js";
4
4
  import { Vector2 } from "../../../Maths/math.vector.js";
5
+ import { RegisterClass } from "../../../Misc/typeStore.js";
5
6
  class TAAJitterMaterialDefines extends MaterialDefines {
6
7
  constructor() {
7
8
  super(...arguments);
@@ -100,6 +101,7 @@ class TAAJitterMaterialPlugin extends MaterialPluginBase {
100
101
  }
101
102
  }
102
103
  TAAJitterMaterialPlugin.Name = "TAAJitter";
104
+ RegisterClass(`BABYLON.TAAJitterMaterialPlugin`, TAAJitterMaterialPlugin);
103
105
  /**
104
106
  * Applies and manages the TAA jitter plugin on all materials.
105
107
  */
@@ -1 +1 @@
1
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false;\n }\n\n constructor(material: Material) {\n super(material, TAAJitterMaterialPlugin.Name, 300, new TAAJitterMaterialDefines());\n this.registerForExtraEvents = true;\n this.doNotSerialize = true;\n }\n\n /** @internal */\n public _updateMaterial(): void {\n this._enable(this.isEnabled);\n this.markAllDefinesAsDirty();\n }\n\n public override isCompatible(): boolean {\n return true;\n }\n\n public override getClassName(): string {\n return \"TAAJitterMaterialPlugin\";\n }\n\n public override prepareDefines(defines: TAAJitterMaterialDefines): void {\n defines.TAA_JITTER = this.isEnabled;\n }\n\n public override getUniforms(shaderLanguage = ShaderLanguage.GLSL) {\n const ubo = [{ name: \"taa_jitter\", size: 2, type: \"vec2\" }];\n if (shaderLanguage === ShaderLanguage.GLSL) {\n return {\n ubo,\n vertex: `\n #ifdef TAA_JITTER\n uniform vec2 taa_jitter;\n #endif\n `,\n };\n } else {\n return { ubo };\n }\n }\n\n public override hardBindForSubMesh(uniformBuffer: UniformBuffer): void {\n if (this.isEnabled) {\n const jitter = this._manager!.jitter;\n uniformBuffer.updateFloat2(\"taa_jitter\", jitter.x, jitter.y);\n }\n }\n\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL) {\n // We jitter instead of modifying the camera so the velocity buffer stays unaffected\n // More info: https://sugulee.wordpress.com/2021/06/21/temporal-anti-aliasingtaa-tutorial/\n if (shaderType !== \"vertex\") {\n return null;\n } else if (shaderLanguage === ShaderLanguage.WGSL) {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n vertexOutputs.position += vec4f(uniforms.taa_jitter * vertexOutputs.position.w, 0, 1);\n #endif\n `,\n };\n } else {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n gl_Position.xy += taa_jitter * gl_Position.w;\n #endif\n `,\n };\n }\n }\n\n public override dispose(): void {\n if (this._manager) {\n const index = this._manager._materialPlugins.indexOf(this);\n if (index !== -1) {\n this._manager._materialPlugins.splice(index, 1);\n }\n }\n }\n}\n\n/**\n * Applies and manages the TAA jitter plugin on all materials.\n */\nexport class TAAMaterialManager {\n private _isEnabled = true;\n /**\n * Set to enable or disable the jitter offset on all materials.\n */\n public get isEnabled(): boolean {\n return this._isEnabled;\n }\n\n public set isEnabled(enabled: boolean) {\n if (this._isEnabled === enabled) {\n return;\n }\n this._isEnabled = enabled;\n for (const plugin of this._materialPlugins) {\n plugin._updateMaterial();\n }\n }\n\n /**\n * The current jitter offset to apply to all materials.\n */\n public readonly jitter = new Vector2();\n\n /** @internal */\n public readonly _materialPlugins: TAAJitterMaterialPlugin[] = [];\n\n /**\n * @param scene All materials in this scene will have a jitter offset applied to them.\n */\n constructor(scene: Scene) {\n for (const material of scene.materials) {\n this._getPlugin(material);\n }\n RegisterMaterialPlugin(TAAJitterMaterialPlugin.Name, (material) => this._getPlugin(material));\n }\n\n /**\n * Disposes of the material manager.\n */\n public dispose(): void {\n UnregisterMaterialPlugin(TAAJitterMaterialPlugin.Name);\n const plugins = this._materialPlugins.splice(0, this._materialPlugins.length);\n for (const plugin of plugins) {\n plugin.manager = null;\n }\n }\n\n private _getPlugin(material: Material): TAAJitterMaterialPlugin {\n let plugin = material.pluginManager?.getPlugin<TAAJitterMaterialPlugin>(TAAJitterMaterialPlugin.Name);\n if (!plugin) {\n plugin = new TAAJitterMaterialPlugin(material);\n }\n plugin.manager = this;\n return plugin;\n }\n}\n"]}
1
+ {"version":3,"file":"taaMaterialManager.js","sourceRoot":"","sources":["../../../../../../dev/core/src/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,eAAe,EAAE,8CAAuC;AACjE,OAAO,EAAE,kBAAkB,EAAE,iDAA0C;AACvE,OAAO,EAAE,sBAAsB,EAAE,wBAAwB,EAAE,oDAA6C;AAGxG,OAAO,EAAE,OAAO,EAAE,sCAA+B;AAGjD,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AAExD,MAAM,wBAAyB,SAAQ,eAAe;IAAtD;;QACI,eAAU,GAAG,KAAK,CAAC;IACvB,CAAC;CAAA;AAED,MAAM,uBAAwB,SAAQ,kBAAkB;IAIpD,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED,IAAW,OAAO,CAAC,OAAqC;QACpD,IAAI,IAAI,CAAC,QAAQ,KAAK,OAAO,EAAE,CAAC;YAC5B,OAAO;QACX,CAAC;QACD,IAAI,CAAC,OAAO,EAAE,CAAC;QACf,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;QACxB,OAAO,EAAE,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACrC,IAAI,CAAC,eAAe,EAAE,CAAC;IAC3B,CAAC;IAED,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,QAAQ,EAAE,SAAS,IAAI,KAAK,CAAC;IAC7C,CAAC;IAED,YAAY,QAAkB;QAC1B,KAAK,CAAC,QAAQ,EAAE,uBAAuB,CAAC,IAAI,EAAE,GAAG,EAAE,IAAI,wBAAwB,EAAE,CAAC,CAAC;QACnF,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC;QACnC,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;IAC/B,CAAC;IAED,gBAAgB;IACT,eAAe;QAClB,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;QAC7B,IAAI,CAAC,qBAAqB,EAAE,CAAC;IACjC,CAAC;IAEe,YAAY;QACxB,OAAO,IAAI,CAAC;IAChB,CAAC;IAEe,YAAY;QACxB,OAAO,yBAAyB,CAAC;IACrC,CAAC;IAEe,cAAc,CAAC,OAAiC;QAC5D,OAAO,CAAC,UAAU,GAAG,IAAI,CAAC,SAAS,CAAC;IACxC,CAAC;IAEe,WAAW,CAAC,cAAc,8BAAsB;QAC5D,MAAM,GAAG,GAAG,CAAC,EAAE,IAAI,EAAE,YAAY,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC,CAAC;QAC5D,IAAI,cAAc,gCAAwB,EAAE,CAAC;YACzC,OAAO;gBACH,GAAG;gBACH,MAAM,EAAE;;;;iBAIP;aACJ,CAAC;QACN,CAAC;aAAM,CAAC;YACJ,OAAO,EAAE,GAAG,EAAE,CAAC;QACnB,CAAC;IACL,CAAC;IAEe,kBAAkB,CAAC,aAA4B;QAC3D,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAS,CAAC,MAAM,CAAC;YACrC,aAAa,CAAC,YAAY,CAAC,YAAY,EAAE,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,CAAC,CAAC;QACjE,CAAC;IACL,CAAC;IAEe,aAAa,CAAC,UAAkB,EAAE,cAAc,8BAAsB;QAClF,oFAAoF;QACpF,0FAA0F;QAC1F,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;YAC1B,OAAO,IAAI,CAAC;QAChB,CAAC;aAAM,IAAI,cAAc,gCAAwB,EAAE,CAAC;YAChD,OAAO;gBACH,sBAAsB,EAAE;;;;iBAIvB;aACJ,CAAC;QACN,CAAC;aAAM,CAAC;YACJ,OAAO;gBACH,sBAAsB,EAAE;;;;iBAIvB;aACJ,CAAC;QACN,CAAC;IACL,CAAC;IAEe,OAAO;QACnB,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,MAAM,KAAK,GAAG,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;YAC3D,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;gBACf,IAAI,CAAC,QAAQ,CAAC,gBAAgB,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YACpD,CAAC;QACL,CAAC;IACL,CAAC;;AAnGsB,4BAAI,GAAG,WAAW,CAAC;AAsG9C,aAAa,CAAC,iCAAiC,EAAE,uBAAuB,CAAC,CAAC;AAE1E;;GAEG;AACH,MAAM,OAAO,kBAAkB;IAE3B;;OAEG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,SAAS,CAAC,OAAgB;QACjC,IAAI,IAAI,CAAC,UAAU,KAAK,OAAO,EAAE,CAAC;YAC9B,OAAO;QACX,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC;QAC1B,KAAK,MAAM,MAAM,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACzC,MAAM,CAAC,eAAe,EAAE,CAAC;QAC7B,CAAC;IACL,CAAC;IAUD;;OAEG;IACH,YAAY,KAAY;QA7BhB,eAAU,GAAG,IAAI,CAAC;QAkB1B;;WAEG;QACa,WAAM,GAAG,IAAI,OAAO,EAAE,CAAC;QAEvC,gBAAgB;QACA,qBAAgB,GAA8B,EAAE,CAAC;QAM7D,KAAK,MAAM,QAAQ,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC;YACrC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC;QAC9B,CAAC;QACD,sBAAsB,CAAC,uBAAuB,CAAC,IAAI,EAAE,CAAC,QAAQ,EAAE,EAAE,CAAC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC,CAAC;IAClG,CAAC;IAED;;OAEG;IACI,OAAO;QACV,wBAAwB,CAAC,uBAAuB,CAAC,IAAI,CAAC,CAAC;QACvD,MAAM,OAAO,GAAG,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,CAAC;QAC9E,KAAK,MAAM,MAAM,IAAI,OAAO,EAAE,CAAC;YAC3B,MAAM,CAAC,OAAO,GAAG,IAAI,CAAC;QAC1B,CAAC;IACL,CAAC;IAEO,UAAU,CAAC,QAAkB;QACjC,IAAI,MAAM,GAAG,QAAQ,CAAC,aAAa,EAAE,SAAS,CAA0B,uBAAuB,CAAC,IAAI,CAAC,CAAC;QACtG,IAAI,CAAC,MAAM,EAAE,CAAC;YACV,MAAM,GAAG,IAAI,uBAAuB,CAAC,QAAQ,CAAC,CAAC;QACnD,CAAC;QACD,MAAM,CAAC,OAAO,GAAG,IAAI,CAAC;QACtB,OAAO,MAAM,CAAC;IAClB,CAAC;CACJ","sourcesContent":["import type { Material } from \"core/Materials/material\";\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\nimport { RegisterMaterialPlugin, UnregisterMaterialPlugin } from \"core/Materials/materialPluginManager\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\nimport { Vector2 } from \"core/Maths/math.vector\";\nimport type { Scene } from \"core/scene\";\nimport type { Nullable } from \"core/types\";\nimport { RegisterClass } from \"../../../Misc/typeStore\";\n\nclass TAAJitterMaterialDefines extends MaterialDefines {\n TAA_JITTER = false;\n}\n\nclass TAAJitterMaterialPlugin extends MaterialPluginBase {\n public static readonly Name = \"TAAJitter\";\n\n private _manager: Nullable<TAAMaterialManager>;\n public get manager(): Nullable<TAAMaterialManager> {\n return this._manager;\n }\n\n public set manager(manager: Nullable<TAAMaterialManager>) {\n if (this._manager === manager) {\n return;\n }\n this.dispose();\n this._manager = manager;\n manager?._materialPlugins.push(this);\n this._updateMaterial();\n }\n\n public get isEnabled(): boolean {\n return this._manager?.isEnabled ?? false;\n }\n\n constructor(material: Material) {\n super(material, TAAJitterMaterialPlugin.Name, 300, new TAAJitterMaterialDefines());\n this.registerForExtraEvents = true;\n this.doNotSerialize = true;\n }\n\n /** @internal */\n public _updateMaterial(): void {\n this._enable(this.isEnabled);\n this.markAllDefinesAsDirty();\n }\n\n public override isCompatible(): boolean {\n return true;\n }\n\n public override getClassName(): string {\n return \"TAAJitterMaterialPlugin\";\n }\n\n public override prepareDefines(defines: TAAJitterMaterialDefines): void {\n defines.TAA_JITTER = this.isEnabled;\n }\n\n public override getUniforms(shaderLanguage = ShaderLanguage.GLSL) {\n const ubo = [{ name: \"taa_jitter\", size: 2, type: \"vec2\" }];\n if (shaderLanguage === ShaderLanguage.GLSL) {\n return {\n ubo,\n vertex: `\n #ifdef TAA_JITTER\n uniform vec2 taa_jitter;\n #endif\n `,\n };\n } else {\n return { ubo };\n }\n }\n\n public override hardBindForSubMesh(uniformBuffer: UniformBuffer): void {\n if (this.isEnabled) {\n const jitter = this._manager!.jitter;\n uniformBuffer.updateFloat2(\"taa_jitter\", jitter.x, jitter.y);\n }\n }\n\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL) {\n // We jitter instead of modifying the camera so the velocity buffer stays unaffected\n // More info: https://sugulee.wordpress.com/2021/06/21/temporal-anti-aliasingtaa-tutorial/\n if (shaderType !== \"vertex\") {\n return null;\n } else if (shaderLanguage === ShaderLanguage.WGSL) {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n vertexOutputs.position += vec4f(uniforms.taa_jitter * vertexOutputs.position.w, 0, 1);\n #endif\n `,\n };\n } else {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n gl_Position.xy += taa_jitter * gl_Position.w;\n #endif\n `,\n };\n }\n }\n\n public override dispose(): void {\n if (this._manager) {\n const index = this._manager._materialPlugins.indexOf(this);\n if (index !== -1) {\n this._manager._materialPlugins.splice(index, 1);\n }\n }\n }\n}\n\nRegisterClass(`BABYLON.TAAJitterMaterialPlugin`, TAAJitterMaterialPlugin);\n\n/**\n * Applies and manages the TAA jitter plugin on all materials.\n */\nexport class TAAMaterialManager {\n private _isEnabled = true;\n /**\n * Set to enable or disable the jitter offset on all materials.\n */\n public get isEnabled(): boolean {\n return this._isEnabled;\n }\n\n public set isEnabled(enabled: boolean) {\n if (this._isEnabled === enabled) {\n return;\n }\n this._isEnabled = enabled;\n for (const plugin of this._materialPlugins) {\n plugin._updateMaterial();\n }\n }\n\n /**\n * The current jitter offset to apply to all materials.\n */\n public readonly jitter = new Vector2();\n\n /** @internal */\n public readonly _materialPlugins: TAAJitterMaterialPlugin[] = [];\n\n /**\n * @param scene All materials in this scene will have a jitter offset applied to them.\n */\n constructor(scene: Scene) {\n for (const material of scene.materials) {\n this._getPlugin(material);\n }\n RegisterMaterialPlugin(TAAJitterMaterialPlugin.Name, (material) => this._getPlugin(material));\n }\n\n /**\n * Disposes of the material manager.\n */\n public dispose(): void {\n UnregisterMaterialPlugin(TAAJitterMaterialPlugin.Name);\n const plugins = this._materialPlugins.splice(0, this._materialPlugins.length);\n for (const plugin of plugins) {\n plugin.manager = null;\n }\n }\n\n private _getPlugin(material: Material): TAAJitterMaterialPlugin {\n let plugin = material.pluginManager?.getPlugin<TAAJitterMaterialPlugin>(TAAJitterMaterialPlugin.Name);\n if (!plugin) {\n plugin = new TAAJitterMaterialPlugin(material);\n }\n plugin.manager = this;\n return plugin;\n }\n}\n"]}
@@ -73,6 +73,10 @@ export declare class ObjectRenderer {
73
73
  * Enables the rendering of bounding boxes for meshes (still subject to Mesh.showBoundingBox or scene.forceShowBoundingBoxes). Default is false.
74
74
  */
75
75
  enableBoundingBoxRendering: boolean;
76
+ /**
77
+ * Enables the rendering of outline/overlay for meshes (still subject to Mesh.renderOutline/Mesh.renderOverlay). Default is true.
78
+ */
79
+ enableOutlineRendering: boolean;
76
80
  /**
77
81
  * Define the camera used to render the objects.
78
82
  */
@@ -197,6 +197,10 @@ export class ObjectRenderer {
197
197
  * Enables the rendering of bounding boxes for meshes (still subject to Mesh.showBoundingBox or scene.forceShowBoundingBoxes). Default is false.
198
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  */
199
199
  this.enableBoundingBoxRendering = false;
200
+ /**
201
+ * Enables the rendering of outline/overlay for meshes (still subject to Mesh.renderOutline/Mesh.renderOverlay). Default is true.
202
+ */
203
+ this.enableOutlineRendering = true;
200
204
  this._disableImageProcessing = false;
201
205
  /**
202
206
  * If true, the object renderer will not set the view/projection/transformation matrices for the active camera (default: false).
@@ -442,9 +446,16 @@ export class ObjectRenderer {
442
446
  const fastPath = this._engine.snapshotRendering && this._engine.snapshotRenderingMode === 1;
443
447
  if (!fastPath) {
444
448
  const currentRenderList = this._prepareRenderingManager(passIndex);
449
+ // The cast to "any" is to avoid an error in ES6 in case you don't import outlineRenderer
450
+ const outlineRenderer = this._scene.getOutlineRenderer?.();
451
+ const outlineRendererIsEnabled = outlineRenderer?.enabled;
452
+ outlineRenderer.enabled = this.enableOutlineRendering;
445
453
  this.onBeforeRenderingManagerRenderObservable.notifyObservers(passIndex);
446
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  this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
447
455
  this.onAfterRenderingManagerRenderObservable.notifyObservers(passIndex);
456
+ if (outlineRenderer) {
457
+ outlineRenderer.enabled = outlineRendererIsEnabled;
458
+ }
448
459
  }
449
460
  else {
450
461
  this.onFastPathRenderObservable.notifyObservers(passIndex);
@@ -555,7 +566,10 @@ export class ObjectRenderer {
555
566
  this._renderingManager.reset();
556
567
  this._activeMeshes.reset();
557
568
  this._activeBoundingBoxes.reset();
558
- this.enableBoundingBoxRendering && boundingBoxRenderer && boundingBoxRenderer.reset();
569
+ // We do not check option.enableBoundingBoxRendering before resetting the current list of bounding boxes, because:
570
+ // * if bounding box rendering is enabled, we want to start with an empty list and add new bounding boxes to it
571
+ // * if bounding box rendering is disabled, we don't want to render any bounding boxes that may have been generated by previous code
572
+ boundingBoxRenderer && boundingBoxRenderer.reset();
559
573
  const sceneRenderId = scene.getRenderId();
560
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  const currentFrameId = scene.getFrameId();
561
575
  for (let meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {