@babylonjs/core 9.14.0 → 9.15.0

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Files changed (141) hide show
  1. package/Animations/animationGroup.d.ts +0 -1
  2. package/Animations/animationGroup.js +0 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Animations/animationGroup.pure.js +2 -0
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +2 -1
  7. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -2
  8. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  9. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +3 -0
  10. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +37 -10
  11. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  12. package/Cameras/Inputs/flyCameraKeyboardInput.js +19 -9
  13. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  14. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +21 -18
  15. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  16. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +2 -0
  17. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +31 -12
  18. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  19. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +11 -1
  20. package/Cameras/Inputs/geospatialCameraPointersInput.js +18 -2
  21. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  22. package/Cameras/VR/vrExperienceHelper.d.ts +0 -2
  23. package/Cameras/VR/vrExperienceHelper.js +0 -2
  24. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  25. package/Cameras/VR/vrExperienceHelper.pure.js +5 -0
  26. package/Cameras/VR/vrExperienceHelper.pure.js.map +1 -1
  27. package/Engines/WebGPU/webgpuClearQuad.pure.js +7 -1
  28. package/Engines/WebGPU/webgpuClearQuad.pure.js.map +1 -1
  29. package/Engines/abstractEngine.pure.js +2 -2
  30. package/Engines/abstractEngine.pure.js.map +1 -1
  31. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +0 -1
  32. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +0 -1
  33. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -1
  34. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +3 -0
  35. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  36. package/Helpers/environmentHelper.js +2 -2
  37. package/Helpers/environmentHelper.js.map +1 -1
  38. package/Lights/Clustered/clusteredLightContainer.pure.js +13 -0
  39. package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
  40. package/Loading/Plugins/babylonFileLoader.pure.js +3 -3
  41. package/Loading/Plugins/babylonFileLoader.pure.js.map +1 -1
  42. package/Materials/Background/backgroundMaterial.pure.js +3 -1
  43. package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
  44. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js +2 -2
  45. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js.map +1 -1
  46. package/Materials/Node/Blocks/PBR/refractionBlock.pure.js +2 -2
  47. package/Materials/Node/Blocks/PBR/refractionBlock.pure.js.map +1 -1
  48. package/Materials/Node/nodeMaterial.pure.js +3 -0
  49. package/Materials/Node/nodeMaterial.pure.js.map +1 -1
  50. package/Materials/Node/nodeMaterialBuildState.d.ts +3 -3
  51. package/Materials/PBR/openpbrMaterial.pure.js +3 -1
  52. package/Materials/PBR/openpbrMaterial.pure.js.map +1 -1
  53. package/Materials/PBR/pbrMaterial.pure.js +3 -0
  54. package/Materials/PBR/pbrMaterial.pure.js.map +1 -1
  55. package/Materials/PBR/pbrMetallicRoughnessMaterial.pure.js +3 -0
  56. package/Materials/PBR/pbrMetallicRoughnessMaterial.pure.js.map +1 -1
  57. package/Materials/PBR/pbrSpecularGlossinessMaterial.pure.js +3 -0
  58. package/Materials/PBR/pbrSpecularGlossinessMaterial.pure.js.map +1 -1
  59. package/Materials/Textures/cubeTexture.d.ts +0 -1
  60. package/Materials/Textures/cubeTexture.js +0 -1
  61. package/Materials/Textures/cubeTexture.js.map +1 -1
  62. package/Materials/Textures/cubeTexture.pure.js +2 -0
  63. package/Materials/Textures/cubeTexture.pure.js.map +1 -1
  64. package/Materials/Textures/dynamicTexture.d.ts +0 -1
  65. package/Materials/Textures/dynamicTexture.js +0 -1
  66. package/Materials/Textures/dynamicTexture.js.map +1 -1
  67. package/Materials/Textures/dynamicTexture.pure.js +2 -0
  68. package/Materials/Textures/dynamicTexture.pure.js.map +1 -1
  69. package/Materials/Textures/htmlElementTexture.d.ts +0 -2
  70. package/Materials/Textures/htmlElementTexture.js +0 -2
  71. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  72. package/Materials/Textures/htmlElementTexture.pure.js +4 -0
  73. package/Materials/Textures/htmlElementTexture.pure.js.map +1 -1
  74. package/Materials/Textures/multiRenderTarget.d.ts +0 -1
  75. package/Materials/Textures/multiRenderTarget.js +0 -1
  76. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  77. package/Materials/Textures/multiRenderTarget.pure.js +2 -0
  78. package/Materials/Textures/multiRenderTarget.pure.js.map +1 -1
  79. package/Materials/standardMaterial.pure.js +3 -1
  80. package/Materials/standardMaterial.pure.js.map +1 -1
  81. package/Misc/decorators.functions.d.ts +7 -0
  82. package/Misc/decorators.functions.js +86 -35
  83. package/Misc/decorators.functions.js.map +1 -1
  84. package/Misc/snapshotRenderingHelper.d.ts +4 -1
  85. package/Misc/snapshotRenderingHelper.js.map +1 -1
  86. package/Misc/symbolMetadataPolyfill.d.ts +11 -0
  87. package/Misc/symbolMetadataPolyfill.js +22 -0
  88. package/Misc/symbolMetadataPolyfill.js.map +1 -0
  89. package/Misc/tools.pure.js +1 -1
  90. package/Misc/tools.pure.js.map +1 -1
  91. package/Particles/gpuParticleSystem.d.ts +0 -1
  92. package/Particles/gpuParticleSystem.js +0 -1
  93. package/Particles/gpuParticleSystem.js.map +1 -1
  94. package/Particles/thinParticleSystem.d.ts +0 -1
  95. package/Particles/thinParticleSystem.js +0 -1
  96. package/Particles/thinParticleSystem.js.map +1 -1
  97. package/Particles/thinParticleSystem.pure.js +2 -0
  98. package/Particles/thinParticleSystem.pure.js.map +1 -1
  99. package/Particles/webgl2ParticleSystem.pure.js +2 -0
  100. package/Particles/webgl2ParticleSystem.pure.js.map +1 -1
  101. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.d.ts +0 -1
  102. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +0 -1
  103. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
  104. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.pure.js +7 -0
  105. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.pure.js.map +1 -1
  106. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.d.ts +0 -1
  107. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +0 -1
  108. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  109. package/PostProcesses/postProcess.pure.js +5 -0
  110. package/PostProcesses/postProcess.pure.js.map +1 -1
  111. package/PostProcesses/vrMultiviewToSingleviewPostProcess.d.ts +0 -1
  112. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js +0 -1
  113. package/PostProcesses/vrMultiviewToSingleviewPostProcess.js.map +1 -1
  114. package/PostProcesses/vrMultiviewToSingleviewPostProcess.pure.js +2 -0
  115. package/PostProcesses/vrMultiviewToSingleviewPostProcess.pure.js.map +1 -1
  116. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +0 -2
  117. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -2
  118. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  119. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +5 -0
  120. package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
  121. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +0 -1
  122. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +0 -1
  123. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  124. package/Rendering/prePassRenderer.d.ts +0 -2
  125. package/Rendering/prePassRenderer.js +0 -2
  126. package/Rendering/prePassRenderer.js.map +1 -1
  127. package/Rendering/prePassRenderer.pure.js +2 -0
  128. package/Rendering/prePassRenderer.pure.js.map +1 -1
  129. package/Rendering/thinDepthPeelingRenderer.d.ts +0 -1
  130. package/Rendering/thinDepthPeelingRenderer.js +0 -1
  131. package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
  132. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +35 -5
  133. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  134. package/ShadersWGSL/ShadersInclude/helperFunctions.js +2 -2
  135. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  136. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +39 -7
  137. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  138. package/index.d.ts +1 -0
  139. package/index.js +1 -0
  140. package/index.js.map +1 -1
  141. package/package.json +3 -11
@@ -1,2 +1 @@
1
1
  export * from "./iblShadowsRendererTask.pure.js";
2
- import "../../../Rendering/iblCdfGeneratorSceneComponent.js";
@@ -1,3 +1,2 @@
1
1
  export * from "./iblShadowsRendererTask.pure.js";
2
- import "../../../Rendering/iblCdfGeneratorSceneComponent.js";
3
2
  //# sourceMappingURL=iblShadowsRendererTask.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowsRendererTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.ts"],"names":[],"mappings":"AAAA,cAAc,+BAA+B,CAAC;AAE9C,OAAO,kDAAkD,CAAC","sourcesContent":["export * from \"./iblShadowsRendererTask.pure\";\n\nimport \"../../../Rendering/iblCdfGeneratorSceneComponent\";\n"]}
1
+ {"version":3,"file":"iblShadowsRendererTask.js","sourceRoot":"","sources":["../../../../../../dev/core/src/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.ts"],"names":[],"mappings":"AAAA,cAAc,+BAA+B,CAAC","sourcesContent":["export * from \"./iblShadowsRendererTask.pure\";\n"]}
@@ -12,6 +12,8 @@ import { Texture } from "../../../Materials/Textures/texture.pure.js";
12
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  import { CubeTexture } from "../../../Materials/Textures/cubeTexture.pure.js";
13
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  import { Tools } from "../../../Misc/tools.pure.js";
14
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  import { Observable } from "../../../Misc/observable.pure.js";
15
+ import { IblCdfGenerator } from "../../../Rendering/iblCdfGenerator.js";
16
+ import { RegisterIblCdfGeneratorSceneComponent } from "../../../Rendering/iblCdfGeneratorSceneComponent.pure.js";
15
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  import { FrameGraphTask } from "../../frameGraphTask.js";
16
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  /**
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  * Composite task that owns the individual IBL shadows frame graph tasks.
@@ -413,6 +415,7 @@ export class FrameGraphIblShadowsRendererTask extends FrameGraphTask {
413
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  this._onEnvironmentTextureLoaded = () => {
414
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  this._tryEnableShadowsTasks();
415
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  };
418
+ RegisterIblCdfGeneratorSceneComponent(IblCdfGenerator);
416
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  this._voxelizationTask = new FrameGraphIblShadowsVoxelizationTask(`${name} Voxelization`, frameGraph);
417
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  this._tracingTask = new FrameGraphIblShadowsTracingTask(`${name} Tracing`, frameGraph);
418
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  this._tracingTask.voxelGridTexture = this._voxelizationTask.outputVoxelGridTexture;
@@ -1 +1 @@
1
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This file must only contain pure code and pure imports */\r\n\r\nimport { type Camera, type FrameGraph, type FrameGraphObjectList, type FrameGraphTextureHandle, type InternalTexture, type Mesh, type Nullable, type Observer } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type Material } from \"core/Materials/material.pure\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial.pure\";\r\nimport { OpenPBRMaterial } from \"core/Materials/PBR/openpbrMaterial.pure\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial.pure\";\r\nimport { IBLShadowsPluginMaterial } from \"core/Rendering/IBLShadows/iblShadowsPluginMaterial.pure\";\r\nimport { FrameGraphIblShadowsAccumulationTask } from \"./iblShadows/iblShadowsAccumulationTask\";\r\nimport { FrameGraphIblShadowsSpatialBlurTask } from \"./iblShadows/iblShadowsSpatialBlurTask\";\r\nimport { FrameGraphIblShadowsTracingTask } from \"./iblShadows/iblShadowsTracingTask\";\r\nimport { FrameGraphIblShadowsVoxelizationTask } from \"./iblShadows/iblShadowsVoxelizationTask\";\r\nimport { Texture } from \"core/Materials/Textures/texture.pure\";\r\nimport { CubeTexture } from \"core/Materials/Textures/cubeTexture.pure\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\nimport { Observable } from \"core/Misc/observable.pure\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\n\r\n/**\r\n * Composite task that owns the individual IBL shadows frame graph tasks.\r\n * The frame graph remains flat internally, but this task groups the pipeline\r\n * and owns the child task implementation details.\r\n */\r\nexport class FrameGraphIblShadowsRendererTask extends FrameGraphTask {\r\n /** Final frame-graph texture handle produced by the task. */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n private readonly _voxelizationTask: FrameGraphIblShadowsVoxelizationTask;\r\n private readonly _tracingTask: FrameGraphIblShadowsTracingTask;\r\n private readonly _spatialBlurTask: FrameGraphIblShadowsSpatialBlurTask;\r\n private readonly _accumulationTask: FrameGraphIblShadowsAccumulationTask;\r\n private _dependenciesResolved = false;\r\n private _shadowOpacity = 1.0;\r\n private readonly _materialsWithRenderPlugin: Material[] = [];\r\n private readonly _outputTextureReadyObservable = new Observable<InternalTexture>();\r\n private _lastNotifiedOutputTexture: Nullable<InternalTexture> = null;\r\n private _observedEnvironmentTexture: Nullable<Texture | CubeTexture> = null;\r\n private _observedEnvironmentTextureUnsubscribe: Nullable<() => void> = null;\r\n private _lastImportedIcdfTexture: Nullable<InternalTexture> = null;\r\n private _lastImportedEnvironmentTexture: Nullable<InternalTexture> = null;\r\n private _lastImportedBlueNoiseTexture: Nullable<InternalTexture> = null;\r\n private readonly _blueNoiseTexture: Texture;\r\n private _cameraViewChangedObserver: Nullable<Observer<any>> = null;\r\n private _cdfTextureChangedObserver: Nullable<Observer<any>> = null;\r\n private _cdfGeneratedObserver: Nullable<Observer<any>> = null;\r\n private _environmentTextureChangedObserver: Nullable<Observer<any>> = null;\r\n private _beforeRenderDependencyObserver: Nullable<Observer<any>> = null;\r\n private _beforeRenderOutputReadyObserver: Nullable<Observer<any>> = null;\r\n private _blueNoiseLoadObserver: Nullable<Observer<any>> = null;\r\n private _texturesAllocatedObserver: Nullable<Observer<any>> = null;\r\n private _voxelizationCompleteObserver: Nullable<Observer<any>> = null;\r\n\r\n /**\r\n * Gets the class name.\r\n * @returns The class name.\r\n */\r\n public override getClassName(): string {\r\n return \"FrameGraphIblShadowsRendererTask\";\r\n }\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._voxelizationTask) {\r\n this._voxelizationTask.name = `${value} Voxelization`;\r\n }\r\n if (this._tracingTask) {\r\n this._tracingTask.name = `${value} Tracing`;\r\n }\r\n if (this._spatialBlurTask) {\r\n this._spatialBlurTask.name = `${value} Blur`;\r\n }\r\n if (this._accumulationTask) {\r\n this._accumulationTask.name = `${value} Accumulation`;\r\n }\r\n }\r\n\r\n /**\r\n * Whether the task is disabled.\r\n */\r\n\r\n public override get disabled(): boolean {\r\n return this._disabled;\r\n }\r\n\r\n public override set disabled(value: boolean) {\r\n this._disabled = value;\r\n if (!this._disabled && this._dependenciesResolved) {\r\n this._accumulationTask.reset = true;\r\n }\r\n this._applyMaterialPluginParameters();\r\n }\r\n\r\n // ------ Common properties ------\r\n\r\n /** Camera used by the tracing stage. */\r\n public get camera(): Camera {\r\n return this._tracingTask.camera!;\r\n }\r\n\r\n /** Camera used by the tracing stage. */\r\n public set camera(value: Camera) {\r\n this._setCamera(value);\r\n }\r\n\r\n /** Object list used by voxelization. */\r\n public get objectList(): FrameGraphObjectList {\r\n return this._voxelizationTask.objectList;\r\n }\r\n\r\n /** Object list used by voxelization. */\r\n public set objectList(value: FrameGraphObjectList) {\r\n if (this._voxelizationTask.objectList === value) {\r\n return;\r\n }\r\n\r\n this._voxelizationTask.objectList = value;\r\n this._voxelizationTask.updateSceneBounds();\r\n this._voxelizationTask.requestVoxelizationUpdate();\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n /**\r\n * Depth texture handle used by tracing and blur.\r\n * This should be the screen-space depth of all objects in the scene\r\n * that will receive shadows.\r\n * It is important that this texture stores 32-bit depth values to avoid artifacts.\r\n */\r\n public depthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * World-space normal texture handle used by tracing and blur.\r\n * This should store the world-space normals of all objects in the scene\r\n * that will receive shadows. Each component should be normalized to [0, 1] rather than [-1, 1].\r\n * Recommended to be 16-bit floating point though 8-bit unsigned byte can be used with minimal\r\n * loss in quality.\r\n */\r\n public normalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Position texture handle used by accumulation.\r\n * This should store the world-space position of all objects in the scene\r\n * that will receive shadows.\r\n * Should be stored as 16-bit floating point.\r\n */\r\n public positionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Velocity texture handle used by accumulation.\r\n * This should store the linear velocity per pixel of all objects in the scene\r\n * that will receive shadows.\r\n * Should be stored as 16-bit floating point.\r\n */\r\n public velocityTexture: FrameGraphTextureHandle;\r\n\r\n // ------ Tracing properties ------\r\n\r\n /** Number of tracing sample directions. */\r\n public get sampleDirections(): number {\r\n return this._tracingTask.sampleDirections;\r\n }\r\n\r\n /** Number of tracing sample directions. */\r\n public set sampleDirections(value: number) {\r\n this._tracingTask.sampleDirections = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Whether traced shadows preserve environment color. */\r\n public get coloredShadows(): boolean {\r\n return this._tracingTask.coloredShadows;\r\n }\r\n\r\n /** Whether traced shadows preserve environment color. */\r\n public set coloredShadows(value: boolean) {\r\n if (this._tracingTask.coloredShadows === value) {\r\n return;\r\n }\r\n this._tracingTask.coloredShadows = value;\r\n this._applyMaterialPluginParameters();\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Opacity of voxel-traced shadows. */\r\n public get voxelShadowOpacity(): number {\r\n return this._tracingTask.voxelShadowOpacity;\r\n }\r\n\r\n /** Opacity of voxel-traced shadows. */\r\n public set voxelShadowOpacity(value: number) {\r\n this._tracingTask.voxelShadowOpacity = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Opacity of screen-space shadows. */\r\n public get ssShadowOpacity(): number {\r\n return this._tracingTask.ssShadowOpacity;\r\n }\r\n\r\n /** Opacity of screen-space shadows. */\r\n public set ssShadowOpacity(value: number) {\r\n this._tracingTask.ssShadowOpacity = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Number of screen-space shadow samples. */\r\n public get ssShadowSampleCount(): number {\r\n return this._tracingTask.ssShadowSampleCount;\r\n }\r\n\r\n /** Number of screen-space shadow samples. */\r\n public set ssShadowSampleCount(value: number) {\r\n this._tracingTask.ssShadowSampleCount = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Stride used by screen-space shadow sampling. */\r\n public get ssShadowStride(): number {\r\n return this._tracingTask.ssShadowStride;\r\n }\r\n\r\n /** Stride used by screen-space shadow sampling. */\r\n public set ssShadowStride(value: number) {\r\n this._tracingTask.ssShadowStride = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Distance scale used by screen-space shadow tracing. */\r\n public get ssShadowDistanceScale(): number {\r\n return this._tracingTask.ssShadowDistanceScale;\r\n }\r\n\r\n /** Distance scale used by screen-space shadow tracing. */\r\n public set ssShadowDistanceScale(value: number) {\r\n this._tracingTask.ssShadowDistanceScale = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Thickness scale used by screen-space shadow tracing. */\r\n public get ssShadowThicknessScale(): number {\r\n return this._tracingTask.ssShadowThicknessScale;\r\n }\r\n\r\n /** Thickness scale used by screen-space shadow tracing. */\r\n public set ssShadowThicknessScale(value: number) {\r\n this._tracingTask.ssShadowThicknessScale = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Voxel tracing normal bias. */\r\n public get voxelNormalBias(): number {\r\n return this._tracingTask.voxelNormalBias;\r\n }\r\n\r\n /** Voxel tracing normal bias. */\r\n public set voxelNormalBias(value: number) {\r\n this._tracingTask.voxelNormalBias = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Voxel tracing direction bias. */\r\n public get voxelDirectionBias(): number {\r\n return this._tracingTask.voxelDirectionBias;\r\n }\r\n\r\n /** Voxel tracing direction bias. */\r\n public set voxelDirectionBias(value: number) {\r\n this._tracingTask.voxelDirectionBias = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Environment rotation in radians. */\r\n public get envRotation(): number {\r\n return this._tracingTask.envRotation;\r\n }\r\n\r\n /** Environment rotation in radians. */\r\n public set envRotation(value: number) {\r\n this._tracingTask.envRotation = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n // ------ Accumulation properties ------\r\n\r\n /** Temporal shadow remanence while moving. */\r\n public get shadowRemanence(): number {\r\n return this._accumulationTask.remanence;\r\n }\r\n\r\n /** Temporal shadow remanence while moving. */\r\n public set shadowRemanence(value: number) {\r\n this._accumulationTask.remanence = value;\r\n }\r\n\r\n /** Final material shadow opacity. */\r\n public get shadowOpacity(): number {\r\n return this._shadowOpacity;\r\n }\r\n\r\n /** Final material shadow opacity. */\r\n public set shadowOpacity(value: number) {\r\n this._shadowOpacity = Math.max(0, Math.min(value, 1));\r\n this._applyMaterialPluginParameters();\r\n }\r\n\r\n // ------ Voxelization properties ------\r\n\r\n /** Voxelization resolution exponent. */\r\n public get resolutionExp(): number {\r\n return this._voxelizationTask.resolutionExp;\r\n }\r\n\r\n /** Voxelization resolution exponent. */\r\n public set resolutionExp(value: number) {\r\n this._voxelizationTask.resolutionExp = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Voxelization refresh rate. */\r\n public get refreshRate(): number {\r\n return this._voxelizationTask.refreshRate;\r\n }\r\n\r\n /** Voxelization refresh rate. */\r\n public set refreshRate(value: number) {\r\n this._voxelizationTask.refreshRate = value;\r\n }\r\n\r\n /** Whether tri-planar voxelization is used. */\r\n public get triPlanarVoxelization(): boolean {\r\n return this._voxelizationTask.triPlanarVoxelization;\r\n }\r\n\r\n /** Whether tri-planar voxelization is used. */\r\n public set triPlanarVoxelization(value: boolean) {\r\n this._voxelizationTask.triPlanarVoxelization = value;\r\n }\r\n\r\n /** Current world-space voxel grid size. */\r\n public get voxelGridSize(): number {\r\n return this._voxelizationTask.voxelGridSize;\r\n }\r\n\r\n /** True when the accumulated output texture is ready. */\r\n public get outputTextureReady(): boolean {\r\n return !!this._getAccumulationOutputTexture()?.isReady;\r\n }\r\n\r\n /** Notifies when the accumulated output texture becomes ready. */\r\n public get onOutputTextureReadyObservable(): Observable<InternalTexture> {\r\n return this._outputTextureReadyObservable;\r\n }\r\n\r\n // ------ Public methods ------\r\n\r\n /** Triggers a voxelization refresh on the next eligible frame. */\r\n public updateVoxelization(): void {\r\n this._voxelizationTask.requestVoxelizationUpdate();\r\n }\r\n\r\n /** Recomputes the voxelization scene bounds from the current object list. */\r\n public updateSceneBounds(): void {\r\n this._voxelizationTask.updateSceneBounds();\r\n }\r\n\r\n /** Resets temporal accumulation. */\r\n public resetAccumulation(): void {\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n /**\r\n * Adds one or more materials that should receive IBL shadows.\r\n * @param material The material or materials to register. If omitted, all scene materials are added.\r\n */\r\n public addShadowReceivingMaterial(material?: Material | Material[]): void {\r\n if (!material) {\r\n for (const sceneMaterial of this._frameGraph.scene.materials) {\r\n this._addShadowReceivingMaterialInternal(sceneMaterial);\r\n }\r\n } else if (Array.isArray(material)) {\r\n for (const sceneMaterial of material) {\r\n this._addShadowReceivingMaterialInternal(sceneMaterial);\r\n }\r\n } else {\r\n this._addShadowReceivingMaterialInternal(material);\r\n }\r\n\r\n this._applyMaterialPluginParameters();\r\n }\r\n\r\n /**\r\n * Removes one or more materials from IBL shadow reception.\r\n * @param material The material or materials to unregister.\r\n */\r\n public removeShadowReceivingMaterial(material: Material | Material[]): void {\r\n const materials = Array.isArray(material) ? material : [material];\r\n for (const mat of materials) {\r\n const index = this._materialsWithRenderPlugin.indexOf(mat);\r\n if (index !== -1) {\r\n this._materialsWithRenderPlugin.splice(index, 1);\r\n }\r\n\r\n const plugin = mat.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (plugin) {\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n }\r\n\r\n /** Clears all registered shadow-receiving materials. */\r\n public clearShadowReceivingMaterials(): void {\r\n for (const mat of this._materialsWithRenderPlugin) {\r\n const plugin = mat.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (plugin) {\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n\r\n this._materialsWithRenderPlugin.length = 0;\r\n }\r\n\r\n /**\r\n * Adds one or more meshes to the voxelization object list.\r\n * @param mesh The mesh or meshes to add.\r\n */\r\n public addShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n const meshes = Array.isArray(mesh) ? mesh : [mesh];\r\n const objectMeshes = this._voxelizationTask.objectList.meshes as Mesh[];\r\n for (const currentMesh of meshes) {\r\n if (currentMesh && objectMeshes.indexOf(currentMesh) === -1) {\r\n objectMeshes.push(currentMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes one or more meshes from the voxelization object list.\r\n * @param mesh The mesh or meshes to remove.\r\n */\r\n public removeShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n const meshes = Array.isArray(mesh) ? mesh : [mesh];\r\n const objectMeshes = this._voxelizationTask.objectList.meshes as Mesh[];\r\n for (const currentMesh of meshes) {\r\n const index = objectMeshes.indexOf(currentMesh);\r\n if (index !== -1) {\r\n objectMeshes.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /** Clears all shadow-casting meshes from the voxelization object list. */\r\n public clearShadowCastingMeshes(): void {\r\n const objectMeshes = this._voxelizationTask.objectList.meshes as Mesh[];\r\n objectMeshes.length = 0;\r\n }\r\n\r\n // ------ Framework overrides ------\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 this._frameGraph.scene.enableIblCdfGenerator();\r\n\r\n // Don't poll for shadow dependencies here. _tryEnableShadowsTasks() is called\r\n // in record() (where it imports a placeholder ICDF if the real one isn't ready yet,\r\n // preventing any \"handle not found\" errors) and by _beforeRenderDependencyObserver\r\n // on every frame. Shadows enable automatically once the CDF, environment texture,\r\n // and blue-noise texture are all ready — no timeout involved.git pu\r\n return Promise.resolve();\r\n }\r\n\r\n public override isReady(): boolean {\r\n return this._voxelizationTask.isReady() && this._tracingTask.isReady() && this._spatialBlurTask.isReady() && this._accumulationTask.isReady();\r\n }\r\n\r\n /**\r\n * Records the parent task.\r\n * Child tasks record the actual passes.\r\n */\r\n public override record(): void {\r\n if (this.depthTexture === undefined || this.normalTexture === undefined || this.positionTexture === undefined || this.velocityTexture === undefined) {\r\n throw new Error(`FrameGraphIblShadowsRendererTask \"${this.name}\": depthTexture, normalTexture, positionTexture and velocityTexture are required`);\r\n }\r\n\r\n this._lastImportedIcdfTexture = null;\r\n this._lastImportedEnvironmentTexture = null;\r\n this._lastImportedBlueNoiseTexture = null;\r\n\r\n this._tryEnableShadowsTasks();\r\n\r\n // Set sub-task texture inputs (these are set here because handles may not be available at construction time)\r\n this._tracingTask.depthTexture = this.depthTexture;\r\n this._tracingTask.normalTexture = this.normalTexture;\r\n this._spatialBlurTask.depthTexture = this.depthTexture;\r\n this._spatialBlurTask.normalTexture = this.normalTexture;\r\n this._accumulationTask.positionTexture = this.positionTexture;\r\n this._accumulationTask.velocityTexture = this.velocityTexture;\r\n\r\n this._voxelizationTask.record();\r\n this._tracingTask.record();\r\n this._spatialBlurTask.record();\r\n this._accumulationTask.record();\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n /**\r\n * Disposes the task and owned resources.\r\n */\r\n public override dispose(): void {\r\n this._disposeObservers();\r\n this._voxelizationTask.dispose();\r\n this._tracingTask.dispose();\r\n this._spatialBlurTask.dispose();\r\n this._accumulationTask.dispose();\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Creates a new IBL shadows composite task.\r\n * @param name The task name.\r\n * @param frameGraph The owning frame graph.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n this._voxelizationTask = new FrameGraphIblShadowsVoxelizationTask(`${name} Voxelization`, frameGraph);\r\n\r\n this._tracingTask = new FrameGraphIblShadowsTracingTask(`${name} Tracing`, frameGraph);\r\n this._tracingTask.voxelGridTexture = this._voxelizationTask.outputVoxelGridTexture;\r\n this._tracingTask.worldScaleMatrix = this._voxelizationTask.worldScaleMatrix;\r\n this._tracingTask.voxelizationTask = this._voxelizationTask;\r\n\r\n this._spatialBlurTask = new FrameGraphIblShadowsSpatialBlurTask(`${name} Blur`, frameGraph);\r\n this._spatialBlurTask.sourceTexture = this._tracingTask.outputTexture;\r\n this._spatialBlurTask.voxelizationTask = this._voxelizationTask;\r\n\r\n this._accumulationTask = new FrameGraphIblShadowsAccumulationTask(`${name} Accumulation`, frameGraph);\r\n this._accumulationTask.sourceTexture = this._spatialBlurTask.outputTexture;\r\n this._accumulationTask.voxelizationTask = this._voxelizationTask;\r\n\r\n this.outputTexture = this._accumulationTask.outputTexture;\r\n this._blueNoiseTexture = new Texture(\r\n Tools.GetAssetUrl(\"https://assets.babylonjs.com/core/blue_noise/blue_noise_rgb.png\"),\r\n frameGraph.scene,\r\n false,\r\n true,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE\r\n );\r\n\r\n this._initialize();\r\n }\r\n\r\n private _disposeDependencyObservers(): void {\r\n this._observedEnvironmentTextureUnsubscribe?.();\r\n this._observedEnvironmentTextureUnsubscribe = null;\r\n this._observedEnvironmentTexture = null;\r\n }\r\n\r\n private _disposeObservers(): void {\r\n this._disposeDependencyObservers();\r\n this._tracingTask.camera?.onViewMatrixChangedObservable.remove(this._cameraViewChangedObserver);\r\n this._frameGraph.scene.iblCdfGenerator?.onTextureChangedObservable.remove(this._cdfTextureChangedObserver);\r\n this._frameGraph.scene.iblCdfGenerator?.onGeneratedObservable.remove(this._cdfGeneratedObserver);\r\n this._frameGraph.scene.onEnvironmentTextureChangedObservable.remove(this._environmentTextureChangedObserver);\r\n this._frameGraph.scene.onBeforeRenderObservable.remove(this._beforeRenderDependencyObserver);\r\n this._frameGraph.scene.onBeforeRenderObservable.remove(this._beforeRenderOutputReadyObserver);\r\n this._blueNoiseTexture.onLoadObservable.remove(this._blueNoiseLoadObserver);\r\n this.onTexturesAllocatedObservable.remove(this._texturesAllocatedObserver);\r\n this._voxelizationTask.onVoxelizationCompleteObservable.remove(this._voxelizationCompleteObserver);\r\n\r\n this._cameraViewChangedObserver = null;\r\n this._cdfTextureChangedObserver = null;\r\n this._cdfGeneratedObserver = null;\r\n this._environmentTextureChangedObserver = null;\r\n this._beforeRenderDependencyObserver = null;\r\n this._beforeRenderOutputReadyObserver = null;\r\n this._blueNoiseLoadObserver = null;\r\n this._texturesAllocatedObserver = null;\r\n this._voxelizationCompleteObserver = null;\r\n this._blueNoiseTexture.dispose();\r\n }\r\n\r\n private _setCamera(camera: Camera): void {\r\n const currentCamera = this._tracingTask.camera;\r\n if (currentCamera === camera && this._cameraViewChangedObserver !== null) {\r\n return;\r\n }\r\n\r\n if (currentCamera && this._cameraViewChangedObserver) {\r\n currentCamera.onViewMatrixChangedObservable.remove(this._cameraViewChangedObserver);\r\n this._cameraViewChangedObserver = null;\r\n }\r\n\r\n this._tracingTask.camera = camera;\r\n this._cameraViewChangedObserver = camera.onViewMatrixChangedObservable.add(() => {\r\n this._accumulationTask.isMoving = true;\r\n });\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n private _observeEnvironmentTexture(): void {\r\n const env = this._frameGraph.scene.environmentTexture;\r\n const currentEnvironmentTexture = env instanceof Texture || env instanceof CubeTexture ? env : null;\r\n\r\n if (currentEnvironmentTexture === this._observedEnvironmentTexture) {\r\n return;\r\n }\r\n\r\n this._observedEnvironmentTextureUnsubscribe?.();\r\n this._observedEnvironmentTextureUnsubscribe = null;\r\n this._observedEnvironmentTexture = currentEnvironmentTexture;\r\n\r\n if (currentEnvironmentTexture instanceof Texture) {\r\n const observer = currentEnvironmentTexture.onLoadObservable.add(this._onEnvironmentTextureLoaded);\r\n if (observer) {\r\n this._observedEnvironmentTextureUnsubscribe = () => currentEnvironmentTexture.onLoadObservable.remove(observer);\r\n }\r\n } else if (currentEnvironmentTexture instanceof CubeTexture) {\r\n const observer = currentEnvironmentTexture.onLoadObservable.add(this._onEnvironmentTextureLoaded);\r\n if (observer) {\r\n this._observedEnvironmentTextureUnsubscribe = () => currentEnvironmentTexture.onLoadObservable.remove(observer);\r\n }\r\n }\r\n }\r\n\r\n private _getEnvironmentTextureInternal(): Nullable<InternalTexture> {\r\n const currentEnvironmentTexture = this._frameGraph.scene.environmentTexture;\r\n\r\n if (!currentEnvironmentTexture || !currentEnvironmentTexture.isReadyOrNotBlocking()) {\r\n return null;\r\n }\r\n\r\n const internalTexture = currentEnvironmentTexture.getInternalTexture();\r\n return internalTexture?.isReady ? internalTexture : null;\r\n }\r\n\r\n private _getAccumulationOutputTexture(): Nullable<InternalTexture> {\r\n try {\r\n return this._frameGraph.textureManager.getTextureFromHandle(this._accumulationTask.outputTexture);\r\n } catch {\r\n return null;\r\n }\r\n }\r\n\r\n private _notifyIfOutputTextureReady(): void {\r\n const outputTexture = this._getAccumulationOutputTexture();\r\n if (!outputTexture?.isReady || this._lastNotifiedOutputTexture === outputTexture) {\r\n return;\r\n }\r\n\r\n this._lastNotifiedOutputTexture = outputTexture;\r\n this._outputTextureReadyObservable.notifyObservers(outputTexture);\r\n }\r\n\r\n private _applyMaterialPluginParameters(): void {\r\n const accumulationTexture = this._getAccumulationOutputTexture();\r\n for (const material of this._materialsWithRenderPlugin) {\r\n const plugin = material.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (!plugin) {\r\n continue;\r\n }\r\n\r\n if (accumulationTexture && accumulationTexture.isReady) {\r\n plugin.iblShadowsTexture = accumulationTexture;\r\n }\r\n\r\n plugin.shadowOpacity = this._shadowOpacity;\r\n plugin.isColored = this._tracingTask.coloredShadows;\r\n plugin.isEnabled = !this._disabled && this._dependenciesResolved && !!accumulationTexture;\r\n }\r\n }\r\n\r\n private _addShadowReceivingMaterialInternal(material: Material): void {\r\n const isSupportedMaterial = material instanceof PBRBaseMaterial || material instanceof StandardMaterial || material instanceof OpenPBRMaterial;\r\n if (!isSupportedMaterial || this._materialsWithRenderPlugin.indexOf(material) !== -1) {\r\n return;\r\n }\r\n\r\n const plugin = material.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (!plugin) {\r\n new IBLShadowsPluginMaterial(material);\r\n }\r\n\r\n this._materialsWithRenderPlugin.push(material);\r\n }\r\n\r\n private readonly _onEnvironmentTextureLoaded = () => {\r\n this._tryEnableShadowsTasks();\r\n };\r\n\r\n private _tryEnableShadowsTasks(): boolean {\r\n const scene = this._frameGraph.scene;\r\n const icdfTexture = scene.iblCdfGenerator?.getIcdfTexture().getInternalTexture();\r\n const environmentTexture = this._getEnvironmentTextureInternal();\r\n const blueNoiseInternalTexture = this._blueNoiseTexture.getInternalTexture();\r\n\r\n // Always import whatever textures are currently available so that their handles\r\n // remain valid in the texture manager across rebuilds. After a frameGraph.clear()\r\n // all texture entries are wiped — without this, stale handles left in the tracing\r\n // task would cause _computeTextureLifespan to throw \"texture handle not found\"\r\n // even when CDF generation is still in progress. Importing the 1×1 placeholder\r\n // ICDF (returned by getIcdfTexture() when real generation hasn't completed) is\r\n // harmless: _dependenciesResolved stays false, the tracing execute function clears\r\n // to white, and the real texture is swapped in the moment CDF is ready.\r\n const icdfChanged = this._lastImportedIcdfTexture !== icdfTexture;\r\n if (icdfChanged && icdfTexture) {\r\n this._tracingTask.icdfTexture = this._frameGraph.textureManager.importTexture(`ICDF Texture`, icdfTexture, this._tracingTask.icdfTexture);\r\n this._lastImportedIcdfTexture = icdfTexture;\r\n }\r\n\r\n const environmentChanged = this._lastImportedEnvironmentTexture !== environmentTexture;\r\n if (environmentChanged || !environmentTexture) {\r\n if (environmentTexture) {\r\n this._tracingTask.environmentTexture = this._frameGraph.textureManager.importTexture(\r\n `Environment Texture`,\r\n environmentTexture,\r\n this._tracingTask.environmentTexture\r\n );\r\n this._lastImportedEnvironmentTexture = environmentTexture;\r\n } else {\r\n // No environment texture (null or not yet ready) — clear any stale handle so\r\n // it is not added to pass dependencies where _computeTextureLifespan would\r\n // fail to find it. This happens when a new IBL is dragged in: the environment\r\n // texture temporarily returns null from _getEnvironmentTextureInternal() while\r\n // it is still loading, but _lastImportedEnvironmentTexture was reset to null in\r\n // record(), so environmentChanged is false and the old stale handle is never\r\n // cleared — unless we add the || !environmentTexture guard here.\r\n this._tracingTask.environmentTexture = undefined;\r\n this._lastImportedEnvironmentTexture = null;\r\n }\r\n }\r\n\r\n const blueNoiseChanged = this._lastImportedBlueNoiseTexture !== blueNoiseInternalTexture;\r\n if (blueNoiseChanged || !blueNoiseInternalTexture) {\r\n if (blueNoiseInternalTexture) {\r\n this._tracingTask.blueNoiseTexture = this._frameGraph.textureManager.importTexture(\r\n `Blue Noise Texture`,\r\n blueNoiseInternalTexture,\r\n this._tracingTask.blueNoiseTexture\r\n );\r\n this._lastImportedBlueNoiseTexture = blueNoiseInternalTexture;\r\n } else {\r\n // Same null-guard as environment above.\r\n this._tracingTask.blueNoiseTexture = undefined;\r\n this._lastImportedBlueNoiseTexture = null;\r\n }\r\n }\r\n\r\n // Only mark dependencies as resolved when all textures are genuinely ready.\r\n //\r\n // Use IblCdfGenerator.isReady() rather than icdfTexture?.isReady (the raw\r\n // InternalTexture property). For a ProceduralTexture render target, InternalTexture\r\n // .isReady can remain false after onGeneratedObservable fires — it reflects GPU\r\n // texture object creation state, not whether the ICDF effect has been compiled and\r\n // the texture has been rendered. IblCdfGenerator.isReady() checks _icdfPT.isReady()\r\n // (ProceduralTexture readiness = effect compiled AND rendered at least once) plus all\r\n // intermediate CDF textures. Without this, _dependenciesResolved never flips to true\r\n // when a new model is loaded (the CDF regenerates but isReady stays false), so the\r\n // IBLShadowsPluginMaterial plugin is never enabled on any material.\r\n const cdfReady = scene.iblCdfGenerator?.isReady() ?? false;\r\n const ready = cdfReady && !!environmentTexture?.isReady && !!blueNoiseInternalTexture?.isReady;\r\n if (!ready) {\r\n if (this._dependenciesResolved) {\r\n this._dependenciesResolved = false;\r\n }\r\n return false;\r\n }\r\n\r\n if (!this._dependenciesResolved) {\r\n this._dependenciesResolved = true;\r\n if (!this._disabled) {\r\n this._accumulationTask.reset = true;\r\n }\r\n this._disposeDependencyObservers();\r\n } else if (icdfChanged || environmentChanged || blueNoiseChanged) {\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n this._applyMaterialPluginParameters();\r\n\r\n return true;\r\n }\r\n\r\n private _initialize(): void {\r\n const scene = this._frameGraph.scene;\r\n\r\n this._voxelizationCompleteObserver = this._voxelizationTask.onVoxelizationCompleteObservable.add(() => {\r\n this._tracingTask.voxelGridTexture = this._voxelizationTask.outputVoxelGridTexture;\r\n this._accumulationTask.reset = true;\r\n });\r\n\r\n this._cdfTextureChangedObserver =\r\n scene.iblCdfGenerator?.onTextureChangedObservable.add(() => {\r\n this._lastImportedIcdfTexture = null;\r\n this._accumulationTask.reset = true;\r\n }) ?? null;\r\n\r\n this._cdfGeneratedObserver =\r\n scene.iblCdfGenerator?.onGeneratedObservable.add(() => {\r\n this._lastImportedIcdfTexture = null;\r\n this._tryEnableShadowsTasks();\r\n }) ?? null;\r\n\r\n this._environmentTextureChangedObserver = scene.onEnvironmentTextureChangedObservable.add(() => {\r\n this._lastImportedEnvironmentTexture = null;\r\n this._dependenciesResolved = false;\r\n this._observeEnvironmentTexture();\r\n this._applyMaterialPluginParameters();\r\n this._tryEnableShadowsTasks();\r\n });\r\n\r\n this._observeEnvironmentTexture();\r\n\r\n if (scene.environmentTexture?.isReadyOrNotBlocking()) {\r\n this._tryEnableShadowsTasks();\r\n }\r\n\r\n this._blueNoiseLoadObserver = this._blueNoiseTexture.onLoadObservable.add(() => {\r\n this._tryEnableShadowsTasks();\r\n });\r\n\r\n this._beforeRenderDependencyObserver = scene.onBeforeRenderObservable.add(() => {\r\n this._tryEnableShadowsTasks();\r\n });\r\n\r\n this._beforeRenderOutputReadyObserver = scene.onBeforeRenderObservable.add(() => {\r\n this._notifyIfOutputTextureReady();\r\n });\r\n\r\n this._tryEnableShadowsTasks();\r\n\r\n this._texturesAllocatedObserver = this.onTexturesAllocatedObservable.add(() => {\r\n this._applyMaterialPluginParameters();\r\n this._notifyIfOutputTextureReady();\r\n });\r\n }\r\n}\r\n"]}
1
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This file must only contain pure code and pure imports */\r\n\r\nimport { type Camera, type FrameGraph, type FrameGraphObjectList, type FrameGraphTextureHandle, type InternalTexture, type Mesh, type Nullable, type Observer } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type Material } from \"core/Materials/material.pure\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial.pure\";\r\nimport { OpenPBRMaterial } from \"core/Materials/PBR/openpbrMaterial.pure\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial.pure\";\r\nimport { IBLShadowsPluginMaterial } from \"core/Rendering/IBLShadows/iblShadowsPluginMaterial.pure\";\r\nimport { FrameGraphIblShadowsAccumulationTask } from \"./iblShadows/iblShadowsAccumulationTask\";\r\nimport { FrameGraphIblShadowsSpatialBlurTask } from \"./iblShadows/iblShadowsSpatialBlurTask\";\r\nimport { FrameGraphIblShadowsTracingTask } from \"./iblShadows/iblShadowsTracingTask\";\r\nimport { FrameGraphIblShadowsVoxelizationTask } from \"./iblShadows/iblShadowsVoxelizationTask\";\r\nimport { Texture } from \"core/Materials/Textures/texture.pure\";\r\nimport { CubeTexture } from \"core/Materials/Textures/cubeTexture.pure\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\nimport { Observable } from \"core/Misc/observable.pure\";\r\nimport { IblCdfGenerator } from \"core/Rendering/iblCdfGenerator\";\r\nimport { RegisterIblCdfGeneratorSceneComponent } from \"core/Rendering/iblCdfGeneratorSceneComponent.pure\";\r\nimport { FrameGraphTask } from \"../../frameGraphTask\";\r\n\r\n/**\r\n * Composite task that owns the individual IBL shadows frame graph tasks.\r\n * The frame graph remains flat internally, but this task groups the pipeline\r\n * and owns the child task implementation details.\r\n */\r\nexport class FrameGraphIblShadowsRendererTask extends FrameGraphTask {\r\n /** Final frame-graph texture handle produced by the task. */\r\n public readonly outputTexture: FrameGraphTextureHandle;\r\n\r\n private readonly _voxelizationTask: FrameGraphIblShadowsVoxelizationTask;\r\n private readonly _tracingTask: FrameGraphIblShadowsTracingTask;\r\n private readonly _spatialBlurTask: FrameGraphIblShadowsSpatialBlurTask;\r\n private readonly _accumulationTask: FrameGraphIblShadowsAccumulationTask;\r\n private _dependenciesResolved = false;\r\n private _shadowOpacity = 1.0;\r\n private readonly _materialsWithRenderPlugin: Material[] = [];\r\n private readonly _outputTextureReadyObservable = new Observable<InternalTexture>();\r\n private _lastNotifiedOutputTexture: Nullable<InternalTexture> = null;\r\n private _observedEnvironmentTexture: Nullable<Texture | CubeTexture> = null;\r\n private _observedEnvironmentTextureUnsubscribe: Nullable<() => void> = null;\r\n private _lastImportedIcdfTexture: Nullable<InternalTexture> = null;\r\n private _lastImportedEnvironmentTexture: Nullable<InternalTexture> = null;\r\n private _lastImportedBlueNoiseTexture: Nullable<InternalTexture> = null;\r\n private readonly _blueNoiseTexture: Texture;\r\n private _cameraViewChangedObserver: Nullable<Observer<any>> = null;\r\n private _cdfTextureChangedObserver: Nullable<Observer<any>> = null;\r\n private _cdfGeneratedObserver: Nullable<Observer<any>> = null;\r\n private _environmentTextureChangedObserver: Nullable<Observer<any>> = null;\r\n private _beforeRenderDependencyObserver: Nullable<Observer<any>> = null;\r\n private _beforeRenderOutputReadyObserver: Nullable<Observer<any>> = null;\r\n private _blueNoiseLoadObserver: Nullable<Observer<any>> = null;\r\n private _texturesAllocatedObserver: Nullable<Observer<any>> = null;\r\n private _voxelizationCompleteObserver: Nullable<Observer<any>> = null;\r\n\r\n /**\r\n * Gets the class name.\r\n * @returns The class name.\r\n */\r\n public override getClassName(): string {\r\n return \"FrameGraphIblShadowsRendererTask\";\r\n }\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._voxelizationTask) {\r\n this._voxelizationTask.name = `${value} Voxelization`;\r\n }\r\n if (this._tracingTask) {\r\n this._tracingTask.name = `${value} Tracing`;\r\n }\r\n if (this._spatialBlurTask) {\r\n this._spatialBlurTask.name = `${value} Blur`;\r\n }\r\n if (this._accumulationTask) {\r\n this._accumulationTask.name = `${value} Accumulation`;\r\n }\r\n }\r\n\r\n /**\r\n * Whether the task is disabled.\r\n */\r\n\r\n public override get disabled(): boolean {\r\n return this._disabled;\r\n }\r\n\r\n public override set disabled(value: boolean) {\r\n this._disabled = value;\r\n if (!this._disabled && this._dependenciesResolved) {\r\n this._accumulationTask.reset = true;\r\n }\r\n this._applyMaterialPluginParameters();\r\n }\r\n\r\n // ------ Common properties ------\r\n\r\n /** Camera used by the tracing stage. */\r\n public get camera(): Camera {\r\n return this._tracingTask.camera!;\r\n }\r\n\r\n /** Camera used by the tracing stage. */\r\n public set camera(value: Camera) {\r\n this._setCamera(value);\r\n }\r\n\r\n /** Object list used by voxelization. */\r\n public get objectList(): FrameGraphObjectList {\r\n return this._voxelizationTask.objectList;\r\n }\r\n\r\n /** Object list used by voxelization. */\r\n public set objectList(value: FrameGraphObjectList) {\r\n if (this._voxelizationTask.objectList === value) {\r\n return;\r\n }\r\n\r\n this._voxelizationTask.objectList = value;\r\n this._voxelizationTask.updateSceneBounds();\r\n this._voxelizationTask.requestVoxelizationUpdate();\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n /**\r\n * Depth texture handle used by tracing and blur.\r\n * This should be the screen-space depth of all objects in the scene\r\n * that will receive shadows.\r\n * It is important that this texture stores 32-bit depth values to avoid artifacts.\r\n */\r\n public depthTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * World-space normal texture handle used by tracing and blur.\r\n * This should store the world-space normals of all objects in the scene\r\n * that will receive shadows. Each component should be normalized to [0, 1] rather than [-1, 1].\r\n * Recommended to be 16-bit floating point though 8-bit unsigned byte can be used with minimal\r\n * loss in quality.\r\n */\r\n public normalTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Position texture handle used by accumulation.\r\n * This should store the world-space position of all objects in the scene\r\n * that will receive shadows.\r\n * Should be stored as 16-bit floating point.\r\n */\r\n public positionTexture: FrameGraphTextureHandle;\r\n\r\n /**\r\n * Velocity texture handle used by accumulation.\r\n * This should store the linear velocity per pixel of all objects in the scene\r\n * that will receive shadows.\r\n * Should be stored as 16-bit floating point.\r\n */\r\n public velocityTexture: FrameGraphTextureHandle;\r\n\r\n // ------ Tracing properties ------\r\n\r\n /** Number of tracing sample directions. */\r\n public get sampleDirections(): number {\r\n return this._tracingTask.sampleDirections;\r\n }\r\n\r\n /** Number of tracing sample directions. */\r\n public set sampleDirections(value: number) {\r\n this._tracingTask.sampleDirections = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Whether traced shadows preserve environment color. */\r\n public get coloredShadows(): boolean {\r\n return this._tracingTask.coloredShadows;\r\n }\r\n\r\n /** Whether traced shadows preserve environment color. */\r\n public set coloredShadows(value: boolean) {\r\n if (this._tracingTask.coloredShadows === value) {\r\n return;\r\n }\r\n this._tracingTask.coloredShadows = value;\r\n this._applyMaterialPluginParameters();\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Opacity of voxel-traced shadows. */\r\n public get voxelShadowOpacity(): number {\r\n return this._tracingTask.voxelShadowOpacity;\r\n }\r\n\r\n /** Opacity of voxel-traced shadows. */\r\n public set voxelShadowOpacity(value: number) {\r\n this._tracingTask.voxelShadowOpacity = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Opacity of screen-space shadows. */\r\n public get ssShadowOpacity(): number {\r\n return this._tracingTask.ssShadowOpacity;\r\n }\r\n\r\n /** Opacity of screen-space shadows. */\r\n public set ssShadowOpacity(value: number) {\r\n this._tracingTask.ssShadowOpacity = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Number of screen-space shadow samples. */\r\n public get ssShadowSampleCount(): number {\r\n return this._tracingTask.ssShadowSampleCount;\r\n }\r\n\r\n /** Number of screen-space shadow samples. */\r\n public set ssShadowSampleCount(value: number) {\r\n this._tracingTask.ssShadowSampleCount = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Stride used by screen-space shadow sampling. */\r\n public get ssShadowStride(): number {\r\n return this._tracingTask.ssShadowStride;\r\n }\r\n\r\n /** Stride used by screen-space shadow sampling. */\r\n public set ssShadowStride(value: number) {\r\n this._tracingTask.ssShadowStride = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Distance scale used by screen-space shadow tracing. */\r\n public get ssShadowDistanceScale(): number {\r\n return this._tracingTask.ssShadowDistanceScale;\r\n }\r\n\r\n /** Distance scale used by screen-space shadow tracing. */\r\n public set ssShadowDistanceScale(value: number) {\r\n this._tracingTask.ssShadowDistanceScale = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Thickness scale used by screen-space shadow tracing. */\r\n public get ssShadowThicknessScale(): number {\r\n return this._tracingTask.ssShadowThicknessScale;\r\n }\r\n\r\n /** Thickness scale used by screen-space shadow tracing. */\r\n public set ssShadowThicknessScale(value: number) {\r\n this._tracingTask.ssShadowThicknessScale = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Voxel tracing normal bias. */\r\n public get voxelNormalBias(): number {\r\n return this._tracingTask.voxelNormalBias;\r\n }\r\n\r\n /** Voxel tracing normal bias. */\r\n public set voxelNormalBias(value: number) {\r\n this._tracingTask.voxelNormalBias = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Voxel tracing direction bias. */\r\n public get voxelDirectionBias(): number {\r\n return this._tracingTask.voxelDirectionBias;\r\n }\r\n\r\n /** Voxel tracing direction bias. */\r\n public set voxelDirectionBias(value: number) {\r\n this._tracingTask.voxelDirectionBias = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Environment rotation in radians. */\r\n public get envRotation(): number {\r\n return this._tracingTask.envRotation;\r\n }\r\n\r\n /** Environment rotation in radians. */\r\n public set envRotation(value: number) {\r\n this._tracingTask.envRotation = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n // ------ Accumulation properties ------\r\n\r\n /** Temporal shadow remanence while moving. */\r\n public get shadowRemanence(): number {\r\n return this._accumulationTask.remanence;\r\n }\r\n\r\n /** Temporal shadow remanence while moving. */\r\n public set shadowRemanence(value: number) {\r\n this._accumulationTask.remanence = value;\r\n }\r\n\r\n /** Final material shadow opacity. */\r\n public get shadowOpacity(): number {\r\n return this._shadowOpacity;\r\n }\r\n\r\n /** Final material shadow opacity. */\r\n public set shadowOpacity(value: number) {\r\n this._shadowOpacity = Math.max(0, Math.min(value, 1));\r\n this._applyMaterialPluginParameters();\r\n }\r\n\r\n // ------ Voxelization properties ------\r\n\r\n /** Voxelization resolution exponent. */\r\n public get resolutionExp(): number {\r\n return this._voxelizationTask.resolutionExp;\r\n }\r\n\r\n /** Voxelization resolution exponent. */\r\n public set resolutionExp(value: number) {\r\n this._voxelizationTask.resolutionExp = value;\r\n this.resetAccumulation();\r\n }\r\n\r\n /** Voxelization refresh rate. */\r\n public get refreshRate(): number {\r\n return this._voxelizationTask.refreshRate;\r\n }\r\n\r\n /** Voxelization refresh rate. */\r\n public set refreshRate(value: number) {\r\n this._voxelizationTask.refreshRate = value;\r\n }\r\n\r\n /** Whether tri-planar voxelization is used. */\r\n public get triPlanarVoxelization(): boolean {\r\n return this._voxelizationTask.triPlanarVoxelization;\r\n }\r\n\r\n /** Whether tri-planar voxelization is used. */\r\n public set triPlanarVoxelization(value: boolean) {\r\n this._voxelizationTask.triPlanarVoxelization = value;\r\n }\r\n\r\n /** Current world-space voxel grid size. */\r\n public get voxelGridSize(): number {\r\n return this._voxelizationTask.voxelGridSize;\r\n }\r\n\r\n /** True when the accumulated output texture is ready. */\r\n public get outputTextureReady(): boolean {\r\n return !!this._getAccumulationOutputTexture()?.isReady;\r\n }\r\n\r\n /** Notifies when the accumulated output texture becomes ready. */\r\n public get onOutputTextureReadyObservable(): Observable<InternalTexture> {\r\n return this._outputTextureReadyObservable;\r\n }\r\n\r\n // ------ Public methods ------\r\n\r\n /** Triggers a voxelization refresh on the next eligible frame. */\r\n public updateVoxelization(): void {\r\n this._voxelizationTask.requestVoxelizationUpdate();\r\n }\r\n\r\n /** Recomputes the voxelization scene bounds from the current object list. */\r\n public updateSceneBounds(): void {\r\n this._voxelizationTask.updateSceneBounds();\r\n }\r\n\r\n /** Resets temporal accumulation. */\r\n public resetAccumulation(): void {\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n /**\r\n * Adds one or more materials that should receive IBL shadows.\r\n * @param material The material or materials to register. If omitted, all scene materials are added.\r\n */\r\n public addShadowReceivingMaterial(material?: Material | Material[]): void {\r\n if (!material) {\r\n for (const sceneMaterial of this._frameGraph.scene.materials) {\r\n this._addShadowReceivingMaterialInternal(sceneMaterial);\r\n }\r\n } else if (Array.isArray(material)) {\r\n for (const sceneMaterial of material) {\r\n this._addShadowReceivingMaterialInternal(sceneMaterial);\r\n }\r\n } else {\r\n this._addShadowReceivingMaterialInternal(material);\r\n }\r\n\r\n this._applyMaterialPluginParameters();\r\n }\r\n\r\n /**\r\n * Removes one or more materials from IBL shadow reception.\r\n * @param material The material or materials to unregister.\r\n */\r\n public removeShadowReceivingMaterial(material: Material | Material[]): void {\r\n const materials = Array.isArray(material) ? material : [material];\r\n for (const mat of materials) {\r\n const index = this._materialsWithRenderPlugin.indexOf(mat);\r\n if (index !== -1) {\r\n this._materialsWithRenderPlugin.splice(index, 1);\r\n }\r\n\r\n const plugin = mat.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (plugin) {\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n }\r\n\r\n /** Clears all registered shadow-receiving materials. */\r\n public clearShadowReceivingMaterials(): void {\r\n for (const mat of this._materialsWithRenderPlugin) {\r\n const plugin = mat.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (plugin) {\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n\r\n this._materialsWithRenderPlugin.length = 0;\r\n }\r\n\r\n /**\r\n * Adds one or more meshes to the voxelization object list.\r\n * @param mesh The mesh or meshes to add.\r\n */\r\n public addShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n const meshes = Array.isArray(mesh) ? mesh : [mesh];\r\n const objectMeshes = this._voxelizationTask.objectList.meshes as Mesh[];\r\n for (const currentMesh of meshes) {\r\n if (currentMesh && objectMeshes.indexOf(currentMesh) === -1) {\r\n objectMeshes.push(currentMesh);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes one or more meshes from the voxelization object list.\r\n * @param mesh The mesh or meshes to remove.\r\n */\r\n public removeShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n const meshes = Array.isArray(mesh) ? mesh : [mesh];\r\n const objectMeshes = this._voxelizationTask.objectList.meshes as Mesh[];\r\n for (const currentMesh of meshes) {\r\n const index = objectMeshes.indexOf(currentMesh);\r\n if (index !== -1) {\r\n objectMeshes.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /** Clears all shadow-casting meshes from the voxelization object list. */\r\n public clearShadowCastingMeshes(): void {\r\n const objectMeshes = this._voxelizationTask.objectList.meshes as Mesh[];\r\n objectMeshes.length = 0;\r\n }\r\n\r\n // ------ Framework overrides ------\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 this._frameGraph.scene.enableIblCdfGenerator();\r\n\r\n // Don't poll for shadow dependencies here. _tryEnableShadowsTasks() is called\r\n // in record() (where it imports a placeholder ICDF if the real one isn't ready yet,\r\n // preventing any \"handle not found\" errors) and by _beforeRenderDependencyObserver\r\n // on every frame. Shadows enable automatically once the CDF, environment texture,\r\n // and blue-noise texture are all ready — no timeout involved.git pu\r\n return Promise.resolve();\r\n }\r\n\r\n public override isReady(): boolean {\r\n return this._voxelizationTask.isReady() && this._tracingTask.isReady() && this._spatialBlurTask.isReady() && this._accumulationTask.isReady();\r\n }\r\n\r\n /**\r\n * Records the parent task.\r\n * Child tasks record the actual passes.\r\n */\r\n public override record(): void {\r\n if (this.depthTexture === undefined || this.normalTexture === undefined || this.positionTexture === undefined || this.velocityTexture === undefined) {\r\n throw new Error(`FrameGraphIblShadowsRendererTask \"${this.name}\": depthTexture, normalTexture, positionTexture and velocityTexture are required`);\r\n }\r\n\r\n this._lastImportedIcdfTexture = null;\r\n this._lastImportedEnvironmentTexture = null;\r\n this._lastImportedBlueNoiseTexture = null;\r\n\r\n this._tryEnableShadowsTasks();\r\n\r\n // Set sub-task texture inputs (these are set here because handles may not be available at construction time)\r\n this._tracingTask.depthTexture = this.depthTexture;\r\n this._tracingTask.normalTexture = this.normalTexture;\r\n this._spatialBlurTask.depthTexture = this.depthTexture;\r\n this._spatialBlurTask.normalTexture = this.normalTexture;\r\n this._accumulationTask.positionTexture = this.positionTexture;\r\n this._accumulationTask.velocityTexture = this.velocityTexture;\r\n\r\n this._voxelizationTask.record();\r\n this._tracingTask.record();\r\n this._spatialBlurTask.record();\r\n this._accumulationTask.record();\r\n\r\n const passDisabled = this._frameGraph.addRenderPass(this.name + \"_disabled\", true);\r\n passDisabled.setRenderTarget(this.outputTexture);\r\n passDisabled.setExecuteFunc((_context) => {});\r\n }\r\n\r\n /**\r\n * Disposes the task and owned resources.\r\n */\r\n public override dispose(): void {\r\n this._disposeObservers();\r\n this._voxelizationTask.dispose();\r\n this._tracingTask.dispose();\r\n this._spatialBlurTask.dispose();\r\n this._accumulationTask.dispose();\r\n\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Creates a new IBL shadows composite task.\r\n * @param name The task name.\r\n * @param frameGraph The owning frame graph.\r\n */\r\n constructor(name: string, frameGraph: FrameGraph) {\r\n super(name, frameGraph);\r\n\r\n RegisterIblCdfGeneratorSceneComponent(IblCdfGenerator);\r\n\r\n this._voxelizationTask = new FrameGraphIblShadowsVoxelizationTask(`${name} Voxelization`, frameGraph);\r\n\r\n this._tracingTask = new FrameGraphIblShadowsTracingTask(`${name} Tracing`, frameGraph);\r\n this._tracingTask.voxelGridTexture = this._voxelizationTask.outputVoxelGridTexture;\r\n this._tracingTask.worldScaleMatrix = this._voxelizationTask.worldScaleMatrix;\r\n this._tracingTask.voxelizationTask = this._voxelizationTask;\r\n\r\n this._spatialBlurTask = new FrameGraphIblShadowsSpatialBlurTask(`${name} Blur`, frameGraph);\r\n this._spatialBlurTask.sourceTexture = this._tracingTask.outputTexture;\r\n this._spatialBlurTask.voxelizationTask = this._voxelizationTask;\r\n\r\n this._accumulationTask = new FrameGraphIblShadowsAccumulationTask(`${name} Accumulation`, frameGraph);\r\n this._accumulationTask.sourceTexture = this._spatialBlurTask.outputTexture;\r\n this._accumulationTask.voxelizationTask = this._voxelizationTask;\r\n\r\n this.outputTexture = this._accumulationTask.outputTexture;\r\n this._blueNoiseTexture = new Texture(\r\n Tools.GetAssetUrl(\"https://assets.babylonjs.com/core/blue_noise/blue_noise_rgb.png\"),\r\n frameGraph.scene,\r\n false,\r\n true,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE\r\n );\r\n\r\n this._initialize();\r\n }\r\n\r\n private _disposeDependencyObservers(): void {\r\n this._observedEnvironmentTextureUnsubscribe?.();\r\n this._observedEnvironmentTextureUnsubscribe = null;\r\n this._observedEnvironmentTexture = null;\r\n }\r\n\r\n private _disposeObservers(): void {\r\n this._disposeDependencyObservers();\r\n this._tracingTask.camera?.onViewMatrixChangedObservable.remove(this._cameraViewChangedObserver);\r\n this._frameGraph.scene.iblCdfGenerator?.onTextureChangedObservable.remove(this._cdfTextureChangedObserver);\r\n this._frameGraph.scene.iblCdfGenerator?.onGeneratedObservable.remove(this._cdfGeneratedObserver);\r\n this._frameGraph.scene.onEnvironmentTextureChangedObservable.remove(this._environmentTextureChangedObserver);\r\n this._frameGraph.scene.onBeforeRenderObservable.remove(this._beforeRenderDependencyObserver);\r\n this._frameGraph.scene.onBeforeRenderObservable.remove(this._beforeRenderOutputReadyObserver);\r\n this._blueNoiseTexture.onLoadObservable.remove(this._blueNoiseLoadObserver);\r\n this.onTexturesAllocatedObservable.remove(this._texturesAllocatedObserver);\r\n this._voxelizationTask.onVoxelizationCompleteObservable.remove(this._voxelizationCompleteObserver);\r\n\r\n this._cameraViewChangedObserver = null;\r\n this._cdfTextureChangedObserver = null;\r\n this._cdfGeneratedObserver = null;\r\n this._environmentTextureChangedObserver = null;\r\n this._beforeRenderDependencyObserver = null;\r\n this._beforeRenderOutputReadyObserver = null;\r\n this._blueNoiseLoadObserver = null;\r\n this._texturesAllocatedObserver = null;\r\n this._voxelizationCompleteObserver = null;\r\n this._blueNoiseTexture.dispose();\r\n }\r\n\r\n private _setCamera(camera: Camera): void {\r\n const currentCamera = this._tracingTask.camera;\r\n if (currentCamera === camera && this._cameraViewChangedObserver !== null) {\r\n return;\r\n }\r\n\r\n if (currentCamera && this._cameraViewChangedObserver) {\r\n currentCamera.onViewMatrixChangedObservable.remove(this._cameraViewChangedObserver);\r\n this._cameraViewChangedObserver = null;\r\n }\r\n\r\n this._tracingTask.camera = camera;\r\n this._cameraViewChangedObserver = camera.onViewMatrixChangedObservable.add(() => {\r\n this._accumulationTask.isMoving = true;\r\n });\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n private _observeEnvironmentTexture(): void {\r\n const env = this._frameGraph.scene.environmentTexture;\r\n const currentEnvironmentTexture = env instanceof Texture || env instanceof CubeTexture ? env : null;\r\n\r\n if (currentEnvironmentTexture === this._observedEnvironmentTexture) {\r\n return;\r\n }\r\n\r\n this._observedEnvironmentTextureUnsubscribe?.();\r\n this._observedEnvironmentTextureUnsubscribe = null;\r\n this._observedEnvironmentTexture = currentEnvironmentTexture;\r\n\r\n if (currentEnvironmentTexture instanceof Texture) {\r\n const observer = currentEnvironmentTexture.onLoadObservable.add(this._onEnvironmentTextureLoaded);\r\n if (observer) {\r\n this._observedEnvironmentTextureUnsubscribe = () => currentEnvironmentTexture.onLoadObservable.remove(observer);\r\n }\r\n } else if (currentEnvironmentTexture instanceof CubeTexture) {\r\n const observer = currentEnvironmentTexture.onLoadObservable.add(this._onEnvironmentTextureLoaded);\r\n if (observer) {\r\n this._observedEnvironmentTextureUnsubscribe = () => currentEnvironmentTexture.onLoadObservable.remove(observer);\r\n }\r\n }\r\n }\r\n\r\n private _getEnvironmentTextureInternal(): Nullable<InternalTexture> {\r\n const currentEnvironmentTexture = this._frameGraph.scene.environmentTexture;\r\n\r\n if (!currentEnvironmentTexture || !currentEnvironmentTexture.isReadyOrNotBlocking()) {\r\n return null;\r\n }\r\n\r\n const internalTexture = currentEnvironmentTexture.getInternalTexture();\r\n return internalTexture?.isReady ? internalTexture : null;\r\n }\r\n\r\n private _getAccumulationOutputTexture(): Nullable<InternalTexture> {\r\n try {\r\n return this._frameGraph.textureManager.getTextureFromHandle(this._accumulationTask.outputTexture);\r\n } catch {\r\n return null;\r\n }\r\n }\r\n\r\n private _notifyIfOutputTextureReady(): void {\r\n const outputTexture = this._getAccumulationOutputTexture();\r\n if (!outputTexture?.isReady || this._lastNotifiedOutputTexture === outputTexture) {\r\n return;\r\n }\r\n\r\n this._lastNotifiedOutputTexture = outputTexture;\r\n this._outputTextureReadyObservable.notifyObservers(outputTexture);\r\n }\r\n\r\n private _applyMaterialPluginParameters(): void {\r\n const accumulationTexture = this._getAccumulationOutputTexture();\r\n for (const material of this._materialsWithRenderPlugin) {\r\n const plugin = material.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (!plugin) {\r\n continue;\r\n }\r\n\r\n if (accumulationTexture && accumulationTexture.isReady) {\r\n plugin.iblShadowsTexture = accumulationTexture;\r\n }\r\n\r\n plugin.shadowOpacity = this._shadowOpacity;\r\n plugin.isColored = this._tracingTask.coloredShadows;\r\n plugin.isEnabled = !this._disabled && this._dependenciesResolved && !!accumulationTexture;\r\n }\r\n }\r\n\r\n private _addShadowReceivingMaterialInternal(material: Material): void {\r\n const isSupportedMaterial = material instanceof PBRBaseMaterial || material instanceof StandardMaterial || material instanceof OpenPBRMaterial;\r\n if (!isSupportedMaterial || this._materialsWithRenderPlugin.indexOf(material) !== -1) {\r\n return;\r\n }\r\n\r\n const plugin = material.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (!plugin) {\r\n new IBLShadowsPluginMaterial(material);\r\n }\r\n\r\n this._materialsWithRenderPlugin.push(material);\r\n }\r\n\r\n private readonly _onEnvironmentTextureLoaded = () => {\r\n this._tryEnableShadowsTasks();\r\n };\r\n\r\n private _tryEnableShadowsTasks(): boolean {\r\n const scene = this._frameGraph.scene;\r\n const icdfTexture = scene.iblCdfGenerator?.getIcdfTexture().getInternalTexture();\r\n const environmentTexture = this._getEnvironmentTextureInternal();\r\n const blueNoiseInternalTexture = this._blueNoiseTexture.getInternalTexture();\r\n\r\n // Always import whatever textures are currently available so that their handles\r\n // remain valid in the texture manager across rebuilds. After a frameGraph.clear()\r\n // all texture entries are wiped — without this, stale handles left in the tracing\r\n // task would cause _computeTextureLifespan to throw \"texture handle not found\"\r\n // even when CDF generation is still in progress. Importing the 1×1 placeholder\r\n // ICDF (returned by getIcdfTexture() when real generation hasn't completed) is\r\n // harmless: _dependenciesResolved stays false, the tracing execute function clears\r\n // to white, and the real texture is swapped in the moment CDF is ready.\r\n const icdfChanged = this._lastImportedIcdfTexture !== icdfTexture;\r\n if (icdfChanged && icdfTexture) {\r\n this._tracingTask.icdfTexture = this._frameGraph.textureManager.importTexture(`ICDF Texture`, icdfTexture, this._tracingTask.icdfTexture);\r\n this._lastImportedIcdfTexture = icdfTexture;\r\n }\r\n\r\n const environmentChanged = this._lastImportedEnvironmentTexture !== environmentTexture;\r\n if (environmentChanged || !environmentTexture) {\r\n if (environmentTexture) {\r\n this._tracingTask.environmentTexture = this._frameGraph.textureManager.importTexture(\r\n `Environment Texture`,\r\n environmentTexture,\r\n this._tracingTask.environmentTexture\r\n );\r\n this._lastImportedEnvironmentTexture = environmentTexture;\r\n } else {\r\n // No environment texture (null or not yet ready) — clear any stale handle so\r\n // it is not added to pass dependencies where _computeTextureLifespan would\r\n // fail to find it. This happens when a new IBL is dragged in: the environment\r\n // texture temporarily returns null from _getEnvironmentTextureInternal() while\r\n // it is still loading, but _lastImportedEnvironmentTexture was reset to null in\r\n // record(), so environmentChanged is false and the old stale handle is never\r\n // cleared — unless we add the || !environmentTexture guard here.\r\n this._tracingTask.environmentTexture = undefined;\r\n this._lastImportedEnvironmentTexture = null;\r\n }\r\n }\r\n\r\n const blueNoiseChanged = this._lastImportedBlueNoiseTexture !== blueNoiseInternalTexture;\r\n if (blueNoiseChanged || !blueNoiseInternalTexture) {\r\n if (blueNoiseInternalTexture) {\r\n this._tracingTask.blueNoiseTexture = this._frameGraph.textureManager.importTexture(\r\n `Blue Noise Texture`,\r\n blueNoiseInternalTexture,\r\n this._tracingTask.blueNoiseTexture\r\n );\r\n this._lastImportedBlueNoiseTexture = blueNoiseInternalTexture;\r\n } else {\r\n // Same null-guard as environment above.\r\n this._tracingTask.blueNoiseTexture = undefined;\r\n this._lastImportedBlueNoiseTexture = null;\r\n }\r\n }\r\n\r\n // Only mark dependencies as resolved when all textures are genuinely ready.\r\n //\r\n // Use IblCdfGenerator.isReady() rather than icdfTexture?.isReady (the raw\r\n // InternalTexture property). For a ProceduralTexture render target, InternalTexture\r\n // .isReady can remain false after onGeneratedObservable fires — it reflects GPU\r\n // texture object creation state, not whether the ICDF effect has been compiled and\r\n // the texture has been rendered. IblCdfGenerator.isReady() checks _icdfPT.isReady()\r\n // (ProceduralTexture readiness = effect compiled AND rendered at least once) plus all\r\n // intermediate CDF textures. Without this, _dependenciesResolved never flips to true\r\n // when a new model is loaded (the CDF regenerates but isReady stays false), so the\r\n // IBLShadowsPluginMaterial plugin is never enabled on any material.\r\n const cdfReady = scene.iblCdfGenerator?.isReady() ?? false;\r\n const ready = cdfReady && !!environmentTexture?.isReady && !!blueNoiseInternalTexture?.isReady;\r\n if (!ready) {\r\n if (this._dependenciesResolved) {\r\n this._dependenciesResolved = false;\r\n }\r\n return false;\r\n }\r\n\r\n if (!this._dependenciesResolved) {\r\n this._dependenciesResolved = true;\r\n if (!this._disabled) {\r\n this._accumulationTask.reset = true;\r\n }\r\n this._disposeDependencyObservers();\r\n } else if (icdfChanged || environmentChanged || blueNoiseChanged) {\r\n this._accumulationTask.reset = true;\r\n }\r\n\r\n this._applyMaterialPluginParameters();\r\n\r\n return true;\r\n }\r\n\r\n private _initialize(): void {\r\n const scene = this._frameGraph.scene;\r\n\r\n this._voxelizationCompleteObserver = this._voxelizationTask.onVoxelizationCompleteObservable.add(() => {\r\n this._tracingTask.voxelGridTexture = this._voxelizationTask.outputVoxelGridTexture;\r\n this._accumulationTask.reset = true;\r\n });\r\n\r\n this._cdfTextureChangedObserver =\r\n scene.iblCdfGenerator?.onTextureChangedObservable.add(() => {\r\n this._lastImportedIcdfTexture = null;\r\n this._accumulationTask.reset = true;\r\n }) ?? null;\r\n\r\n this._cdfGeneratedObserver =\r\n scene.iblCdfGenerator?.onGeneratedObservable.add(() => {\r\n this._lastImportedIcdfTexture = null;\r\n this._tryEnableShadowsTasks();\r\n }) ?? null;\r\n\r\n this._environmentTextureChangedObserver = scene.onEnvironmentTextureChangedObservable.add(() => {\r\n this._lastImportedEnvironmentTexture = null;\r\n this._dependenciesResolved = false;\r\n this._observeEnvironmentTexture();\r\n this._applyMaterialPluginParameters();\r\n this._tryEnableShadowsTasks();\r\n });\r\n\r\n this._observeEnvironmentTexture();\r\n\r\n if (scene.environmentTexture?.isReadyOrNotBlocking()) {\r\n this._tryEnableShadowsTasks();\r\n }\r\n\r\n this._blueNoiseLoadObserver = this._blueNoiseTexture.onLoadObservable.add(() => {\r\n this._tryEnableShadowsTasks();\r\n });\r\n\r\n this._beforeRenderDependencyObserver = scene.onBeforeRenderObservable.add(() => {\r\n this._tryEnableShadowsTasks();\r\n });\r\n\r\n this._beforeRenderOutputReadyObserver = scene.onBeforeRenderObservable.add(() => {\r\n this._notifyIfOutputTextureReady();\r\n });\r\n\r\n this._tryEnableShadowsTasks();\r\n\r\n this._texturesAllocatedObserver = this.onTexturesAllocatedObservable.add(() => {\r\n this._applyMaterialPluginParameters();\r\n this._notifyIfOutputTextureReady();\r\n });\r\n }\r\n}\r\n"]}
@@ -6,7 +6,7 @@ import { Mesh } from "../Meshes/mesh.pure.js";
6
6
  import { BaseTexture } from "../Materials/Textures/baseTexture.pure.js";
7
7
  import { Texture } from "../Materials/Textures/texture.pure.js";
8
8
  import { MirrorTexture } from "../Materials/Textures/mirrorTexture.pure.js";
9
- import { CubeTexture } from "../Materials/Textures/cubeTexture.pure.js";
9
+ import { CubeTexture, CubeTextureCreateFromPrefilteredData } from "../Materials/Textures/cubeTexture.pure.js";
10
10
  import { BackgroundMaterial } from "../Materials/Background/backgroundMaterial.pure.js";
11
11
 
12
12
  import { CreatePlane } from "../Meshes/Builders/planeBuilder.pure.js";
@@ -222,7 +222,7 @@ export class EnvironmentHelper {
222
222
  this._scene.environmentTexture = this._options.environmentTexture;
223
223
  return;
224
224
  }
225
- const environmentTexture = CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
225
+ const environmentTexture = CubeTextureCreateFromPrefilteredData(this._options.environmentTexture, this._scene);
226
226
  this._scene.environmentTexture = environmentTexture;
227
227
  }
228
228
  /**
@@ -1 +1 @@
1
- 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{ Observable } from \"../Misc/observable\";\r\nimport { type Nullable } from \"../types\";\r\nimport { ArcRotateCamera } from \"../Cameras/arcRotateCamera.pure\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { Color3, Color4 } from \"../Maths/math.color.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh.pure\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture.pure\";\r\nimport { Texture } from \"../Materials/Textures/texture.pure\";\r\nimport { MirrorTexture } from \"../Materials/Textures/mirrorTexture.pure\";\r\nimport { CubeTexture } from \"../Materials/Textures/cubeTexture.pure\";\r\nimport { BackgroundMaterial } from \"../Materials/Background/backgroundMaterial.pure\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder.pure\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder.pure\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\n\r\n/**\r\n * Represents the different options available during the creation of\r\n * a Environment helper.\r\n *\r\n * This can control the default ground, skybox and image processing setup of your scene.\r\n */\r\nexport interface IEnvironmentHelperOptions {\r\n /**\r\n * Specifies whether or not to create a ground.\r\n * True by default.\r\n */\r\n createGround: boolean;\r\n /**\r\n * Specifies the ground size.\r\n * 15 by default.\r\n */\r\n groundSize: number;\r\n /**\r\n * The texture used on the ground for the main color.\r\n * Comes from the BabylonJS CDN by default.\r\n *\r\n * Remarks: Can be either a texture or a url.\r\n */\r\n groundTexture: string | BaseTexture;\r\n /**\r\n * The color mixed in the ground texture by default.\r\n * BabylonJS clearColor by default.\r\n */\r\n groundColor: Color3;\r\n /**\r\n * Specifies the ground opacity.\r\n * 1 by default.\r\n */\r\n groundOpacity: number;\r\n /**\r\n * Enables the ground to receive shadows.\r\n * True by default.\r\n */\r\n enableGroundShadow: boolean;\r\n /**\r\n * Helps preventing the shadow to be fully black on the ground.\r\n * 0.5 by default.\r\n */\r\n groundShadowLevel: number;\r\n /**\r\n * Creates a mirror texture attach to the ground.\r\n * false by default.\r\n */\r\n enableGroundMirror: boolean;\r\n /**\r\n * Specifies the ground mirror size ratio.\r\n * 0.3 by default as the default kernel is 64.\r\n */\r\n groundMirrorSizeRatio: number;\r\n /**\r\n * Specifies the ground mirror blur kernel size.\r\n * 64 by default.\r\n */\r\n groundMirrorBlurKernel: number;\r\n /**\r\n * Specifies the ground mirror visibility amount.\r\n * 1 by default\r\n */\r\n groundMirrorAmount: number;\r\n /**\r\n * Specifies the ground mirror reflectance weight.\r\n * This uses the standard weight of the background material to setup the fresnel effect\r\n * of the mirror.\r\n * 1 by default.\r\n */\r\n groundMirrorFresnelWeight: number;\r\n /**\r\n * Specifies the ground mirror Falloff distance.\r\n * This can helps reducing the size of the reflection.\r\n * 0 by Default.\r\n */\r\n groundMirrorFallOffDistance: number;\r\n /**\r\n * Specifies the ground mirror texture type.\r\n * Unsigned Int by Default.\r\n */\r\n groundMirrorTextureType: number;\r\n /**\r\n * Specifies a bias applied to the ground vertical position to prevent z-fighting with\r\n * the shown objects.\r\n */\r\n groundYBias: number;\r\n\r\n /**\r\n * Specifies whether or not to create a skybox.\r\n * True by default.\r\n */\r\n createSkybox: boolean;\r\n /**\r\n * Specifies the skybox size.\r\n * 20 by default.\r\n */\r\n skyboxSize: number;\r\n /**\r\n * The texture used on the skybox for the main color.\r\n * Comes from the BabylonJS CDN by default.\r\n *\r\n * Remarks: Can be either a texture or a url.\r\n */\r\n skyboxTexture: string | BaseTexture;\r\n /**\r\n * The color mixed in the skybox texture by default.\r\n * BabylonJS clearColor by default.\r\n */\r\n skyboxColor: Color3;\r\n\r\n /**\r\n * The background rotation around the Y axis of the scene.\r\n * This helps aligning the key lights of your scene with the background.\r\n * 0 by default.\r\n */\r\n backgroundYRotation: number;\r\n\r\n /**\r\n * Compute automatically the size of the elements to best fit with the scene.\r\n */\r\n sizeAuto: boolean;\r\n\r\n /**\r\n * Default position of the rootMesh if autoSize is not true.\r\n */\r\n rootPosition: Vector3;\r\n\r\n /**\r\n * Sets up the image processing in the scene.\r\n * true by default.\r\n */\r\n setupImageProcessing: boolean;\r\n\r\n /**\r\n * The texture used as your environment texture in the scene.\r\n * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.\r\n *\r\n * Remarks: Can be either a texture or a url.\r\n */\r\n environmentTexture: string | BaseTexture;\r\n\r\n /**\r\n * The value of the exposure to apply to the scene.\r\n * 0.6 by default if setupImageProcessing is true.\r\n */\r\n cameraExposure: number;\r\n\r\n /**\r\n * The value of the contrast to apply to the scene.\r\n * 1.6 by default if setupImageProcessing is true.\r\n */\r\n cameraContrast: number;\r\n\r\n /**\r\n * Specifies whether or not tonemapping should be enabled in the scene.\r\n * true by default if setupImageProcessing is true.\r\n */\r\n toneMappingEnabled: boolean;\r\n}\r\n\r\ninterface ISceneSize {\r\n groundSize: number;\r\n skyboxSize: number;\r\n rootPosition: Vector3;\r\n}\r\n\r\n/**\r\n * The EnvironmentHelper class can be used to add a fully featured non-expensive background to your scene.\r\n * It includes by default a skybox and a ground relying on the BackgroundMaterial.\r\n * It also helps with the default setup of your ImageProcessingConfiguration.\r\n */\r\nexport class EnvironmentHelper {\r\n /**\r\n * Default ground texture URL.\r\n */\r\n private static _GroundTextureCDNUrl = \"https://assets.babylonjs.com/core/environments/backgroundGround.png\";\r\n\r\n /**\r\n * Default skybox texture URL.\r\n */\r\n private static _SkyboxTextureCDNUrl = \"https://assets.babylonjs.com/core/environments/backgroundSkybox.dds\";\r\n\r\n /**\r\n * Default environment texture URL.\r\n */\r\n private static _EnvironmentTextureCDNUrl = \"https://assets.babylonjs.com/core/environments/environmentSpecular.env\";\r\n\r\n /**\r\n * Creates the default options for the helper.\r\n * @param scene The scene the environment helper belongs to.\r\n * @returns default options for the helper.\r\n */\r\n private static _GetDefaultOptions(scene: Scene): IEnvironmentHelperOptions {\r\n return {\r\n createGround: true,\r\n groundSize: 15,\r\n groundTexture: Tools.GetAssetUrl(this._GroundTextureCDNUrl),\r\n groundColor: new Color3(0.2, 0.2, 0.3).toLinearSpace(scene.getEngine().useExactSrgbConversions).scale(3),\r\n groundOpacity: 0.9,\r\n enableGroundShadow: true,\r\n groundShadowLevel: 0.5,\r\n\r\n enableGroundMirror: false,\r\n groundMirrorSizeRatio: 0.3,\r\n groundMirrorBlurKernel: 64,\r\n groundMirrorAmount: 1,\r\n groundMirrorFresnelWeight: 1,\r\n groundMirrorFallOffDistance: 0,\r\n groundMirrorTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n\r\n groundYBias: 0.00001,\r\n\r\n createSkybox: true,\r\n skyboxSize: 20,\r\n skyboxTexture: Tools.GetAssetUrl(this._SkyboxTextureCDNUrl),\r\n skyboxColor: new Color3(0.2, 0.2, 0.3).toLinearSpace(scene.getEngine().useExactSrgbConversions).scale(3),\r\n\r\n backgroundYRotation: 0,\r\n sizeAuto: true,\r\n rootPosition: Vector3.Zero(),\r\n\r\n setupImageProcessing: true,\r\n environmentTexture: Tools.GetAssetUrl(this._EnvironmentTextureCDNUrl),\r\n cameraExposure: 0.8,\r\n cameraContrast: 1.2,\r\n toneMappingEnabled: true,\r\n };\r\n }\r\n\r\n private _rootMesh: Mesh;\r\n /**\r\n * Gets the root mesh created by the helper.\r\n */\r\n public get rootMesh(): Mesh {\r\n return this._rootMesh;\r\n }\r\n\r\n private _skybox: Nullable<Mesh>;\r\n /**\r\n * Gets the skybox created by the helper.\r\n */\r\n public get skybox(): Nullable<Mesh> {\r\n return this._skybox;\r\n }\r\n\r\n private _skyboxTexture: Nullable<BaseTexture>;\r\n /**\r\n * Gets the skybox texture created by the helper.\r\n */\r\n public get skyboxTexture(): Nullable<BaseTexture> {\r\n return this._skyboxTexture;\r\n }\r\n\r\n private _skyboxMaterial: Nullable<BackgroundMaterial>;\r\n /**\r\n * Gets the skybox material created by the helper.\r\n */\r\n public get skyboxMaterial(): Nullable<BackgroundMaterial> {\r\n return this._skyboxMaterial;\r\n }\r\n\r\n private _ground: Nullable<Mesh>;\r\n /**\r\n * Gets the ground mesh created by the helper.\r\n */\r\n public get ground(): Nullable<Mesh> {\r\n return this._ground;\r\n }\r\n\r\n private _groundTexture: Nullable<BaseTexture>;\r\n /**\r\n * Gets the ground texture created by the helper.\r\n */\r\n public get groundTexture(): Nullable<BaseTexture> {\r\n return this._groundTexture;\r\n }\r\n\r\n private _groundMirror: Nullable<MirrorTexture>;\r\n /**\r\n * Gets the ground mirror created by the helper.\r\n */\r\n public get groundMirror(): Nullable<MirrorTexture> {\r\n return this._groundMirror;\r\n }\r\n\r\n /**\r\n * Gets the ground mirror render list to helps pushing the meshes\r\n * you wish in the ground reflection.\r\n */\r\n public get groundMirrorRenderList(): Nullable<AbstractMesh[]> {\r\n if (this._groundMirror) {\r\n return this._groundMirror.renderList;\r\n }\r\n return null;\r\n }\r\n\r\n private _groundMaterial: Nullable<BackgroundMaterial>;\r\n /**\r\n * Gets the ground material created by the helper.\r\n */\r\n public get groundMaterial(): Nullable<BackgroundMaterial> {\r\n return this._groundMaterial;\r\n }\r\n\r\n /**\r\n * Stores the creation options.\r\n */\r\n private readonly _scene: Scene;\r\n private _options: IEnvironmentHelperOptions;\r\n\r\n /**\r\n * This observable will be notified with any error during the creation of the environment,\r\n * mainly texture creation errors.\r\n */\r\n public onErrorObservable: Observable<{ message?: string; exception?: any }>;\r\n\r\n /**\r\n * constructor\r\n * @param options Defines the options we want to customize the helper\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene) {\r\n this._options = {\r\n ...EnvironmentHelper._GetDefaultOptions(scene),\r\n ...options,\r\n };\r\n this._scene = scene;\r\n this.onErrorObservable = new Observable();\r\n\r\n this._setupBackground();\r\n this._setupImageProcessing();\r\n }\r\n\r\n /**\r\n * Updates the environment according to the new options\r\n * @param options options to configure the helper (IEnvironmentHelperOptions)\r\n */\r\n public updateOptions(options: Partial<IEnvironmentHelperOptions>) {\r\n const newOptions = {\r\n ...this._options,\r\n ...options,\r\n };\r\n\r\n if (this._ground && !newOptions.createGround) {\r\n this._ground.dispose();\r\n this._ground = null;\r\n }\r\n\r\n if (this._groundMaterial && !newOptions.createGround) {\r\n this._groundMaterial.dispose();\r\n this._groundMaterial = null;\r\n }\r\n\r\n if (this._groundTexture) {\r\n if (this._options.groundTexture != newOptions.groundTexture) {\r\n this._groundTexture.dispose();\r\n this._groundTexture = null;\r\n }\r\n }\r\n\r\n if (this._skybox && !newOptions.createSkybox) {\r\n this._skybox.dispose();\r\n this._skybox = null;\r\n }\r\n\r\n if (this._skyboxMaterial && !newOptions.createSkybox) {\r\n this._skyboxMaterial.dispose();\r\n this._skyboxMaterial = null;\r\n }\r\n\r\n if (this._skyboxTexture) {\r\n if (this._options.skyboxTexture != newOptions.skyboxTexture) {\r\n this._skyboxTexture.dispose();\r\n this._skyboxTexture = null;\r\n }\r\n }\r\n\r\n if (this._groundMirror && !newOptions.enableGroundMirror) {\r\n const index = this._scene.customRenderTargets.indexOf(this._groundMirror);\r\n if (index !== -1) {\r\n this._scene.customRenderTargets.splice(index, 1);\r\n }\r\n this._groundMirror.dispose();\r\n this._groundMirror = null;\r\n }\r\n\r\n if (this._scene.environmentTexture) {\r\n if (this._options.environmentTexture != newOptions.environmentTexture) {\r\n this._scene.environmentTexture.dispose();\r\n }\r\n }\r\n\r\n this._options = newOptions;\r\n\r\n this._setupBackground();\r\n this._setupImageProcessing();\r\n }\r\n\r\n /**\r\n * Sets the primary color of all the available elements.\r\n * @param color the main color to affect to the ground and the background\r\n */\r\n public setMainColor(color: Color3): void {\r\n if (this.groundMaterial) {\r\n this.groundMaterial.primaryColor = color;\r\n }\r\n\r\n if (this.skyboxMaterial) {\r\n this.skyboxMaterial.primaryColor = color;\r\n }\r\n\r\n if (this.groundMirror) {\r\n this.groundMirror.clearColor = new Color4(color.r, color.g, color.b, 1.0);\r\n }\r\n }\r\n\r\n /**\r\n * Setup the image processing according to the specified options.\r\n */\r\n private _setupImageProcessing(): void {\r\n if (this._options.setupImageProcessing) {\r\n this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;\r\n this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;\r\n this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;\r\n this._setupEnvironmentTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Setup the environment texture according to the specified options.\r\n */\r\n private _setupEnvironmentTexture(): void {\r\n if (this._scene.environmentTexture) {\r\n return;\r\n }\r\n\r\n if (this._options.environmentTexture instanceof BaseTexture) {\r\n this._scene.environmentTexture = this._options.environmentTexture;\r\n return;\r\n }\r\n\r\n const environmentTexture = CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);\r\n this._scene.environmentTexture = environmentTexture;\r\n }\r\n\r\n /**\r\n * Setup the background according to the specified options.\r\n */\r\n private _setupBackground(): void {\r\n if (!this._rootMesh) {\r\n this._rootMesh = new Mesh(\"BackgroundHelper\", this._scene);\r\n }\r\n this._rootMesh.rotation.y = this._options.backgroundYRotation;\r\n\r\n const sceneSize = this._getSceneSize();\r\n if (this._options.createGround) {\r\n this._setupGround(sceneSize);\r\n this._setupGroundMaterial();\r\n this._setupGroundDiffuseTexture();\r\n\r\n if (this._options.enableGroundMirror) {\r\n this._setupGroundMirrorTexture(sceneSize);\r\n }\r\n this._setupMirrorInGroundMaterial();\r\n }\r\n\r\n if (this._options.createSkybox) {\r\n this._setupSkybox(sceneSize);\r\n this._setupSkyboxMaterial();\r\n this._setupSkyboxReflectionTexture();\r\n }\r\n\r\n this._rootMesh.position.x = sceneSize.rootPosition.x;\r\n this._rootMesh.position.z = sceneSize.rootPosition.z;\r\n this._rootMesh.position.y = sceneSize.rootPosition.y;\r\n }\r\n\r\n /**\r\n * Get the scene sizes according to the setup.\r\n * @returns the different ground and skybox sizes.\r\n */\r\n private _getSceneSize(): ISceneSize {\r\n let groundSize = this._options.groundSize;\r\n let skyboxSize = this._options.skyboxSize;\r\n let rootPosition = this._options.rootPosition;\r\n if (!this._scene.meshes || this._scene.meshes.length === 1) {\r\n // 1 only means the root of the helper.\r\n return { groundSize, skyboxSize, rootPosition };\r\n }\r\n\r\n const sceneExtends = this._scene.getWorldExtends((mesh) => {\r\n return mesh !== this._ground && mesh !== this._rootMesh && mesh !== this._skybox;\r\n });\r\n const sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);\r\n\r\n if (this._options.sizeAuto) {\r\n if (this._scene.activeCamera instanceof ArcRotateCamera && this._scene.activeCamera.upperRadiusLimit) {\r\n groundSize = this._scene.activeCamera.upperRadiusLimit * 2;\r\n skyboxSize = groundSize;\r\n }\r\n\r\n const sceneDiagonalLength = sceneDiagonal.length();\r\n if (sceneDiagonalLength > groundSize) {\r\n groundSize = sceneDiagonalLength * 2;\r\n skyboxSize = groundSize;\r\n }\r\n\r\n // 10 % bigger.\r\n groundSize *= 1.1;\r\n skyboxSize *= 1.5;\r\n rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));\r\n rootPosition.y = sceneExtends.min.y - this._options.groundYBias;\r\n }\r\n\r\n return { groundSize, skyboxSize, rootPosition };\r\n }\r\n\r\n /**\r\n * Setup the ground according to the specified options.\r\n * @param sceneSize\r\n */\r\n private _setupGround(sceneSize: ISceneSize): void {\r\n if (!this._ground || this._ground.isDisposed()) {\r\n this._ground = CreatePlane(\"BackgroundPlane\", { size: sceneSize.groundSize }, this._scene);\r\n this._ground.rotation.x = Math.PI / 2; // Face up by default.\r\n this._ground.isPickable = false;\r\n this._ground.parent = this._rootMesh;\r\n this._ground.onDisposeObservable.add(() => {\r\n this._ground = null;\r\n });\r\n }\r\n\r\n this._ground.receiveShadows = this._options.enableGroundShadow;\r\n }\r\n\r\n /**\r\n * Setup the ground material according to the specified options.\r\n */\r\n private _setupGroundMaterial(): void {\r\n if (!this._groundMaterial) {\r\n this._groundMaterial = new BackgroundMaterial(\"BackgroundPlaneMaterial\", this._scene);\r\n }\r\n this._groundMaterial.alpha = this._options.groundOpacity;\r\n this._groundMaterial.alphaMode = Constants.ALPHA_PREMULTIPLIED_PORTERDUFF;\r\n this._groundMaterial.shadowLevel = this._options.groundShadowLevel;\r\n this._groundMaterial.primaryColor = this._options.groundColor;\r\n this._groundMaterial.useRGBColor = false;\r\n this._groundMaterial.enableNoise = true;\r\n\r\n if (this._ground) {\r\n this._ground.material = this._groundMaterial;\r\n }\r\n }\r\n\r\n /**\r\n * Setup the ground diffuse texture according to the specified options.\r\n */\r\n private _setupGroundDiffuseTexture(): void {\r\n if (!this._groundMaterial) {\r\n return;\r\n }\r\n\r\n if (this._groundTexture) {\r\n return;\r\n }\r\n\r\n if (this._options.groundTexture instanceof BaseTexture) {\r\n this._groundMaterial.diffuseTexture = this._options.groundTexture;\r\n return;\r\n }\r\n\r\n this._groundTexture = new Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);\r\n this._groundTexture.gammaSpace = false;\r\n this._groundTexture.hasAlpha = true;\r\n this._groundMaterial.diffuseTexture = this._groundTexture;\r\n }\r\n\r\n /**\r\n * Setup the ground mirror texture according to the specified options.\r\n * @param sceneSize\r\n */\r\n private _setupGroundMirrorTexture(sceneSize: ISceneSize): void {\r\n const wrapping = Texture.CLAMP_ADDRESSMODE;\r\n if (!this._groundMirror) {\r\n this._groundMirror = new MirrorTexture(\r\n \"BackgroundPlaneMirrorTexture\",\r\n { ratio: this._options.groundMirrorSizeRatio },\r\n this._scene,\r\n false,\r\n this._options.groundMirrorTextureType,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n true\r\n );\r\n this._groundMirror.mirrorPlane = new Plane(0, -1, 0, sceneSize.rootPosition.y);\r\n this._groundMirror.anisotropicFilteringLevel = 1;\r\n this._groundMirror.wrapU = wrapping;\r\n this._groundMirror.wrapV = wrapping;\r\n\r\n if (this._groundMirror.renderList) {\r\n for (let i = 0; i < this._scene.meshes.length; i++) {\r\n const mesh = this._scene.meshes[i];\r\n if (mesh !== this._ground && mesh !== this._skybox && mesh !== this._rootMesh) {\r\n this._groundMirror.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n if (this._scene.frameGraph) {\r\n this._scene.customRenderTargets.push(this._groundMirror);\r\n }\r\n }\r\n\r\n const gammaGround = this._options.groundColor.toGammaSpace(this._scene.getEngine().useExactSrgbConversions);\r\n this._groundMirror.clearColor = new Color4(gammaGround.r, gammaGround.g, gammaGround.b, 1);\r\n this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;\r\n }\r\n\r\n /**\r\n * Setup the ground to receive the mirror texture.\r\n */\r\n private _setupMirrorInGroundMaterial(): void {\r\n if (this._groundMaterial) {\r\n this._groundMaterial.reflectionTexture = this._groundMirror;\r\n this._groundMaterial.reflectionFresnel = true;\r\n this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;\r\n this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;\r\n this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;\r\n }\r\n }\r\n\r\n /**\r\n * Setup the skybox according to the specified options.\r\n * @param sceneSize\r\n */\r\n private _setupSkybox(sceneSize: ISceneSize): void {\r\n if (!this._skybox || this._skybox.isDisposed()) {\r\n this._skybox = CreateBox(\"BackgroundSkybox\", { size: sceneSize.skyboxSize, sideOrientation: Mesh.BACKSIDE }, this._scene);\r\n this._skybox.isPickable = false;\r\n this._skybox.onDisposeObservable.add(() => {\r\n this._skybox = null;\r\n });\r\n }\r\n this._skybox.parent = this._rootMesh;\r\n }\r\n\r\n /**\r\n * Setup the skybox material according to the specified options.\r\n */\r\n private _setupSkyboxMaterial(): void {\r\n if (!this._skybox) {\r\n return;\r\n }\r\n\r\n if (!this._skyboxMaterial) {\r\n this._skyboxMaterial = new BackgroundMaterial(\"BackgroundSkyboxMaterial\", this._scene);\r\n }\r\n this._skyboxMaterial.useRGBColor = false;\r\n this._skyboxMaterial.primaryColor = this._options.skyboxColor;\r\n this._skyboxMaterial.enableNoise = true;\r\n\r\n this._skybox.material = this._skyboxMaterial;\r\n }\r\n\r\n /**\r\n * Setup the skybox reflection texture according to the specified options.\r\n */\r\n private _setupSkyboxReflectionTexture(): void {\r\n if (!this._skyboxMaterial) {\r\n return;\r\n }\r\n\r\n if (this._skyboxTexture) {\r\n return;\r\n }\r\n\r\n if (this._options.skyboxTexture instanceof BaseTexture) {\r\n this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;\r\n return;\r\n }\r\n\r\n this._skyboxTexture = new CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);\r\n this._skyboxTexture.coordinatesMode = Texture.SKYBOX_MODE;\r\n this._skyboxTexture.gammaSpace = false;\r\n this._skyboxMaterial.reflectionTexture = this._skyboxTexture;\r\n }\r\n\r\n private _errorHandler = (message?: string, exception?: any) => {\r\n this.onErrorObservable.notifyObservers({ message: message, exception: exception });\r\n };\r\n\r\n /**\r\n * Dispose all the elements created by the Helper.\r\n */\r\n public dispose(): void {\r\n if (this._groundMaterial) {\r\n this._groundMaterial.dispose(true, true);\r\n }\r\n if (this._skyboxMaterial) {\r\n this._skyboxMaterial.dispose(true, true);\r\n }\r\n this._rootMesh.dispose(false);\r\n }\r\n}\r\n"]}
1
+ 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{ Observable } from \"../Misc/observable\";\r\nimport { type Nullable } from \"../types\";\r\nimport { ArcRotateCamera } from \"../Cameras/arcRotateCamera.pure\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { Color3, Color4 } from \"../Maths/math.color.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh.pure\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture.pure\";\r\nimport { Texture } from \"../Materials/Textures/texture.pure\";\r\nimport { MirrorTexture } from \"../Materials/Textures/mirrorTexture.pure\";\r\nimport { CubeTexture, CubeTextureCreateFromPrefilteredData } from \"../Materials/Textures/cubeTexture.pure\";\r\nimport { BackgroundMaterial } from \"../Materials/Background/backgroundMaterial.pure\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { CreatePlane } from \"../Meshes/Builders/planeBuilder.pure\";\r\nimport { CreateBox } from \"../Meshes/Builders/boxBuilder.pure\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\n\r\n/**\r\n * Represents the different options available during the creation of\r\n * a Environment helper.\r\n *\r\n * This can control the default ground, skybox and image processing setup of your scene.\r\n */\r\nexport interface IEnvironmentHelperOptions {\r\n /**\r\n * Specifies whether or not to create a ground.\r\n * True by default.\r\n */\r\n createGround: boolean;\r\n /**\r\n * Specifies the ground size.\r\n * 15 by default.\r\n */\r\n groundSize: number;\r\n /**\r\n * The texture used on the ground for the main color.\r\n * Comes from the BabylonJS CDN by default.\r\n *\r\n * Remarks: Can be either a texture or a url.\r\n */\r\n groundTexture: string | BaseTexture;\r\n /**\r\n * The color mixed in the ground texture by default.\r\n * BabylonJS clearColor by default.\r\n */\r\n groundColor: Color3;\r\n /**\r\n * Specifies the ground opacity.\r\n * 1 by default.\r\n */\r\n groundOpacity: number;\r\n /**\r\n * Enables the ground to receive shadows.\r\n * True by default.\r\n */\r\n enableGroundShadow: boolean;\r\n /**\r\n * Helps preventing the shadow to be fully black on the ground.\r\n * 0.5 by default.\r\n */\r\n groundShadowLevel: number;\r\n /**\r\n * Creates a mirror texture attach to the ground.\r\n * false by default.\r\n */\r\n enableGroundMirror: boolean;\r\n /**\r\n * Specifies the ground mirror size ratio.\r\n * 0.3 by default as the default kernel is 64.\r\n */\r\n groundMirrorSizeRatio: number;\r\n /**\r\n * Specifies the ground mirror blur kernel size.\r\n * 64 by default.\r\n */\r\n groundMirrorBlurKernel: number;\r\n /**\r\n * Specifies the ground mirror visibility amount.\r\n * 1 by default\r\n */\r\n groundMirrorAmount: number;\r\n /**\r\n * Specifies the ground mirror reflectance weight.\r\n * This uses the standard weight of the background material to setup the fresnel effect\r\n * of the mirror.\r\n * 1 by default.\r\n */\r\n groundMirrorFresnelWeight: number;\r\n /**\r\n * Specifies the ground mirror Falloff distance.\r\n * This can helps reducing the size of the reflection.\r\n * 0 by Default.\r\n */\r\n groundMirrorFallOffDistance: number;\r\n /**\r\n * Specifies the ground mirror texture type.\r\n * Unsigned Int by Default.\r\n */\r\n groundMirrorTextureType: number;\r\n /**\r\n * Specifies a bias applied to the ground vertical position to prevent z-fighting with\r\n * the shown objects.\r\n */\r\n groundYBias: number;\r\n\r\n /**\r\n * Specifies whether or not to create a skybox.\r\n * True by default.\r\n */\r\n createSkybox: boolean;\r\n /**\r\n * Specifies the skybox size.\r\n * 20 by default.\r\n */\r\n skyboxSize: number;\r\n /**\r\n * The texture used on the skybox for the main color.\r\n * Comes from the BabylonJS CDN by default.\r\n *\r\n * Remarks: Can be either a texture or a url.\r\n */\r\n skyboxTexture: string | BaseTexture;\r\n /**\r\n * The color mixed in the skybox texture by default.\r\n * BabylonJS clearColor by default.\r\n */\r\n skyboxColor: Color3;\r\n\r\n /**\r\n * The background rotation around the Y axis of the scene.\r\n * This helps aligning the key lights of your scene with the background.\r\n * 0 by default.\r\n */\r\n backgroundYRotation: number;\r\n\r\n /**\r\n * Compute automatically the size of the elements to best fit with the scene.\r\n */\r\n sizeAuto: boolean;\r\n\r\n /**\r\n * Default position of the rootMesh if autoSize is not true.\r\n */\r\n rootPosition: Vector3;\r\n\r\n /**\r\n * Sets up the image processing in the scene.\r\n * true by default.\r\n */\r\n setupImageProcessing: boolean;\r\n\r\n /**\r\n * The texture used as your environment texture in the scene.\r\n * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.\r\n *\r\n * Remarks: Can be either a texture or a url.\r\n */\r\n environmentTexture: string | BaseTexture;\r\n\r\n /**\r\n * The value of the exposure to apply to the scene.\r\n * 0.6 by default if setupImageProcessing is true.\r\n */\r\n cameraExposure: number;\r\n\r\n /**\r\n * The value of the contrast to apply to the scene.\r\n * 1.6 by default if setupImageProcessing is true.\r\n */\r\n cameraContrast: number;\r\n\r\n /**\r\n * Specifies whether or not tonemapping should be enabled in the scene.\r\n * true by default if setupImageProcessing is true.\r\n */\r\n toneMappingEnabled: boolean;\r\n}\r\n\r\ninterface ISceneSize {\r\n groundSize: number;\r\n skyboxSize: number;\r\n rootPosition: Vector3;\r\n}\r\n\r\n/**\r\n * The EnvironmentHelper class can be used to add a fully featured non-expensive background to your scene.\r\n * It includes by default a skybox and a ground relying on the BackgroundMaterial.\r\n * It also helps with the default setup of your ImageProcessingConfiguration.\r\n */\r\nexport class EnvironmentHelper {\r\n /**\r\n * Default ground texture URL.\r\n */\r\n private static _GroundTextureCDNUrl = \"https://assets.babylonjs.com/core/environments/backgroundGround.png\";\r\n\r\n /**\r\n * Default skybox texture URL.\r\n */\r\n private static _SkyboxTextureCDNUrl = \"https://assets.babylonjs.com/core/environments/backgroundSkybox.dds\";\r\n\r\n /**\r\n * Default environment texture URL.\r\n */\r\n private static _EnvironmentTextureCDNUrl = \"https://assets.babylonjs.com/core/environments/environmentSpecular.env\";\r\n\r\n /**\r\n * Creates the default options for the helper.\r\n * @param scene The scene the environment helper belongs to.\r\n * @returns default options for the helper.\r\n */\r\n private static _GetDefaultOptions(scene: Scene): IEnvironmentHelperOptions {\r\n return {\r\n createGround: true,\r\n groundSize: 15,\r\n groundTexture: Tools.GetAssetUrl(this._GroundTextureCDNUrl),\r\n groundColor: new Color3(0.2, 0.2, 0.3).toLinearSpace(scene.getEngine().useExactSrgbConversions).scale(3),\r\n groundOpacity: 0.9,\r\n enableGroundShadow: true,\r\n groundShadowLevel: 0.5,\r\n\r\n enableGroundMirror: false,\r\n groundMirrorSizeRatio: 0.3,\r\n groundMirrorBlurKernel: 64,\r\n groundMirrorAmount: 1,\r\n groundMirrorFresnelWeight: 1,\r\n groundMirrorFallOffDistance: 0,\r\n groundMirrorTextureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n\r\n groundYBias: 0.00001,\r\n\r\n createSkybox: true,\r\n skyboxSize: 20,\r\n skyboxTexture: Tools.GetAssetUrl(this._SkyboxTextureCDNUrl),\r\n skyboxColor: new Color3(0.2, 0.2, 0.3).toLinearSpace(scene.getEngine().useExactSrgbConversions).scale(3),\r\n\r\n backgroundYRotation: 0,\r\n sizeAuto: true,\r\n rootPosition: Vector3.Zero(),\r\n\r\n setupImageProcessing: true,\r\n environmentTexture: Tools.GetAssetUrl(this._EnvironmentTextureCDNUrl),\r\n cameraExposure: 0.8,\r\n cameraContrast: 1.2,\r\n toneMappingEnabled: true,\r\n };\r\n }\r\n\r\n private _rootMesh: Mesh;\r\n /**\r\n * Gets the root mesh created by the helper.\r\n */\r\n public get rootMesh(): Mesh {\r\n return this._rootMesh;\r\n }\r\n\r\n private _skybox: Nullable<Mesh>;\r\n /**\r\n * Gets the skybox created by the helper.\r\n */\r\n public get skybox(): Nullable<Mesh> {\r\n return this._skybox;\r\n }\r\n\r\n private _skyboxTexture: Nullable<BaseTexture>;\r\n /**\r\n * Gets the skybox texture created by the helper.\r\n */\r\n public get skyboxTexture(): Nullable<BaseTexture> {\r\n return this._skyboxTexture;\r\n }\r\n\r\n private _skyboxMaterial: Nullable<BackgroundMaterial>;\r\n /**\r\n * Gets the skybox material created by the helper.\r\n */\r\n public get skyboxMaterial(): Nullable<BackgroundMaterial> {\r\n return this._skyboxMaterial;\r\n }\r\n\r\n private _ground: Nullable<Mesh>;\r\n /**\r\n * Gets the ground mesh created by the helper.\r\n */\r\n public get ground(): Nullable<Mesh> {\r\n return this._ground;\r\n }\r\n\r\n private _groundTexture: Nullable<BaseTexture>;\r\n /**\r\n * Gets the ground texture created by the helper.\r\n */\r\n public get groundTexture(): Nullable<BaseTexture> {\r\n return this._groundTexture;\r\n }\r\n\r\n private _groundMirror: Nullable<MirrorTexture>;\r\n /**\r\n * Gets the ground mirror created by the helper.\r\n */\r\n public get groundMirror(): Nullable<MirrorTexture> {\r\n return this._groundMirror;\r\n }\r\n\r\n /**\r\n * Gets the ground mirror render list to helps pushing the meshes\r\n * you wish in the ground reflection.\r\n */\r\n public get groundMirrorRenderList(): Nullable<AbstractMesh[]> {\r\n if (this._groundMirror) {\r\n return this._groundMirror.renderList;\r\n }\r\n return null;\r\n }\r\n\r\n private _groundMaterial: Nullable<BackgroundMaterial>;\r\n /**\r\n * Gets the ground material created by the helper.\r\n */\r\n public get groundMaterial(): Nullable<BackgroundMaterial> {\r\n return this._groundMaterial;\r\n }\r\n\r\n /**\r\n * Stores the creation options.\r\n */\r\n private readonly _scene: Scene;\r\n private _options: IEnvironmentHelperOptions;\r\n\r\n /**\r\n * This observable will be notified with any error during the creation of the environment,\r\n * mainly texture creation errors.\r\n */\r\n public onErrorObservable: Observable<{ message?: string; exception?: any }>;\r\n\r\n /**\r\n * constructor\r\n * @param options Defines the options we want to customize the helper\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene) {\r\n this._options = {\r\n ...EnvironmentHelper._GetDefaultOptions(scene),\r\n ...options,\r\n };\r\n this._scene = scene;\r\n this.onErrorObservable = new Observable();\r\n\r\n this._setupBackground();\r\n this._setupImageProcessing();\r\n }\r\n\r\n /**\r\n * Updates the environment according to the new options\r\n * @param options options to configure the helper (IEnvironmentHelperOptions)\r\n */\r\n public updateOptions(options: Partial<IEnvironmentHelperOptions>) {\r\n const newOptions = {\r\n ...this._options,\r\n ...options,\r\n };\r\n\r\n if (this._ground && !newOptions.createGround) {\r\n this._ground.dispose();\r\n this._ground = null;\r\n }\r\n\r\n if (this._groundMaterial && !newOptions.createGround) {\r\n this._groundMaterial.dispose();\r\n this._groundMaterial = null;\r\n }\r\n\r\n if (this._groundTexture) {\r\n if (this._options.groundTexture != newOptions.groundTexture) {\r\n this._groundTexture.dispose();\r\n this._groundTexture = null;\r\n }\r\n }\r\n\r\n if (this._skybox && !newOptions.createSkybox) {\r\n this._skybox.dispose();\r\n this._skybox = null;\r\n }\r\n\r\n if (this._skyboxMaterial && !newOptions.createSkybox) {\r\n this._skyboxMaterial.dispose();\r\n this._skyboxMaterial = null;\r\n }\r\n\r\n if (this._skyboxTexture) {\r\n if (this._options.skyboxTexture != newOptions.skyboxTexture) {\r\n this._skyboxTexture.dispose();\r\n this._skyboxTexture = null;\r\n }\r\n }\r\n\r\n if (this._groundMirror && !newOptions.enableGroundMirror) {\r\n const index = this._scene.customRenderTargets.indexOf(this._groundMirror);\r\n if (index !== -1) {\r\n this._scene.customRenderTargets.splice(index, 1);\r\n }\r\n this._groundMirror.dispose();\r\n this._groundMirror = null;\r\n }\r\n\r\n if (this._scene.environmentTexture) {\r\n if (this._options.environmentTexture != newOptions.environmentTexture) {\r\n this._scene.environmentTexture.dispose();\r\n }\r\n }\r\n\r\n this._options = newOptions;\r\n\r\n this._setupBackground();\r\n this._setupImageProcessing();\r\n }\r\n\r\n /**\r\n * Sets the primary color of all the available elements.\r\n * @param color the main color to affect to the ground and the background\r\n */\r\n public setMainColor(color: Color3): void {\r\n if (this.groundMaterial) {\r\n this.groundMaterial.primaryColor = color;\r\n }\r\n\r\n if (this.skyboxMaterial) {\r\n this.skyboxMaterial.primaryColor = color;\r\n }\r\n\r\n if (this.groundMirror) {\r\n this.groundMirror.clearColor = new Color4(color.r, color.g, color.b, 1.0);\r\n }\r\n }\r\n\r\n /**\r\n * Setup the image processing according to the specified options.\r\n */\r\n private _setupImageProcessing(): void {\r\n if (this._options.setupImageProcessing) {\r\n this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;\r\n this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;\r\n this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;\r\n this._setupEnvironmentTexture();\r\n }\r\n }\r\n\r\n /**\r\n * Setup the environment texture according to the specified options.\r\n */\r\n private _setupEnvironmentTexture(): void {\r\n if (this._scene.environmentTexture) {\r\n return;\r\n }\r\n\r\n if (this._options.environmentTexture instanceof BaseTexture) {\r\n this._scene.environmentTexture = this._options.environmentTexture;\r\n return;\r\n }\r\n\r\n const environmentTexture = CubeTextureCreateFromPrefilteredData(this._options.environmentTexture, this._scene);\r\n this._scene.environmentTexture = environmentTexture;\r\n }\r\n\r\n /**\r\n * Setup the background according to the specified options.\r\n */\r\n private _setupBackground(): void {\r\n if (!this._rootMesh) {\r\n this._rootMesh = new Mesh(\"BackgroundHelper\", this._scene);\r\n }\r\n this._rootMesh.rotation.y = this._options.backgroundYRotation;\r\n\r\n const sceneSize = this._getSceneSize();\r\n if (this._options.createGround) {\r\n this._setupGround(sceneSize);\r\n this._setupGroundMaterial();\r\n this._setupGroundDiffuseTexture();\r\n\r\n if (this._options.enableGroundMirror) {\r\n this._setupGroundMirrorTexture(sceneSize);\r\n }\r\n this._setupMirrorInGroundMaterial();\r\n }\r\n\r\n if (this._options.createSkybox) {\r\n this._setupSkybox(sceneSize);\r\n this._setupSkyboxMaterial();\r\n this._setupSkyboxReflectionTexture();\r\n }\r\n\r\n this._rootMesh.position.x = sceneSize.rootPosition.x;\r\n this._rootMesh.position.z = sceneSize.rootPosition.z;\r\n this._rootMesh.position.y = sceneSize.rootPosition.y;\r\n }\r\n\r\n /**\r\n * Get the scene sizes according to the setup.\r\n * @returns the different ground and skybox sizes.\r\n */\r\n private _getSceneSize(): ISceneSize {\r\n let groundSize = this._options.groundSize;\r\n let skyboxSize = this._options.skyboxSize;\r\n let rootPosition = this._options.rootPosition;\r\n if (!this._scene.meshes || this._scene.meshes.length === 1) {\r\n // 1 only means the root of the helper.\r\n return { groundSize, skyboxSize, rootPosition };\r\n }\r\n\r\n const sceneExtends = this._scene.getWorldExtends((mesh) => {\r\n return mesh !== this._ground && mesh !== this._rootMesh && mesh !== this._skybox;\r\n });\r\n const sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);\r\n\r\n if (this._options.sizeAuto) {\r\n if (this._scene.activeCamera instanceof ArcRotateCamera && this._scene.activeCamera.upperRadiusLimit) {\r\n groundSize = this._scene.activeCamera.upperRadiusLimit * 2;\r\n skyboxSize = groundSize;\r\n }\r\n\r\n const sceneDiagonalLength = sceneDiagonal.length();\r\n if (sceneDiagonalLength > groundSize) {\r\n groundSize = sceneDiagonalLength * 2;\r\n skyboxSize = groundSize;\r\n }\r\n\r\n // 10 % bigger.\r\n groundSize *= 1.1;\r\n skyboxSize *= 1.5;\r\n rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));\r\n rootPosition.y = sceneExtends.min.y - this._options.groundYBias;\r\n }\r\n\r\n return { groundSize, skyboxSize, rootPosition };\r\n }\r\n\r\n /**\r\n * Setup the ground according to the specified options.\r\n * @param sceneSize\r\n */\r\n private _setupGround(sceneSize: ISceneSize): void {\r\n if (!this._ground || this._ground.isDisposed()) {\r\n this._ground = CreatePlane(\"BackgroundPlane\", { size: sceneSize.groundSize }, this._scene);\r\n this._ground.rotation.x = Math.PI / 2; // Face up by default.\r\n this._ground.isPickable = false;\r\n this._ground.parent = this._rootMesh;\r\n this._ground.onDisposeObservable.add(() => {\r\n this._ground = null;\r\n });\r\n }\r\n\r\n this._ground.receiveShadows = this._options.enableGroundShadow;\r\n }\r\n\r\n /**\r\n * Setup the ground material according to the specified options.\r\n */\r\n private _setupGroundMaterial(): void {\r\n if (!this._groundMaterial) {\r\n this._groundMaterial = new BackgroundMaterial(\"BackgroundPlaneMaterial\", this._scene);\r\n }\r\n this._groundMaterial.alpha = this._options.groundOpacity;\r\n this._groundMaterial.alphaMode = Constants.ALPHA_PREMULTIPLIED_PORTERDUFF;\r\n this._groundMaterial.shadowLevel = this._options.groundShadowLevel;\r\n this._groundMaterial.primaryColor = this._options.groundColor;\r\n this._groundMaterial.useRGBColor = false;\r\n this._groundMaterial.enableNoise = true;\r\n\r\n if (this._ground) {\r\n this._ground.material = this._groundMaterial;\r\n }\r\n }\r\n\r\n /**\r\n * Setup the ground diffuse texture according to the specified options.\r\n */\r\n private _setupGroundDiffuseTexture(): void {\r\n if (!this._groundMaterial) {\r\n return;\r\n }\r\n\r\n if (this._groundTexture) {\r\n return;\r\n }\r\n\r\n if (this._options.groundTexture instanceof BaseTexture) {\r\n this._groundMaterial.diffuseTexture = this._options.groundTexture;\r\n return;\r\n }\r\n\r\n this._groundTexture = new Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);\r\n this._groundTexture.gammaSpace = false;\r\n this._groundTexture.hasAlpha = true;\r\n this._groundMaterial.diffuseTexture = this._groundTexture;\r\n }\r\n\r\n /**\r\n * Setup the ground mirror texture according to the specified options.\r\n * @param sceneSize\r\n */\r\n private _setupGroundMirrorTexture(sceneSize: ISceneSize): void {\r\n const wrapping = Texture.CLAMP_ADDRESSMODE;\r\n if (!this._groundMirror) {\r\n this._groundMirror = new MirrorTexture(\r\n \"BackgroundPlaneMirrorTexture\",\r\n { ratio: this._options.groundMirrorSizeRatio },\r\n this._scene,\r\n false,\r\n this._options.groundMirrorTextureType,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n true\r\n );\r\n this._groundMirror.mirrorPlane = new Plane(0, -1, 0, sceneSize.rootPosition.y);\r\n this._groundMirror.anisotropicFilteringLevel = 1;\r\n this._groundMirror.wrapU = wrapping;\r\n this._groundMirror.wrapV = wrapping;\r\n\r\n if (this._groundMirror.renderList) {\r\n for (let i = 0; i < this._scene.meshes.length; i++) {\r\n const mesh = this._scene.meshes[i];\r\n if (mesh !== this._ground && mesh !== this._skybox && mesh !== this._rootMesh) {\r\n this._groundMirror.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n if (this._scene.frameGraph) {\r\n this._scene.customRenderTargets.push(this._groundMirror);\r\n }\r\n }\r\n\r\n const gammaGround = this._options.groundColor.toGammaSpace(this._scene.getEngine().useExactSrgbConversions);\r\n this._groundMirror.clearColor = new Color4(gammaGround.r, gammaGround.g, gammaGround.b, 1);\r\n this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;\r\n }\r\n\r\n /**\r\n * Setup the ground to receive the mirror texture.\r\n */\r\n private _setupMirrorInGroundMaterial(): void {\r\n if (this._groundMaterial) {\r\n this._groundMaterial.reflectionTexture = this._groundMirror;\r\n this._groundMaterial.reflectionFresnel = true;\r\n this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;\r\n this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;\r\n this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;\r\n }\r\n }\r\n\r\n /**\r\n * Setup the skybox according to the specified options.\r\n * @param sceneSize\r\n */\r\n private _setupSkybox(sceneSize: ISceneSize): void {\r\n if (!this._skybox || this._skybox.isDisposed()) {\r\n this._skybox = CreateBox(\"BackgroundSkybox\", { size: sceneSize.skyboxSize, sideOrientation: Mesh.BACKSIDE }, this._scene);\r\n this._skybox.isPickable = false;\r\n this._skybox.onDisposeObservable.add(() => {\r\n this._skybox = null;\r\n });\r\n }\r\n this._skybox.parent = this._rootMesh;\r\n }\r\n\r\n /**\r\n * Setup the skybox material according to the specified options.\r\n */\r\n private _setupSkyboxMaterial(): void {\r\n if (!this._skybox) {\r\n return;\r\n }\r\n\r\n if (!this._skyboxMaterial) {\r\n this._skyboxMaterial = new BackgroundMaterial(\"BackgroundSkyboxMaterial\", this._scene);\r\n }\r\n this._skyboxMaterial.useRGBColor = false;\r\n this._skyboxMaterial.primaryColor = this._options.skyboxColor;\r\n this._skyboxMaterial.enableNoise = true;\r\n\r\n this._skybox.material = this._skyboxMaterial;\r\n }\r\n\r\n /**\r\n * Setup the skybox reflection texture according to the specified options.\r\n */\r\n private _setupSkyboxReflectionTexture(): void {\r\n if (!this._skyboxMaterial) {\r\n return;\r\n }\r\n\r\n if (this._skyboxTexture) {\r\n return;\r\n }\r\n\r\n if (this._options.skyboxTexture instanceof BaseTexture) {\r\n this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;\r\n return;\r\n }\r\n\r\n this._skyboxTexture = new CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);\r\n this._skyboxTexture.coordinatesMode = Texture.SKYBOX_MODE;\r\n this._skyboxTexture.gammaSpace = false;\r\n this._skyboxMaterial.reflectionTexture = this._skyboxTexture;\r\n }\r\n\r\n private _errorHandler = (message?: string, exception?: any) => {\r\n this.onErrorObservable.notifyObservers({ message: message, exception: exception });\r\n };\r\n\r\n /**\r\n * Dispose all the elements created by the Helper.\r\n */\r\n public dispose(): void {\r\n if (this._groundMaterial) {\r\n this._groundMaterial.dispose(true, true);\r\n }\r\n if (this._skyboxMaterial) {\r\n this._skyboxMaterial.dispose(true, true);\r\n }\r\n this._rootMesh.dispose(false);\r\n }\r\n}\r\n"]}
@@ -17,6 +17,10 @@ import { LightConstants } from "../lightConstants.js";
17
17
  import { RegisterClass } from "../../Misc/typeStore.js";
18
18
  import { Node } from "../../node.js";
19
19
  import { RegisterClusteredLightingSceneComponent } from "./clusteredLightingSceneComponent.pure.js";
20
+ import { RegisterEnginesExtensionsEngineRawTexture } from "../../Engines/Extensions/engine.rawTexture.pure.js";
21
+ import { RegisterEnginesExtensionsEngineRenderTarget } from "../../Engines/Extensions/engine.renderTarget.pure.js";
22
+ import { RegisterEnginesExtensionsEngineRenderTargetTexture } from "../../Engines/Extensions/engine.renderTargetTexture.pure.js";
23
+ import { RegisterThinInstanceMesh } from "../../Meshes/thinInstanceMesh.pure.js";
20
24
  const DefaultDepthSlices = 16;
21
25
  const MobileClusteredLightBatchSize = 8;
22
26
  /**
@@ -182,6 +186,15 @@ export class ClusteredLightContainer extends Light {
182
186
  this._minInverseSquaredRange = 1 / (this._maxRange * this._maxRange);
183
187
  const engine = this.getEngine();
184
188
  this._batchSize = ClusteredLightContainer._GetEngineBatchSize(engine);
189
+ // Clustered lighting relies on engine and mesh side effects that are not part of the
190
+ // pure import baseline. Register them here (idempotently) so the feature works on the
191
+ // tree-shakeable path without requiring callers to import these extensions manually.
192
+ // Without this, createRawTexture/createRenderTargetTexture throw and the thin-instance
193
+ // setters silently no-op, leaving the scene unlit with no error.
194
+ RegisterEnginesExtensionsEngineRawTexture();
195
+ RegisterEnginesExtensionsEngineRenderTarget();
196
+ RegisterEnginesExtensionsEngineRenderTargetTexture();
197
+ RegisterThinInstanceMesh();
185
198
  const proxyShader = { vertex: "lightProxy", fragment: "lightProxy" };
186
199
  const defines = [`CLUSTLIGHT_BATCH ${this._batchSize}`];
187
200
  if (this._scene.useRightHandedSystem) {