@onerjs/core 8.25.1 → 8.25.3

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Files changed (119) hide show
  1. package/Bones/bone.js +14 -54
  2. package/Bones/bone.js.map +1 -1
  3. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js +1 -1
  4. package/Engines/AbstractEngine/abstractEngine.cubeTexture.js.map +1 -1
  5. package/Engines/Native/nativeShaderProcessors.js +3 -0
  6. package/Engines/Native/nativeShaderProcessors.js.map +1 -1
  7. package/Engines/WebGL/webGL2ShaderProcessors.js +3 -0
  8. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  9. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +3 -1
  10. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +4 -1
  11. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  12. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -1
  13. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  14. package/Engines/abstractEngine.d.ts +1 -1
  15. package/Engines/abstractEngine.functions.d.ts +2 -2
  16. package/Engines/abstractEngine.functions.js.map +1 -1
  17. package/Engines/abstractEngine.js +2 -2
  18. package/Engines/abstractEngine.js.map +1 -1
  19. package/Engines/nullEngine.js +1 -0
  20. package/Engines/nullEngine.js.map +1 -1
  21. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +3 -0
  22. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +10 -0
  23. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  24. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +3 -0
  25. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +10 -0
  26. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  27. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +8 -0
  28. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  29. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +16 -0
  30. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  31. package/FrameGraph/Node/Blocks/inputBlock.js +2 -0
  32. package/FrameGraph/Node/Blocks/inputBlock.js.map +1 -1
  33. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  34. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +16 -0
  35. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  36. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +8 -1
  37. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +40 -1
  38. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  39. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.d.ts +3 -1
  40. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js +10 -7
  41. package/FrameGraph/Tasks/Rendering/taaObjectRendererTask.js.map +1 -1
  42. package/FrameGraph/frameGraph.d.ts +2 -2
  43. package/FrameGraph/frameGraph.js.map +1 -1
  44. package/FrameGraph/frameGraphTextureManager.js +4 -0
  45. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  46. package/Gizmos/cameraGizmo.js +11 -13
  47. package/Gizmos/cameraGizmo.js.map +1 -1
  48. package/Gizmos/planeDragGizmo.js +21 -13
  49. package/Gizmos/planeDragGizmo.js.map +1 -1
  50. package/Loading/sceneLoader.d.ts +3 -1
  51. package/Loading/sceneLoader.js +3 -2
  52. package/Loading/sceneLoader.js.map +1 -1
  53. package/Materials/Background/backgroundMaterial.js +1 -1
  54. package/Materials/Background/backgroundMaterial.js.map +1 -1
  55. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
  56. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  57. package/Materials/Node/nodeMaterial.d.ts +1 -1
  58. package/Materials/Node/nodeMaterial.js +3 -14
  59. package/Materials/Node/nodeMaterial.js.map +1 -1
  60. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  61. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  62. package/Materials/Textures/renderTargetTexture.d.ts +5 -0
  63. package/Materials/Textures/renderTargetTexture.js +9 -0
  64. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  65. package/Materials/material.d.ts +17 -1
  66. package/Materials/material.js +38 -7
  67. package/Materials/material.js.map +1 -1
  68. package/Materials/materialDefines.d.ts +1 -0
  69. package/Materials/materialDefines.js +1 -0
  70. package/Materials/materialDefines.js.map +1 -1
  71. package/Materials/materialHelper.functions.d.ts +2 -1
  72. package/Materials/materialHelper.functions.js +3 -1
  73. package/Materials/materialHelper.functions.js.map +1 -1
  74. package/Materials/standardMaterial.js +1 -1
  75. package/Materials/standardMaterial.js.map +1 -1
  76. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +3 -10
  77. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  78. package/Meshes/geometry.js +4 -4
  79. package/Meshes/geometry.js.map +1 -1
  80. package/Misc/assetsManager.d.ts +81 -25
  81. package/Misc/assetsManager.js +70 -32
  82. package/Misc/assetsManager.js.map +1 -1
  83. package/Misc/fileTools.d.ts +2 -2
  84. package/Misc/fileTools.js +3 -1
  85. package/Misc/fileTools.js.map +1 -1
  86. package/Misc/sceneSerializer.js +3 -1
  87. package/Misc/sceneSerializer.js.map +1 -1
  88. package/Particles/IParticleSystem.d.ts +6 -0
  89. package/Particles/IParticleSystem.js.map +1 -1
  90. package/Particles/gpuParticleSystem.d.ts +4 -0
  91. package/Particles/gpuParticleSystem.js +4 -0
  92. package/Particles/gpuParticleSystem.js.map +1 -1
  93. package/Particles/thinParticleSystem.d.ts +14 -0
  94. package/Particles/thinParticleSystem.js +19 -0
  95. package/Particles/thinParticleSystem.js.map +1 -1
  96. package/Physics/joinedPhysicsEngineComponent.js +1 -1
  97. package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
  98. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +5 -3
  99. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +22 -9
  100. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  101. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +3 -0
  102. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -1
  103. package/Rendering/objectRenderer.d.ts +18 -2
  104. package/Rendering/objectRenderer.js +69 -29
  105. package/Rendering/objectRenderer.js.map +1 -1
  106. package/Rendering/outlineRenderer.d.ts +4 -0
  107. package/Rendering/outlineRenderer.js +10 -0
  108. package/Rendering/outlineRenderer.js.map +1 -1
  109. package/Shaders/pbr.vertex.js +1 -5
  110. package/Shaders/pbr.vertex.js.map +1 -1
  111. package/Shaders/ssao2.fragment.js +14 -2
  112. package/Shaders/ssao2.fragment.js.map +1 -1
  113. package/ShadersWGSL/ssao2.fragment.js +14 -2
  114. package/ShadersWGSL/ssao2.fragment.js.map +1 -1
  115. package/XR/features/WebXRDepthSensing.js +6 -2
  116. package/XR/features/WebXRDepthSensing.js.map +1 -1
  117. package/package.json +1 -1
  118. package/scene.js +2 -0
  119. package/scene.js.map +1 -1
@@ -9,7 +9,7 @@ import { PhysicsEngine as PhysicsEngineV2 } from "./v2/physicsEngine.js";
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9
  * @returns a IPhysicsEngine or null if none attached
10
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  */
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11
  Scene.prototype.getPhysicsEngine = function () {
12
- return this._physicsEngine;
12
+ return this._physicsEngine ?? null;
13
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  };
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  /**
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  * Enables physics to the current scene
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport type { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from \"./v1/IPhysicsEnginePlugin\";\r\nimport type { IPhysicsEnginePluginV2 } from \"./v2/IPhysicsEnginePlugin\";\r\nimport { PhysicsEngine as PhysicsEngineV1 } from \"./v1/physicsEngine\";\r\nimport { PhysicsEngine as PhysicsEngineV2 } from \"./v2/physicsEngine\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _physicsEngine: Nullable<IPhysicsEngine>;\r\n /** @internal */\r\n _physicsTimeAccumulator: number;\r\n\r\n /**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\n getPhysicsEngine(): Nullable<IPhysicsEngine>;\r\n\r\n /**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine. defaults to real earth gravity : (0, -9.81, 0)\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\n enablePhysics(gravity?: Nullable<Vector3>, plugin?: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2): boolean;\r\n\r\n /**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\n disablePhysicsEngine(): void;\r\n\r\n /**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\n isPhysicsEnabled(): boolean;\r\n\r\n /**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\n deleteCompoundImpostor(compound: any): void;\r\n\r\n /**\r\n * An event triggered when physic simulation is about to be run\r\n */\r\n onBeforePhysicsObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when physic simulation has been done\r\n */\r\n onAfterPhysicsObservable: Observable<Scene>;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\nScene.prototype.getPhysicsEngine = function (): Nullable<IPhysicsEngine> {\r\n return this._physicsEngine;\r\n};\r\n\r\n/**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\nScene.prototype.enablePhysics = function (gravity: Nullable<Vector3> = null, plugin?: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2): boolean {\r\n if (this._physicsEngine) {\r\n return true;\r\n }\r\n\r\n // Register the component to the scene\r\n let component = this._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE) as PhysicsEngineSceneComponent;\r\n if (!component) {\r\n component = new PhysicsEngineSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n try {\r\n if (!plugin || plugin?.getPluginVersion() === 1) {\r\n this._physicsEngine = new PhysicsEngineV1(gravity, plugin as IPhysicsEnginePluginV1);\r\n } else if (plugin?.getPluginVersion() === 2) {\r\n this._physicsEngine = new PhysicsEngineV2(gravity, plugin as IPhysicsEnginePluginV2);\r\n } else {\r\n throw new Error(\"Unsupported Physics plugin version.\");\r\n }\r\n this._physicsTimeAccumulator = 0;\r\n return true;\r\n } catch (e) {\r\n Logger.Error(e.message);\r\n return false;\r\n }\r\n};\r\n\r\n/**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\nScene.prototype.disablePhysicsEngine = function (): void {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.dispose();\r\n this._physicsEngine = null;\r\n};\r\n\r\n/**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\nScene.prototype.isPhysicsEnabled = function (): boolean {\r\n return this._physicsEngine !== undefined;\r\n};\r\n\r\n/**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\nScene.prototype.deleteCompoundImpostor = function (compound: any): void {\r\n const mesh: AbstractMesh = compound.parts[0].mesh;\r\n\r\n if (mesh.physicsImpostor) {\r\n mesh.physicsImpostor.dispose(/*true*/);\r\n mesh.physicsImpostor = null;\r\n }\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\nScene.prototype._advancePhysicsEngineStep = function (step: number) {\r\n if (this._physicsEngine) {\r\n const subTime = this._physicsEngine.getSubTimeStep();\r\n if (subTime > 0) {\r\n this._physicsTimeAccumulator += step;\r\n while (this._physicsTimeAccumulator > subTime) {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(subTime / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n this._physicsTimeAccumulator -= subTime;\r\n }\r\n } else {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(step / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n }\r\n }\r\n};\r\n\r\n/**\r\n * Defines the physics engine scene component responsible to manage a physics engine\r\n */\r\nexport class PhysicsEngineSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PHYSICSENGINE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.onBeforePhysicsObservable = new Observable<Scene>();\r\n this.scene.onAfterPhysicsObservable = new Observable<Scene>();\r\n\r\n // Replace the function used to get the deterministic frame time\r\n this.scene.getDeterministicFrameTime = () => {\r\n if (this.scene._physicsEngine) {\r\n return this.scene._physicsEngine.getTimeStep() * 1000;\r\n }\r\n\r\n return 1000.0 / 60.0;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {}\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforePhysicsObservable.clear();\r\n this.scene.onAfterPhysicsObservable.clear();\r\n\r\n if (this.scene._physicsEngine) {\r\n this.scene.disablePhysicsEngine();\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { Scene } from \"../scene\";\r\nimport type { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport type { IPhysicsEnginePlugin as IPhysicsEnginePluginV1 } from \"./v1/IPhysicsEnginePlugin\";\r\nimport type { IPhysicsEnginePluginV2 } from \"./v2/IPhysicsEnginePlugin\";\r\nimport { PhysicsEngine as PhysicsEngineV1 } from \"./v1/physicsEngine\";\r\nimport { PhysicsEngine as PhysicsEngineV2 } from \"./v2/physicsEngine\";\r\n\r\ndeclare module \"../scene\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _physicsEngine: Nullable<IPhysicsEngine>;\r\n /** @internal */\r\n _physicsTimeAccumulator: number;\r\n\r\n /**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\n getPhysicsEngine(): Nullable<IPhysicsEngine>;\r\n\r\n /**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine. defaults to real earth gravity : (0, -9.81, 0)\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\n enablePhysics(gravity?: Nullable<Vector3>, plugin?: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2): boolean;\r\n\r\n /**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\n disablePhysicsEngine(): void;\r\n\r\n /**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\n isPhysicsEnabled(): boolean;\r\n\r\n /**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\n deleteCompoundImpostor(compound: any): void;\r\n\r\n /**\r\n * An event triggered when physic simulation is about to be run\r\n */\r\n onBeforePhysicsObservable: Observable<Scene>;\r\n\r\n /**\r\n * An event triggered when physic simulation has been done\r\n */\r\n onAfterPhysicsObservable: Observable<Scene>;\r\n }\r\n}\r\n\r\n/**\r\n * Gets the current physics engine\r\n * @returns a IPhysicsEngine or null if none attached\r\n */\r\nScene.prototype.getPhysicsEngine = function (): Nullable<IPhysicsEngine> {\r\n return this._physicsEngine ?? null;\r\n};\r\n\r\n/**\r\n * Enables physics to the current scene\r\n * @param gravity defines the scene's gravity for the physics engine\r\n * @param plugin defines the physics engine to be used. defaults to CannonJS.\r\n * @returns a boolean indicating if the physics engine was initialized\r\n */\r\nScene.prototype.enablePhysics = function (gravity: Nullable<Vector3> = null, plugin?: IPhysicsEnginePluginV1 | IPhysicsEnginePluginV2): boolean {\r\n if (this._physicsEngine) {\r\n return true;\r\n }\r\n\r\n // Register the component to the scene\r\n let component = this._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE) as PhysicsEngineSceneComponent;\r\n if (!component) {\r\n component = new PhysicsEngineSceneComponent(this);\r\n this._addComponent(component);\r\n }\r\n\r\n try {\r\n if (!plugin || plugin?.getPluginVersion() === 1) {\r\n this._physicsEngine = new PhysicsEngineV1(gravity, plugin as IPhysicsEnginePluginV1);\r\n } else if (plugin?.getPluginVersion() === 2) {\r\n this._physicsEngine = new PhysicsEngineV2(gravity, plugin as IPhysicsEnginePluginV2);\r\n } else {\r\n throw new Error(\"Unsupported Physics plugin version.\");\r\n }\r\n this._physicsTimeAccumulator = 0;\r\n return true;\r\n } catch (e) {\r\n Logger.Error(e.message);\r\n return false;\r\n }\r\n};\r\n\r\n/**\r\n * Disables and disposes the physics engine associated with the scene\r\n */\r\nScene.prototype.disablePhysicsEngine = function (): void {\r\n if (!this._physicsEngine) {\r\n return;\r\n }\r\n\r\n this._physicsEngine.dispose();\r\n this._physicsEngine = null;\r\n};\r\n\r\n/**\r\n * Gets a boolean indicating if there is an active physics engine\r\n * @returns a boolean indicating if there is an active physics engine\r\n */\r\nScene.prototype.isPhysicsEnabled = function (): boolean {\r\n return this._physicsEngine !== undefined;\r\n};\r\n\r\n/**\r\n * Deletes a physics compound impostor\r\n * @param compound defines the compound to delete\r\n */\r\nScene.prototype.deleteCompoundImpostor = function (compound: any): void {\r\n const mesh: AbstractMesh = compound.parts[0].mesh;\r\n\r\n if (mesh.physicsImpostor) {\r\n mesh.physicsImpostor.dispose(/*true*/);\r\n mesh.physicsImpostor = null;\r\n }\r\n};\r\n\r\n/**\r\n * @internal\r\n */\r\nScene.prototype._advancePhysicsEngineStep = function (step: number) {\r\n if (this._physicsEngine) {\r\n const subTime = this._physicsEngine.getSubTimeStep();\r\n if (subTime > 0) {\r\n this._physicsTimeAccumulator += step;\r\n while (this._physicsTimeAccumulator > subTime) {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(subTime / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n this._physicsTimeAccumulator -= subTime;\r\n }\r\n } else {\r\n this.onBeforePhysicsObservable.notifyObservers(this);\r\n this._physicsEngine._step(step / 1000);\r\n this.onAfterPhysicsObservable.notifyObservers(this);\r\n }\r\n }\r\n};\r\n\r\n/**\r\n * Defines the physics engine scene component responsible to manage a physics engine\r\n */\r\nexport class PhysicsEngineSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_PHYSICSENGINE;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this.scene.onBeforePhysicsObservable = new Observable<Scene>();\r\n this.scene.onAfterPhysicsObservable = new Observable<Scene>();\r\n\r\n // Replace the function used to get the deterministic frame time\r\n this.scene.getDeterministicFrameTime = () => {\r\n if (this.scene._physicsEngine) {\r\n return this.scene._physicsEngine.getTimeStep() * 1000;\r\n }\r\n\r\n return 1000.0 / 60.0;\r\n };\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {}\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n this.scene.onBeforePhysicsObservable.clear();\r\n this.scene.onAfterPhysicsObservable.clear();\r\n\r\n if (this.scene._physicsEngine) {\r\n this.scene.disablePhysicsEngine();\r\n }\r\n }\r\n}\r\n"]}
@@ -1,6 +1,7 @@
1
1
  import { Camera } from "../../../Cameras/camera.js";
2
2
  import { PostProcessRenderPipeline } from "../../../PostProcesses/RenderPipeline/postProcessRenderPipeline.js";
3
3
  import type { Scene } from "../../../scene.js";
4
+ import { GeometryBufferRenderer } from "../../../Rendering/geometryBufferRenderer.js";
4
5
  import "../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent.js";
5
6
  /**
6
7
  * Render pipeline to produce ssao effect
@@ -63,6 +64,7 @@ export declare class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
63
64
  */
64
65
  set textureSamples(n: number);
65
66
  get textureSamples(): number;
67
+ private _forcedGeometryBuffer;
66
68
  /**
67
69
  * Force rendering the geometry through geometry buffer.
68
70
  */
@@ -147,15 +149,15 @@ export declare class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
147
149
  */
148
150
  get scene(): Scene;
149
151
  /**
150
- * @constructor
152
+ * Creates the SSAO2 rendering pipeline.
151
153
  * @param name The rendering pipeline name
152
154
  * @param scene The scene linked to this pipeline
153
155
  * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
154
156
  * @param cameras The array of cameras that the rendering pipeline will be attached to
155
- * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer
157
+ * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer. You can also pass an existing instance of GeometryBufferRenderer if you want to use your own geometry buffer renderer.
156
158
  * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)
157
159
  */
158
- constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer?: boolean, textureType?: number);
160
+ constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer?: boolean | GeometryBufferRenderer, textureType?: number);
159
161
  /**
160
162
  * Get the class name
161
163
  * @returns "SSAO2RenderingPipeline"
@@ -13,6 +13,7 @@ import { PassPostProcess } from "../../../PostProcesses/passPostProcess.js";
13
13
  import { RegisterClass } from "../../../Misc/typeStore.js";
14
14
  import { EngineStore } from "../../../Engines/engineStore.js";
15
15
  import { SSAO2Configuration } from "../../../Rendering/ssao2Configuration.js";
16
+ import { GeometryBufferRenderer } from "../../../Rendering/geometryBufferRenderer.js";
16
17
 
17
18
  import { RandomRange } from "../../../Maths/math.scalar.functions.js";
18
19
  import { RawTexture } from "../../../Materials/Textures/rawTexture.js";
@@ -63,7 +64,7 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
63
64
  if (!this._forceGeometryBuffer) {
64
65
  return null;
65
66
  }
66
- return this._scene.geometryBufferRenderer;
67
+ return this._forcedGeometryBuffer ?? this._scene.geometryBufferRenderer;
67
68
  }
68
69
  get _prePassRenderer() {
69
70
  if (this._forceGeometryBuffer) {
@@ -119,12 +120,12 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
119
120
  return this._scene;
120
121
  }
121
122
  /**
122
- * @constructor
123
+ * Creates the SSAO2 rendering pipeline.
123
124
  * @param name The rendering pipeline name
124
125
  * @param scene The scene linked to this pipeline
125
126
  * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
126
127
  * @param cameras The array of cameras that the rendering pipeline will be attached to
127
- * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer
128
+ * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer. You can also pass an existing instance of GeometryBufferRenderer if you want to use your own geometry buffer renderer.
128
129
  * @param textureType The texture type used by the different post processes created by SSAO (default: 0)
129
130
  */
130
131
  constructor(name, scene, ratio, cameras, forceGeometryBuffer = false, textureType = 0) {
@@ -170,6 +171,7 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
170
171
  this._epsilon = 0.02;
171
172
  this._samples = 8;
172
173
  this._textureSamples = 1;
174
+ this._forcedGeometryBuffer = null;
173
175
  /**
174
176
  * Force rendering the geometry through geometry buffer.
175
177
  */
@@ -215,7 +217,13 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
215
217
  this._scene = scene;
216
218
  this._ratio = ratio;
217
219
  this._textureType = textureType;
218
- this._forceGeometryBuffer = forceGeometryBuffer;
220
+ if (forceGeometryBuffer instanceof GeometryBufferRenderer) {
221
+ this._forceGeometryBuffer = true;
222
+ this._forcedGeometryBuffer = forceGeometryBuffer;
223
+ }
224
+ else {
225
+ this._forceGeometryBuffer = forceGeometryBuffer;
226
+ }
219
227
  if (!this.isSupported) {
220
228
  Logger.Error("The current engine does not support SSAO 2.");
221
229
  return;
@@ -224,7 +232,9 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
224
232
  const blurRatio = this._ratio.blurRatio || ratio;
225
233
  // Set up assets
226
234
  if (this._forceGeometryBuffer) {
227
- scene.enableGeometryBufferRenderer();
235
+ if (!this._forcedGeometryBuffer) {
236
+ scene.enableGeometryBufferRenderer();
237
+ }
228
238
  if (scene.geometryBufferRenderer?.generateNormalsInWorldSpace) {
229
239
  Logger.Error("SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the geometry buffer renderer!");
230
240
  }
@@ -285,7 +295,7 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
285
295
  this._ssaoCombinePostProcess.dispose(camera);
286
296
  }
287
297
  this._randomTexture.dispose();
288
- if (disableGeometryBufferRenderer) {
298
+ if (disableGeometryBufferRenderer && !this._forcedGeometryBuffer) {
289
299
  this._scene.disableGeometryBufferRenderer();
290
300
  }
291
301
  this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
@@ -386,7 +396,10 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
386
396
  return result;
387
397
  }
388
398
  _getDefinesForSSAO() {
389
- const defines = `#define SSAO\n#define SAMPLES ${this.samples}\n#define EPSILON ${this.epsilon.toFixed(4)}`;
399
+ let defines = `#define SSAO\n#define SAMPLES ${this.samples}\n#define EPSILON ${this.epsilon.toFixed(4)}`;
400
+ if (this._scene.activeCamera?.mode === Camera.ORTHOGRAPHIC_CAMERA) {
401
+ defines += `\n#define ORTHOGRAPHIC_CAMERA`;
402
+ }
390
403
  return defines;
391
404
  }
392
405
  _createSSAOPostProcess(ratio, textureType) {
@@ -406,6 +419,7 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
406
419
  "texelSize",
407
420
  "xViewport",
408
421
  "yViewport",
422
+ "viewport",
409
423
  "maxZ",
410
424
  "minZAspect",
411
425
  "depthProjection",
@@ -445,8 +459,7 @@ export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
445
459
  const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;
446
460
  const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;
447
461
  effect.setMatrix3x3("depthProjection", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);
448
- effect.setFloat("xViewport", (orthoRight - orthoLeft) * 0.5);
449
- effect.setFloat("yViewport", (orthoTop - orthoBottom) * 0.5);
462
+ effect.setFloat4("viewport", orthoLeft, orthoRight, orthoBottom, orthoTop);
450
463
  }
451
464
  effect.setMatrix("projection", this._scene.getProjectionMatrix());
452
465
  if (this._geometryBufferRenderer) {
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\r\nimport { Vector3, TmpVectors, Vector2 } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport type { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { RandomRange } from \"../../../Maths/math.scalar.functions\";\r\nimport { RawTexture } from \"../../../Materials/Textures/rawTexture\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"epsilon\")\r\n private _epsilon: number = 0.02;\r\n /**\r\n * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.\r\n *\r\n * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.\r\n */\r\n public set epsilon(n: number) {\r\n this._epsilon = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n }\r\n public get epsilon(): number {\r\n return this._epsilon;\r\n }\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8.\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing.\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n /**\r\n * Force rendering the geometry through geometry buffer.\r\n */\r\n @serialize()\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /*\r\n * The texture type used by the different post processes created by SSAO\r\n */\r\n @serialize()\r\n private _textureType: number;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n @serialize(\"bypassBlur\")\r\n private _bypassBlur: boolean = false;\r\n /**\r\n * Skips the denoising (blur) stage of the SSAO calculations.\r\n *\r\n * Useful to temporarily set while experimenting with the other SSAO2 settings.\r\n */\r\n public set bypassBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, b);\r\n const samplers = this._getSamplersForBlur(b);\r\n this._blurHPostProcess.updateEffect(defines.h, null, samplers);\r\n this._blurVPostProcess.updateEffect(defines.v, null, samplers);\r\n this._bypassBlur = b;\r\n }\r\n public get bypassBlur(): boolean {\r\n return this._bypassBlur;\r\n }\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * Enables the configurable bilateral denoising (blurring) filter. Default is true.\r\n * Set to false to instead use a legacy bilateral filter that can't be configured.\r\n *\r\n * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the \"expensive\" one can be\r\n * configured in several ways to fit your scene.\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(b, this._bypassBlur);\r\n this._blurHPostProcess.updateEffect(defines.h);\r\n this._blurVPostProcess.updateEffect(defines.v);\r\n this._expensiveBlur = b;\r\n }\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.\r\n *\r\n * A higher value should result in smoother shadows but will use more processing time in the shaders.\r\n *\r\n * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.\r\n */\r\n @serialize()\r\n public bilateralSamples: number = 16;\r\n\r\n /**\r\n * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.\r\n *\r\n * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.\r\n *\r\n * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.\r\n *\r\n * Useful value range is [0..1].\r\n */\r\n @serialize()\r\n public bilateralSoften: number = 0;\r\n\r\n /**\r\n * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.\r\n *\r\n * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.\r\n *\r\n * Useful value range is normally [0..1], but higher values are allowed.\r\n */\r\n @serialize()\r\n public bilateralTolerance: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: Texture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * @constructor\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\r\n */\r\n constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[], forceGeometryBuffer = false, textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._textureType = textureType;\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n if (scene.geometryBufferRenderer?.generateNormalsInWorldSpace) {\r\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the geometry buffer renderer!\");\r\n }\r\n } else {\r\n scene.enablePrePassRenderer();\r\n if (scene.prePassRenderer?.generateNormalsInWorldSpace) {\r\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the prepass renderer!\");\r\n }\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, this._textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer Set to true if you want to disable the Geometry Buffer renderer\r\n */\r\n public override dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n\r\n /** @internal */\r\n public override _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _getSamplersForBlur(disabled: boolean): Array<string> {\r\n return disabled ? [\"textureSampler\"] : [\"textureSampler\", \"depthSampler\"];\r\n }\r\n\r\n private _getDefinesForBlur(bilateral: boolean, disabled: boolean): { h: string; v: string } {\r\n let define = \"#define BLUR\\n\";\r\n if (disabled) {\r\n define += \"#define BLUR_BYPASS\\n\";\r\n }\r\n if (!bilateral) {\r\n define += \"#define BLUR_LEGACY\\n\";\r\n }\r\n return { h: define + \"#define BLUR_H\\n\", v: define };\r\n }\r\n\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, this.bypassBlur);\r\n const samplers = this._getSamplersForBlur(this.bypassBlur);\r\n\r\n this._blurHPostProcess = this._createBlurFilter(\"BlurH\", samplers, ssaoRatio, defines.h, textureType, true);\r\n this._blurVPostProcess = this._createBlurFilter(\"BlurV\", samplers, blurRatio, defines.v, textureType, false);\r\n }\r\n\r\n private _createBlurFilter(name: string, samplers: Array<string>, ratio: number, defines: string, textureType: number, horizontal: boolean): PostProcess {\r\n const blurFilter = new PostProcess(\r\n name,\r\n \"ssao2\",\r\n [\"outSize\", \"samples\", \"soften\", \"tolerance\"],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssao2.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssao2.fragment\"));\r\n }\r\n }\r\n );\r\n\r\n blurFilter.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const ratio = this._ratio.blurRatio || this._ratio;\r\n const ssaoCombineSize = horizontal ? this._originalColorPostProcess.width * ratio : this._originalColorPostProcess.height * ratio;\r\n const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;\r\n\r\n effect.setFloat(\"outSize\", ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize);\r\n effect.setInt(\"samples\", this.bilateralSamples);\r\n effect.setFloat(\"soften\", this.bilateralSoften);\r\n effect.setFloat(\"tolerance\", this.bilateralTolerance);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n };\r\n\r\n blurFilter.samples = this.textureSamples;\r\n blurFilter.autoClear = false;\r\n return blurFilter;\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n const defines = `#define SSAO\\n#define SAMPLES ${this.samples}\\n#define EPSILON ${this.epsilon.toFixed(4)}`;\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssao2.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssao2.fragment\"));\r\n }\r\n }\r\n );\r\n this._ssaoPostProcess.autoClear = false;\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", (orthoRight - orthoLeft) * 0.5);\r\n effect.setFloat(\"yViewport\", (orthoTop - orthoBottom) * 0.5);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssaoCombine.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssaoCombine.fragment\"));\r\n }\r\n }\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.autoClear = false;\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n const data = new Uint8Array(size * size * 4);\r\n const randVector = Vector2.Zero();\r\n for (let index = 0; index < data.length; ) {\r\n randVector.set(RandomRange(0, 1), RandomRange(0, 1)).normalize().scaleInPlace(255);\r\n data[index++] = Math.floor(randVector.x);\r\n data[index++] = Math.floor(randVector.y);\r\n data[index++] = 0;\r\n data[index++] = 255;\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(data, size, size, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n texture.name = \"SSAORandomTexture\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture = texture;\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(\r\n () => new SSAO2RenderingPipeline(source._name, scene, source._ratio, undefined, source._forceGeometryBuffer, source._textureType),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
1
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eslint-disable @typescript-eslint/naming-convention */\r\nimport { Logger } from \"../../../Misc/logger\";\r\nimport { serialize } from \"../../../Misc/decorators\";\r\nimport { SerializationHelper } from \"../../../Misc/decorators.serialization\";\r\nimport { Vector3, TmpVectors, Vector2 } from \"../../../Maths/math.vector\";\r\nimport { Camera } from \"../../../Cameras/camera\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Texture } from \"../../../Materials/Textures/texture\";\r\nimport { PostProcess } from \"../../../PostProcesses/postProcess\";\r\nimport { PostProcessRenderPipeline } from \"../../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"../../../PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { PassPostProcess } from \"../../../PostProcesses/passPostProcess\";\r\nimport type { Scene } from \"../../../scene\";\r\nimport { RegisterClass } from \"../../../Misc/typeStore\";\r\nimport { EngineStore } from \"../../../Engines/engineStore\";\r\nimport { SSAO2Configuration } from \"../../../Rendering/ssao2Configuration\";\r\nimport type { PrePassRenderer } from \"../../../Rendering/prePassRenderer\";\r\nimport { GeometryBufferRenderer } from \"../../../Rendering/geometryBufferRenderer\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport { RandomRange } from \"../../../Maths/math.scalar.functions\";\r\nimport { RawTexture } from \"../../../Materials/Textures/rawTexture\";\r\n\r\nimport \"../../../PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent\";\r\nimport { ShaderLanguage } from \"core/Materials\";\r\n\r\n/**\r\n * Render pipeline to produce ssao effect\r\n */\r\nexport class SSAO2RenderingPipeline extends PostProcessRenderPipeline {\r\n // Members\r\n\r\n /**\r\n * @ignore\r\n * The PassPostProcess id in the pipeline that contains the original scene color\r\n */\r\n public SSAOOriginalSceneColorEffect: string = \"SSAOOriginalSceneColorEffect\";\r\n /**\r\n * @ignore\r\n * The SSAO PostProcess id in the pipeline\r\n */\r\n public SSAORenderEffect: string = \"SSAORenderEffect\";\r\n /**\r\n * @ignore\r\n * The horizontal blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurHRenderEffect: string = \"SSAOBlurHRenderEffect\";\r\n /**\r\n * @ignore\r\n * The vertical blur PostProcess id in the pipeline\r\n */\r\n public SSAOBlurVRenderEffect: string = \"SSAOBlurVRenderEffect\";\r\n /**\r\n * @ignore\r\n * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)\r\n */\r\n public SSAOCombineRenderEffect: string = \"SSAOCombineRenderEffect\";\r\n\r\n /**\r\n * The output strength of the SSAO post-process. Default value is 1.0.\r\n */\r\n @serialize()\r\n public totalStrength: number = 1.0;\r\n\r\n /**\r\n * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.\r\n */\r\n @serialize()\r\n public maxZ: number = 100.0;\r\n\r\n /**\r\n * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much.\r\n */\r\n @serialize()\r\n public minZAspect: number = 0.2;\r\n\r\n @serialize(\"epsilon\")\r\n private _epsilon: number = 0.02;\r\n /**\r\n * Used in SSAO calculations to compensate for accuracy issues with depth values. Default 0.02.\r\n *\r\n * Normally you do not need to change this value, but you can experiment with it if you get a lot of in false self-occlusion on flat surfaces when using fewer than 16 samples. Useful range is normally [0..0.1] but higher values is allowed.\r\n */\r\n public set epsilon(n: number) {\r\n this._epsilon = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n }\r\n public get epsilon(): number {\r\n return this._epsilon;\r\n }\r\n\r\n @serialize(\"samples\")\r\n private _samples: number = 8;\r\n /**\r\n * Number of samples used for the SSAO calculations. Default value is 8.\r\n */\r\n public set samples(n: number) {\r\n this._samples = n;\r\n this._ssaoPostProcess.updateEffect(this._getDefinesForSSAO());\r\n this._sampleSphere = this._generateHemisphere();\r\n }\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n @serialize(\"textureSamples\")\r\n private _textureSamples: number = 1;\r\n /**\r\n * Number of samples to use for antialiasing.\r\n */\r\n public set textureSamples(n: number) {\r\n this._textureSamples = n;\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.samples = n;\r\n } else {\r\n this._originalColorPostProcess.samples = n;\r\n }\r\n }\r\n public get textureSamples(): number {\r\n return this._textureSamples;\r\n }\r\n\r\n private _forcedGeometryBuffer: Nullable<GeometryBufferRenderer> = null;\r\n /**\r\n * Force rendering the geometry through geometry buffer.\r\n */\r\n @serialize()\r\n private _forceGeometryBuffer: boolean = false;\r\n private get _geometryBufferRenderer(): Nullable<GeometryBufferRenderer> {\r\n if (!this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._forcedGeometryBuffer ?? this._scene.geometryBufferRenderer;\r\n }\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n /**\r\n * Ratio object used for SSAO ratio and blur ratio\r\n */\r\n @serialize()\r\n private _ratio: any;\r\n\r\n /*\r\n * The texture type used by the different post processes created by SSAO\r\n */\r\n @serialize()\r\n private _textureType: number;\r\n\r\n /**\r\n * Dynamically generated sphere sampler.\r\n */\r\n private _sampleSphere: number[];\r\n\r\n /**\r\n * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0\r\n */\r\n @serialize()\r\n public radius: number = 2.0;\r\n\r\n /**\r\n * The base color of the SSAO post-process\r\n * The final result is \"base + ssao\" between [0, 1]\r\n */\r\n @serialize()\r\n public base: number = 0;\r\n\r\n @serialize(\"bypassBlur\")\r\n private _bypassBlur: boolean = false;\r\n /**\r\n * Skips the denoising (blur) stage of the SSAO calculations.\r\n *\r\n * Useful to temporarily set while experimenting with the other SSAO2 settings.\r\n */\r\n public set bypassBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, b);\r\n const samplers = this._getSamplersForBlur(b);\r\n this._blurHPostProcess.updateEffect(defines.h, null, samplers);\r\n this._blurVPostProcess.updateEffect(defines.v, null, samplers);\r\n this._bypassBlur = b;\r\n }\r\n public get bypassBlur(): boolean {\r\n return this._bypassBlur;\r\n }\r\n\r\n @serialize(\"expensiveBlur\")\r\n private _expensiveBlur: boolean = true;\r\n /**\r\n * Enables the configurable bilateral denoising (blurring) filter. Default is true.\r\n * Set to false to instead use a legacy bilateral filter that can't be configured.\r\n *\r\n * The denoising filter runs after the SSAO calculations and is a very important step. Both options results in a so called bilateral being used, but the \"expensive\" one can be\r\n * configured in several ways to fit your scene.\r\n */\r\n public set expensiveBlur(b: boolean) {\r\n const defines = this._getDefinesForBlur(b, this._bypassBlur);\r\n this._blurHPostProcess.updateEffect(defines.h);\r\n this._blurVPostProcess.updateEffect(defines.v);\r\n this._expensiveBlur = b;\r\n }\r\n public get expensiveBlur(): boolean {\r\n return this._expensiveBlur;\r\n }\r\n\r\n /**\r\n * The number of samples the bilateral filter uses in both dimensions when denoising the SSAO calculations. Default value is 16.\r\n *\r\n * A higher value should result in smoother shadows but will use more processing time in the shaders.\r\n *\r\n * A high value can cause the shadows to get to blurry or create visible artifacts (bands) near sharp details in the geometry. The artifacts can sometimes be mitigated by increasing the bilateralSoften setting.\r\n */\r\n @serialize()\r\n public bilateralSamples: number = 16;\r\n\r\n /**\r\n * Controls the shape of the denoising kernel used by the bilateral filter. Default value is 0.\r\n *\r\n * By default the bilateral filter acts like a box-filter, treating all samples on the same depth with equal weights. This is effective to maximize the denoising effect given a limited set of samples. However, it also often results in visible ghosting around sharp shadow regions and can spread out lines over large areas so they are no longer visible.\r\n *\r\n * Increasing this setting will make the filter pay less attention to samples further away from the center sample, reducing many artifacts but at the same time increasing noise.\r\n *\r\n * Useful value range is [0..1].\r\n */\r\n @serialize()\r\n public bilateralSoften: number = 0;\r\n\r\n /**\r\n * How forgiving the bilateral denoiser should be when rejecting samples. Default value is 0.\r\n *\r\n * A higher value results in the bilateral filter being more forgiving and thus doing a better job at denoising slanted and curved surfaces, but can lead to shadows spreading out around corners or between objects that are close to each other depth wise.\r\n *\r\n * Useful value range is normally [0..1], but higher values are allowed.\r\n */\r\n @serialize()\r\n public bilateralTolerance: number = 0;\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportSSAO2;\r\n }\r\n\r\n private _scene: Scene;\r\n private _randomTexture: Texture;\r\n private _originalColorPostProcess: PassPostProcess;\r\n private _ssaoPostProcess: PostProcess;\r\n private _blurHPostProcess: PostProcess;\r\n private _blurVPostProcess: PostProcess;\r\n private _ssaoCombinePostProcess: PostProcess;\r\n\r\n /**\r\n * Gets active scene\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Creates the SSAO2 rendering pipeline.\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }\r\n * @param cameras The array of cameras that the rendering pipeline will be attached to\r\n * @param forceGeometryBuffer Set to true if you want to use the legacy geometry buffer renderer. You can also pass an existing instance of GeometryBufferRenderer if you want to use your own geometry buffer renderer.\r\n * @param textureType The texture type used by the different post processes created by SSAO (default: Constants.TEXTURETYPE_UNSIGNED_BYTE)\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n ratio: any,\r\n cameras?: Camera[],\r\n forceGeometryBuffer: boolean | GeometryBufferRenderer = false,\r\n textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n ) {\r\n super(scene.getEngine(), name);\r\n\r\n this._scene = scene;\r\n this._ratio = ratio;\r\n this._textureType = textureType;\r\n if (forceGeometryBuffer instanceof GeometryBufferRenderer) {\r\n this._forceGeometryBuffer = true;\r\n this._forcedGeometryBuffer = forceGeometryBuffer;\r\n } else {\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n }\r\n\r\n if (!this.isSupported) {\r\n Logger.Error(\"The current engine does not support SSAO 2.\");\r\n return;\r\n }\r\n\r\n const ssaoRatio = this._ratio.ssaoRatio || ratio;\r\n const blurRatio = this._ratio.blurRatio || ratio;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n if (!this._forcedGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n }\r\n if (scene.geometryBufferRenderer?.generateNormalsInWorldSpace) {\r\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the geometry buffer renderer!\");\r\n }\r\n } else {\r\n scene.enablePrePassRenderer();\r\n if (scene.prePassRenderer?.generateNormalsInWorldSpace) {\r\n Logger.Error(\"SSAO2RenderingPipeline does not support generateNormalsInWorldSpace=true for the prepass renderer!\");\r\n }\r\n }\r\n\r\n this._createRandomTexture();\r\n\r\n this._originalColorPostProcess = new PassPostProcess(\"SSAOOriginalSceneColor\", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), undefined, this._textureType);\r\n this._originalColorPostProcess.samples = this.textureSamples;\r\n this._createSSAOPostProcess(1.0, textureType);\r\n this._createBlurPostProcess(ssaoRatio, blurRatio, this._textureType);\r\n this._createSSAOCombinePostProcess(blurRatio, this._textureType);\r\n\r\n // Set up pipeline\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOOriginalSceneColorEffect,\r\n () => {\r\n return this._originalColorPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAORenderEffect,\r\n () => {\r\n return this._ssaoPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurHRenderEffect,\r\n () => {\r\n return this._blurHPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOBlurVRenderEffect,\r\n () => {\r\n return this._blurVPostProcess;\r\n },\r\n true\r\n )\r\n );\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n scene.getEngine(),\r\n this.SSAOCombineRenderEffect,\r\n () => {\r\n return this._ssaoCombinePostProcess;\r\n },\r\n true\r\n )\r\n );\r\n\r\n // Finish\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n if (cameras) {\r\n scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);\r\n }\r\n }\r\n\r\n // Public Methods\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"SSAO2RenderingPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"SSAO2RenderingPipeline\";\r\n }\r\n\r\n /**\r\n * Removes the internal pipeline assets and detaches the pipeline from the scene cameras\r\n * @param disableGeometryBufferRenderer Set to true if you want to disable the Geometry Buffer renderer\r\n */\r\n public override dispose(disableGeometryBufferRenderer: boolean = false): void {\r\n for (let i = 0; i < this._scene.cameras.length; i++) {\r\n const camera = this._scene.cameras[i];\r\n\r\n this._originalColorPostProcess.dispose(camera);\r\n this._ssaoPostProcess.dispose(camera);\r\n this._blurHPostProcess.dispose(camera);\r\n this._blurVPostProcess.dispose(camera);\r\n this._ssaoCombinePostProcess.dispose(camera);\r\n }\r\n\r\n this._randomTexture.dispose();\r\n\r\n if (disableGeometryBufferRenderer && !this._forcedGeometryBuffer) {\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n\r\n this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);\r\n\r\n this._scene.postProcessRenderPipelineManager.removePipeline(this._name);\r\n\r\n super.dispose();\r\n }\r\n\r\n // Private Methods\r\n\r\n /** @internal */\r\n public override _rebuild() {\r\n super._rebuild();\r\n }\r\n\r\n private _getSamplersForBlur(disabled: boolean): Array<string> {\r\n return disabled ? [\"textureSampler\"] : [\"textureSampler\", \"depthSampler\"];\r\n }\r\n\r\n private _getDefinesForBlur(bilateral: boolean, disabled: boolean): { h: string; v: string } {\r\n let define = \"#define BLUR\\n\";\r\n if (disabled) {\r\n define += \"#define BLUR_BYPASS\\n\";\r\n }\r\n if (!bilateral) {\r\n define += \"#define BLUR_LEGACY\\n\";\r\n }\r\n return { h: define + \"#define BLUR_H\\n\", v: define };\r\n }\r\n\r\n private _createBlurPostProcess(ssaoRatio: number, blurRatio: number, textureType: number): void {\r\n const defines = this._getDefinesForBlur(this.expensiveBlur, this.bypassBlur);\r\n const samplers = this._getSamplersForBlur(this.bypassBlur);\r\n\r\n this._blurHPostProcess = this._createBlurFilter(\"BlurH\", samplers, ssaoRatio, defines.h, textureType, true);\r\n this._blurVPostProcess = this._createBlurFilter(\"BlurV\", samplers, blurRatio, defines.v, textureType, false);\r\n }\r\n\r\n private _createBlurFilter(name: string, samplers: Array<string>, ratio: number, defines: string, textureType: number, horizontal: boolean): PostProcess {\r\n const blurFilter = new PostProcess(\r\n name,\r\n \"ssao2\",\r\n [\"outSize\", \"samples\", \"soften\", \"tolerance\"],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssao2.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssao2.fragment\"));\r\n }\r\n }\r\n );\r\n\r\n blurFilter.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n const ratio = this._ratio.blurRatio || this._ratio;\r\n const ssaoCombineSize = horizontal ? this._originalColorPostProcess.width * ratio : this._originalColorPostProcess.height * ratio;\r\n const originalColorSize = horizontal ? this._originalColorPostProcess.width : this._originalColorPostProcess.height;\r\n\r\n effect.setFloat(\"outSize\", ssaoCombineSize > 0 ? ssaoCombineSize : originalColorSize);\r\n effect.setInt(\"samples\", this.bilateralSamples);\r\n effect.setFloat(\"soften\", this.bilateralSoften);\r\n effect.setFloat(\"tolerance\", this.bilateralTolerance);\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n }\r\n };\r\n\r\n blurFilter.samples = this.textureSamples;\r\n blurFilter.autoClear = false;\r\n return blurFilter;\r\n }\r\n\r\n private _bits = new Uint32Array(1);\r\n\r\n //Van der Corput radical inverse\r\n private _radicalInverse_VdC(i: number) {\r\n this._bits[0] = i;\r\n this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;\r\n this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | (((this._bits[0] & 0xaaaaaaaa) >>> 1) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | (((this._bits[0] & 0xcccccccc) >>> 2) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x0f0f0f0f) << 4) | (((this._bits[0] & 0xf0f0f0f0) >>> 4) >>> 0);\r\n this._bits[0] = ((this._bits[0] & 0x00ff00ff) << 8) | (((this._bits[0] & 0xff00ff00) >>> 8) >>> 0);\r\n return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296\r\n }\r\n\r\n private _hammersley(i: number, n: number) {\r\n return [i / n, this._radicalInverse_VdC(i)];\r\n }\r\n\r\n private _hemisphereSample_uniform(u: number, v: number): Vector3 {\r\n const phi = v * 2.0 * Math.PI;\r\n // rejecting samples that are close to tangent plane to avoid z-fighting artifacts\r\n const cosTheta = 1.0 - u * 0.85;\r\n const sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);\r\n return new Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);\r\n }\r\n\r\n private _generateHemisphere(): number[] {\r\n const numSamples = this.samples;\r\n const result = [];\r\n let vector;\r\n\r\n let i = 0;\r\n while (i < numSamples) {\r\n if (numSamples < 16) {\r\n vector = this._hemisphereSample_uniform(Math.random(), Math.random());\r\n } else {\r\n const rand = this._hammersley(i, numSamples);\r\n vector = this._hemisphereSample_uniform(rand[0], rand[1]);\r\n }\r\n\r\n result.push(vector.x, vector.y, vector.z);\r\n i++;\r\n }\r\n\r\n return result;\r\n }\r\n\r\n private _getDefinesForSSAO() {\r\n let defines = `#define SSAO\\n#define SAMPLES ${this.samples}\\n#define EPSILON ${this.epsilon.toFixed(4)}`;\r\n\r\n if (this._scene.activeCamera?.mode === Camera.ORTHOGRAPHIC_CAMERA) {\r\n defines += `\\n#define ORTHOGRAPHIC_CAMERA`;\r\n }\r\n\r\n return defines;\r\n }\r\n\r\n private static readonly ORTHO_DEPTH_PROJECTION = [1, 0, 0, 0, 1, 0, 0, 0, 1];\r\n\r\n private static readonly PERSPECTIVE_DEPTH_PROJECTION = [0, 0, 0, 0, 0, 0, 1, 1, 1];\r\n\r\n private _createSSAOPostProcess(ratio: number, textureType: number): void {\r\n this._sampleSphere = this._generateHemisphere();\r\n\r\n const defines = this._getDefinesForSSAO();\r\n const samplers = [\"randomSampler\", \"depthSampler\", \"normalSampler\"];\r\n\r\n this._ssaoPostProcess = new PostProcess(\r\n \"ssao2\",\r\n \"ssao2\",\r\n [\r\n \"sampleSphere\",\r\n \"samplesFactor\",\r\n \"randTextureTiles\",\r\n \"totalStrength\",\r\n \"radius\",\r\n \"base\",\r\n \"range\",\r\n \"projection\",\r\n \"near\",\r\n \"texelSize\",\r\n \"xViewport\",\r\n \"yViewport\",\r\n \"viewport\",\r\n \"maxZ\",\r\n \"minZAspect\",\r\n \"depthProjection\",\r\n ],\r\n samplers,\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n defines,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssao2.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssao2.fragment\"));\r\n }\r\n }\r\n );\r\n this._ssaoPostProcess.autoClear = false;\r\n\r\n this._ssaoPostProcess.onApply = (effect: Effect) => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n effect.setArray3(\"sampleSphere\", this._sampleSphere);\r\n effect.setFloat(\"randTextureTiles\", 32.0);\r\n effect.setFloat(\"samplesFactor\", 1 / this.samples);\r\n effect.setFloat(\"totalStrength\", this.totalStrength);\r\n effect.setFloat2(\"texelSize\", 1 / this._ssaoPostProcess.width, 1 / this._ssaoPostProcess.height);\r\n effect.setFloat(\"radius\", this.radius);\r\n effect.setFloat(\"maxZ\", this.maxZ);\r\n effect.setFloat(\"minZAspect\", this.minZAspect);\r\n effect.setFloat(\"base\", this.base);\r\n effect.setFloat(\"near\", this._scene.activeCamera.minZ);\r\n if (this._scene.activeCamera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.PERSPECTIVE_DEPTH_PROJECTION);\r\n effect.setFloat(\"xViewport\", Math.tan(this._scene.activeCamera.fov / 2) * this._scene.getEngine().getAspectRatio(this._scene.activeCamera, true));\r\n effect.setFloat(\"yViewport\", Math.tan(this._scene.activeCamera.fov / 2));\r\n } else {\r\n const halfWidth = this._scene.getEngine().getRenderWidth() / 2.0;\r\n const halfHeight = this._scene.getEngine().getRenderHeight() / 2.0;\r\n const orthoLeft = this._scene.activeCamera.orthoLeft ?? -halfWidth;\r\n const orthoRight = this._scene.activeCamera.orthoRight ?? halfWidth;\r\n const orthoBottom = this._scene.activeCamera.orthoBottom ?? -halfHeight;\r\n const orthoTop = this._scene.activeCamera.orthoTop ?? halfHeight;\r\n effect.setMatrix3x3(\"depthProjection\", SSAO2RenderingPipeline.ORTHO_DEPTH_PROJECTION);\r\n effect.setFloat4(\"viewport\", orthoLeft, orthoRight, orthoBottom, orthoTop);\r\n }\r\n effect.setMatrix(\"projection\", this._scene.getProjectionMatrix());\r\n\r\n if (this._geometryBufferRenderer) {\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[0]);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[1]);\r\n } else if (this._prePassRenderer) {\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)]);\r\n effect.setTexture(\"normalSampler\", this._prePassRenderer.getRenderTarget().textures[this._prePassRenderer.getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)]);\r\n }\r\n effect.setTexture(\"randomSampler\", this._randomTexture);\r\n };\r\n this._ssaoPostProcess.samples = this.textureSamples;\r\n\r\n if (!this._forceGeometryBuffer) {\r\n this._ssaoPostProcess._prePassEffectConfiguration = new SSAO2Configuration();\r\n }\r\n }\r\n\r\n private _createSSAOCombinePostProcess(ratio: number, textureType: number): void {\r\n this._ssaoCombinePostProcess = new PostProcess(\r\n \"ssaoCombine\",\r\n \"ssaoCombine\",\r\n [],\r\n [\"originalColor\", \"viewport\"],\r\n ratio,\r\n null,\r\n Texture.BILINEAR_SAMPLINGMODE,\r\n this._scene.getEngine(),\r\n false,\r\n undefined,\r\n textureType,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n (useWebGPU, list) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../../ShadersWGSL/ssaoCombine.fragment\"));\r\n } else {\r\n list.push(import(\"../../../Shaders/ssaoCombine.fragment\"));\r\n }\r\n }\r\n );\r\n\r\n this._ssaoCombinePostProcess.onApply = (effect: Effect) => {\r\n const viewport = this._scene.activeCamera!.viewport;\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n effect.setTextureFromPostProcessOutput(\"originalColor\", this._originalColorPostProcess);\r\n };\r\n this._ssaoCombinePostProcess.autoClear = false;\r\n this._ssaoCombinePostProcess.samples = this.textureSamples;\r\n }\r\n\r\n private _createRandomTexture(): void {\r\n const size = 128;\r\n\r\n const data = new Uint8Array(size * size * 4);\r\n const randVector = Vector2.Zero();\r\n for (let index = 0; index < data.length; ) {\r\n randVector.set(RandomRange(0, 1), RandomRange(0, 1)).normalize().scaleInPlace(255);\r\n data[index++] = Math.floor(randVector.x);\r\n data[index++] = Math.floor(randVector.y);\r\n data[index++] = 0;\r\n data[index++] = 255;\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(data, size, size, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE);\r\n texture.name = \"SSAORandomTexture\";\r\n texture.wrapU = Texture.WRAP_ADDRESSMODE;\r\n texture.wrapV = Texture.WRAP_ADDRESSMODE;\r\n this._randomTexture = texture;\r\n }\r\n\r\n /**\r\n * Serialize the rendering pipeline (Used when exporting)\r\n * @returns the serialized object\r\n */\r\n public serialize(): any {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"SSAO2RenderingPipeline\";\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Parse the serialized pipeline\r\n * @param source Source pipeline.\r\n * @param scene The scene to load the pipeline to.\r\n * @param rootUrl The URL of the serialized pipeline.\r\n * @returns An instantiated pipeline from the serialized object.\r\n */\r\n public static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline {\r\n return SerializationHelper.Parse(\r\n () => new SSAO2RenderingPipeline(source._name, scene, source._ratio, undefined, source._forceGeometryBuffer, source._textureType),\r\n source,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.SSAO2RenderingPipeline\", SSAO2RenderingPipeline);\r\n"]}
@@ -2,6 +2,7 @@ import { MaterialDefines } from "../../../Materials/materialDefines.js";
2
2
  import { MaterialPluginBase } from "../../../Materials/materialPluginBase.js";
3
3
  import { RegisterMaterialPlugin, UnregisterMaterialPlugin } from "../../../Materials/materialPluginManager.js";
4
4
  import { Vector2 } from "../../../Maths/math.vector.js";
5
+ import { RegisterClass } from "../../../Misc/typeStore.js";
5
6
  class TAAJitterMaterialDefines extends MaterialDefines {
6
7
  constructor() {
7
8
  super(...arguments);
@@ -27,6 +28,7 @@ class TAAJitterMaterialPlugin extends MaterialPluginBase {
27
28
  constructor(material) {
28
29
  super(material, TAAJitterMaterialPlugin.Name, 300, new TAAJitterMaterialDefines());
29
30
  this.registerForExtraEvents = true;
31
+ this.doNotSerialize = true;
30
32
  }
31
33
  /** @internal */
32
34
  _updateMaterial() {
@@ -99,6 +101,7 @@ class TAAJitterMaterialPlugin extends MaterialPluginBase {
99
101
  }
100
102
  }
101
103
  TAAJitterMaterialPlugin.Name = "TAAJitter";
104
+ RegisterClass(`BABYLON.TAAJitterMaterialPlugin`, TAAJitterMaterialPlugin);
102
105
  /**
103
106
  * Applies and manages the TAA jitter plugin on all materials.
104
107
  */
@@ -1 +1 @@
1
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false;\n }\n\n constructor(material: Material) {\n super(material, TAAJitterMaterialPlugin.Name, 300, new TAAJitterMaterialDefines());\n this.registerForExtraEvents = true;\n }\n\n /** @internal */\n public _updateMaterial(): void {\n this._enable(this.isEnabled);\n this.markAllDefinesAsDirty();\n }\n\n public override isCompatible(): boolean {\n return true;\n }\n\n public override getClassName(): string {\n return \"TAAJitterMaterialPlugin\";\n }\n\n public override prepareDefines(defines: TAAJitterMaterialDefines): void {\n defines.TAA_JITTER = this.isEnabled;\n }\n\n public override getUniforms(shaderLanguage = ShaderLanguage.GLSL) {\n const ubo = [{ name: \"taa_jitter\", size: 2, type: \"vec2\" }];\n if (shaderLanguage === ShaderLanguage.GLSL) {\n return {\n ubo,\n vertex: `\n #ifdef TAA_JITTER\n uniform vec2 taa_jitter;\n #endif\n `,\n };\n } else {\n return { ubo };\n }\n }\n\n public override hardBindForSubMesh(uniformBuffer: UniformBuffer): void {\n if (this.isEnabled) {\n const jitter = this._manager!.jitter;\n uniformBuffer.updateFloat2(\"taa_jitter\", jitter.x, jitter.y);\n }\n }\n\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL) {\n // We jitter instead of modifying the camera so the velocity buffer stays unaffected\n // More info: https://sugulee.wordpress.com/2021/06/21/temporal-anti-aliasingtaa-tutorial/\n if (shaderType !== \"vertex\") {\n return null;\n } else if (shaderLanguage === ShaderLanguage.WGSL) {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n vertexOutputs.position += vec4f(uniforms.taa_jitter * vertexOutputs.position.w, 0, 1);\n #endif\n `,\n };\n } else {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n gl_Position.xy += taa_jitter * gl_Position.w;\n #endif\n `,\n };\n }\n }\n\n public override dispose(): void {\n if (this._manager) {\n const index = this._manager._materialPlugins.indexOf(this);\n if (index !== -1) {\n this._manager._materialPlugins.splice(index, 1);\n }\n }\n }\n}\n\n/**\n * Applies and manages the TAA jitter plugin on all materials.\n */\nexport class TAAMaterialManager {\n private _isEnabled = true;\n /**\n * Set to enable or disable the jitter offset on all materials.\n */\n public get isEnabled(): boolean {\n return this._isEnabled;\n }\n\n public set isEnabled(enabled: boolean) {\n if (this._isEnabled === enabled) {\n return;\n }\n this._isEnabled = enabled;\n for (const plugin of this._materialPlugins) {\n plugin._updateMaterial();\n }\n }\n\n /**\n * The current jitter offset to apply to all materials.\n */\n public readonly jitter = new Vector2();\n\n /** @internal */\n public readonly _materialPlugins: TAAJitterMaterialPlugin[] = [];\n\n /**\n * @param scene All materials in this scene will have a jitter offset applied to them.\n */\n constructor(scene: Scene) {\n for (const material of scene.materials) {\n this._getPlugin(material);\n }\n RegisterMaterialPlugin(TAAJitterMaterialPlugin.Name, (material) => this._getPlugin(material));\n }\n\n /**\n * Disposes of the material manager.\n */\n public dispose(): void {\n UnregisterMaterialPlugin(TAAJitterMaterialPlugin.Name);\n const plugins = this._materialPlugins.splice(0, this._materialPlugins.length);\n for (const plugin of plugins) {\n plugin.manager = null;\n }\n }\n\n private _getPlugin(material: Material): TAAJitterMaterialPlugin {\n let plugin = material.pluginManager?.getPlugin<TAAJitterMaterialPlugin>(TAAJitterMaterialPlugin.Name);\n if (!plugin) {\n plugin = new TAAJitterMaterialPlugin(material);\n }\n plugin.manager = this;\n return plugin;\n }\n}\n"]}
1
+ 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type { Material } from \"core/Materials/material\";\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\nimport { RegisterMaterialPlugin, UnregisterMaterialPlugin } from \"core/Materials/materialPluginManager\";\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\nimport type { UniformBuffer } from \"core/Materials/uniformBuffer\";\nimport { Vector2 } from \"core/Maths/math.vector\";\nimport type { Scene } from \"core/scene\";\nimport type { Nullable } from \"core/types\";\nimport { RegisterClass } from \"../../../Misc/typeStore\";\n\nclass TAAJitterMaterialDefines extends MaterialDefines {\n TAA_JITTER = false;\n}\n\nclass TAAJitterMaterialPlugin extends MaterialPluginBase {\n public static readonly Name = \"TAAJitter\";\n\n private _manager: Nullable<TAAMaterialManager>;\n public get manager(): Nullable<TAAMaterialManager> {\n return this._manager;\n }\n\n public set manager(manager: Nullable<TAAMaterialManager>) {\n if (this._manager === manager) {\n return;\n }\n this.dispose();\n this._manager = manager;\n manager?._materialPlugins.push(this);\n this._updateMaterial();\n }\n\n public get isEnabled(): boolean {\n return this._manager?.isEnabled ?? false;\n }\n\n constructor(material: Material) {\n super(material, TAAJitterMaterialPlugin.Name, 300, new TAAJitterMaterialDefines());\n this.registerForExtraEvents = true;\n this.doNotSerialize = true;\n }\n\n /** @internal */\n public _updateMaterial(): void {\n this._enable(this.isEnabled);\n this.markAllDefinesAsDirty();\n }\n\n public override isCompatible(): boolean {\n return true;\n }\n\n public override getClassName(): string {\n return \"TAAJitterMaterialPlugin\";\n }\n\n public override prepareDefines(defines: TAAJitterMaterialDefines): void {\n defines.TAA_JITTER = this.isEnabled;\n }\n\n public override getUniforms(shaderLanguage = ShaderLanguage.GLSL) {\n const ubo = [{ name: \"taa_jitter\", size: 2, type: \"vec2\" }];\n if (shaderLanguage === ShaderLanguage.GLSL) {\n return {\n ubo,\n vertex: `\n #ifdef TAA_JITTER\n uniform vec2 taa_jitter;\n #endif\n `,\n };\n } else {\n return { ubo };\n }\n }\n\n public override hardBindForSubMesh(uniformBuffer: UniformBuffer): void {\n if (this.isEnabled) {\n const jitter = this._manager!.jitter;\n uniformBuffer.updateFloat2(\"taa_jitter\", jitter.x, jitter.y);\n }\n }\n\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL) {\n // We jitter instead of modifying the camera so the velocity buffer stays unaffected\n // More info: https://sugulee.wordpress.com/2021/06/21/temporal-anti-aliasingtaa-tutorial/\n if (shaderType !== \"vertex\") {\n return null;\n } else if (shaderLanguage === ShaderLanguage.WGSL) {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n vertexOutputs.position += vec4f(uniforms.taa_jitter * vertexOutputs.position.w, 0, 1);\n #endif\n `,\n };\n } else {\n return {\n CUSTOM_VERTEX_MAIN_END: `\n #ifdef TAA_JITTER\n gl_Position.xy += taa_jitter * gl_Position.w;\n #endif\n `,\n };\n }\n }\n\n public override dispose(): void {\n if (this._manager) {\n const index = this._manager._materialPlugins.indexOf(this);\n if (index !== -1) {\n this._manager._materialPlugins.splice(index, 1);\n }\n }\n }\n}\n\nRegisterClass(`BABYLON.TAAJitterMaterialPlugin`, TAAJitterMaterialPlugin);\n\n/**\n * Applies and manages the TAA jitter plugin on all materials.\n */\nexport class TAAMaterialManager {\n private _isEnabled = true;\n /**\n * Set to enable or disable the jitter offset on all materials.\n */\n public get isEnabled(): boolean {\n return this._isEnabled;\n }\n\n public set isEnabled(enabled: boolean) {\n if (this._isEnabled === enabled) {\n return;\n }\n this._isEnabled = enabled;\n for (const plugin of this._materialPlugins) {\n plugin._updateMaterial();\n }\n }\n\n /**\n * The current jitter offset to apply to all materials.\n */\n public readonly jitter = new Vector2();\n\n /** @internal */\n public readonly _materialPlugins: TAAJitterMaterialPlugin[] = [];\n\n /**\n * @param scene All materials in this scene will have a jitter offset applied to them.\n */\n constructor(scene: Scene) {\n for (const material of scene.materials) {\n this._getPlugin(material);\n }\n RegisterMaterialPlugin(TAAJitterMaterialPlugin.Name, (material) => this._getPlugin(material));\n }\n\n /**\n * Disposes of the material manager.\n */\n public dispose(): void {\n UnregisterMaterialPlugin(TAAJitterMaterialPlugin.Name);\n const plugins = this._materialPlugins.splice(0, this._materialPlugins.length);\n for (const plugin of plugins) {\n plugin.manager = null;\n }\n }\n\n private _getPlugin(material: Material): TAAJitterMaterialPlugin {\n let plugin = material.pluginManager?.getPlugin<TAAJitterMaterialPlugin>(TAAJitterMaterialPlugin.Name);\n if (!plugin) {\n plugin = new TAAJitterMaterialPlugin(material);\n }\n plugin.manager = this;\n return plugin;\n }\n}\n"]}
@@ -1,4 +1,4 @@
1
- import type { Nullable, Immutable, Camera, Scene, AbstractMesh, SubMesh, Material, IParticleSystem, BoundingBox, UniformBuffer } from "../index.js";
1
+ import type { Nullable, Immutable, Camera, Scene, AbstractMesh, SubMesh, Material, IParticleSystem, BoundingBox, UniformBuffer, AbstractEngine } from "../index.js";
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  import { Observable } from "../Misc/observable.js";
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  import { RenderingManager } from "../Rendering/renderingManager.js";
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  import { SmartArray } from "../Misc/smartArray.js";
@@ -73,6 +73,10 @@ export declare class ObjectRenderer {
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  * Enables the rendering of bounding boxes for meshes (still subject to Mesh.showBoundingBox or scene.forceShowBoundingBoxes). Default is false.
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  */
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  enableBoundingBoxRendering: boolean;
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+ /**
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+ * Enables the rendering of outline/overlay for meshes (still subject to Mesh.renderOutline/Mesh.renderOverlay). Default is true.
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+ */
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+ enableOutlineRendering: boolean;
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  /**
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  * Define the camera used to render the objects.
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  */
@@ -89,6 +93,13 @@ export declare class ObjectRenderer {
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  */
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  get disableImageProcessing(): boolean;
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  set disableImageProcessing(value: boolean);
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+ /**
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+ * If true, the object renderer will not set the view/projection/transformation matrices for the active camera (default: false).
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+ * By default, the view/projection/transformation matrices are set from the active camera (either ObjectRenderer.activeCamera or scene.activeCamera).
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+ * Sets this property to true if you want to define your own transformation matrices (use the onInitRenderingObservable observable
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+ * to set your own matrices, to be sure they will be correctly taken into account)
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+ */
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+ dontSetTransformationMatrix: boolean;
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  /**
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  * Override the mesh isReady function with your own one.
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  */
@@ -125,6 +136,7 @@ export declare class ObjectRenderer {
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  * An event triggered when fast path rendering is used
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  */
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  readonly onFastPathRenderObservable: Observable<number>;
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+ protected _engine: AbstractEngine;
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  protected _scene: Scene;
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  protected _renderingManager: RenderingManager;
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  /** @internal */
@@ -135,8 +147,10 @@ export declare class ObjectRenderer {
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  protected _activeMeshes: SmartArray<AbstractMesh>;
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  protected _activeBoundingBoxes: SmartArray<BoundingBox>;
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  protected _useUBO: boolean;
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- protected _sceneUBO: UniformBuffer;
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+ protected _sceneUBOs: UniformBuffer[];
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  protected _currentSceneUBO: UniformBuffer;
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+ protected _currentFrameId: number;
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+ protected _currentSceneUBOIndex: number;
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  /**
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  * The options used by the object renderer
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  */
@@ -188,6 +202,8 @@ export declare class ObjectRenderer {
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  constructor(name: string, scene: Scene, options?: ObjectRendererOptions);
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  private _releaseRenderPassId;
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  private _createRenderPassId;
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+ private _createSceneUBO;
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+ private _getSceneUBO;
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  /**
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  * Resets the refresh counter of the renderer and start back from scratch.
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  * Could be useful to re-render if it is setup to render only once.