@babylonjs/core 8.26.1 → 8.26.2

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 (46) hide show
  1. package/Engines/Extensions/engine.rawTexture.d.ts +2 -2
  2. package/Engines/Extensions/engine.rawTexture.js +9 -5
  3. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  4. package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +2 -2
  5. package/Engines/WebGPU/Extensions/engine.rawTexture.js +9 -5
  6. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  7. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  8. package/Engines/abstractEngine.js +2 -2
  9. package/Engines/abstractEngine.js.map +1 -1
  10. package/Materials/Textures/envCubeTexture.d.ts +125 -0
  11. package/Materials/Textures/envCubeTexture.js +351 -0
  12. package/Materials/Textures/envCubeTexture.js.map +1 -0
  13. package/Materials/Textures/exrCubeTexture.d.ts +55 -0
  14. package/Materials/Textures/exrCubeTexture.js +83 -0
  15. package/Materials/Textures/exrCubeTexture.js.map +1 -0
  16. package/Materials/Textures/hdrCubeTexture.d.ts +14 -73
  17. package/Materials/Textures/hdrCubeTexture.js +25 -308
  18. package/Materials/Textures/hdrCubeTexture.js.map +1 -1
  19. package/Materials/Textures/index.d.ts +2 -0
  20. package/Materials/Textures/index.js +2 -0
  21. package/Materials/Textures/index.js.map +1 -1
  22. package/Materials/effectRenderer.d.ts +3 -1
  23. package/Materials/effectRenderer.js +5 -3
  24. package/Materials/effectRenderer.js.map +1 -1
  25. package/Materials/materialPluginBase.d.ts +1 -0
  26. package/Materials/materialPluginBase.js.map +1 -1
  27. package/Materials/materialPluginManager.js +5 -0
  28. package/Materials/materialPluginManager.js.map +1 -1
  29. package/Materials/uniformBuffer.d.ts +7 -1
  30. package/Materials/uniformBuffer.js +15 -6
  31. package/Materials/uniformBuffer.js.map +1 -1
  32. package/Maths/index.d.ts +1 -0
  33. package/Maths/index.js +1 -0
  34. package/Maths/index.js.map +1 -1
  35. package/Maths/math.vector.functions.d.ts +15 -7
  36. package/Maths/math.vector.functions.js +13 -4
  37. package/Maths/math.vector.functions.js.map +1 -1
  38. package/Misc/HighDynamicRange/panoramaToCubemap.d.ts +2 -1
  39. package/Misc/HighDynamicRange/panoramaToCubemap.js +26 -16
  40. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  41. package/Misc/environmentTextureTools.js.map +1 -1
  42. package/Misc/rgbdTextureTools.js.map +1 -1
  43. package/Misc/textureTools.js.map +1 -1
  44. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  45. package/Rendering/depthRenderer.js.map +1 -1
  46. package/package.json +1 -1
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\nimport type { Observable } from \"./observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\n\r\n/**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\nexport function CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode: boolean = true): Texture {\r\n const scene = <Scene>texture.getScene();\r\n const engine = scene.getEngine();\r\n\r\n const rtt = new RenderTargetTexture(\r\n \"resized\" + texture.name,\r\n { width: width, height: height },\r\n scene,\r\n !texture.noMipmap,\r\n true,\r\n (<InternalTexture>texture._texture).type,\r\n false,\r\n texture.samplingMode,\r\n false\r\n );\r\n\r\n rtt.wrapU = texture.wrapU;\r\n rtt.wrapV = texture.wrapV;\r\n rtt.uOffset = texture.uOffset;\r\n rtt.vOffset = texture.vOffset;\r\n rtt.uScale = texture.uScale;\r\n rtt.vScale = texture.vScale;\r\n rtt.uAng = texture.uAng;\r\n rtt.vAng = texture.vAng;\r\n rtt.wAng = texture.wAng;\r\n rtt.coordinatesIndex = texture.coordinatesIndex;\r\n rtt.level = texture.level;\r\n rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;\r\n (<InternalTexture>rtt._texture).isReady = false;\r\n\r\n texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n const passPostProcess = new PassPostProcess(\r\n \"pass\",\r\n 1,\r\n null,\r\n useBilinearMode ? Texture.BILINEAR_SAMPLINGMODE : Texture.NEAREST_SAMPLINGMODE,\r\n engine,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n passPostProcess.externalTextureSamplerBinding = true;\r\n passPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n passPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n };\r\n\r\n const internalTexture = rtt.renderTarget;\r\n\r\n if (internalTexture) {\r\n scene.postProcessManager.directRender([passPostProcess], internalTexture);\r\n\r\n engine.unBindFramebuffer(internalTexture);\r\n rtt.disposeFramebufferObjects();\r\n passPostProcess.dispose();\r\n\r\n rtt.getInternalTexture()!.isReady = true;\r\n }\r\n });\r\n });\r\n\r\n return rtt;\r\n}\r\n\r\n/**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @param width width of the output texture. If not provided, use the one from internalTexture\r\n * @param height height of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n// eslint-disable-next-line @typescript-eslint/promise-function-async\r\nexport function ApplyPostProcess(\r\n postProcessName: string,\r\n internalTexture: InternalTexture,\r\n scene: Scene,\r\n type?: number,\r\n samplingMode?: number,\r\n format?: number,\r\n width?: number,\r\n height?: number\r\n): Promise<InternalTexture> {\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine();\r\n\r\n internalTexture.isReady = false;\r\n\r\n samplingMode = samplingMode ?? internalTexture.samplingMode;\r\n type = type ?? internalTexture.type;\r\n format = format ?? internalTexture.format;\r\n width = width ?? internalTexture.width;\r\n height = height ?? internalTexture.height;\r\n\r\n if (type === -1) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n return new Promise((resolve) => {\r\n // Create the post process\r\n const postProcess = new PostProcess(\"postprocess\", postProcessName, null, null, 1, null, samplingMode, engine, false, undefined, type, undefined, null, false, format);\r\n postProcess.externalTextureSamplerBinding = true;\r\n\r\n // Hold the output of the decoding.\r\n const encodedTexture = engine.createRenderTargetTexture(\r\n { width: width, height: height },\r\n {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode,\r\n type,\r\n format,\r\n }\r\n );\r\n\r\n postProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n // PP Render Pass\r\n postProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n scene.postProcessManager.directRender([postProcess], encodedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n if (postProcess) {\r\n postProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n encodedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.type = type!;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n internalTexture.isReady = true;\r\n\r\n resolve(internalTexture);\r\n });\r\n });\r\n });\r\n}\r\n\r\n// ref: http://stackoverflow.com/questions/32633585/how-do-you-convert-to-half-floats-in-javascript\r\nlet floatView: Float32Array;\r\nlet int32View: Int32Array;\r\n/**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\nexport function ToHalfFloat(value: number): number {\r\n if (!floatView) {\r\n floatView = new Float32Array(1);\r\n int32View = new Int32Array(floatView.buffer);\r\n }\r\n\r\n floatView[0] = value;\r\n const x = int32View[0];\r\n\r\n let bits = (x >> 16) & 0x8000; /* Get the sign */\r\n let m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */\r\n const e = (x >> 23) & 0xff; /* Using int is faster here */\r\n\r\n /* If zero, or denormal, or exponent underflows too much for a denormal\r\n * half, return signed zero. */\r\n if (e < 103) {\r\n return bits;\r\n }\r\n\r\n /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\r\n if (e > 142) {\r\n bits |= 0x7c00;\r\n /* If exponent was 0xff and one mantissa bit was set, it means NaN,\r\n * not Inf, so make sure we set one mantissa bit too. */\r\n bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;\r\n return bits;\r\n }\r\n\r\n /* If exponent underflows but not too much, return a denormal */\r\n if (e < 113) {\r\n m |= 0x0800;\r\n /* Extra rounding may overflow and set mantissa to 0 and exponent\r\n * to 1, which is OK. */\r\n bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);\r\n return bits;\r\n }\r\n\r\n bits |= ((e - 112) << 10) | (m >> 1);\r\n bits += m & 1;\r\n return bits;\r\n}\r\n\r\n/**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\nexport function FromHalfFloat(value: number): number {\r\n const s = (value & 0x8000) >> 15;\r\n const e = (value & 0x7c00) >> 10;\r\n const f = value & 0x03ff;\r\n\r\n if (e === 0) {\r\n return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));\r\n } else if (e == 0x1f) {\r\n return f ? NaN : (s ? -1 : 1) * Infinity;\r\n }\r\n\r\n return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + f / Math.pow(2, 10));\r\n}\r\n\r\nfunction IsCompressedTextureFormat(format: number): boolean {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_S3TC_DXT1_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_ETC1_WEBGL:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n}\r\n\r\nasync function WhenTextureReadyAsync(texture: BaseTexture): Promise<void> {\r\n if (texture.isReady()) {\r\n return;\r\n }\r\n\r\n if (texture.loadingError) {\r\n throw new Error(texture.errorObject?.message || `Texture ${texture.name} errored while loading.`);\r\n }\r\n\r\n const onLoadObservable = (texture as any).onLoadObservable as Observable<BaseTexture>;\r\n if (onLoadObservable) {\r\n return await new Promise((res) => onLoadObservable.addOnce(() => res()));\r\n }\r\n\r\n const onLoadedObservable = texture._texture?.onLoadedObservable;\r\n if (onLoadedObservable) {\r\n return await new Promise((res) => onLoadedObservable.addOnce(() => res()));\r\n }\r\n\r\n throw new Error(`Cannot determine readiness of texture ${texture.name}.`);\r\n}\r\n\r\n/**\r\n * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format, which cannot be read using readPixels.\r\n * @internal\r\n */\r\nasync function ReadPixelsUsingRTT(texture: BaseTexture, width: number, height: number, face: number, lod: number): Promise<Uint8Array> {\r\n const scene = texture.getScene()!;\r\n const engine = scene.getEngine();\r\n\r\n if (!engine.isWebGPU) {\r\n if (texture.isCube) {\r\n await import(\"../Shaders/lodCube.fragment\");\r\n } else {\r\n await import(\"../Shaders/lod.fragment\");\r\n }\r\n } else {\r\n if (texture.isCube) {\r\n await import(\"../ShadersWGSL/lodCube.fragment\");\r\n } else {\r\n await import(\"../ShadersWGSL/lod.fragment\");\r\n }\r\n }\r\n\r\n let lodPostProcess: PostProcess;\r\n\r\n if (!texture.isCube) {\r\n lodPostProcess = new PostProcess(\"lod\", \"lod\", {\r\n uniforms: [\"lod\", \"gamma\"],\r\n samplingMode: Texture.NEAREST_NEAREST_MIPNEAREST,\r\n engine,\r\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n } else {\r\n const faceDefines = [\"#define POSITIVEX\", \"#define NEGATIVEX\", \"#define POSITIVEY\", \"#define NEGATIVEY\", \"#define POSITIVEZ\", \"#define NEGATIVEZ\"];\r\n lodPostProcess = new PostProcess(\"lodCube\", \"lodCube\", {\r\n uniforms: [\"lod\", \"gamma\"],\r\n samplingMode: Texture.NEAREST_NEAREST_MIPNEAREST,\r\n engine,\r\n defines: faceDefines[face],\r\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n }\r\n\r\n await new Promise((resolve) => {\r\n lodPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n resolve(0);\r\n });\r\n });\r\n });\r\n\r\n const rtt = new RenderTargetTexture(\"temp\", { width: width, height: height }, scene, false);\r\n\r\n lodPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n effect.setFloat(\"lod\", lod);\r\n effect.setInt(\"gamma\", texture.gammaSpace ? 1 : 0);\r\n };\r\n\r\n const internalTexture = texture.getInternalTexture();\r\n\r\n try {\r\n if (rtt.renderTarget && internalTexture) {\r\n const samplingMode = internalTexture.samplingMode;\r\n if (lod !== 0) {\r\n texture.updateSamplingMode(Texture.NEAREST_NEAREST_MIPNEAREST);\r\n } else {\r\n texture.updateSamplingMode(Texture.NEAREST_NEAREST);\r\n }\r\n\r\n scene.postProcessManager.directRender([lodPostProcess], rtt.renderTarget, true);\r\n texture.updateSamplingMode(samplingMode);\r\n\r\n //Reading datas from WebGL\r\n const bufferView = await engine.readPixels(0, 0, width, height);\r\n const data = new Uint8Array(bufferView.buffer, 0, bufferView.byteLength);\r\n\r\n // Unbind\r\n engine.unBindFramebuffer(rtt.renderTarget);\r\n\r\n return data;\r\n } else {\r\n throw Error(\"Render to texture failed.\");\r\n }\r\n } finally {\r\n rtt.dispose();\r\n lodPostProcess.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Gets the pixel data of the specified texture, either by reading it directly\r\n * or by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convenient to get 8-bit RGBA values for a texture in a GPU compressed format.\r\n * @param texture the source texture\r\n * @param width the target width of the result, which does not have to match the source texture width\r\n * @param height the target height of the result, which does not have to match the source texture height\r\n * @param face if the texture has multiple faces, the face index to use for the source\r\n * @param lod if the texture has multiple LODs, the lod index to use for the source\r\n * @returns the 8-bit texture data\r\n */\r\nexport async function GetTextureDataAsync(texture: BaseTexture, width?: number, height?: number, face: number = 0, lod: number = 0): Promise<Uint8Array> {\r\n await WhenTextureReadyAsync(texture);\r\n\r\n const { width: textureWidth, height: textureHeight } = texture.getSize();\r\n const targetWidth = width ?? textureWidth;\r\n const targetHeight = height ?? textureHeight;\r\n\r\n // If the internal texture format is compressed, we cannot read the pixels directly.\r\n // Or, if we're resizing the texture, we need to use a render target texture.\r\n if (IsCompressedTextureFormat(texture.textureFormat) || targetWidth !== textureWidth || targetHeight !== textureHeight) {\r\n return await ReadPixelsUsingRTT(texture, targetWidth, targetHeight, face, lod);\r\n }\r\n\r\n let data = (await texture.readPixels(face, lod)) as Nullable<Uint8Array | Float32Array>;\r\n if (!data) {\r\n throw new Error(`Failed to read pixels from texture ${texture.name}.`);\r\n }\r\n\r\n // Convert float RGBA values to uint8, if necessary.\r\n if (data instanceof Float32Array) {\r\n const data2 = new Uint8Array(data.length);\r\n let n = data.length;\r\n while (n--) {\r\n const v = data[n];\r\n data2[n] = Math.round(Clamp(v) * 255);\r\n }\r\n data = data2;\r\n }\r\n\r\n return data;\r\n}\r\n\r\n/**\r\n * Class used to host texture specific utilities\r\n */\r\nexport const TextureTools = {\r\n /**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\n CreateResizedCopy,\r\n\r\n /**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n ApplyPostProcess,\r\n /**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\n ToHalfFloat,\r\n\r\n /**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\n FromHalfFloat,\r\n\r\n /**\r\n * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format.\r\n * @param texture the source texture\r\n * @param width the width of the result, which does not have to match the source texture width\r\n * @param height the height of the result, which does not have to match the source texture height\r\n * @param face if the texture has multiple faces, the face index to use for the source\r\n * @param lod if the texture has multiple LODs, the lod index to use for the source\r\n * @returns the 8-bit texture data\r\n */\r\n GetTextureDataAsync,\r\n};\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { PassPostProcess } from \"../PostProcesses/passPostProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { Observable } from \"./observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\n\r\n/**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\nexport function CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode: boolean = true): Texture {\r\n const scene = <Scene>texture.getScene();\r\n const engine = scene.getEngine();\r\n\r\n const rtt = new RenderTargetTexture(\r\n \"resized\" + texture.name,\r\n { width: width, height: height },\r\n scene,\r\n !texture.noMipmap,\r\n true,\r\n (<InternalTexture>texture._texture).type,\r\n false,\r\n texture.samplingMode,\r\n false\r\n );\r\n\r\n rtt.wrapU = texture.wrapU;\r\n rtt.wrapV = texture.wrapV;\r\n rtt.uOffset = texture.uOffset;\r\n rtt.vOffset = texture.vOffset;\r\n rtt.uScale = texture.uScale;\r\n rtt.vScale = texture.vScale;\r\n rtt.uAng = texture.uAng;\r\n rtt.vAng = texture.vAng;\r\n rtt.wAng = texture.wAng;\r\n rtt.coordinatesIndex = texture.coordinatesIndex;\r\n rtt.level = texture.level;\r\n rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;\r\n (<InternalTexture>rtt._texture).isReady = false;\r\n\r\n texture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n texture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n const passPostProcess = new PassPostProcess(\r\n \"pass\",\r\n 1,\r\n null,\r\n useBilinearMode ? Texture.BILINEAR_SAMPLINGMODE : Texture.NEAREST_SAMPLINGMODE,\r\n engine,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n passPostProcess.externalTextureSamplerBinding = true;\r\n passPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n passPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n };\r\n\r\n const internalTexture = rtt.renderTarget;\r\n\r\n if (internalTexture) {\r\n scene.postProcessManager.directRender([passPostProcess], internalTexture);\r\n\r\n engine.unBindFramebuffer(internalTexture);\r\n rtt.disposeFramebufferObjects();\r\n passPostProcess.dispose();\r\n\r\n rtt.getInternalTexture()!.isReady = true;\r\n }\r\n });\r\n });\r\n\r\n return rtt;\r\n}\r\n\r\n/**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @param width width of the output texture. If not provided, use the one from internalTexture\r\n * @param height height of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n// eslint-disable-next-line @typescript-eslint/promise-function-async\r\nexport function ApplyPostProcess(\r\n postProcessName: string,\r\n internalTexture: InternalTexture,\r\n scene: Scene,\r\n type?: number,\r\n samplingMode?: number,\r\n format?: number,\r\n width?: number,\r\n height?: number\r\n): Promise<InternalTexture> {\r\n // Gets everything ready.\r\n const engine = internalTexture.getEngine();\r\n\r\n internalTexture.isReady = false;\r\n\r\n samplingMode = samplingMode ?? internalTexture.samplingMode;\r\n type = type ?? internalTexture.type;\r\n format = format ?? internalTexture.format;\r\n width = width ?? internalTexture.width;\r\n height = height ?? internalTexture.height;\r\n\r\n if (type === -1) {\r\n type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n }\r\n\r\n return new Promise((resolve) => {\r\n // Create the post process\r\n const postProcess = new PostProcess(\"postprocess\", postProcessName, null, null, 1, null, samplingMode, engine, false, undefined, type, undefined, null, false, format);\r\n postProcess.externalTextureSamplerBinding = true;\r\n\r\n // Hold the output of the decoding.\r\n const encodedTexture = engine.createRenderTargetTexture(\r\n { width: width, height: height },\r\n {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n generateStencilBuffer: false,\r\n samplingMode,\r\n type,\r\n format,\r\n }\r\n );\r\n\r\n postProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n // PP Render Pass\r\n postProcess.onApply = (effect) => {\r\n effect._bindTexture(\"textureSampler\", internalTexture);\r\n effect.setFloat2(\"scale\", 1, 1);\r\n };\r\n scene.postProcessManager.directRender([postProcess], encodedTexture, true);\r\n\r\n // Cleanup\r\n engine.restoreDefaultFramebuffer();\r\n engine._releaseTexture(internalTexture);\r\n if (postProcess) {\r\n postProcess.dispose();\r\n }\r\n\r\n // Internal Swap\r\n encodedTexture._swapAndDie(internalTexture);\r\n\r\n // Ready to get rolling again.\r\n internalTexture.type = type!;\r\n internalTexture.format = Constants.TEXTUREFORMAT_RGBA;\r\n internalTexture.isReady = true;\r\n\r\n resolve(internalTexture);\r\n });\r\n });\r\n });\r\n}\r\n\r\n// ref: http://stackoverflow.com/questions/32633585/how-do-you-convert-to-half-floats-in-javascript\r\nlet floatView: Float32Array;\r\nlet int32View: Int32Array;\r\n/**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\nexport function ToHalfFloat(value: number): number {\r\n if (!floatView) {\r\n floatView = new Float32Array(1);\r\n int32View = new Int32Array(floatView.buffer);\r\n }\r\n\r\n floatView[0] = value;\r\n const x = int32View[0];\r\n\r\n let bits = (x >> 16) & 0x8000; /* Get the sign */\r\n let m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */\r\n const e = (x >> 23) & 0xff; /* Using int is faster here */\r\n\r\n /* If zero, or denormal, or exponent underflows too much for a denormal\r\n * half, return signed zero. */\r\n if (e < 103) {\r\n return bits;\r\n }\r\n\r\n /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\r\n if (e > 142) {\r\n bits |= 0x7c00;\r\n /* If exponent was 0xff and one mantissa bit was set, it means NaN,\r\n * not Inf, so make sure we set one mantissa bit too. */\r\n bits |= (e == 255 ? 0 : 1) && x & 0x007fffff;\r\n return bits;\r\n }\r\n\r\n /* If exponent underflows but not too much, return a denormal */\r\n if (e < 113) {\r\n m |= 0x0800;\r\n /* Extra rounding may overflow and set mantissa to 0 and exponent\r\n * to 1, which is OK. */\r\n bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);\r\n return bits;\r\n }\r\n\r\n bits |= ((e - 112) << 10) | (m >> 1);\r\n bits += m & 1;\r\n return bits;\r\n}\r\n\r\n/**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\nexport function FromHalfFloat(value: number): number {\r\n const s = (value & 0x8000) >> 15;\r\n const e = (value & 0x7c00) >> 10;\r\n const f = value & 0x03ff;\r\n\r\n if (e === 0) {\r\n return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));\r\n } else if (e == 0x1f) {\r\n return f ? NaN : (s ? -1 : 1) * Infinity;\r\n }\r\n\r\n return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + f / Math.pow(2, 10));\r\n}\r\n\r\nfunction IsCompressedTextureFormat(format: number): boolean {\r\n switch (format) {\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB_S3TC_DXT1_EXT:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB_ETC1_WEBGL:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC:\r\n case Constants.TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n}\r\n\r\nasync function WhenTextureReadyAsync(texture: BaseTexture): Promise<void> {\r\n if (texture.isReady()) {\r\n return;\r\n }\r\n\r\n if (texture.loadingError) {\r\n throw new Error(texture.errorObject?.message || `Texture ${texture.name} errored while loading.`);\r\n }\r\n\r\n const onLoadObservable = (texture as any).onLoadObservable as Observable<BaseTexture>;\r\n if (onLoadObservable) {\r\n return await new Promise((res) => onLoadObservable.addOnce(() => res()));\r\n }\r\n\r\n const onLoadedObservable = texture._texture?.onLoadedObservable;\r\n if (onLoadedObservable) {\r\n return await new Promise((res) => onLoadedObservable.addOnce(() => res()));\r\n }\r\n\r\n throw new Error(`Cannot determine readiness of texture ${texture.name}.`);\r\n}\r\n\r\n/**\r\n * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format, which cannot be read using readPixels.\r\n * @internal\r\n */\r\nasync function ReadPixelsUsingRTT(texture: BaseTexture, width: number, height: number, face: number, lod: number): Promise<Uint8Array> {\r\n const scene = texture.getScene()!;\r\n const engine = scene.getEngine();\r\n\r\n if (!engine.isWebGPU) {\r\n if (texture.isCube) {\r\n await import(\"../Shaders/lodCube.fragment\");\r\n } else {\r\n await import(\"../Shaders/lod.fragment\");\r\n }\r\n } else {\r\n if (texture.isCube) {\r\n await import(\"../ShadersWGSL/lodCube.fragment\");\r\n } else {\r\n await import(\"../ShadersWGSL/lod.fragment\");\r\n }\r\n }\r\n\r\n let lodPostProcess: PostProcess;\r\n\r\n if (!texture.isCube) {\r\n lodPostProcess = new PostProcess(\"lod\", \"lod\", {\r\n uniforms: [\"lod\", \"gamma\"],\r\n samplingMode: Texture.NEAREST_NEAREST_MIPNEAREST,\r\n engine,\r\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n } else {\r\n const faceDefines = [\"#define POSITIVEX\", \"#define NEGATIVEX\", \"#define POSITIVEY\", \"#define NEGATIVEY\", \"#define POSITIVEZ\", \"#define NEGATIVEZ\"];\r\n lodPostProcess = new PostProcess(\"lodCube\", \"lodCube\", {\r\n uniforms: [\"lod\", \"gamma\"],\r\n samplingMode: Texture.NEAREST_NEAREST_MIPNEAREST,\r\n engine,\r\n defines: faceDefines[face],\r\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n }\r\n\r\n await new Promise((resolve) => {\r\n lodPostProcess.onEffectCreatedObservable.addOnce((e) => {\r\n e.executeWhenCompiled(() => {\r\n resolve(0);\r\n });\r\n });\r\n });\r\n\r\n const rtt = new RenderTargetTexture(\"temp\", { width: width, height: height }, scene, false);\r\n\r\n lodPostProcess.onApply = function (effect) {\r\n effect.setTexture(\"textureSampler\", texture);\r\n effect.setFloat(\"lod\", lod);\r\n effect.setInt(\"gamma\", texture.gammaSpace ? 1 : 0);\r\n };\r\n\r\n const internalTexture = texture.getInternalTexture();\r\n\r\n try {\r\n if (rtt.renderTarget && internalTexture) {\r\n const samplingMode = internalTexture.samplingMode;\r\n if (lod !== 0) {\r\n texture.updateSamplingMode(Texture.NEAREST_NEAREST_MIPNEAREST);\r\n } else {\r\n texture.updateSamplingMode(Texture.NEAREST_NEAREST);\r\n }\r\n\r\n scene.postProcessManager.directRender([lodPostProcess], rtt.renderTarget, true);\r\n texture.updateSamplingMode(samplingMode);\r\n\r\n //Reading datas from WebGL\r\n const bufferView = await engine.readPixels(0, 0, width, height);\r\n const data = new Uint8Array(bufferView.buffer, 0, bufferView.byteLength);\r\n\r\n // Unbind\r\n engine.unBindFramebuffer(rtt.renderTarget);\r\n\r\n return data;\r\n } else {\r\n throw Error(\"Render to texture failed.\");\r\n }\r\n } finally {\r\n rtt.dispose();\r\n lodPostProcess.dispose();\r\n }\r\n}\r\n\r\n/**\r\n * Gets the pixel data of the specified texture, either by reading it directly\r\n * or by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convenient to get 8-bit RGBA values for a texture in a GPU compressed format.\r\n * @param texture the source texture\r\n * @param width the target width of the result, which does not have to match the source texture width\r\n * @param height the target height of the result, which does not have to match the source texture height\r\n * @param face if the texture has multiple faces, the face index to use for the source\r\n * @param lod if the texture has multiple LODs, the lod index to use for the source\r\n * @returns the 8-bit texture data\r\n */\r\nexport async function GetTextureDataAsync(texture: BaseTexture, width?: number, height?: number, face: number = 0, lod: number = 0): Promise<Uint8Array> {\r\n await WhenTextureReadyAsync(texture);\r\n\r\n const { width: textureWidth, height: textureHeight } = texture.getSize();\r\n const targetWidth = width ?? textureWidth;\r\n const targetHeight = height ?? textureHeight;\r\n\r\n // If the internal texture format is compressed, we cannot read the pixels directly.\r\n // Or, if we're resizing the texture, we need to use a render target texture.\r\n if (IsCompressedTextureFormat(texture.textureFormat) || targetWidth !== textureWidth || targetHeight !== textureHeight) {\r\n return await ReadPixelsUsingRTT(texture, targetWidth, targetHeight, face, lod);\r\n }\r\n\r\n let data = (await texture.readPixels(face, lod)) as Nullable<Uint8Array | Float32Array>;\r\n if (!data) {\r\n throw new Error(`Failed to read pixels from texture ${texture.name}.`);\r\n }\r\n\r\n // Convert float RGBA values to uint8, if necessary.\r\n if (data instanceof Float32Array) {\r\n const data2 = new Uint8Array(data.length);\r\n let n = data.length;\r\n while (n--) {\r\n const v = data[n];\r\n data2[n] = Math.round(Clamp(v) * 255);\r\n }\r\n data = data2;\r\n }\r\n\r\n return data;\r\n}\r\n\r\n/**\r\n * Class used to host texture specific utilities\r\n */\r\nexport const TextureTools = {\r\n /**\r\n * Uses the GPU to create a copy texture rescaled at a given size\r\n * @param texture Texture to copy from\r\n * @param width defines the desired width\r\n * @param height defines the desired height\r\n * @param useBilinearMode defines if bilinear mode has to be used\r\n * @returns the generated texture\r\n */\r\n CreateResizedCopy,\r\n\r\n /**\r\n * Apply a post process to a texture\r\n * @param postProcessName name of the fragment post process\r\n * @param internalTexture the texture to encode\r\n * @param scene the scene hosting the texture\r\n * @param type type of the output texture. If not provided, use the one from internalTexture\r\n * @param samplingMode sampling mode to use to sample the source texture. If not provided, use the one from internalTexture\r\n * @param format format of the output texture. If not provided, use the one from internalTexture\r\n * @returns a promise with the internalTexture having its texture replaced by the result of the processing\r\n */\r\n ApplyPostProcess,\r\n /**\r\n * Converts a number to half float\r\n * @param value number to convert\r\n * @returns converted number\r\n */\r\n ToHalfFloat,\r\n\r\n /**\r\n * Converts a half float to a number\r\n * @param value half float to convert\r\n * @returns converted half float\r\n */\r\n FromHalfFloat,\r\n\r\n /**\r\n * Gets the data of the specified texture by rendering it to an intermediate RGBA texture and retrieving the bytes from it.\r\n * This is convienent to get 8-bit RGBA values for a texture in a GPU compressed format.\r\n * @param texture the source texture\r\n * @param width the width of the result, which does not have to match the source texture width\r\n * @param height the height of the result, which does not have to match the source texture height\r\n * @param face if the texture has multiple faces, the face index to use for the source\r\n * @param lod if the texture has multiple LODs, the lod index to use for the source\r\n * @returns the 8-bit texture data\r\n */\r\n GetTextureDataAsync,\r\n};\r\n"]}
@@ -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 { 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"]}
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/shaderLanguage\";\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"]}