@babylonjs/core 9.3.0 → 9.3.2

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Files changed (121) hide show
  1. package/Engines/abstractEngine.js +2 -2
  2. package/Engines/abstractEngine.js.map +1 -1
  3. package/Engines/engine.d.ts +49 -1118
  4. package/FlowGraph/flowGraph.d.ts +11 -0
  5. package/FlowGraph/flowGraph.js +20 -0
  6. package/FlowGraph/flowGraph.js.map +1 -1
  7. package/FlowGraph/flowGraphContext.d.ts +30 -0
  8. package/FlowGraph/flowGraphContext.js +42 -0
  9. package/FlowGraph/flowGraphContext.js.map +1 -1
  10. package/FlowGraph/flowGraphParser.js +13 -0
  11. package/FlowGraph/flowGraphParser.js.map +1 -1
  12. package/FlowGraph/typeDefinitions.d.ts +16 -0
  13. package/FlowGraph/typeDefinitions.js.map +1 -1
  14. package/Layers/thinSelectionOutlineLayer.js +25 -1
  15. package/Layers/thinSelectionOutlineLayer.js.map +1 -1
  16. package/Lights/Clustered/clusteredLightContainer.d.ts +1 -0
  17. package/Lights/Clustered/clusteredLightContainer.js +19 -0
  18. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  19. package/Lights/light.d.ts +6 -0
  20. package/Lights/light.js +8 -0
  21. package/Lights/light.js.map +1 -1
  22. package/Lights/spotLight.d.ts +2 -0
  23. package/Lights/spotLight.js +10 -0
  24. package/Lights/spotLight.js.map +1 -1
  25. package/Materials/Background/backgroundMaterial.js +4 -1
  26. package/Materials/Background/backgroundMaterial.js.map +1 -1
  27. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +18 -0
  28. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +116 -3
  29. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  30. package/Materials/Node/Blocks/Dual/lightBlock.d.ts +8 -0
  31. package/Materials/Node/Blocks/Dual/lightBlock.js +16 -0
  32. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  33. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +3 -0
  34. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  35. package/Materials/Node/nodeMaterial.js +4 -1
  36. package/Materials/Node/nodeMaterial.js.map +1 -1
  37. package/Materials/PBR/openpbrMaterial.js +4 -1
  38. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  39. package/Materials/PBR/pbrBaseMaterial.js +4 -1
  40. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  41. package/Materials/Textures/baseTexture.d.ts +1 -0
  42. package/Materials/Textures/baseTexture.js +1 -0
  43. package/Materials/Textures/baseTexture.js.map +1 -1
  44. package/Materials/materialHelper.functions.d.ts +12 -0
  45. package/Materials/materialHelper.functions.js +24 -0
  46. package/Materials/materialHelper.functions.js.map +1 -1
  47. package/Materials/standardMaterial.js +4 -1
  48. package/Materials/standardMaterial.js.map +1 -1
  49. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +18 -1
  50. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +40 -4
  51. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  52. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +27 -0
  53. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +241 -10
  54. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
  55. package/Misc/tools.js +1 -1
  56. package/Misc/tools.js.map +1 -1
  57. package/Particles/IParticleSystem.d.ts +7 -1
  58. package/Particles/IParticleSystem.js.map +1 -1
  59. package/Particles/baseParticleSystem.d.ts +18 -2
  60. package/Particles/baseParticleSystem.js +53 -11
  61. package/Particles/baseParticleSystem.js.map +1 -1
  62. package/Particles/computeShaderParticleSystem.js +16 -0
  63. package/Particles/computeShaderParticleSystem.js.map +1 -1
  64. package/Particles/gpuParticleSystem.d.ts +14 -72
  65. package/Particles/gpuParticleSystem.js +130 -106
  66. package/Particles/gpuParticleSystem.js.map +1 -1
  67. package/Particles/particleSystem.d.ts +0 -80
  68. package/Particles/particleSystem.functions.d.ts +16 -0
  69. package/Particles/particleSystem.functions.js +18 -0
  70. package/Particles/particleSystem.functions.js.map +1 -1
  71. package/Particles/particleSystem.js +0 -114
  72. package/Particles/particleSystem.js.map +1 -1
  73. package/Particles/webgl2ParticleSystem.js +12 -0
  74. package/Particles/webgl2ParticleSystem.js.map +1 -1
  75. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +17 -0
  76. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  77. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +10 -0
  78. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +146 -24
  79. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  80. package/Rendering/depthRenderer.d.ts +8 -0
  81. package/Rendering/depthRenderer.js +48 -13
  82. package/Rendering/depthRenderer.js.map +1 -1
  83. package/Rendering/depthRendererSceneComponent.d.ts +1 -0
  84. package/Rendering/depthRendererSceneComponent.js +26 -0
  85. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  86. package/Rendering/objectRenderer.d.ts +2 -0
  87. package/Rendering/objectRenderer.js +10 -0
  88. package/Rendering/objectRenderer.js.map +1 -1
  89. package/Shaders/ShadersInclude/gaussianSplatting.js +21 -1
  90. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  91. package/Shaders/gaussianSplattingVoxel.fragment.d.ts +5 -0
  92. package/Shaders/gaussianSplattingVoxel.fragment.js +27 -0
  93. package/Shaders/gaussianSplattingVoxel.fragment.js.map +1 -0
  94. package/Shaders/gaussianSplattingVoxel.vertex.d.ts +8 -0
  95. package/Shaders/gaussianSplattingVoxel.vertex.js +31 -0
  96. package/Shaders/gaussianSplattingVoxel.vertex.js.map +1 -0
  97. package/Shaders/gpuUpdateParticles.vertex.js +13 -0
  98. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  99. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +21 -1
  100. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  101. package/ShadersWGSL/gaussianSplattingVoxel.fragment.d.ts +5 -0
  102. package/ShadersWGSL/gaussianSplattingVoxel.fragment.js +22 -0
  103. package/ShadersWGSL/gaussianSplattingVoxel.fragment.js.map +1 -0
  104. package/ShadersWGSL/gaussianSplattingVoxel.vertex.d.ts +8 -0
  105. package/ShadersWGSL/gaussianSplattingVoxel.vertex.js +42 -0
  106. package/ShadersWGSL/gaussianSplattingVoxel.vertex.js.map +1 -0
  107. package/ShadersWGSL/gpuUpdateParticles.compute.js +19 -0
  108. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  109. package/XR/features/WebXRBodyTracking.d.ts +952 -0
  110. package/XR/features/WebXRBodyTracking.js +2221 -0
  111. package/XR/features/WebXRBodyTracking.js.map +1 -0
  112. package/XR/features/index.d.ts +1 -0
  113. package/XR/features/index.js +1 -0
  114. package/XR/features/index.js.map +1 -1
  115. package/XR/webXRFeaturesManager.d.ts +7 -0
  116. package/XR/webXRFeaturesManager.js +4 -0
  117. package/XR/webXRFeaturesManager.js.map +1 -1
  118. package/package.json +1 -1
  119. package/sceneComponent.d.ts +1 -0
  120. package/sceneComponent.js +1 -0
  121. package/sceneComponent.js.map +1 -1
@@ -118,6 +118,8 @@ export class _IblShadowsVoxelRenderer {
118
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  */
119
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  this.onVoxelizationCompleteObservable = new Observable();
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  this._renderTargets = [];
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+ /** Per-mesh voxel ShaderMaterials for GaussianSplattingMesh, keyed by mesh uniqueId. */
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+ this._gsVoxelMaterialCache = new Map();
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  this._triPlanarVoxelization = true;
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  this._voxelizationInProgress = false;
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  this._invWorldScaleMatrix = Matrix.Identity();
@@ -516,6 +518,9 @@ export class _IblShadowsVoxelRenderer {
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  const rttReady = this._renderTargets[i].isReadyForRendering();
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  allReady && (allReady = rttReady);
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  }
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+ for (const gsVoxelMat of Array.from(this._gsVoxelMaterialCache.values())) {
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+ allReady && (allReady = gsVoxelMat.isReady());
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+ }
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  if (!allReady) {
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  return;
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  }
@@ -549,6 +554,98 @@ export class _IblShadowsVoxelRenderer {
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  this.onVoxelizationCompleteObservable.notifyObservers();
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  }
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  }
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+ /**
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+ * Splits rendering for every voxel RT: non–Gaussian splatting meshes use subMesh.render
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+ * (material override from setMaterialForRendering); GaussianSplattingMesh uses a custom draw path with its cached voxel ShaderMaterial.
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+ * @param rtt - the render target texture to install the custom render function on
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+ */
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+ _installVoxelMixedCustomRender(rtt) {
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+ const scene = this._scene;
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+ const engine = scene.getEngine();
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+ const renderGsSplat = (sm) => {
566
+ const renderingMesh = sm.getRenderingMesh();
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+ const effectiveMesh = sm.getEffectiveMesh();
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+ const gsVoxelMaterial = this._gsVoxelMaterialCache.get(effectiveMesh.uniqueId);
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+ if (!gsVoxelMaterial || !gsVoxelMaterial.isReady()) {
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+ return;
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+ }
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+ const drawWrapper = gsVoxelMaterial._getDrawWrapper();
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+ if (!drawWrapper?.effect) {
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+ return;
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+ }
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+ const effect = drawWrapper.effect;
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+ const batch = renderingMesh._getInstancesRenderList(sm._id, !!sm.getReplacementMesh());
578
+ if (batch.mustReturn) {
579
+ return;
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+ }
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+ const hardwareInstancedRendering = engine.getCaps().instancedArrays && ((batch.visibleInstances[sm._id] !== null && batch.visibleInstances[sm._id] !== undefined) || renderingMesh.hasThinInstances);
582
+ const fillMode = sm.getMaterial()?.fillMode ?? 0;
583
+ engine.enableEffect(drawWrapper);
584
+ renderingMesh._bind(sm, effect, fillMode);
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+ gsVoxelMaterial._preBind(drawWrapper);
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+ gsVoxelMaterial.bind(effectiveMesh.getWorldMatrix(), effectiveMesh, effect);
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+ // If rotation/scale textures are missing, bind() logged the warning; skip the draw to avoid GPU errors.
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+ if (!effectiveMesh.rotationsATexture) {
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+ gsVoxelMaterial.unbind();
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+ return;
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+ }
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+ if (engine.isWebGPU) {
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+ // A GSplat is a 3D Gaussian ellipsoid. To approximate its volume in the voxel grid
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+ // we rasterize three planar cross-section quads — one per principal axis — each
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+ // spanning the ellipsoid cross-section perpendicular to that axis. A quad rendered
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+ // edge-on produces zero fragments, so we draw once per world axis: each draw lets
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+ // computeVoxelSplatWorldPos pick the quad whose normal best aligns with that view,
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+ // guaranteeing every splat is captured face-on from at least one direction.
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+ const viewMatrices = _IblShadowsVoxelRenderer._VOXEL_VIEW_MATRICES;
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+ for (let axisIdx = 0; axisIdx < 3; axisIdx++) {
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+ effect.setMatrix("viewMatrix", viewMatrices[axisIdx]);
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+ renderingMesh._processRendering(effectiveMesh, sm, effect, fillMode, batch, hardwareInstancedRendering, (_isInstance, world) => {
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+ effect.setMatrix("world", world);
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+ });
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+ }
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+ }
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+ else {
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+ renderingMesh._processRendering(effectiveMesh, sm, effect, fillMode, batch, hardwareInstancedRendering, (_isInstance, world) => effect.setMatrix("world", world));
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+ }
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+ gsVoxelMaterial.unbind();
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+ };
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+ const processBucket = (subMeshes, enableAlphaMode) => {
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+ for (let i = 0; i < subMeshes.length; i++) {
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+ const sm = subMeshes.data[i];
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+ const effective = sm.getEffectiveMesh();
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+ if (effective.getClassName() === "GaussianSplattingMesh") {
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+ renderGsSplat(sm);
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+ }
619
+ else {
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+ sm.render(enableAlphaMode);
621
+ }
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+ }
623
+ };
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+ rtt.customRenderFunction = (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) => {
625
+ if (depthOnlySubMeshes.length) {
626
+ engine.setColorWrite(false);
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+ processBucket(depthOnlySubMeshes, false);
628
+ engine.setColorWrite(true);
629
+ }
630
+ processBucket(opaqueSubMeshes, false);
631
+ processBucket(alphaTestSubMeshes, false);
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+ processBucket(transparentSubMeshes, true);
633
+ };
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+ }
635
+ _addGsMeshToVoxelRT(mrt, mesh) {
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+ let gsVoxelMaterial = this._gsVoxelMaterialCache.get(mesh.uniqueId);
637
+ if (!gsVoxelMaterial) {
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+ const gsMaterial = mesh.material;
639
+ if (!gsMaterial) {
640
+ return;
641
+ }
642
+ const shaderLanguage = this._engine.isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */;
643
+ gsVoxelMaterial = gsMaterial.makeVoxelRenderingMaterial(this._scene, shaderLanguage, this._maxDrawBuffers, mesh.isCompound);
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+ this._gsVoxelMaterialCache.set(mesh.uniqueId, gsVoxelMaterial);
645
+ }
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+ mrt.renderList?.push(mesh);
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+ mrt.setMaterialForRendering(mesh, gsVoxelMaterial);
648
+ }
552
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  _addRTsForRender(mrts, includedMeshes, axis) {
553
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  const slabSize = 1.0 / this._computeNumberOfSlabs();
554
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  const voxelMaterial = this._voxelMaterial;
@@ -576,21 +673,10 @@ export class _IblShadowsVoxelRenderer {
576
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  const nearPlane = mrtIndex * slabSize;
577
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  const farPlane = (mrtIndex + 1) * slabSize;
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  const stepSize = slabSize / this._maxDrawBuffers;
579
- const cameraPosition = new Vector3(0, 0, 0);
580
- let targetPosition = new Vector3(0, 0, 1);
581
- if (axis === 0) {
582
- targetPosition = new Vector3(1, 0, 0);
583
- }
584
- else if (axis === 1) {
585
- targetPosition = new Vector3(0, 1, 0);
586
- }
587
- let upDirection = new Vector3(0, 1, 0);
588
- if (axis === 1) {
589
- upDirection = new Vector3(1, 0, 0);
590
- }
676
+ const viewMatrix = _IblShadowsVoxelRenderer._VOXEL_VIEW_MATRICES[axis];
591
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  mrt.onBeforeRenderObservable.clear();
592
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  mrt.onBeforeRenderObservable.add(() => {
593
- voxelMaterial.setMatrix("viewMatrix", Matrix.LookAtLH(cameraPosition, targetPosition, upDirection));
679
+ voxelMaterial.setMatrix("viewMatrix", viewMatrix);
594
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  voxelMaterial.setMatrix("invWorldScale", this._invWorldScaleMatrix);
595
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  voxelMaterial.setFloat("nearPlane", nearPlane);
596
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  voxelMaterial.setFloat("farPlane", farPlane);
@@ -599,26 +685,53 @@ export class _IblShadowsVoxelRenderer {
599
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  this._voxelMaterial.useVertexPulling = true;
600
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  this._voxelMaterial.setTexture("voxel_storage", this.getVoxelGrid());
601
687
  }
688
+ // Push per-slab uniforms to each GS voxel material in this MRT's render list.
689
+ for (const m of mrt.renderList ?? []) {
690
+ if (m.getClassName() === "GaussianSplattingMesh") {
691
+ const gsVoxelMat = this._gsVoxelMaterialCache.get(m.uniqueId);
692
+ if (gsVoxelMat) {
693
+ gsVoxelMat.setMatrix("invWorldScale", this._invWorldScaleMatrix);
694
+ if (this._engine.isWebGPU) {
695
+ // WGSL GS voxel shader uses the same viewMatrix approach as WebGL; the per-axis viewMatrix is set per-draw in renderGsSplat.
696
+ gsVoxelMat.setTexture("voxel_storage", this.getVoxelGrid());
697
+ }
698
+ else {
699
+ gsVoxelMat.setMatrix("viewMatrix", viewMatrix);
700
+ gsVoxelMat.setFloat("nearPlane", nearPlane);
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+ gsVoxelMat.setFloat("farPlane", farPlane);
702
+ gsVoxelMat.setFloat("stepSize", stepSize);
703
+ }
704
+ }
705
+ }
706
+ }
602
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  });
603
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  // Set this material on every mesh in the scene (for this RT)
604
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  if (includedMeshes.length === 0) {
605
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  return;
606
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  }
607
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  for (const mesh of includedMeshes) {
608
- if (mesh) {
609
- if (mesh.subMeshes && mesh.subMeshes.length > 0) {
610
- mrt.renderList?.push(mesh);
611
- mrt.setMaterialForRendering(mesh, voxelMaterial);
713
+ if (!mesh) {
714
+ continue;
715
+ }
716
+ if (mesh.getClassName() === "GaussianSplattingMesh") {
717
+ this._addGsMeshToVoxelRT(mrt, mesh);
718
+ }
719
+ else if (mesh.subMeshes && mesh.subMeshes.length > 0) {
720
+ mrt.renderList?.push(mesh);
721
+ mrt.setMaterialForRendering(mesh, voxelMaterial);
722
+ }
723
+ const meshes = mesh.getChildMeshes();
724
+ for (const childMesh of meshes) {
725
+ if (childMesh.getClassName() === "GaussianSplattingMesh") {
726
+ this._addGsMeshToVoxelRT(mrt, childMesh);
612
727
  }
613
- const meshes = mesh.getChildMeshes();
614
- for (const childMesh of meshes) {
615
- if (childMesh.subMeshes && childMesh.subMeshes.length > 0) {
616
- mrt.renderList?.push(childMesh);
617
- mrt.setMaterialForRendering(childMesh, voxelMaterial);
618
- }
728
+ else if (childMesh.subMeshes && childMesh.subMeshes.length > 0) {
729
+ mrt.renderList?.push(childMesh);
730
+ mrt.setMaterialForRendering(childMesh, voxelMaterial);
619
731
  }
620
732
  }
621
733
  }
734
+ this._installVoxelMixedCustomRender(mrt);
622
735
  }
623
736
  this._renderTargets = this._renderTargets.concat(mrts);
624
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  }
@@ -631,7 +744,16 @@ export class _IblShadowsVoxelRenderer {
631
744
  */
632
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  dispose() {
633
746
  this._disposeVoxelTextures();
634
- // TODO - dispose all created voxel materials.
747
+ for (const mat of Array.from(this._gsVoxelMaterialCache.values())) {
748
+ mat.dispose();
749
+ }
750
+ this._gsVoxelMaterialCache.clear();
635
751
  }
636
752
  }
753
+ // View matrices for the three voxelization axes.
754
+ _IblShadowsVoxelRenderer._VOXEL_VIEW_MATRICES = [
755
+ Matrix.LookAtLH(Vector3.Zero(), new Vector3(1, 0, 0), Vector3.Up()),
756
+ Matrix.LookAtLH(Vector3.Zero(), new Vector3(0, 1, 0), new Vector3(1, 0, 0)),
757
+ Matrix.LookAtLH(Vector3.Zero(), new Vector3(0, 0, 1), Vector3.Up()),
758
+ ];
637
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  //# sourceMappingURL=iblShadowsVoxelRenderer.js.map
@@ -1 +1 @@
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"]}
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 SubMesh } from \"../../Meshes/subMesh\";\nimport { type Scene } from \"../../scene\";\nimport { type SmartArray } from \"../../Misc/smartArray\";\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/renderTargetWrapper\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport { type GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh\";\nimport { type GaussianSplattingMaterial } from \"../../Materials/GaussianSplatting/gaussianSplattingMaterial\";\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 // View matrices for the three voxelization axes.\n private static readonly _VOXEL_VIEW_MATRICES = [\n Matrix.LookAtLH(Vector3.Zero(), new Vector3(1, 0, 0), Vector3.Up()),\n Matrix.LookAtLH(Vector3.Zero(), new Vector3(0, 1, 0), new Vector3(1, 0, 0)),\n Matrix.LookAtLH(Vector3.Zero(), new Vector3(0, 0, 1), Vector3.Up()),\n ];\n\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 /** Per-mesh voxel ShaderMaterials for GaussianSplattingMesh, keyed by mesh uniqueId. */\n private _gsVoxelMaterialCache: Map<number, ShaderMaterial> = new Map();\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 for (const gsVoxelMat of Array.from(this._gsVoxelMaterialCache.values())) {\n allReady &&= gsVoxelMat.isReady();\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 /**\n * Splits rendering for every voxel RT: non–Gaussian splatting meshes use subMesh.render\n * (material override from setMaterialForRendering); GaussianSplattingMesh uses a custom draw path with its cached voxel ShaderMaterial.\n * @param rtt - the render target texture to install the custom render function on\n */\n private _installVoxelMixedCustomRender(rtt: RenderTargetTexture): void {\n const scene = this._scene;\n const engine = scene.getEngine();\n\n const renderGsSplat = (sm: SubMesh): void => {\n const renderingMesh = sm.getRenderingMesh();\n const effectiveMesh = sm.getEffectiveMesh();\n const gsVoxelMaterial = this._gsVoxelMaterialCache.get(effectiveMesh.uniqueId);\n if (!gsVoxelMaterial || !gsVoxelMaterial.isReady()) {\n return;\n }\n\n const drawWrapper = gsVoxelMaterial._getDrawWrapper();\n if (!drawWrapper?.effect) {\n return;\n }\n const effect = drawWrapper.effect;\n\n const batch = renderingMesh._getInstancesRenderList(sm._id, !!sm.getReplacementMesh());\n if (batch.mustReturn) {\n return;\n }\n\n const hardwareInstancedRendering =\n engine.getCaps().instancedArrays && ((batch.visibleInstances[sm._id] !== null && batch.visibleInstances[sm._id] !== undefined) || renderingMesh.hasThinInstances);\n\n const fillMode = sm.getMaterial()?.fillMode ?? Constants.MATERIAL_TriangleFillMode;\n engine.enableEffect(drawWrapper);\n renderingMesh._bind(sm, effect, fillMode);\n gsVoxelMaterial._preBind(drawWrapper);\n gsVoxelMaterial.bind(effectiveMesh.getWorldMatrix(), effectiveMesh, effect);\n // If rotation/scale textures are missing, bind() logged the warning; skip the draw to avoid GPU errors.\n if (!(effectiveMesh as GaussianSplattingMesh).rotationsATexture) {\n gsVoxelMaterial.unbind();\n return;\n }\n if (engine.isWebGPU) {\n // A GSplat is a 3D Gaussian ellipsoid. To approximate its volume in the voxel grid\n // we rasterize three planar cross-section quads — one per principal axis — each\n // spanning the ellipsoid cross-section perpendicular to that axis. A quad rendered\n // edge-on produces zero fragments, so we draw once per world axis: each draw lets\n // computeVoxelSplatWorldPos pick the quad whose normal best aligns with that view,\n // guaranteeing every splat is captured face-on from at least one direction.\n const viewMatrices = _IblShadowsVoxelRenderer._VOXEL_VIEW_MATRICES;\n for (let axisIdx = 0; axisIdx < 3; axisIdx++) {\n effect.setMatrix(\"viewMatrix\", viewMatrices[axisIdx]);\n renderingMesh._processRendering(effectiveMesh, sm, effect, fillMode, batch, hardwareInstancedRendering, (_isInstance, world) => {\n effect.setMatrix(\"world\", world);\n });\n }\n } else {\n renderingMesh._processRendering(effectiveMesh, sm, effect, fillMode, batch, hardwareInstancedRendering, (_isInstance, world) => effect.setMatrix(\"world\", world));\n }\n gsVoxelMaterial.unbind();\n };\n\n const processBucket = (subMeshes: SmartArray<SubMesh>, enableAlphaMode: boolean): void => {\n for (let i = 0; i < subMeshes.length; i++) {\n const sm = subMeshes.data[i];\n const effective = sm.getEffectiveMesh();\n if (effective.getClassName() === \"GaussianSplattingMesh\") {\n renderGsSplat(sm);\n } else {\n sm.render(enableAlphaMode);\n }\n }\n };\n\n rtt.customRenderFunction = (\n opaqueSubMeshes: SmartArray<SubMesh>,\n alphaTestSubMeshes: SmartArray<SubMesh>,\n transparentSubMeshes: SmartArray<SubMesh>,\n depthOnlySubMeshes: SmartArray<SubMesh>\n ): void => {\n if (depthOnlySubMeshes.length) {\n engine.setColorWrite(false);\n processBucket(depthOnlySubMeshes, false);\n engine.setColorWrite(true);\n }\n processBucket(opaqueSubMeshes, false);\n processBucket(alphaTestSubMeshes, false);\n processBucket(transparentSubMeshes, true);\n };\n }\n\n private _addGsMeshToVoxelRT(mrt: RenderTargetTexture, mesh: GaussianSplattingMesh): void {\n let gsVoxelMaterial = this._gsVoxelMaterialCache.get(mesh.uniqueId);\n if (!gsVoxelMaterial) {\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\n if (!gsMaterial) {\n return;\n }\n const shaderLanguage = this._engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL;\n gsVoxelMaterial = gsMaterial.makeVoxelRenderingMaterial(this._scene, shaderLanguage, this._maxDrawBuffers, mesh.isCompound);\n this._gsVoxelMaterialCache.set(mesh.uniqueId, gsVoxelMaterial);\n }\n mrt.renderList?.push(mesh as Mesh);\n mrt.setMaterialForRendering(mesh as Mesh, gsVoxelMaterial);\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 viewMatrix = _IblShadowsVoxelRenderer._VOXEL_VIEW_MATRICES[axis];\n mrt.onBeforeRenderObservable.clear();\n mrt.onBeforeRenderObservable.add(() => {\n voxelMaterial.setMatrix(\"viewMatrix\", viewMatrix);\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 // Push per-slab uniforms to each GS voxel material in this MRT's render list.\n for (const m of mrt.renderList ?? []) {\n if (m.getClassName() === \"GaussianSplattingMesh\") {\n const gsVoxelMat = this._gsVoxelMaterialCache.get(m.uniqueId);\n if (gsVoxelMat) {\n gsVoxelMat.setMatrix(\"invWorldScale\", this._invWorldScaleMatrix);\n if (this._engine.isWebGPU) {\n // WGSL GS voxel shader uses the same viewMatrix approach as WebGL; the per-axis viewMatrix is set per-draw in renderGsSplat.\n gsVoxelMat.setTexture(\"voxel_storage\", this.getVoxelGrid());\n } else {\n gsVoxelMat.setMatrix(\"viewMatrix\", viewMatrix);\n gsVoxelMat.setFloat(\"nearPlane\", nearPlane);\n gsVoxelMat.setFloat(\"farPlane\", farPlane);\n gsVoxelMat.setFloat(\"stepSize\", stepSize);\n }\n }\n }\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 continue;\n }\n if (mesh.getClassName() === \"GaussianSplattingMesh\") {\n this._addGsMeshToVoxelRT(mrt, mesh as GaussianSplattingMesh);\n } else 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.getClassName() === \"GaussianSplattingMesh\") {\n this._addGsMeshToVoxelRT(mrt, childMesh as GaussianSplattingMesh);\n } else if (childMesh.subMeshes && childMesh.subMeshes.length > 0) {\n mrt.renderList?.push(childMesh);\n mrt.setMaterialForRendering(childMesh, voxelMaterial);\n }\n }\n }\n\n this._installVoxelMixedCustomRender(mrt);\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 for (const mat of Array.from(this._gsVoxelMaterialCache.values())) {\n mat.dispose();\n }\n this._gsVoxelMaterialCache.clear();\n }\n}\n"]}
@@ -67,6 +67,14 @@ export declare class DepthRenderer {
67
67
  * @param material material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.
68
68
  */
69
69
  setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material): void;
70
+ /**
71
+ * Ensures the GaussianSplatting depth material exists and is up to date for the given mesh.
72
+ * Creates the material on first call, and recreates it when alphaBlendedDepth changes.
73
+ * @param mesh the GaussianSplatting mesh
74
+ * @param renderPassId the render pass ID to look up the per-pass material
75
+ * @returns the current depth rendering material, or null if the mesh has no GS material
76
+ */
77
+ private _ensureGaussianSplattingDepthMaterial;
70
78
  /**
71
79
  * Instantiates a depth renderer
72
80
  * @param scene The scene the renderer belongs to
@@ -45,6 +45,28 @@ export class DepthRenderer {
45
45
  setMaterialForRendering(mesh, material) {
46
46
  this._depthMap.setMaterialForRendering(mesh, material);
47
47
  }
48
+ /**
49
+ * Ensures the GaussianSplatting depth material exists and is up to date for the given mesh.
50
+ * Creates the material on first call, and recreates it when alphaBlendedDepth changes.
51
+ * @param mesh the GaussianSplatting mesh
52
+ * @param renderPassId the render pass ID to look up the per-pass material
53
+ * @returns the current depth rendering material, or null if the mesh has no GS material
54
+ */
55
+ _ensureGaussianSplattingDepthMaterial(mesh, renderPassId) {
56
+ let renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId];
57
+ const cachedAlphaBlendedDepth = this._alphaBlendedDepthMaterialCache.get(mesh.uniqueId);
58
+ if (renderingMaterial === undefined || cachedAlphaBlendedDepth !== this.alphaBlendedDepth) {
59
+ const gsMaterial = mesh.material;
60
+ if (!gsMaterial) {
61
+ return null;
62
+ }
63
+ const compoundMesh = mesh.isCompound;
64
+ renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);
65
+ this.setMaterialForRendering(mesh, renderingMaterial);
66
+ this._alphaBlendedDepthMaterialCache.set(mesh.uniqueId, this.alphaBlendedDepth);
67
+ }
68
+ return renderingMaterial;
69
+ }
48
70
  /**
49
71
  * Instantiates a depth renderer
50
72
  * @param scene The scene the renderer belongs to
@@ -171,22 +193,26 @@ export class DepthRenderer {
171
193
  const camera = this._camera || scene.activeCamera;
172
194
  if (this.isReady(subMesh, hardwareInstancedRendering) && camera) {
173
195
  subMesh._renderId = scene.getRenderId();
174
- let renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];
175
196
  const gsClassName = effectiveMesh.getClassName();
176
197
  if (gsClassName === "GaussianSplattingMesh") {
177
- const cachedAlphaBlendedDepth = this._alphaBlendedDepthMaterialCache.get(effectiveMesh.uniqueId);
178
- const compoundMesh = effectiveMesh.isCompound;
179
- // Recreate material if it doesn't exist or if alphaBlendedDepth changed
180
- if (renderingMaterial === undefined || cachedAlphaBlendedDepth !== this.alphaBlendedDepth) {
181
- const gsMaterial = effectiveMesh.material;
182
- renderingMaterial = gsMaterial.makeDepthRenderingMaterial(this._scene, this._shaderLanguage, this.alphaBlendedDepth, compoundMesh);
183
- this.setMaterialForRendering(effectiveMesh, renderingMaterial);
184
- this._alphaBlendedDepthMaterialCache.set(effectiveMesh.uniqueId, this.alphaBlendedDepth);
185
- if (!renderingMaterial.isReady()) {
186
- return;
187
- }
198
+ const gsMaterial = this._ensureGaussianSplattingDepthMaterial(effectiveMesh, engine.currentRenderPassId);
199
+ if (gsMaterial && !gsMaterial.isReadyForSubMesh(effectiveMesh, subMesh, hardwareInstancedRendering)) {
200
+ return;
201
+ }
202
+ // Alpha blending for transparent materials
203
+ if (this.alphaBlendedDepth && material.needAlphaBlendingForMesh(effectiveMesh)) {
204
+ engine.setAlphaMode(2);
205
+ }
206
+ else {
207
+ engine.setAlphaMode(0);
188
208
  }
209
+ // Delegate to the GS mesh's render() which properly routes through camera meshes
210
+ // with the correct thin instance data. The depth material is already set as the
211
+ // render pass material and will be propagated to the camera mesh.
212
+ effectiveMesh.render(subMesh, false);
213
+ return;
189
214
  }
215
+ const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];
190
216
  let drawWrapper = subMesh._getDrawWrapper();
191
217
  if (!drawWrapper && renderingMaterial) {
192
218
  drawWrapper = renderingMaterial._getDrawWrapper();
@@ -314,7 +340,16 @@ export class DepthRenderer {
314
340
  const engine = this._scene.getEngine();
315
341
  const mesh = subMesh.getMesh();
316
342
  const scene = mesh.getScene();
317
- const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];
343
+ // Use the depth map's render pass ID to look up per-pass materials,
344
+ // since isReady can be called outside of the depth renderer's render pass
345
+ // (e.g. from the scene's isReady check).
346
+ const renderPassId = this._depthMap.renderPassId;
347
+ let renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[renderPassId] ?? null;
348
+ // For GaussianSplatting meshes, eagerly create the depth material so that
349
+ // the scene's isReady check properly blocks until it is compiled.
350
+ if (mesh.getClassName() === "GaussianSplattingMesh") {
351
+ renderingMaterial = this._ensureGaussianSplattingDepthMaterial(mesh, renderPassId);
352
+ }
318
353
  if (renderingMaterial) {
319
354
  return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);
320
355
  }