@babylonjs/core 9.2.0 → 9.2.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.d.ts +9 -0
- package/Animations/animation.js +9 -0
- package/Animations/animation.js.map +1 -1
- package/Animations/runtimeAnimation.js +28 -0
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.js +10 -8
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/geospatialCameraMovement.js +21 -21
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Debug/physicsViewer.js +2 -12
- package/Debug/physicsViewer.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +2 -0
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/Blocks/flowGraphBlockFactory.js +14 -1
- package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
- package/FlowGraph/flowGraph.js +6 -0
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphEventBlock.d.ts +10 -0
- package/FlowGraph/flowGraphEventBlock.js +24 -0
- package/FlowGraph/flowGraphEventBlock.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +23 -4
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FlowGraph/serialization.js +36 -14
- package/FlowGraph/serialization.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.d.ts +105 -0
- package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js +318 -0
- package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/index.d.ts +1 -0
- package/FrameGraph/Node/Blocks/index.js +1 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +34 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +144 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +26 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +82 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +61 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +207 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +104 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +218 -0
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +217 -0
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +640 -0
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -0
- package/FrameGraph/frameGraph.js +1 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/index.d.ts +1 -0
- package/FrameGraph/index.js +1 -0
- package/FrameGraph/index.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.js +4 -0
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Layers/thinEffectLayer.js +8 -1
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +8 -5
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +26 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +15 -2
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +3 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.d.ts +13 -2
- package/Materials/PBR/openpbrMaterial.js +47 -16
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.js +6 -0
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/envCubeTexture.js +13 -13
- package/Materials/Textures/envCubeTexture.js.map +1 -1
- package/Materials/materialHelper.functions.js +1 -1
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.d.ts +18 -4
- package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.js +29 -4
- package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +48 -8
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +373 -84
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +39 -4
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +152 -47
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.d.ts +61 -7
- package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.js +94 -11
- package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +15 -0
- package/Meshes/mesh.js +40 -1
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/transformNode.js +2 -2
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/sceneSerializer.js +2 -1
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/textureTools.d.ts +3 -1
- package/Misc/textureTools.js +74 -13
- package/Misc/textureTools.js.map +1 -1
- package/Misc/tools.js +1 -1
- package/Misc/tools.js.map +1 -1
- package/Particles/baseParticleSystem.d.ts +47 -1
- package/Particles/baseParticleSystem.js +88 -0
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/computeShaderParticleSystem.js +12 -0
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +61 -25
- package/Particles/gpuParticleSystem.js +249 -75
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.d.ts +0 -6
- package/Particles/particleSystem.js +3 -14
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +1 -17
- package/Particles/thinParticleSystem.js +1 -50
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Particles/webgl2ParticleSystem.d.ts +1 -0
- package/Particles/webgl2ParticleSystem.js +18 -2
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +3 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +11 -1
- package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +0 -19
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -65
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +15 -52
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +129 -220
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -0
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/depthRenderer.js +6 -0
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +14 -5
- package/Rendering/geometryBufferRenderer.js +6 -2
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/geometryBufferRendererSceneComponent.d.ts +4 -6
- package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
- package/Rendering/iblCdfGenerator.d.ts +10 -0
- package/Rendering/iblCdfGenerator.js +52 -17
- package/Rendering/iblCdfGenerator.js.map +1 -1
- package/Rendering/index.d.ts +0 -6
- package/Rendering/index.js +0 -6
- package/Rendering/index.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +25 -4
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js +6 -1
- package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +3 -0
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/gpuRenderParticles.vertex.js +14 -2
- package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
- package/Shaders/gpuUpdateParticles.vertex.js +24 -6
- package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
- package/Shaders/iblShadowVoxelTracing.fragment.js +5 -1
- package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/Shaders/iblVoxelGrid.fragment.d.ts +1 -0
- package/Shaders/iblVoxelGrid.fragment.js +33 -5
- package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
- package/Shaders/{iblVoxelSlabDebug.fragment.d.ts → lod3D.fragment.d.ts} +1 -1
- package/Shaders/lod3D.fragment.js +13 -0
- package/Shaders/lod3D.fragment.js.map +1 -0
- package/Shaders/openpbr.fragment.js +5 -0
- package/Shaders/openpbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +37 -5
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +6 -1
- package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +3 -0
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +29 -8
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +5 -1
- package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js +1 -1
- package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
- package/{Shaders/iblVoxelSlabDebug.vertex.d.ts → ShadersWGSL/lod3D.fragment.d.ts} +1 -1
- package/ShadersWGSL/lod3D.fragment.js +13 -0
- package/ShadersWGSL/lod3D.fragment.js.map +1 -0
- package/ShadersWGSL/openpbr.fragment.js +5 -0
- package/ShadersWGSL/openpbr.fragment.js.map +1 -1
- package/package.json +1 -1
- package/Shaders/iblVoxelGrid3dDebug.fragment.d.ts +0 -5
- package/Shaders/iblVoxelGrid3dDebug.fragment.js +0 -24
- package/Shaders/iblVoxelGrid3dDebug.fragment.js.map +0 -1
- package/Shaders/iblVoxelSlabDebug.fragment.js +0 -13
- package/Shaders/iblVoxelSlabDebug.fragment.js.map +0 -1
- package/Shaders/iblVoxelSlabDebug.vertex.js +0 -11
- package/Shaders/iblVoxelSlabDebug.vertex.js.map +0 -1
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.d.ts +0 -5
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +0 -23
- package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +0 -1
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.d.ts +0 -5
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +0 -14
- package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +0 -1
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.d.ts +0 -5
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +0 -12
- package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +0 -1
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@@ -312,7 +312,7 @@ export class GaussianSplattingMaterial extends PushMaterial {
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effect.setTexture("centersTexture", gsMesh.centersTexture);
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effect.setTexture("colorsTexture", gsMesh.colorsTexture);
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if (gsMesh.shTextures) {
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for (let i = 0; i < gsMesh.shTextures.length; i++) {
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effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);
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}
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}
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@@ -446,6 +446,7 @@ export class GaussianSplattingMaterial extends PushMaterial {
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defines: defines,
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needAlphaBlending: alphaBlendedDepth,
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});
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shaderMaterial.doNotSerialize = true;
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shaderMaterial.backFaceCulling = false;
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shaderMaterial.onBindObservable.add((mesh) => {
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const gsMaterial = mesh.material;
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uniformBuffers: GaussianSplattingMaterial._UniformBuffers,
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shaderLanguage: shaderLanguage,
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});
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shaderMaterial.doNotSerialize = true;
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shaderMaterial.backFaceCulling = false;
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const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {
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standalone: true,
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@@ -526,7 +528,18 @@ GaussianSplattingMaterial.KernelSize = 0.3;
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*/
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GaussianSplattingMaterial.Compensation = false;
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GaussianSplattingMaterial._Attribs = [VertexBuffer.PositionKind, "splatIndex0", "splatIndex1", "splatIndex2", "splatIndex3"];
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GaussianSplattingMaterial._Samplers = [
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GaussianSplattingMaterial._Samplers = [
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"covariancesATexture",
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"covariancesBTexture",
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"centersTexture",
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"colorsTexture",
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"shTexture0",
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"shTexture1",
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"shTexture2",
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"shTexture3",
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"shTexture4",
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"partIndicesTexture",
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];
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GaussianSplattingMaterial._UniformBuffers = ["Scene", "Mesh"];
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GaussianSplattingMaterial._Uniforms = [
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"world",
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@@ -1 +1 @@
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-
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{ type SubMesh } from \"../../Meshes/subMesh\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Effect, type IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Matrix } from \"../../Maths/math.vector\";\r\nimport { type GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { MaterialPluginEvent } from \"../materialPluginEvent\";\r\nimport { Material } from \"../material\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport \"../../Shaders/gaussianSplattingDepth.fragment\";\r\nimport \"../../Shaders/gaussianSplattingDepth.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * Computes the maximum number of Gaussian Splatting compound parts supported by the given engine.\r\n * The limit is derived from the engine's maximum vertex uniform vectors capability.\r\n * @param engine - The engine to compute the limit for\r\n * @returns The maximum number of parts supported\r\n */\r\nexport function GetGaussianSplattingMaxPartCount(engine: AbstractEngine): number {\r\n // Each GS compound part requires 5 uniform vectors: 4 for the mat4 world matrix + 1 for the visibility float.\r\n // The maximum number of parts is limited by the engine's uniform vector capacity and by the uint8 partIndices texture format (max 256).\r\n\r\n const uniformsPerSplat = 5;\r\n const reservedUniforms = 40; // base shader uniforms + margin for plugins/clip planes\r\n const absoluteMax = 256; // uint8 partIndices texture format limit\r\n\r\n const maxUniformVectors = engine.getCaps().maxVertexUniformVectors;\r\n const available = Math.max(maxUniformVectors - reservedUniforms, 0);\r\n const maxFromUniforms = Math.floor(available / uniformsPerSplat);\r\n return Math.min(Math.max(maxFromUniforms, 1), absoluteMax);\r\n}\r\n\r\n/**\r\n * @deprecated Use {@link GetGaussianSplattingMaxPartCount} with an engine instance instead.\r\n */\r\nexport const GaussianSplattingMaxPartCount = 128;\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n /** Defines whether fog is enabled */\r\n public FOG = false;\r\n /** Defines whether thin instances are used */\r\n public THIN_INSTANCES = true;\r\n /** Defines whether logarithmic depth is enabled */\r\n public LOGARITHMICDEPTH = false;\r\n /** Defines whether clip plane 1 is enabled */\r\n public CLIPPLANE = false;\r\n /** Defines whether clip plane 2 is enabled */\r\n public CLIPPLANE2 = false;\r\n /** Defines whether clip plane 3 is enabled */\r\n public CLIPPLANE3 = false;\r\n /** Defines whether clip plane 4 is enabled */\r\n public CLIPPLANE4 = false;\r\n /** Defines whether clip plane 5 is enabled */\r\n public CLIPPLANE5 = false;\r\n /** Defines whether clip plane 6 is enabled */\r\n public CLIPPLANE6 = false;\r\n /** Defines the spherical harmonics degree */\r\n public SH_DEGREE = 0;\r\n /** Defines whether compensation is applied */\r\n public COMPENSATION = false;\r\n /** Defines whether this is a compound splat */\r\n public IS_COMPOUND = false;\r\n /** Defines the maximum number of parts (computed from engine caps at runtime) */\r\n public MAX_PART_COUNT = GaussianSplattingMaxPartCount;\r\n\r\n /**\r\n * Constructor of the defines.\r\n * @param externalProperties External properties (e.g. from material plugins) to add to the defines.\r\n */\r\n constructor(externalProperties?: { [name: string]: { type: string; default: any } }) {\r\n super(externalProperties);\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n this.shadowDepthWrapper = GaussianSplattingMaterial._MakeGaussianSplattingShadowDepthWrapper(scene!, this.shaderLanguage);\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n protected static _Attribs = [VertexBuffer.PositionKind, \"splatIndex0\", \"splatIndex1\", \"splatIndex2\", \"splatIndex3\"];\r\n protected static _Samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\", \"partIndicesTexture\"];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _Uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"alpha\",\r\n \"depthValues\",\r\n \"partWorld\",\r\n \"partVisibility\",\r\n ];\r\n private _sourceMesh: GaussianSplattingMesh | null = null;\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n this._callbackPluginEventGeneric(MaterialPluginEvent.GetDefineNames, this._eventInfo);\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines(this._eventInfo.defineNames);\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n // Check plugin readiness\r\n this._eventInfo.isReadyForSubMesh = true;\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.subMesh = subMesh;\r\n this._callbackPluginEventIsReadyForSubMesh(this._eventInfo);\r\n\r\n if (!this._eventInfo.isReadyForSubMesh) {\r\n return false;\r\n }\r\n\r\n if (!this._sourceMesh) {\r\n return false;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = this._sourceMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n defines[\"IS_COMPOUND\"] = gsMesh.isCompound;\r\n defines[\"MAX_PART_COUNT\"] = GetGaussianSplattingMaxPartCount(engine);\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n PrepareAttributesForInstances(GaussianSplattingMaterial._Attribs, defines);\r\n\r\n const attribs = GaussianSplattingMaterial._Attribs.slice();\r\n const uniforms = GaussianSplattingMaterial._Uniforms.slice();\r\n const samplers = GaussianSplattingMaterial._Samplers.slice();\r\n const uniformBuffers = GaussianSplattingMaterial._UniformBuffers.slice();\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n // Let plugin manager prepare its uniform/sampler/ubo lists\r\n if (!this._uniformBufferLayoutBuilt) {\r\n this.buildUniformLayout();\r\n }\r\n\r\n // Prepare plugin effect\r\n this._eventInfo.fallbackRank = 0;\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.attributes = attribs;\r\n this._eventInfo.uniforms = uniforms;\r\n this._eventInfo.samplers = samplers;\r\n this._eventInfo.uniformBuffersNames = uniformBuffers;\r\n this._eventInfo.customCode = undefined;\r\n this._eventInfo.mesh = mesh;\r\n\r\n this._callbackPluginEventGeneric(MaterialPluginEvent.PrepareEffect, this._eventInfo);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n processCodeAfterIncludes: this._eventInfo.customCode,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * GaussianSplattingMaterial belongs to a single mesh\r\n * @param mesh mesh this material belongs to\r\n */\r\n public setSourceMesh(mesh: GaussianSplattingMesh) {\r\n this._sourceMesh = mesh;\r\n }\r\n\r\n /**\r\n * Gets the source mesh of this material, which is the Gaussian Splatting mesh that provides the data for rendering\r\n * @returns The Gaussian Splatting mesh that provides the data for rendering, or null if not set\r\n */\r\n public getSourceMesh(): GaussianSplattingMesh | null {\r\n return this._sourceMesh;\r\n }\r\n\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n\r\n if (!gsMaterial._sourceMesh) {\r\n return;\r\n }\r\n\r\n const gsMesh = gsMaterial._sourceMesh;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n\r\n // Bind part indices texture, if the\r\n gsMesh.bindExtraEffectUniforms(effect);\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n // Bind plugins\r\n this._eventInfo.subMesh = subMesh;\r\n this._callbackPluginEventBindForSubMesh(this._eventInfo);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n protected static _BindEffectUniforms(gsMesh: GaussianSplattingMesh, gsMaterial: GaussianSplattingMaterial, shaderMaterial: ShaderMaterial, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const effect = shaderMaterial.getEffect()!;\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n gsMesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n shaderMaterial.bindView(effect);\r\n shaderMaterial.bindViewProjection(effect);\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n effect.setFloat2(\"invViewport\", 1 / renderWidth, 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n gsMesh.bindExtraEffectUniforms(effect);\r\n }\r\n }\r\n\r\n /**\r\n * Create a depth rendering material for a Gaussian Splatting mesh\r\n * @param scene scene it belongs to\r\n * @param shaderLanguage GLSL or WGSL\r\n * @param alphaBlendedDepth whether to enable alpha blended depth rendering\r\n * @param compoundMesh whether the mesh is a compound mesh\r\n * @returns depth rendering shader material\r\n */\r\n public makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, alphaBlendedDepth: boolean = false, compoundMesh: boolean = false): ShaderMaterial {\r\n const defines = [\"#define DEPTH_RENDER\"];\r\n\r\n if (alphaBlendedDepth) {\r\n defines.push(\"#define ALPHA_BLENDED_DEPTH\");\r\n }\r\n\r\n if (compoundMesh) {\r\n defines.push(\"#define IS_COMPOUND\");\r\n defines.push(`#define MAX_PART_COUNT ${GetGaussianSplattingMaxPartCount(scene.getEngine())}`);\r\n }\r\n\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepthRender\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: defines,\r\n needAlphaBlending: alphaBlendedDepth,\r\n }\r\n );\r\n shaderMaterial.backFaceCulling = false;\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n return shaderMaterial;\r\n }\r\n\r\n protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepth\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n shaderMaterial.backFaceCulling = false;\r\n\r\n const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {\r\n standalone: true,\r\n });\r\n\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n\r\n return shadowDepthWrapper;\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n const clone = SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this._clonePlugins(clone, \"\");\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n const material = SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n Material._ParsePlugins(source, material, scene, rootUrl);\r\n\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
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+
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{ type SubMesh } from \"../../Meshes/subMesh\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Effect, type IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Matrix } from \"../../Maths/math.vector\";\r\nimport { type GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { MaterialPluginEvent } from \"../materialPluginEvent\";\r\nimport { Material } from \"../material\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport \"../../Shaders/gaussianSplattingDepth.fragment\";\r\nimport \"../../Shaders/gaussianSplattingDepth.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * Computes the maximum number of Gaussian Splatting compound parts supported by the given engine.\r\n * The limit is derived from the engine's maximum vertex uniform vectors capability.\r\n * @param engine - The engine to compute the limit for\r\n * @returns The maximum number of parts supported\r\n */\r\nexport function GetGaussianSplattingMaxPartCount(engine: AbstractEngine): number {\r\n // Each GS compound part requires 5 uniform vectors: 4 for the mat4 world matrix + 1 for the visibility float.\r\n // The maximum number of parts is limited by the engine's uniform vector capacity and by the uint8 partIndices texture format (max 256).\r\n\r\n const uniformsPerSplat = 5;\r\n const reservedUniforms = 40; // base shader uniforms + margin for plugins/clip planes\r\n const absoluteMax = 256; // uint8 partIndices texture format limit\r\n\r\n const maxUniformVectors = engine.getCaps().maxVertexUniformVectors;\r\n const available = Math.max(maxUniformVectors - reservedUniforms, 0);\r\n const maxFromUniforms = Math.floor(available / uniformsPerSplat);\r\n return Math.min(Math.max(maxFromUniforms, 1), absoluteMax);\r\n}\r\n\r\n/**\r\n * @deprecated Use {@link GetGaussianSplattingMaxPartCount} with an engine instance instead.\r\n */\r\nexport const GaussianSplattingMaxPartCount = 128;\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n /** Defines whether fog is enabled */\r\n public FOG = false;\r\n /** Defines whether thin instances are used */\r\n public THIN_INSTANCES = true;\r\n /** Defines whether logarithmic depth is enabled */\r\n public LOGARITHMICDEPTH = false;\r\n /** Defines whether clip plane 1 is enabled */\r\n public CLIPPLANE = false;\r\n /** Defines whether clip plane 2 is enabled */\r\n public CLIPPLANE2 = false;\r\n /** Defines whether clip plane 3 is enabled */\r\n public CLIPPLANE3 = false;\r\n /** Defines whether clip plane 4 is enabled */\r\n public CLIPPLANE4 = false;\r\n /** Defines whether clip plane 5 is enabled */\r\n public CLIPPLANE5 = false;\r\n /** Defines whether clip plane 6 is enabled */\r\n public CLIPPLANE6 = false;\r\n /** Defines the spherical harmonics degree */\r\n public SH_DEGREE = 0;\r\n /** Defines whether compensation is applied */\r\n public COMPENSATION = false;\r\n /** Defines whether this is a compound splat */\r\n public IS_COMPOUND = false;\r\n /** Defines the maximum number of parts (computed from engine caps at runtime) */\r\n public MAX_PART_COUNT = GaussianSplattingMaxPartCount;\r\n\r\n /**\r\n * Constructor of the defines.\r\n * @param externalProperties External properties (e.g. from material plugins) to add to the defines.\r\n */\r\n constructor(externalProperties?: { [name: string]: { type: string; default: any } }) {\r\n super(externalProperties);\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n this.shadowDepthWrapper = GaussianSplattingMaterial._MakeGaussianSplattingShadowDepthWrapper(scene!, this.shaderLanguage);\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n protected static _Attribs = [VertexBuffer.PositionKind, \"splatIndex0\", \"splatIndex1\", \"splatIndex2\", \"splatIndex3\"];\r\n protected static _Samplers = [\r\n \"covariancesATexture\",\r\n \"covariancesBTexture\",\r\n \"centersTexture\",\r\n \"colorsTexture\",\r\n \"shTexture0\",\r\n \"shTexture1\",\r\n \"shTexture2\",\r\n \"shTexture3\",\r\n \"shTexture4\",\r\n \"partIndicesTexture\",\r\n ];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _Uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"alpha\",\r\n \"depthValues\",\r\n \"partWorld\",\r\n \"partVisibility\",\r\n ];\r\n private _sourceMesh: GaussianSplattingMesh | null = null;\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n this._callbackPluginEventGeneric(MaterialPluginEvent.GetDefineNames, this._eventInfo);\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines(this._eventInfo.defineNames);\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n // Check plugin readiness\r\n this._eventInfo.isReadyForSubMesh = true;\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.subMesh = subMesh;\r\n this._callbackPluginEventIsReadyForSubMesh(this._eventInfo);\r\n\r\n if (!this._eventInfo.isReadyForSubMesh) {\r\n return false;\r\n }\r\n\r\n if (!this._sourceMesh) {\r\n return false;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = this._sourceMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n defines[\"IS_COMPOUND\"] = gsMesh.isCompound;\r\n defines[\"MAX_PART_COUNT\"] = GetGaussianSplattingMaxPartCount(engine);\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n PrepareAttributesForInstances(GaussianSplattingMaterial._Attribs, defines);\r\n\r\n const attribs = GaussianSplattingMaterial._Attribs.slice();\r\n const uniforms = GaussianSplattingMaterial._Uniforms.slice();\r\n const samplers = GaussianSplattingMaterial._Samplers.slice();\r\n const uniformBuffers = GaussianSplattingMaterial._UniformBuffers.slice();\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n // Let plugin manager prepare its uniform/sampler/ubo lists\r\n if (!this._uniformBufferLayoutBuilt) {\r\n this.buildUniformLayout();\r\n }\r\n\r\n // Prepare plugin effect\r\n this._eventInfo.fallbackRank = 0;\r\n this._eventInfo.defines = defines;\r\n this._eventInfo.attributes = attribs;\r\n this._eventInfo.uniforms = uniforms;\r\n this._eventInfo.samplers = samplers;\r\n this._eventInfo.uniformBuffersNames = uniformBuffers;\r\n this._eventInfo.customCode = undefined;\r\n this._eventInfo.mesh = mesh;\r\n\r\n this._callbackPluginEventGeneric(MaterialPluginEvent.PrepareEffect, this._eventInfo);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n processCodeAfterIncludes: this._eventInfo.customCode,\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * GaussianSplattingMaterial belongs to a single mesh\r\n * @param mesh mesh this material belongs to\r\n */\r\n public setSourceMesh(mesh: GaussianSplattingMesh) {\r\n this._sourceMesh = mesh;\r\n }\r\n\r\n /**\r\n * Gets the source mesh of this material, which is the Gaussian Splatting mesh that provides the data for rendering\r\n * @returns The Gaussian Splatting mesh that provides the data for rendering, or null if not set\r\n */\r\n public getSourceMesh(): GaussianSplattingMesh | null {\r\n return this._sourceMesh;\r\n }\r\n\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n\r\n if (!gsMaterial._sourceMesh) {\r\n return;\r\n }\r\n\r\n const gsMesh = gsMaterial._sourceMesh;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n\r\n // Bind part indices texture, if the\r\n gsMesh.bindExtraEffectUniforms(effect);\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n // Bind plugins\r\n this._eventInfo.subMesh = subMesh;\r\n this._callbackPluginEventBindForSubMesh(this._eventInfo);\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n protected static _BindEffectUniforms(gsMesh: GaussianSplattingMesh, gsMaterial: GaussianSplattingMaterial, shaderMaterial: ShaderMaterial, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const effect = shaderMaterial.getEffect()!;\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n gsMesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n shaderMaterial.bindView(effect);\r\n shaderMaterial.bindViewProjection(effect);\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n effect.setFloat2(\"invViewport\", 1 / renderWidth, 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n gsMesh.bindExtraEffectUniforms(effect);\r\n }\r\n }\r\n\r\n /**\r\n * Create a depth rendering material for a Gaussian Splatting mesh\r\n * @param scene scene it belongs to\r\n * @param shaderLanguage GLSL or WGSL\r\n * @param alphaBlendedDepth whether to enable alpha blended depth rendering\r\n * @param compoundMesh whether the mesh is a compound mesh\r\n * @returns depth rendering shader material\r\n */\r\n public makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, alphaBlendedDepth: boolean = false, compoundMesh: boolean = false): ShaderMaterial {\r\n const defines = [\"#define DEPTH_RENDER\"];\r\n\r\n if (alphaBlendedDepth) {\r\n defines.push(\"#define ALPHA_BLENDED_DEPTH\");\r\n }\r\n\r\n if (compoundMesh) {\r\n defines.push(\"#define IS_COMPOUND\");\r\n defines.push(`#define MAX_PART_COUNT ${GetGaussianSplattingMaxPartCount(scene.getEngine())}`);\r\n }\r\n\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepthRender\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: defines,\r\n needAlphaBlending: alphaBlendedDepth,\r\n }\r\n );\r\n shaderMaterial.doNotSerialize = true;\r\n shaderMaterial.backFaceCulling = false;\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n return shaderMaterial;\r\n }\r\n\r\n protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepth\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n shaderMaterial.doNotSerialize = true;\r\n shaderMaterial.backFaceCulling = false;\r\n\r\n const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {\r\n standalone: true,\r\n });\r\n\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n\r\n return shadowDepthWrapper;\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n const clone = SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n\r\n clone.id = name;\r\n clone.name = name;\r\n\r\n this._clonePlugins(clone, \"\");\r\n\r\n return clone;\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n const material = SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n\r\n Material._ParsePlugins(source, material, scene, rootUrl);\r\n\r\n return material;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
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@@ -114,7 +114,9 @@ export class FragmentOutputBlock extends NodeMaterialBlock {
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prepareDefines(defines, nodeMaterial) {
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defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);
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defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);
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-
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+
if (this._additionalColorDefineName !== undefined) {
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defines.setValue(this._additionalColorDefineName, !!this.additionalColor.connectedPoint && nodeMaterial._useAdditionalColor, true);
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}
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}
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/**
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* Bind data to effect
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@@ -1 +1 @@
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1
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-
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { type Scene } from \"../../../../scene\";\r\nimport { type NodeMaterialDefines, type NodeMaterial } from \"../../nodeMaterial\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { type Effect } from \"../../../effect\";\r\nimport { type Mesh } from \"../../../../Meshes/mesh\";\r\nimport { BindLogDepth } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Color spaces supported by the fragment output block\r\n */\r\nexport enum FragmentOutputBlockColorSpace {\r\n /** Unspecified */\r\n NoColorSpace,\r\n /** Gamma */\r\n Gamma,\r\n /** Linear */\r\n Linear,\r\n}\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _additionalColorDefineName: string;\r\n protected _outputString: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"glow\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true })\r\n public useLogarithmicDepth = false;\r\n\r\n /**\r\n * Gets or sets the color space used for the block\r\n */\r\n @editableInPropertyPage(\"Color space\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"No color space\", value: FragmentOutputBlockColorSpace.NoColorSpace },\r\n { label: \"To Gamma\", value: FragmentOutputBlockColorSpace.Gamma },\r\n { label: \"To Linear\", value: FragmentOutputBlockColorSpace.Linear },\r\n ],\r\n })\r\n public get colorSpace() {\r\n if (this.convertToGammaSpace) {\r\n return FragmentOutputBlockColorSpace.Gamma;\r\n }\r\n if (this.convertToLinearSpace) {\r\n return FragmentOutputBlockColorSpace.Linear;\r\n }\r\n return FragmentOutputBlockColorSpace.NoColorSpace;\r\n }\r\n\r\n public set colorSpace(value: FragmentOutputBlockColorSpace) {\r\n this.convertToGammaSpace = value === FragmentOutputBlockColorSpace.Gamma;\r\n this.convertToLinearSpace = value === FragmentOutputBlockColorSpace.Linear;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"FragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the additionalColor input component (named glow in the UI for now)\r\n */\r\n public get additionalColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glow input component\r\n */\r\n public get glow(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n protected _getOutputString(state: NodeMaterialBuildState): string {\r\n return state.shaderLanguage === ShaderLanguage.WGSL ? \"fragmentOutputsColor\" : \"gl_FragColor\";\r\n }\r\n\r\n /**\r\n * Prepare the list of defines\r\n * @param defines - the material defines\r\n * @param nodeMaterial - the node material\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n defines.setValue(this._additionalColorDefineName, this.additionalColor.connectedPoint && nodeMaterial._useAdditionalColor, true);\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n * @param nodeMaterial - the node material\r\n * @param mesh - the mesh to bind for\r\n */\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if ((this.useLogarithmicDepth || nodeMaterial.useLogarithmicDepth) && mesh) {\r\n BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n const additionalColor = this.additionalColor;\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitVaryingFromString(\"vFragmentDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state._excludeVariableName(\"useAdditionalColor\");\r\n state._emitUniformFromString(\"useAdditionalColor\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this._additionalColorDefineName = state._getFreeDefineName(\"USEADDITIONALCOLOR\");\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n const outputString = this._getOutputString(state);\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `var ${outputString} : vec4<f32>;\\r\\n`;\r\n }\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n if (additionalColor.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n state.compilationString += `#ifdef ${this._additionalColorDefineName}\\n`;\r\n if (additionalColor.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n }\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${rgba.associatedVariableName};\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${outputString} = toLinearSpace${state.shaderLanguage === ShaderLanguage.WGSL ? \"Vec4\" : \"\"}(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${outputString} = toGammaSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `#if !defined(PREPASS)\\r\\n`;\r\n state.compilationString += `fragmentOutputs.color = ${outputString};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n const fragDepth = isWebGPU ? \"input.vFragmentDepth\" : \"vFragmentDepth\";\r\n const uniformP = isWebGPU ? \"uniforms.\" : \"\";\r\n const output = isWebGPU ? \"fragmentOutputs.fragDepth\" : \"gl_FragDepthEXT\";\r\n\r\n state.compilationString += `${output} = log2(${fragDepth}) * ${uniformP}logarithmicDepthConstant * 0.5;\\n`;\r\n }\r\n\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += `${isWebGPU ? \"fragmentOutputs.fragData0\" : \"gl_FragData[0]\"} = ${outputString};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes the block\r\n * @returns the serialized object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes the block\r\n * @param serializationObject - the serialization object\r\n * @param scene - the scene\r\n * @param rootUrl - the root url\r\n */\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n"]}
|
|
1
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+
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { type Scene } from \"../../../../scene\";\r\nimport { type NodeMaterialDefines, type NodeMaterial } from \"../../nodeMaterial\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport { type Effect } from \"../../../effect\";\r\nimport { type Mesh } from \"../../../../Meshes/mesh\";\r\nimport { BindLogDepth } from \"../../../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Color spaces supported by the fragment output block\r\n */\r\nexport enum FragmentOutputBlockColorSpace {\r\n /** Unspecified */\r\n NoColorSpace,\r\n /** Gamma */\r\n Gamma,\r\n /** Linear */\r\n Linear,\r\n}\r\n\r\n/**\r\n * Block used to output the final color\r\n */\r\nexport class FragmentOutputBlock extends NodeMaterialBlock {\r\n private _linearDefineName: string;\r\n private _gammaDefineName: string;\r\n private _additionalColorDefineName: string | undefined;\r\n protected _outputString: string;\r\n\r\n /**\r\n * Create a new FragmentOutputBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment, true, true);\r\n\r\n this.registerInput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4, true);\r\n this.registerInput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\r\n this.registerInput(\"glow\", NodeMaterialBlockConnectionPointTypes.Color3, true);\r\n\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.rgb.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.additionalColor.acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Float);\r\n }\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to gamma space */\r\n public convertToGammaSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if content needs to be converted to linear space */\r\n public convertToLinearSpace = false;\r\n\r\n /** Gets or sets a boolean indicating if logarithmic depth should be used */\r\n @editableInPropertyPage(\"Use logarithmic depth\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { embedded: true })\r\n public useLogarithmicDepth = false;\r\n\r\n /**\r\n * Gets or sets the color space used for the block\r\n */\r\n @editableInPropertyPage(\"Color space\", PropertyTypeForEdition.List, \"ADVANCED\", {\r\n notifiers: { rebuild: true },\r\n embedded: true,\r\n options: [\r\n { label: \"No color space\", value: FragmentOutputBlockColorSpace.NoColorSpace },\r\n { label: \"To Gamma\", value: FragmentOutputBlockColorSpace.Gamma },\r\n { label: \"To Linear\", value: FragmentOutputBlockColorSpace.Linear },\r\n ],\r\n })\r\n public get colorSpace() {\r\n if (this.convertToGammaSpace) {\r\n return FragmentOutputBlockColorSpace.Gamma;\r\n }\r\n if (this.convertToLinearSpace) {\r\n return FragmentOutputBlockColorSpace.Linear;\r\n }\r\n return FragmentOutputBlockColorSpace.NoColorSpace;\r\n }\r\n\r\n public set colorSpace(value: FragmentOutputBlockColorSpace) {\r\n this.convertToGammaSpace = value === FragmentOutputBlockColorSpace.Gamma;\r\n this.convertToLinearSpace = value === FragmentOutputBlockColorSpace.Linear;\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"FragmentOutputBlock\";\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"logarithmicDepthConstant\");\r\n state._excludeVariableName(\"vFragmentDepth\");\r\n }\r\n\r\n /**\r\n * Gets the rgba input component\r\n */\r\n public get rgba(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the rgb input component\r\n */\r\n public get rgb(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the a input component\r\n */\r\n public get a(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the additionalColor input component (named glow in the UI for now)\r\n */\r\n public get additionalColor(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the glow input component\r\n */\r\n public get glow(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n protected _getOutputString(state: NodeMaterialBuildState): string {\r\n return state.shaderLanguage === ShaderLanguage.WGSL ? \"fragmentOutputsColor\" : \"gl_FragColor\";\r\n }\r\n\r\n /**\r\n * Prepare the list of defines\r\n * @param defines - the material defines\r\n * @param nodeMaterial - the node material\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial) {\r\n defines.setValue(this._linearDefineName, this.convertToLinearSpace, true);\r\n defines.setValue(this._gammaDefineName, this.convertToGammaSpace, true);\r\n if (this._additionalColorDefineName !== undefined) {\r\n defines.setValue(this._additionalColorDefineName, !!this.additionalColor.connectedPoint && nodeMaterial._useAdditionalColor, true);\r\n }\r\n }\r\n\r\n /**\r\n * Bind data to effect\r\n * @param effect - the effect to bind to\r\n * @param nodeMaterial - the node material\r\n * @param mesh - the mesh to bind for\r\n */\r\n public override bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh) {\r\n if ((this.useLogarithmicDepth || nodeMaterial.useLogarithmicDepth) && mesh) {\r\n BindLogDepth(undefined, effect, mesh.getScene());\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const rgba = this.rgba;\r\n const rgb = this.rgb;\r\n const a = this.a;\r\n const additionalColor = this.additionalColor;\r\n\r\n const isWebGPU = state.shaderLanguage === ShaderLanguage.WGSL;\r\n state.sharedData.hints.needAlphaBlending = rgba.isConnected || a.isConnected;\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n state._emitUniformFromString(\"logarithmicDepthConstant\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitVaryingFromString(\"vFragmentDepth\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state.sharedData.bindableBlocks.push(this);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state._excludeVariableName(\"useAdditionalColor\");\r\n state._emitUniformFromString(\"useAdditionalColor\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this._additionalColorDefineName = state._getFreeDefineName(\"USEADDITIONALCOLOR\");\r\n }\r\n\r\n this._linearDefineName = state._getFreeDefineName(\"CONVERTTOLINEAR\");\r\n this._gammaDefineName = state._getFreeDefineName(\"CONVERTTOGAMMA\");\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n\r\n const outputString = this._getOutputString(state);\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `var ${outputString} : vec4<f32>;\\r\\n`;\r\n }\r\n\r\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\r\n\r\n if (additionalColor.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n state.compilationString += `#ifdef ${this._additionalColorDefineName}\\n`;\r\n if (additionalColor.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${additionalColor.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n state.compilationString += `#else\\n`;\r\n }\r\n\r\n if (rgba.connectedPoint) {\r\n if (a.isConnected) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgba.associatedVariableName}.rgb, ${a.associatedVariableName});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${rgba.associatedVariableName};\\n`;\r\n }\r\n } else if (rgb.connectedPoint) {\r\n let aValue = \"1.0\";\r\n\r\n if (a.connectedPoint) {\r\n aValue = a.associatedVariableName;\r\n }\r\n\r\n if (rgb.connectedPoint.type === NodeMaterialBlockConnectionPointTypes.Float) {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${rgb.associatedVariableName}, ${aValue});\\n`;\r\n } else {\r\n state.compilationString += `${outputString} = ${vec4}(${rgb.associatedVariableName}, ${aValue});\\n`;\r\n }\r\n } else {\r\n state.sharedData.checks.notConnectedNonOptionalInputs.push(rgba);\r\n }\r\n\r\n if (additionalColor.connectedPoint) {\r\n state.compilationString += `#endif\\n`;\r\n }\r\n\r\n state.compilationString += `#ifdef ${this._linearDefineName}\\n`;\r\n state.compilationString += `${outputString} = toLinearSpace${state.shaderLanguage === ShaderLanguage.WGSL ? \"Vec4\" : \"\"}(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n state.compilationString += `#ifdef ${this._gammaDefineName}\\n`;\r\n state.compilationString += `${outputString} = toGammaSpace(${outputString});\\n`;\r\n state.compilationString += `#endif\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `#if !defined(PREPASS)\\r\\n`;\r\n state.compilationString += `fragmentOutputs.color = ${outputString};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n }\r\n\r\n if (this.useLogarithmicDepth || state.sharedData.nodeMaterial.useLogarithmicDepth) {\r\n const fragDepth = isWebGPU ? \"input.vFragmentDepth\" : \"vFragmentDepth\";\r\n const uniformP = isWebGPU ? \"uniforms.\" : \"\";\r\n const output = isWebGPU ? \"fragmentOutputs.fragDepth\" : \"gl_FragDepthEXT\";\r\n\r\n state.compilationString += `${output} = log2(${fragDepth}) * ${uniformP}logarithmicDepthConstant * 0.5;\\n`;\r\n }\r\n\r\n state.compilationString += `#if defined(PREPASS)\\r\\n`;\r\n state.compilationString += `${isWebGPU ? \"fragmentOutputs.fragData0\" : \"gl_FragData[0]\"} = ${outputString};\\r\\n`;\r\n state.compilationString += `#endif\\r\\n`;\r\n\r\n return this;\r\n }\r\n\r\n protected override _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.convertToGammaSpace = ${this.convertToGammaSpace};\\n`;\r\n codeString += `${this._codeVariableName}.convertToLinearSpace = ${this.convertToLinearSpace};\\n`;\r\n codeString += `${this._codeVariableName}.useLogarithmicDepth = ${this.useLogarithmicDepth};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n /**\r\n * Serializes the block\r\n * @returns the serialized object\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.convertToGammaSpace = this.convertToGammaSpace;\r\n serializationObject.convertToLinearSpace = this.convertToLinearSpace;\r\n serializationObject.useLogarithmicDepth = this.useLogarithmicDepth;\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Deserializes the block\r\n * @param serializationObject - the serialization object\r\n * @param scene - the scene\r\n * @param rootUrl - the root url\r\n */\r\n public override _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.convertToGammaSpace = !!serializationObject.convertToGammaSpace;\r\n this.convertToLinearSpace = !!serializationObject.convertToLinearSpace;\r\n this.useLogarithmicDepth = serializationObject.useLogarithmicDepth ?? false;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.FragmentOutputBlock\", FragmentOutputBlock);\r\n"]}
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@@ -3,6 +3,7 @@ import { type Scene } from "../../scene.js";
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3
3
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import { Color3 } from "../../Maths/math.color.js";
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4
4
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import { ImageProcessingConfiguration } from "../imageProcessingConfiguration.js";
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5
5
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import { type BaseTexture } from "../../Materials/Textures/baseTexture.js";
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6
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+
import { type ThinTexture } from "../../Materials/Textures/thinTexture.js";
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6
7
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import { Material } from "../material.js";
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7
8
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import { type Engine } from "../../Engines/engine.js";
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8
9
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import { type AbstractMesh } from "../../Meshes/abstractMesh.js";
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@@ -811,16 +812,26 @@ export declare class OpenPBRMaterial extends OpenPBRMaterialBase {
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811
812
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*/
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ambientOcclusionTexture: Nullable<BaseTexture>;
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813
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private _ambientOcclusionTexture;
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815
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+
private _sssIrradianceTexture;
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814
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/**
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815
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* Defines the irradiance texture used for subsurface scattering.
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816
818
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* If it's not provided, the irradiance will be looked for in the scene.geometryBufferRenderer.
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819
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+
* Accepts a {@link ThinTexture} so that an {@link InternalTexture} obtained from a frame graph
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820
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+
* handle can be wrapped with `new ThinTexture(internalTexture)` and assigned directly.
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821
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+
* Setting this property marks all sub-meshes as textures-dirty so the shader recompiles.
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817
822
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*/
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818
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-
sssIrradianceTexture: Nullable<
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823
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+
get sssIrradianceTexture(): Nullable<ThinTexture>;
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824
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+
set sssIrradianceTexture(value: Nullable<ThinTexture>);
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825
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+
private _sssDepthTexture;
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819
826
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/**
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820
827
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* Defines the depth texture used for subsurface scattering. This is the depth defined
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821
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* in screen space. If it's not provided, the depth will be looked for in the scene.geometryBufferRenderer.
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829
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+
* Accepts a {@link ThinTexture} so that an {@link InternalTexture} obtained from a frame graph
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830
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+
* handle can be wrapped with `new ThinTexture(internalTexture)` and assigned directly.
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831
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+
* Setting this property marks all sub-meshes as textures-dirty so the shader recompiles.
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822
832
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*/
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823
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-
sssDepthTexture: Nullable<
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833
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+
get sssDepthTexture(): Nullable<ThinTexture>;
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834
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+
set sssDepthTexture(value: Nullable<ThinTexture>);
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824
835
|
private _propertyList;
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825
836
|
private _uniformsList;
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826
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private _samplersList;
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@@ -377,6 +377,40 @@ export class OpenPBRMaterial extends OpenPBRMaterialBase {
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377
377
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set geometryCoatTangentAngle(value) {
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378
378
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this.geometryCoatTangent = new Vector2(Math.cos(value), Math.sin(value));
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379
379
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}
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380
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+
/**
|
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381
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+
* Defines the irradiance texture used for subsurface scattering.
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382
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+
* If it's not provided, the irradiance will be looked for in the scene.geometryBufferRenderer.
|
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383
|
+
* Accepts a {@link ThinTexture} so that an {@link InternalTexture} obtained from a frame graph
|
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384
|
+
* handle can be wrapped with `new ThinTexture(internalTexture)` and assigned directly.
|
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385
|
+
* Setting this property marks all sub-meshes as textures-dirty so the shader recompiles.
|
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386
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+
*/
|
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387
|
+
get sssIrradianceTexture() {
|
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388
|
+
return this._sssIrradianceTexture;
|
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389
|
+
}
|
|
390
|
+
set sssIrradianceTexture(value) {
|
|
391
|
+
if (this._sssIrradianceTexture === value) {
|
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392
|
+
return;
|
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393
|
+
}
|
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394
|
+
this._sssIrradianceTexture = value;
|
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395
|
+
this._markAllSubMeshesAsTexturesDirty();
|
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396
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+
}
|
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397
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+
/**
|
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398
|
+
* Defines the depth texture used for subsurface scattering. This is the depth defined
|
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399
|
+
* in screen space. If it's not provided, the depth will be looked for in the scene.geometryBufferRenderer.
|
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400
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+
* Accepts a {@link ThinTexture} so that an {@link InternalTexture} obtained from a frame graph
|
|
401
|
+
* handle can be wrapped with `new ThinTexture(internalTexture)` and assigned directly.
|
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402
|
+
* Setting this property marks all sub-meshes as textures-dirty so the shader recompiles.
|
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403
|
+
*/
|
|
404
|
+
get sssDepthTexture() {
|
|
405
|
+
return this._sssDepthTexture;
|
|
406
|
+
}
|
|
407
|
+
set sssDepthTexture(value) {
|
|
408
|
+
if (this._sssDepthTexture === value) {
|
|
409
|
+
return;
|
|
410
|
+
}
|
|
411
|
+
this._sssDepthTexture = value;
|
|
412
|
+
this._markAllSubMeshesAsTexturesDirty();
|
|
413
|
+
}
|
|
380
414
|
/**
|
|
381
415
|
* Specifies if we can see through the surface of the material due to subsurface scattering or transmission.
|
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382
416
|
*/
|
|
@@ -571,16 +605,8 @@ export class OpenPBRMaterial extends OpenPBRMaterialBase {
|
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571
605
|
this._thinFilmThicknessTexture = new Sampler("thin_film_thickness", "thinFilmThickness", "THIN_FILM_THICKNESS");
|
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572
606
|
this._thinFilmIor = new Property("thin_film_ior", 1.4, "vThinFilmIor", 1, 0);
|
|
573
607
|
this._ambientOcclusionTexture = new Sampler("ambient_occlusion", "ambientOcclusion", "AMBIENT_OCCLUSION");
|
|
574
|
-
|
|
575
|
-
|
|
576
|
-
* If it's not provided, the irradiance will be looked for in the scene.geometryBufferRenderer.
|
|
577
|
-
*/
|
|
578
|
-
this.sssIrradianceTexture = null;
|
|
579
|
-
/**
|
|
580
|
-
* Defines the depth texture used for subsurface scattering. This is the depth defined
|
|
581
|
-
* in screen space. If it's not provided, the depth will be looked for in the scene.geometryBufferRenderer.
|
|
582
|
-
*/
|
|
583
|
-
this.sssDepthTexture = null;
|
|
608
|
+
this._sssIrradianceTexture = null;
|
|
609
|
+
this._sssDepthTexture = null;
|
|
584
610
|
this._uniformsList = {};
|
|
585
611
|
this._samplersList = {};
|
|
586
612
|
this._samplerDefines = {};
|
|
@@ -1302,6 +1328,17 @@ export class OpenPBRMaterial extends OpenPBRMaterialBase {
|
|
|
1302
1328
|
return false;
|
|
1303
1329
|
}
|
|
1304
1330
|
}
|
|
1331
|
+
// When both SSS textures are assigned they will be used for screen-space subsurface
|
|
1332
|
+
// scattering. Block readiness until both underlying textures are loaded so that
|
|
1333
|
+
// scene.onReadyObservable never fires with missing SSS data.
|
|
1334
|
+
if (this._sssIrradianceTexture && this._sssDepthTexture) {
|
|
1335
|
+
if (!this._sssIrradianceTexture.isReady()) {
|
|
1336
|
+
return false;
|
|
1337
|
+
}
|
|
1338
|
+
if (!this._sssDepthTexture.isReady()) {
|
|
1339
|
+
return false;
|
|
1340
|
+
}
|
|
1341
|
+
}
|
|
1305
1342
|
}
|
|
1306
1343
|
}
|
|
1307
1344
|
this._eventInfo.isReadyForSubMesh = true;
|
|
@@ -1613,12 +1650,6 @@ export class OpenPBRMaterial extends OpenPBRMaterialBase {
|
|
|
1613
1650
|
if (this._radianceTexture) {
|
|
1614
1651
|
activeTextures.push(this._radianceTexture);
|
|
1615
1652
|
}
|
|
1616
|
-
if (this.sssIrradianceTexture) {
|
|
1617
|
-
activeTextures.push(this.sssIrradianceTexture);
|
|
1618
|
-
}
|
|
1619
|
-
if (this.sssDepthTexture) {
|
|
1620
|
-
activeTextures.push(this.sssDepthTexture);
|
|
1621
|
-
}
|
|
1622
1653
|
return activeTextures;
|
|
1623
1654
|
}
|
|
1624
1655
|
/**
|