@onerjs/core 8.23.12 → 8.25.0

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.
Files changed (287) hide show
  1. package/Behaviors/Meshes/index.d.ts +1 -0
  2. package/Behaviors/Meshes/index.js +1 -0
  3. package/Behaviors/Meshes/index.js.map +1 -1
  4. package/Behaviors/Meshes/pointerDragBehavior.d.ts +6 -34
  5. package/Behaviors/Meshes/pointerDragBehavior.js +0 -12
  6. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  7. package/Behaviors/Meshes/pointerDragEvents.d.ts +38 -0
  8. package/Behaviors/Meshes/pointerDragEvents.js +2 -0
  9. package/Behaviors/Meshes/pointerDragEvents.js.map +1 -0
  10. package/Buffers/storageBuffer.d.ts +6 -0
  11. package/Buffers/storageBuffer.js +8 -0
  12. package/Buffers/storageBuffer.js.map +1 -1
  13. package/Engines/Extensions/engine.multiRender.d.ts +2 -1
  14. package/Engines/Extensions/engine.multiRender.js +12 -7
  15. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  16. package/Engines/Extensions/engine.multiview.js +5 -5
  17. package/Engines/Extensions/engine.multiview.js.map +1 -1
  18. package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -1
  19. package/Engines/WebGPU/Extensions/engine.multiRender.js +12 -7
  20. package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
  21. package/Engines/WebGPU/webgpuDrawContext.d.ts +6 -0
  22. package/Engines/WebGPU/webgpuDrawContext.js +9 -0
  23. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  24. package/Engines/abstractEngine.js +3 -3
  25. package/Engines/abstractEngine.js.map +1 -1
  26. package/Engines/engineCapabilities.d.ts +4 -0
  27. package/Engines/engineCapabilities.js.map +1 -1
  28. package/Engines/engineFactory.d.ts +4 -1
  29. package/Engines/engineFactory.js.map +1 -1
  30. package/Engines/nativeEngine.js +2 -0
  31. package/Engines/nativeEngine.js.map +1 -1
  32. package/Engines/nullEngine.js +2 -0
  33. package/Engines/nullEngine.js.map +1 -1
  34. package/Engines/thinEngine.js +17 -0
  35. package/Engines/thinEngine.js.map +1 -1
  36. package/Engines/webgpuEngine.d.ts +7 -0
  37. package/Engines/webgpuEngine.js +19 -1
  38. package/Engines/webgpuEngine.js.map +1 -1
  39. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +12 -0
  40. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +52 -0
  41. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  42. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +0 -3
  43. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  44. package/FrameGraph/Node/nodeRenderGraph.js +7 -2
  45. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  46. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +4 -0
  47. package/FrameGraph/Tasks/Layers/baseLayerTask.js +7 -1
  48. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  49. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +11 -2
  50. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  51. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +6 -6
  52. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  53. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +27 -1
  54. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +76 -8
  55. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  56. package/FrameGraph/Tasks/Texture/clearTextureTask.js +2 -1
  57. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  58. package/FrameGraph/frameGraph.js +0 -7
  59. package/FrameGraph/frameGraph.js.map +1 -1
  60. package/FrameGraph/frameGraphRenderTarget.js +1 -1
  61. package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
  62. package/Gizmos/cameraGizmo.js +2 -2
  63. package/Gizmos/cameraGizmo.js.map +1 -1
  64. package/Gizmos/lightGizmo.js +2 -2
  65. package/Gizmos/lightGizmo.js.map +1 -1
  66. package/Gizmos/positionGizmo.d.ts +7 -6
  67. package/Gizmos/positionGizmo.js +3 -9
  68. package/Gizmos/positionGizmo.js.map +1 -1
  69. package/Gizmos/rotationGizmo.d.ts +7 -6
  70. package/Gizmos/rotationGizmo.js +3 -9
  71. package/Gizmos/rotationGizmo.js.map +1 -1
  72. package/Gizmos/scaleGizmo.d.ts +7 -6
  73. package/Gizmos/scaleGizmo.js +3 -9
  74. package/Gizmos/scaleGizmo.js.map +1 -1
  75. package/Instrumentation/sceneInstrumentation.d.ts +2 -0
  76. package/Instrumentation/sceneInstrumentation.js +58 -32
  77. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  78. package/Lights/Clustered/clusteredLightContainer.d.ts +102 -0
  79. package/Lights/Clustered/clusteredLightContainer.js +487 -0
  80. package/Lights/Clustered/clusteredLightContainer.js.map +1 -0
  81. package/Lights/Clustered/clusteredLightingSceneComponent.d.ts +34 -0
  82. package/Lights/Clustered/clusteredLightingSceneComponent.js +47 -0
  83. package/Lights/Clustered/clusteredLightingSceneComponent.js.map +1 -0
  84. package/Lights/Clustered/index.d.ts +6 -0
  85. package/Lights/Clustered/index.js +7 -0
  86. package/Lights/Clustered/index.js.map +1 -0
  87. package/Lights/Shadows/cascadedShadowGenerator.js +1 -0
  88. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  89. package/Lights/Shadows/shadowGenerator.js +10 -8
  90. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  91. package/Lights/index.d.ts +1 -0
  92. package/Lights/index.js +1 -0
  93. package/Lights/index.js.map +1 -1
  94. package/Lights/light.d.ts +7 -1
  95. package/Lights/light.js +7 -1
  96. package/Lights/light.js.map +1 -1
  97. package/Lights/lightConstants.d.ts +4 -0
  98. package/Lights/lightConstants.js +4 -0
  99. package/Lights/lightConstants.js.map +1 -1
  100. package/Lights/spotLight.d.ts +6 -3
  101. package/Lights/spotLight.js.map +1 -1
  102. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js +0 -5
  103. package/Materials/Node/Blocks/Dual/smartFilterTextureBlock.js.map +1 -1
  104. package/Materials/PBR/pbrBaseMaterial.js +3 -2
  105. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  106. package/Materials/Textures/renderTargetTexture.d.ts +5 -0
  107. package/Materials/Textures/renderTargetTexture.js +9 -0
  108. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  109. package/Materials/materialHelper.functions.d.ts +2 -1
  110. package/Materials/materialHelper.functions.js +12 -4
  111. package/Materials/materialHelper.functions.js.map +1 -1
  112. package/Materials/standardMaterial.js +4 -3
  113. package/Materials/standardMaterial.js.map +1 -1
  114. package/Materials/uniformBuffer.d.ts +7 -4
  115. package/Materials/uniformBuffer.js +37 -15
  116. package/Materials/uniformBuffer.js.map +1 -1
  117. package/Maths/math.vector.d.ts +1 -1
  118. package/Maths/math.vector.js +2 -2
  119. package/Maths/math.vector.js.map +1 -1
  120. package/Meshes/abstractMesh.d.ts +25 -0
  121. package/Meshes/abstractMesh.hotSpot.js +37 -25
  122. package/Meshes/abstractMesh.hotSpot.js.map +1 -1
  123. package/Meshes/abstractMesh.js +4 -0
  124. package/Meshes/abstractMesh.js.map +1 -1
  125. package/Meshes/csg2.js +6 -4
  126. package/Meshes/csg2.js.map +1 -1
  127. package/Meshes/geometry.js +1 -1
  128. package/Meshes/geometry.js.map +1 -1
  129. package/Meshes/instancedMesh.d.ts +1 -0
  130. package/Meshes/instancedMesh.js +3 -0
  131. package/Meshes/instancedMesh.js.map +1 -1
  132. package/Meshes/linesMesh.d.ts +5 -3
  133. package/Meshes/linesMesh.js +27 -8
  134. package/Meshes/linesMesh.js.map +1 -1
  135. package/Meshes/mesh.d.ts +0 -19
  136. package/Meshes/mesh.js +2 -26
  137. package/Meshes/mesh.js.map +1 -1
  138. package/Meshes/mesh.vertexData.d.ts +2 -2
  139. package/Meshes/mesh.vertexData.js.map +1 -1
  140. package/Misc/dumpTools.d.ts +1 -1
  141. package/Misc/dumpTools.js +23 -14
  142. package/Misc/dumpTools.js.map +1 -1
  143. package/Misc/fileTools.js +8 -1
  144. package/Misc/fileTools.js.map +1 -1
  145. package/Misc/index.d.ts +1 -0
  146. package/Misc/index.js +1 -0
  147. package/Misc/index.js.map +1 -1
  148. package/Misc/khronosTextureContainer2.js +16 -7
  149. package/Misc/khronosTextureContainer2.js.map +1 -1
  150. package/Misc/lazy.d.ts +16 -0
  151. package/Misc/lazy.js +25 -0
  152. package/Misc/lazy.js.map +1 -0
  153. package/Misc/screenshotTools.js +1 -1
  154. package/Misc/screenshotTools.js.map +1 -1
  155. package/Misc/snapshotRenderingHelper.d.ts +6 -3
  156. package/Misc/snapshotRenderingHelper.js +37 -6
  157. package/Misc/snapshotRenderingHelper.js.map +1 -1
  158. package/Particles/IParticleSystem.d.ts +4 -0
  159. package/Particles/IParticleSystem.js.map +1 -1
  160. package/Particles/Node/Blocks/Emitters/createParticleBlock.d.ts +4 -0
  161. package/Particles/Node/Blocks/Emitters/createParticleBlock.js +17 -3
  162. package/Particles/Node/Blocks/Emitters/createParticleBlock.js.map +1 -1
  163. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js +0 -1
  164. package/Particles/Node/Blocks/Emitters/meshShapeBlock.js.map +1 -1
  165. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +31 -0
  166. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +67 -0
  167. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -0
  168. package/Particles/Node/Blocks/index.d.ts +1 -0
  169. package/Particles/Node/Blocks/index.js +1 -0
  170. package/Particles/Node/Blocks/index.js.map +1 -1
  171. package/Particles/Node/Blocks/particleInputBlock.js +1 -0
  172. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  173. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +2 -2
  174. package/Particles/Node/Blocks/particleSourceTextureBlock.js +3 -3
  175. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  176. package/Particles/Node/Blocks/systemBlock.d.ts +3 -0
  177. package/Particles/Node/Blocks/systemBlock.js +3 -0
  178. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  179. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
  180. package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
  181. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  182. package/Particles/Node/nodeParticleBuildState.js +3 -1
  183. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  184. package/Particles/Node/nodeParticleSystemSet.helper.d.ts +2 -1
  185. package/Particles/Node/nodeParticleSystemSet.helper.js +118 -61
  186. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  187. package/Particles/Node/nodeParticleSystemSet.js +1 -0
  188. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  189. package/Particles/particle.d.ts +8 -0
  190. package/Particles/particle.js +10 -0
  191. package/Particles/particle.js.map +1 -1
  192. package/Particles/particleSystem.d.ts +2 -4
  193. package/Particles/particleSystem.js +2 -4
  194. package/Particles/particleSystem.js.map +1 -1
  195. package/Particles/thinParticleSystem.d.ts +6 -0
  196. package/Particles/thinParticleSystem.function.d.ts +2 -0
  197. package/Particles/thinParticleSystem.function.js +3 -0
  198. package/Particles/thinParticleSystem.function.js.map +1 -1
  199. package/Particles/thinParticleSystem.js +15 -5
  200. package/Particles/thinParticleSystem.js.map +1 -1
  201. package/Rendering/objectRenderer.d.ts +33 -3
  202. package/Rendering/objectRenderer.js +164 -38
  203. package/Rendering/objectRenderer.js.map +1 -1
  204. package/Shaders/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
  205. package/Shaders/ShadersInclude/clusteredLightingFunctions.js +19 -0
  206. package/Shaders/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
  207. package/Shaders/ShadersInclude/helperFunctions.js +6 -1
  208. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  209. package/Shaders/ShadersInclude/lightFragment.js +33 -1
  210. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  211. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -0
  212. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  213. package/Shaders/ShadersInclude/lightUboDeclaration.js +5 -0
  214. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  215. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +2 -0
  216. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  217. package/Shaders/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
  218. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +20 -0
  219. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  220. package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
  221. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  222. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.d.ts +7 -0
  223. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js +125 -0
  224. package/Shaders/ShadersInclude/pbrClusteredLightingFunctions.js.map +1 -0
  225. package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -0
  226. package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
  227. package/Shaders/default.fragment.js +5 -0
  228. package/Shaders/default.fragment.js.map +1 -1
  229. package/Shaders/default.vertex.js +6 -0
  230. package/Shaders/default.vertex.js.map +1 -1
  231. package/Shaders/lightProxy.fragment.d.ts +5 -0
  232. package/Shaders/lightProxy.fragment.js +13 -0
  233. package/Shaders/lightProxy.fragment.js.map +1 -0
  234. package/Shaders/lightProxy.vertex.d.ts +8 -0
  235. package/Shaders/lightProxy.vertex.js +19 -0
  236. package/Shaders/lightProxy.vertex.js.map +1 -0
  237. package/Shaders/pbr.fragment.d.ts +1 -0
  238. package/Shaders/pbr.fragment.js +4 -0
  239. package/Shaders/pbr.fragment.js.map +1 -1
  240. package/Shaders/pbr.vertex.js +6 -0
  241. package/Shaders/pbr.vertex.js.map +1 -1
  242. package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.d.ts +5 -0
  243. package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js +24 -0
  244. package/ShadersWGSL/ShadersInclude/clusteredLightingFunctions.js.map +1 -0
  245. package/ShadersWGSL/ShadersInclude/lightFragment.js +33 -1
  246. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  247. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +6 -0
  248. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
  249. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +3 -0
  250. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  251. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.d.ts +1 -0
  252. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +22 -1
  253. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  254. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -1
  255. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  256. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.d.ts +2 -0
  257. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +115 -0
  258. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  259. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -0
  260. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
  261. package/ShadersWGSL/default.fragment.js +5 -0
  262. package/ShadersWGSL/default.fragment.js.map +1 -1
  263. package/ShadersWGSL/default.vertex.js +6 -0
  264. package/ShadersWGSL/default.vertex.js.map +1 -1
  265. package/ShadersWGSL/lightProxy.fragment.d.ts +5 -0
  266. package/ShadersWGSL/lightProxy.fragment.js +13 -0
  267. package/ShadersWGSL/lightProxy.fragment.js.map +1 -0
  268. package/ShadersWGSL/lightProxy.vertex.d.ts +7 -0
  269. package/ShadersWGSL/lightProxy.vertex.js +19 -0
  270. package/ShadersWGSL/lightProxy.vertex.js.map +1 -0
  271. package/ShadersWGSL/pbr.vertex.js +6 -0
  272. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  273. package/Sprites/spriteManager.d.ts +5 -0
  274. package/Sprites/spriteManager.js +6 -0
  275. package/Sprites/spriteManager.js.map +1 -1
  276. package/Sprites/spriteRenderer.d.ts +5 -2
  277. package/Sprites/spriteRenderer.js.map +1 -1
  278. package/States/alphaCullingState.d.ts +3 -1
  279. package/States/alphaCullingState.js +39 -37
  280. package/States/alphaCullingState.js.map +1 -1
  281. package/package.json +1 -1
  282. package/scene.d.ts +28 -1
  283. package/scene.js +198 -34
  284. package/scene.js.map +1 -1
  285. package/sceneComponent.d.ts +2 -0
  286. package/sceneComponent.js +2 -0
  287. package/sceneComponent.js.map +1 -1
@@ -0,0 +1,487 @@
1
+ import { __decorate } from "../../tslib.es6.js";
2
+ import { StorageBuffer } from "../../Buffers/storageBuffer.js";
3
+
4
+ import { ShaderMaterial } from "../../Materials/shaderMaterial.js";
5
+ import { RawTexture } from "../../Materials/Textures/rawTexture.js";
6
+ import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTexture.js";
7
+ import { UniformBuffer } from "../../Materials/uniformBuffer.js";
8
+ import { TmpColors } from "../../Maths/math.color.js";
9
+ import { TmpVectors, Vector3 } from "../../Maths/math.vector.js";
10
+ import { CreatePlane } from "../../Meshes/Builders/planeBuilder.js";
11
+ import { serialize } from "../../Misc/decorators.js";
12
+ import { _WarnImport } from "../../Misc/devTools.js";
13
+ import { Logger } from "../../Misc/logger.js";
14
+ import { RegisterClass } from "../../Misc/typeStore.js";
15
+ import { Node } from "../../node.js";
16
+ import { Light } from "../light.js";
17
+ import { LightConstants } from "../lightConstants.js";
18
+ import "../../Meshes/thinInstanceMesh.js";
19
+ Node.AddNodeConstructor("Light_Type_5", (name, scene) => {
20
+ return () => new ClusteredLightContainer(name, [], scene);
21
+ });
22
+ const DefaultDepthSlices = 16;
23
+ /**
24
+ * A special light that renders all its associated spot or point lights using a clustered or forward+ system.
25
+ */
26
+ export class ClusteredLightContainer extends Light {
27
+ static _GetEngineBatchSize(engine) {
28
+ const caps = engine._caps;
29
+ if (!caps.texelFetch) {
30
+ return 0;
31
+ }
32
+ else if (engine.isWebGPU) {
33
+ // On WebGPU we use atomic writes to storage textures
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+ return 32;
35
+ }
36
+ else if (engine.version > 1) {
37
+ // On WebGL 2 we use additive float blending as the light mask
38
+ if (!caps.colorBufferFloat || !caps.blendFloat) {
39
+ return 0;
40
+ }
41
+ // Due to the use of floats we want to limit lights to the precision of floats
42
+ return caps.shaderFloatPrecision;
43
+ }
44
+ else {
45
+ // WebGL 1 is not supported due to lack of dynamic for loops
46
+ return 0;
47
+ }
48
+ }
49
+ /**
50
+ * Checks if the clustered lighting system supports the given light with its current parameters.
51
+ * This will also check if the light's associated engine supports clustered lighting.
52
+ *
53
+ * @param light The light to test
54
+ * @returns true if the light and its engine is supported
55
+ */
56
+ static IsLightSupported(light) {
57
+ if (ClusteredLightContainer._GetEngineBatchSize(light.getEngine()) === 0) {
58
+ return false;
59
+ }
60
+ else if (light.shadowEnabled && light._scene.shadowsEnabled && light.getShadowGenerators()) {
61
+ // Shadows are not supported
62
+ return false;
63
+ }
64
+ else if (light.falloffType !== Light.FALLOFF_DEFAULT) {
65
+ // Only the default falloff is supported
66
+ return false;
67
+ }
68
+ else if (light.getTypeID() === LightConstants.LIGHTTYPEID_POINTLIGHT) {
69
+ return true;
70
+ }
71
+ else if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {
72
+ // Extra texture bindings per light are not supported
73
+ return !light.projectionTexture && !light.iesProfileTexture;
74
+ }
75
+ else {
76
+ // Currently only point and spot lights are supported
77
+ return false;
78
+ }
79
+ }
80
+ /**
81
+ * True if clustered lighting is supported.
82
+ */
83
+ get isSupported() {
84
+ return this._batchSize > 0;
85
+ }
86
+ /**
87
+ * Gets the current list of lights added to this clustering system.
88
+ */
89
+ get lights() {
90
+ return this._lights;
91
+ }
92
+ /**
93
+ * The number of tiles in the horizontal direction to cluster lights into.
94
+ * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.
95
+ */
96
+ get horizontalTiles() {
97
+ return this._horizontalTiles;
98
+ }
99
+ set horizontalTiles(horizontal) {
100
+ if (this._horizontalTiles === horizontal) {
101
+ return;
102
+ }
103
+ this._horizontalTiles = horizontal;
104
+ // Force the batch data to be recreated
105
+ this._tileMaskBatches = -1;
106
+ }
107
+ /**
108
+ * The number of tiles in the vertical direction to cluster lights into.
109
+ * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.
110
+ */
111
+ get verticalTiles() {
112
+ return this._verticalTiles;
113
+ }
114
+ set verticalTiles(vertical) {
115
+ if (this._verticalTiles === vertical) {
116
+ return;
117
+ }
118
+ this._verticalTiles = vertical;
119
+ // Force the batch data to be recreated
120
+ this._tileMaskBatches = -1;
121
+ }
122
+ /**
123
+ * The number of slices to split the depth range by and cluster lights into.
124
+ */
125
+ get depthSlices() {
126
+ return this._depthSlices;
127
+ }
128
+ set depthSlices(slices) {
129
+ if (this._depthSlices === slices) {
130
+ return;
131
+ }
132
+ this._depthSlices = slices;
133
+ this._sliceRanges = new Float32Array(slices * 2);
134
+ // UBO size depends on the number of depth slices
135
+ this._uniformBuffer.dispose();
136
+ this._uniformBuffer = new UniformBuffer(this.getEngine(), undefined, undefined, this.name);
137
+ this._buildUniformLayout();
138
+ }
139
+ /**
140
+ * This limits the range of all the added lights, so even lights with extreme ranges will still have bounds for clustering.
141
+ */
142
+ get maxRange() {
143
+ return this._maxRange;
144
+ }
145
+ set maxRange(range) {
146
+ if (this._maxRange === range) {
147
+ return;
148
+ }
149
+ this._maxRange = range;
150
+ this._minInverseSquaredRange = 1 / (range * range);
151
+ }
152
+ /**
153
+ * Creates a new clustered light system with an initial set of lights.
154
+ *
155
+ * @param name The name of the clustered light container
156
+ * @param lights The initial set of lights to add
157
+ * @param scene The scene the clustered light container belongs to
158
+ */
159
+ constructor(name, lights = [], scene) {
160
+ super(name, scene);
161
+ this._lights = [];
162
+ // The lights sorted by depth
163
+ this._sortedLights = [];
164
+ this._lightDataRenderId = -1;
165
+ this._tileMaskBatches = -1;
166
+ this._horizontalTiles = 64;
167
+ this._verticalTiles = 64;
168
+ this._sliceScale = 0;
169
+ this._sliceBias = 0;
170
+ this._depthSlices = DefaultDepthSlices;
171
+ this._maxRange = 16383;
172
+ this._minInverseSquaredRange = 1 / (this._maxRange * this._maxRange);
173
+ const engine = this.getEngine();
174
+ this._batchSize = ClusteredLightContainer._GetEngineBatchSize(engine);
175
+ const proxyShader = { vertex: "lightProxy", fragment: "lightProxy" };
176
+ this._proxyMaterial = new ShaderMaterial("ProxyMaterial", this._scene, proxyShader, {
177
+ attributes: ["position"],
178
+ uniforms: ["view", "projection", "tileMaskResolution"],
179
+ samplers: ["lightDataTexture"],
180
+ uniformBuffers: ["Scene"],
181
+ storageBuffers: ["tileMaskBuffer"],
182
+ defines: [`CLUSTLIGHT_BATCH ${this._batchSize}`],
183
+ shaderLanguage: engine.isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */,
184
+ extraInitializationsAsync: async () => {
185
+ if (engine.isWebGPU) {
186
+ await Promise.all([import("../../ShadersWGSL/lightProxy.vertex.js"), import("../../ShadersWGSL/lightProxy.fragment.js")]);
187
+ }
188
+ else {
189
+ await Promise.all([import("../../Shaders/lightProxy.vertex.js"), import("../../Shaders/lightProxy.fragment.js")]);
190
+ }
191
+ },
192
+ });
193
+ // Additive blending is for merging masks on WebGL
194
+ this._proxyMaterial.transparencyMode = ShaderMaterial.MATERIAL_ALPHABLEND;
195
+ this._proxyMaterial.alphaMode = 1;
196
+ this._proxyMesh = CreatePlane("ProxyMesh", { size: 2 });
197
+ // Make sure it doesn't render for the default scene
198
+ this._scene.removeMesh(this._proxyMesh);
199
+ this._proxyMesh.material = this._proxyMaterial;
200
+ this._updateBatches();
201
+ this._sliceRanges = new Float32Array(this._depthSlices * 2);
202
+ if (this._batchSize > 0) {
203
+ ClusteredLightContainer._SceneComponentInitialization(this._scene);
204
+ for (const light of lights) {
205
+ this.addLight(light);
206
+ }
207
+ }
208
+ }
209
+ getClassName() {
210
+ return "ClusteredLightContainer";
211
+ }
212
+ // eslint-disable-next-line @typescript-eslint/naming-convention
213
+ getTypeID() {
214
+ return LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER;
215
+ }
216
+ /** @internal */
217
+ _updateBatches() {
218
+ this._proxyMesh.isVisible = this._sortedLights.length > 0;
219
+ // Ensure space for atleast 1 batch
220
+ const batches = Math.max(Math.ceil(this._sortedLights.length / this._batchSize), 1);
221
+ if (this._tileMaskBatches >= batches) {
222
+ this._proxyMesh.thinInstanceCount = this._sortedLights.length;
223
+ return this._tileMaskTexture;
224
+ }
225
+ const engine = this.getEngine();
226
+ // Round up to a batch size so we don't have to reallocate as often
227
+ const maxLights = batches * this._batchSize;
228
+ this._lightDataBuffer = new Float32Array(20 * maxLights);
229
+ this._lightDataTexture?.dispose();
230
+ this._lightDataTexture = new RawTexture(this._lightDataBuffer, 5, maxLights, 5, this._scene, false, false, 1, 1);
231
+ this._proxyMaterial.setTexture("lightDataTexture", this._lightDataTexture);
232
+ this._tileMaskTexture?.dispose();
233
+ const textureSize = { width: this._horizontalTiles, height: this._verticalTiles };
234
+ if (!engine.isWebGPU) {
235
+ // In WebGL we shift the light proxy by the batch number
236
+ textureSize.height *= batches;
237
+ }
238
+ this._tileMaskTexture = new RenderTargetTexture("TileMaskTexture", textureSize, this._scene, {
239
+ // We don't write anything on WebGPU so make it as small as possible
240
+ type: engine.isWebGPU ? 0 : 1,
241
+ format: 6,
242
+ generateDepthBuffer: false,
243
+ });
244
+ this._tileMaskTexture.renderParticles = false;
245
+ this._tileMaskTexture.renderSprites = false;
246
+ this._tileMaskTexture.noPrePassRenderer = true;
247
+ this._tileMaskTexture.renderList = [this._proxyMesh];
248
+ this._tileMaskTexture.onBeforeBindObservable.add(() => {
249
+ this._updateLightData();
250
+ });
251
+ this._tileMaskTexture.onClearObservable.add(() => {
252
+ if (engine.isWebGPU) {
253
+ // Clear the storage buffer for WebGPU
254
+ this._tileMaskBuffer?.clear();
255
+ }
256
+ else {
257
+ // Only clear the texture on WebGL
258
+ engine.clear({ r: 0, g: 0, b: 0, a: 1 }, true, false);
259
+ }
260
+ });
261
+ if (engine.isWebGPU) {
262
+ // WebGPU also needs a storage buffer to write to
263
+ this._tileMaskBuffer?.dispose();
264
+ const bufferSize = this._horizontalTiles * this._verticalTiles * batches * 4;
265
+ this._tileMaskBuffer = new StorageBuffer(engine, bufferSize);
266
+ this._proxyMaterial.setStorageBuffer("tileMaskBuffer", this._tileMaskBuffer);
267
+ }
268
+ this._proxyMaterial.setVector3("tileMaskResolution", new Vector3(this._horizontalTiles, this.verticalTiles, batches));
269
+ // We don't actually use the matrix data but we need enough capacity for the lights
270
+ this._proxyMesh.thinInstanceSetBuffer("matrix", new Float32Array(maxLights * 16));
271
+ this._proxyMesh.thinInstanceCount = this._sortedLights.length;
272
+ this._tileMaskBatches = batches;
273
+ return this._tileMaskTexture;
274
+ }
275
+ _getSliceIndex(camera, depth) {
276
+ if (depth < camera.minZ) {
277
+ // Prevent calling log on small or negative values
278
+ return -1;
279
+ }
280
+ return Math.floor(Math.log(depth) * this._sliceScale + this._sliceBias);
281
+ }
282
+ _updateLightData() {
283
+ const camera = this._scene.activeCamera;
284
+ const renderId = this._scene.getRenderId();
285
+ if (!camera || this._lightDataRenderId === renderId) {
286
+ return;
287
+ }
288
+ this._lightDataRenderId = renderId;
289
+ // Resort lights based on distance from camera
290
+ const view = camera.getViewMatrix();
291
+ for (const light of this._sortedLights) {
292
+ const position = light.computeTransformedInformation() ? light.transformedPosition : light.position;
293
+ const viewPosition = Vector3.TransformCoordinatesToRef(position, view, TmpVectors.Vector3[0]);
294
+ light._currentViewDepth = viewPosition.z;
295
+ }
296
+ this._sortedLights.sort((a, b) => a._currentViewDepth - b._currentViewDepth);
297
+ // DOOM 2016 subdivision scheme, copied from: https://www.aortiz.me/2018/12/21/CG.html
298
+ const logFarNear = Math.log(camera.maxZ / camera.minZ);
299
+ this._sliceScale = this._depthSlices / logFarNear;
300
+ this._sliceBias = -(this._depthSlices * Math.log(camera.minZ)) / logFarNear;
301
+ this._sliceRanges.fill(0);
302
+ // Last slice which had had its min index updated
303
+ let minSlice = -1;
304
+ const buf = this._lightDataBuffer;
305
+ for (let i = 0; i < this._sortedLights.length; i += 1) {
306
+ const light = this._sortedLights[i];
307
+ const off = i * 20;
308
+ const computed = light.computeTransformedInformation();
309
+ const scaledIntensity = light.getScaledIntensity();
310
+ const position = computed ? light.transformedPosition : light.position;
311
+ const diffuse = light.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);
312
+ const specular = light.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);
313
+ const range = Math.min(light.range, this.maxRange);
314
+ const inverseSquaredRange = Math.max(light._inverseSquaredRange, this._minInverseSquaredRange);
315
+ // vLightData
316
+ buf[off + 0] = position.x;
317
+ buf[off + 1] = position.y;
318
+ buf[off + 2] = position.z;
319
+ buf[off + 3] = 0;
320
+ // vLightDiffuse
321
+ buf[off + 4] = diffuse.r;
322
+ buf[off + 5] = diffuse.g;
323
+ buf[off + 6] = diffuse.b;
324
+ buf[off + 7] = range;
325
+ // vLightSpecular
326
+ buf[off + 8] = specular.r;
327
+ buf[off + 9] = specular.g;
328
+ buf[off + 10] = specular.b;
329
+ buf[off + 11] = light.radius;
330
+ // vLightDirection
331
+ buf[off + 12] = 0;
332
+ buf[off + 13] = 0;
333
+ buf[off + 14] = 0;
334
+ buf[off + 15] = -1;
335
+ // vLightFalloff
336
+ buf[off + 16] = range;
337
+ buf[off + 17] = inverseSquaredRange;
338
+ buf[off + 18] = 0;
339
+ buf[off + 19] = 0;
340
+ if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {
341
+ const spotLight = light;
342
+ const direction = Vector3.NormalizeToRef(computed ? spotLight.transformedDirection : spotLight.direction, TmpVectors.Vector3[0]);
343
+ // vLightData.a
344
+ buf[off + 3] = spotLight.exponent;
345
+ // vLightDirection
346
+ buf[off + 12] = direction.x;
347
+ buf[off + 13] = direction.y;
348
+ buf[off + 14] = direction.z;
349
+ buf[off + 15] = spotLight._cosHalfAngle;
350
+ // vLightFalloff.zw
351
+ buf[off + 18] = spotLight._lightAngleScale;
352
+ buf[off + 19] = spotLight._lightAngleOffset;
353
+ }
354
+ // Update the depth slices that include this light
355
+ const firstSlice = this._getSliceIndex(camera, light._currentViewDepth - range);
356
+ const lastSlice = this._getSliceIndex(camera, light._currentViewDepth + range);
357
+ for (let j = firstSlice; j <= lastSlice; j += 1) {
358
+ if (j < 0 || j >= this._depthSlices) {
359
+ continue;
360
+ }
361
+ else if (j > minSlice) {
362
+ // Update min index
363
+ this._sliceRanges[j * 2] = i;
364
+ minSlice = j;
365
+ }
366
+ // Update max index
367
+ this._sliceRanges[j * 2 + 1] = i;
368
+ }
369
+ }
370
+ const engine = this.getEngine();
371
+ if (engine.isWebGPU) {
372
+ // Whenever the light data changes we have to flush pending WebGPU command buffers so that
373
+ // previous render passes use the old data and later render passes use the new data.
374
+ engine.flushFramebuffer();
375
+ }
376
+ this._lightDataTexture.update(this._lightDataBuffer);
377
+ }
378
+ dispose(doNotRecurse, disposeMaterialAndTextures) {
379
+ for (const light of this._lights) {
380
+ light.dispose(doNotRecurse, disposeMaterialAndTextures);
381
+ }
382
+ this._lightDataTexture.dispose();
383
+ this._tileMaskTexture.dispose();
384
+ this._tileMaskBuffer?.dispose();
385
+ this._proxyMesh.dispose(doNotRecurse, disposeMaterialAndTextures);
386
+ super.dispose(doNotRecurse, disposeMaterialAndTextures);
387
+ }
388
+ /**
389
+ * Adds a light to the clustering system.
390
+ * @param light The light to add
391
+ */
392
+ addLight(light) {
393
+ if (!ClusteredLightContainer.IsLightSupported(light)) {
394
+ Logger.Warn("Attempting to add a light to cluster that does not support clustering");
395
+ return;
396
+ }
397
+ this._scene.removeLight(light);
398
+ this._lights.push(light);
399
+ this._sortedLights.push(light);
400
+ this._proxyMesh.isVisible = true;
401
+ this._proxyMesh.thinInstanceCount = this._sortedLights.length;
402
+ }
403
+ /**
404
+ * Removes a light from the clustering system.
405
+ * @param light The light to remove
406
+ * @returns the index where the light was in the light list
407
+ */
408
+ removeLight(light) {
409
+ // Convert to `Light` array without cast so `indexOf` has correct typing
410
+ const sortedLights = this._sortedLights;
411
+ const sortedIndex = sortedLights.indexOf(light);
412
+ if (sortedIndex !== -1) {
413
+ sortedLights.splice(sortedIndex, 1);
414
+ this._proxyMesh.thinInstanceCount = sortedLights.length;
415
+ if (sortedLights.length === 0) {
416
+ this._proxyMesh.isVisible = false;
417
+ }
418
+ }
419
+ const index = this._lights.indexOf(light);
420
+ if (index !== -1) {
421
+ this._lights.splice(index, 1);
422
+ // We treat the unsorted array as the "real" one so only add back to the scene if it was found in that
423
+ this._scene.addLight(light);
424
+ }
425
+ return index;
426
+ }
427
+ _buildUniformLayout() {
428
+ this._uniformBuffer.addUniform("vLightData", 4);
429
+ this._uniformBuffer.addUniform("vLightDiffuse", 4);
430
+ this._uniformBuffer.addUniform("vLightSpecular", 4);
431
+ this._uniformBuffer.addUniform("vSliceData", 2);
432
+ // _depthSlices might not be initialized yet
433
+ this._uniformBuffer.addUniform("vSliceRanges", 2, this._depthSlices ?? DefaultDepthSlices);
434
+ this._uniformBuffer.addUniform("shadowsInfo", 3);
435
+ this._uniformBuffer.addUniform("depthValues", 2);
436
+ this._uniformBuffer.create();
437
+ }
438
+ transferToEffect(effect, lightIndex) {
439
+ const engine = this.getEngine();
440
+ const hscale = this._horizontalTiles / engine.getRenderWidth();
441
+ const vscale = this._verticalTiles / engine.getRenderHeight();
442
+ this._uniformBuffer.updateFloat4("vLightData", hscale, vscale, this._verticalTiles, this._tileMaskBatches, lightIndex);
443
+ this._uniformBuffer.updateFloat2("vSliceData", this._sliceScale, this._sliceBias, lightIndex);
444
+ this._uniformBuffer.updateFloatArray("vSliceRanges", this._sliceRanges, lightIndex);
445
+ return this;
446
+ }
447
+ transferTexturesToEffect(effect, lightIndex) {
448
+ const engine = this.getEngine();
449
+ effect.setTexture("lightDataTexture" + lightIndex, this._lightDataTexture);
450
+ if (engine.isWebGPU) {
451
+ engine.setStorageBuffer("tileMaskBuffer" + lightIndex, this._tileMaskBuffer);
452
+ }
453
+ else {
454
+ effect.setTexture("tileMaskTexture" + lightIndex, this._tileMaskTexture);
455
+ }
456
+ return this;
457
+ }
458
+ transferToNodeMaterialEffect() {
459
+ // TODO: ????
460
+ return this;
461
+ }
462
+ prepareLightSpecificDefines(defines, lightIndex) {
463
+ defines["CLUSTLIGHT" + lightIndex] = true;
464
+ defines["CLUSTLIGHT_BATCH"] = this._batchSize;
465
+ defines["CLUSTLIGHT_SLICES"] = this._depthSlices;
466
+ }
467
+ _isReady() {
468
+ this._updateBatches();
469
+ return this._proxyMesh.isReady(true, true);
470
+ }
471
+ }
472
+ /** @internal */
473
+ ClusteredLightContainer._SceneComponentInitialization = () => {
474
+ throw _WarnImport("ClusteredLightingSceneComponent");
475
+ };
476
+ __decorate([
477
+ serialize()
478
+ ], ClusteredLightContainer.prototype, "horizontalTiles", null);
479
+ __decorate([
480
+ serialize()
481
+ ], ClusteredLightContainer.prototype, "verticalTiles", null);
482
+ __decorate([
483
+ serialize()
484
+ ], ClusteredLightContainer.prototype, "maxRange", null);
485
+ // Register Class Name
486
+ RegisterClass("BABYLON.ClusteredLightContainer", ClusteredLightContainer);
487
+ //# sourceMappingURL=clusteredLightContainer.js.map
@@ -0,0 +1 @@
1
+ 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{ StorageBuffer } from \"core/Buffers/storageBuffer\";\nimport type { Camera } from \"core/Cameras/camera\";\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\nimport { Constants } from \"core/Engines/constants\";\nimport type { WebGPUEngine } from \"core/Engines/webgpuEngine\";\nimport type { Effect } from \"core/Materials/effect\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport { ShaderMaterial } from \"core/Materials/shaderMaterial\";\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\nimport { RenderTargetTexture } from \"core/Materials/Textures/renderTargetTexture\";\nimport { UniformBuffer } from \"core/Materials/uniformBuffer\";\nimport { TmpColors } from \"core/Maths/math.color\";\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\nimport type { Mesh } from \"core/Meshes/mesh\";\nimport { serialize } from \"core/Misc/decorators\";\nimport { _WarnImport } from \"core/Misc/devTools\";\nimport { Logger } from \"core/Misc/logger\";\nimport { RegisterClass } from \"core/Misc/typeStore\";\nimport { Node } from \"core/node\";\nimport type { Scene } from \"core/scene\";\nimport type { Nullable } from \"core/types\";\n\nimport { Light } from \"../light\";\nimport { LightConstants } from \"../lightConstants\";\nimport type { PointLight } from \"../pointLight\";\nimport type { SpotLight } from \"../spotLight\";\n\nimport \"core/Meshes/thinInstanceMesh\";\n\nNode.AddNodeConstructor(\"Light_Type_5\", (name, scene) => {\n return () => new ClusteredLightContainer(name, [], scene);\n});\n\nconst DefaultDepthSlices = 16;\n\n/**\n * A special light that renders all its associated spot or point lights using a clustered or forward+ system.\n */\nexport class ClusteredLightContainer extends Light {\n private static _GetEngineBatchSize(engine: AbstractEngine): number {\n const caps = engine._caps;\n if (!caps.texelFetch) {\n return 0;\n } else if (engine.isWebGPU) {\n // On WebGPU we use atomic writes to storage textures\n return 32;\n } else if (engine.version > 1) {\n // On WebGL 2 we use additive float blending as the light mask\n if (!caps.colorBufferFloat || !caps.blendFloat) {\n return 0;\n }\n // Due to the use of floats we want to limit lights to the precision of floats\n return caps.shaderFloatPrecision;\n } else {\n // WebGL 1 is not supported due to lack of dynamic for loops\n return 0;\n }\n }\n\n /**\n * Checks if the clustered lighting system supports the given light with its current parameters.\n * This will also check if the light's associated engine supports clustered lighting.\n *\n * @param light The light to test\n * @returns true if the light and its engine is supported\n */\n public static IsLightSupported(light: Light): boolean {\n if (ClusteredLightContainer._GetEngineBatchSize(light.getEngine()) === 0) {\n return false;\n } else if (light.shadowEnabled && light._scene.shadowsEnabled && light.getShadowGenerators()) {\n // Shadows are not supported\n return false;\n } else if (light.falloffType !== Light.FALLOFF_DEFAULT) {\n // Only the default falloff is supported\n return false;\n } else if (light.getTypeID() === LightConstants.LIGHTTYPEID_POINTLIGHT) {\n return true;\n } else if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n // Extra texture bindings per light are not supported\n return !(<SpotLight>light).projectionTexture && !(<SpotLight>light).iesProfileTexture;\n } else {\n // Currently only point and spot lights are supported\n return false;\n }\n }\n\n /** @internal */\n public static _SceneComponentInitialization: (scene: Scene) => void = () => {\n throw _WarnImport(\"ClusteredLightingSceneComponent\");\n };\n\n private readonly _batchSize: number;\n\n /**\n * True if clustered lighting is supported.\n */\n public get isSupported(): boolean {\n return this._batchSize > 0;\n }\n\n private readonly _lights: Light[] = [];\n /**\n * Gets the current list of lights added to this clustering system.\n */\n public get lights(): readonly Light[] {\n return this._lights;\n }\n\n // The lights sorted by depth\n private readonly _sortedLights: (PointLight | SpotLight)[] = [];\n\n private _lightDataBuffer: Float32Array;\n private _lightDataTexture: RawTexture;\n private _lightDataRenderId = -1;\n\n private _tileMaskBatches = -1;\n private _tileMaskTexture: RenderTargetTexture;\n private _tileMaskBuffer: Nullable<StorageBuffer>;\n\n private _horizontalTiles = 64;\n /**\n * The number of tiles in the horizontal direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get horizontalTiles(): number {\n return this._horizontalTiles;\n }\n\n public set horizontalTiles(horizontal: number) {\n if (this._horizontalTiles === horizontal) {\n return;\n }\n this._horizontalTiles = horizontal;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _verticalTiles = 64;\n /**\n * The number of tiles in the vertical direction to cluster lights into.\n * A lower value will reduce memory and make the clustering step faster, while a higher value increases memory and makes the rendering step faster.\n */\n @serialize()\n public get verticalTiles(): number {\n return this._verticalTiles;\n }\n\n public set verticalTiles(vertical: number) {\n if (this._verticalTiles === vertical) {\n return;\n }\n this._verticalTiles = vertical;\n // Force the batch data to be recreated\n this._tileMaskBatches = -1;\n }\n\n private _sliceScale = 0;\n private _sliceBias = 0;\n // List of vec2's that keep track of the min and max index per slice\n private _sliceRanges: Float32Array;\n\n private _depthSlices = DefaultDepthSlices;\n /**\n * The number of slices to split the depth range by and cluster lights into.\n */\n public get depthSlices(): number {\n return this._depthSlices;\n }\n\n public set depthSlices(slices: number) {\n if (this._depthSlices === slices) {\n return;\n }\n this._depthSlices = slices;\n this._sliceRanges = new Float32Array(slices * 2);\n\n // UBO size depends on the number of depth slices\n this._uniformBuffer.dispose();\n this._uniformBuffer = new UniformBuffer(this.getEngine(), undefined, undefined, this.name);\n this._buildUniformLayout();\n }\n\n private readonly _proxyMaterial: ShaderMaterial;\n private readonly _proxyMesh: Mesh;\n\n private _maxRange = 16383;\n private _minInverseSquaredRange = 1 / (this._maxRange * this._maxRange);\n /**\n * This limits the range of all the added lights, so even lights with extreme ranges will still have bounds for clustering.\n */\n @serialize()\n public get maxRange(): number {\n return this._maxRange;\n }\n\n public set maxRange(range: number) {\n if (this._maxRange === range) {\n return;\n }\n this._maxRange = range;\n this._minInverseSquaredRange = 1 / (range * range);\n }\n\n /**\n * Creates a new clustered light system with an initial set of lights.\n *\n * @param name The name of the clustered light container\n * @param lights The initial set of lights to add\n * @param scene The scene the clustered light container belongs to\n */\n constructor(name: string, lights: Light[] = [], scene?: Scene) {\n super(name, scene);\n const engine = this.getEngine();\n this._batchSize = ClusteredLightContainer._GetEngineBatchSize(engine);\n\n const proxyShader = { vertex: \"lightProxy\", fragment: \"lightProxy\" };\n this._proxyMaterial = new ShaderMaterial(\"ProxyMaterial\", this._scene, proxyShader, {\n attributes: [\"position\"],\n uniforms: [\"view\", \"projection\", \"tileMaskResolution\"],\n samplers: [\"lightDataTexture\"],\n uniformBuffers: [\"Scene\"],\n storageBuffers: [\"tileMaskBuffer\"],\n defines: [`CLUSTLIGHT_BATCH ${this._batchSize}`],\n shaderLanguage: engine.isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\n extraInitializationsAsync: async () => {\n if (engine.isWebGPU) {\n await Promise.all([import(\"../../ShadersWGSL/lightProxy.vertex\"), import(\"../../ShadersWGSL/lightProxy.fragment\")]);\n } else {\n await Promise.all([import(\"../../Shaders/lightProxy.vertex\"), import(\"../../Shaders/lightProxy.fragment\")]);\n }\n },\n });\n\n // Additive blending is for merging masks on WebGL\n this._proxyMaterial.transparencyMode = ShaderMaterial.MATERIAL_ALPHABLEND;\n this._proxyMaterial.alphaMode = Constants.ALPHA_ADD;\n\n this._proxyMesh = CreatePlane(\"ProxyMesh\", { size: 2 });\n // Make sure it doesn't render for the default scene\n this._scene.removeMesh(this._proxyMesh);\n this._proxyMesh.material = this._proxyMaterial;\n\n this._updateBatches();\n\n this._sliceRanges = new Float32Array(this._depthSlices * 2);\n\n if (this._batchSize > 0) {\n ClusteredLightContainer._SceneComponentInitialization(this._scene);\n for (const light of lights) {\n this.addLight(light);\n }\n }\n }\n\n public override getClassName(): string {\n return \"ClusteredLightContainer\";\n }\n\n // eslint-disable-next-line @typescript-eslint/naming-convention\n public override getTypeID(): number {\n return LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER;\n }\n\n /** @internal */\n public _updateBatches(): RenderTargetTexture {\n this._proxyMesh.isVisible = this._sortedLights.length > 0;\n\n // Ensure space for atleast 1 batch\n const batches = Math.max(Math.ceil(this._sortedLights.length / this._batchSize), 1);\n if (this._tileMaskBatches >= batches) {\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n return this._tileMaskTexture;\n }\n const engine = this.getEngine();\n // Round up to a batch size so we don't have to reallocate as often\n const maxLights = batches * this._batchSize;\n\n this._lightDataBuffer = new Float32Array(20 * maxLights);\n this._lightDataTexture?.dispose();\n this._lightDataTexture = new RawTexture(\n this._lightDataBuffer,\n 5,\n maxLights,\n Constants.TEXTUREFORMAT_RGBA,\n this._scene,\n false,\n false,\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n Constants.TEXTURETYPE_FLOAT\n );\n this._proxyMaterial.setTexture(\"lightDataTexture\", this._lightDataTexture);\n\n this._tileMaskTexture?.dispose();\n const textureSize = { width: this._horizontalTiles, height: this._verticalTiles };\n if (!engine.isWebGPU) {\n // In WebGL we shift the light proxy by the batch number\n textureSize.height *= batches;\n }\n this._tileMaskTexture = new RenderTargetTexture(\"TileMaskTexture\", textureSize, this._scene, {\n // We don't write anything on WebGPU so make it as small as possible\n type: engine.isWebGPU ? Constants.TEXTURETYPE_UNSIGNED_BYTE : Constants.TEXTURETYPE_FLOAT,\n format: Constants.TEXTUREFORMAT_RED,\n generateDepthBuffer: false,\n });\n\n this._tileMaskTexture.renderParticles = false;\n this._tileMaskTexture.renderSprites = false;\n this._tileMaskTexture.noPrePassRenderer = true;\n this._tileMaskTexture.renderList = [this._proxyMesh];\n\n this._tileMaskTexture.onBeforeBindObservable.add(() => {\n this._updateLightData();\n });\n\n this._tileMaskTexture.onClearObservable.add(() => {\n if (engine.isWebGPU) {\n // Clear the storage buffer for WebGPU\n this._tileMaskBuffer?.clear();\n } else {\n // Only clear the texture on WebGL\n engine.clear({ r: 0, g: 0, b: 0, a: 1 }, true, false);\n }\n });\n\n if (engine.isWebGPU) {\n // WebGPU also needs a storage buffer to write to\n this._tileMaskBuffer?.dispose();\n const bufferSize = this._horizontalTiles * this._verticalTiles * batches * 4;\n this._tileMaskBuffer = new StorageBuffer(<WebGPUEngine>engine, bufferSize);\n this._proxyMaterial.setStorageBuffer(\"tileMaskBuffer\", this._tileMaskBuffer);\n }\n\n this._proxyMaterial.setVector3(\"tileMaskResolution\", new Vector3(this._horizontalTiles, this.verticalTiles, batches));\n\n // We don't actually use the matrix data but we need enough capacity for the lights\n this._proxyMesh.thinInstanceSetBuffer(\"matrix\", new Float32Array(maxLights * 16));\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n this._tileMaskBatches = batches;\n return this._tileMaskTexture;\n }\n\n private _getSliceIndex(camera: Camera, depth: number): number {\n if (depth < camera.minZ) {\n // Prevent calling log on small or negative values\n return -1;\n }\n return Math.floor(Math.log(depth) * this._sliceScale + this._sliceBias);\n }\n\n private _updateLightData(): void {\n const camera = this._scene.activeCamera;\n const renderId = this._scene.getRenderId();\n if (!camera || this._lightDataRenderId === renderId) {\n return;\n }\n this._lightDataRenderId = renderId;\n\n // Resort lights based on distance from camera\n const view = camera.getViewMatrix();\n for (const light of this._sortedLights) {\n const position = light.computeTransformedInformation() ? light.transformedPosition : light.position;\n const viewPosition = Vector3.TransformCoordinatesToRef(position, view, TmpVectors.Vector3[0]);\n light._currentViewDepth = viewPosition.z;\n }\n this._sortedLights.sort((a, b) => a._currentViewDepth - b._currentViewDepth);\n\n // DOOM 2016 subdivision scheme, copied from: https://www.aortiz.me/2018/12/21/CG.html\n const logFarNear = Math.log(camera.maxZ / camera.minZ);\n this._sliceScale = this._depthSlices / logFarNear;\n this._sliceBias = -(this._depthSlices * Math.log(camera.minZ)) / logFarNear;\n\n this._sliceRanges.fill(0);\n // Last slice which had had its min index updated\n let minSlice = -1;\n\n const buf = this._lightDataBuffer;\n for (let i = 0; i < this._sortedLights.length; i += 1) {\n const light = this._sortedLights[i];\n const off = i * 20;\n const computed = light.computeTransformedInformation();\n const scaledIntensity = light.getScaledIntensity();\n\n const position = computed ? light.transformedPosition : light.position;\n const diffuse = light.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\n const specular = light.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\n const range = Math.min(light.range, this.maxRange);\n const inverseSquaredRange = Math.max(light._inverseSquaredRange, this._minInverseSquaredRange);\n\n // vLightData\n buf[off + 0] = position.x;\n buf[off + 1] = position.y;\n buf[off + 2] = position.z;\n buf[off + 3] = 0;\n // vLightDiffuse\n buf[off + 4] = diffuse.r;\n buf[off + 5] = diffuse.g;\n buf[off + 6] = diffuse.b;\n buf[off + 7] = range;\n // vLightSpecular\n buf[off + 8] = specular.r;\n buf[off + 9] = specular.g;\n buf[off + 10] = specular.b;\n buf[off + 11] = light.radius;\n // vLightDirection\n buf[off + 12] = 0;\n buf[off + 13] = 0;\n buf[off + 14] = 0;\n buf[off + 15] = -1;\n // vLightFalloff\n buf[off + 16] = range;\n buf[off + 17] = inverseSquaredRange;\n buf[off + 18] = 0;\n buf[off + 19] = 0;\n\n if (light.getTypeID() === LightConstants.LIGHTTYPEID_SPOTLIGHT) {\n const spotLight = <SpotLight>light;\n const direction = Vector3.NormalizeToRef(computed ? spotLight.transformedDirection : spotLight.direction, TmpVectors.Vector3[0]);\n\n // vLightData.a\n buf[off + 3] = spotLight.exponent;\n // vLightDirection\n buf[off + 12] = direction.x;\n buf[off + 13] = direction.y;\n buf[off + 14] = direction.z;\n buf[off + 15] = spotLight._cosHalfAngle;\n // vLightFalloff.zw\n buf[off + 18] = spotLight._lightAngleScale;\n buf[off + 19] = spotLight._lightAngleOffset;\n }\n\n // Update the depth slices that include this light\n const firstSlice = this._getSliceIndex(camera, light._currentViewDepth - range);\n const lastSlice = this._getSliceIndex(camera, light._currentViewDepth + range);\n for (let j = firstSlice; j <= lastSlice; j += 1) {\n if (j < 0 || j >= this._depthSlices) {\n continue;\n } else if (j > minSlice) {\n // Update min index\n this._sliceRanges[j * 2] = i;\n minSlice = j;\n }\n // Update max index\n this._sliceRanges[j * 2 + 1] = i;\n }\n }\n\n const engine = this.getEngine();\n if (engine.isWebGPU) {\n // Whenever the light data changes we have to flush pending WebGPU command buffers so that\n // previous render passes use the old data and later render passes use the new data.\n engine.flushFramebuffer();\n }\n this._lightDataTexture.update(this._lightDataBuffer);\n }\n\n public override dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void {\n for (const light of this._lights) {\n light.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n this._lightDataTexture.dispose();\n this._tileMaskTexture.dispose();\n this._tileMaskBuffer?.dispose();\n this._proxyMesh.dispose(doNotRecurse, disposeMaterialAndTextures);\n super.dispose(doNotRecurse, disposeMaterialAndTextures);\n }\n\n /**\n * Adds a light to the clustering system.\n * @param light The light to add\n */\n public addLight(light: Light): void {\n if (!ClusteredLightContainer.IsLightSupported(light)) {\n Logger.Warn(\"Attempting to add a light to cluster that does not support clustering\");\n return;\n }\n this._scene.removeLight(light);\n this._lights.push(light);\n this._sortedLights.push(<PointLight | SpotLight>light);\n\n this._proxyMesh.isVisible = true;\n this._proxyMesh.thinInstanceCount = this._sortedLights.length;\n }\n\n /**\n * Removes a light from the clustering system.\n * @param light The light to remove\n * @returns the index where the light was in the light list\n */\n public removeLight(light: Light): number {\n // Convert to `Light` array without cast so `indexOf` has correct typing\n const sortedLights: Light[] = this._sortedLights;\n const sortedIndex = sortedLights.indexOf(light);\n if (sortedIndex !== -1) {\n sortedLights.splice(sortedIndex, 1);\n\n this._proxyMesh.thinInstanceCount = sortedLights.length;\n if (sortedLights.length === 0) {\n this._proxyMesh.isVisible = false;\n }\n }\n\n const index = this._lights.indexOf(light);\n if (index !== -1) {\n this._lights.splice(index, 1);\n // We treat the unsorted array as the \"real\" one so only add back to the scene if it was found in that\n this._scene.addLight(light);\n }\n return index;\n }\n\n protected override _buildUniformLayout(): void {\n this._uniformBuffer.addUniform(\"vLightData\", 4);\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\n this._uniformBuffer.addUniform(\"vSliceData\", 2);\n // _depthSlices might not be initialized yet\n this._uniformBuffer.addUniform(\"vSliceRanges\", 2, this._depthSlices ?? DefaultDepthSlices);\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\n this._uniformBuffer.addUniform(\"depthValues\", 2);\n this._uniformBuffer.create();\n }\n\n public override transferToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n const hscale = this._horizontalTiles / engine.getRenderWidth();\n const vscale = this._verticalTiles / engine.getRenderHeight();\n this._uniformBuffer.updateFloat4(\"vLightData\", hscale, vscale, this._verticalTiles, this._tileMaskBatches, lightIndex);\n this._uniformBuffer.updateFloat2(\"vSliceData\", this._sliceScale, this._sliceBias, lightIndex);\n this._uniformBuffer.updateFloatArray(\"vSliceRanges\", this._sliceRanges, lightIndex);\n return this;\n }\n\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\n const engine = this.getEngine();\n effect.setTexture(\"lightDataTexture\" + lightIndex, this._lightDataTexture);\n if (engine.isWebGPU) {\n (<WebGPUEngine>engine).setStorageBuffer(\"tileMaskBuffer\" + lightIndex, this._tileMaskBuffer);\n } else {\n effect.setTexture(\"tileMaskTexture\" + lightIndex, this._tileMaskTexture);\n }\n return this;\n }\n\n public override transferToNodeMaterialEffect(): Light {\n // TODO: ????\n return this;\n }\n\n public override prepareLightSpecificDefines(defines: any, lightIndex: number): void {\n defines[\"CLUSTLIGHT\" + lightIndex] = true;\n defines[\"CLUSTLIGHT_BATCH\"] = this._batchSize;\n defines[\"CLUSTLIGHT_SLICES\"] = this._depthSlices;\n }\n\n public override _isReady(): boolean {\n this._updateBatches();\n return this._proxyMesh.isReady(true, true);\n }\n}\n\n// Register Class Name\nRegisterClass(\"BABYLON.ClusteredLightContainer\", ClusteredLightContainer);\n"]}
@@ -0,0 +1,34 @@
1
+ import type { Scene } from "../../scene.js";
2
+ import type { ISceneComponent } from "../../sceneComponent.js";
3
+ /**
4
+ * A scene component required for running the clustering step in clustered lights
5
+ */
6
+ export declare class ClusteredLightingSceneComponent implements ISceneComponent {
7
+ /**
8
+ * The name of the component. Each component must have a unique name.
9
+ */
10
+ name: string;
11
+ /**
12
+ * The scene the component belongs to.
13
+ */
14
+ scene: Scene;
15
+ /**
16
+ * Creates a new scene component.
17
+ * @param scene The scene the component belongs to
18
+ */
19
+ constructor(scene: Scene);
20
+ /**
21
+ * Disposes the component and the associated resources.
22
+ */
23
+ dispose(): void;
24
+ /**
25
+ * Rebuilds the elements related to this component in case of
26
+ * context lost for instance.
27
+ */
28
+ rebuild(): void;
29
+ /**
30
+ * Register the component to one instance of a scene.
31
+ */
32
+ register(): void;
33
+ private _gatherActiveCameraRenderTargets;
34
+ }
@@ -0,0 +1,47 @@
1
+ import { SceneComponentConstants } from "../../sceneComponent.js";
2
+ import { ClusteredLightContainer } from "./clusteredLightContainer.js";
3
+ import { LightConstants } from "../lightConstants.js";
4
+ /**
5
+ * A scene component required for running the clustering step in clustered lights
6
+ */
7
+ export class ClusteredLightingSceneComponent {
8
+ /**
9
+ * Creates a new scene component.
10
+ * @param scene The scene the component belongs to
11
+ */
12
+ constructor(scene) {
13
+ /**
14
+ * The name of the component. Each component must have a unique name.
15
+ */
16
+ this.name = SceneComponentConstants.NAME_CLUSTEREDLIGHTING;
17
+ this._gatherActiveCameraRenderTargets = (renderTargets) => {
18
+ for (const light of this.scene.lights) {
19
+ if (light.getTypeID() === LightConstants.LIGHTTYPEID_CLUSTERED_CONTAINER && light.isSupported) {
20
+ renderTargets.push(light._updateBatches());
21
+ }
22
+ }
23
+ };
24
+ this.scene = scene;
25
+ }
26
+ /**
27
+ * Disposes the component and the associated resources.
28
+ */
29
+ dispose() { }
30
+ /**
31
+ * Rebuilds the elements related to this component in case of
32
+ * context lost for instance.
33
+ */
34
+ rebuild() { }
35
+ /**
36
+ * Register the component to one instance of a scene.
37
+ */
38
+ register() {
39
+ this.scene._gatherActiveCameraRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_CLUSTEREDLIGHTING, this, this._gatherActiveCameraRenderTargets);
40
+ }
41
+ }
42
+ ClusteredLightContainer._SceneComponentInitialization = (scene) => {
43
+ if (!scene._getComponent(SceneComponentConstants.NAME_CLUSTEREDLIGHTING)) {
44
+ scene._addComponent(new ClusteredLightingSceneComponent(scene));
45
+ }
46
+ };
47
+ //# sourceMappingURL=clusteredLightingSceneComponent.js.map