@onerjs/core 8.28.7 → 8.28.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +4 -3
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Lights/pointLight.js +6 -4
- package/Lights/pointLight.js.map +1 -1
- package/Lights/rectAreaLight.js +6 -4
- package/Lights/rectAreaLight.js.map +1 -1
- package/Lights/spotLight.js +3 -2
- package/Lights/spotLight.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +11 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +73 -26
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.js +1 -1
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Meshes/mesh.js +7 -6
- package/Meshes/mesh.js.map +1 -1
- package/PostProcesses/thinTAAPostProcess.js +1 -1
- package/PostProcesses/thinTAAPostProcess.js.map +1 -1
- package/Rendering/boundingBoxRenderer.js +4 -3
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +4 -3
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +10 -2
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +2 -2
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.fragment.d.ts +5 -0
- package/Shaders/gaussianSplattingDepth.fragment.js +11 -0
- package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -0
- package/Shaders/gaussianSplattingDepth.vertex.d.ts +8 -0
- package/Shaders/gaussianSplattingDepth.vertex.js +17 -0
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +7 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +2 -2
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrFragmentSamplersDeclaration.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.fragment.d.ts +6 -0
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js +17 -0
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -0
- package/ShadersWGSL/gaussianSplattingDepth.vertex.d.ts +8 -0
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +19 -0
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -0
- package/package.json +1 -1
- package/scene.js +6 -5
- package/scene.js.map +1 -1
package/Lights/spotLight.js.map
CHANGED
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1
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-
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{ serialize, serializeAsTexture } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_2\", (name, scene) => {\r\n return () => new SpotLight(name, Vector3.Zero(), Vector3.Zero(), 0, 0, scene);\r\n});\r\n\r\n/**\r\n * A spot light is defined by a position, a direction, an angle, and an exponent.\r\n * These values define a cone of light starting from the position, emitting toward the direction.\r\n * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,\r\n * and the exponent defines the speed of the decay of the light with distance (reach).\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class SpotLight extends ShadowLight {\r\n /*\r\n upVector , rightVector and direction will form the coordinate system for this spot light.\r\n These three vectors will be used as projection matrix when doing texture projection.\r\n\r\n Also we have the following rules always holds:\r\n direction cross up = right\r\n right cross direction = up\r\n up cross right = forward\r\n\r\n light_near and light_far will control the range of the texture projection. If a plane is\r\n out of the range in spot light space, there is no texture projection.\r\n */\r\n\r\n private _angle: number;\r\n private _innerAngle: number = 0;\r\n /** @internal */\r\n public _cosHalfAngle: number;\r\n\r\n /** @internal */\r\n public _lightAngleScale: number;\r\n /** @internal */\r\n public _lightAngleOffset: number;\r\n\r\n private _iesProfileTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Gets or sets the IES profile texture used to create the spotlight\r\n * @see https://playground.babylonjs.com/#UIAXAU#1\r\n */\r\n public get iesProfileTexture(): Nullable<BaseTexture> {\r\n return this._iesProfileTexture;\r\n }\r\n\r\n public set iesProfileTexture(value: Nullable<BaseTexture>) {\r\n if (this._iesProfileTexture === value) {\r\n return;\r\n }\r\n\r\n this._iesProfileTexture = value;\r\n\r\n if (this._iesProfileTexture && SpotLight._IsTexture(this._iesProfileTexture)) {\r\n this._iesProfileTexture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the cone angle of the spot light in Radians.\r\n */\r\n @serialize()\r\n public get angle(): number {\r\n return this._angle;\r\n }\r\n /**\r\n * Sets the cone angle of the spot light in Radians.\r\n */\r\n public set angle(value: number) {\r\n this._angle = value;\r\n this._cosHalfAngle = Math.cos(value * 0.5);\r\n this._projectionTextureProjectionLightDirty = true;\r\n this.forceProjectionMatrixCompute();\r\n this._computeAngleValues();\r\n }\r\n\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n @serialize()\r\n public get innerAngle(): number {\r\n return this._innerAngle;\r\n }\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n public set innerAngle(value: number) {\r\n this._innerAngle = value;\r\n this._computeAngleValues();\r\n }\r\n\r\n private _shadowAngleScale: number;\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n @serialize()\r\n public get shadowAngleScale(): number {\r\n return this._shadowAngleScale;\r\n }\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n public set shadowAngleScale(value: number) {\r\n this._shadowAngleScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * The light decay speed with the distance from the emission spot.\r\n */\r\n @serialize()\r\n public exponent: number;\r\n\r\n private _projectionTextureMatrix = Matrix.Zero();\r\n /**\r\n * Allows reading the projection texture\r\n */\r\n public get projectionTextureMatrix(): Matrix {\r\n return this._projectionTextureMatrix;\r\n }\r\n\r\n protected _projectionTextureLightNear: number = 1e-6;\r\n /**\r\n * Gets the near clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightNear(): number {\r\n return this._projectionTextureLightNear;\r\n }\r\n /**\r\n * Sets the near clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightNear(value: number) {\r\n this._projectionTextureLightNear = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureLightFar: number = 1000.0;\r\n /**\r\n * Gets the far clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightFar(): number {\r\n return this._projectionTextureLightFar;\r\n }\r\n /**\r\n * Sets the far clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightFar(value: number) {\r\n this._projectionTextureLightFar = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureUpDirection: Vector3 = Vector3.Up();\r\n /**\r\n * Gets the Up vector of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureUpDirection(): Vector3 {\r\n return this._projectionTextureUpDirection;\r\n }\r\n /**\r\n * Sets the Up vector of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureUpDirection(value: Vector3) {\r\n this._projectionTextureUpDirection = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n @serializeAsTexture(\"projectedLightTexture\")\r\n private _projectionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets the projection texture of the light.\r\n */\r\n public get projectionTexture(): Nullable<BaseTexture> {\r\n return this._projectionTexture;\r\n }\r\n /**\r\n * Sets the projection texture of the light.\r\n */\r\n public set projectionTexture(value: Nullable<BaseTexture>) {\r\n if (this._projectionTexture === value) {\r\n return;\r\n }\r\n this._projectionTexture = value;\r\n this._projectionTextureDirty = true;\r\n if (this._projectionTexture && !this._projectionTexture.isReady()) {\r\n if (SpotLight._IsProceduralTexture(this._projectionTexture)) {\r\n this._projectionTexture.getEffect().executeWhenCompiled(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n } else if (SpotLight._IsTexture(this._projectionTexture)) {\r\n this._projectionTexture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private static _IsProceduralTexture(texture: BaseTexture): texture is ProceduralTexture {\r\n return (texture as ProceduralTexture).onGeneratedObservable !== undefined;\r\n }\r\n\r\n private static _IsTexture(texture: BaseTexture): texture is Texture {\r\n return (texture as Texture).onLoadObservable !== undefined;\r\n }\r\n\r\n private _projectionTextureViewLightDirty = true;\r\n private _projectionTextureProjectionLightDirty = true;\r\n private _projectionTextureDirty = true;\r\n private _projectionTextureViewTargetVector = Vector3.Zero();\r\n private _projectionTextureViewLightMatrix = Matrix.Zero();\r\n\r\n private _projectionTextureProjectionLightMatrix = Matrix.Zero();\r\n /**\r\n * Gets or sets the light projection matrix as used by the projection texture\r\n */\r\n public get projectionTextureProjectionLightMatrix(): Matrix {\r\n return this._projectionTextureProjectionLightMatrix;\r\n }\r\n\r\n public set projectionTextureProjectionLightMatrix(projection: Matrix) {\r\n this._projectionTextureProjectionLightMatrix = projection;\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n }\r\n\r\n private _projectionTextureScalingMatrix = Matrix.FromValues(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);\r\n\r\n /**\r\n * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the spot light in the scene\r\n * @param direction The direction of the light in the scene\r\n * @param angle The cone angle of the light in Radians\r\n * @param exponent The light decay speed with the distance from the emission spot\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.position = position;\r\n this.direction = direction;\r\n this.angle = angle;\r\n this.exponent = exponent;\r\n }\r\n\r\n /**\r\n * Returns the string \"SpotLight\".\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SpotLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 2.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_SPOTLIGHT;\r\n }\r\n\r\n /**\r\n * Overrides the direction setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setDirection(value: Vector3) {\r\n super._setDirection(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Overrides the position setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setPosition(value: Vector3) {\r\n super._setPosition(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.\r\n * Returns the SpotLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n this._shadowAngleScale = this._shadowAngleScale || 1;\r\n const angle = this._shadowAngleScale * this._angle;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n angle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _computeProjectionTextureViewLightMatrix(): void {\r\n this._projectionTextureViewLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n this.getAbsolutePosition().addToRef(this.getShadowDirection(), this._projectionTextureViewTargetVector);\r\n Matrix.LookAtLHToRef(this.getAbsolutePosition(), this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);\r\n }\r\n\r\n protected _computeProjectionTextureProjectionLightMatrix(): void {\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n const lightFar = this.projectionTextureLightFar;\r\n const lightNear = this.projectionTextureLightNear;\r\n\r\n const p = lightFar / (lightFar - lightNear);\r\n const q = -p * lightNear;\r\n const s = 1.0 / Math.tan(this._angle / 2.0);\r\n const a = 1.0;\r\n\r\n Matrix.FromValuesToRef(s / a, 0.0, 0.0, 0.0, 0.0, s, 0.0, 0.0, 0.0, 0.0, p, 1.0, 0.0, 0.0, q, 0.0, this._projectionTextureProjectionLightMatrix);\r\n }\r\n\r\n /**\r\n * Main function for light texture projection matrix computing.\r\n */\r\n protected _computeProjectionTextureMatrix(): void {\r\n this._projectionTextureDirty = false;\r\n\r\n this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);\r\n if (this._projectionTexture instanceof Texture) {\r\n const u = this._projectionTexture.uScale / 2.0;\r\n const v = this._projectionTexture.vScale / 2.0;\r\n Matrix.FromValuesToRef(u, 0.0, 0.0, 0.0, 0.0, v, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0, this._projectionTextureScalingMatrix);\r\n }\r\n this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDirection\", 3);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n private _computeAngleValues(): void {\r\n this._lightAngleScale = 1.0 / Math.max(0.001, Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle);\r\n this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n if (this.projectionTexture && this.projectionTexture.isReady()) {\r\n if (this._projectionTextureViewLightDirty) {\r\n this._computeProjectionTextureViewLightMatrix();\r\n }\r\n if (this._projectionTextureProjectionLightDirty) {\r\n this._computeProjectionTextureProjectionLightMatrix();\r\n }\r\n if (this._projectionTextureDirty) {\r\n this._computeProjectionTextureMatrix();\r\n }\r\n effect.setMatrix(\"textureProjectionMatrix\" + lightIndex, this._projectionTextureMatrix);\r\n effect.setTexture(\"projectionLightTexture\" + lightIndex, this.projectionTexture);\r\n }\r\n\r\n if (this._iesProfileTexture && this._iesProfileTexture.isReady()) {\r\n effect.setTexture(\"iesLightTexture\" + lightIndex, this._iesProfileTexture);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the SpotLight transformed position (or position if not parented) and normalized direction.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The spot light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): SpotLight {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\r\n \"vLightData\",\r\n this.transformedPosition.x - this._scene.floatingOriginOffset.x,\r\n this.transformedPosition.y - this._scene.floatingOriginOffset.y,\r\n this.transformedPosition.z - this._scene.floatingOriginOffset.z,\r\n this.exponent,\r\n lightIndex\r\n );\r\n\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n this._uniformBuffer.updateFloat4(\r\n \"vLightData\",\r\n this.position.x - this._scene.floatingOriginOffset.x,\r\n this.position.y - this._scene.floatingOriginOffset.y,\r\n this.position.z - this._scene.floatingOriginOffset.z,\r\n this.exponent,\r\n lightIndex\r\n );\r\n\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightDirection\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n effect.setFloat3(lightDataUniformName, -normalizeDirection.x, -normalizeDirection.y, -normalizeDirection.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the light and the associated resources.\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n if (this._projectionTexture) {\r\n this._projectionTexture.dispose();\r\n }\r\n if (this._iesProfileTexture) {\r\n this._iesProfileTexture.dispose();\r\n this._iesProfileTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n public override getDepthMinZ(activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : (activeCamera?.minZ ?? Constants.ShadowMinZ);\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? minZ : this._scene.getEngine().isNDCHalfZRange ? 0 : minZ;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n public override getDepthMaxZ(activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : (activeCamera?.maxZ ?? Constants.ShadowMaxZ);\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : maxZ;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"SPOTLIGHT\" + lightIndex] = true;\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex] = this.projectionTexture && this.projectionTexture.isReady() ? true : false;\r\n defines[\"IESLIGHTTEXTURE\" + lightIndex] = this._iesProfileTexture && this._iesProfileTexture.isReady() ? true : false;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.SpotLight\", SpotLight);\r\n"]}
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1
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+
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{ serialize, serializeAsTexture } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport type { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Light } from \"./light\";\r\nimport { ShadowLight } from \"./shadowLight\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { ProceduralTexture } from \"../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nNode.AddNodeConstructor(\"Light_Type_2\", (name, scene) => {\r\n return () => new SpotLight(name, Vector3.Zero(), Vector3.Zero(), 0, 0, scene);\r\n});\r\n\r\n/**\r\n * A spot light is defined by a position, a direction, an angle, and an exponent.\r\n * These values define a cone of light starting from the position, emitting toward the direction.\r\n * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,\r\n * and the exponent defines the speed of the decay of the light with distance (reach).\r\n * Documentation: https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n */\r\nexport class SpotLight extends ShadowLight {\r\n /*\r\n upVector , rightVector and direction will form the coordinate system for this spot light.\r\n These three vectors will be used as projection matrix when doing texture projection.\r\n\r\n Also we have the following rules always holds:\r\n direction cross up = right\r\n right cross direction = up\r\n up cross right = forward\r\n\r\n light_near and light_far will control the range of the texture projection. If a plane is\r\n out of the range in spot light space, there is no texture projection.\r\n */\r\n\r\n private _angle: number;\r\n private _innerAngle: number = 0;\r\n /** @internal */\r\n public _cosHalfAngle: number;\r\n\r\n /** @internal */\r\n public _lightAngleScale: number;\r\n /** @internal */\r\n public _lightAngleOffset: number;\r\n\r\n private _iesProfileTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Gets or sets the IES profile texture used to create the spotlight\r\n * @see https://playground.babylonjs.com/#UIAXAU#1\r\n */\r\n public get iesProfileTexture(): Nullable<BaseTexture> {\r\n return this._iesProfileTexture;\r\n }\r\n\r\n public set iesProfileTexture(value: Nullable<BaseTexture>) {\r\n if (this._iesProfileTexture === value) {\r\n return;\r\n }\r\n\r\n this._iesProfileTexture = value;\r\n\r\n if (this._iesProfileTexture && SpotLight._IsTexture(this._iesProfileTexture)) {\r\n this._iesProfileTexture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the cone angle of the spot light in Radians.\r\n */\r\n @serialize()\r\n public get angle(): number {\r\n return this._angle;\r\n }\r\n /**\r\n * Sets the cone angle of the spot light in Radians.\r\n */\r\n public set angle(value: number) {\r\n this._angle = value;\r\n this._cosHalfAngle = Math.cos(value * 0.5);\r\n this._projectionTextureProjectionLightDirty = true;\r\n this.forceProjectionMatrixCompute();\r\n this._computeAngleValues();\r\n }\r\n\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n @serialize()\r\n public get innerAngle(): number {\r\n return this._innerAngle;\r\n }\r\n /**\r\n * Only used in gltf falloff mode, this defines the angle where\r\n * the directional falloff will start before cutting at angle which could be seen\r\n * as outer angle.\r\n */\r\n public set innerAngle(value: number) {\r\n this._innerAngle = value;\r\n this._computeAngleValues();\r\n }\r\n\r\n private _shadowAngleScale: number;\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n @serialize()\r\n public get shadowAngleScale(): number {\r\n return this._shadowAngleScale;\r\n }\r\n /**\r\n * Allows scaling the angle of the light for shadow generation only.\r\n */\r\n public set shadowAngleScale(value: number) {\r\n this._shadowAngleScale = value;\r\n this.forceProjectionMatrixCompute();\r\n }\r\n\r\n /**\r\n * The light decay speed with the distance from the emission spot.\r\n */\r\n @serialize()\r\n public exponent: number;\r\n\r\n private _projectionTextureMatrix = Matrix.Zero();\r\n /**\r\n * Allows reading the projection texture\r\n */\r\n public get projectionTextureMatrix(): Matrix {\r\n return this._projectionTextureMatrix;\r\n }\r\n\r\n protected _projectionTextureLightNear: number = 1e-6;\r\n /**\r\n * Gets the near clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightNear(): number {\r\n return this._projectionTextureLightNear;\r\n }\r\n /**\r\n * Sets the near clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightNear(value: number) {\r\n this._projectionTextureLightNear = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureLightFar: number = 1000.0;\r\n /**\r\n * Gets the far clip of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureLightFar(): number {\r\n return this._projectionTextureLightFar;\r\n }\r\n /**\r\n * Sets the far clip of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureLightFar(value: number) {\r\n this._projectionTextureLightFar = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n protected _projectionTextureUpDirection: Vector3 = Vector3.Up();\r\n /**\r\n * Gets the Up vector of the Spotlight for texture projection.\r\n */\r\n @serialize()\r\n public get projectionTextureUpDirection(): Vector3 {\r\n return this._projectionTextureUpDirection;\r\n }\r\n /**\r\n * Sets the Up vector of the Spotlight for texture projection.\r\n */\r\n public set projectionTextureUpDirection(value: Vector3) {\r\n this._projectionTextureUpDirection = value;\r\n this._projectionTextureProjectionLightDirty = true;\r\n }\r\n\r\n @serializeAsTexture(\"projectedLightTexture\")\r\n private _projectionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Gets the projection texture of the light.\r\n */\r\n public get projectionTexture(): Nullable<BaseTexture> {\r\n return this._projectionTexture;\r\n }\r\n /**\r\n * Sets the projection texture of the light.\r\n */\r\n public set projectionTexture(value: Nullable<BaseTexture>) {\r\n if (this._projectionTexture === value) {\r\n return;\r\n }\r\n this._projectionTexture = value;\r\n this._projectionTextureDirty = true;\r\n if (this._projectionTexture && !this._projectionTexture.isReady()) {\r\n if (SpotLight._IsProceduralTexture(this._projectionTexture)) {\r\n this._projectionTexture.getEffect().executeWhenCompiled(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n } else if (SpotLight._IsTexture(this._projectionTexture)) {\r\n this._projectionTexture.onLoadObservable.addOnce(() => {\r\n this._markMeshesAsLightDirty();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private static _IsProceduralTexture(texture: BaseTexture): texture is ProceduralTexture {\r\n return (texture as ProceduralTexture).onGeneratedObservable !== undefined;\r\n }\r\n\r\n private static _IsTexture(texture: BaseTexture): texture is Texture {\r\n return (texture as Texture).onLoadObservable !== undefined;\r\n }\r\n\r\n private _projectionTextureViewLightDirty = true;\r\n private _projectionTextureProjectionLightDirty = true;\r\n private _projectionTextureDirty = true;\r\n private _projectionTextureViewTargetVector = Vector3.Zero();\r\n private _projectionTextureViewLightMatrix = Matrix.Zero();\r\n\r\n private _projectionTextureProjectionLightMatrix = Matrix.Zero();\r\n /**\r\n * Gets or sets the light projection matrix as used by the projection texture\r\n */\r\n public get projectionTextureProjectionLightMatrix(): Matrix {\r\n return this._projectionTextureProjectionLightMatrix;\r\n }\r\n\r\n public set projectionTextureProjectionLightMatrix(projection: Matrix) {\r\n this._projectionTextureProjectionLightMatrix = projection;\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n }\r\n\r\n private _projectionTextureScalingMatrix = Matrix.FromValues(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);\r\n\r\n /**\r\n * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.\r\n * It can cast shadows.\r\n * Documentation : https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction\r\n * @param name The light friendly name\r\n * @param position The position of the spot light in the scene\r\n * @param direction The direction of the light in the scene\r\n * @param angle The cone angle of the light in Radians\r\n * @param exponent The light decay speed with the distance from the emission spot\r\n * @param scene The scene the lights belongs to\r\n */\r\n constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.position = position;\r\n this.direction = direction;\r\n this.angle = angle;\r\n this.exponent = exponent;\r\n }\r\n\r\n /**\r\n * Returns the string \"SpotLight\".\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"SpotLight\";\r\n }\r\n\r\n /**\r\n * Returns the integer 2.\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public override getTypeID(): number {\r\n return Light.LIGHTTYPEID_SPOTLIGHT;\r\n }\r\n\r\n /**\r\n * Overrides the direction setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setDirection(value: Vector3) {\r\n super._setDirection(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Overrides the position setter to recompute the projection texture view light Matrix.\r\n * @param value\r\n */\r\n protected override _setPosition(value: Vector3) {\r\n super._setPosition(value);\r\n this._projectionTextureViewLightDirty = true;\r\n }\r\n\r\n /**\r\n * Sets the passed matrix \"matrix\" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.\r\n * Returns the SpotLight.\r\n * @param matrix\r\n * @param viewMatrix\r\n * @param renderList\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void {\r\n const activeCamera = this.getScene().activeCamera;\r\n\r\n if (!activeCamera) {\r\n return;\r\n }\r\n\r\n this._shadowAngleScale = this._shadowAngleScale || 1;\r\n const angle = this._shadowAngleScale * this._angle;\r\n\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;\r\n\r\n const useReverseDepthBuffer = this.getScene().getEngine().useReverseDepthBuffer;\r\n\r\n Matrix.PerspectiveFovLHToRef(\r\n angle,\r\n 1.0,\r\n useReverseDepthBuffer ? maxZ : minZ,\r\n useReverseDepthBuffer ? minZ : maxZ,\r\n matrix,\r\n true,\r\n this._scene.getEngine().isNDCHalfZRange,\r\n undefined,\r\n useReverseDepthBuffer\r\n );\r\n }\r\n\r\n protected _computeProjectionTextureViewLightMatrix(): void {\r\n this._projectionTextureViewLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n this.getAbsolutePosition().addToRef(this.getShadowDirection(), this._projectionTextureViewTargetVector);\r\n Matrix.LookAtLHToRef(this.getAbsolutePosition(), this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);\r\n }\r\n\r\n protected _computeProjectionTextureProjectionLightMatrix(): void {\r\n this._projectionTextureProjectionLightDirty = false;\r\n this._projectionTextureDirty = true;\r\n\r\n const lightFar = this.projectionTextureLightFar;\r\n const lightNear = this.projectionTextureLightNear;\r\n\r\n const p = lightFar / (lightFar - lightNear);\r\n const q = -p * lightNear;\r\n const s = 1.0 / Math.tan(this._angle / 2.0);\r\n const a = 1.0;\r\n\r\n Matrix.FromValuesToRef(s / a, 0.0, 0.0, 0.0, 0.0, s, 0.0, 0.0, 0.0, 0.0, p, 1.0, 0.0, 0.0, q, 0.0, this._projectionTextureProjectionLightMatrix);\r\n }\r\n\r\n /**\r\n * Main function for light texture projection matrix computing.\r\n */\r\n protected _computeProjectionTextureMatrix(): void {\r\n this._projectionTextureDirty = false;\r\n\r\n this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);\r\n if (this._projectionTexture instanceof Texture) {\r\n const u = this._projectionTexture.uScale / 2.0;\r\n const v = this._projectionTexture.vScale / 2.0;\r\n Matrix.FromValuesToRef(u, 0.0, 0.0, 0.0, 0.0, v, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0, this._projectionTextureScalingMatrix);\r\n }\r\n this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);\r\n }\r\n\r\n protected _buildUniformLayout(): void {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDirection\", 3);\r\n this._uniformBuffer.addUniform(\"vLightFalloff\", 4);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n }\r\n\r\n private _computeAngleValues(): void {\r\n this._lightAngleScale = 1.0 / Math.max(0.001, Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle);\r\n this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect \"effect\" with the Light textures.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The light\r\n */\r\n public override transferTexturesToEffect(effect: Effect, lightIndex: string): Light {\r\n if (this.projectionTexture && this.projectionTexture.isReady()) {\r\n if (this._projectionTextureViewLightDirty) {\r\n this._computeProjectionTextureViewLightMatrix();\r\n }\r\n if (this._projectionTextureProjectionLightDirty) {\r\n this._computeProjectionTextureProjectionLightMatrix();\r\n }\r\n if (this._projectionTextureDirty) {\r\n this._computeProjectionTextureMatrix();\r\n }\r\n effect.setMatrix(\"textureProjectionMatrix\" + lightIndex, this._projectionTextureMatrix);\r\n effect.setTexture(\"projectionLightTexture\" + lightIndex, this.projectionTexture);\r\n }\r\n\r\n if (this._iesProfileTexture && this._iesProfileTexture.isReady()) {\r\n effect.setTexture(\"iesLightTexture\" + lightIndex, this._iesProfileTexture);\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * Sets the passed Effect object with the SpotLight transformed position (or position if not parented) and normalized direction.\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The spot light\r\n */\r\n public transferToEffect(effect: Effect, lightIndex: string): SpotLight {\r\n let normalizeDirection;\r\n const offset = this._scene.floatingOriginOffset;\r\n\r\n if (this.computeTransformedInformation()) {\r\n this._uniformBuffer.updateFloat4(\r\n \"vLightData\",\r\n this.transformedPosition.x - offset.x,\r\n this.transformedPosition.y - offset.y,\r\n this.transformedPosition.z - offset.z,\r\n this.exponent,\r\n lightIndex\r\n );\r\n\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n this._uniformBuffer.updateFloat4(\"vLightData\", this.position.x - offset.x, this.position.y - offset.y, this.position.z - offset.z, this.exponent, lightIndex);\r\n\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightDirection\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);\r\n\r\n this._uniformBuffer.updateFloat4(\"vLightFalloff\", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);\r\n return this;\r\n }\r\n\r\n public transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string) {\r\n let normalizeDirection;\r\n\r\n if (this.computeTransformedInformation()) {\r\n normalizeDirection = Vector3.Normalize(this.transformedDirection);\r\n } else {\r\n normalizeDirection = Vector3.Normalize(this.direction);\r\n }\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n effect.setFloat3(lightDataUniformName, -normalizeDirection.x, -normalizeDirection.y, -normalizeDirection.z);\r\n } else {\r\n effect.setFloat3(lightDataUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z);\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the light and the associated resources.\r\n */\r\n public override dispose(): void {\r\n super.dispose();\r\n if (this._projectionTexture) {\r\n this._projectionTexture.dispose();\r\n }\r\n if (this._iesProfileTexture) {\r\n this._iesProfileTexture.dispose();\r\n this._iesProfileTexture = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the minZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the min for\r\n * @returns the depth min z\r\n */\r\n public override getDepthMinZ(activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n const minZ = this.shadowMinZ !== undefined ? this.shadowMinZ : (activeCamera?.minZ ?? Constants.ShadowMinZ);\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? minZ : this._scene.getEngine().isNDCHalfZRange ? 0 : minZ;\r\n }\r\n\r\n /**\r\n * Gets the maxZ used for shadow according to both the scene and the light.\r\n * @param activeCamera The camera we are returning the max for\r\n * @returns the depth max z\r\n */\r\n public override getDepthMaxZ(activeCamera: Nullable<Camera>): number {\r\n const engine = this._scene.getEngine();\r\n const maxZ = this.shadowMaxZ !== undefined ? this.shadowMaxZ : (activeCamera?.maxZ ?? Constants.ShadowMaxZ);\r\n\r\n return engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : maxZ;\r\n }\r\n\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n public prepareLightSpecificDefines(defines: any, lightIndex: number): void {\r\n defines[\"SPOTLIGHT\" + lightIndex] = true;\r\n defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex] = this.projectionTexture && this.projectionTexture.isReady() ? true : false;\r\n defines[\"IESLIGHTTEXTURE\" + lightIndex] = this._iesProfileTexture && this._iesProfileTexture.isReady() ? true : false;\r\n }\r\n}\r\n\r\n// Register Class Name\r\nRegisterClass(\"BABYLON.SpotLight\", SpotLight);\r\n"]}
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shaderMaterial.bindView(effect);
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effect.setFloat2("invViewport", 1 / shadowmapWidth, 1 / shadowmapHeight);
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effect.setFloat2("focal", focal, focal);
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effect.setFloat("kernelSize", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);
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|
+
if (gsMesh.covariancesATexture) {
|
|
303
|
+
const textureSize = gsMesh.covariancesATexture.getSize();
|
|
304
|
+
effect.setFloat2("dataTextureSize", textureSize.width, textureSize.height);
|
|
305
|
+
effect.setTexture("covariancesATexture", gsMesh.covariancesATexture);
|
|
306
|
+
effect.setTexture("covariancesBTexture", gsMesh.covariancesBTexture);
|
|
307
|
+
effect.setTexture("centersTexture", gsMesh.centersTexture);
|
|
308
|
+
}
|
|
309
|
+
});
|
|
310
|
+
return shadowDepthWrapper;
|
|
311
|
+
}
|
|
282
312
|
/**
|
|
283
313
|
* Clones the material.
|
|
284
314
|
* @param name The cloned name.
|
|
@@ -322,5 +352,22 @@ GaussianSplattingMaterial.KernelSize = 0.3;
|
|
|
322
352
|
* Compensation
|
|
323
353
|
*/
|
|
324
354
|
GaussianSplattingMaterial.Compensation = false;
|
|
355
|
+
GaussianSplattingMaterial._Attribs = [VertexBuffer.PositionKind, "splatIndex"];
|
|
356
|
+
GaussianSplattingMaterial._Samplers = ["covariancesATexture", "covariancesBTexture", "centersTexture", "colorsTexture", "shTexture0", "shTexture1", "shTexture2"];
|
|
357
|
+
GaussianSplattingMaterial._UniformBuffers = ["Scene", "Mesh"];
|
|
358
|
+
GaussianSplattingMaterial._Uniforms = [
|
|
359
|
+
"world",
|
|
360
|
+
"view",
|
|
361
|
+
"projection",
|
|
362
|
+
"vFogInfos",
|
|
363
|
+
"vFogColor",
|
|
364
|
+
"logarithmicDepthConstant",
|
|
365
|
+
"invViewport",
|
|
366
|
+
"dataTextureSize",
|
|
367
|
+
"focal",
|
|
368
|
+
"eyePosition",
|
|
369
|
+
"kernelSize",
|
|
370
|
+
"viewDirectionFactor",
|
|
371
|
+
];
|
|
325
372
|
RegisterClass("BABYLON.GaussianSplattingMaterial", GaussianSplattingMaterial);
|
|
326
373
|
//# sourceMappingURL=gaussianSplattingMaterial.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"core/Meshes\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"core/Cameras/camera\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public SH_DEGREE = 0;\r\n public COMPENSATION = false;\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind, \"splatIndex\"];\r\n\r\n PrepareAttributesForInstances(attribs, defines);\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"viewDirectionFactor\",\r\n ];\r\n const samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\"];\r\n const uniformBuffers = [\"Scene\", \"Mesh\"];\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(uniforms);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth();\r\n const renderHeight = engine.getRenderHeight();\r\n\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n const gsMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setVector3(\"viewDirectionFactor\", gsMesh.viewDirectionFactor);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
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+
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type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"../../Meshes\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport \"../../Shaders/gaussianSplattingDepth.fragment\";\r\nimport \"../../Shaders/gaussianSplattingDepth.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public SH_DEGREE = 0;\r\n public COMPENSATION = false;\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n this.shadowDepthWrapper = GaussianSplattingMaterial._MakeGaussianSplattingShadowDepthWrapper(scene!, this.shaderLanguage);\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n protected static _Attribs = [VertexBuffer.PositionKind, \"splatIndex\"];\r\n protected static _Samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\"];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _Uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"viewDirectionFactor\",\r\n ];\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n PrepareAttributesForInstances(GaussianSplattingMaterial._Attribs, defines);\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(GaussianSplattingMaterial._Uniforms);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth();\r\n const renderHeight = engine.getRenderHeight();\r\n\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n const gsMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setVector3(\"viewDirectionFactor\", gsMesh.viewDirectionFactor);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepth\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: [\"#define GS_DISABLE_COLOR\"],\r\n }\r\n );\r\n\r\n const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {\r\n standalone: true,\r\n });\r\n\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const effect = shaderMaterial.getEffect()!;\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n shaderMaterial.bindView(effect);\r\n shaderMaterial.bindViewProjection(effect);\r\n\r\n const shadowmapWidth = scene.getEngine().getRenderWidth();\r\n const shadowmapHeight = scene.getEngine().getRenderHeight();\r\n effect.setFloat2(\"invViewport\", 1 / shadowmapWidth, 1 / shadowmapHeight);\r\n\r\n const projection = scene.getProjectionMatrix();\r\n const t = projection.m[5];\r\n const focal = (shadowmapWidth * t) / 2.0;\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n }\r\n });\r\n\r\n return shadowDepthWrapper;\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
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@@ -208,7 +208,7 @@ export class OpenPBRMaterialDefines extends ImageProcessingDefinesMixin(OpenPBRM
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/**
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* Number of samples to use for the fuzz IBL lighting calculations
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*/
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-
this.FUZZ_IBL_SAMPLES =
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+
this.FUZZ_IBL_SAMPLES = 6;
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/**
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* Tells the shader to enable the fuzz layer
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*/
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