@babylonjs/core 9.1.0 → 9.2.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.js +2 -2
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.js +1 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/animatorAvatar.js +13 -12
- package/Animations/animatorAvatar.js.map +1 -1
- package/Animations/easing.js +1 -1
- package/Animations/easing.js.map +1 -1
- package/Animations/pathCursor.js +1 -2
- package/Animations/pathCursor.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.js +10 -8
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/geospatialCameraMovement.js +6 -7
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Engines/Extensions/engine.multiview.js +6 -0
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/constants.d.ts +9 -4
- package/Engines/constants.js +9 -4
- package/Engines/constants.js.map +1 -1
- package/Engines/webgpuEngine.js +2 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +38 -11
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.d.ts +105 -0
- package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js +318 -0
- package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +4 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +4 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +34 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +144 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +26 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +82 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +61 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +207 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +104 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +218 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +217 -0
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +640 -0
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -0
- package/FrameGraph/frameGraph.js +1 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -0
- package/FrameGraph/index.js +1 -0
- package/FrameGraph/index.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +4 -0
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Layers/selectionOutlineLayer.d.ts +7 -0
- package/Layers/selectionOutlineLayer.js +18 -1
- package/Layers/selectionOutlineLayer.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.d.ts +7 -0
- package/Layers/thinSelectionOutlineLayer.js +86 -36
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.d.ts +6 -0
- package/Lights/Clustered/clusteredLightContainer.js +50 -5
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Lights/light.d.ts +7 -0
- package/Lights/light.js +10 -0
- package/Lights/light.js.map +1 -1
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js +13 -3
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.d.ts +166 -53
- package/Materials/PBR/openpbrMaterial.js +180 -61
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +36 -31
- package/Materials/PBR/pbrBaseMaterial.js +2 -32
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +6 -0
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +10 -0
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/envCubeTexture.js +13 -13
- package/Materials/Textures/envCubeTexture.js.map +1 -1
- package/Materials/environmentLighting.defines.d.ts +31 -0
- package/Materials/environmentLighting.defines.js +33 -0
- package/Materials/environmentLighting.defines.js.map +1 -0
- package/Materials/material.js +1 -0
- package/Materials/material.js.map +1 -1
- package/Materials/materialHelper.functions.js +9 -3
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/materialHelper.geometryrendering.js +10 -3
- package/Materials/materialHelper.geometryrendering.js.map +1 -1
- package/Materials/prepass.defines.d.ts +43 -0
- package/Materials/prepass.defines.js +45 -0
- package/Materials/prepass.defines.js.map +1 -0
- package/Materials/standardMaterial.d.ts +36 -31
- package/Materials/standardMaterial.js +2 -32
- package/Materials/standardMaterial.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +101 -62
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +39 -25
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +8 -1
- package/Meshes/abstractMesh.js +9 -2
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/mesh.js +31 -4
- package/Meshes/mesh.js.map +1 -1
- package/Misc/greasedLineTools.js +5 -0
- package/Misc/greasedLineTools.js.map +1 -1
- package/Misc/textureTools.d.ts +3 -1
- package/Misc/textureTools.js +74 -13
- package/Misc/textureTools.js.map +1 -1
- package/Misc/tools.js +1 -1
- package/Misc/tools.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.js +2 -4
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/baseParticleSystem.d.ts +33 -1
- package/Particles/baseParticleSystem.js +65 -0
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/computeShaderParticleSystem.js +6 -0
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +24 -6
- package/Particles/gpuParticleSystem.js +85 -36
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +0 -6
- package/Particles/particleSystem.js +3 -14
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +1 -3
- package/Particles/thinParticleSystem.js +1 -27
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Particles/webgl2ParticleSystem.js +7 -0
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +6 -10
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +46 -13
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +0 -19
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -65
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +15 -52
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +129 -220
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -0
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/depthRenderer.js +6 -0
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +34 -5
- package/Rendering/geometryBufferRenderer.js +209 -16
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/geometryBufferRendererSceneComponent.d.ts +4 -6
- package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
- package/Rendering/iblCdfGenerator.d.ts +10 -0
- package/Rendering/iblCdfGenerator.js +52 -17
- package/Rendering/iblCdfGenerator.js.map +1 -1
- package/Rendering/index.d.ts +0 -6
- package/Rendering/index.js +0 -6
- package/Rendering/index.js.map +1 -1
- package/Rendering/objectRenderer.js +1 -0
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js +7 -1
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/subSurfaceConfiguration.js.map +1 -1
- package/Shaders/ShadersInclude/helperFunctions.js +5 -0
- package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js +1 -1
- package/Shaders/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/Shaders/{iblVoxelSlabDebug.fragment.d.ts → ShadersInclude/openpbrBlockPrePass.d.ts} +1 -1
- package/Shaders/ShadersInclude/openpbrBlockPrePass.js +77 -0
- package/Shaders/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +42 -17
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +43 -17
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +10 -1
- package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -38
- package/Shaders/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrIblFunctions.js +4 -2
- package/Shaders/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/Shaders/{iblVoxelSlabDebug.vertex.d.ts → ShadersInclude/openpbrSubsurfaceLayerData.d.ts} +1 -1
- package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
- package/Shaders/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
- package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
- package/Shaders/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.js +9 -0
- package/Shaders/ShadersInclude/openpbrVertexDeclaration.js.map +1 -1
- package/Shaders/{iblVoxelGrid3dDebug.fragment.d.ts → ShadersInclude/openpbrVolumeFunctions.d.ts} +1 -1
- package/Shaders/ShadersInclude/openpbrVolumeFunctions.js +67 -0
- package/Shaders/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
- package/Shaders/ShadersInclude/pbrBlockPrePass.js +14 -3
- package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +1 -1
- package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -1
- package/{ShadersWGSL/iblVoxelSlabDebug.fragment.d.ts → Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts} +1 -1
- package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js +43 -0
- package/Shaders/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -32
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/sceneFragmentDeclaration.js +1 -1
- package/Shaders/ShadersInclude/sceneFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/sceneUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/sceneUboDeclaration.js.map +1 -1
- package/Shaders/geometry.fragment.d.ts +12 -0
- package/Shaders/geometry.fragment.js +102 -1
- package/Shaders/geometry.fragment.js.map +1 -1
- package/Shaders/geometry.vertex.d.ts +1 -0
- package/Shaders/geometry.vertex.js +46 -2
- package/Shaders/geometry.vertex.js.map +1 -1
- package/Shaders/gpuUpdateParticles.vertex.js +12 -6
- package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
- package/Shaders/iblShadowVoxelTracing.fragment.d.ts +1 -0
- package/Shaders/iblShadowVoxelTracing.fragment.js +7 -6
- package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/Shaders/iblVoxelGrid.fragment.d.ts +1 -0
- package/Shaders/iblVoxelGrid.fragment.js +33 -5
- package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
- package/Shaders/lod3D.fragment.d.ts +5 -0
- package/Shaders/lod3D.fragment.js +13 -0
- package/Shaders/lod3D.fragment.js.map +1 -0
- package/Shaders/openpbr.fragment.d.ts +3 -1
- package/Shaders/openpbr.fragment.js +74 -8
- package/Shaders/openpbr.fragment.js.map +1 -1
- package/Shaders/openpbr.vertex.js +11 -5
- package/Shaders/openpbr.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/helperFunctions.js +5 -0
- package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +3 -2
- package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js +101 -0
- package/ShadersWGSL/ShadersInclude/openpbrBlockPrePass.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +44 -19
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +39 -13
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +14 -34
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +5 -3
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js +35 -0
- package/ShadersWGSL/ShadersInclude/openpbrSubsurfaceLayerData.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrTransmissionLayerData.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrUboDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js +68 -0
- package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +15 -4
- package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +2 -2
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js +39 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentReflectionDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.d.ts +1 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +2 -28
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +2 -1
- package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
- package/ShadersWGSL/geometry.fragment.d.ts +11 -0
- package/ShadersWGSL/geometry.fragment.js +103 -1
- package/ShadersWGSL/geometry.fragment.js.map +1 -1
- package/ShadersWGSL/geometry.vertex.d.ts +1 -0
- package/ShadersWGSL/geometry.vertex.js +47 -3
- package/ShadersWGSL/geometry.vertex.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +14 -7
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.d.ts +1 -0
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +8 -8
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js +1 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
- package/ShadersWGSL/lod3D.fragment.d.ts +5 -0
- package/ShadersWGSL/lod3D.fragment.js +13 -0
- package/ShadersWGSL/lod3D.fragment.js.map +1 -0
- package/ShadersWGSL/openpbr.fragment.d.ts +3 -1
- package/ShadersWGSL/openpbr.fragment.js +75 -9
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/openpbr.vertex.js +6 -0
- package/ShadersWGSL/openpbr.vertex.js.map +1 -1
- package/XR/webXRSessionManager.js +7 -5
- package/XR/webXRSessionManager.js.map +1 -1
- package/package.json +1 -1
- package/readme.md +4 -0
- package/scene.d.ts +7 -0
- package/scene.js +13 -0
- package/scene.js.map +1 -1
- package/Shaders/iblVoxelGrid3dDebug.fragment.js +0 -24
- package/Shaders/iblVoxelGrid3dDebug.fragment.js.map +0 -1
- package/Shaders/iblVoxelSlabDebug.fragment.js +0 -13
- package/Shaders/iblVoxelSlabDebug.fragment.js.map +0 -1
- package/Shaders/iblVoxelSlabDebug.vertex.js +0 -11
- package/Shaders/iblVoxelSlabDebug.vertex.js.map +0 -1
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.d.ts +0 -5
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +0 -23
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +0 -1
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +0 -14
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +0 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.d.ts +0 -5
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +0 -12
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +0 -1
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textureFormat: number;\r\n}\r\n\r\nconst ClearColors: Color4[] = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(0, 0, 0, 0)];\r\n\r\n/**\r\n * Task used to render geometry to a set of textures.\r\n */\r\nexport class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask {\r\n /**\r\n * The size of the output textures (default is 100% of the back buffer texture size).\r\n */\r\n public size: { width: number; height: number } = { width: 100, height: 100 };\r\n\r\n /**\r\n * Whether the size is a percentage of the back buffer size (default is true).\r\n */\r\n public sizeIsPercentage = true;\r\n\r\n /**\r\n * The number of samples to use for the output textures (default is 1).\r\n */\r\n public samples = 1;\r\n\r\n private _reverseCulling = false;\r\n\r\n /**\r\n * Whether to reverse culling (default is false).\r\n */\r\n public get reverseCulling() {\r\n return this._reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._reverseCulling = value;\r\n\r\n const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);\r\n if (configuration) {\r\n configuration.reverseCulling = value;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).\r\n */\r\n public dontRenderWhenMaterialDepthWriteIsDisabled = true;\r\n\r\n private _disableDepthPrePass = true;\r\n /**\r\n * Indicates whether the depth pre-pass is disabled (default is true).\r\n * Materials that require depth pre-pass (Material.needDepthPrePass == true) don't work with the geometry renderer, that's why this setting is true by default.\r\n * However, if the geometry renderer doesn't generate any geometry textures but only renders to the main target texture, then depth pre-pass can be enabled.\r\n */\r\n public get disableDepthPrePass() {\r\n return this._disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._disableDepthPrePass = value;\r\n this._renderer.disableDepthPrePass = value;\r\n }\r\n\r\n /**\r\n * The list of texture descriptions used by the geometry renderer task.\r\n */\r\n public textureDescriptions: IFrameGraphGeometryRendererTextureDescription[] = [];\r\n\r\n /**\r\n * The depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normalized depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n * The normalization is (d - near) / (far - near), where d is the depth value in view space and near and far are the near and far planes of the camera.\r\n */\r\n public readonly geometryNormViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in screen space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryScreenDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in local space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLocalPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The albedo output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryAlbedoTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The reflectivity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryReflectivityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Gets or sets the name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n private _clearAttachmentsLayout: Map<GeometryRenderingTextureClearType, number[]>;\r\n private _allAttachmentsLayout: number[];\r\n\r\n /**\r\n * Constructs a new geometry renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph, scene, options, existingObjectRenderer);\r\n\r\n this.renderSprites = false;\r\n this.renderParticles = false;\r\n this.enableBoundingBoxRendering = false;\r\n this.enableOutlineRendering = false;\r\n this._renderer.disableDepthPrePass = true;\r\n\r\n this._renderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if (this.dontRenderWhenMaterialDepthWriteIsDisabled && mesh.material && mesh.material.disableDepthWrite) {\r\n return !!preWarm;\r\n }\r\n\r\n return mesh.isReady(refreshRate === 0);\r\n };\r\n\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n this._allAttachmentsLayout = [];\r\n\r\n this.geometryViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryNormViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryScreenDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLocalPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryAlbedoTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryReflectivityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLinearVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the list of excluded meshes from the velocity texture.\r\n */\r\n public get excludedSkinnedMeshFromVelocityTexture(): AbstractMesh[] {\r\n return MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId).excludedSkinnedMesh;\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost. The cost can be saved by calling this function and by passing the skinned mesh to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n if (list.indexOf(skinnedMesh) === -1) {\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphGeometryRendererTask\";\r\n }\r\n\r\n public override record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n this._buildClearAttachmentsLayout();\r\n\r\n this._registerForRenderPassId(this._renderer.renderPassId);\r\n\r\n MaterialHelperGeometryRendering.MarkAsDirty(this._renderer.renderPassId, this.objectList.meshes || this._scene.meshes);\r\n\r\n const pass = super.record(skipCreationOfDisabledPasses, additionalExecute) as FrameGraphRenderPass;\r\n\r\n const outputTextureHandles = pass.renderTarget as FrameGraphTextureHandle[];\r\n\r\n let needPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const handle = outputTextureHandles[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n switch (geometryDescription.type) {\r\n case Constants.PREPASS_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryNormViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryScreenDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLocalPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_ALBEDO_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryAlbedoTexture, handle);\r\n break;\r\n case Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryReflectivityTexture, handle);\r\n break;\r\n case Constants.PREPASS_VELOCITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n case Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n }\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = needPreviousWorldMatrices;\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n MaterialHelperGeometryRendering.DeleteConfiguration(this._renderer.renderPassId);\r\n this._renderer.dispose();\r\n super.dispose();\r\n }\r\n\r\n protected override _resolveDanglingHandles(_targetTextures: FrameGraphTextureHandle[]) {\r\n if (this.targetTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, Array.isArray(this.targetTexture) ? this.targetTexture[0] : this.targetTexture);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n }\r\n\r\n protected override _checkParameters() {\r\n if (this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list and camera must be provided`);\r\n }\r\n }\r\n\r\n protected override _checkTextureCompatibility(targetTextures: FrameGraphTextureHandle[]): boolean {\r\n let depthEnabled = false;\r\n\r\n let dimensions: { width: number; height: number } | null = null;\r\n\r\n if (this.targetTexture !== undefined) {\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(Array.isArray(this.targetTexture) ? this.targetTexture[0] : this.targetTexture);\r\n if (this.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the target texture and the output geometry textures must have the same number of samples`);\r\n }\r\n dimensions = outputTextureDescription.size;\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== this.samples && this.textureDescriptions.length > 0) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth texture and the output geometry textures must have the same number of samples`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n\r\n depthEnabled = true;\r\n dimensions = depthTextureDescription.size;\r\n }\r\n\r\n const geomTextureDimensions = this.sizeIsPercentage ? this._frameGraph.textureManager.getAbsoluteDimensions(this.size) : this.size;\r\n if (dimensions !== null) {\r\n if (geomTextureDimensions.width !== dimensions.width || geomTextureDimensions.height !== dimensions.height) {\r\n throw new Error(\r\n `FrameGraphGeometryRendererTask ${this.name}: the geometry textures (size: ${geomTextureDimensions.width}x${geomTextureDimensions.height}) and the target/depth texture (size: ${dimensions.width}x${dimensions.height}) must have the same dimensions.`\r\n );\r\n }\r\n }\r\n\r\n depthEnabled = depthEnabled || super._checkTextureCompatibility(targetTextures);\r\n\r\n return depthEnabled;\r\n }\r\n\r\n protected override _getTargetHandles(): FrameGraphTextureHandle[] {\r\n const types: number[] = [];\r\n const formats: number[] = [];\r\n const labels: string[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n\r\n if (index === -1) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: unknown texture type ${description.type}`);\r\n }\r\n\r\n types[i] = description.textureType;\r\n formats[i] = description.textureFormat;\r\n labels[i] = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index].name;\r\n useSRGBBuffers[i] = false;\r\n }\r\n\r\n const handles: FrameGraphTextureHandle[] = [];\r\n\r\n if (this.textureDescriptions.length > 0) {\r\n const baseHandle = this._frameGraph.textureManager.createRenderTargetTexture(this.name, {\r\n size: this.size,\r\n sizeIsPercentage: this.sizeIsPercentage,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.samples,\r\n types,\r\n formats,\r\n useSRGBBuffers,\r\n labels,\r\n },\r\n });\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n handles.push(baseHandle + i);\r\n }\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n if (Array.isArray(this.targetTexture)) {\r\n handles.push(...this.targetTexture);\r\n } else {\r\n handles.push(this.targetTexture);\r\n }\r\n }\r\n\r\n return handles;\r\n }\r\n\r\n protected override _prepareRendering(context: FrameGraphRenderContext, depthEnabled: boolean) {\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n context.pushDebugGroup(`Clear attachments`);\r\n\r\n this._clearAttachmentsLayout.forEach((layout, clearType) => {\r\n context.clearColorAttachments(ClearColors[clearType], layout);\r\n });\r\n\r\n context.restoreDefaultFramebuffer();\r\n context.popDebugGroup();\r\n\r\n return this._allAttachmentsLayout;\r\n }\r\n\r\n private _buildClearAttachmentsLayout() {\r\n const clearAttachmentsLayout = new Map<GeometryRenderingTextureClearType, boolean[]>();\r\n const allAttachmentsLayout: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n let layout = clearAttachmentsLayout.get(geometryDescription.clearType);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(geometryDescription.clearType, layout);\r\n for (let j = 0; j < i; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n layout.push(clearType === geometryDescription.clearType);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n // We don't clear the target texture, but we need to add a layout for it in clearAttachmentsLayout to be able to use clearColorAttachments with the correct number of attachments in _prepareRendering.\r\n // We also need to add a value in allAttachmentsLayout for the target texture.\r\n let layout = clearAttachmentsLayout.get(GeometryRenderingTextureClearType.Zero);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(GeometryRenderingTextureClearType.Zero, layout);\r\n for (let j = 0; j < this.textureDescriptions.length - 1; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout) => {\r\n layout.push(false);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n this._clearAttachmentsLayout.set(clearType, this._engine.buildTextureLayout(layout));\r\n });\r\n\r\n this._allAttachmentsLayout = this._engine.buildTextureLayout(allAttachmentsLayout);\r\n }\r\n\r\n private _registerForRenderPassId(renderPassId: number) {\r\n const configuration = MaterialHelperGeometryRendering.CreateConfiguration(renderPassId);\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n configuration.defines[geometryDescription.defineIndex] = i;\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n configuration.defines[\"PREPASS_COLOR_INDEX\"] = this.textureDescriptions.length;\r\n }\r\n\r\n configuration.reverseCulling = this.reverseCulling;\r\n }\r\n}\r\n"]}
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1
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+
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{\r\n type FrameGraphTextureHandle,\r\n type Scene,\r\n type FrameGraph,\r\n type AbstractMesh,\r\n type ObjectRendererOptions,\r\n type FrameGraphRenderContext,\r\n type FrameGraphRenderPass,\r\n type ObjectRenderer,\r\n} from \"core/index\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { MaterialHelperGeometryRendering, GeometryRenderingTextureClearType } from \"core/Materials/materialHelper.geometryrendering\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { FrameGraphObjectRendererTask } from \"./objectRendererTask\";\r\n\r\n/**\r\n * Description of a texture used by the geometry renderer task.\r\n */\r\nexport interface IFrameGraphGeometryRendererTextureDescription {\r\n /**\r\n * The type of the texture.\r\n * The value should be one of the Constants.PREPASS_XXX_TEXTURE_TYPE values.\r\n */\r\n type: number;\r\n\r\n /**\r\n * The type of the texture.\r\n */\r\n textureType: number;\r\n\r\n /**\r\n * The format of the texture.\r\n */\r\n textureFormat: number;\r\n}\r\n\r\nconst ClearColors: Color4[] = [new Color4(0, 0, 0, 0), new Color4(1, 1, 1, 1), new Color4(0, 0, 0, 0)];\r\n\r\n/**\r\n * Task used to render geometry to a set of textures.\r\n */\r\nexport class FrameGraphGeometryRendererTask extends FrameGraphObjectRendererTask {\r\n /**\r\n * The size of the output textures (default is 100% of the back buffer texture size).\r\n */\r\n public size: { width: number; height: number } = { width: 100, height: 100 };\r\n\r\n /**\r\n * Whether the size is a percentage of the back buffer size (default is true).\r\n */\r\n public sizeIsPercentage = true;\r\n\r\n /**\r\n * The number of samples to use for the output textures (default is 1).\r\n */\r\n public samples = 1;\r\n\r\n private _reverseCulling = false;\r\n\r\n /**\r\n * Whether to reverse culling (default is false).\r\n */\r\n public get reverseCulling() {\r\n return this._reverseCulling;\r\n }\r\n\r\n public set reverseCulling(value: boolean) {\r\n this._reverseCulling = value;\r\n\r\n const configuration = MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId);\r\n if (configuration) {\r\n configuration.reverseCulling = value;\r\n }\r\n }\r\n\r\n /**\r\n * Indicates if a mesh shouldn't be rendered when its material has depth write disabled (default is true).\r\n */\r\n public dontRenderWhenMaterialDepthWriteIsDisabled = true;\r\n\r\n private _disableDepthPrePass = true;\r\n /**\r\n * Indicates whether the depth pre-pass is disabled (default is true).\r\n * Materials that require depth pre-pass (Material.needDepthPrePass == true) don't work with the geometry renderer, that's why this setting is true by default.\r\n * However, if the geometry renderer doesn't generate any geometry textures but only renders to the main target texture, then depth pre-pass can be enabled.\r\n */\r\n public get disableDepthPrePass() {\r\n return this._disableDepthPrePass;\r\n }\r\n\r\n public set disableDepthPrePass(value: boolean) {\r\n this._disableDepthPrePass = value;\r\n this._renderer.disableDepthPrePass = value;\r\n }\r\n\r\n /**\r\n * The list of texture descriptions used by the geometry renderer task.\r\n */\r\n public textureDescriptions: IFrameGraphGeometryRendererTextureDescription[] = [];\r\n\r\n /**\r\n * The irradiance output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryIrradianceTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normalized depth (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n * The normalization is (d - near) / (far - near), where d is the depth value in view space and near and far are the near and far planes of the camera.\r\n */\r\n public readonly geometryNormViewDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The depth (in screen space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryScreenDepthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in view space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryViewNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The normal (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldNormalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in local space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLocalPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The position (in world space) output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryWorldPositionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The albedo output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryAlbedoTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The reflectivity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryReflectivityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * The linear velocity output texture. Will point to a valid texture only if that texture has been requested in textureDescriptions!\r\n */\r\n public readonly geometryLinearVelocityTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Gets or sets the name of the task.\r\n */\r\n public override get name() {\r\n return this._name;\r\n }\r\n\r\n public override set name(value: string) {\r\n this._name = value;\r\n if (this._renderer) {\r\n this._renderer.name = value;\r\n }\r\n }\r\n\r\n private _clearAttachmentsLayout: Map<GeometryRenderingTextureClearType, number[]>;\r\n private _allAttachmentsLayout: number[];\r\n\r\n /**\r\n * Constructs a new geometry renderer task.\r\n * @param name The name of the task.\r\n * @param frameGraph The frame graph the task belongs to.\r\n * @param scene The scene the frame graph is associated with.\r\n * @param options The options of the object renderer.\r\n * @param existingObjectRenderer An existing object renderer to use (optional). If provided, the options parameter will be ignored.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph, scene: Scene, options?: ObjectRendererOptions, existingObjectRenderer?: ObjectRenderer) {\r\n super(name, frameGraph, scene, options, existingObjectRenderer);\r\n\r\n this.renderSprites = false;\r\n this.renderParticles = false;\r\n this.enableBoundingBoxRendering = false;\r\n this.enableOutlineRendering = false;\r\n this._renderer.disableDepthPrePass = true;\r\n\r\n this._renderer.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if (this.dontRenderWhenMaterialDepthWriteIsDisabled && mesh.material && mesh.material.disableDepthWrite) {\r\n return !!preWarm;\r\n }\r\n\r\n return mesh.isReady(refreshRate === 0);\r\n };\r\n\r\n this._renderer.onBeforeRenderingManagerRenderObservable.add(() => {\r\n if (!this._renderer.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n });\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n this._allAttachmentsLayout = [];\r\n\r\n this.geometryIrradianceTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryNormViewDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryScreenDepthTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryViewNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldNormalTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLocalPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryWorldPositionTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryAlbedoTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryReflectivityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n this.geometryLinearVelocityTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n /**\r\n * Gets the list of excluded meshes from the velocity texture.\r\n */\r\n public get excludedSkinnedMeshFromVelocityTexture(): AbstractMesh[] {\r\n return MaterialHelperGeometryRendering.GetConfiguration(this._renderer.renderPassId).excludedSkinnedMesh;\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost. The cost can be saved by calling this function and by passing the skinned mesh to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n if (list.indexOf(skinnedMesh) === -1) {\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMeshFromVelocityTexture(skinnedMesh: AbstractMesh): void {\r\n const list = this.excludedSkinnedMeshFromVelocityTexture;\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphGeometryRendererTask\";\r\n }\r\n\r\n public override record(skipCreationOfDisabledPasses = false, additionalExecute?: (context: FrameGraphRenderContext) => void): FrameGraphRenderPass {\r\n this._buildClearAttachmentsLayout();\r\n\r\n this._registerForRenderPassId(this._renderer.renderPassId);\r\n\r\n MaterialHelperGeometryRendering.MarkAsDirty(this._renderer.renderPassId, this.objectList.meshes || this._scene.meshes);\r\n\r\n const pass = super.record(skipCreationOfDisabledPasses, additionalExecute) as FrameGraphRenderPass;\r\n\r\n const outputTextureHandles = pass.renderTarget as FrameGraphTextureHandle[];\r\n\r\n let needPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const handle = outputTextureHandles[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n switch (geometryDescription.type) {\r\n case Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryIrradianceTexture, handle);\r\n break;\r\n case Constants.PREPASS_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryNormViewDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryScreenDepthTexture, handle);\r\n break;\r\n case Constants.PREPASS_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryViewNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldNormalTexture, handle);\r\n break;\r\n case Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLocalPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_POSITION_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryWorldPositionTexture, handle);\r\n break;\r\n case Constants.PREPASS_ALBEDO_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryAlbedoTexture, handle);\r\n break;\r\n case Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryReflectivityTexture, handle);\r\n break;\r\n case Constants.PREPASS_VELOCITY_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n case Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE:\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.geometryLinearVelocityTexture, handle);\r\n needPreviousWorldMatrices = true;\r\n break;\r\n }\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = needPreviousWorldMatrices;\r\n\r\n return pass;\r\n }\r\n\r\n public override dispose(): void {\r\n MaterialHelperGeometryRendering.DeleteConfiguration(this._renderer.renderPassId);\r\n this._renderer.dispose();\r\n super.dispose();\r\n }\r\n\r\n protected override _resolveDanglingHandles(_targetTextures: FrameGraphTextureHandle[]) {\r\n if (this.targetTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputTexture, Array.isArray(this.targetTexture) ? this.targetTexture[0] : this.targetTexture);\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n }\r\n }\r\n\r\n protected override _checkParameters() {\r\n if (this.objectList === undefined || this.camera === undefined) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: object list and camera must be provided`);\r\n }\r\n }\r\n\r\n protected override _checkTextureCompatibility(targetTextures: FrameGraphTextureHandle[]): boolean {\r\n let depthEnabled = false;\r\n\r\n let dimensions: { width: number; height: number } | null = null;\r\n\r\n if (this.targetTexture !== undefined) {\r\n const outputTextureDescription = this._frameGraph.textureManager.getTextureDescription(Array.isArray(this.targetTexture) ? this.targetTexture[0] : this.targetTexture);\r\n if (this.samples !== outputTextureDescription.options.samples) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the target texture and the output geometry textures must have the same number of samples`);\r\n }\r\n dimensions = outputTextureDescription.size;\r\n }\r\n\r\n if (this.depthTexture !== undefined) {\r\n const depthTextureDescription = this._frameGraph.textureManager.getTextureDescription(this.depthTexture);\r\n if (depthTextureDescription.options.samples !== this.samples && this.textureDescriptions.length > 0) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: the depth texture and the output geometry textures must have the same number of samples`);\r\n }\r\n\r\n this._frameGraph.textureManager.resolveDanglingHandle(this.outputDepthTexture, this.depthTexture);\r\n\r\n depthEnabled = true;\r\n dimensions = depthTextureDescription.size;\r\n }\r\n\r\n const geomTextureDimensions = this.sizeIsPercentage ? this._frameGraph.textureManager.getAbsoluteDimensions(this.size) : this.size;\r\n if (dimensions !== null) {\r\n if (geomTextureDimensions.width !== dimensions.width || geomTextureDimensions.height !== dimensions.height) {\r\n throw new Error(\r\n `FrameGraphGeometryRendererTask ${this.name}: the geometry textures (size: ${geomTextureDimensions.width}x${geomTextureDimensions.height}) and the target/depth texture (size: ${dimensions.width}x${dimensions.height}) must have the same dimensions.`\r\n );\r\n }\r\n }\r\n\r\n depthEnabled = depthEnabled || super._checkTextureCompatibility(targetTextures);\r\n\r\n return depthEnabled;\r\n }\r\n\r\n protected override _getTargetHandles(): FrameGraphTextureHandle[] {\r\n const types: number[] = [];\r\n const formats: number[] = [];\r\n const labels: string[] = [];\r\n const useSRGBBuffers: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n\r\n if (index === -1) {\r\n throw new Error(`FrameGraphGeometryRendererTask ${this.name}: unknown texture type ${description.type}`);\r\n }\r\n\r\n types[i] = description.textureType;\r\n formats[i] = description.textureFormat;\r\n labels[i] = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index].name;\r\n useSRGBBuffers[i] = false;\r\n }\r\n\r\n const handles: FrameGraphTextureHandle[] = [];\r\n\r\n if (this.textureDescriptions.length > 0) {\r\n const baseHandle = this._frameGraph.textureManager.createRenderTargetTexture(this.name, {\r\n size: this.size,\r\n sizeIsPercentage: this.sizeIsPercentage,\r\n options: {\r\n createMipMaps: false,\r\n samples: this.samples,\r\n types,\r\n formats,\r\n useSRGBBuffers,\r\n labels,\r\n },\r\n });\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n handles.push(baseHandle + i);\r\n }\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n if (Array.isArray(this.targetTexture)) {\r\n handles.push(...this.targetTexture);\r\n } else {\r\n handles.push(this.targetTexture);\r\n }\r\n }\r\n\r\n return handles;\r\n }\r\n\r\n protected override _prepareRendering(context: FrameGraphRenderContext, depthEnabled: boolean) {\r\n context.setDepthStates(this.depthTest && depthEnabled, this.depthWrite && depthEnabled);\r\n\r\n context.pushDebugGroup(`Clear attachments`);\r\n\r\n this._clearAttachmentsLayout.forEach((layout, clearType) => {\r\n context.clearColorAttachments(ClearColors[clearType], layout);\r\n });\r\n\r\n context.restoreDefaultFramebuffer();\r\n context.popDebugGroup();\r\n\r\n return this._allAttachmentsLayout;\r\n }\r\n\r\n private _buildClearAttachmentsLayout() {\r\n const clearAttachmentsLayout = new Map<GeometryRenderingTextureClearType, boolean[]>();\r\n const allAttachmentsLayout: boolean[] = [];\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n let layout = clearAttachmentsLayout.get(geometryDescription.clearType);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(geometryDescription.clearType, layout);\r\n for (let j = 0; j < i; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n layout.push(clearType === geometryDescription.clearType);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n // We don't clear the target texture, but we need to add a layout for it in clearAttachmentsLayout to be able to use clearColorAttachments with the correct number of attachments in _prepareRendering.\r\n // We also need to add a value in allAttachmentsLayout for the target texture.\r\n let layout = clearAttachmentsLayout.get(GeometryRenderingTextureClearType.Zero);\r\n if (layout === undefined) {\r\n layout = [];\r\n clearAttachmentsLayout.set(GeometryRenderingTextureClearType.Zero, layout);\r\n for (let j = 0; j < this.textureDescriptions.length - 1; j++) {\r\n layout[j] = false;\r\n }\r\n }\r\n\r\n clearAttachmentsLayout.forEach((layout) => {\r\n layout.push(false);\r\n });\r\n\r\n allAttachmentsLayout.push(true);\r\n }\r\n\r\n this._clearAttachmentsLayout = new Map();\r\n\r\n clearAttachmentsLayout.forEach((layout, clearType) => {\r\n this._clearAttachmentsLayout.set(clearType, this._engine.buildTextureLayout(layout));\r\n });\r\n\r\n this._allAttachmentsLayout = this._engine.buildTextureLayout(allAttachmentsLayout);\r\n }\r\n\r\n private _registerForRenderPassId(renderPassId: number) {\r\n const configuration = MaterialHelperGeometryRendering.CreateConfiguration(renderPassId);\r\n\r\n for (let i = 0; i < this.textureDescriptions.length; i++) {\r\n const description = this.textureDescriptions[i];\r\n const index = MaterialHelperGeometryRendering.GeometryTextureDescriptions.findIndex((f) => f.type === description.type);\r\n const geometryDescription = MaterialHelperGeometryRendering.GeometryTextureDescriptions[index];\r\n\r\n configuration.defines[geometryDescription.defineIndex] = i;\r\n }\r\n\r\n if (this.targetTexture !== undefined) {\r\n configuration.defines[\"PREPASS_COLOR_INDEX\"] = this.textureDescriptions.length;\r\n }\r\n\r\n configuration.reverseCulling = this.reverseCulling;\r\n }\r\n}\r\n"]}
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@@ -0,0 +1,34 @@
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import { type DrawWrapper, type FrameGraph, type FrameGraphTextureHandle } from "../../../../index.js";
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import { type FrameGraphIblShadowsVoxelizationTask } from "./iblShadowsVoxelizationTask.js";
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import { Vector4 } from "../../../../Maths/math.vector.js";
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import { ThinCustomPostProcess } from "../../../../PostProcesses/thinCustomPostProcess.js";
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import { FrameGraphTask } from "../../../frameGraphTask.js";
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/**
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* Task used to temporally accumulate IBL shadows.
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* @internal
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*/
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export declare class FrameGraphIblShadowsAccumulationTask extends FrameGraphTask {
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sourceTexture?: FrameGraphTextureHandle;
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velocityTexture?: FrameGraphTextureHandle;
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positionTexture?: FrameGraphTextureHandle;
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private _remanence;
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get remanence(): number;
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set remanence(value: number);
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reset: boolean;
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isMoving: boolean;
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voxelGridSize: number;
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/** Voxelization task providing the runtime voxelGridSize used by the accumulation shader. */
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voxelizationTask?: FrameGraphIblShadowsVoxelizationTask;
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protected _accumulationHistoryTexture?: FrameGraphTextureHandle;
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protected _positionHistoryTexture?: FrameGraphTextureHandle;
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readonly outputTexture: FrameGraphTextureHandle;
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readonly postProcess: ThinCustomPostProcess;
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protected readonly _postProcessDrawWrapper: DrawWrapper;
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protected readonly _accumulationParams: Vector4;
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constructor(name: string, frameGraph: FrameGraph);
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getClassName(): string;
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initAsync(): Promise<unknown>;
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isReady(): boolean;
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record(): void;
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dispose(): void;
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}
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@@ -0,0 +1,144 @@
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import { Vector4 } from "../../../../Maths/math.vector.js";
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3
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import { ThinCustomPostProcess } from "../../../../PostProcesses/thinCustomPostProcess.js";
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4
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import { FrameGraphTask } from "../../../frameGraphTask.js";
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5
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/**
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6
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* Task used to temporally accumulate IBL shadows.
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7
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* @internal
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*/
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9
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export class FrameGraphIblShadowsAccumulationTask extends FrameGraphTask {
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get remanence() {
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return this._remanence;
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}
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set remanence(value) {
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this._remanence = Math.max(0, Math.min(value, 1));
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}
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constructor(name, frameGraph) {
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super(name, frameGraph);
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this._remanence = 0.75;
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this.reset = true;
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this.isMoving = false;
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this.voxelGridSize = 1;
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this._accumulationParams = new Vector4(0, 0, 0, 0);
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this.postProcess = new ThinCustomPostProcess(name, frameGraph.engine, {
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fragmentShader: "iblShadowAccumulation",
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uniforms: ["accumulationParameters"],
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samplers: ["spatialBlurSampler", "oldAccumulationSampler", "prevPositionSampler", "motionSampler", "positionSampler"],
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shaderLanguage: frameGraph.engine.isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
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});
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this._postProcessDrawWrapper = this.postProcess.drawWrapper;
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this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();
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}
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getClassName() {
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return "FrameGraphIblShadowsAccumulationTask";
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}
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// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
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initAsync() {
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if (this._frameGraph.engine.isWebGPU) {
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return import("../../../../ShadersWGSL/iblShadowAccumulation.fragment.js");
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}
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return import("../../../../Shaders/iblShadowAccumulation.fragment.js");
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}
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isReady() {
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return this.postProcess.isReady();
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}
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record() {
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if (this.sourceTexture === undefined || this.velocityTexture === undefined || this.positionTexture === undefined) {
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throw new Error(`FrameGraphIblShadowsAccumulationTask ${this.name}: sourceTexture, velocityTexture and positionTexture are required`);
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+
}
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+
const textureManager = this._frameGraph.textureManager;
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50
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const outputSize = textureManager.getTextureAbsoluteDimensions(this.sourceTexture);
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51
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+
const positionSize = textureManager.getTextureAbsoluteDimensions(this.positionTexture);
|
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const outputCreationOptions = {
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size: outputSize,
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sizeIsPercentage: false,
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+
isHistoryTexture: false,
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options: {
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createMipMaps: false,
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samples: 1,
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types: [2],
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60
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formats: [5],
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+
useSRGBBuffers: [false],
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+
creationFlags: [0],
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labels: [`${this.name} Output`],
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},
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65
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+
};
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+
textureManager.resolveDanglingHandle(this.outputTexture, undefined, `${this.name} Output`, outputCreationOptions);
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67
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+
const accumulationHistoryCreationOptions = {
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size: outputSize,
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+
sizeIsPercentage: false,
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70
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isHistoryTexture: true,
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options: {
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createMipMaps: false,
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+
samples: 1,
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+
types: [2],
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75
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+
formats: [5],
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76
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+
useSRGBBuffers: [false],
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77
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+
creationFlags: [0],
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labels: [`${this.name} History`],
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+
},
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80
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+
};
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81
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+
const positionHistoryCreationOptions = {
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82
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size: positionSize,
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83
|
+
sizeIsPercentage: false,
|
|
84
|
+
isHistoryTexture: true,
|
|
85
|
+
options: {
|
|
86
|
+
createMipMaps: false,
|
|
87
|
+
samples: 1,
|
|
88
|
+
types: [2],
|
|
89
|
+
formats: [5],
|
|
90
|
+
useSRGBBuffers: [false],
|
|
91
|
+
creationFlags: [0],
|
|
92
|
+
labels: [`${this.name} Position History`],
|
|
93
|
+
},
|
|
94
|
+
};
|
|
95
|
+
this._accumulationHistoryTexture = textureManager.createRenderTargetTexture(`${this.name} Accumulation History`, accumulationHistoryCreationOptions, this._accumulationHistoryTexture);
|
|
96
|
+
this._positionHistoryTexture = textureManager.createRenderTargetTexture(`${this.name} Position History`, positionHistoryCreationOptions, this._positionHistoryTexture);
|
|
97
|
+
const pass = this._frameGraph.addRenderPass(this.name);
|
|
98
|
+
pass.addDependencies(this.sourceTexture);
|
|
99
|
+
pass.addDependencies(this.velocityTexture);
|
|
100
|
+
pass.addDependencies(this.positionTexture);
|
|
101
|
+
pass.addDependencies(this._accumulationHistoryTexture);
|
|
102
|
+
pass.addDependencies(this._positionHistoryTexture);
|
|
103
|
+
// Accumulation writes directly to the history handle (current frame write side)
|
|
104
|
+
// so oldAccumulationSampler reads previous-frame data automatically.
|
|
105
|
+
// A dedicated copy pass then exposes a stable current-frame outputTexture.
|
|
106
|
+
pass.setRenderTarget(this._accumulationHistoryTexture);
|
|
107
|
+
pass.setExecuteFunc((context) => {
|
|
108
|
+
context.setTextureSamplingMode(this.sourceTexture, 1);
|
|
109
|
+
context.setTextureSamplingMode(this.velocityTexture, 1);
|
|
110
|
+
context.setTextureSamplingMode(this.positionTexture, 1);
|
|
111
|
+
const remanence = this.isMoving ? this.remanence : 0.99;
|
|
112
|
+
this._accumulationParams.set(remanence, this.reset ? 1.0 : 0.0, this.voxelizationTask?.voxelGridSize ?? this.voxelGridSize, 0.0);
|
|
113
|
+
context.applyFullScreenEffect(this._postProcessDrawWrapper, () => {
|
|
114
|
+
const effect = this._postProcessDrawWrapper.effect;
|
|
115
|
+
context.bindTextureHandle(effect, "spatialBlurSampler", this.sourceTexture);
|
|
116
|
+
context.bindTextureHandle(effect, "oldAccumulationSampler", this._accumulationHistoryTexture);
|
|
117
|
+
context.bindTextureHandle(effect, "prevPositionSampler", this._positionHistoryTexture);
|
|
118
|
+
context.bindTextureHandle(effect, "motionSampler", this.velocityTexture);
|
|
119
|
+
context.bindTextureHandle(effect, "positionSampler", this.positionTexture);
|
|
120
|
+
effect.setVector4("accumulationParameters", this._accumulationParams);
|
|
121
|
+
this.postProcess.bind();
|
|
122
|
+
}, undefined, false, false, true);
|
|
123
|
+
this.reset = false;
|
|
124
|
+
this.isMoving = false;
|
|
125
|
+
});
|
|
126
|
+
const copyPositionToHistoryPass = this._frameGraph.addRenderPass(`${this.name} CopyPositionToHistory`);
|
|
127
|
+
copyPositionToHistoryPass.addDependencies(this.positionTexture);
|
|
128
|
+
copyPositionToHistoryPass.setRenderTarget(this._positionHistoryTexture);
|
|
129
|
+
copyPositionToHistoryPass.setExecuteFunc((context) => {
|
|
130
|
+
context.copyTexture(this.positionTexture);
|
|
131
|
+
});
|
|
132
|
+
const copyAccumulationToOutputPass = this._frameGraph.addRenderPass(`${this.name} CopyAccumulationToOutput`);
|
|
133
|
+
copyAccumulationToOutputPass.addDependencies(this._accumulationHistoryTexture);
|
|
134
|
+
copyAccumulationToOutputPass.setRenderTarget(this.outputTexture);
|
|
135
|
+
copyAccumulationToOutputPass.setExecuteFunc((context) => {
|
|
136
|
+
context.copyTexture(this._accumulationHistoryTexture);
|
|
137
|
+
});
|
|
138
|
+
}
|
|
139
|
+
dispose() {
|
|
140
|
+
this.postProcess.dispose();
|
|
141
|
+
super.dispose();
|
|
142
|
+
}
|
|
143
|
+
}
|
|
144
|
+
//# sourceMappingURL=iblShadowsAccumulationTask.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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{ type DrawWrapper, type FrameGraph, type FrameGraphTextureCreationOptions, type FrameGraphTextureHandle } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type FrameGraphIblShadowsVoxelizationTask } from \"./iblShadowsVoxelizationTask\";\r\nimport { Vector4 } from \"core/Maths/math.vector\";\r\nimport { ThinCustomPostProcess } from \"core/PostProcesses/thinCustomPostProcess\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { FrameGraphTask } from \"../../../frameGraphTask\";\r\n\r\n/**\r\n * Task used to temporally accumulate IBL shadows.\r\n * @internal\r\n */\r\nexport class FrameGraphIblShadowsAccumulationTask extends FrameGraphTask {\r\n public sourceTexture?: FrameGraphTextureHandle;\r\n public velocityTexture?: FrameGraphTextureHandle;\r\n public positionTexture?: FrameGraphTextureHandle;\r\n\r\n private _remanence = 0.75;\r\n\r\n public get remanence(): number {\r\n return this._remanence;\r\n }\r\n\r\n public set remanence(value: number) {\r\n this._remanence = Math.max(0, Math.min(value, 1));\r\n }\r\n public reset = true;\r\n public isMoving = false;\r\n public voxelGridSize = 1;\r\n /** Voxelization task providing the runtime voxelGridSize used by the accumulation shader. */\r\n public voxelizationTask?: FrameGraphIblShadowsVoxelizationTask;\r\n\r\n protected _accumulationHistoryTexture?: FrameGraphTextureHandle;\r\n protected _positionHistoryTexture?: FrameGraphTextureHandle;\r\n\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n public readonly postProcess: ThinCustomPostProcess;\r\n protected readonly _postProcessDrawWrapper: DrawWrapper;\r\n protected readonly _accumulationParams = new Vector4(0, 0, 0, 0);\r\n\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this.postProcess = new ThinCustomPostProcess(name, frameGraph.engine, {\r\n fragmentShader: \"iblShadowAccumulation\",\r\n uniforms: [\"accumulationParameters\"],\r\n samplers: [\"spatialBlurSampler\", \"oldAccumulationSampler\", \"prevPositionSampler\", \"motionSampler\", \"positionSampler\"],\r\n shaderLanguage: frameGraph.engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n this._postProcessDrawWrapper = this.postProcess.drawWrapper;\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphIblShadowsAccumulationTask\";\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public override initAsync(): Promise<unknown> {\r\n if (this._frameGraph.engine.isWebGPU) {\r\n return import(\"../../../../ShadersWGSL/iblShadowAccumulation.fragment\");\r\n }\r\n\r\n return import(\"../../../../Shaders/iblShadowAccumulation.fragment\");\r\n }\r\n\r\n public override isReady(): boolean {\r\n return this.postProcess.isReady();\r\n }\r\n\r\n public override record() {\r\n if (this.sourceTexture === undefined || this.velocityTexture === undefined || this.positionTexture === undefined) {\r\n throw new Error(`FrameGraphIblShadowsAccumulationTask ${this.name}: sourceTexture, velocityTexture and positionTexture are required`);\r\n }\r\n\r\n const textureManager = this._frameGraph.textureManager;\r\n const outputSize = textureManager.getTextureAbsoluteDimensions(this.sourceTexture);\r\n const positionSize = textureManager.getTextureAbsoluteDimensions(this.positionTexture);\r\n\r\n const outputCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: outputSize,\r\n sizeIsPercentage: false,\r\n isHistoryTexture: false,\r\n options: {\r\n createMipMaps: false,\r\n samples: 1,\r\n types: [Constants.TEXTURETYPE_HALF_FLOAT],\r\n formats: [Constants.TEXTUREFORMAT_RGBA],\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [`${this.name} Output`],\r\n },\r\n };\r\n\r\n textureManager.resolveDanglingHandle(this.outputTexture, undefined, `${this.name} Output`, outputCreationOptions);\r\n\r\n const accumulationHistoryCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: outputSize,\r\n sizeIsPercentage: false,\r\n isHistoryTexture: true,\r\n options: {\r\n createMipMaps: false,\r\n samples: 1,\r\n types: [Constants.TEXTURETYPE_HALF_FLOAT],\r\n formats: [Constants.TEXTUREFORMAT_RGBA],\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [`${this.name} History`],\r\n },\r\n };\r\n\r\n const positionHistoryCreationOptions: FrameGraphTextureCreationOptions = {\r\n size: positionSize,\r\n sizeIsPercentage: false,\r\n isHistoryTexture: true,\r\n options: {\r\n createMipMaps: false,\r\n samples: 1,\r\n types: [Constants.TEXTURETYPE_HALF_FLOAT],\r\n formats: [Constants.TEXTUREFORMAT_RGBA],\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [`${this.name} Position History`],\r\n },\r\n };\r\n\r\n this._accumulationHistoryTexture = textureManager.createRenderTargetTexture(\r\n `${this.name} Accumulation History`,\r\n accumulationHistoryCreationOptions,\r\n this._accumulationHistoryTexture\r\n );\r\n this._positionHistoryTexture = textureManager.createRenderTargetTexture(`${this.name} Position History`, positionHistoryCreationOptions, this._positionHistoryTexture);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.addDependencies(this.sourceTexture);\r\n pass.addDependencies(this.velocityTexture);\r\n pass.addDependencies(this.positionTexture);\r\n pass.addDependencies(this._accumulationHistoryTexture);\r\n pass.addDependencies(this._positionHistoryTexture);\r\n // Accumulation writes directly to the history handle (current frame write side)\r\n // so oldAccumulationSampler reads previous-frame data automatically.\r\n // A dedicated copy pass then exposes a stable current-frame outputTexture.\r\n pass.setRenderTarget(this._accumulationHistoryTexture);\r\n pass.setExecuteFunc((context) => {\r\n context.setTextureSamplingMode(this.sourceTexture!, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n context.setTextureSamplingMode(this.velocityTexture!, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n context.setTextureSamplingMode(this.positionTexture!, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n\r\n const remanence = this.isMoving ? this.remanence : 0.99;\r\n this._accumulationParams.set(remanence, this.reset ? 1.0 : 0.0, this.voxelizationTask?.voxelGridSize ?? this.voxelGridSize, 0.0);\r\n\r\n context.applyFullScreenEffect(\r\n this._postProcessDrawWrapper,\r\n () => {\r\n const effect = this._postProcessDrawWrapper.effect!;\r\n\r\n context.bindTextureHandle(effect, \"spatialBlurSampler\", this.sourceTexture!);\r\n context.bindTextureHandle(effect, \"oldAccumulationSampler\", this._accumulationHistoryTexture!);\r\n context.bindTextureHandle(effect, \"prevPositionSampler\", this._positionHistoryTexture!);\r\n context.bindTextureHandle(effect, \"motionSampler\", this.velocityTexture!);\r\n context.bindTextureHandle(effect, \"positionSampler\", this.positionTexture!);\r\n\r\n effect.setVector4(\"accumulationParameters\", this._accumulationParams);\r\n this.postProcess.bind();\r\n },\r\n undefined,\r\n false,\r\n false,\r\n true\r\n );\r\n\r\n this.reset = false;\r\n this.isMoving = false;\r\n });\r\n\r\n const copyPositionToHistoryPass = this._frameGraph.addRenderPass(`${this.name} CopyPositionToHistory`);\r\n\r\n copyPositionToHistoryPass.addDependencies(this.positionTexture);\r\n copyPositionToHistoryPass.setRenderTarget(this._positionHistoryTexture);\r\n copyPositionToHistoryPass.setExecuteFunc((context) => {\r\n context.copyTexture(this.positionTexture!);\r\n });\r\n\r\n const copyAccumulationToOutputPass = this._frameGraph.addRenderPass(`${this.name} CopyAccumulationToOutput`);\r\n\r\n copyAccumulationToOutputPass.addDependencies(this._accumulationHistoryTexture);\r\n copyAccumulationToOutputPass.setRenderTarget(this.outputTexture);\r\n copyAccumulationToOutputPass.setExecuteFunc((context) => {\r\n context.copyTexture(this._accumulationHistoryTexture!);\r\n });\r\n }\r\n\r\n public override dispose(): void {\r\n this.postProcess.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
|
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@@ -0,0 +1,26 @@
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1
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import { type DrawWrapper, type FrameGraph, type FrameGraphTextureHandle } from "../../../../index.js";
|
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2
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+
import { type FrameGraphIblShadowsVoxelizationTask } from "./iblShadowsVoxelizationTask.js";
|
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3
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+
import { Vector4 } from "../../../../Maths/math.vector.js";
|
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4
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import { ThinCustomPostProcess } from "../../../../PostProcesses/thinCustomPostProcess.js";
|
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5
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import { FrameGraphTask } from "../../../frameGraphTask.js";
|
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6
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+
/**
|
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7
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+
* Task used to spatially blur IBL shadows.
|
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+
* @internal
|
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9
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+
*/
|
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10
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+
export declare class FrameGraphIblShadowsSpatialBlurTask extends FrameGraphTask {
|
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11
|
+
sourceTexture?: FrameGraphTextureHandle;
|
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12
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+
depthTexture?: FrameGraphTextureHandle;
|
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13
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normalTexture?: FrameGraphTextureHandle;
|
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14
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/** Voxelization task providing the dynamic voxelGridSize used as worldScale. */
|
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15
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voxelizationTask?: FrameGraphIblShadowsVoxelizationTask;
|
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16
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readonly outputTexture: FrameGraphTextureHandle;
|
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17
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readonly postProcess: ThinCustomPostProcess;
|
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18
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protected readonly _postProcessDrawWrapper: DrawWrapper;
|
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protected readonly _blurParameters: Vector4;
|
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constructor(name: string, frameGraph: FrameGraph);
|
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getClassName(): string;
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22
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initAsync(): Promise<unknown>;
|
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23
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+
isReady(): boolean;
|
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+
record(): void;
|
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25
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+
dispose(): void;
|
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26
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+
}
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|
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1
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+
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2
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+
import { Vector4 } from "../../../../Maths/math.vector.js";
|
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3
|
+
import { ThinCustomPostProcess } from "../../../../PostProcesses/thinCustomPostProcess.js";
|
|
4
|
+
import { FrameGraphTask } from "../../../frameGraphTask.js";
|
|
5
|
+
/**
|
|
6
|
+
* Task used to spatially blur IBL shadows.
|
|
7
|
+
* @internal
|
|
8
|
+
*/
|
|
9
|
+
export class FrameGraphIblShadowsSpatialBlurTask extends FrameGraphTask {
|
|
10
|
+
constructor(name, frameGraph) {
|
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11
|
+
super(name, frameGraph);
|
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12
|
+
this._blurParameters = new Vector4(0, 0, 0, 0);
|
|
13
|
+
this.postProcess = new ThinCustomPostProcess(name, frameGraph.engine, {
|
|
14
|
+
fragmentShader: "iblShadowSpatialBlur",
|
|
15
|
+
uniforms: ["blurParameters"],
|
|
16
|
+
samplers: ["voxelTracingSampler", "depthSampler", "worldNormalSampler"],
|
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17
|
+
shaderLanguage: frameGraph.engine.isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
|
|
18
|
+
});
|
|
19
|
+
this._postProcessDrawWrapper = this.postProcess.drawWrapper;
|
|
20
|
+
this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();
|
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21
|
+
}
|
|
22
|
+
getClassName() {
|
|
23
|
+
return "FrameGraphIblShadowsSpatialBlurTask";
|
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24
|
+
}
|
|
25
|
+
// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
|
|
26
|
+
initAsync() {
|
|
27
|
+
if (this._frameGraph.engine.isWebGPU) {
|
|
28
|
+
return import("../../../../ShadersWGSL/iblShadowSpatialBlur.fragment.js");
|
|
29
|
+
}
|
|
30
|
+
return import("../../../../Shaders/iblShadowSpatialBlur.fragment.js");
|
|
31
|
+
}
|
|
32
|
+
isReady() {
|
|
33
|
+
return this.postProcess.isReady();
|
|
34
|
+
}
|
|
35
|
+
record() {
|
|
36
|
+
if (this.sourceTexture === undefined || this.depthTexture === undefined || this.normalTexture === undefined) {
|
|
37
|
+
throw new Error(`FrameGraphIblShadowsSpatialBlurTask ${this.name}: sourceTexture, depthTexture and normalTexture are required`);
|
|
38
|
+
}
|
|
39
|
+
const textureManager = this._frameGraph.textureManager;
|
|
40
|
+
const size = textureManager.getTextureAbsoluteDimensions(this.sourceTexture);
|
|
41
|
+
const creationOptions = {
|
|
42
|
+
size,
|
|
43
|
+
sizeIsPercentage: false,
|
|
44
|
+
isHistoryTexture: false,
|
|
45
|
+
options: {
|
|
46
|
+
createMipMaps: false,
|
|
47
|
+
samples: 1,
|
|
48
|
+
types: [0],
|
|
49
|
+
formats: [5],
|
|
50
|
+
useSRGBBuffers: [false],
|
|
51
|
+
creationFlags: [0],
|
|
52
|
+
labels: [`${this.name} Output`],
|
|
53
|
+
},
|
|
54
|
+
};
|
|
55
|
+
textureManager.resolveDanglingHandle(this.outputTexture, undefined, `${this.name} Output`, creationOptions);
|
|
56
|
+
const pass = this._frameGraph.addRenderPass(this.name);
|
|
57
|
+
pass.addDependencies(this.sourceTexture);
|
|
58
|
+
pass.addDependencies(this.depthTexture);
|
|
59
|
+
pass.addDependencies(this.normalTexture);
|
|
60
|
+
pass.setRenderTarget(this.outputTexture);
|
|
61
|
+
pass.setExecuteFunc((context) => {
|
|
62
|
+
context.setTextureSamplingMode(this.sourceTexture, 1);
|
|
63
|
+
context.setTextureSamplingMode(this.depthTexture, 1);
|
|
64
|
+
context.setTextureSamplingMode(this.normalTexture, 1);
|
|
65
|
+
const iterationCount = 1;
|
|
66
|
+
this._blurParameters.set(iterationCount, this.voxelizationTask?.voxelGridSize ?? 1.0, 0.0, 0.0);
|
|
67
|
+
context.applyFullScreenEffect(this._postProcessDrawWrapper, () => {
|
|
68
|
+
const effect = this._postProcessDrawWrapper.effect;
|
|
69
|
+
context.bindTextureHandle(effect, "voxelTracingSampler", this.sourceTexture);
|
|
70
|
+
context.bindTextureHandle(effect, "depthSampler", this.depthTexture);
|
|
71
|
+
context.bindTextureHandle(effect, "worldNormalSampler", this.normalTexture);
|
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72
|
+
effect.setVector4("blurParameters", this._blurParameters);
|
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|
+
this.postProcess.bind();
|
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+
}, undefined, false, false, true);
|
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75
|
+
});
|
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|
+
}
|
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+
dispose() {
|
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this.postProcess.dispose();
|
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79
|
+
super.dispose();
|
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+
}
|
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}
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//# sourceMappingURL=iblShadowsSpatialBlurTask.js.map
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|
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{ type DrawWrapper, type FrameGraph, type FrameGraphTextureCreationOptions, type FrameGraphTextureHandle } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type FrameGraphIblShadowsVoxelizationTask } from \"./iblShadowsVoxelizationTask\";\r\nimport { Vector4 } from \"core/Maths/math.vector\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { ThinCustomPostProcess } from \"core/PostProcesses/thinCustomPostProcess\";\r\nimport { FrameGraphTask } from \"../../../frameGraphTask\";\r\n\r\n/**\r\n * Task used to spatially blur IBL shadows.\r\n * @internal\r\n */\r\nexport class FrameGraphIblShadowsSpatialBlurTask extends FrameGraphTask {\r\n public sourceTexture?: FrameGraphTextureHandle;\r\n public depthTexture?: FrameGraphTextureHandle;\r\n public normalTexture?: FrameGraphTextureHandle;\r\n\r\n /** Voxelization task providing the dynamic voxelGridSize used as worldScale. */\r\n public voxelizationTask?: FrameGraphIblShadowsVoxelizationTask;\r\n\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n public readonly postProcess: ThinCustomPostProcess;\r\n protected readonly _postProcessDrawWrapper: DrawWrapper;\r\n protected readonly _blurParameters = new Vector4(0, 0, 0, 0);\r\n\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this.postProcess = new ThinCustomPostProcess(name, frameGraph.engine, {\r\n fragmentShader: \"iblShadowSpatialBlur\",\r\n uniforms: [\"blurParameters\"],\r\n samplers: [\"voxelTracingSampler\", \"depthSampler\", \"worldNormalSampler\"],\r\n shaderLanguage: frameGraph.engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n this._postProcessDrawWrapper = this.postProcess.drawWrapper;\r\n\r\n this.outputTexture = this._frameGraph.textureManager.createDanglingHandle();\r\n }\r\n\r\n public override getClassName(): string {\r\n return \"FrameGraphIblShadowsSpatialBlurTask\";\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public override initAsync(): Promise<unknown> {\r\n if (this._frameGraph.engine.isWebGPU) {\r\n return import(\"../../../../ShadersWGSL/iblShadowSpatialBlur.fragment\");\r\n }\r\n\r\n return import(\"../../../../Shaders/iblShadowSpatialBlur.fragment\");\r\n }\r\n\r\n public override isReady(): boolean {\r\n return this.postProcess.isReady();\r\n }\r\n\r\n public override record() {\r\n if (this.sourceTexture === undefined || this.depthTexture === undefined || this.normalTexture === undefined) {\r\n throw new Error(`FrameGraphIblShadowsSpatialBlurTask ${this.name}: sourceTexture, depthTexture and normalTexture are required`);\r\n }\r\n\r\n const textureManager = this._frameGraph.textureManager;\r\n const size = textureManager.getTextureAbsoluteDimensions(this.sourceTexture);\r\n const creationOptions: FrameGraphTextureCreationOptions = {\r\n size,\r\n sizeIsPercentage: false,\r\n isHistoryTexture: false,\r\n options: {\r\n createMipMaps: false,\r\n samples: 1,\r\n types: [Constants.TEXTURETYPE_UNSIGNED_BYTE],\r\n formats: [Constants.TEXTUREFORMAT_RGBA],\r\n useSRGBBuffers: [false],\r\n creationFlags: [0],\r\n labels: [`${this.name} Output`],\r\n },\r\n };\r\n\r\n textureManager.resolveDanglingHandle(this.outputTexture, undefined, `${this.name} Output`, creationOptions);\r\n\r\n const pass = this._frameGraph.addRenderPass(this.name);\r\n\r\n pass.addDependencies(this.sourceTexture);\r\n pass.addDependencies(this.depthTexture);\r\n pass.addDependencies(this.normalTexture);\r\n pass.setRenderTarget(this.outputTexture);\r\n pass.setExecuteFunc((context) => {\r\n context.setTextureSamplingMode(this.sourceTexture!, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n context.setTextureSamplingMode(this.depthTexture!, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n context.setTextureSamplingMode(this.normalTexture!, Constants.TEXTURE_NEAREST_SAMPLINGMODE);\r\n\r\n const iterationCount = 1;\r\n this._blurParameters.set(iterationCount, this.voxelizationTask?.voxelGridSize ?? 1.0, 0.0, 0.0);\r\n\r\n context.applyFullScreenEffect(\r\n this._postProcessDrawWrapper,\r\n () => {\r\n const effect = this._postProcessDrawWrapper.effect!;\r\n\r\n context.bindTextureHandle(effect, \"voxelTracingSampler\", this.sourceTexture!);\r\n context.bindTextureHandle(effect, \"depthSampler\", this.depthTexture!);\r\n context.bindTextureHandle(effect, \"worldNormalSampler\", this.normalTexture!);\r\n effect.setVector4(\"blurParameters\", this._blurParameters);\r\n\r\n this.postProcess.bind();\r\n },\r\n undefined,\r\n false,\r\n false,\r\n true\r\n );\r\n });\r\n }\r\n\r\n public override dispose(): void {\r\n this.postProcess.dispose();\r\n super.dispose();\r\n }\r\n}\r\n"]}
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import { type Camera, type DrawWrapper, type FrameGraph, type FrameGraphTextureHandle } from "../../../../index.js";
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import { type FrameGraphIblShadowsVoxelizationTask } from "./iblShadowsVoxelizationTask.js";
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import { Matrix, Vector4 } from "../../../../Maths/math.vector.js";
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import { ThinCustomPostProcess } from "../../../../PostProcesses/thinCustomPostProcess.js";
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import { FrameGraphTask } from "../../../frameGraphTask.js";
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/**
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* Task used to trace IBL shadows from a voxel grid.
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* @internal
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*/
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export declare class FrameGraphIblShadowsTracingTask extends FrameGraphTask {
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camera?: Camera;
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voxelGridTexture?: FrameGraphTextureHandle;
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depthTexture?: FrameGraphTextureHandle;
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normalTexture?: FrameGraphTextureHandle;
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icdfTexture?: FrameGraphTextureHandle;
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environmentTexture?: FrameGraphTextureHandle;
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blueNoiseTexture?: FrameGraphTextureHandle;
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private _sampleDirections;
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get sampleDirections(): number;
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set sampleDirections(value: number);
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voxelShadowOpacity: number;
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ssShadowOpacity: number;
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private _ssShadowSampleCount;
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get ssShadowSampleCount(): number;
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set ssShadowSampleCount(value: number);
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private _ssShadowStride;
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get ssShadowStride(): number;
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set ssShadowStride(value: number);
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/** Scale factor applied to voxelGridSize / 2^resolutionExp to get the max SSS ray distance. */
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ssShadowDistanceScale: number;
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/** Scale factor applied to voxelGridSize to get the SSS surface thickness. */
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ssShadowThicknessScale: number;
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/** Voxelization task providing dynamic voxelGridSize and resolutionExp for SSS parameter derivation. */
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voxelizationTask?: FrameGraphIblShadowsVoxelizationTask;
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envRotation: number;
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voxelNormalBias: number;
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voxelDirectionBias: number;
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worldScaleMatrix: Matrix;
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readonly outputTexture: FrameGraphTextureHandle;
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readonly postProcess: ThinCustomPostProcess;
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protected readonly _postProcessDrawWrapper: DrawWrapper;
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protected readonly _shadowParameters: Vector4;
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protected readonly _sssParameters: Vector4;
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protected readonly _opacityParameters: Vector4;
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protected readonly _voxelBiasParameters: Vector4;
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protected readonly _cameraInvView: Matrix;
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protected readonly _cameraInvProj: Matrix;
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protected readonly _cameraInvViewProjection: Matrix;
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protected _frameId: number;
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protected _coloredShadows: boolean;
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protected _currentDefines: string;
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constructor(name: string, frameGraph: FrameGraph);
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getClassName(): string;
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initAsync(): Promise<unknown>;
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get coloredShadows(): boolean;
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set coloredShadows(value: boolean);
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isReady(): boolean;
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record(): void;
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dispose(): void;
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protected _updateDefines(): void;
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}
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