@onerjs/core 8.32.7 → 8.32.9

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (112) hide show
  1. package/Audio/sound.js +0 -1
  2. package/Audio/sound.js.map +1 -1
  3. package/AudioV2/abstractAudio/abstractSoundSource.js +12 -4
  4. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  5. package/AudioV2/webAudio/webAudioStaticSound.js +10 -3
  6. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  7. package/Engines/Extensions/engine.prefilteredCubeTexture.js +1 -1
  8. package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -1
  9. package/Engines/abstractEngine.js +2 -2
  10. package/Engines/abstractEngine.js.map +1 -1
  11. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
  12. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  13. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +18 -0
  14. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +105 -15
  15. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  16. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +7 -7
  17. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  18. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +1 -1
  19. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  20. package/FrameGraph/Passes/pass.d.ts +11 -2
  21. package/FrameGraph/Passes/pass.js +14 -2
  22. package/FrameGraph/Passes/pass.js.map +1 -1
  23. package/FrameGraph/Passes/renderPass.d.ts +4 -2
  24. package/FrameGraph/Passes/renderPass.js +5 -2
  25. package/FrameGraph/Passes/renderPass.js.map +1 -1
  26. package/FrameGraph/Tasks/Layers/baseLayerTask.js +27 -31
  27. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  28. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +41 -1
  29. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +122 -0
  30. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  31. package/FrameGraph/Tasks/Texture/clearTextureTask.js +6 -4
  32. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  33. package/FrameGraph/frameGraph.js +3 -0
  34. package/FrameGraph/frameGraph.js.map +1 -1
  35. package/FrameGraph/frameGraphRenderTarget.js +1 -0
  36. package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
  37. package/FrameGraph/frameGraphTask.d.ts +2 -0
  38. package/FrameGraph/frameGraphTask.js +11 -0
  39. package/FrameGraph/frameGraphTask.js.map +1 -1
  40. package/FrameGraph/frameGraphTypes.d.ts +8 -0
  41. package/FrameGraph/frameGraphTypes.js.map +1 -1
  42. package/Layers/effectLayer.d.ts +1 -1
  43. package/Layers/effectLayer.js.map +1 -1
  44. package/Layers/glowLayer.js +2 -0
  45. package/Layers/glowLayer.js.map +1 -1
  46. package/Layers/highlightLayer.js +2 -0
  47. package/Layers/highlightLayer.js.map +1 -1
  48. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +9 -0
  49. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +66 -22
  50. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  51. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +3 -6
  52. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  53. package/Materials/materialHelper.functions.js +2 -8
  54. package/Materials/materialHelper.functions.js.map +1 -1
  55. package/Materials/shaderMaterial.js +2 -2
  56. package/Materials/shaderMaterial.js.map +1 -1
  57. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +16 -6
  58. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +37 -33
  59. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  60. package/Misc/snapshotRenderingHelper.js +10 -0
  61. package/Misc/snapshotRenderingHelper.js.map +1 -1
  62. package/Rendering/depthPeelingRenderer.d.ts +7 -78
  63. package/Rendering/depthPeelingRenderer.js +12 -398
  64. package/Rendering/depthPeelingRenderer.js.map +1 -1
  65. package/Rendering/depthPeelingSceneComponent.d.ts +3 -3
  66. package/Rendering/depthPeelingSceneComponent.js.map +1 -1
  67. package/Rendering/depthRenderer.js +9 -1
  68. package/Rendering/depthRenderer.js.map +1 -1
  69. package/Rendering/index.d.ts +1 -0
  70. package/Rendering/index.js +1 -0
  71. package/Rendering/index.js.map +1 -1
  72. package/Rendering/objectRenderer.d.ts +20 -0
  73. package/Rendering/objectRenderer.js +17 -1
  74. package/Rendering/objectRenderer.js.map +1 -1
  75. package/Rendering/renderingGroup.d.ts +10 -3
  76. package/Rendering/renderingGroup.js +24 -13
  77. package/Rendering/renderingGroup.js.map +1 -1
  78. package/Rendering/renderingManager.d.ts +6 -2
  79. package/Rendering/renderingManager.js +8 -2
  80. package/Rendering/renderingManager.js.map +1 -1
  81. package/Rendering/thinDepthPeelingRenderer.d.ts +120 -0
  82. package/Rendering/thinDepthPeelingRenderer.js +469 -0
  83. package/Rendering/thinDepthPeelingRenderer.js.map +1 -0
  84. package/Shaders/ShadersInclude/gaussianSplatting.js +1 -1
  85. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  86. package/Shaders/gaussianSplatting.vertex.js +2 -2
  87. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  88. package/Shaders/gaussianSplattingDepth.fragment.js +9 -2
  89. package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -1
  90. package/Shaders/gaussianSplattingDepth.vertex.js +13 -2
  91. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  92. package/Shaders/oitFinalSimpleBlend.fragment.d.ts +5 -0
  93. package/Shaders/oitFinalSimpleBlend.fragment.js +12 -0
  94. package/Shaders/oitFinalSimpleBlend.fragment.js.map +1 -0
  95. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +1 -5
  96. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  97. package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
  98. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  99. package/ShadersWGSL/gaussianSplattingDepth.fragment.js +12 -3
  100. package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
  101. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +13 -2
  102. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  103. package/ShadersWGSL/iblVoxelGrid.vertex.d.ts +1 -0
  104. package/ShadersWGSL/iblVoxelGrid.vertex.js +15 -8
  105. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  106. package/ShadersWGSL/oitFinalSimpleBlend.fragment.d.ts +5 -0
  107. package/ShadersWGSL/oitFinalSimpleBlend.fragment.js +13 -0
  108. package/ShadersWGSL/oitFinalSimpleBlend.fragment.js.map +1 -0
  109. package/node.d.ts +2 -0
  110. package/node.js +5 -0
  111. package/node.js.map +1 -1
  112. package/package.json +1 -1
@@ -2,15 +2,10 @@
2
2
  * Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b
3
3
  */
4
4
 
5
- import { MultiRenderTarget } from "../Materials/Textures/multiRenderTarget.js";
6
- import { Color4 } from "../Maths/math.color.js";
7
- import { SmartArray } from "../Misc/smartArray.js";
8
5
  import { ThinTexture } from "../Materials/Textures/thinTexture.js";
9
- import { EffectRenderer, EffectWrapper } from "../Materials/effectRenderer.js";
10
6
  import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture.js";
11
7
  import { Logger } from "../Misc/logger.js";
12
- import { Material } from "../Materials/material.js";
13
- import "../Engines/Extensions/engine.multiRender.js";
8
+ import { ThinDepthPeelingRenderer } from "./thinDepthPeelingRenderer.js";
14
9
  class DepthPeelingEffectConfiguration {
15
10
  constructor() {
16
11
  /**
@@ -32,58 +27,7 @@ class DepthPeelingEffectConfiguration {
32
27
  * Order independant transparency (OIT).
33
28
  * This should not be instanciated directly, as it is part of a scene component
34
29
  */
35
- export class DepthPeelingRenderer {
36
- /**
37
- * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.
38
- */
39
- get passCount() {
40
- return this._passCount;
41
- }
42
- set passCount(count) {
43
- if (this._passCount === count) {
44
- return;
45
- }
46
- this._passCount = count;
47
- this._createRenderPassIds();
48
- }
49
- /**
50
- * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.
51
- */
52
- get useRenderPasses() {
53
- return this._useRenderPasses;
54
- }
55
- set useRenderPasses(usePasses) {
56
- if (this._useRenderPasses === usePasses) {
57
- return;
58
- }
59
- this._useRenderPasses = usePasses;
60
- this._createRenderPassIds();
61
- }
62
- /**
63
- * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer
64
- * @param mesh The mesh to exclude from the depth peeling renderer
65
- */
66
- addExcludedMesh(mesh) {
67
- if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
68
- this._excludedMeshes.push(mesh.uniqueId);
69
- }
70
- }
71
- /**
72
- * Remove a mesh from the exclusion list of the depth peeling renderer
73
- * @param mesh The mesh to remove
74
- */
75
- removeExcludedMesh(mesh) {
76
- const index = this._excludedMeshes.indexOf(mesh.uniqueId);
77
- if (index !== -1) {
78
- this._excludedMeshes.splice(index, 1);
79
- }
80
- }
81
- /**
82
- * Gets the shader language used in this renderer
83
- */
84
- get shaderLanguage() {
85
- return this._shaderLanguage;
86
- }
30
+ export class DepthPeelingRenderer extends ThinDepthPeelingRenderer {
87
31
  /**
88
32
  * Instanciates the depth peeling renderer
89
33
  * @param scene Scene to attach to
@@ -91,113 +35,20 @@ export class DepthPeelingRenderer {
91
35
  * @returns The depth peeling renderer
92
36
  */
93
37
  constructor(scene, passCount = 5) {
94
- this._thinTextures = [];
95
- this._currentPingPongState = 0;
96
- this._layoutCacheFormat = [[true], [true, true], [true, true, true]];
97
- this._layoutCache = [];
98
- this._candidateSubMeshes = new SmartArray(10);
99
- this._excludedSubMeshes = new SmartArray(10);
100
- this._excludedMeshes = [];
101
- this._colorCache = [
102
- new Color4(DepthPeelingRenderer._DEPTH_CLEAR_VALUE, DepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),
103
- new Color4(-DepthPeelingRenderer._MIN_DEPTH, DepthPeelingRenderer._MAX_DEPTH, 0, 0),
104
- new Color4(0, 0, 0, 0),
105
- ];
106
- /** Shader language used by the renderer */
107
- this._shaderLanguage = 0 /* ShaderLanguage.GLSL */;
108
- this._scene = scene;
109
- this._engine = scene.getEngine();
110
- this._passCount = passCount;
38
+ super(scene, passCount);
111
39
  // We need a depth texture for opaque
112
40
  if (!scene.enablePrePassRenderer()) {
113
41
  Logger.Warn("Depth peeling for order independant transparency could not enable PrePass, aborting.");
114
42
  return;
115
43
  }
116
- for (let i = 0; i < this._layoutCacheFormat.length; ++i) {
117
- this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);
118
- }
119
- this._renderPassIds = [];
120
- this.useRenderPasses = false;
121
- if (this._engine.isWebGPU) {
122
- this._shaderLanguage = 1 /* ShaderLanguage.WGSL */;
123
- }
124
44
  this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();
125
45
  this._createTextures();
126
- this._createEffects();
127
- }
128
- _createRenderPassIds() {
129
- this._releaseRenderPassIds();
130
- if (this._useRenderPasses) {
131
- for (let i = 0; i < this._passCount + 1; ++i) {
132
- if (!this._renderPassIds[i]) {
133
- this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);
134
- }
135
- }
136
- }
137
- }
138
- _releaseRenderPassIds() {
139
- for (let i = 0; i < this._renderPassIds.length; ++i) {
140
- this._engine.releaseRenderPassId(this._renderPassIds[i]);
141
- }
142
- this._renderPassIds = [];
46
+ this._createEffects("oitFinal", ["uFrontColor", "uBackColor"]);
143
47
  }
144
48
  _createTextures() {
145
- const size = {
146
- width: this._engine.getRenderWidth(),
147
- height: this._engine.getRenderHeight(),
148
- };
149
- // 2 for ping pong
150
- this._depthMrts = [
151
- new MultiRenderTarget("depthPeelingDepth0MRT", size, 3, this._scene, undefined, [
152
- "depthPeelingDepth0MRT_depth",
153
- "depthPeelingDepth0MRT_frontColor",
154
- "depthPeelingDepth0MRT_backColor",
155
- ]),
156
- new MultiRenderTarget("depthPeelingDepth1MRT", size, 3, this._scene, undefined, [
157
- "depthPeelingDepth1MRT_depth",
158
- "depthPeelingDepth1MRT_frontColor",
159
- "depthPeelingDepth1MRT_backColor",
160
- ]),
161
- ];
162
- this._colorMrts = [
163
- new MultiRenderTarget("depthPeelingColor0MRT", size, 2, this._scene, { generateDepthBuffer: false }, [
164
- "depthPeelingColor0MRT_frontColor",
165
- "depthPeelingColor0MRT_backColor",
166
- ]),
167
- new MultiRenderTarget("depthPeelingColor1MRT", size, 2, this._scene, { generateDepthBuffer: false }, [
168
- "depthPeelingColor1MRT_frontColor",
169
- "depthPeelingColor1MRT_backColor",
170
- ]),
171
- ];
172
- this._blendBackMrt = new MultiRenderTarget("depthPeelingBackMRT", size, 1, this._scene, { generateDepthBuffer: false }, ["depthPeelingBackMRT_blendBack"]);
49
+ super._createTextures();
50
+ const size = this._getTextureSize();
173
51
  this._outputRT = new RenderTargetTexture("depthPeelingOutputRTT", size, this._scene, false);
174
- // 0 is a depth texture
175
- // 1 is a color texture
176
- const optionsArray = [
177
- {
178
- format: 7, // For MSAA we need RGBA
179
- samplingMode: 1,
180
- type: this._engine.getCaps().textureFloatLinearFiltering ? 1 : 2,
181
- label: "DepthPeelingRenderer-DepthTexture",
182
- },
183
- {
184
- format: 5,
185
- samplingMode: 1,
186
- type: 2, // For MSAA we need FLOAT
187
- label: "DepthPeelingRenderer-ColorTexture",
188
- },
189
- ];
190
- for (let i = 0; i < 2; i++) {
191
- const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);
192
- const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);
193
- const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);
194
- this._depthMrts[i].setInternalTexture(depthTexture, 0);
195
- this._depthMrts[i].setInternalTexture(frontColorTexture, 1);
196
- this._depthMrts[i].setInternalTexture(backColorTexture, 2);
197
- this._colorMrts[i].setInternalTexture(frontColorTexture, 0);
198
- this._colorMrts[i].setInternalTexture(backColorTexture, 1);
199
- this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));
200
- }
201
52
  }
202
53
  // TODO : explore again MSAA with depth peeling when
203
54
  // we are able to fetch individual samples in a multisampled renderbuffer
@@ -216,15 +67,9 @@ export class DepthPeelingRenderer {
216
67
  }
217
68
  this._thinTextures[i].dispose();
218
69
  }
219
- for (let i = 0; i < 2; i++) {
220
- this._depthMrts[i].dispose(true);
221
- this._colorMrts[i].dispose(true);
222
- this._blendBackMrt.dispose(true);
223
- }
224
- this._outputRT.dispose();
225
70
  this._thinTextures = [];
226
- this._colorMrts = [];
227
- this._depthMrts = [];
71
+ this._outputRT.dispose();
72
+ super._disposeTextures();
228
73
  }
229
74
  _updateTextures() {
230
75
  if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {
@@ -255,57 +100,6 @@ export class DepthPeelingRenderer {
255
100
  }
256
101
  return true;
257
102
  }
258
- _createEffects() {
259
- this._blendBackEffectWrapper = new EffectWrapper({
260
- fragmentShader: "oitBackBlend",
261
- useShaderStore: true,
262
- engine: this._engine,
263
- samplerNames: ["uBackColor"],
264
- uniformNames: [],
265
- shaderLanguage: this._shaderLanguage,
266
- extraInitializationsAsync: async () => {
267
- if (this._shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
268
- await import("../ShadersWGSL/oitBackBlend.fragment.js");
269
- }
270
- else {
271
- await import("../Shaders/oitBackBlend.fragment.js");
272
- }
273
- },
274
- });
275
- this._blendBackEffectWrapperPingPong = new EffectWrapper({
276
- fragmentShader: "oitBackBlend",
277
- useShaderStore: true,
278
- engine: this._engine,
279
- samplerNames: ["uBackColor"],
280
- uniformNames: [],
281
- shaderLanguage: this._shaderLanguage,
282
- extraInitializationsAsync: async () => {
283
- if (this._shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
284
- await import("../ShadersWGSL/oitBackBlend.fragment.js");
285
- }
286
- else {
287
- await import("../Shaders/oitBackBlend.fragment.js");
288
- }
289
- },
290
- });
291
- this._finalEffectWrapper = new EffectWrapper({
292
- fragmentShader: "oitFinal",
293
- useShaderStore: true,
294
- engine: this._engine,
295
- samplerNames: ["uFrontColor", "uBackColor"],
296
- uniformNames: [],
297
- shaderLanguage: this._shaderLanguage,
298
- extraInitializationsAsync: async () => {
299
- if (this._shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
300
- await import("../ShadersWGSL/oitFinal.fragment.js");
301
- }
302
- else {
303
- await import("../Shaders/oitFinal.fragment.js");
304
- }
305
- },
306
- });
307
- this._effectRenderer = new EffectRenderer(this._engine);
308
- }
309
103
  /**
310
104
  * Links to the prepass renderer
311
105
  * @param prePassRenderer The scene PrePassRenderer
@@ -313,54 +107,6 @@ export class DepthPeelingRenderer {
313
107
  setPrePassRenderer(prePassRenderer) {
314
108
  prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);
315
109
  }
316
- /**
317
- * Binds depth peeling textures on an effect
318
- * @param effect The effect to bind textures on
319
- */
320
- bind(effect) {
321
- effect.setTexture("oitDepthSampler", this._thinTextures[this._currentPingPongState * 3]);
322
- effect.setTexture("oitFrontColorSampler", this._thinTextures[this._currentPingPongState * 3 + 1]);
323
- }
324
- _renderSubMeshes(transparentSubMeshes) {
325
- let mapMaterialContext;
326
- if (this._useRenderPasses) {
327
- mapMaterialContext = {};
328
- }
329
- for (let j = 0; j < transparentSubMeshes.length; j++) {
330
- const material = transparentSubMeshes.data[j].getMaterial();
331
- let previousShaderHotSwapping = true;
332
- let previousBFC = false;
333
- const subMesh = transparentSubMeshes.data[j];
334
- let drawWrapper;
335
- let firstDraw = false;
336
- if (this._useRenderPasses) {
337
- drawWrapper = subMesh._getDrawWrapper();
338
- firstDraw = !drawWrapper;
339
- }
340
- if (material) {
341
- previousShaderHotSwapping = material.allowShaderHotSwapping;
342
- previousBFC = material.backFaceCulling;
343
- material.allowShaderHotSwapping = false;
344
- material.backFaceCulling = false;
345
- }
346
- subMesh.render(false);
347
- if (firstDraw) {
348
- // first time we draw this submesh: we replace the material context
349
- drawWrapper = subMesh._getDrawWrapper(); // we are sure it is now non empty as we just rendered the submesh
350
- if (drawWrapper.materialContext) {
351
- let newMaterialContext = mapMaterialContext[drawWrapper.materialContext.uniqueId];
352
- if (!newMaterialContext) {
353
- newMaterialContext = mapMaterialContext[drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();
354
- }
355
- subMesh._getDrawWrapper().materialContext = newMaterialContext;
356
- }
357
- }
358
- if (material) {
359
- material.allowShaderHotSwapping = previousShaderHotSwapping;
360
- material.backFaceCulling = previousBFC;
361
- }
362
- }
363
- }
364
110
  _finalCompose(writeId) {
365
111
  const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);
366
112
  if (output) {
@@ -381,145 +127,13 @@ export class DepthPeelingRenderer {
381
127
  * @returns true if the depth peeling renderer is ready to render the transparent meshes
382
128
  */
383
129
  isReady() {
384
- return (this._blendBackEffectWrapper.effect.isReady() &&
385
- this._blendBackEffectWrapperPingPong.effect.isReady() &&
386
- this._finalEffectWrapper.effect.isReady() &&
387
- this._updateTextures());
130
+ return super.isReady() && this._updateTextures();
388
131
  }
389
- /**
390
- * Renders transparent submeshes with depth peeling
391
- * @param transparentSubMeshes List of transparent meshes to render
392
- * @returns The array of submeshes that could not be handled by this renderer
393
- */
394
- render(transparentSubMeshes) {
395
- this._candidateSubMeshes.length = 0;
396
- this._excludedSubMeshes.length = 0;
397
- if (!this.isReady()) {
398
- return this._excludedSubMeshes;
399
- }
400
- if (this._scene.activeCamera) {
401
- this._engine.setViewport(this._scene.activeCamera.viewport);
402
- }
403
- for (let i = 0; i < transparentSubMeshes.length; i++) {
404
- const subMesh = transparentSubMeshes.data[i];
405
- const material = subMesh.getMaterial();
406
- const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);
407
- if (material &&
408
- (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&
409
- this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1) {
410
- this._candidateSubMeshes.push(subMesh);
411
- }
412
- else {
413
- this._excludedSubMeshes.push(subMesh);
414
- }
415
- }
416
- if (!this._candidateSubMeshes.length) {
417
- this._engine.bindFramebuffer(this._colorMrts[1].renderTarget);
418
- this._engine.bindAttachments(this._layoutCache[1]);
419
- this._engine.clear(this._colorCache[2], true, false, false);
420
- this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget);
421
- this._finalCompose(1);
422
- return this._excludedSubMeshes;
423
- }
424
- const currentRenderPassId = this._engine.currentRenderPassId;
132
+ _beforeRender() {
425
133
  this._scene.prePassRenderer._enabled = false;
426
- if (this._useRenderPasses) {
427
- this._engine.currentRenderPassId = this._renderPassIds[0];
428
- }
429
- // Clears
430
- this._engine.bindFramebuffer(this._depthMrts[0].renderTarget);
431
- this._engine.bindAttachments(this._layoutCache[0]);
432
- this._engine.clear(this._colorCache[0], true, false, false);
433
- this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget);
434
- this._engine.bindFramebuffer(this._depthMrts[1].renderTarget);
435
- this._engine.bindAttachments(this._layoutCache[0]);
436
- this._engine.clear(this._colorCache[1], true, false, false);
437
- this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget);
438
- this._engine.bindFramebuffer(this._colorMrts[0].renderTarget);
439
- this._engine.bindAttachments(this._layoutCache[1]);
440
- this._engine.clear(this._colorCache[2], true, false, false);
441
- this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget);
442
- this._engine.bindFramebuffer(this._colorMrts[1].renderTarget);
443
- this._engine.bindAttachments(this._layoutCache[1]);
444
- this._engine.clear(this._colorCache[2], true, false, false);
445
- this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget);
446
- // Draw depth for first pass
447
- this._engine.bindFramebuffer(this._depthMrts[0].renderTarget);
448
- this._engine.bindAttachments(this._layoutCache[0]);
449
- this._engine.setAlphaMode(11); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error
450
- this._engine.setAlphaEquation(3);
451
- this._engine.depthCullingState.depthMask = false;
452
- this._engine.depthCullingState.depthTest = true;
453
- this._engine.applyStates();
454
- this._currentPingPongState = 1;
455
- // Render
456
- this._renderSubMeshes(this._candidateSubMeshes);
457
- this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget);
458
- this._scene.resetCachedMaterial();
459
- // depth peeling ping-pong
460
- let readId = 0;
461
- let writeId = 0;
462
- for (let i = 0; i < this._passCount; i++) {
463
- readId = i % 2;
464
- writeId = 1 - readId;
465
- this._currentPingPongState = readId;
466
- if (this._useRenderPasses) {
467
- this._engine.currentRenderPassId = this._renderPassIds[i + 1];
468
- }
469
- if (this._scene.activeCamera) {
470
- this._engine.setViewport(this._scene.activeCamera.viewport);
471
- }
472
- // Clears
473
- this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget);
474
- this._engine.bindAttachments(this._layoutCache[0]);
475
- this._engine.clear(this._colorCache[0], true, false, false);
476
- this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget);
477
- this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget);
478
- this._engine.bindAttachments(this._layoutCache[1]);
479
- this._engine.clear(this._colorCache[2], true, false, false);
480
- this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget);
481
- this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget);
482
- this._engine.bindAttachments(this._layoutCache[2]);
483
- this._engine.setAlphaMode(11); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error
484
- this._engine.setAlphaEquation(3);
485
- this._engine.depthCullingState.depthTest = false;
486
- this._engine.applyStates();
487
- // Render
488
- this._renderSubMeshes(this._candidateSubMeshes);
489
- this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget);
490
- this._scene.resetCachedMaterial();
491
- // Back color
492
- this._engine.bindFramebuffer(this._blendBackMrt.renderTarget);
493
- this._engine.bindAttachments(this._layoutCache[0]);
494
- this._engine.setAlphaEquation(0);
495
- this._engine.setAlphaMode(17);
496
- this._engine.applyStates();
497
- const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;
498
- this._engine.enableEffect(blendBackEffectWrapper.drawWrapper);
499
- blendBackEffectWrapper.effect.setTexture("uBackColor", this._thinTextures[writeId * 3 + 2]);
500
- this._effectRenderer.render(blendBackEffectWrapper);
501
- this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget);
502
- }
503
- this._engine.currentRenderPassId = currentRenderPassId;
504
- // Final composition on default FB
505
- this._finalCompose(writeId);
506
- this._scene.prePassRenderer._enabled = true;
507
- this._engine.depthCullingState.depthMask = true;
508
- this._engine.depthCullingState.depthTest = true;
509
- return this._excludedSubMeshes;
510
134
  }
511
- /**
512
- * Disposes the depth peeling renderer and associated resources
513
- */
514
- dispose() {
515
- this._disposeTextures();
516
- this._blendBackEffectWrapper.dispose();
517
- this._finalEffectWrapper.dispose();
518
- this._effectRenderer.dispose();
519
- this._releaseRenderPassIds();
135
+ _afterRender() {
136
+ this._scene.prePassRenderer._enabled = true;
520
137
  }
521
138
  }
522
- DepthPeelingRenderer._DEPTH_CLEAR_VALUE = -99999.0;
523
- DepthPeelingRenderer._MIN_DEPTH = 0;
524
- DepthPeelingRenderer._MAX_DEPTH = 1;
525
139
  //# sourceMappingURL=depthPeelingRenderer.js.map
@@ -1 +1 @@
1
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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport type { Effect } from \"../Materials/effect\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { InternalTextureCreationOptions } from \"../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport type { IMaterialContext } from \"../Engines/IMaterialContext\";\r\nimport type { DrawWrapper } from \"../Materials/drawWrapper\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\nclass DepthPeelingEffectConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"depthPeeling\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _depthMrts: MultiRenderTarget[];\r\n private _thinTextures: ThinTexture[] = [];\r\n private _colorMrts: MultiRenderTarget[];\r\n private _blendBackMrt: MultiRenderTarget;\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _blendBackEffectWrapper: EffectWrapper;\r\n private _blendBackEffectWrapperPingPong: EffectWrapper;\r\n private _finalEffectWrapper: EffectWrapper;\r\n private _effectRenderer: EffectRenderer;\r\n\r\n private _currentPingPongState: number = 0;\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n private _layoutCacheFormat = [[true], [true, true], [true, true, true]];\r\n private _layoutCache: number[][] = [];\r\n private _renderPassIds: number[];\r\n private _candidateSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedSubMeshes: SmartArray<SubMesh> = new SmartArray(10);\r\n private _excludedMeshes: number[] = [];\r\n\r\n private static _DEPTH_CLEAR_VALUE = -99999.0;\r\n private static _MIN_DEPTH = 0;\r\n private static _MAX_DEPTH = 1;\r\n\r\n private _colorCache = [\r\n new Color4(DepthPeelingRenderer._DEPTH_CLEAR_VALUE, DepthPeelingRenderer._DEPTH_CLEAR_VALUE, 0, 0),\r\n new Color4(-DepthPeelingRenderer._MIN_DEPTH, DepthPeelingRenderer._MAX_DEPTH, 0, 0),\r\n new Color4(0, 0, 0, 0),\r\n ];\r\n\r\n private _passCount: number;\r\n /**\r\n * Number of depth peeling passes. As we are using dual depth peeling, each pass two levels of transparency are processed.\r\n */\r\n public get passCount(): number {\r\n return this._passCount;\r\n }\r\n\r\n public set passCount(count: number) {\r\n if (this._passCount === count) {\r\n return;\r\n }\r\n this._passCount = count;\r\n this._createRenderPassIds();\r\n }\r\n\r\n private _useRenderPasses: boolean;\r\n /**\r\n * Instructs the renderer to use render passes. It is an optimization that makes the rendering faster for some engines (like WebGPU) but that consumes more memory, so it is disabled by default.\r\n */\r\n public get useRenderPasses() {\r\n return this._useRenderPasses;\r\n }\r\n\r\n public set useRenderPasses(usePasses: boolean) {\r\n if (this._useRenderPasses === usePasses) {\r\n return;\r\n }\r\n this._useRenderPasses = usePasses;\r\n this._createRenderPassIds();\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to be handled by the depth peeling renderer\r\n * @param mesh The mesh to exclude from the depth peeling renderer\r\n */\r\n public addExcludedMesh(mesh: AbstractMesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list of the depth peeling renderer\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: AbstractMesh): void {\r\n const index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /** Shader language used by the renderer */\r\n protected _shaderLanguage = ShaderLanguage.GLSL;\r\n\r\n /**\r\n * Gets the shader language used in this renderer\r\n */\r\n public get shaderLanguage(): ShaderLanguage {\r\n return this._shaderLanguage;\r\n }\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._passCount = passCount;\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n for (let i = 0; i < this._layoutCacheFormat.length; ++i) {\r\n this._layoutCache[i] = this._engine.buildTextureLayout(this._layoutCacheFormat[i]);\r\n }\r\n\r\n this._renderPassIds = [];\r\n this.useRenderPasses = false;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._shaderLanguage = ShaderLanguage.WGSL;\r\n }\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects();\r\n }\r\n\r\n private _createRenderPassIds(): void {\r\n this._releaseRenderPassIds();\r\n if (this._useRenderPasses) {\r\n for (let i = 0; i < this._passCount + 1; ++i) {\r\n if (!this._renderPassIds[i]) {\r\n this._renderPassIds[i] = this._engine.createRenderPassId(`DepthPeelingRenderer - pass #${i}`);\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _releaseRenderPassIds(): void {\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n this._engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds = [];\r\n }\r\n\r\n private _createTextures() {\r\n const size = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n };\r\n\r\n // 2 for ping pong\r\n this._depthMrts = [\r\n new MultiRenderTarget(\"depthPeelingDepth0MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth0MRT_depth\",\r\n \"depthPeelingDepth0MRT_frontColor\",\r\n \"depthPeelingDepth0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingDepth1MRT\", size, 3, this._scene, undefined, [\r\n \"depthPeelingDepth1MRT_depth\",\r\n \"depthPeelingDepth1MRT_frontColor\",\r\n \"depthPeelingDepth1MRT_backColor\",\r\n ]),\r\n ];\r\n this._colorMrts = [\r\n new MultiRenderTarget(\"depthPeelingColor0MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor0MRT_frontColor\",\r\n \"depthPeelingColor0MRT_backColor\",\r\n ]),\r\n new MultiRenderTarget(\"depthPeelingColor1MRT\", size, 2, this._scene, { generateDepthBuffer: false }, [\r\n \"depthPeelingColor1MRT_frontColor\",\r\n \"depthPeelingColor1MRT_backColor\",\r\n ]),\r\n ];\r\n this._blendBackMrt = new MultiRenderTarget(\"depthPeelingBackMRT\", size, 1, this._scene, { generateDepthBuffer: false }, [\"depthPeelingBackMRT_blendBack\"]);\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutputRTT\", size, this._scene, false);\r\n\r\n // 0 is a depth texture\r\n // 1 is a color texture\r\n const optionsArray = [\r\n {\r\n format: Constants.TEXTUREFORMAT_RG, // For MSAA we need RGBA\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: this._engine.getCaps().textureFloatLinearFiltering ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT,\r\n label: \"DepthPeelingRenderer-DepthTexture\",\r\n } as InternalTextureCreationOptions,\r\n {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT, // For MSAA we need FLOAT\r\n label: \"DepthPeelingRenderer-ColorTexture\",\r\n } as InternalTextureCreationOptions,\r\n ];\r\n\r\n for (let i = 0; i < 2; i++) {\r\n const depthTexture = this._engine._createInternalTexture(size, optionsArray[0], false);\r\n const frontColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n const backColorTexture = this._engine._createInternalTexture(size, optionsArray[1], false);\r\n\r\n this._depthMrts[i].setInternalTexture(depthTexture, 0);\r\n this._depthMrts[i].setInternalTexture(frontColorTexture, 1);\r\n this._depthMrts[i].setInternalTexture(backColorTexture, 2);\r\n this._colorMrts[i].setInternalTexture(frontColorTexture, 0);\r\n this._colorMrts[i].setInternalTexture(backColorTexture, 1);\r\n\r\n this._thinTextures.push(new ThinTexture(depthTexture), new ThinTexture(frontColorTexture), new ThinTexture(backColorTexture));\r\n }\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n private _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < 2; i++) {\r\n this._depthMrts[i].dispose(true);\r\n this._colorMrts[i].dispose(true);\r\n this._blendBackMrt.dispose(true);\r\n }\r\n this._outputRT.dispose();\r\n\r\n this._thinTextures = [];\r\n this._colorMrts = [];\r\n this._depthMrts = [];\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!.shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _createEffects() {\r\n this._blendBackEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n this._blendBackEffectWrapperPingPong = new EffectWrapper({\r\n fragmentShader: \"oitBackBlend\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitBackBlend.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitBackBlend.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._finalEffectWrapper = new EffectWrapper({\r\n fragmentShader: \"oitFinal\",\r\n useShaderStore: true,\r\n engine: this._engine,\r\n samplerNames: [\"uFrontColor\", \"uBackColor\"],\r\n uniformNames: [],\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await import(\"../ShadersWGSL/oitFinal.fragment\");\r\n } else {\r\n await import(\"../Shaders/oitFinal.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n /**\r\n * Binds depth peeling textures on an effect\r\n * @param effect The effect to bind textures on\r\n */\r\n public bind(effect: Effect) {\r\n effect.setTexture(\"oitDepthSampler\", this._thinTextures[this._currentPingPongState * 3]);\r\n effect.setTexture(\"oitFrontColorSampler\", this._thinTextures[this._currentPingPongState * 3 + 1]);\r\n }\r\n\r\n private _renderSubMeshes(transparentSubMeshes: SmartArray<SubMesh>) {\r\n let mapMaterialContext: { [uniqueId: number]: IMaterialContext | undefined };\r\n if (this._useRenderPasses) {\r\n mapMaterialContext = {};\r\n }\r\n for (let j = 0; j < transparentSubMeshes.length; j++) {\r\n const material = transparentSubMeshes.data[j].getMaterial();\r\n let previousShaderHotSwapping = true;\r\n let previousBFC = false;\r\n\r\n const subMesh = transparentSubMeshes.data[j];\r\n let drawWrapper: DrawWrapper | undefined;\r\n let firstDraw = false;\r\n\r\n if (this._useRenderPasses) {\r\n drawWrapper = subMesh._getDrawWrapper();\r\n firstDraw = !drawWrapper;\r\n }\r\n\r\n if (material) {\r\n previousShaderHotSwapping = material.allowShaderHotSwapping;\r\n previousBFC = material.backFaceCulling;\r\n material.allowShaderHotSwapping = false;\r\n material.backFaceCulling = false;\r\n }\r\n\r\n subMesh.render(false);\r\n\r\n if (firstDraw) {\r\n // first time we draw this submesh: we replace the material context\r\n drawWrapper = subMesh._getDrawWrapper()!; // we are sure it is now non empty as we just rendered the submesh\r\n if (drawWrapper.materialContext) {\r\n let newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId];\r\n if (!newMaterialContext) {\r\n newMaterialContext = mapMaterialContext![drawWrapper.materialContext.uniqueId] = this._engine.createMaterialContext();\r\n }\r\n subMesh._getDrawWrapper()!.materialContext = newMaterialContext;\r\n }\r\n }\r\n\r\n if (material) {\r\n material.allowShaderHotSwapping = previousShaderHotSwapping;\r\n material.backFaceCulling = previousBFC;\r\n }\r\n }\r\n }\r\n\r\n private _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper.drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public isReady() {\r\n return (\r\n this._blendBackEffectWrapper.effect.isReady() &&\r\n this._blendBackEffectWrapperPingPong.effect.isReady() &&\r\n this._finalEffectWrapper.effect.isReady() &&\r\n this._updateTextures()\r\n );\r\n }\r\n\r\n /**\r\n * Renders transparent submeshes with depth peeling\r\n * @param transparentSubMeshes List of transparent meshes to render\r\n * @returns The array of submeshes that could not be handled by this renderer\r\n */\r\n public render(transparentSubMeshes: SmartArray<SubMesh>): SmartArray<SubMesh> {\r\n this._candidateSubMeshes.length = 0;\r\n this._excludedSubMeshes.length = 0;\r\n if (!this.isReady()) {\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n for (let i = 0; i < transparentSubMeshes.length; i++) {\r\n const subMesh = transparentSubMeshes.data[i];\r\n const material = subMesh.getMaterial();\r\n const fillMode = material && subMesh.getRenderingMesh()._getRenderingFillMode(material.fillMode);\r\n\r\n if (\r\n material &&\r\n (fillMode === Material.TriangleFanDrawMode || fillMode === Material.TriangleFillMode || fillMode === Material.TriangleStripDrawMode) &&\r\n this._excludedMeshes.indexOf(subMesh.getMesh().uniqueId) === -1\r\n ) {\r\n this._candidateSubMeshes.push(subMesh);\r\n } else {\r\n this._excludedSubMeshes.push(subMesh);\r\n }\r\n }\r\n\r\n if (!this._candidateSubMeshes.length) {\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n this._finalCompose(1);\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[0];\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[1], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[1].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[0].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[1].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[1].renderTarget!);\r\n\r\n // Draw depth for first pass\r\n this._engine.bindFramebuffer(this._depthMrts[0].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // in WebGPU, when using MIN or MAX equation, the src / dst color factors should not use SRC_ALPHA and the src / dst alpha factors must be 1 else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthMask = false;\r\n this._engine.depthCullingState.depthTest = true;\r\n this._engine.applyStates();\r\n\r\n this._currentPingPongState = 1;\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[0].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // depth peeling ping-pong\r\n let readId = 0;\r\n let writeId = 0;\r\n\r\n for (let i = 0; i < this._passCount; i++) {\r\n readId = i % 2;\r\n writeId = 1 - readId;\r\n this._currentPingPongState = readId;\r\n\r\n if (this._useRenderPasses) {\r\n this._engine.currentRenderPassId = this._renderPassIds[i + 1];\r\n }\r\n\r\n if (this._scene.activeCamera) {\r\n this._engine.setViewport(this._scene.activeCamera.viewport);\r\n }\r\n\r\n // Clears\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.clear(this._colorCache[0], true, false, false);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[1]);\r\n this._engine.clear(this._colorCache[2], true, false, false);\r\n this._engine.unBindFramebuffer(this._colorMrts[writeId].renderTarget!);\r\n\r\n this._engine.bindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[2]);\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_ONEONE_ONEONE); // the value does not matter (as MAX operation does not use them) but the src and dst color factors should not use SRC_ALPHA else WebGPU will throw a validation error\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_MAX);\r\n this._engine.depthCullingState.depthTest = false;\r\n this._engine.applyStates();\r\n\r\n // Render\r\n this._renderSubMeshes(this._candidateSubMeshes);\r\n this._engine.unBindFramebuffer(this._depthMrts[writeId].renderTarget!);\r\n\r\n this._scene.resetCachedMaterial();\r\n\r\n // Back color\r\n this._engine.bindFramebuffer(this._blendBackMrt.renderTarget!);\r\n this._engine.bindAttachments(this._layoutCache[0]);\r\n this._engine.setAlphaEquation(Constants.ALPHA_EQUATION_ADD);\r\n this._engine.setAlphaMode(Constants.ALPHA_LAYER_ACCUMULATE);\r\n this._engine.applyStates();\r\n\r\n const blendBackEffectWrapper = writeId === 0 || !this._useRenderPasses ? this._blendBackEffectWrapper : this._blendBackEffectWrapperPingPong;\r\n this._engine.enableEffect(blendBackEffectWrapper.drawWrapper);\r\n blendBackEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[writeId * 3 + 2]);\r\n this._effectRenderer.render(blendBackEffectWrapper);\r\n this._engine.unBindFramebuffer(this._blendBackMrt.renderTarget!);\r\n }\r\n\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n\r\n // Final composition on default FB\r\n this._finalCompose(writeId);\r\n\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n this._engine.depthCullingState.depthMask = true;\r\n this._engine.depthCullingState.depthTest = true;\r\n\r\n return this._excludedSubMeshes;\r\n }\r\n\r\n /**\r\n * Disposes the depth peeling renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeTextures();\r\n this._blendBackEffectWrapper.dispose();\r\n this._finalEffectWrapper.dispose();\r\n this._effectRenderer.dispose();\r\n this._releaseRenderPassIds();\r\n }\r\n}\r\n"]}
1
+ 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* Implementation based on https://medium.com/@shrekshao_71662/dual-depth-peeling-implementation-in-webgl-11baa061ba4b\r\n */\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { Scene } from \"../scene\";\r\nimport { ThinTexture } from \"../Materials/Textures/thinTexture\";\r\nimport type { PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport type { PrePassRenderer } from \"./prePassRenderer\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { ThinDepthPeelingRenderer } from \"./thinDepthPeelingRenderer\";\r\n\r\nclass DepthPeelingEffectConfiguration implements PrePassEffectConfiguration {\r\n /**\r\n * Is this effect enabled\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Name of the configuration\r\n */\r\n public name = \"depthPeeling\";\r\n\r\n /**\r\n * Textures that should be present in the MRT for this effect to work\r\n */\r\n public readonly texturesRequired: number[] = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n}\r\n\r\n/**\r\n * The depth peeling renderer that performs\r\n * Order independant transparency (OIT).\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class DepthPeelingRenderer extends ThinDepthPeelingRenderer {\r\n private _outputRT: RenderTargetTexture;\r\n\r\n private _prePassEffectConfiguration: DepthPeelingEffectConfiguration;\r\n\r\n private _blendBackTexture: InternalTexture;\r\n\r\n /**\r\n * Instanciates the depth peeling renderer\r\n * @param scene Scene to attach to\r\n * @param passCount Number of depth layers to peel\r\n * @returns The depth peeling renderer\r\n */\r\n constructor(scene: Scene, passCount: number = 5) {\r\n super(scene, passCount);\r\n\r\n // We need a depth texture for opaque\r\n if (!scene.enablePrePassRenderer()) {\r\n Logger.Warn(\"Depth peeling for order independant transparency could not enable PrePass, aborting.\");\r\n return;\r\n }\r\n\r\n this._prePassEffectConfiguration = new DepthPeelingEffectConfiguration();\r\n this._createTextures();\r\n this._createEffects(\"oitFinal\", [\"uFrontColor\", \"uBackColor\"]);\r\n }\r\n\r\n protected override _createTextures() {\r\n super._createTextures();\r\n\r\n const size = this._getTextureSize();\r\n\r\n this._outputRT = new RenderTargetTexture(\"depthPeelingOutputRTT\", size, this._scene, false);\r\n }\r\n\r\n // TODO : explore again MSAA with depth peeling when\r\n // we are able to fetch individual samples in a multisampled renderbuffer\r\n // public set samples(value: number) {\r\n // for (let i = 0; i < 2; i++) {\r\n // this._depthMrts[i].samples = value;\r\n // this._colorMrts[i].samples = value;\r\n // }\r\n // this._scene.prePassRenderer!.samples = value;\r\n // }\r\n\r\n protected override _disposeTextures() {\r\n for (let i = 0; i < this._thinTextures.length; i++) {\r\n if (i === 6) {\r\n // Do not dispose the shared texture with the prepass\r\n continue;\r\n }\r\n this._thinTextures[i].dispose();\r\n }\r\n this._thinTextures = [];\r\n this._outputRT.dispose();\r\n\r\n super._disposeTextures();\r\n }\r\n\r\n private _updateTextures() {\r\n if (this._depthMrts[0].getSize().width !== this._engine.getRenderWidth() || this._depthMrts[0].getSize().height !== this._engine.getRenderHeight()) {\r\n this._disposeTextures();\r\n this._createTextures();\r\n }\r\n return this._updateTextureReferences();\r\n }\r\n\r\n private _updateTextureReferences() {\r\n const prePassRenderer = this._scene.prePassRenderer;\r\n\r\n if (!prePassRenderer) {\r\n return false;\r\n }\r\n\r\n // Retrieve opaque color texture\r\n const textureIndex = prePassRenderer.getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE);\r\n const prePassTexture = prePassRenderer.defaultRT.textures?.length ? prePassRenderer.defaultRT.textures[textureIndex].getInternalTexture() : null;\r\n\r\n if (!prePassTexture) {\r\n return false;\r\n }\r\n\r\n if (this._blendBackTexture !== prePassTexture) {\r\n this._blendBackTexture = prePassTexture;\r\n this._blendBackMrt.setInternalTexture(this._blendBackTexture, 0);\r\n\r\n if (this._thinTextures[6]) {\r\n this._thinTextures[6].dispose();\r\n }\r\n this._thinTextures[6] = new ThinTexture(this._blendBackTexture);\r\n\r\n prePassRenderer.defaultRT.renderTarget!.shareDepth(this._depthMrts[0].renderTarget!);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Links to the prepass renderer\r\n * @param prePassRenderer The scene PrePassRenderer\r\n */\r\n public override setPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n prePassRenderer.addEffectConfiguration(this._prePassEffectConfiguration);\r\n }\r\n\r\n protected override _finalCompose(writeId: number) {\r\n const output = this._scene.prePassRenderer?.setCustomOutput(this._outputRT);\r\n if (output) {\r\n this._engine.bindFramebuffer(this._outputRT.renderTarget!);\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n\r\n this._engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n this._engine.applyStates();\r\n\r\n this._engine.enableEffect(this._finalEffectWrapper.drawWrapper);\r\n this._finalEffectWrapper.effect.setTexture(\"uFrontColor\", this._thinTextures[writeId * 3 + 1]);\r\n this._finalEffectWrapper.effect.setTexture(\"uBackColor\", this._thinTextures[6]);\r\n this._effectRenderer.render(this._finalEffectWrapper);\r\n }\r\n\r\n /**\r\n * Checks if the depth peeling renderer is ready to render transparent meshes\r\n * @returns true if the depth peeling renderer is ready to render the transparent meshes\r\n */\r\n public override isReady() {\r\n return super.isReady() && this._updateTextures();\r\n }\r\n\r\n protected override _beforeRender() {\r\n (this._scene.prePassRenderer! as any)._enabled = false;\r\n }\r\n\r\n protected override _afterRender() {\r\n (this._scene.prePassRenderer! as any)._enabled = true;\r\n }\r\n}\r\n"]}
@@ -1,15 +1,15 @@
1
1
  import { Scene } from "../scene.js";
2
2
  import type { ISceneComponent } from "../sceneComponent.js";
3
3
  import type { Nullable } from "../types.js";
4
- import { DepthPeelingRenderer } from "./depthPeelingRenderer.js";
4
+ import type { ThinDepthPeelingRenderer } from "./thinDepthPeelingRenderer.js";
5
5
  declare module "../scene.js" {
6
6
  interface Scene {
7
7
  /**
8
8
  * The depth peeling renderer
9
9
  */
10
- depthPeelingRenderer: Nullable<DepthPeelingRenderer>;
10
+ depthPeelingRenderer: Nullable<ThinDepthPeelingRenderer>;
11
11
  /** @internal (Backing field) */
12
- _depthPeelingRenderer: Nullable<DepthPeelingRenderer>;
12
+ _depthPeelingRenderer: Nullable<ThinDepthPeelingRenderer>;
13
13
  /**
14
14
  * Flag to indicate if we want to use order independent transparency, despite the performance hit
15
15
  */