@onerjs/core 8.27.0 → 8.27.2

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Files changed (59) hide show
  1. package/Animations/runtimeAnimation.js +6 -1
  2. package/Animations/runtimeAnimation.js.map +1 -1
  3. package/Cameras/camera.d.ts +2 -2
  4. package/Cameras/camera.js +2 -2
  5. package/Cameras/camera.js.map +1 -1
  6. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +19 -2
  7. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +72 -4
  8. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  9. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +8 -3
  10. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +34 -12
  11. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  12. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.d.ts +0 -12
  13. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +0 -45
  14. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  15. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.d.ts +7 -3
  16. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +18 -32
  17. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  18. package/FrameGraph/Node/nodeRenderGraph.js +2 -1
  19. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  20. package/Layers/layerSceneComponent.js +3 -3
  21. package/Layers/layerSceneComponent.js.map +1 -1
  22. package/Lights/Clustered/clusteredLightContainer.d.ts +4 -1
  23. package/Lights/Clustered/clusteredLightContainer.js +17 -2
  24. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  25. package/Lights/index.d.ts +1 -0
  26. package/Lights/index.js +1 -0
  27. package/Lights/index.js.map +1 -1
  28. package/Materials/PBR/openPbrMaterial.js +7 -6
  29. package/Materials/PBR/openPbrMaterial.js.map +1 -1
  30. package/Materials/Textures/renderTargetTexture.d.ts +2 -0
  31. package/Materials/Textures/renderTargetTexture.js +3 -0
  32. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  33. package/Misc/index.d.ts +1 -0
  34. package/Misc/index.js +1 -0
  35. package/Misc/index.js.map +1 -1
  36. package/Navigation/INavigationEngine.d.ts +17 -5
  37. package/Navigation/INavigationEngine.js.map +1 -1
  38. package/Navigation/Plugins/recastJSPlugin.d.ts +3 -2
  39. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  40. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +4 -0
  41. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +10 -1
  42. package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
  43. package/PostProcesses/motionBlurPostProcess.d.ts +3 -1
  44. package/PostProcesses/motionBlurPostProcess.js +13 -4
  45. package/PostProcesses/motionBlurPostProcess.js.map +1 -1
  46. package/Rendering/geometryBufferRenderer.js +58 -0
  47. package/Rendering/geometryBufferRenderer.js.map +1 -1
  48. package/Rendering/objectRenderer.d.ts +2 -0
  49. package/Rendering/objectRenderer.js +13 -0
  50. package/Rendering/objectRenderer.js.map +1 -1
  51. package/Shaders/geometry.fragment.js +14 -0
  52. package/Shaders/geometry.fragment.js.map +1 -1
  53. package/Shaders/geometry.vertex.js +20 -0
  54. package/Shaders/geometry.vertex.js.map +1 -1
  55. package/ShadersWGSL/geometry.fragment.js +14 -0
  56. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  57. package/ShadersWGSL/geometry.vertex.js +20 -0
  58. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  59. package/package.json +1 -1
@@ -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 { 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/shaderLanguage\";\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"]}
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/shaderLanguage\";\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 /**\r\n * Indicates that the combine stage should use the current camera viewport to render the SSAO result on only a portion of the output texture (default: true).\r\n */\r\n public useViewportInCombineStage = true;\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 if (this.useViewportInCombineStage) {\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));\r\n } else {\r\n effect.setVector4(\"viewport\", TmpVectors.Vector4[0].copyFromFloats(0, 0, 1, 1));\r\n }\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 type { Nullable } from "../types.js";
2
2
  import type { Camera } from "../Cameras/camera.js";
3
3
  import type { PostProcessOptions } from "./postProcess.js";
4
4
  import { PostProcess } from "./postProcess.js";
5
+ import { GeometryBufferRenderer } from "../Rendering/geometryBufferRenderer.js";
5
6
  import type { AbstractMesh } from "../Meshes/abstractMesh.js";
6
7
  import "../Animations/animatable.js";
7
8
  import "../Rendering/geometryBufferRendererSceneComponent.js";
@@ -42,6 +43,7 @@ export declare class MotionBlurPostProcess extends PostProcess {
42
43
  * Sets whether or not the motion blur post-process is in object based mode.
43
44
  */
44
45
  set isObjectBased(value: boolean);
46
+ private _forcedGeometryBuffer;
45
47
  private _forceGeometryBuffer;
46
48
  private get _geometryBufferRenderer();
47
49
  private get _prePassRenderer();
@@ -64,7 +66,7 @@ export declare class MotionBlurPostProcess extends PostProcess {
64
66
  * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: true)
65
67
  * @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false)
66
68
  */
67
- constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean, forceGeometryBuffer?: boolean);
69
+ constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: AbstractEngine, reusable?: boolean, textureType?: number, blockCompilation?: boolean, forceGeometryBuffer?: boolean | GeometryBufferRenderer);
68
70
  /**
69
71
  * Excludes the given skinned mesh from computing bones velocities.
70
72
  * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
@@ -64,7 +64,7 @@ export class MotionBlurPostProcess extends PostProcess {
64
64
  if (!this._forceGeometryBuffer) {
65
65
  return null;
66
66
  }
67
- return this._scene.geometryBufferRenderer;
67
+ return this._forcedGeometryBuffer ?? this._scene.geometryBufferRenderer;
68
68
  }
69
69
  get _prePassRenderer() {
70
70
  if (this._forceGeometryBuffer) {
@@ -110,11 +110,20 @@ export class MotionBlurPostProcess extends PostProcess {
110
110
  effectWrapper: typeof options === "number" || !options.effectWrapper ? new ThinMotionBlurPostProcess(name, scene, localOptions) : undefined,
111
111
  ...localOptions,
112
112
  });
113
+ this._forcedGeometryBuffer = null;
113
114
  this._forceGeometryBuffer = false;
114
- this._forceGeometryBuffer = forceGeometryBuffer;
115
+ if (forceGeometryBuffer instanceof GeometryBufferRenderer) {
116
+ this._forceGeometryBuffer = true;
117
+ this._forcedGeometryBuffer = forceGeometryBuffer;
118
+ }
119
+ else {
120
+ this._forceGeometryBuffer = forceGeometryBuffer;
121
+ }
115
122
  // Set up assets
116
123
  if (this._forceGeometryBuffer) {
117
- scene.enableGeometryBufferRenderer();
124
+ if (!this._forcedGeometryBuffer) {
125
+ scene.enableGeometryBufferRenderer();
126
+ }
118
127
  if (this._geometryBufferRenderer) {
119
128
  this._geometryBufferRenderer.enableVelocity = this.isObjectBased;
120
129
  }
@@ -176,7 +185,7 @@ export class MotionBlurPostProcess extends PostProcess {
176
185
  * @param camera The camera to dispose the post process on.
177
186
  */
178
187
  dispose(camera) {
179
- if (this._geometryBufferRenderer) {
188
+ if (this._geometryBufferRenderer && !this._forcedGeometryBuffer) {
180
189
  // Clear previous transformation matrices dictionary used to compute objects velocities
181
190
  this._geometryBufferRenderer._previousTransformationMatrices = {};
182
191
  this._geometryBufferRenderer._previousBonesTransformationMatrices = {};
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { MotionBlurConfiguration } from \"../Rendering/motionBlurConfiguration\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\n\r\nimport \"../Animations/animatable\";\r\nimport \"../Rendering/geometryBufferRendererSceneComponent\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinMotionBlurPostProcess } from \"./thinMotionBlurPostProcess\";\r\n\r\n/**\r\n * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.\r\n * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.\r\n * As an example, all you have to do is to create the post-process:\r\n * var mb = new BABYLON.MotionBlurPostProcess(\r\n * 'mb', // The name of the effect.\r\n * scene, // The scene containing the objects to blur according to their velocity.\r\n * 1.0, // The required width/height ratio to downsize to before computing the render pass.\r\n * camera // The camera to apply the render pass to.\r\n * );\r\n * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.\r\n */\r\nexport class MotionBlurPostProcess extends PostProcess {\r\n /**\r\n * Defines how much the image is blurred by the movement. Default value is equal to 1\r\n */\r\n @serialize()\r\n public get motionStrength() {\r\n return this._effectWrapper.motionStrength;\r\n }\r\n\r\n public set motionStrength(value: number) {\r\n this._effectWrapper.motionStrength = value;\r\n }\r\n\r\n /**\r\n * Gets the number of iterations are used for motion blur quality. Default value is equal to 32\r\n */\r\n @serialize()\r\n public get motionBlurSamples(): number {\r\n return this._effectWrapper.motionBlurSamples;\r\n }\r\n\r\n /**\r\n * Sets the number of iterations to be used for motion blur quality\r\n */\r\n public set motionBlurSamples(samples: number) {\r\n this._effectWrapper.motionBlurSamples = samples;\r\n }\r\n\r\n /**\r\n * Gets whether or not the motion blur post-process is in object based mode.\r\n */\r\n @serialize()\r\n public get isObjectBased(): boolean {\r\n return this._effectWrapper.isObjectBased;\r\n }\r\n\r\n /**\r\n * Sets whether or not the motion blur post-process is in object based mode.\r\n */\r\n public set isObjectBased(value: boolean) {\r\n if (this.isObjectBased === value) {\r\n return;\r\n }\r\n\r\n this._effectWrapper.isObjectBased = value;\r\n this._applyMode();\r\n }\r\n\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\r\n return this._scene.geometryBufferRenderer;\r\n }\r\n\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"MotionBlurPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"MotionBlurPostProcess\";\r\n }\r\n\r\n protected override _effectWrapper: ThinMotionBlurPostProcess;\r\n\r\n /**\r\n * Creates a new instance MotionBlurPostProcess\r\n * @param name The name of the effect.\r\n * @param scene The scene containing the objects to blur according to their velocity.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: true)\r\n * @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n blockCompilation = false,\r\n forceGeometryBuffer = false\r\n ) {\r\n const localOptions = {\r\n uniforms: ThinMotionBlurPostProcess.Uniforms,\r\n samplers: ThinMotionBlurPostProcess.Samplers,\r\n defines: ThinMotionBlurPostProcess.Defines,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n textureType,\r\n blockCompilation,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n super(name, ThinMotionBlurPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinMotionBlurPostProcess(name, scene, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n\r\n this._forceGeometryBuffer = forceGeometryBuffer;\r\n\r\n // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n\r\n if (this._geometryBufferRenderer) {\r\n this._geometryBufferRenderer.enableVelocity = this.isObjectBased;\r\n }\r\n } else {\r\n scene.enablePrePassRenderer();\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.markAsDirty();\r\n this._prePassEffectConfiguration = new MotionBlurConfiguration();\r\n }\r\n }\r\n\r\n this._applyMode();\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n let list;\r\n if (this._geometryBufferRenderer) {\r\n list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;\r\n } else if (this._prePassRenderer) {\r\n list = this._prePassRenderer.excludedSkinnedMesh;\r\n } else {\r\n return;\r\n }\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n let list;\r\n if (this._geometryBufferRenderer) {\r\n list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;\r\n } else if (this._prePassRenderer) {\r\n list = this._prePassRenderer.excludedSkinnedMesh;\r\n } else {\r\n return;\r\n }\r\n\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n public override dispose(camera?: Camera): void {\r\n if (this._geometryBufferRenderer) {\r\n // Clear previous transformation matrices dictionary used to compute objects velocities\r\n this._geometryBufferRenderer._previousTransformationMatrices = {};\r\n this._geometryBufferRenderer._previousBonesTransformationMatrices = {};\r\n this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity = [];\r\n }\r\n\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Called on the mode changed (object based or screen based).\r\n */\r\n private _applyMode() {\r\n if (!this._geometryBufferRenderer && !this._prePassRenderer) {\r\n // We can't get a velocity or depth texture. So, work as a passthrough.\r\n Logger.Warn(\"Multiple Render Target support needed to compute object based motion blur\");\r\n return;\r\n }\r\n\r\n if (this._geometryBufferRenderer) {\r\n this._geometryBufferRenderer.enableVelocity = this.isObjectBased;\r\n }\r\n\r\n if (this.isObjectBased) {\r\n if (this._prePassRenderer && this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration.texturesRequired[0] = Constants.PREPASS_VELOCITY_TEXTURE_TYPE;\r\n }\r\n\r\n this.onApply = (effect: Effect) => this._onApplyObjectBased(effect);\r\n } else {\r\n if (this._prePassRenderer && this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration.texturesRequired[0] = Constants.PREPASS_DEPTH_TEXTURE_TYPE;\r\n }\r\n\r\n this.onApply = (effect: Effect) => this._onApplyScreenBased(effect);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect is applied when the motion blur post-process is in object based mode.\r\n * @param effect\r\n */\r\n private _onApplyObjectBased(effect: Effect): void {\r\n this._effectWrapper.textureWidth = this.width;\r\n this._effectWrapper.textureHeight = this.height;\r\n if (this._geometryBufferRenderer) {\r\n const velocityIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n } else if (this._prePassRenderer) {\r\n const velocityIndex = this._prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._prePassRenderer.getRenderTarget().textures[velocityIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect is applied when the motion blur post-process is in screen based mode.\r\n * @param effect\r\n */\r\n private _onApplyScreenBased(effect: Effect): void {\r\n this._effectWrapper.textureWidth = this.width;\r\n this._effectWrapper.textureHeight = this.height;\r\n if (this._geometryBufferRenderer) {\r\n const depthIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n } else if (this._prePassRenderer) {\r\n const depthIndex = this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[depthIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<MotionBlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new MotionBlurPostProcess(\r\n parsedPostProcess.name,\r\n scene,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MotionBlurPostProcess\", MotionBlurPostProcess);\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { PostProcessOptions } from \"./postProcess\";\r\nimport { PostProcess } from \"./postProcess\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { MotionBlurConfiguration } from \"../Rendering/motionBlurConfiguration\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\n\r\nimport \"../Animations/animatable\";\r\nimport \"../Rendering/geometryBufferRendererSceneComponent\";\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinMotionBlurPostProcess } from \"./thinMotionBlurPostProcess\";\r\n\r\n/**\r\n * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.\r\n * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.\r\n * As an example, all you have to do is to create the post-process:\r\n * var mb = new BABYLON.MotionBlurPostProcess(\r\n * 'mb', // The name of the effect.\r\n * scene, // The scene containing the objects to blur according to their velocity.\r\n * 1.0, // The required width/height ratio to downsize to before computing the render pass.\r\n * camera // The camera to apply the render pass to.\r\n * );\r\n * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.\r\n */\r\nexport class MotionBlurPostProcess extends PostProcess {\r\n /**\r\n * Defines how much the image is blurred by the movement. Default value is equal to 1\r\n */\r\n @serialize()\r\n public get motionStrength() {\r\n return this._effectWrapper.motionStrength;\r\n }\r\n\r\n public set motionStrength(value: number) {\r\n this._effectWrapper.motionStrength = value;\r\n }\r\n\r\n /**\r\n * Gets the number of iterations are used for motion blur quality. Default value is equal to 32\r\n */\r\n @serialize()\r\n public get motionBlurSamples(): number {\r\n return this._effectWrapper.motionBlurSamples;\r\n }\r\n\r\n /**\r\n * Sets the number of iterations to be used for motion blur quality\r\n */\r\n public set motionBlurSamples(samples: number) {\r\n this._effectWrapper.motionBlurSamples = samples;\r\n }\r\n\r\n /**\r\n * Gets whether or not the motion blur post-process is in object based mode.\r\n */\r\n @serialize()\r\n public get isObjectBased(): boolean {\r\n return this._effectWrapper.isObjectBased;\r\n }\r\n\r\n /**\r\n * Sets whether or not the motion blur post-process is in object based mode.\r\n */\r\n public set isObjectBased(value: boolean) {\r\n if (this.isObjectBased === value) {\r\n return;\r\n }\r\n\r\n this._effectWrapper.isObjectBased = value;\r\n this._applyMode();\r\n }\r\n\r\n private _forcedGeometryBuffer: Nullable<GeometryBufferRenderer> = null;\r\n\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\r\n return this._forcedGeometryBuffer ?? this._scene.geometryBufferRenderer;\r\n }\r\n\r\n private get _prePassRenderer(): Nullable<PrePassRenderer> {\r\n if (this._forceGeometryBuffer) {\r\n return null;\r\n }\r\n\r\n return this._scene.prePassRenderer;\r\n }\r\n\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"MotionBlurPostProcess\" string\r\n */\r\n public override getClassName(): string {\r\n return \"MotionBlurPostProcess\";\r\n }\r\n\r\n protected override _effectWrapper: ThinMotionBlurPostProcess;\r\n\r\n /**\r\n * Creates a new instance MotionBlurPostProcess\r\n * @param name The name of the effect.\r\n * @param scene The scene containing the objects to blur according to their velocity.\r\n * @param options The required width/height ratio to downsize to before computing the render pass.\r\n * @param camera The camera to apply the render pass to.\r\n * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)\r\n * @param engine The engine which the post process will be applied. (default: current engine)\r\n * @param reusable If the post process can be reused on the same frame. (default: false)\r\n * @param textureType Type of textures used when performing the post process. (default: 0)\r\n * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: true)\r\n * @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false)\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n options: number | PostProcessOptions,\r\n camera: Nullable<Camera>,\r\n samplingMode?: number,\r\n engine?: AbstractEngine,\r\n reusable?: boolean,\r\n textureType: number = Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n blockCompilation = false,\r\n forceGeometryBuffer: boolean | GeometryBufferRenderer = false\r\n ) {\r\n const localOptions = {\r\n uniforms: ThinMotionBlurPostProcess.Uniforms,\r\n samplers: ThinMotionBlurPostProcess.Samplers,\r\n defines: ThinMotionBlurPostProcess.Defines,\r\n size: typeof options === \"number\" ? options : undefined,\r\n camera,\r\n samplingMode,\r\n engine,\r\n reusable,\r\n textureType,\r\n blockCompilation,\r\n ...(options as PostProcessOptions),\r\n };\r\n\r\n super(name, ThinMotionBlurPostProcess.FragmentUrl, {\r\n effectWrapper: typeof options === \"number\" || !options.effectWrapper ? new ThinMotionBlurPostProcess(name, scene, localOptions) : undefined,\r\n ...localOptions,\r\n });\r\n\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 // Set up assets\r\n if (this._forceGeometryBuffer) {\r\n if (!this._forcedGeometryBuffer) {\r\n scene.enableGeometryBufferRenderer();\r\n }\r\n\r\n if (this._geometryBufferRenderer) {\r\n this._geometryBufferRenderer.enableVelocity = this.isObjectBased;\r\n }\r\n } else {\r\n scene.enablePrePassRenderer();\r\n\r\n if (this._prePassRenderer) {\r\n this._prePassRenderer.markAsDirty();\r\n this._prePassEffectConfiguration = new MotionBlurConfiguration();\r\n }\r\n }\r\n\r\n this._applyMode();\r\n }\r\n\r\n /**\r\n * Excludes the given skinned mesh from computing bones velocities.\r\n * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.\r\n * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.\r\n */\r\n public excludeSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n let list;\r\n if (this._geometryBufferRenderer) {\r\n list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;\r\n } else if (this._prePassRenderer) {\r\n list = this._prePassRenderer.excludedSkinnedMesh;\r\n } else {\r\n return;\r\n }\r\n list.push(skinnedMesh);\r\n }\r\n }\r\n\r\n /**\r\n * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.\r\n * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.\r\n * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.\r\n */\r\n public removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void {\r\n if (skinnedMesh.skeleton) {\r\n let list;\r\n if (this._geometryBufferRenderer) {\r\n list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;\r\n } else if (this._prePassRenderer) {\r\n list = this._prePassRenderer.excludedSkinnedMesh;\r\n } else {\r\n return;\r\n }\r\n\r\n const index = list.indexOf(skinnedMesh);\r\n if (index !== -1) {\r\n list.splice(index, 1);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the post process.\r\n * @param camera The camera to dispose the post process on.\r\n */\r\n public override dispose(camera?: Camera): void {\r\n if (this._geometryBufferRenderer && !this._forcedGeometryBuffer) {\r\n // Clear previous transformation matrices dictionary used to compute objects velocities\r\n this._geometryBufferRenderer._previousTransformationMatrices = {};\r\n this._geometryBufferRenderer._previousBonesTransformationMatrices = {};\r\n this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity = [];\r\n }\r\n\r\n super.dispose(camera);\r\n }\r\n\r\n /**\r\n * Called on the mode changed (object based or screen based).\r\n */\r\n private _applyMode() {\r\n if (!this._geometryBufferRenderer && !this._prePassRenderer) {\r\n // We can't get a velocity or depth texture. So, work as a passthrough.\r\n Logger.Warn(\"Multiple Render Target support needed to compute object based motion blur\");\r\n return;\r\n }\r\n\r\n if (this._geometryBufferRenderer) {\r\n this._geometryBufferRenderer.enableVelocity = this.isObjectBased;\r\n }\r\n\r\n if (this.isObjectBased) {\r\n if (this._prePassRenderer && this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration.texturesRequired[0] = Constants.PREPASS_VELOCITY_TEXTURE_TYPE;\r\n }\r\n\r\n this.onApply = (effect: Effect) => this._onApplyObjectBased(effect);\r\n } else {\r\n if (this._prePassRenderer && this._prePassEffectConfiguration) {\r\n this._prePassEffectConfiguration.texturesRequired[0] = Constants.PREPASS_DEPTH_TEXTURE_TYPE;\r\n }\r\n\r\n this.onApply = (effect: Effect) => this._onApplyScreenBased(effect);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect is applied when the motion blur post-process is in object based mode.\r\n * @param effect\r\n */\r\n private _onApplyObjectBased(effect: Effect): void {\r\n this._effectWrapper.textureWidth = this.width;\r\n this._effectWrapper.textureHeight = this.height;\r\n if (this._geometryBufferRenderer) {\r\n const velocityIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n } else if (this._prePassRenderer) {\r\n const velocityIndex = this._prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._prePassRenderer.getRenderTarget().textures[velocityIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * Called on the effect is applied when the motion blur post-process is in screen based mode.\r\n * @param effect\r\n */\r\n private _onApplyScreenBased(effect: Effect): void {\r\n this._effectWrapper.textureWidth = this.width;\r\n this._effectWrapper.textureHeight = this.height;\r\n if (this._geometryBufferRenderer) {\r\n const depthIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n } else if (this._prePassRenderer) {\r\n const depthIndex = this._prePassRenderer.getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._prePassRenderer.getRenderTarget().textures[depthIndex]);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static override _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<MotionBlurPostProcess> {\r\n return SerializationHelper.Parse(\r\n () => {\r\n return new MotionBlurPostProcess(\r\n parsedPostProcess.name,\r\n scene,\r\n parsedPostProcess.options,\r\n targetCamera,\r\n parsedPostProcess.renderTargetSamplingMode,\r\n scene.getEngine(),\r\n parsedPostProcess.reusable,\r\n parsedPostProcess.textureType,\r\n false\r\n );\r\n },\r\n parsedPostProcess,\r\n scene,\r\n rootUrl\r\n );\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.MotionBlurPostProcess\", MotionBlurPostProcess);\r\n"]}
@@ -559,6 +559,39 @@ export class GeometryBufferRenderer {
559
559
  defines.push("#define REFLECTIVITYCOLOR");
560
560
  }
561
561
  }
562
+ else if (material.getClassName() === "OpenPBRMaterial") {
563
+ const pbrMaterial = material;
564
+ defines.push("#define METALLICWORKFLOW");
565
+ metallicWorkflow = true;
566
+ defines.push("#define METALLIC");
567
+ defines.push("#define ROUGHNESS");
568
+ if (pbrMaterial._useRoughnessFromMetallicTextureGreen && pbrMaterial.baseMetalnessTexture) {
569
+ defines.push("#define ORMTEXTURE");
570
+ defines.push(`#define REFLECTIVITY_UV${pbrMaterial.baseMetalnessTexture.coordinatesIndex + 1}`);
571
+ needUv = true;
572
+ }
573
+ else if (pbrMaterial.baseMetalnessTexture) {
574
+ defines.push("#define METALLIC_TEXTURE");
575
+ defines.push(`#define METALLIC_UV${pbrMaterial.baseMetalnessTexture.coordinatesIndex + 1}`);
576
+ needUv = true;
577
+ }
578
+ else if (pbrMaterial.specularRoughnessTexture) {
579
+ defines.push("#define ROUGHNESS_TEXTURE");
580
+ defines.push(`#define ROUGHNESS_UV${pbrMaterial.specularRoughnessTexture.coordinatesIndex + 1}`);
581
+ needUv = true;
582
+ }
583
+ if (pbrMaterial.baseColorTexture) {
584
+ defines.push("#define ALBEDOTEXTURE");
585
+ defines.push(`#define ALBEDO_UV${pbrMaterial.baseColorTexture.coordinatesIndex + 1}`);
586
+ if (pbrMaterial.baseColorTexture.gammaSpace) {
587
+ defines.push("#define GAMMAALBEDO");
588
+ }
589
+ needUv = true;
590
+ }
591
+ if (pbrMaterial.baseColor) {
592
+ defines.push("#define ALBEDOCOLOR");
593
+ }
594
+ }
562
595
  }
563
596
  if (needUv) {
564
597
  defines.push("#define NEED_UV");
@@ -987,6 +1020,31 @@ export class GeometryBufferRenderer {
987
1020
  effect.setColor3("reflectivityColor", material.specularColor);
988
1021
  }
989
1022
  }
1023
+ else if (material.getClassName() === "OpenPBRMaterial") {
1024
+ // if it is a OpenPBR material:
1025
+ const openpbrMaterial = material;
1026
+ if (openpbrMaterial._useRoughnessFromMetallicTextureGreen && openpbrMaterial.baseMetalnessTexture) {
1027
+ effect.setTexture("reflectivitySampler", openpbrMaterial.baseMetalnessTexture);
1028
+ effect.setMatrix("reflectivityMatrix", openpbrMaterial.baseMetalnessTexture.getTextureMatrix());
1029
+ }
1030
+ else if (openpbrMaterial.baseMetalnessTexture) {
1031
+ effect.setTexture("metallicSampler", openpbrMaterial.baseMetalnessTexture);
1032
+ effect.setMatrix("metallicMatrix", openpbrMaterial.baseMetalnessTexture.getTextureMatrix());
1033
+ }
1034
+ else if (openpbrMaterial.specularRoughnessTexture) {
1035
+ effect.setTexture("roughnessSampler", openpbrMaterial.specularRoughnessTexture);
1036
+ effect.setMatrix("roughnessMatrix", openpbrMaterial.specularRoughnessTexture.getTextureMatrix());
1037
+ }
1038
+ effect.setFloat("metallic", openpbrMaterial.baseMetalness);
1039
+ effect.setFloat("glossiness", 1.0 - openpbrMaterial.specularRoughness);
1040
+ if (openpbrMaterial.baseColorTexture !== null) {
1041
+ effect.setTexture("albedoSampler", openpbrMaterial.baseColorTexture);
1042
+ effect.setMatrix("albedoMatrix", openpbrMaterial.baseColorTexture.getTextureMatrix());
1043
+ }
1044
+ if (openpbrMaterial.baseColor !== null) {
1045
+ effect.setColor3("albedoColor", openpbrMaterial.baseColor);
1046
+ }
1047
+ }
990
1048
  }
991
1049
  // Clip plane
992
1050
  BindClipPlane(effect, material, this._scene);