@babylonjs/core 9.2.1 → 9.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- 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/geospatialCameraMovement.js +19 -19
- 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/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/Layers/thinEffectLayer.js +8 -1
- package/Layers/thinEffectLayer.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/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 +276 -26
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +39 -4
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +113 -22
- 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/tools.js +1 -1
- package/Misc/tools.js.map +1 -1
- package/Particles/baseParticleSystem.d.ts +14 -0
- package/Particles/baseParticleSystem.js +23 -0
- package/Particles/baseParticleSystem.js.map +1 -1
- package/Particles/computeShaderParticleSystem.js +6 -0
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +37 -19
- package/Particles/gpuParticleSystem.js +164 -39
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +0 -14
- package/Particles/thinParticleSystem.js +0 -23
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Particles/webgl2ParticleSystem.d.ts +1 -0
- package/Particles/webgl2ParticleSystem.js +11 -2
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +25 -4
- package/Shaders/ShadersInclude/gaussianSplatting.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 +12 -0
- package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +37 -5
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +3 -0
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +15 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/package.json +1 -1
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@@ -17,6 +17,7 @@ export declare class WebGL2ParticleSystem implements IGPUParticleSystemPlatform
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private _renderVAO;
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private _updateVAO;
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private _renderVertexBuffers;
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private _baseUniformsNamesLength;
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/** @internal */
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readonly alignDataInBuffer = false;
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/** @internal */
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@@ -81,6 +81,7 @@ export class WebGL2ParticleSystem {
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maxSimultaneousLights: 0,
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transformFeedbackVaryings: [],
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};
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this._baseUniformsNamesLength = this._updateEffectOptions.uniformsNames.length;
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}
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/** @internal */
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contextLost() {
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@@ -98,6 +99,8 @@ export class WebGL2ParticleSystem {
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}
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/** @internal */
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createUpdateBuffer(defines) {
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// Reset dynamic uniforms to avoid accumulating duplicates on rebuild
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this._updateEffectOptions.uniformsNames.length = this._baseUniformsNamesLength;
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this._updateEffectOptions.transformFeedbackVaryings = ["outPosition"];
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this._updateEffectOptions.transformFeedbackVaryings.push("outAge");
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this._updateEffectOptions.transformFeedbackVaryings.push("outSize");
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@@ -110,7 +113,7 @@ export class WebGL2ParticleSystem {
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if (!this._parent._colorGradientsTexture) {
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this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
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}
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if (
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if (this._parent._needsInitialDirection) {
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this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
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}
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if (this._parent.noiseTexture) {
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@@ -132,6 +135,12 @@ export class WebGL2ParticleSystem {
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this._updateEffectOptions.uniformsNames.push("attractorPositionAndStrength[" + i + "]");
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}
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}
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if (defines.indexOf("STARTSIZEGRADIENTS") !== -1) {
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this._updateEffectOptions.uniformsNames.push("startSizeGradientFactor");
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}
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if (defines.indexOf("LIFETIMEGRADIENTS") !== -1) {
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this._updateEffectOptions.uniformsNames.push("lifeTimeGradientRange");
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}
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this._updateEffect = this._engine.createEffect("gpuUpdateParticles", this._updateEffectOptions, this._engine);
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return new UniformBufferEffectCommonAccessor(this._updateEffect);
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}
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@@ -235,7 +244,7 @@ export class WebGL2ParticleSystem {
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updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
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offset += 4;
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}
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if (
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if (this._parent._needsInitialDirection) {
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updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
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offset += 3;
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}
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@@ -1 +1 @@
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1
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-
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{ type VertexBuffer, type Buffer } from \"../Buffers/buffer\";\r\nimport { type ThinEngine } from \"../Engines/thinEngine\";\r\nimport { type Effect, type IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { type IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\n\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport { type GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { type DataArray, type Nullable } from \"../types\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../Shaders/gpuUpdateParticles.fragment\";\r\nimport \"../Shaders/gpuUpdateParticles.vertex\";\r\n\r\nimport { type Engine } from \"../Engines/engine\";\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n private _renderVertexBuffers: { [key: string]: VertexBuffer };\r\n\r\n /** @internal */\r\n public readonly alignDataInBuffer = false;\r\n\r\n /** @internal */\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"emitIndex\",\r\n \"emitCount\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n \"flowMapProjection\",\r\n \"flowMapStrength\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n \"flowMapSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n }\r\n\r\n /** @internal */\r\n public contextLost(): void {\r\n this._updateEffect = undefined as any;\r\n this._renderVAO.length = 0;\r\n this._updateVAO.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n /** @internal */\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n\r\n // Add attractor uniform names dynamically based on maxAttractors\r\n if (defines.indexOf(\"ATTRACTORS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorCount\");\r\n for (let i = 0; i < this._parent.maxAttractors; i++) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorPositionAndStrength[\" + i + \"]\");\r\n }\r\n }\r\n\r\n this._updateEffect = this._engine.createEffect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n /** @internal */\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._parent._getWrapper(this._parent.blendMode).effect!));\r\n this._engine.bindArrayBuffer(null);\r\n\r\n this._renderVertexBuffers = renderVertexBuffers;\r\n }\r\n\r\n /** @internal */\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n /** @internal */\r\n public bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void {\r\n if (indexBuffer) {\r\n this._engine.bindBuffers(this._renderVertexBuffers, indexBuffer, effect);\r\n } else {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n /** @internal */\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._flowMap) {\r\n this._updateEffect.setTexture(\"flowMapSampler\", this._parent._flowMap);\r\n }\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n /** @internal */\r\n public releaseBuffers(): void {}\r\n\r\n /** @internal */\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n"]}
|
|
1
|
+
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{ type VertexBuffer, type Buffer } from \"../Buffers/buffer\";\r\nimport { type ThinEngine } from \"../Engines/thinEngine\";\r\nimport { type Effect, type IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { type IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\n\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport { type GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { type DataArray, type Nullable } from \"../types\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../Shaders/gpuUpdateParticles.fragment\";\r\nimport \"../Shaders/gpuUpdateParticles.vertex\";\r\n\r\nimport { type Engine } from \"../Engines/engine\";\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n private _renderVertexBuffers: { [key: string]: VertexBuffer };\r\n private _baseUniformsNamesLength: number;\r\n\r\n /** @internal */\r\n public readonly alignDataInBuffer = false;\r\n\r\n /** @internal */\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"emitIndex\",\r\n \"emitCount\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n \"flowMapProjection\",\r\n \"flowMapStrength\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n \"flowMapSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n this._baseUniformsNamesLength = this._updateEffectOptions.uniformsNames.length;\r\n }\r\n\r\n /** @internal */\r\n public contextLost(): void {\r\n this._updateEffect = undefined as any;\r\n this._renderVAO.length = 0;\r\n this._updateVAO.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n /** @internal */\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n // Reset dynamic uniforms to avoid accumulating duplicates on rebuild\r\n this._updateEffectOptions.uniformsNames.length = this._baseUniformsNamesLength;\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (this._parent._needsInitialDirection) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n\r\n // Add attractor uniform names dynamically based on maxAttractors\r\n if (defines.indexOf(\"ATTRACTORS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorCount\");\r\n for (let i = 0; i < this._parent.maxAttractors; i++) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorPositionAndStrength[\" + i + \"]\");\r\n }\r\n }\r\n\r\n if (defines.indexOf(\"STARTSIZEGRADIENTS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"startSizeGradientFactor\");\r\n }\r\n\r\n if (defines.indexOf(\"LIFETIMEGRADIENTS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"lifeTimeGradientRange\");\r\n }\r\n\r\n this._updateEffect = this._engine.createEffect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n /** @internal */\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._parent._getWrapper(this._parent.blendMode).effect!));\r\n this._engine.bindArrayBuffer(null);\r\n\r\n this._renderVertexBuffers = renderVertexBuffers;\r\n }\r\n\r\n /** @internal */\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n /** @internal */\r\n public bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void {\r\n if (indexBuffer) {\r\n this._engine.bindBuffers(this._renderVertexBuffers, indexBuffer, effect);\r\n } else {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n /** @internal */\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._flowMap) {\r\n this._updateEffect.setTexture(\"flowMapSampler\", this._parent._flowMap);\r\n }\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n /** @internal */\r\n public releaseBuffers(): void {}\r\n\r\n /** @internal */\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (this._parent._needsInitialDirection) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n"]}
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@@ -1 +1 @@
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{ Constants } from \"../../Engines/constants\";\r\nimport { type Engine } from \"../../Engines/engine\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { MultiRenderTarget } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { RenderTargetTexture, type RenderTargetTextureOptions } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport { type TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { ProceduralTexture, type IProceduralTextureCreationOptions } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../../Materials/effectRenderer\";\r\nimport { type IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport { type RenderTargetWrapper } from \"core/Engines\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport \"../../Engines/Extensions/engine.multiRender\";\r\n\r\n/**\r\n * Voxel-based shadow rendering for IBL's.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n * @see https://playground.babylonjs.com/#8R5SSE#222\r\n */\r\nexport class _IblShadowsVoxelRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n // WebGPU, single-pass voxelization.\r\n // See https://playground.babylonjs.com/#XSNYAU#133\r\n private _voxelGrid: RenderTargetTexture;\r\n private _voxelGridRT: RenderTargetTexture;\r\n\r\n // WebGL voxelization, including tri-planar voxelization.\r\n private _combinedVoxelGridPT: ProceduralTexture;\r\n private _voxelGridXaxis: RenderTargetTexture;\r\n private _voxelGridYaxis: RenderTargetTexture;\r\n private _voxelGridZaxis: RenderTargetTexture;\r\n private _voxelMrtsXaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsYaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsZaxis: MultiRenderTarget[] = [];\r\n\r\n private _voxelMaterial: ShaderMaterial;\r\n private _voxelClearColor: Color4 = new Color4(0, 0, 0, 1);\r\n\r\n /**\r\n * Return the voxel grid texture.\r\n * @returns The voxel grid texture.\r\n */\r\n public getVoxelGrid(): ProceduralTexture | RenderTargetTexture {\r\n if (this._engine.isWebGPU) {\r\n return this._voxelGrid;\r\n } else if (this._triPlanarVoxelization) {\r\n return this._combinedVoxelGridPT;\r\n } else {\r\n return this._voxelGridZaxis;\r\n }\r\n }\r\n\r\n /**\r\n * Return the voxel render target used during voxelization.\r\n * @returns The voxel render target.\r\n */\r\n public getRT(): ProceduralTexture | RenderTargetTexture {\r\n if (this._engine.isWebGPU) {\r\n return this._voxelGridRT;\r\n } else if (this._triPlanarVoxelization) {\r\n return this._combinedVoxelGridPT;\r\n } else {\r\n return this._voxelGridZaxis;\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the voxelization is complete\r\n */\r\n public onVoxelizationCompleteObservable: Observable<void> = new Observable<void>();\r\n\r\n private _maxDrawBuffers: number;\r\n private _renderTargets: RenderTargetTexture[] = [];\r\n\r\n private _triPlanarVoxelization: boolean = true;\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public get triPlanarVoxelization(): boolean {\r\n return this._triPlanarVoxelization;\r\n }\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public set triPlanarVoxelization(enabled: boolean) {\r\n if (this._engine.isWebGPU) {\r\n // WebGPU only supports tri-planar voxelization.\r\n this._triPlanarVoxelization = true;\r\n return;\r\n }\r\n if (this._triPlanarVoxelization === enabled) {\r\n return;\r\n }\r\n this._triPlanarVoxelization = enabled;\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _voxelizationInProgress: boolean = false;\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n\r\n /**\r\n * @returns Whether voxelization is currently happening.\r\n */\r\n public isVoxelizationInProgress(): boolean {\r\n return this._voxelizationInProgress;\r\n }\r\n\r\n private _voxelResolution: number = 64;\r\n private _voxelResolutionExp: number = 6;\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public get voxelResolutionExp(): number {\r\n return this._voxelResolutionExp;\r\n }\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public set voxelResolutionExp(resolutionExp: number) {\r\n if (this._voxelResolutionExp === resolutionExp && this._voxelGridZaxis) {\r\n return;\r\n }\r\n this._voxelResolutionExp = Math.round(Math.min(Math.max(resolutionExp, 3), 9));\r\n this._voxelResolution = Math.pow(2.0, this._voxelResolutionExp);\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _copyMipEffectRenderer: EffectRenderer;\r\n private _copyMipEffectWrapper: EffectWrapper;\r\n private _copyMipSourceTexture?: ProceduralTexture;\r\n private _copyMipLayer = 0;\r\n private _mipArray: ProceduralTexture[] = [];\r\n\r\n /**\r\n * Instanciates the voxel renderer\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The render pipeline this pass is associated with\r\n * @param resolutionExp Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n * @param triPlanarVoxelization Whether to use tri-planar voxelization. Only applies to WebGL. Voxelization will take longer but will reduce missing geometry.\r\n * @returns The voxel renderer\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline, resolutionExp: number = 6, triPlanarVoxelization: boolean = true) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine() as Engine;\r\n this._triPlanarVoxelization = this._engine.isWebGPU || triPlanarVoxelization;\r\n if (!this._engine.getCaps().drawBuffersExtension) {\r\n Logger.Error(\"Can't do voxel rendering without the draw buffers extension.\");\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n // Round down to a power of 2 so it evenly divides the power-of-2 voxel resolution,\r\n // preventing out-of-bounds layer indices in the last MRT slab.\r\n // This shader implementation writes up to 16 MRT outputs, so clamp to 16 to keep\r\n // active draw buffers aligned with declared/written fragment outputs.\r\n const rawMaxDrawBuffers = this._engine.getCaps().maxDrawBuffers || 0;\r\n const cappedMaxDrawBuffers = Math.min(rawMaxDrawBuffers, 16);\r\n this._maxDrawBuffers = cappedMaxDrawBuffers >= 1 ? 1 << Math.floor(Math.log2(cappedMaxDrawBuffers)) : 0;\r\n\r\n this._copyMipEffectRenderer = new EffectRenderer(this._engine);\r\n this._copyMipEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n fragmentShader: \"copyTexture3DLayerToTexture\",\r\n useShaderStore: true,\r\n uniformNames: [\"layerNum\"],\r\n samplerNames: [\"textureSampler\"],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/copyTexture3DLayerToTexture.fragment\");\r\n } else {\r\n await import(\"../../Shaders/copyTexture3DLayerToTexture.fragment\");\r\n }\r\n },\r\n });\r\n this._copyMipEffectWrapper.onApplyObservable.add(() => {\r\n const effect = this._copyMipEffectWrapper.effect;\r\n if (!effect || !this._copyMipSourceTexture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(\"textureSampler\", this._copyMipSourceTexture);\r\n effect.setInt(\"layerNum\", this._copyMipLayer);\r\n });\r\n\r\n this.voxelResolutionExp = resolutionExp;\r\n }\r\n\r\n private _generateMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._generateMipMap(i);\r\n }\r\n }\r\n\r\n private _generateMipMap(lodLevel: number) {\r\n // Generate a mip map for the given level by triggering the render of the procedural mip texture.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n\r\n mipTarget.setTexture(\"srcMip\", lodLevel === 1 ? this.getVoxelGrid() : this._mipArray[lodLevel - 2]);\r\n mipTarget.render();\r\n }\r\n\r\n private _copyMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._copyMipMap(i);\r\n }\r\n }\r\n\r\n private _copyMipMap(lodLevel: number) {\r\n // Now, copy this mip into the mip chain of the voxel grid.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n const voxelGrid = this.getVoxelGrid();\r\n let rt: RenderTargetWrapper;\r\n if (voxelGrid instanceof RenderTargetTexture && voxelGrid.renderTarget) {\r\n rt = voxelGrid.renderTarget;\r\n } else {\r\n rt = (voxelGrid as any)._rtWrapper;\r\n }\r\n if (rt) {\r\n this._copyMipEffectRenderer.saveStates();\r\n const previousColorWrite = this._engine.getColorWrite();\r\n const previousDepthBuffer = this._engine.getDepthBuffer();\r\n const previousDepthWrite = this._engine.getDepthWrite();\r\n const previousAlphaMode = this._engine.getAlphaMode();\r\n this._engine.setColorWrite(true);\r\n this._engine.setDepthBuffer(false);\r\n this._engine.setDepthWrite(false);\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n const bindSize = mipTarget.getSize().width;\r\n let sourceDepth = mipTarget.getInternalTexture()?.depth;\r\n sourceDepth = Math.max(1, sourceDepth || bindSize);\r\n const destinationMipDepth = Math.max(1, this._voxelResolution >> lodLevel);\r\n const layersToCopy = Math.min(sourceDepth, destinationMipDepth);\r\n const destinationTexture = rt.texture;\r\n const previousGenerateMipMaps = destinationTexture?.generateMipMaps;\r\n\r\n if (destinationTexture) {\r\n destinationTexture.generateMipMaps = false;\r\n }\r\n\r\n try {\r\n // Render to each layer of the voxel grid.\r\n for (let layer = 0; layer < layersToCopy; layer++) {\r\n this._engine.bindFramebuffer(rt, 0, bindSize, bindSize, true, lodLevel, layer);\r\n this._copyMipSourceTexture = mipTarget;\r\n this._copyMipLayer = layer;\r\n this._copyMipEffectRenderer.applyEffectWrapper(this._copyMipEffectWrapper);\r\n this._copyMipEffectRenderer.draw();\r\n this._engine.unBindFramebuffer(rt, true);\r\n }\r\n\r\n if (!this._engine.isWebGPU) {\r\n this._engine.unbindAllTextures();\r\n }\r\n } finally {\r\n if (destinationTexture && previousGenerateMipMaps !== undefined) {\r\n destinationTexture.generateMipMaps = previousGenerateMipMaps;\r\n }\r\n this._engine.setAlphaMode(previousAlphaMode);\r\n this._engine.setDepthWrite(previousDepthWrite);\r\n this._engine.setDepthBuffer(previousDepthBuffer);\r\n this._engine.setColorWrite(previousColorWrite);\r\n }\r\n\r\n this._copyMipSourceTexture = undefined;\r\n this._copyMipEffectRenderer.restoreStates();\r\n }\r\n }\r\n\r\n private _computeNumberOfSlabs(): number {\r\n return Math.ceil(this._voxelResolution / this._maxDrawBuffers);\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const size: TextureSize = {\r\n width: this._voxelResolution,\r\n height: this._voxelResolution,\r\n depth: this._voxelResolution,\r\n };\r\n const voxelAxisOptions: RenderTargetTextureOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n\r\n // We can render up to maxDrawBuffers voxel slices of the grid per render.\r\n // We call this a slab.\r\n const numSlabs = this._computeNumberOfSlabs();\r\n const voxelCombinedOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblCombineVoxelGrids.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblCombineVoxelGrids.fragment\");\r\n }\r\n },\r\n };\r\n if (this._engine.isWebGPU) {\r\n this._voxelGrid = new RenderTargetTexture(\"voxelGrid\", size, this._scene, {\r\n ...voxelCombinedOptions,\r\n format: Constants.TEXTUREFORMAT_R,\r\n creationFlags: Constants.TEXTURE_CREATIONFLAG_STORAGE,\r\n });\r\n this._voxelGridRT = new RenderTargetTexture(\r\n \"voxelGridRT\",\r\n { width: Math.min(size.width * 2.0, 2048), height: Math.min(size.height * 2.0, 2048) },\r\n this._scene,\r\n voxelAxisOptions\r\n );\r\n } else if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis = new RenderTargetTexture(\"voxelGridXaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridYaxis = new RenderTargetTexture(\"voxelGridYaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelMrtsXaxis = this._createVoxelMRTs(\"x_axis_\", this._voxelGridXaxis, numSlabs);\r\n this._voxelMrtsYaxis = this._createVoxelMRTs(\"y_axis_\", this._voxelGridYaxis, numSlabs);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n\r\n this._combinedVoxelGridPT = new ProceduralTexture(\"combinedVoxelGrid\", size, \"iblCombineVoxelGrids\", this._scene, voxelCombinedOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._combinedVoxelGridPT), 1);\r\n this._combinedVoxelGridPT.setFloat(\"layer\", 0.0);\r\n this._combinedVoxelGridPT.setTexture(\"voxelXaxisSampler\", this._voxelGridXaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelYaxisSampler\", this._voxelGridYaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelZaxisSampler\", this._voxelGridZaxis);\r\n // We will render this only after voxelization is completed for the 3 axes.\r\n this._combinedVoxelGridPT.autoClear = false;\r\n this._combinedVoxelGridPT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._combinedVoxelGridPT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n } else {\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelCombinedOptions);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n }\r\n\r\n const generateVoxelMipOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblGenerateVoxelMip.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblGenerateVoxelMip.fragment\");\r\n }\r\n },\r\n };\r\n this._mipArray = new Array(Math.ceil(Math.log2(this._voxelResolution)));\r\n for (let mipIdx = 1; mipIdx <= this._mipArray.length; mipIdx++) {\r\n const mipDim = this._voxelResolution >> mipIdx;\r\n const mipSize: TextureSize = { width: mipDim, height: mipDim, depth: mipDim };\r\n this._mipArray[mipIdx - 1] = new ProceduralTexture(\"voxelMip\" + mipIdx, mipSize, \"iblGenerateVoxelMip\", this._scene, generateVoxelMipOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._mipArray[mipIdx - 1]), 1);\r\n\r\n const mipTarget = this._mipArray[mipIdx - 1];\r\n mipTarget.autoClear = false;\r\n mipTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.setTexture(\"srcMip\", mipIdx > 1 ? this._mipArray[mipIdx - 2] : this.getVoxelGrid());\r\n mipTarget.setInt(\"layerNum\", 0);\r\n }\r\n\r\n this._createVoxelMaterials();\r\n }\r\n\r\n private _createVoxelMRTs(name: string, voxelRT: RenderTargetTexture, numSlabs: number): MultiRenderTarget[] {\r\n voxelRT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.noPrePassRenderer = true;\r\n const mrtArray: MultiRenderTarget[] = [];\r\n const targetTypes = new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_3D);\r\n\r\n for (let mrtIndex = 0; mrtIndex < numSlabs; mrtIndex++) {\r\n let layerIndices = new Array(this._maxDrawBuffers).fill(0);\r\n layerIndices = layerIndices.map((value, index) => mrtIndex * this._maxDrawBuffers + index);\r\n\r\n let textureNames = new Array(this._maxDrawBuffers).fill(\"\");\r\n textureNames = textureNames.map((value, index) => \"voxel_grid_\" + name + (mrtIndex * this._maxDrawBuffers + index));\r\n\r\n const mrt = new MultiRenderTarget(\r\n \"mrt_\" + name + mrtIndex,\r\n { width: this._voxelResolution, height: this._voxelResolution, depth: this._voxelResolution },\r\n this._maxDrawBuffers, // number of draw buffers\r\n this._scene,\r\n {\r\n types: new Array(this._maxDrawBuffers).fill(Constants.TEXTURETYPE_UNSIGNED_BYTE),\r\n samplingModes: new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE),\r\n generateMipMaps: false,\r\n targetTypes,\r\n formats: new Array(this._maxDrawBuffers).fill(Constants.TEXTUREFORMAT_R),\r\n faceIndex: new Array(this._maxDrawBuffers).fill(0),\r\n layerIndex: layerIndices,\r\n layerCounts: new Array(this._maxDrawBuffers).fill(this._voxelResolution),\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n },\r\n textureNames\r\n );\r\n\r\n mrt.clearColor = new Color4(0, 0, 0, 1);\r\n mrt.noPrePassRenderer = true;\r\n for (let i = 0; i < this._maxDrawBuffers; i++) {\r\n mrt.setInternalTexture(voxelRT.getInternalTexture()!, i);\r\n }\r\n\r\n mrtArray.push(mrt);\r\n }\r\n return mrtArray;\r\n }\r\n\r\n private _disposeVoxelTextures() {\r\n this._stopVoxelization();\r\n for (let i = 0; i < this._voxelMrtsZaxis.length; i++) {\r\n if (this._triPlanarVoxelization) {\r\n this._voxelMrtsXaxis[i].dispose(true);\r\n this._voxelMrtsYaxis[i].dispose(true);\r\n }\r\n this._voxelMrtsZaxis[i].dispose(true);\r\n }\r\n if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis?.dispose();\r\n this._voxelGridYaxis?.dispose();\r\n this._combinedVoxelGridPT?.dispose();\r\n }\r\n this._voxelGridZaxis?.dispose();\r\n for (const mip of this._mipArray) {\r\n mip.dispose();\r\n }\r\n this._voxelMaterial?.dispose();\r\n this._mipArray = [];\r\n this._voxelMrtsXaxis = [];\r\n this._voxelMrtsYaxis = [];\r\n this._voxelMrtsZaxis = [];\r\n }\r\n\r\n private _createVoxelMaterials(): void {\r\n const isWebGPU = this._engine.isWebGPU;\r\n this._voxelMaterial = new ShaderMaterial(\"voxelization\", this._scene, \"iblVoxelGrid\", {\r\n uniforms: [\"world\", \"viewMatrix\", \"invTransWorld\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\r\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelGrid.fragment\"), import(\"../../ShadersWGSL/iblVoxelGrid.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblVoxelGrid.fragment\"), import(\"../../Shaders/iblVoxelGrid.vertex\")]);\r\n }\r\n },\r\n });\r\n\r\n this._voxelMaterial.cullBackFaces = false;\r\n this._voxelMaterial.backFaceCulling = false;\r\n this._voxelMaterial.depthFunction = Constants.ALWAYS;\r\n }\r\n\r\n /**\r\n * Checks if the voxel renderer is ready to voxelize scene\r\n * @returns true if the voxel renderer is ready to voxelize scene\r\n */\r\n public isReady() {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n\r\n if (!allReady || this._voxelizationInProgress) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * If the MRT's are already in the list of render targets, this will\r\n * remove them so that they don't get rendered again.\r\n */\r\n private _stopVoxelization() {\r\n // If the MRT's are already in the list of render targets, remove them.\r\n this._removeVoxelRTs(this._voxelMrtsXaxis);\r\n this._removeVoxelRTs(this._voxelMrtsYaxis);\r\n this._removeVoxelRTs(this._voxelMrtsZaxis);\r\n this._removeVoxelRTs([this._voxelGridRT]);\r\n }\r\n\r\n private _removeVoxelRTs(rts: RenderTargetTexture[]) {\r\n // const currentRTs = this._scene.customRenderTargets;\r\n const rtIdx = this._renderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._renderTargets.splice(rtIdx, rts.length);\r\n } else {\r\n const rtIdx = this._scene.customRenderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._scene.customRenderTargets.splice(rtIdx, rts.length);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Renders voxel grid of scene for IBL shadows\r\n * @param includedMeshes\r\n * @param registerAfterRenderObservable Whether to register scene onAfterRender callback (legacy path).\r\n */\r\n public updateVoxelGrid(includedMeshes: Mesh[], registerAfterRenderObservable: boolean = true) {\r\n if (this._voxelizationInProgress) {\r\n return;\r\n }\r\n this._stopVoxelization();\r\n this._voxelizationInProgress = true;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._voxelGridRT.renderList = includedMeshes;\r\n this._addRTsForRender([this._voxelGridRT], includedMeshes, 0);\r\n } else if (this._triPlanarVoxelization) {\r\n this._addRTsForRender(this._voxelMrtsXaxis, includedMeshes, 0);\r\n this._addRTsForRender(this._voxelMrtsYaxis, includedMeshes, 1);\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n } else {\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n }\r\n if (registerAfterRenderObservable) {\r\n this._renderVoxelGridBound = this._renderVoxelGrid.bind(this);\r\n this._scene.onAfterRenderObservable.add(this._renderVoxelGridBound);\r\n }\r\n }\r\n\r\n /**\r\n * Advances voxelization work when running in custom render loops (for example FrameGraph tasks)\r\n * where scene onAfterRender timing may differ from classic pipeline flow.\r\n */\r\n public processVoxelization(): void {\r\n this._renderVoxelGrid();\r\n }\r\n\r\n private _renderVoxelGridBound: () => void;\r\n\r\n private _renderVoxelGrid() {\r\n if (this._voxelizationInProgress) {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n for (let i = 0; i < this._renderTargets.length; i++) {\r\n const rttReady = this._renderTargets[i].isReadyForRendering();\r\n allReady &&= rttReady;\r\n }\r\n if (!allReady) {\r\n return;\r\n }\r\n\r\n const copyMipEffect = this._copyMipEffectWrapper.effect;\r\n if (!copyMipEffect.isReady()) {\r\n return;\r\n }\r\n\r\n if (this._engine.isWebGPU) {\r\n // Clear the voxel grid storage texture.\r\n // Need to clear each layer individually.\r\n // Would a compute shader be faster here to clear all layers in one go?\r\n if (this._voxelGrid && this._voxelGrid.renderTarget) {\r\n for (let layer = 0; layer < this._voxelResolution; layer++) {\r\n this._engine.bindFramebuffer(this._voxelGrid.renderTarget, 0, undefined, undefined, true, 0, layer);\r\n this._engine.clear(this._voxelClearColor, true, false, false);\r\n this._engine.unBindFramebuffer(this._voxelGrid.renderTarget, true);\r\n }\r\n }\r\n }\r\n\r\n for (const rt of this._renderTargets) {\r\n rt.render();\r\n }\r\n this._stopVoxelization();\r\n\r\n if (this._triPlanarVoxelization && !this._engine.isWebGPU) {\r\n this._combinedVoxelGridPT.render();\r\n }\r\n this._generateMipMaps();\r\n this._copyMipMaps();\r\n this._scene.onAfterRenderObservable.removeCallback(this._renderVoxelGridBound);\r\n this._voxelizationInProgress = false;\r\n this.onVoxelizationCompleteObservable.notifyObservers();\r\n }\r\n }\r\n\r\n private _addRTsForRender(mrts: RenderTargetTexture[], includedMeshes: Mesh[], axis: number) {\r\n const slabSize = 1.0 / this._computeNumberOfSlabs();\r\n const voxelMaterial = this._voxelMaterial;\r\n\r\n // We need to update the world scale uniform for every mesh being rendered to the voxel grid.\r\n for (let mrtIndex = 0; mrtIndex < mrts.length; mrtIndex++) {\r\n const mrt = mrts[mrtIndex];\r\n mrt._disableEngineStages = true;\r\n mrt.useCameraPostProcesses = false;\r\n mrt.renderParticles = false;\r\n mrt.renderSprites = false;\r\n mrt.enableOutlineRendering = false;\r\n\r\n mrt.customRenderFunction = (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) => {\r\n const buckets = [depthOnlySubMeshes, opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes];\r\n for (const bucket of buckets) {\r\n for (let index = 0; index < bucket.length; index++) {\r\n const subMesh = bucket.data[index];\r\n if (subMesh.getMaterial() !== voxelMaterial) {\r\n continue;\r\n }\r\n subMesh.render(false);\r\n }\r\n }\r\n };\r\n\r\n mrt.renderList = [];\r\n const nearPlane = mrtIndex * slabSize;\r\n const farPlane = (mrtIndex + 1) * slabSize;\r\n const stepSize = slabSize / this._maxDrawBuffers;\r\n\r\n const cameraPosition = new Vector3(0, 0, 0);\r\n let targetPosition = new Vector3(0, 0, 1);\r\n if (axis === 0) {\r\n targetPosition = new Vector3(1, 0, 0);\r\n } else if (axis === 1) {\r\n targetPosition = new Vector3(0, 1, 0);\r\n }\r\n let upDirection = new Vector3(0, 1, 0);\r\n if (axis === 1) {\r\n upDirection = new Vector3(1, 0, 0);\r\n }\r\n mrt.onBeforeRenderObservable.clear();\r\n mrt.onBeforeRenderObservable.add(() => {\r\n voxelMaterial.setMatrix(\"viewMatrix\", Matrix.LookAtLH(cameraPosition, targetPosition, upDirection));\r\n voxelMaterial.setMatrix(\"invWorldScale\", this._invWorldScaleMatrix);\r\n voxelMaterial.setFloat(\"nearPlane\", nearPlane);\r\n voxelMaterial.setFloat(\"farPlane\", farPlane);\r\n voxelMaterial.setFloat(\"stepSize\", stepSize);\r\n if (this._engine.isWebGPU) {\r\n this._voxelMaterial.useVertexPulling = true;\r\n this._voxelMaterial.setTexture(\"voxel_storage\", this.getVoxelGrid());\r\n }\r\n });\r\n\r\n // Set this material on every mesh in the scene (for this RT)\r\n if (includedMeshes.length === 0) {\r\n return;\r\n }\r\n for (const mesh of includedMeshes) {\r\n if (mesh) {\r\n if (mesh.subMeshes && mesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(mesh);\r\n mrt.setMaterialForRendering(mesh, voxelMaterial);\r\n }\r\n const meshes = mesh.getChildMeshes();\r\n for (const childMesh of meshes) {\r\n if (childMesh.subMeshes && childMesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(childMesh);\r\n mrt.setMaterialForRendering(childMesh, voxelMaterial);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._renderTargets = this._renderTargets.concat(mrts);\r\n }\r\n\r\n /**\r\n * Called by the pipeline to resize resources.\r\n */\r\n public resize() {}\r\n\r\n /**\r\n * Disposes the voxel renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeVoxelTextures();\r\n // TODO - dispose all created voxel materials.\r\n }\r\n}\r\n"]}
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1
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{ Constants } from \"../../Engines/constants\";\nimport { type Engine } from \"../../Engines/engine\";\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\nimport { MultiRenderTarget } from \"../../Materials/Textures/multiRenderTarget\";\nimport { RenderTargetTexture, type RenderTargetTextureOptions } from \"../../Materials/Textures/renderTargetTexture\";\nimport { type TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\nimport { Color4 } from \"../../Maths/math.color\";\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\nimport { type Mesh } from \"../../Meshes/mesh\";\nimport { type Scene } from \"../../scene\";\nimport { Texture } from \"../../Materials/Textures/texture\";\nimport { Logger } from \"../../Misc/logger\";\nimport { Observable } from \"../../Misc/observable\";\nimport { ProceduralTexture, type IProceduralTextureCreationOptions } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\nimport { EffectRenderer, EffectWrapper } from \"../../Materials/effectRenderer\";\nimport { type IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\nimport { type RenderTargetWrapper } from \"core/Engines\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport \"../../Engines/Extensions/engine.multiRender\";\n\n/**\n * Voxel-based shadow rendering for IBL's.\n * This should not be instanciated directly, as it is part of a scene component\n * @internal\n * @see https://playground.babylonjs.com/#8R5SSE#222\n */\nexport class _IblShadowsVoxelRenderer {\n private _scene: Scene;\n private _engine: Engine;\n\n // WebGPU, single-pass voxelization.\n // See https://playground.babylonjs.com/#XSNYAU#133\n private _voxelGrid: RenderTargetTexture;\n private _voxelGridRT: RenderTargetTexture;\n\n // WebGL voxelization, including tri-planar voxelization.\n private _combinedVoxelGridPT: ProceduralTexture;\n private _voxelGridXaxis: RenderTargetTexture;\n private _voxelGridYaxis: RenderTargetTexture;\n private _voxelGridZaxis: RenderTargetTexture;\n private _voxelMrtsXaxis: MultiRenderTarget[] = [];\n private _voxelMrtsYaxis: MultiRenderTarget[] = [];\n private _voxelMrtsZaxis: MultiRenderTarget[] = [];\n\n private _voxelMaterial: ShaderMaterial;\n private _voxelClearColor: Color4 = new Color4(0, 0, 0, 1);\n\n /**\n * Return the voxel grid texture.\n * @returns The voxel grid texture.\n */\n public getVoxelGrid(): ProceduralTexture | RenderTargetTexture {\n if (this._engine.isWebGPU) {\n return this._voxelGrid;\n } else if (this._triPlanarVoxelization) {\n return this._combinedVoxelGridPT;\n } else {\n return this._voxelGridZaxis;\n }\n }\n\n /**\n * Return the voxel render target used during voxelization.\n * @returns The voxel render target.\n */\n public getRT(): ProceduralTexture | RenderTargetTexture {\n if (this._engine.isWebGPU) {\n return this._voxelGridRT;\n } else if (this._triPlanarVoxelization) {\n return this._combinedVoxelGridPT;\n } else {\n return this._voxelGridZaxis;\n }\n }\n\n /**\n * Observable that triggers when the voxelization is complete\n */\n public onVoxelizationCompleteObservable: Observable<void> = new Observable<void>();\n\n private _maxDrawBuffers: number;\n private _renderTargets: RenderTargetTexture[] = [];\n\n private _triPlanarVoxelization: boolean = true;\n\n /**\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\n */\n public get triPlanarVoxelization(): boolean {\n return this._triPlanarVoxelization;\n }\n\n /**\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\n */\n public set triPlanarVoxelization(enabled: boolean) {\n if (this._engine.isWebGPU) {\n // WebGPU only supports tri-planar voxelization.\n this._triPlanarVoxelization = true;\n return;\n }\n if (this._triPlanarVoxelization === enabled) {\n return;\n }\n this._triPlanarVoxelization = enabled;\n this._disposeVoxelTextures();\n this._createTextures();\n }\n\n private _voxelizationInProgress: boolean = false;\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\n\n /**\n * Set the matrix to use for scaling the world space to voxel space\n * @param matrix The matrix to use for scaling the world space to voxel space\n */\n public setWorldScaleMatrix(matrix: Matrix) {\n this._invWorldScaleMatrix = matrix;\n }\n\n /**\n * @returns Whether voxelization is currently happening.\n */\n public isVoxelizationInProgress(): boolean {\n return this._voxelizationInProgress;\n }\n\n private _voxelResolution: number = 64;\n private _voxelResolutionExp: number = 6;\n\n /**\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\n */\n public get voxelResolutionExp(): number {\n return this._voxelResolutionExp;\n }\n\n /**\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\n */\n public set voxelResolutionExp(resolutionExp: number) {\n if (this._voxelResolutionExp === resolutionExp && this._voxelGridZaxis) {\n return;\n }\n this._voxelResolutionExp = Math.round(Math.min(Math.max(resolutionExp, 3), 9));\n this._voxelResolution = Math.pow(2.0, this._voxelResolutionExp);\n this._disposeVoxelTextures();\n this._createTextures();\n }\n\n private _copyMipEffectRenderer: EffectRenderer;\n private _copyMipEffectWrapper: EffectWrapper;\n private _copyMipSourceTexture?: ProceduralTexture;\n private _copyMipLayer = 0;\n private _mipArray: ProceduralTexture[] = [];\n\n /**\n * Instanciates the voxel renderer\n * @param scene Scene to attach to\n * @param iblShadowsRenderPipeline The render pipeline this pass is associated with\n * @param resolutionExp Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\n * @param triPlanarVoxelization Whether to use tri-planar voxelization. Only applies to WebGL. Voxelization will take longer but will reduce missing geometry.\n * @returns The voxel renderer\n */\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline, resolutionExp: number = 6, triPlanarVoxelization: boolean = true) {\n this._scene = scene;\n this._engine = scene.getEngine() as Engine;\n this._triPlanarVoxelization = this._engine.isWebGPU || triPlanarVoxelization;\n if (!this._engine.getCaps().drawBuffersExtension) {\n Logger.Error(\"Can't do voxel rendering without the draw buffers extension.\");\n }\n\n const isWebGPU = this._engine.isWebGPU;\n // Round down to a power of 2 so it evenly divides the power-of-2 voxel resolution,\n // preventing out-of-bounds layer indices in the last MRT slab.\n // This shader implementation writes up to 16 MRT outputs, so clamp to 16 to keep\n // active draw buffers aligned with declared/written fragment outputs.\n const rawMaxDrawBuffers = this._engine.getCaps().maxDrawBuffers || 0;\n const cappedMaxDrawBuffers = Math.min(rawMaxDrawBuffers, 16);\n this._maxDrawBuffers = cappedMaxDrawBuffers >= 1 ? 1 << Math.floor(Math.log2(cappedMaxDrawBuffers)) : 0;\n\n this._copyMipEffectRenderer = new EffectRenderer(this._engine);\n this._copyMipEffectWrapper = new EffectWrapper({\n engine: this._engine,\n fragmentShader: \"copyTexture3DLayerToTexture\",\n useShaderStore: true,\n uniformNames: [\"layerNum\"],\n samplerNames: [\"textureSampler\"],\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (isWebGPU) {\n await import(\"../../ShadersWGSL/copyTexture3DLayerToTexture.fragment\");\n } else {\n await import(\"../../Shaders/copyTexture3DLayerToTexture.fragment\");\n }\n },\n });\n this._copyMipEffectWrapper.onApplyObservable.add(() => {\n const effect = this._copyMipEffectWrapper.effect;\n if (!effect || !this._copyMipSourceTexture) {\n return;\n }\n\n effect.setTexture(\"textureSampler\", this._copyMipSourceTexture);\n effect.setInt(\"layerNum\", this._copyMipLayer);\n });\n\n this.voxelResolutionExp = resolutionExp;\n }\n\n private _generateMipMaps() {\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\n for (let i = 1; i < iterations + 1; i++) {\n this._generateMipMap(i);\n }\n }\n\n private _generateMipMap(lodLevel: number) {\n // Generate a mip map for the given level by triggering the render of the procedural mip texture.\n const mipTarget = this._mipArray[lodLevel - 1];\n if (!mipTarget) {\n return;\n }\n\n mipTarget.setTexture(\"srcMip\", lodLevel === 1 ? this.getVoxelGrid() : this._mipArray[lodLevel - 2]);\n mipTarget.render();\n }\n\n private _copyMipMaps() {\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\n for (let i = 1; i < iterations + 1; i++) {\n this._copyMipMap(i);\n }\n }\n\n private _copyMipMap(lodLevel: number) {\n // Now, copy this mip into the mip chain of the voxel grid.\n const mipTarget = this._mipArray[lodLevel - 1];\n if (!mipTarget) {\n return;\n }\n const voxelGrid = this.getVoxelGrid();\n let rt: RenderTargetWrapper;\n if (voxelGrid instanceof RenderTargetTexture && voxelGrid.renderTarget) {\n rt = voxelGrid.renderTarget;\n } else {\n rt = (voxelGrid as any)._rtWrapper;\n }\n if (rt) {\n this._copyMipEffectRenderer.saveStates();\n const previousColorWrite = this._engine.getColorWrite();\n const previousDepthBuffer = this._engine.getDepthBuffer();\n const previousDepthWrite = this._engine.getDepthWrite();\n const previousAlphaMode = this._engine.getAlphaMode();\n this._engine.setColorWrite(true);\n this._engine.setDepthBuffer(false);\n this._engine.setDepthWrite(false);\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\n const bindSize = mipTarget.getSize().width;\n let sourceDepth = mipTarget.getInternalTexture()?.depth;\n sourceDepth = Math.max(1, sourceDepth || bindSize);\n const destinationMipDepth = Math.max(1, this._voxelResolution >> lodLevel);\n const layersToCopy = Math.min(sourceDepth, destinationMipDepth);\n const destinationTexture = rt.texture;\n const previousGenerateMipMaps = destinationTexture?.generateMipMaps;\n\n if (destinationTexture) {\n destinationTexture.generateMipMaps = false;\n }\n\n try {\n // Render to each layer of the voxel grid.\n for (let layer = 0; layer < layersToCopy; layer++) {\n this._engine.bindFramebuffer(rt, 0, bindSize, bindSize, true, lodLevel, layer);\n this._copyMipSourceTexture = mipTarget;\n this._copyMipLayer = layer;\n this._copyMipEffectRenderer.applyEffectWrapper(this._copyMipEffectWrapper);\n this._copyMipEffectRenderer.draw();\n this._engine.unBindFramebuffer(rt, true);\n }\n\n if (!this._engine.isWebGPU) {\n this._engine.unbindAllTextures();\n }\n } finally {\n if (destinationTexture && previousGenerateMipMaps !== undefined) {\n destinationTexture.generateMipMaps = previousGenerateMipMaps;\n }\n this._engine.setAlphaMode(previousAlphaMode);\n this._engine.setDepthWrite(previousDepthWrite);\n this._engine.setDepthBuffer(previousDepthBuffer);\n this._engine.setColorWrite(previousColorWrite);\n }\n\n this._copyMipSourceTexture = undefined;\n this._copyMipEffectRenderer.restoreStates();\n }\n }\n\n private _computeNumberOfSlabs(): number {\n return Math.ceil(this._voxelResolution / this._maxDrawBuffers);\n }\n\n private _createTextures() {\n const isWebGPU = this._engine.isWebGPU;\n const size: TextureSize = {\n width: this._voxelResolution,\n height: this._voxelResolution,\n depth: this._voxelResolution,\n };\n const voxelAxisOptions: RenderTargetTextureOptions = {\n generateDepthBuffer: false,\n generateMipMaps: false,\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\n format: Constants.TEXTUREFORMAT_R,\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n };\n\n // We can render up to maxDrawBuffers voxel slices of the grid per render.\n // We call this a slab.\n const numSlabs = this._computeNumberOfSlabs();\n const voxelCombinedOptions: IProceduralTextureCreationOptions = {\n generateDepthBuffer: false,\n generateMipMaps: true,\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\n format: Constants.TEXTUREFORMAT_R,\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST,\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (isWebGPU) {\n await import(\"../../ShadersWGSL/iblCombineVoxelGrids.fragment\");\n } else {\n await import(\"../../Shaders/iblCombineVoxelGrids.fragment\");\n }\n },\n };\n if (this._engine.isWebGPU) {\n this._voxelGrid = new RenderTargetTexture(\"voxelGrid\", size, this._scene, {\n ...voxelCombinedOptions,\n format: Constants.TEXTUREFORMAT_R,\n creationFlags: Constants.TEXTURE_CREATIONFLAG_STORAGE,\n });\n this._voxelGridRT = new RenderTargetTexture(\n \"voxelGridRT\",\n { width: Math.min(size.width * 2.0, 2048), height: Math.min(size.height * 2.0, 2048) },\n this._scene,\n voxelAxisOptions\n );\n } else if (this._triPlanarVoxelization) {\n this._voxelGridXaxis = new RenderTargetTexture(\"voxelGridXaxis\", size, this._scene, voxelAxisOptions);\n this._voxelGridYaxis = new RenderTargetTexture(\"voxelGridYaxis\", size, this._scene, voxelAxisOptions);\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelAxisOptions);\n this._voxelMrtsXaxis = this._createVoxelMRTs(\"x_axis_\", this._voxelGridXaxis, numSlabs);\n this._voxelMrtsYaxis = this._createVoxelMRTs(\"y_axis_\", this._voxelGridYaxis, numSlabs);\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\n\n this._combinedVoxelGridPT = new ProceduralTexture(\"combinedVoxelGrid\", size, \"iblCombineVoxelGrids\", this._scene, voxelCombinedOptions, false);\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._combinedVoxelGridPT), 1);\n this._combinedVoxelGridPT.setFloat(\"layer\", 0.0);\n this._combinedVoxelGridPT.setTexture(\"voxelXaxisSampler\", this._voxelGridXaxis);\n this._combinedVoxelGridPT.setTexture(\"voxelYaxisSampler\", this._voxelGridYaxis);\n this._combinedVoxelGridPT.setTexture(\"voxelZaxisSampler\", this._voxelGridZaxis);\n // We will render this only after voxelization is completed for the 3 axes.\n this._combinedVoxelGridPT.autoClear = false;\n this._combinedVoxelGridPT.wrapU = Texture.CLAMP_ADDRESSMODE;\n this._combinedVoxelGridPT.wrapV = Texture.CLAMP_ADDRESSMODE;\n } else {\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelCombinedOptions);\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\n }\n\n const generateVoxelMipOptions: IProceduralTextureCreationOptions = {\n generateDepthBuffer: false,\n generateMipMaps: false,\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\n format: Constants.TEXTUREFORMAT_R,\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (isWebGPU) {\n await import(\"../../ShadersWGSL/iblGenerateVoxelMip.fragment\");\n } else {\n await import(\"../../Shaders/iblGenerateVoxelMip.fragment\");\n }\n },\n };\n this._mipArray = new Array(Math.ceil(Math.log2(this._voxelResolution)));\n for (let mipIdx = 1; mipIdx <= this._mipArray.length; mipIdx++) {\n const mipDim = this._voxelResolution >> mipIdx;\n const mipSize: TextureSize = { width: mipDim, height: mipDim, depth: mipDim };\n this._mipArray[mipIdx - 1] = new ProceduralTexture(\"voxelMip\" + mipIdx, mipSize, \"iblGenerateVoxelMip\", this._scene, generateVoxelMipOptions, false);\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._mipArray[mipIdx - 1]), 1);\n\n const mipTarget = this._mipArray[mipIdx - 1];\n mipTarget.autoClear = false;\n mipTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\n mipTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\n mipTarget.setTexture(\"srcMip\", mipIdx > 1 ? this._mipArray[mipIdx - 2] : this.getVoxelGrid());\n mipTarget.setInt(\"layerNum\", 0);\n }\n\n this._createVoxelMaterials();\n }\n\n private _createVoxelMRTs(name: string, voxelRT: RenderTargetTexture, numSlabs: number): MultiRenderTarget[] {\n voxelRT.wrapU = Texture.CLAMP_ADDRESSMODE;\n voxelRT.wrapV = Texture.CLAMP_ADDRESSMODE;\n voxelRT.noPrePassRenderer = true;\n const mrtArray: MultiRenderTarget[] = [];\n const targetTypes = new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_3D);\n\n for (let mrtIndex = 0; mrtIndex < numSlabs; mrtIndex++) {\n let layerIndices = new Array(this._maxDrawBuffers).fill(0);\n layerIndices = layerIndices.map((value, index) => mrtIndex * this._maxDrawBuffers + index);\n\n let textureNames = new Array(this._maxDrawBuffers).fill(\"\");\n textureNames = textureNames.map((value, index) => \"voxel_grid_\" + name + (mrtIndex * this._maxDrawBuffers + index));\n\n const mrt = new MultiRenderTarget(\n \"mrt_\" + name + mrtIndex,\n { width: this._voxelResolution, height: this._voxelResolution, depth: this._voxelResolution },\n this._maxDrawBuffers, // number of draw buffers\n this._scene,\n {\n types: new Array(this._maxDrawBuffers).fill(Constants.TEXTURETYPE_UNSIGNED_BYTE),\n samplingModes: new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE),\n generateMipMaps: false,\n targetTypes,\n formats: new Array(this._maxDrawBuffers).fill(Constants.TEXTUREFORMAT_R),\n faceIndex: new Array(this._maxDrawBuffers).fill(0),\n layerIndex: layerIndices,\n layerCounts: new Array(this._maxDrawBuffers).fill(this._voxelResolution),\n generateDepthBuffer: false,\n generateStencilBuffer: false,\n },\n textureNames\n );\n\n mrt.clearColor = new Color4(0, 0, 0, 1);\n mrt.noPrePassRenderer = true;\n for (let i = 0; i < this._maxDrawBuffers; i++) {\n mrt.setInternalTexture(voxelRT.getInternalTexture()!, i);\n }\n\n mrtArray.push(mrt);\n }\n return mrtArray;\n }\n\n private _disposeVoxelTextures() {\n this._stopVoxelization();\n for (let i = 0; i < this._voxelMrtsZaxis.length; i++) {\n if (this._triPlanarVoxelization) {\n this._voxelMrtsXaxis[i].dispose(true);\n this._voxelMrtsYaxis[i].dispose(true);\n }\n this._voxelMrtsZaxis[i].dispose(true);\n }\n if (this._triPlanarVoxelization) {\n this._voxelGridXaxis?.dispose();\n this._voxelGridYaxis?.dispose();\n this._combinedVoxelGridPT?.dispose();\n }\n this._voxelGridZaxis?.dispose();\n for (const mip of this._mipArray) {\n mip.dispose();\n }\n this._voxelMaterial?.dispose();\n this._mipArray = [];\n this._voxelMrtsXaxis = [];\n this._voxelMrtsYaxis = [];\n this._voxelMrtsZaxis = [];\n }\n\n private _createVoxelMaterials(): void {\n const isWebGPU = this._engine.isWebGPU;\n this._voxelMaterial = new ShaderMaterial(\"voxelization\", this._scene, \"iblVoxelGrid\", {\n uniforms: [\"world\", \"viewMatrix\", \"invTransWorld\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (isWebGPU) {\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelGrid.fragment\"), import(\"../../ShadersWGSL/iblVoxelGrid.vertex\")]);\n } else {\n await Promise.all([import(\"../../Shaders/iblVoxelGrid.fragment\"), import(\"../../Shaders/iblVoxelGrid.vertex\")]);\n }\n },\n });\n\n this._voxelMaterial.cullBackFaces = false;\n this._voxelMaterial.backFaceCulling = false;\n this._voxelMaterial.depthFunction = Constants.ALWAYS;\n }\n\n /**\n * Checks if the voxel renderer is ready to voxelize scene\n * @returns true if the voxel renderer is ready to voxelize scene\n */\n public isReady() {\n let allReady = this.getVoxelGrid().isReady();\n for (let i = 0; i < this._mipArray.length; i++) {\n const mipReady = this._mipArray[i].isReady();\n allReady &&= mipReady;\n }\n\n if (!allReady || this._voxelizationInProgress) {\n return false;\n }\n\n return true;\n }\n\n /**\n * If the MRT's are already in the list of render targets, this will\n * remove them so that they don't get rendered again.\n */\n private _stopVoxelization() {\n // If the MRT's are already in the list of render targets, remove them.\n this._removeVoxelRTs(this._voxelMrtsXaxis);\n this._removeVoxelRTs(this._voxelMrtsYaxis);\n this._removeVoxelRTs(this._voxelMrtsZaxis);\n this._removeVoxelRTs([this._voxelGridRT]);\n }\n\n private _removeVoxelRTs(rts: RenderTargetTexture[]) {\n // const currentRTs = this._scene.customRenderTargets;\n const rtIdx = this._renderTargets.findIndex((rt) => {\n if (rt === rts[0]) {\n return true;\n }\n return false;\n });\n if (rtIdx >= 0) {\n this._renderTargets.splice(rtIdx, rts.length);\n } else {\n const rtIdx = this._scene.customRenderTargets.findIndex((rt) => {\n if (rt === rts[0]) {\n return true;\n }\n return false;\n });\n if (rtIdx >= 0) {\n this._scene.customRenderTargets.splice(rtIdx, rts.length);\n }\n }\n }\n\n /**\n * Renders voxel grid of scene for IBL shadows\n * @param includedMeshes\n * @param registerAfterRenderObservable Whether to register scene onAfterRender callback (legacy path).\n */\n public updateVoxelGrid(includedMeshes: Mesh[], registerAfterRenderObservable: boolean = true) {\n if (this._voxelizationInProgress) {\n return;\n }\n this._stopVoxelization();\n this._voxelizationInProgress = true;\n\n if (this._engine.isWebGPU) {\n this._voxelGridRT.renderList = includedMeshes;\n this._addRTsForRender([this._voxelGridRT], includedMeshes, 0);\n } else if (this._triPlanarVoxelization) {\n this._addRTsForRender(this._voxelMrtsXaxis, includedMeshes, 0);\n this._addRTsForRender(this._voxelMrtsYaxis, includedMeshes, 1);\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\n } else {\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\n }\n if (registerAfterRenderObservable) {\n this._renderVoxelGridBound = this._renderVoxelGrid.bind(this);\n this._scene.onAfterRenderObservable.add(this._renderVoxelGridBound);\n }\n }\n\n /**\n * Advances voxelization work when running in custom render loops (for example FrameGraph tasks)\n * where scene onAfterRender timing may differ from classic pipeline flow.\n */\n public processVoxelization(): void {\n this._renderVoxelGrid();\n }\n\n private _renderVoxelGridBound: () => void;\n\n private _renderVoxelGrid() {\n if (this._voxelizationInProgress) {\n let allReady = this.getVoxelGrid().isReady();\n for (let i = 0; i < this._mipArray.length; i++) {\n const mipReady = this._mipArray[i].isReady();\n allReady &&= mipReady;\n }\n for (let i = 0; i < this._renderTargets.length; i++) {\n const rttReady = this._renderTargets[i].isReadyForRendering();\n allReady &&= rttReady;\n }\n if (!allReady) {\n return;\n }\n\n const copyMipEffect = this._copyMipEffectWrapper.effect;\n if (!copyMipEffect.isReady()) {\n return;\n }\n\n if (this._engine.isWebGPU) {\n // Clear the voxel grid storage texture.\n // Need to clear each layer individually.\n // Would a compute shader be faster here to clear all layers in one go?\n if (this._voxelGrid && this._voxelGrid.renderTarget) {\n for (let layer = 0; layer < this._voxelResolution; layer++) {\n this._engine.bindFramebuffer(this._voxelGrid.renderTarget, 0, undefined, undefined, true, 0, layer);\n this._engine.clear(this._voxelClearColor, true, false, false);\n this._engine.unBindFramebuffer(this._voxelGrid.renderTarget, true);\n }\n }\n }\n\n for (const rt of this._renderTargets) {\n rt.render();\n }\n this._stopVoxelization();\n\n if (this._triPlanarVoxelization && !this._engine.isWebGPU) {\n this._combinedVoxelGridPT.render();\n }\n this._generateMipMaps();\n this._copyMipMaps();\n this._scene.onAfterRenderObservable.removeCallback(this._renderVoxelGridBound);\n this._voxelizationInProgress = false;\n this.onVoxelizationCompleteObservable.notifyObservers();\n }\n }\n\n private _addRTsForRender(mrts: RenderTargetTexture[], includedMeshes: Mesh[], axis: number) {\n const slabSize = 1.0 / this._computeNumberOfSlabs();\n const voxelMaterial = this._voxelMaterial;\n\n // We need to update the world scale uniform for every mesh being rendered to the voxel grid.\n for (let mrtIndex = 0; mrtIndex < mrts.length; mrtIndex++) {\n const mrt = mrts[mrtIndex];\n mrt._disableEngineStages = true;\n mrt.useCameraPostProcesses = false;\n mrt.renderParticles = false;\n mrt.renderSprites = false;\n mrt.enableOutlineRendering = false;\n\n mrt.customRenderFunction = (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) => {\n const buckets = [depthOnlySubMeshes, opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes];\n for (const bucket of buckets) {\n for (let index = 0; index < bucket.length; index++) {\n const subMesh = bucket.data[index];\n if (subMesh.getMaterial() !== voxelMaterial) {\n continue;\n }\n subMesh.render(false);\n }\n }\n };\n\n mrt.renderList = [];\n const nearPlane = mrtIndex * slabSize;\n const farPlane = (mrtIndex + 1) * slabSize;\n const stepSize = slabSize / this._maxDrawBuffers;\n\n const cameraPosition = new Vector3(0, 0, 0);\n let targetPosition = new Vector3(0, 0, 1);\n if (axis === 0) {\n targetPosition = new Vector3(1, 0, 0);\n } else if (axis === 1) {\n targetPosition = new Vector3(0, 1, 0);\n }\n let upDirection = new Vector3(0, 1, 0);\n if (axis === 1) {\n upDirection = new Vector3(1, 0, 0);\n }\n mrt.onBeforeRenderObservable.clear();\n mrt.onBeforeRenderObservable.add(() => {\n voxelMaterial.setMatrix(\"viewMatrix\", Matrix.LookAtLH(cameraPosition, targetPosition, upDirection));\n voxelMaterial.setMatrix(\"invWorldScale\", this._invWorldScaleMatrix);\n voxelMaterial.setFloat(\"nearPlane\", nearPlane);\n voxelMaterial.setFloat(\"farPlane\", farPlane);\n voxelMaterial.setFloat(\"stepSize\", stepSize);\n if (this._engine.isWebGPU) {\n this._voxelMaterial.useVertexPulling = true;\n this._voxelMaterial.setTexture(\"voxel_storage\", this.getVoxelGrid());\n }\n });\n\n // Set this material on every mesh in the scene (for this RT)\n if (includedMeshes.length === 0) {\n return;\n }\n for (const mesh of includedMeshes) {\n if (mesh) {\n if (mesh.subMeshes && mesh.subMeshes.length > 0) {\n mrt.renderList?.push(mesh);\n mrt.setMaterialForRendering(mesh, voxelMaterial);\n }\n const meshes = mesh.getChildMeshes();\n for (const childMesh of meshes) {\n if (childMesh.subMeshes && childMesh.subMeshes.length > 0) {\n mrt.renderList?.push(childMesh);\n mrt.setMaterialForRendering(childMesh, voxelMaterial);\n }\n }\n }\n }\n }\n\n this._renderTargets = this._renderTargets.concat(mrts);\n }\n\n /**\n * Called by the pipeline to resize resources.\n */\n public resize() {}\n\n /**\n * Disposes the voxel renderer and associated resources\n */\n public dispose() {\n this._disposeVoxelTextures();\n // TODO - dispose all created voxel materials.\n }\n}\n"]}
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@@ -20,6 +20,9 @@ uvec4 sh1;
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@@ -41,13 +44,16 @@ splat.sh1=texelFetch(shTexture1,splatUVint,0);
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splat.sh2=texelFetch(shTexture2,splatUVint,0);
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splat.sh3=texelFetch(shTexture3,splatUVint,0);splat.sh4=texelFetch(shTexture4,splatUVint,0);
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splat.partIndex=uint(texture2D(partIndicesTexture,splatUV).r*255.0+0.5);
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#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
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vec3 computeColorFromSHDegree(vec3 dir,const vec3 sh[
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{const float SH_C0=0.28209479;const float SH_C1=0.48860251;float SH_C2[5];SH_C2[0]=1.092548430;SH_C2[1]=-1.09254843;SH_C2[2]=0.315391565;SH_C2[3]=-1.09254843;SH_C2[4]=0.546274215;float SH_C3[7];SH_C3[0]=-0.59004358;SH_C3[1]=2.890611442;SH_C3[2]=-0.45704579;SH_C3[3]=0.373176332;SH_C3[4]=-0.45704579;SH_C3[5]=1.445305721;SH_C3[6]=-0.59004358;vec3 result=/*SH_C0**/sh[0];
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vec3 computeColorFromSHDegree(vec3 dir,const vec3 sh[25])
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{const float SH_C0=0.28209479;const float SH_C1=0.48860251;float SH_C2[5];SH_C2[0]=1.092548430;SH_C2[1]=-1.09254843;SH_C2[2]=0.315391565;SH_C2[3]=-1.09254843;SH_C2[4]=0.546274215;float SH_C3[7];SH_C3[0]=-0.59004358;SH_C3[1]=2.890611442;SH_C3[2]=-0.45704579;SH_C3[3]=0.373176332;SH_C3[4]=-0.45704579;SH_C3[5]=1.445305721;SH_C3[6]=-0.59004358;float SH_C4[9];SH_C4[0]= 2.5033429418;SH_C4[1]=-1.7701307698;SH_C4[2]= 0.9461746958;SH_C4[3]=-0.6690465436;SH_C4[4]= 0.1057855469;SH_C4[5]=-0.6690465436;SH_C4[6]= 0.4730873479;SH_C4[7]=-1.7701307698;SH_C4[8]= 0.6258357354;vec3 result=/*SH_C0**/sh[0];
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float x=dir.x;float y=dir.y;float z=dir.z;result+=- SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3];
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{vec3 sh[25];sh[0]=vec3(0.,0.,0.);
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vec4 sh00=decompose(splat.sh0.x);vec4 sh01=decompose(splat.sh0.y);vec4 sh02=decompose(splat.sh0.z);sh[1]=vec3(sh00.x,sh00.y,sh00.z);sh[2]=vec3(sh00.w,sh01.x,sh01.y);sh[3]=vec3(sh01.z,sh01.w,sh02.x);
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vec4 sh03=decompose(splat.sh0.w);vec4 sh04=decompose(splat.sh1.x);vec4 sh05=decompose(splat.sh1.y);sh[4]=vec3(sh02.y,sh02.z,sh02.w);sh[5]=vec3(sh03.x,sh03.y,sh03.z);sh[6]=vec3(sh03.w,sh04.x,sh04.y);sh[7]=vec3(sh04.z,sh04.w,sh05.x);sh[8]=vec3(sh05.y,sh05.z,sh05.w);
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vec4 sh06=decompose(splat.sh1.z);vec4 sh07=decompose(splat.sh1.w);vec4 sh08=decompose(splat.sh2.x);vec4 sh09=decompose(splat.sh2.y);vec4 sh10=decompose(splat.sh2.z);vec4 sh11=decompose(splat.sh2.w);sh[9]=vec3(sh06.x,sh06.y,sh06.z);sh[10]=vec3(sh06.w,sh07.x,sh07.y);sh[11]=vec3(sh07.z,sh07.w,sh08.x);sh[12]=vec3(sh08.y,sh08.z,sh08.w);sh[13]=vec3(sh09.x,sh09.y,sh09.z);sh[14]=vec3(sh09.w,sh10.x,sh10.y);sh[15]=vec3(sh10.z,sh10.w,sh11.x);
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vec4 sh06=decompose(splat.sh1.z);vec4 sh07=decompose(splat.sh1.w);vec4 sh08=decompose(splat.sh2.x);vec4 sh09=decompose(splat.sh2.y);vec4 sh10=decompose(splat.sh2.z);vec4 sh11=decompose(splat.sh2.w);sh[9]=vec3(sh06.x,sh06.y,sh06.z);sh[10]=vec3(sh06.w,sh07.x,sh07.y);sh[11]=vec3(sh07.z,sh07.w,sh08.x);sh[12]=vec3(sh08.y,sh08.z,sh08.w);sh[13]=vec3(sh09.x,sh09.y,sh09.z);sh[14]=vec3(sh09.w,sh10.x,sh10.y);sh[15]=vec3(sh10.z,sh10.w,sh11.x);
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vec4 sh12=decompose(splat.sh3.x);vec4 sh13=decompose(splat.sh3.y);vec4 sh14=decompose(splat.sh3.z);vec4 sh15=decompose(splat.sh3.w);vec4 sh16=decompose(splat.sh4.x);vec4 sh17=decompose(splat.sh4.y);sh[16]=vec3(sh11.y,sh11.z,sh11.w);sh[17]=vec3(sh12.x,sh12.y,sh12.z);sh[18]=vec3(sh12.w,sh13.x,sh13.y);sh[19]=vec3(sh13.z,sh13.w,sh14.x);sh[20]=vec3(sh14.y,sh14.z,sh14.w);sh[21]=vec3(sh15.x,sh15.y,sh15.z);sh[22]=vec3(sh15.w,sh16.x,sh16.y);sh[23]=vec3(sh16.z,sh16.w,sh17.x);sh[24]=vec3(sh17.y,sh17.z,sh17.w);
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-
{"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG
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{"version":3,"file":"gaussianSplatting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/gaussianSplatting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,mBAAmB,CAAC;AACjC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiJd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,iBAAiB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"gaussianSplatting\";\nconst shader = `#if !defined(WEBGL2) && !defined(WEBGPU) && !defined(NATIVE)\nmat3 transpose(mat3 matrix) {return mat3(matrix[0][0],matrix[1][0],matrix[2][0],\nmatrix[0][1],matrix[1][1],matrix[2][1],\nmatrix[0][2],matrix[1][2],matrix[2][2]);}\n#endif\nvec2 getDataUV(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return vec2((x+0.5)/textureSize.x,(y+0.5)/textureSize.y);}\n#if SH_DEGREE>0 || IS_COMPOUND\nivec2 getDataUVint(float index,vec2 textureSize) {float y=floor(index/textureSize.x);float x=index-y*textureSize.x;return ivec2(uint(x+0.5),uint(y+0.5));}\n#endif\nstruct Splat {vec4 center;vec4 color;vec4 covA;vec4 covB;\n#if SH_DEGREE>0\nuvec4 sh0; \n#endif\n#if SH_DEGREE>1\nuvec4 sh1;\n#endif\n#if SH_DEGREE>2\nuvec4 sh2;\n#endif\n#if SH_DEGREE>3\nuvec4 sh3;uvec4 sh4;\n#endif\n#if IS_COMPOUND\nuint partIndex;\n#endif\n};float getSplatIndex(int localIndex)\n{float splatIndex;switch (localIndex)\n{case 0: splatIndex=splatIndex0.x; break;case 1: splatIndex=splatIndex0.y; break;case 2: splatIndex=splatIndex0.z; break;case 3: splatIndex=splatIndex0.w; break;case 4: splatIndex=splatIndex1.x; break;case 5: splatIndex=splatIndex1.y; break;case 6: splatIndex=splatIndex1.z; break;case 7: splatIndex=splatIndex1.w; break;case 8: splatIndex=splatIndex2.x; break;case 9: splatIndex=splatIndex2.y; break;case 10: splatIndex=splatIndex2.z; break;case 11: splatIndex=splatIndex2.w; break;case 12: splatIndex=splatIndex3.x; break;case 13: splatIndex=splatIndex3.y; break;case 14: splatIndex=splatIndex3.z; break;case 15: splatIndex=splatIndex3.w; break;}\nreturn splatIndex;}\nSplat readSplat(float splatIndex)\n{Splat splat;vec2 splatUV=getDataUV(splatIndex,dataTextureSize);splat.center=texture2D(centersTexture,splatUV);splat.color=texture2D(colorsTexture,splatUV);splat.covA=texture2D(covariancesATexture,splatUV)*splat.center.w;splat.covB=texture2D(covariancesBTexture,splatUV)*splat.center.w;\n#if SH_DEGREE>0 || IS_COMPOUND\nivec2 splatUVint=getDataUVint(splatIndex,dataTextureSize);\n#endif\n#if SH_DEGREE>0\nsplat.sh0=texelFetch(shTexture0,splatUVint,0);\n#endif\n#if SH_DEGREE>1\nsplat.sh1=texelFetch(shTexture1,splatUVint,0);\n#endif\n#if SH_DEGREE>2\nsplat.sh2=texelFetch(shTexture2,splatUVint,0);\n#endif\n#if SH_DEGREE>3\nsplat.sh3=texelFetch(shTexture3,splatUVint,0);splat.sh4=texelFetch(shTexture4,splatUVint,0);\n#endif\n#if IS_COMPOUND\nsplat.partIndex=uint(texture2D(partIndicesTexture,splatUV).r*255.0+0.5);\n#endif\nreturn splat;}\n#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\nvec3 computeColorFromSHDegree(vec3 dir,const vec3 sh[25])\n{const float SH_C0=0.28209479;const float SH_C1=0.48860251;float SH_C2[5];SH_C2[0]=1.092548430;SH_C2[1]=-1.09254843;SH_C2[2]=0.315391565;SH_C2[3]=-1.09254843;SH_C2[4]=0.546274215;float SH_C3[7];SH_C3[0]=-0.59004358;SH_C3[1]=2.890611442;SH_C3[2]=-0.45704579;SH_C3[3]=0.373176332;SH_C3[4]=-0.45704579;SH_C3[5]=1.445305721;SH_C3[6]=-0.59004358;float SH_C4[9];SH_C4[0]= 2.5033429418;SH_C4[1]=-1.7701307698;SH_C4[2]= 0.9461746958;SH_C4[3]=-0.6690465436;SH_C4[4]= 0.1057855469;SH_C4[5]=-0.6690465436;SH_C4[6]= 0.4730873479;SH_C4[7]=-1.7701307698;SH_C4[8]= 0.6258357354;vec3 result=/*SH_C0**/sh[0];\n#if SH_DEGREE>0\nfloat x=dir.x;float y=dir.y;float z=dir.z;result+=- SH_C1*y*sh[1]+SH_C1*z*sh[2]-SH_C1*x*sh[3];\n#if SH_DEGREE>1\nfloat xx=x*x,yy=y*y,zz=z*z;float xy=x*y,yz=y*z,xz=x*z;result+=\nSH_C2[0]*xy*sh[4] +\nSH_C2[1]*yz*sh[5] +\nSH_C2[2]*(2.0*zz-xx-yy)*sh[6] +\nSH_C2[3]*xz*sh[7] +\nSH_C2[4]*(xx-yy)*sh[8];\n#if SH_DEGREE>2\nresult+=\nSH_C3[0]*y*(3.0*xx-yy)*sh[9] +\nSH_C3[1]*xy*z*sh[10] +\nSH_C3[2]*y*(4.0*zz-xx-yy)*sh[11] +\nSH_C3[3]*z*(2.0*zz-3.0*xx-3.0*yy)*sh[12] +\nSH_C3[4]*x*(4.0*zz-xx-yy)*sh[13] +\nSH_C3[5]*z*(xx-yy)*sh[14] +\nSH_C3[6]*x*(xx-3.0*yy)*sh[15];\n#if SH_DEGREE>3\nresult +=\nSH_C4[0]*x*y*(xx-yy)*sh[16] +\nSH_C4[1]*y*z*(3.0*xx-yy)*sh[17] +\nSH_C4[2]*x*y*(7.0*zz-1.0)*sh[18] +\nSH_C4[3]*y*z*(7.0*zz-3.0)*sh[19] +\nSH_C4[4]*(zz*(35.0*zz-30.0)+3.0)*sh[20] +\nSH_C4[5]*x*z*(7.0*zz-3.0)*sh[21] +\nSH_C4[6]*(xx-yy)*(7.0*zz-1.0)*sh[22] +\nSH_C4[7]*x*z*(xx-3.0*yy)*sh[23] +\nSH_C4[8]*(xx*(xx-3.0*yy)-yy*(3.0*xx-yy))*sh[24];\n#endif\n#endif\n#endif\n#endif\nreturn result;}\nvec4 decompose(uint value)\n{vec4 components=vec4(\nfloat((value ) & 255u),\nfloat((value>>uint( 8)) & 255u),\nfloat((value>>uint(16)) & 255u),\nfloat((value>>uint(24)) & 255u));return components*vec4(2./255.)-vec4(1.);}\nvec3 computeSH(Splat splat,vec3 dir)\n{vec3 sh[25];sh[0]=vec3(0.,0.,0.);\n#if SH_DEGREE>0\nvec4 sh00=decompose(splat.sh0.x);vec4 sh01=decompose(splat.sh0.y);vec4 sh02=decompose(splat.sh0.z);sh[1]=vec3(sh00.x,sh00.y,sh00.z);sh[2]=vec3(sh00.w,sh01.x,sh01.y);sh[3]=vec3(sh01.z,sh01.w,sh02.x);\n#endif\n#if SH_DEGREE>1\nvec4 sh03=decompose(splat.sh0.w);vec4 sh04=decompose(splat.sh1.x);vec4 sh05=decompose(splat.sh1.y);sh[4]=vec3(sh02.y,sh02.z,sh02.w);sh[5]=vec3(sh03.x,sh03.y,sh03.z);sh[6]=vec3(sh03.w,sh04.x,sh04.y);sh[7]=vec3(sh04.z,sh04.w,sh05.x);sh[8]=vec3(sh05.y,sh05.z,sh05.w);\n#endif\n#if SH_DEGREE>2\nvec4 sh06=decompose(splat.sh1.z);vec4 sh07=decompose(splat.sh1.w);vec4 sh08=decompose(splat.sh2.x);vec4 sh09=decompose(splat.sh2.y);vec4 sh10=decompose(splat.sh2.z);vec4 sh11=decompose(splat.sh2.w);sh[9]=vec3(sh06.x,sh06.y,sh06.z);sh[10]=vec3(sh06.w,sh07.x,sh07.y);sh[11]=vec3(sh07.z,sh07.w,sh08.x);sh[12]=vec3(sh08.y,sh08.z,sh08.w);sh[13]=vec3(sh09.x,sh09.y,sh09.z);sh[14]=vec3(sh09.w,sh10.x,sh10.y);sh[15]=vec3(sh10.z,sh10.w,sh11.x);\n#endif\n#if SH_DEGREE>3\nvec4 sh12=decompose(splat.sh3.x);vec4 sh13=decompose(splat.sh3.y);vec4 sh14=decompose(splat.sh3.z);vec4 sh15=decompose(splat.sh3.w);vec4 sh16=decompose(splat.sh4.x);vec4 sh17=decompose(splat.sh4.y);sh[16]=vec3(sh11.y,sh11.z,sh11.w);sh[17]=vec3(sh12.x,sh12.y,sh12.z);sh[18]=vec3(sh12.w,sh13.x,sh13.y);sh[19]=vec3(sh13.z,sh13.w,sh14.x);sh[20]=vec3(sh14.y,sh14.z,sh14.w);sh[21]=vec3(sh15.x,sh15.y,sh15.z);sh[22]=vec3(sh15.w,sh16.x,sh16.y);sh[23]=vec3(sh16.z,sh16.w,sh17.x);sh[24]=vec3(sh17.y,sh17.z,sh17.w);\n#endif\nreturn computeColorFromSHDegree(dir,sh);}\n#else\nvec3 computeSH(Splat splat,vec3 dir)\n{return vec3(0.,0.,0.);}\n#endif\nvec4 gaussianSplatting(vec2 meshPos,vec3 worldPos,vec2 scale,vec3 covA,vec3 covB,mat4 worldMatrix,mat4 viewMatrix,mat4 projectionMatrix)\n{mat4 modelView=viewMatrix*worldMatrix;vec4 camspace=viewMatrix*vec4(worldPos,1.);vec4 pos2d=projectionMatrix*camspace;float bounds=1.2*pos2d.w;if (pos2d.z<-pos2d.w || pos2d.x<-bounds || pos2d.x>bounds\n|| pos2d.y<-bounds || pos2d.y>bounds) {return vec4(0.0,0.0,2.0,1.0);}\nmat3 Vrk=mat3(\ncovA.x,covA.y,covA.z,\ncovA.y,covB.x,covB.y,\ncovA.z,covB.y,covB.z\n);bool isOrtho=abs(projectionMatrix[3][3]-1.0)<0.001;mat3 J;if (isOrtho) {J=mat3(\nfocal.x,0.,0.,\n0.,focal.y,0.,\n0.,0.,0.\n);} else {J=mat3(\nfocal.x/camspace.z,0.,-(focal.x*camspace.x)/(camspace.z*camspace.z),\n0.,focal.y/camspace.z,-(focal.y*camspace.y)/(camspace.z*camspace.z),\n0.,0.,0.\n);}\nmat3 T=transpose(mat3(modelView))*J;mat3 cov2d=transpose(T)*Vrk*T;\n#if COMPENSATION\nfloat c00=cov2d[0][0];float c11=cov2d[1][1];float c01=cov2d[0][1];float detOrig=c00*c11-c01*c01;\n#endif\ncov2d[0][0]+=kernelSize;cov2d[1][1]+=kernelSize;\n#if COMPENSATION\nvec3 c2d=vec3(cov2d[0][0],c01,cov2d[1][1]);float detBlur=c2d.x*c2d.z-c2d.y*c2d.y;float compensation=sqrt(max(0.,detOrig/detBlur));vColor.w*=compensation;\n#endif\nfloat mid=(cov2d[0][0]+cov2d[1][1])/2.0;float radius=length(vec2((cov2d[0][0]-cov2d[1][1])/2.0,cov2d[0][1]));float epsilon=0.0001;float lambda1=mid+radius+epsilon,lambda2=mid-radius+epsilon;if (lambda2<0.0)\n{return vec4(0.0,0.0,2.0,1.0);}\nvec2 diagonalVector=normalize(vec2(cov2d[0][1],lambda1-cov2d[0][0]));vec2 majorAxis=min(sqrt(2.0*lambda1),1024.0)*diagonalVector;vec2 minorAxis=min(sqrt(2.0*lambda2),1024.0)*vec2(diagonalVector.y,-diagonalVector.x);vec2 vCenter=vec2(pos2d);float scaleFactor=isOrtho ? 1.0 : pos2d.w;return vec4(\nvCenter \n+ ((meshPos.x*majorAxis\n+ meshPos.y*minorAxis)*invViewport*scaleFactor)*scale,pos2d.zw);}\n#if IS_COMPOUND\nmat4 getPartWorld(uint partIndex) {return partWorld[partIndex];}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplatting = { name, shader };\n"]}
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uniform highp usampler2D shTexture3;uniform highp usampler2D shTexture4;
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{"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG
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{"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuDd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/gaussianSplattingVertexDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<__decl__gaussianSplattingVertex>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\nuniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform float kernelSize;uniform vec3 eyePosition;uniform float alpha;\n#if IS_COMPOUND\nuniform mat4 partWorld[MAX_PART_COUNT];uniform float partVisibility[MAX_PART_COUNT];\n#endif\nuniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;\n#if SH_DEGREE>0\nuniform highp usampler2D shTexture0;\n#endif\n#if SH_DEGREE>1\nuniform highp usampler2D shTexture1;\n#endif\n#if SH_DEGREE>2\nuniform highp usampler2D shTexture2;\n#endif\n#if SH_DEGREE>3\nuniform highp usampler2D shTexture3;uniform highp usampler2D shTexture4;\n#endif\n#if IS_COMPOUND\nuniform sampler2D partIndicesTexture;\n#endif\nvarying vec4 vColor;varying vec2 vPosition;\n#define CUSTOM_VERTEX_DEFINITIONS\n#include<gaussianSplatting>\nvoid main () {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nfloat splatIndex=getSplatIndex(int(position.z+0.5));Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);\n#if IS_COMPOUND\nmat4 splatWorld=getPartWorld(splat.partIndex);\n#else\nmat4 splatWorld=world;\n#endif\nvec4 worldPos=splatWorld*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position.xy;\n#if SH_DEGREE>0\nmat3 worldRot=mat3(splatWorld);mat3 normWorldRot=inverseMat3(worldRot);vec3 eyeToSplatLocalSpace=normalize(normWorldRot*(worldPos.xyz-eyePosition));vColor.xyz=splat.color.xyz+computeSH(splat,eyeToSplatLocalSpace);\n#endif\nvColor.w*=alpha;\n#if IS_COMPOUND\nvColor.w*=partVisibility[splat.partIndex];\n#endif\nvec2 scale=vec2(1.,1.);\n#define CUSTOM_VERTEX_UPDATE\ngl_Position=gaussianSplatting(position.xy,worldPos.xyz,scale,covA,covB,splatWorld,view,projection);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShader = { name, shader };\n"]}
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