@onerjs/core 8.42.3 → 8.42.5
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/Animations/animatorAvatar.d.ts +31 -16
- package/Animations/animatorAvatar.js +138 -86
- package/Animations/animatorAvatar.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSound.js +3 -4
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/audioBus.js +3 -0
- package/AudioV2/abstractAudio/audioBus.js.map +1 -1
- package/AudioV2/abstractAudio/streamingSoundInstance.d.ts +1 -1
- package/AudioV2/abstractAudio/streamingSoundInstance.js +2 -2
- package/AudioV2/abstractAudio/streamingSoundInstance.js.map +1 -1
- package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.d.ts +4 -1
- package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.js +5 -2
- package/AudioV2/webAudio/components/spatialWebAudioUpdaterComponent.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js +3 -3
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +2 -4
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js +6 -3
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +4 -2
- package/Cameras/geospatialCamera.js +10 -8
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +11 -1
- package/Cameras/geospatialCameraMovement.js +26 -6
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Debug/physicsViewer.d.ts +1 -0
- package/Debug/physicsViewer.js +1 -0
- package/Debug/physicsViewer.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +3 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/nullEngine.js +4 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +2 -2
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +21 -1
- package/FrameGraph/frameGraph.js +49 -0
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphUtils.d.ts +1 -2
- package/FrameGraph/frameGraphUtils.js +2 -27
- package/FrameGraph/frameGraphUtils.js.map +1 -1
- package/Helpers/environmentHelper.js +7 -0
- package/Helpers/environmentHelper.js.map +1 -1
- package/Layers/highlightLayer.d.ts +14 -0
- package/Layers/highlightLayer.js +20 -0
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/selectionOutlineLayer.d.ts +1 -0
- package/Layers/selectionOutlineLayer.js +1 -0
- package/Layers/selectionOutlineLayer.js.map +1 -1
- package/Layers/thinEffectLayer.js +25 -1
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Layers/thinHighlightLayer.d.ts +9 -0
- package/Layers/thinHighlightLayer.js +19 -3
- package/Layers/thinHighlightLayer.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.js +10 -8
- package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.d.ts +2 -0
- package/Loading/Plugins/babylonFileLoader.js +2 -0
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/depthSourceBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/depthSourceBlock.js +1 -0
- package/Materials/Node/Blocks/Dual/depthSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +1 -0
- package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +10 -4
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +6 -4
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +9 -0
- package/Meshes/abstractMesh.js +16 -0
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/mesh.js +2 -0
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/thinInstanceMesh.d.ts +7 -3
- package/Meshes/thinInstanceMesh.js +15 -3
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/snapshotRenderingHelper.d.ts +5 -3
- package/Misc/snapshotRenderingHelper.js +9 -5
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.js +3 -3
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.js +2 -2
- package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
- package/Particles/Node/Blocks/index.d.ts +0 -2
- package/Particles/Node/Blocks/index.js +0 -2
- package/Particles/Node/Blocks/index.js.map +1 -1
- package/Particles/Node/Blocks/particleNumberMathBlock.js +16 -0
- package/Particles/Node/Blocks/particleNumberMathBlock.js.map +1 -1
- package/Particles/Node/Blocks/systemBlock.d.ts +0 -4
- package/Particles/Node/Blocks/systemBlock.js +1 -32
- package/Particles/Node/Blocks/systemBlock.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +2 -89
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.d.ts +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.d.ts +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.d.ts +6 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js +8 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.d.ts +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.d.ts +6 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +8 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.d.ts +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
- package/PostProcesses/screenSpaceReflectionPostProcess.d.ts +1 -0
- package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -0
- package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
- package/Rendering/GlobalIllumination/giRSMManager.d.ts +1 -0
- package/Rendering/GlobalIllumination/giRSMManager.js +1 -0
- package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +7 -3
- package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js +3 -1
- package/Rendering/IBLShadows/iblShadowsSpatialBlurPass.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +3 -0
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +1 -0
- package/Rendering/prePassRenderer.js +1 -0
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Shaders/gpuUpdateParticles.vertex.js +1 -1
- package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/depthPrePass.js +4 -1
- package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
- package/ShadersWGSL/background.fragment.js +1 -1
- package/ShadersWGSL/background.fragment.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +1 -1
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/XR/features/WebXRControllerPhysics.d.ts +1 -0
- package/XR/features/WebXRControllerPhysics.js +1 -0
- package/XR/features/WebXRControllerPhysics.js.map +1 -1
- package/XR/features/WebXRHandTracking.d.ts +1 -0
- package/XR/features/WebXRHandTracking.js +1 -0
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +19 -1
- package/scene.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateRemapBlock.d.ts +0 -39
- package/Particles/Node/Blocks/Update/updateRemapBlock.js +0 -93
- package/Particles/Node/Blocks/Update/updateRemapBlock.js.map +0 -1
- package/Particles/Node/Blocks/particleFresnelBlock.d.ts +0 -34
- package/Particles/Node/Blocks/particleFresnelBlock.js +0 -74
- package/Particles/Node/Blocks/particleFresnelBlock.js.map +0 -1
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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { EventState } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * This should not be instantiated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsAccumulationPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n\r\n // First, render the accumulation pass with both position buffers, motion buffer, shadow buffer, and the previous accumulation buffer\r\n private _outputTexture: ProceduralTexture;\r\n private _oldAccumulationCopy: ProceduralTexture;\r\n private _oldPositionCopy: ProceduralTexture;\r\n private _accumulationParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Observable that triggers when the accumulation texture is ready\r\n */\r\n public onReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Shadow Accumulation Debug Pass\";\r\n\r\n /**\r\n * Gets the name of the debug pass\r\n * @returns The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public get remanence(): number {\r\n return this._remanence;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public set remanence(value: number) {\r\n this._remanence = value;\r\n }\r\n private _remanence: number = 0.9;\r\n\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public get reset(): boolean {\r\n return this._reset;\r\n }\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public set reset(value: boolean) {\r\n this._reset = value;\r\n }\r\n private _reset: boolean = true;\r\n\r\n /**\r\n * Tell the pass that the camera is moving. This will cause the accumulation\r\n * rate to change.\r\n */\r\n public set isMoving(value: boolean) {\r\n this._isMoving = value;\r\n }\r\n private _isMoving: boolean = false;\r\n\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n if (!this._debugPassPP) {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the accumulation pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The accumulation pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n\r\n const outputTextureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowAccumulation.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowAccumulation.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"shadowAccumulationPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowAccumulation\",\r\n this._scene,\r\n outputTextureOptions\r\n );\r\n this._outputTexture.refreshRate = 1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.onGeneratedObservable.addOnce(() => {\r\n this.onReadyObservable.notifyObservers();\r\n });\r\n\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setOutputTextureBindings();\r\n\r\n this._renderWhenGBufferReady = this._render.bind(this);\r\n // Don't start rendering until the first vozelization is done.\r\n this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {\r\n this._scene.geometryBufferRenderer!.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);\r\n });\r\n\r\n // Create the accumulation texture for the previous frame.\r\n // We'll copy the output of the accumulation pass to this texture at the start of every frame.\r\n const accumulationOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/pass.fragment\")]);\r\n }\r\n },\r\n };\r\n\r\n this._oldAccumulationCopy = new ProceduralTexture(\r\n \"oldAccumulationRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n \"pass\",\r\n this._scene,\r\n accumulationOptions,\r\n false\r\n );\r\n\r\n this._oldAccumulationCopy.autoClear = false;\r\n this._oldAccumulationCopy.refreshRate = 1;\r\n this._oldAccumulationCopy.onBeforeGenerationObservable.add(this._setAccumulationCopyBindings.bind(this));\r\n this._setAccumulationCopyBindings();\r\n\r\n // Create the local position texture for the previous frame.\r\n // We'll copy the previous local position texture to this texture at the start of every frame.\r\n const localPositionOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/pass.fragment\")]);\r\n }\r\n },\r\n };\r\n\r\n this._oldPositionCopy = new ProceduralTexture(\r\n \"oldLocalPositionRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n \"pass\",\r\n this._scene,\r\n localPositionOptions,\r\n false\r\n );\r\n this._updatePositionCopy();\r\n this._oldPositionCopy.autoClear = false;\r\n this._oldPositionCopy.refreshRate = 1;\r\n this._oldPositionCopy.onBeforeGenerationObservable.add(this._updatePositionCopy.bind(this));\r\n }\r\n\r\n private _setOutputTextureBindings(): boolean {\r\n const remanence = this._isMoving ? this.remanence : 0.99;\r\n this._accumulationParams.set(remanence, this.reset ? 1.0 : 0.0, this._renderPipeline.voxelGridSize, 0.0);\r\n this._outputTexture.setTexture(\"spatialBlurSampler\", this._renderPipeline._getSpatialBlurTexture());\r\n this._outputTexture.setVector4(\"accumulationParameters\", this._accumulationParams);\r\n this._outputTexture.setTexture(\"oldAccumulationSampler\", this._oldAccumulationCopy ? this._oldAccumulationCopy : this._renderPipeline._dummyTexture2d);\r\n this._outputTexture.setTexture(\"prevPositionSampler\", this._oldPositionCopy ? this._oldPositionCopy : this._renderPipeline._dummyTexture2d);\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return false;\r\n }\r\n const velocityIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"motionSampler\", geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n const wPositionIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"positionSampler\", geometryBufferRenderer.getGBuffer().textures[wPositionIndex]);\r\n\r\n this.reset = false;\r\n this._isMoving = false;\r\n return true;\r\n }\r\n\r\n private _updatePositionCopy() {\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n const index = geometryBufferRenderer!.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n this._oldPositionCopy.setTexture(\"textureSampler\", geometryBufferRenderer!.getGBuffer().textures[index]);\r\n }\r\n\r\n private _setAccumulationCopyBindings() {\r\n this._oldAccumulationCopy.setTexture(\"textureSampler\", this._outputTexture);\r\n }\r\n\r\n private _render() {\r\n if (this.enabled && this._outputTexture.isReady() && this._outputTexture.getEffect()?.isReady()) {\r\n if (this._setOutputTextureBindings()) {\r\n this._outputTexture.render();\r\n }\r\n }\r\n }\r\n\r\n private _renderWhenGBufferReady: Nullable<(eventData: number, eventState: EventState) => void> = null;\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n // Don't resize if the size is the same as the current size.\r\n if (this._outputTexture.getSize().width === newSize.width && this._outputTexture.getSize().height === newSize.height) {\r\n return;\r\n }\r\n this._outputTexture.resize(newSize, false);\r\n this._oldAccumulationCopy.resize(newSize, false);\r\n this._oldPositionCopy.resize({ width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, false);\r\n this.reset = true;\r\n }\r\n\r\n private _disposeTextures() {\r\n this._oldAccumulationCopy.dispose();\r\n this._oldPositionCopy.dispose();\r\n this._outputTexture.dispose();\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._oldAccumulationCopy &&\r\n this._oldAccumulationCopy.isReady() &&\r\n this._oldPositionCopy &&\r\n this._oldPositionCopy.isReady() &&\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady())\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n if (this._scene.geometryBufferRenderer && this._renderWhenGBufferReady) {\r\n const gBuffer = this._scene.geometryBufferRenderer.getGBuffer();\r\n gBuffer.onAfterRenderObservable.removeCallback(this._renderWhenGBufferReady);\r\n }\r\n this._disposeTextures();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n this.onReadyObservable.clear();\r\n }\r\n}\r\n"]}
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1
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+
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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport type { EventState } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * This should not be instantiated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsAccumulationPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n\r\n // First, render the accumulation pass with both position buffers, motion buffer, shadow buffer, and the previous accumulation buffer\r\n private _outputTexture: ProceduralTexture;\r\n private _oldAccumulationCopy: ProceduralTexture;\r\n private _oldPositionCopy: ProceduralTexture;\r\n private _accumulationParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Observable that triggers when the accumulation texture is ready\r\n */\r\n public onReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Shadow Accumulation Debug Pass\";\r\n\r\n /**\r\n * Gets the name of the debug pass\r\n * @returns The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public get remanence(): number {\r\n return this._remanence;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public set remanence(value: number) {\r\n this._remanence = value;\r\n }\r\n private _remanence: number = 0.9;\r\n\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public get reset(): boolean {\r\n return this._reset;\r\n }\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public set reset(value: boolean) {\r\n this._reset = value;\r\n }\r\n private _reset: boolean = true;\r\n\r\n /**\r\n * Tell the pass that the camera is moving. This will cause the accumulation\r\n * rate to change.\r\n */\r\n public set isMoving(value: boolean) {\r\n this._isMoving = value;\r\n }\r\n private _isMoving: boolean = false;\r\n\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n if (!this._debugPassPP) {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the accumulation pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The accumulation pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n\r\n const outputTextureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowAccumulation.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowAccumulation.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"shadowAccumulationPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowAccumulation\",\r\n this._scene,\r\n outputTextureOptions\r\n );\r\n this._outputTexture.refreshRate = 1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.onGeneratedObservable.addOnce(() => {\r\n this.onReadyObservable.notifyObservers();\r\n });\r\n\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setOutputTextureBindings();\r\n\r\n this._renderWhenGBufferReady = this._render.bind(this);\r\n // Don't start rendering until the first vozelization is done.\r\n this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {\r\n if (this._scene.geometryBufferRenderer) {\r\n this._scene.geometryBufferRenderer.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);\r\n }\r\n });\r\n\r\n // Create the accumulation texture for the previous frame.\r\n // We'll copy the output of the accumulation pass to this texture at the start of every frame.\r\n const accumulationOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/pass.fragment\")]);\r\n }\r\n },\r\n };\r\n\r\n this._oldAccumulationCopy = new ProceduralTexture(\r\n \"oldAccumulationRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n \"pass\",\r\n this._scene,\r\n accumulationOptions,\r\n false\r\n );\r\n\r\n this._oldAccumulationCopy.autoClear = false;\r\n this._oldAccumulationCopy.refreshRate = 1;\r\n this._oldAccumulationCopy.onBeforeGenerationObservable.add(this._setAccumulationCopyBindings.bind(this));\r\n this._setAccumulationCopyBindings();\r\n\r\n // Create the local position texture for the previous frame.\r\n // We'll copy the previous local position texture to this texture at the start of every frame.\r\n const localPositionOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/pass.fragment\")]);\r\n }\r\n },\r\n };\r\n\r\n this._oldPositionCopy = new ProceduralTexture(\r\n \"oldLocalPositionRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n \"pass\",\r\n this._scene,\r\n localPositionOptions,\r\n false\r\n );\r\n this._updatePositionCopy();\r\n this._oldPositionCopy.autoClear = false;\r\n this._oldPositionCopy.refreshRate = 1;\r\n this._oldPositionCopy.onBeforeGenerationObservable.add(this._updatePositionCopy.bind(this));\r\n }\r\n\r\n private _setOutputTextureBindings(): boolean {\r\n const remanence = this._isMoving ? this.remanence : 0.99;\r\n this._accumulationParams.set(remanence, this.reset ? 1.0 : 0.0, this._renderPipeline.voxelGridSize, 0.0);\r\n this._outputTexture.setTexture(\"spatialBlurSampler\", this._renderPipeline._getSpatialBlurTexture());\r\n this._outputTexture.setVector4(\"accumulationParameters\", this._accumulationParams);\r\n this._outputTexture.setTexture(\"oldAccumulationSampler\", this._oldAccumulationCopy ? this._oldAccumulationCopy : this._renderPipeline._dummyTexture2d);\r\n this._outputTexture.setTexture(\"prevPositionSampler\", this._oldPositionCopy ? this._oldPositionCopy : this._renderPipeline._dummyTexture2d);\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return false;\r\n }\r\n const velocityIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"motionSampler\", geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n const wPositionIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"positionSampler\", geometryBufferRenderer.getGBuffer().textures[wPositionIndex]);\r\n\r\n this.reset = false;\r\n this._isMoving = false;\r\n return true;\r\n }\r\n\r\n private _updatePositionCopy() {\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (geometryBufferRenderer) {\r\n const index = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n this._oldPositionCopy.setTexture(\"textureSampler\", geometryBufferRenderer.getGBuffer().textures[index]);\r\n }\r\n }\r\n\r\n private _setAccumulationCopyBindings() {\r\n this._oldAccumulationCopy.setTexture(\"textureSampler\", this._outputTexture);\r\n }\r\n\r\n private _render() {\r\n if (this.enabled && this._outputTexture.isReady() && this._outputTexture.getEffect()?.isReady()) {\r\n if (this._setOutputTextureBindings()) {\r\n this._outputTexture.render();\r\n }\r\n }\r\n }\r\n\r\n private _renderWhenGBufferReady: Nullable<(eventData: number, eventState: EventState) => void> = null;\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n // Don't resize if the size is the same as the current size.\r\n if (this._outputTexture.getSize().width === newSize.width && this._outputTexture.getSize().height === newSize.height) {\r\n return;\r\n }\r\n this._outputTexture.resize(newSize, false);\r\n this._oldAccumulationCopy.resize(newSize, false);\r\n this._oldPositionCopy.resize({ width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, false);\r\n this.reset = true;\r\n }\r\n\r\n private _disposeTextures() {\r\n this._oldAccumulationCopy.dispose();\r\n this._oldPositionCopy.dispose();\r\n this._outputTexture.dispose();\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._oldAccumulationCopy &&\r\n this._oldAccumulationCopy.isReady() &&\r\n this._oldPositionCopy &&\r\n this._oldPositionCopy.isReady() &&\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady())\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n if (this._scene.geometryBufferRenderer && this._renderWhenGBufferReady) {\r\n const gBuffer = this._scene.geometryBufferRenderer.getGBuffer();\r\n gBuffer.onAfterRenderObservable.removeCallback(this._renderWhenGBufferReady);\r\n }\r\n this._disposeTextures();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n this.onReadyObservable.clear();\r\n }\r\n}\r\n"]}
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@@ -135,7 +135,9 @@ export class _IblShadowsSpatialBlurPass {
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this._renderWhenGBufferReady = this._render.bind(this);
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// Don't start rendering until the first vozelization is done.
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this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {
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this._scene.geometryBufferRenderer.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);
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}
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});
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}
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_setBindings() {
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@@ -1 +1 @@
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-
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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { EventState } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsSpatialBlurPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _outputTexture: ProceduralTexture;\r\n private _worldScale: number = 1.0;\r\n private _blurParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n private _debugPassName: string = \"Spatial Blur Debug Pass\";\r\n /**\r\n * Sets the name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * The scale of the voxel grid in world space. This is used to scale the blur radius in world space.\r\n * @param scale The scale of the voxel grid in world space.\r\n */\r\n public setWorldScale(scale: number) {\r\n this._worldScale = scale;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n if (!this._debugPassPP) {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the importance sampling renderer\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The importance sampling renderer\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowSpatialBlur.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowSpatialBlur.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"spatialBlurPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowSpatialBlur\",\r\n this._scene,\r\n textureOptions,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings();\r\n\r\n this._renderWhenGBufferReady = this._render.bind(this);\r\n // Don't start rendering until the first vozelization is done.\r\n this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {\r\n this._scene.geometryBufferRenderer!.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);\r\n });\r\n }\r\n\r\n private _setBindings(): boolean {\r\n this._outputTexture.setTexture(\"voxelTracingSampler\", this._renderPipeline._getVoxelTracingTexture());\r\n const iterationCount = 1;\r\n this._blurParameters.set(iterationCount, this._worldScale, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"blurParameters\", this._blurParameters);\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return false;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n return true;\r\n }\r\n\r\n private _render() {\r\n if (this.enabled && this._outputTexture.isReady() && this._outputTexture.getEffect()?.isReady()) {\r\n if (this._setBindings()) {\r\n this._outputTexture.render();\r\n }\r\n }\r\n }\r\n\r\n private _renderWhenGBufferReady: Nullable<(eventData: number, eventState: EventState) => void> = null;\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n // Don't resize if the size is the same as the current size.\r\n if (this._outputTexture.getSize().width === newSize.width && this._outputTexture.getSize().height === newSize.height) {\r\n return;\r\n }\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return this._outputTexture.isReady() && !(this._debugPassPP && !this._debugPassPP.isReady());\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n if (this._scene.geometryBufferRenderer && this._renderWhenGBufferReady) {\r\n const gBuffer = this._scene.geometryBufferRenderer.getGBuffer();\r\n gBuffer.onAfterRenderObservable.removeCallback(this._renderWhenGBufferReady);\r\n }\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
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1
|
+
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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { EventState } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsSpatialBlurPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _outputTexture: ProceduralTexture;\r\n private _worldScale: number = 1.0;\r\n private _blurParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n private _debugPassName: string = \"Spatial Blur Debug Pass\";\r\n /**\r\n * Sets the name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * The scale of the voxel grid in world space. This is used to scale the blur radius in world space.\r\n * @param scale The scale of the voxel grid in world space.\r\n */\r\n public setWorldScale(scale: number) {\r\n this._worldScale = scale;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n if (!this._debugPassPP) {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the importance sampling renderer\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The importance sampling renderer\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowSpatialBlur.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowSpatialBlur.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"spatialBlurPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowSpatialBlur\",\r\n this._scene,\r\n textureOptions,\r\n false,\r\n false,\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings();\r\n\r\n this._renderWhenGBufferReady = this._render.bind(this);\r\n // Don't start rendering until the first vozelization is done.\r\n this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {\r\n if (this._scene.geometryBufferRenderer) {\r\n this._scene.geometryBufferRenderer.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);\r\n }\r\n });\r\n }\r\n\r\n private _setBindings(): boolean {\r\n this._outputTexture.setTexture(\"voxelTracingSampler\", this._renderPipeline._getVoxelTracingTexture());\r\n const iterationCount = 1;\r\n this._blurParameters.set(iterationCount, this._worldScale, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"blurParameters\", this._blurParameters);\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return false;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n return true;\r\n }\r\n\r\n private _render() {\r\n if (this.enabled && this._outputTexture.isReady() && this._outputTexture.getEffect()?.isReady()) {\r\n if (this._setBindings()) {\r\n this._outputTexture.render();\r\n }\r\n }\r\n }\r\n\r\n private _renderWhenGBufferReady: Nullable<(eventData: number, eventState: EventState) => void> = null;\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n // Don't resize if the size is the same as the current size.\r\n if (this._outputTexture.getSize().width === newSize.width && this._outputTexture.getSize().height === newSize.height) {\r\n return;\r\n }\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return this._outputTexture.isReady() && !(this._debugPassPP && !this._debugPassPP.isReady());\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n if (this._scene.geometryBufferRenderer && this._renderWhenGBufferReady) {\r\n const gBuffer = this._scene.geometryBufferRenderer.getGBuffer();\r\n gBuffer.onAfterRenderObservable.removeCallback(this._renderWhenGBufferReady);\r\n }\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
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@@ -280,7 +280,9 @@ export class _IblShadowsVoxelTracingPass {
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this._renderWhenGBufferReady = this._render.bind(this);
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// Don't start rendering until the first vozelization is done.
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this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {
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-
this._scene.geometryBufferRenderer
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+
if (this._scene.geometryBufferRenderer) {
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+
this._scene.geometryBufferRenderer.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);
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}
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});
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}
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_createDefines() {
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@@ -1 +1 @@
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1
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-
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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { CubeTexture } from \"../../Materials/Textures/cubeTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { EventState } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Build cdf maps for IBL importance sampling during IBL shadow computation.\r\n * This should not be instantiated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsVoxelTracingPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _voxelShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public get voxelShadowOpacity(): number {\r\n return this._voxelShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n this._voxelShadowOpacity = value;\r\n }\r\n private _sssSamples: number = 16;\r\n private _sssStride: number = 8;\r\n private _sssMaxDist: number = 0.05;\r\n private _sssThickness: number = 0.5;\r\n\r\n private _ssShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._ssShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n this._ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get sssSamples(): number {\r\n return this._sssSamples;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public set sssSamples(value: number) {\r\n this._sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public get sssStride(): number {\r\n return this._sssStride;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public set sssStride(value: number) {\r\n this._sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public get sssMaxDist(): number {\r\n return this._sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public set sssMaxDist(value: number) {\r\n this._sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public get sssThickness(): number {\r\n return this._sssThickness;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public set sssThickness(value: number) {\r\n this._sssThickness = value;\r\n }\r\n\r\n private _outputTexture: ProceduralTexture;\r\n private _cameraInvView: Matrix = Matrix.Identity();\r\n private _cameraInvProj: Matrix = Matrix.Identity();\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n private _frameId: number = 0;\r\n private _sampleDirections: number = 4;\r\n private _shadowParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _sssParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _opacityParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelBiasParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelNormalBias: number = 1.4;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the surface normal of the geometry.\r\n */\r\n public get voxelNormalBias(): number {\r\n return this._voxelNormalBias;\r\n }\r\n public set voxelNormalBias(value: number) {\r\n this._voxelNormalBias = value;\r\n }\r\n\r\n private _voxelDirectionBias: number = 1.75;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the light.\r\n */\r\n public get voxelDirectionBias(): number {\r\n return this._voxelDirectionBias;\r\n }\r\n public set voxelDirectionBias(value: number) {\r\n this._voxelDirectionBias = value;\r\n }\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public get sampleDirections(): number {\r\n return this._sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public set sampleDirections(value: number) {\r\n this._sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public get envRotation(): number {\r\n return this._envRotation;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public set envRotation(value: number) {\r\n this._envRotation = value;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process. This will create the resources for the pass\r\n * if they don't already exist.\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Voxel Tracing Debug Pass\";\r\n\r\n /**\r\n * The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /** The default rotation of the environment map will align the shadows with the default lighting orientation */\r\n private _envRotation: number = 0.0;\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n\r\n /**\r\n * Render the shadows in color rather than black and white.\r\n * This is slightly more expensive than black and white shadows but can be much\r\n * more accurate when the strongest lights in the IBL are non-white.\r\n */\r\n public set coloredShadows(value: boolean) {\r\n this._coloredShadows = value;\r\n }\r\n public get coloredShadows(): boolean {\r\n return this._coloredShadows;\r\n }\r\n private _coloredShadows: boolean = false;\r\n\r\n private _debugVoxelMarchEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._debugPassPP) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: true,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the shadow voxel-tracing pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The shadow voxel-tracing pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const defines = this._createDefines();\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowVoxelTracing.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowVoxelTracing.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"voxelTracingPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowVoxelTracing\",\r\n this._scene,\r\n textureOptions\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.defines = defines;\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings(this._scene.activeCamera!);\r\n this._renderWhenGBufferReady = this._render.bind(this);\r\n // Don't start rendering until the first vozelization is done.\r\n this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {\r\n this._scene.geometryBufferRenderer!.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);\r\n });\r\n }\r\n\r\n private _createDefines(): string {\r\n let defines = \"\";\r\n if (this._scene.useRightHandedSystem) {\r\n defines += \"#define RIGHT_HANDED\\n\";\r\n }\r\n if (this._debugVoxelMarchEnabled) {\r\n defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n if (this._coloredShadows) {\r\n defines += \"#define COLOR_SHADOWS 1u\\n\";\r\n }\r\n return defines;\r\n }\r\n\r\n private _setBindings(camera: Camera): boolean {\r\n this._outputTexture.defines = this._createDefines();\r\n this._outputTexture.setMatrix(\"viewMtx\", camera.getViewMatrix());\r\n this._outputTexture.setMatrix(\"projMtx\", camera.getProjectionMatrix());\r\n camera.getProjectionMatrix().invertToRef(this._cameraInvProj);\r\n camera.getViewMatrix().invertToRef(this._cameraInvView);\r\n this._outputTexture.setMatrix(\"invProjMtx\", this._cameraInvProj);\r\n this._outputTexture.setMatrix(\"invViewMtx\", this._cameraInvView);\r\n this._outputTexture.setMatrix(\"wsNormalizationMtx\", this._invWorldScaleMatrix);\r\n\r\n this._frameId++;\r\n\r\n let rotation = 0.0;\r\n if (this._scene.environmentTexture) {\r\n rotation = (this._scene.environmentTexture as CubeTexture).rotationY ?? 0;\r\n }\r\n rotation = this._scene.useRightHandedSystem ? -(rotation + 0.5 * Math.PI) : rotation - 0.5 * Math.PI;\r\n rotation = rotation % (2.0 * Math.PI);\r\n this._shadowParameters.set(this._sampleDirections, this._frameId, 1.0, rotation);\r\n this._outputTexture.setVector4(\"shadowParameters\", this._shadowParameters);\r\n const voxelGrid = this._renderPipeline._getVoxelGridTexture();\r\n const highestMip = Math.floor(Math.log2(voxelGrid.getSize().width));\r\n this._voxelBiasParameters.set(this._voxelNormalBias, this._voxelDirectionBias, highestMip, 0.0);\r\n this._outputTexture.setVector4(\"voxelBiasParameters\", this._voxelBiasParameters);\r\n\r\n // SSS Options.\r\n this._sssParameters.set(this._sssSamples, this._sssStride, this._sssMaxDist, this._sssThickness);\r\n this._outputTexture.setVector4(\"sssParameters\", this._sssParameters);\r\n this._opacityParameters.set(this._voxelShadowOpacity, this._ssShadowOpacity, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"shadowOpacity\", this._opacityParameters);\r\n this._outputTexture.setTexture(\"voxelGridSampler\", voxelGrid);\r\n this._outputTexture.setTexture(\"blueNoiseSampler\", this._renderPipeline._getNoiseTexture());\r\n const cdfGenerator = this._scene.iblCdfGenerator;\r\n if (!cdfGenerator) {\r\n Logger.Warn(\"IBLShadowsVoxelTracingPass: Can't bind for render because iblCdfGenerator is not enabled.\");\r\n return false;\r\n }\r\n this._outputTexture.setTexture(\"icdfSampler\", cdfGenerator.getIcdfTexture());\r\n if (this._coloredShadows && this._scene.environmentTexture) {\r\n this._outputTexture.setTexture(\"iblSampler\", this._scene.environmentTexture);\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n Logger.Warn(\"IBLShadowsVoxelTracingPass: Can't bind for render because GeometryBufferRenderer is not enabled.\");\r\n return false;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n return true;\r\n }\r\n\r\n private _render() {\r\n if (this.enabled && this._outputTexture.isReady() && this._outputTexture.getEffect()?.isReady()) {\r\n if (this._setBindings(this._scene.activeCamera!)) {\r\n this._outputTexture.render();\r\n }\r\n }\r\n }\r\n\r\n private _renderWhenGBufferReady: Nullable<(eventData: number, eventState: EventState) => void> = null;\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n // Don't resize if the size is the same as the current size.\r\n if (this._outputTexture.getSize().width === newSize.width && this._outputTexture.getSize().height === newSize.height) {\r\n return;\r\n }\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady()) &&\r\n this._scene.iblCdfGenerator &&\r\n this._scene.iblCdfGenerator.getIcdfTexture().isReady() &&\r\n this._renderPipeline._getVoxelGridTexture().isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n if (this._scene.geometryBufferRenderer && this._renderWhenGBufferReady) {\r\n const gBuffer = this._scene.geometryBufferRenderer.getGBuffer();\r\n gBuffer.onAfterRenderObservable.removeCallback(this._renderWhenGBufferReady);\r\n }\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
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+
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{ Constants } from \"../../Engines/constants\";\r\nimport type { AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { CubeTexture } from \"../../Materials/Textures/cubeTexture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { EventState } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\n\r\n/**\r\n * Build cdf maps for IBL importance sampling during IBL shadow computation.\r\n * This should not be instantiated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsVoxelTracingPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n private _voxelShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public get voxelShadowOpacity(): number {\r\n return this._voxelShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the shadow cast from the voxel grid\r\n */\r\n public set voxelShadowOpacity(value: number) {\r\n this._voxelShadowOpacity = value;\r\n }\r\n private _sssSamples: number = 16;\r\n private _sssStride: number = 8;\r\n private _sssMaxDist: number = 0.05;\r\n private _sssThickness: number = 0.5;\r\n\r\n private _ssShadowOpacity: number = 1.0;\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._ssShadowOpacity;\r\n }\r\n /**\r\n * The opacity of the screen-space shadow\r\n */\r\n public set ssShadowOpacity(value: number) {\r\n this._ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get sssSamples(): number {\r\n return this._sssSamples;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public set sssSamples(value: number) {\r\n this._sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public get sssStride(): number {\r\n return this._sssStride;\r\n }\r\n\r\n /**\r\n * The stride used in the screen space shadow pass. This controls the distance between samples.\r\n */\r\n public set sssStride(value: number) {\r\n this._sssStride = value;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public get sssMaxDist(): number {\r\n return this._sssMaxDist;\r\n }\r\n\r\n /**\r\n * The maximum distance that the screen-space shadow will be able to occlude.\r\n */\r\n public set sssMaxDist(value: number) {\r\n this._sssMaxDist = value;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public get sssThickness(): number {\r\n return this._sssThickness;\r\n }\r\n\r\n /**\r\n * The thickness of the screen-space shadow\r\n */\r\n public set sssThickness(value: number) {\r\n this._sssThickness = value;\r\n }\r\n\r\n private _outputTexture: ProceduralTexture;\r\n private _cameraInvView: Matrix = Matrix.Identity();\r\n private _cameraInvProj: Matrix = Matrix.Identity();\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\r\n private _frameId: number = 0;\r\n private _sampleDirections: number = 4;\r\n private _shadowParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _sssParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _opacityParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelBiasParameters: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _voxelNormalBias: number = 1.4;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the surface normal of the geometry.\r\n */\r\n public get voxelNormalBias(): number {\r\n return this._voxelNormalBias;\r\n }\r\n public set voxelNormalBias(value: number) {\r\n this._voxelNormalBias = value;\r\n }\r\n\r\n private _voxelDirectionBias: number = 1.75;\r\n /**\r\n * The bias to apply to the voxel sampling in the direction of the light.\r\n */\r\n public get voxelDirectionBias(): number {\r\n return this._voxelDirectionBias;\r\n }\r\n public set voxelDirectionBias(value: number) {\r\n this._voxelDirectionBias = value;\r\n }\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public get sampleDirections(): number {\r\n return this._sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of directions to sample for the voxel tracing.\r\n */\r\n public set sampleDirections(value: number) {\r\n this._sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public get envRotation(): number {\r\n return this._envRotation;\r\n }\r\n\r\n /**\r\n * The current rotation of the environment map, in radians.\r\n */\r\n public set envRotation(value: number) {\r\n this._envRotation = value;\r\n }\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Gets the debug pass post process. This will create the resources for the pass\r\n * if they don't already exist.\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Voxel Tracing Debug Pass\";\r\n\r\n /**\r\n * The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /** The default rotation of the environment map will align the shadows with the default lighting orientation */\r\n private _envRotation: number = 0.0;\r\n\r\n /**\r\n * Set the matrix to use for scaling the world space to voxel space\r\n * @param matrix The matrix to use for scaling the world space to voxel space\r\n */\r\n public setWorldScaleMatrix(matrix: Matrix) {\r\n this._invWorldScaleMatrix = matrix;\r\n }\r\n\r\n /**\r\n * Render the shadows in color rather than black and white.\r\n * This is slightly more expensive than black and white shadows but can be much\r\n * more accurate when the strongest lights in the IBL are non-white.\r\n */\r\n public set coloredShadows(value: boolean) {\r\n this._coloredShadows = value;\r\n }\r\n public get coloredShadows(): boolean {\r\n return this._coloredShadows;\r\n }\r\n private _coloredShadows: boolean = false;\r\n\r\n private _debugVoxelMarchEnabled: boolean = false;\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n if (!this._debugPassPP) {\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: true,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the shadow voxel-tracing pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The shadow voxel-tracing pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const defines = this._createDefines();\r\n const isWebGPU = this._engine.isWebGPU;\r\n const textureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowVoxelTracing.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowVoxelTracing.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"voxelTracingPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowVoxelTracing\",\r\n this._scene,\r\n textureOptions\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.defines = defines;\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setBindings(this._scene.activeCamera!);\r\n this._renderWhenGBufferReady = this._render.bind(this);\r\n // Don't start rendering until the first vozelization is done.\r\n this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {\r\n if (this._scene.geometryBufferRenderer) {\r\n this._scene.geometryBufferRenderer.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);\r\n }\r\n });\r\n }\r\n\r\n private _createDefines(): string {\r\n let defines = \"\";\r\n if (this._scene.useRightHandedSystem) {\r\n defines += \"#define RIGHT_HANDED\\n\";\r\n }\r\n if (this._debugVoxelMarchEnabled) {\r\n defines += \"#define VOXEL_MARCH_DIAGNOSTIC_INFO_OPTION 1u\\n\";\r\n }\r\n if (this._coloredShadows) {\r\n defines += \"#define COLOR_SHADOWS 1u\\n\";\r\n }\r\n return defines;\r\n }\r\n\r\n private _setBindings(camera: Camera): boolean {\r\n this._outputTexture.defines = this._createDefines();\r\n this._outputTexture.setMatrix(\"viewMtx\", camera.getViewMatrix());\r\n this._outputTexture.setMatrix(\"projMtx\", camera.getProjectionMatrix());\r\n camera.getProjectionMatrix().invertToRef(this._cameraInvProj);\r\n camera.getViewMatrix().invertToRef(this._cameraInvView);\r\n this._outputTexture.setMatrix(\"invProjMtx\", this._cameraInvProj);\r\n this._outputTexture.setMatrix(\"invViewMtx\", this._cameraInvView);\r\n this._outputTexture.setMatrix(\"wsNormalizationMtx\", this._invWorldScaleMatrix);\r\n\r\n this._frameId++;\r\n\r\n let rotation = 0.0;\r\n if (this._scene.environmentTexture) {\r\n rotation = (this._scene.environmentTexture as CubeTexture).rotationY ?? 0;\r\n }\r\n rotation = this._scene.useRightHandedSystem ? -(rotation + 0.5 * Math.PI) : rotation - 0.5 * Math.PI;\r\n rotation = rotation % (2.0 * Math.PI);\r\n this._shadowParameters.set(this._sampleDirections, this._frameId, 1.0, rotation);\r\n this._outputTexture.setVector4(\"shadowParameters\", this._shadowParameters);\r\n const voxelGrid = this._renderPipeline._getVoxelGridTexture();\r\n const highestMip = Math.floor(Math.log2(voxelGrid.getSize().width));\r\n this._voxelBiasParameters.set(this._voxelNormalBias, this._voxelDirectionBias, highestMip, 0.0);\r\n this._outputTexture.setVector4(\"voxelBiasParameters\", this._voxelBiasParameters);\r\n\r\n // SSS Options.\r\n this._sssParameters.set(this._sssSamples, this._sssStride, this._sssMaxDist, this._sssThickness);\r\n this._outputTexture.setVector4(\"sssParameters\", this._sssParameters);\r\n this._opacityParameters.set(this._voxelShadowOpacity, this._ssShadowOpacity, 0.0, 0.0);\r\n this._outputTexture.setVector4(\"shadowOpacity\", this._opacityParameters);\r\n this._outputTexture.setTexture(\"voxelGridSampler\", voxelGrid);\r\n this._outputTexture.setTexture(\"blueNoiseSampler\", this._renderPipeline._getNoiseTexture());\r\n const cdfGenerator = this._scene.iblCdfGenerator;\r\n if (!cdfGenerator) {\r\n Logger.Warn(\"IBLShadowsVoxelTracingPass: Can't bind for render because iblCdfGenerator is not enabled.\");\r\n return false;\r\n }\r\n this._outputTexture.setTexture(\"icdfSampler\", cdfGenerator.getIcdfTexture());\r\n if (this._coloredShadows && this._scene.environmentTexture) {\r\n this._outputTexture.setTexture(\"iblSampler\", this._scene.environmentTexture);\r\n }\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n Logger.Warn(\"IBLShadowsVoxelTracingPass: Can't bind for render because GeometryBufferRenderer is not enabled.\");\r\n return false;\r\n }\r\n const depthIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"depthSampler\", geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const wnormalIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"worldNormalSampler\", geometryBufferRenderer.getGBuffer().textures[wnormalIndex]);\r\n return true;\r\n }\r\n\r\n private _render() {\r\n if (this.enabled && this._outputTexture.isReady() && this._outputTexture.getEffect()?.isReady()) {\r\n if (this._setBindings(this._scene.activeCamera!)) {\r\n this._outputTexture.render();\r\n }\r\n }\r\n }\r\n\r\n private _renderWhenGBufferReady: Nullable<(eventData: number, eventState: EventState) => void> = null;\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n // Don't resize if the size is the same as the current size.\r\n if (this._outputTexture.getSize().width === newSize.width && this._outputTexture.getSize().height === newSize.height) {\r\n return;\r\n }\r\n this._outputTexture.resize(newSize, false);\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady()) &&\r\n this._scene.iblCdfGenerator &&\r\n this._scene.iblCdfGenerator.getIcdfTexture().isReady() &&\r\n this._renderPipeline._getVoxelGridTexture().isReady()\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n if (this._scene.geometryBufferRenderer && this._renderWhenGBufferReady) {\r\n const gBuffer = this._scene.geometryBufferRenderer.getGBuffer();\r\n gBuffer.onAfterRenderObservable.removeCallback(this._renderWhenGBufferReady);\r\n }\r\n this._outputTexture.dispose();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n }\r\n}\r\n"]}
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@@ -747,6 +747,9 @@ export class GeometryBufferRenderer {
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engine.onResizeObservable.remove(this._resizeObserver);
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this._resizeObserver = null;
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}
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if (this._multiRenderTarget?.renderTarget && this.scene.getEngine()._currentRenderTarget === this._multiRenderTarget.renderTarget) {
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this.scene.getEngine().unBindFramebuffer(this._multiRenderTarget?.renderTarget);
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}
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this.getGBuffer().dispose();
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}
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_assignRenderTargetIndices() {
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