@onerjs/core 8.42.6 → 8.42.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (207) hide show
  1. package/Animations/animatorAvatar.d.ts +5 -2
  2. package/Animations/animatorAvatar.js +40 -27
  3. package/Animations/animatorAvatar.js.map +1 -1
  4. package/Cameras/Inputs/geospatialCameraMouseWheelInput.d.ts +1 -2
  5. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -2
  6. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
  7. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +0 -4
  8. package/Cameras/Inputs/geospatialCameraPointersInput.js +1 -5
  9. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  10. package/Cameras/cameraMovement.d.ts +1 -4
  11. package/Cameras/cameraMovement.js +1 -4
  12. package/Cameras/cameraMovement.js.map +1 -1
  13. package/Cameras/geospatialCamera.d.ts +22 -4
  14. package/Cameras/geospatialCamera.js +27 -9
  15. package/Cameras/geospatialCamera.js.map +1 -1
  16. package/Cameras/geospatialCameraMovement.d.ts +3 -3
  17. package/Cameras/geospatialCameraMovement.js +18 -18
  18. package/Cameras/geospatialCameraMovement.js.map +1 -1
  19. package/Engines/WebGPU/Extensions/engine.debugging.js +35 -13
  20. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  21. package/Engines/abstractEngine.js +2 -2
  22. package/Engines/abstractEngine.js.map +1 -1
  23. package/Engines/engineFeatures.d.ts +0 -2
  24. package/Engines/engineFeatures.js.map +1 -1
  25. package/Engines/nullEngine.js +0 -1
  26. package/Engines/nullEngine.js.map +1 -1
  27. package/Engines/thinEngine.js +0 -1
  28. package/Engines/thinEngine.js.map +1 -1
  29. package/Engines/thinNativeEngine.js +0 -1
  30. package/Engines/thinNativeEngine.js.map +1 -1
  31. package/Engines/thinWebGPUEngine.d.ts +9 -4
  32. package/Engines/thinWebGPUEngine.js +32 -32
  33. package/Engines/thinWebGPUEngine.js.map +1 -1
  34. package/Engines/webgpuEngine.d.ts +1 -0
  35. package/Engines/webgpuEngine.js +24 -165
  36. package/Engines/webgpuEngine.js.map +1 -1
  37. package/FrameGraph/Passes/renderPass.js +0 -3
  38. package/FrameGraph/Passes/renderPass.js.map +1 -1
  39. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -3
  40. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +5 -29
  41. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  42. package/FrameGraph/frameGraph.js +3 -0
  43. package/FrameGraph/frameGraph.js.map +1 -1
  44. package/FrameGraph/frameGraphContext.js +1 -1
  45. package/FrameGraph/frameGraphContext.js.map +1 -1
  46. package/FrameGraph/frameGraphTask.d.ts +0 -2
  47. package/FrameGraph/frameGraphTask.js +15 -17
  48. package/FrameGraph/frameGraphTask.js.map +1 -1
  49. package/FrameGraph/frameGraphTextureManager.js +1 -1
  50. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  51. package/Gizmos/axisScaleGizmo.js +2 -2
  52. package/Gizmos/axisScaleGizmo.js.map +1 -1
  53. package/Gizmos/cameraGizmo.d.ts +1 -1
  54. package/Gizmos/cameraGizmo.js +1 -1
  55. package/Gizmos/cameraGizmo.js.map +1 -1
  56. package/Gizmos/gizmo.d.ts +4 -4
  57. package/Gizmos/gizmo.js +5 -5
  58. package/Gizmos/gizmo.js.map +1 -1
  59. package/Gizmos/gizmoManager.d.ts +2 -2
  60. package/Gizmos/gizmoManager.js +1 -1
  61. package/Gizmos/gizmoManager.js.map +1 -1
  62. package/Gizmos/planeRotationGizmo.d.ts +2 -2
  63. package/Gizmos/planeRotationGizmo.js +2 -3
  64. package/Gizmos/planeRotationGizmo.js.map +1 -1
  65. package/Gizmos/positionGizmo.d.ts +1 -1
  66. package/Gizmos/positionGizmo.js +2 -2
  67. package/Gizmos/positionGizmo.js.map +1 -1
  68. package/Gizmos/rotationGizmo.d.ts +1 -1
  69. package/Gizmos/rotationGizmo.js +3 -3
  70. package/Gizmos/rotationGizmo.js.map +1 -1
  71. package/Gizmos/scaleGizmo.d.ts +1 -1
  72. package/Gizmos/scaleGizmo.js +1 -1
  73. package/Gizmos/scaleGizmo.js.map +1 -1
  74. package/Loading/Plugins/babylonFileLoader.js +44 -14
  75. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  76. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +12 -3
  77. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +33 -8
  78. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
  79. package/Materials/uniformBuffer.d.ts +0 -4
  80. package/Materials/uniformBuffer.js +0 -8
  81. package/Materials/uniformBuffer.js.map +1 -1
  82. package/Maths/index.d.ts +2 -0
  83. package/Maths/index.js +2 -0
  84. package/Maths/index.js.map +1 -1
  85. package/Maths/math.geospatial.d.ts +12 -0
  86. package/Maths/math.geospatial.functions.d.ts +19 -0
  87. package/Maths/math.geospatial.functions.js +27 -0
  88. package/Maths/math.geospatial.functions.js.map +1 -0
  89. package/Maths/math.geospatial.js +2 -0
  90. package/Maths/math.geospatial.js.map +1 -0
  91. package/Meshes/mesh.js +1 -1
  92. package/Meshes/mesh.js.map +1 -1
  93. package/Navigation/INavigationEngine.d.ts +2 -2
  94. package/Navigation/INavigationEngine.js.map +1 -1
  95. package/Navigation/Plugins/recastJSPlugin.d.ts +2 -2
  96. package/Navigation/Plugins/recastJSPlugin.js +14 -5
  97. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  98. package/Physics/castingResult.d.ts +4 -1
  99. package/Physics/castingResult.js +1 -1
  100. package/Physics/castingResult.js.map +1 -1
  101. package/Physics/joinedPhysicsEngineComponent.js +1 -1
  102. package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
  103. package/Physics/physicsHelper.d.ts +8 -8
  104. package/Physics/physicsHelper.js +7 -7
  105. package/Physics/physicsHelper.js.map +1 -1
  106. package/Physics/shapeCastResult.d.ts +4 -0
  107. package/Physics/shapeCastResult.js +7 -0
  108. package/Physics/shapeCastResult.js.map +1 -1
  109. package/Physics/v2/IPhysicsEnginePlugin.d.ts +51 -4
  110. package/Physics/v2/IPhysicsEnginePlugin.js +12 -12
  111. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  112. package/Physics/v2/characterController.js.map +1 -1
  113. package/Physics/v2/physicsBody.js.map +1 -1
  114. package/Physics/v2/physicsConstraint.d.ts +1 -1
  115. package/Physics/v2/physicsConstraint.js +1 -1
  116. package/Physics/v2/physicsConstraint.js.map +1 -1
  117. package/Physics/v2/physicsEngine.d.ts +0 -5
  118. package/Physics/v2/physicsEngine.js +0 -5
  119. package/Physics/v2/physicsEngine.js.map +1 -1
  120. package/Physics/v2/physicsEngineComponent.d.ts +1 -1
  121. package/Physics/v2/physicsEngineComponent.js.map +1 -1
  122. package/Physics/v2/physicsMaterial.d.ts +6 -0
  123. package/Physics/v2/physicsMaterial.js +2 -2
  124. package/Physics/v2/physicsMaterial.js.map +1 -1
  125. package/Physics/v2/ragdoll.js.map +1 -1
  126. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +4 -1
  127. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  128. package/Rendering/edgesRenderer.js +1 -0
  129. package/Rendering/edgesRenderer.js.map +1 -1
  130. package/Rendering/objectRenderer.js +8 -4
  131. package/Rendering/objectRenderer.js.map +1 -1
  132. package/Rendering/renderingGroup.d.ts +1 -1
  133. package/Rendering/renderingGroup.js +1 -1
  134. package/Rendering/renderingGroup.js.map +1 -1
  135. package/Rendering/renderingManager.d.ts +1 -1
  136. package/Rendering/renderingManager.js.map +1 -1
  137. package/Shaders/iblVoxelGrid.fragment.js +4 -1
  138. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  139. package/ShadersWGSL/background.vertex.js +8 -8
  140. package/ShadersWGSL/background.vertex.js.map +1 -1
  141. package/ShadersWGSL/boundingBoxRenderer.vertex.js +2 -2
  142. package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -1
  143. package/ShadersWGSL/clearQuad.vertex.js +1 -1
  144. package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
  145. package/ShadersWGSL/color.vertex.js +1 -1
  146. package/ShadersWGSL/color.vertex.js.map +1 -1
  147. package/ShadersWGSL/depth.vertex.js +3 -3
  148. package/ShadersWGSL/depth.vertex.js.map +1 -1
  149. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +2 -2
  150. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
  151. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +2 -2
  152. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  153. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +2 -2
  154. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
  155. package/ShadersWGSL/fxaa.vertex.js +1 -1
  156. package/ShadersWGSL/fxaa.vertex.js.map +1 -1
  157. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  158. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  159. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +3 -3
  160. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  161. package/ShadersWGSL/geometry.vertex.js +4 -4
  162. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  163. package/ShadersWGSL/glowMapGeneration.vertex.js +4 -4
  164. package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
  165. package/ShadersWGSL/glowMapMerge.vertex.js +1 -1
  166. package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -1
  167. package/ShadersWGSL/greasedLine.vertex.js +10 -4
  168. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  169. package/ShadersWGSL/hdrFiltering.vertex.js +1 -1
  170. package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -1
  171. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +1 -1
  172. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
  173. package/ShadersWGSL/iblVoxelGrid.vertex.js +2 -2
  174. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  175. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +1 -1
  176. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
  177. package/ShadersWGSL/kernelBlur.vertex.js +2 -2
  178. package/ShadersWGSL/kernelBlur.vertex.js.map +1 -1
  179. package/ShadersWGSL/layer.vertex.js +1 -1
  180. package/ShadersWGSL/layer.vertex.js.map +1 -1
  181. package/ShadersWGSL/lensFlare.vertex.js +1 -1
  182. package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
  183. package/ShadersWGSL/line.vertex.js +2 -2
  184. package/ShadersWGSL/line.vertex.js.map +1 -1
  185. package/ShadersWGSL/meshUVSpaceRenderer.vertex.js +2 -2
  186. package/ShadersWGSL/meshUVSpaceRenderer.vertex.js.map +1 -1
  187. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +1 -1
  188. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
  189. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js +1 -1
  190. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js.map +1 -1
  191. package/ShadersWGSL/particles.vertex.js +9 -9
  192. package/ShadersWGSL/particles.vertex.js.map +1 -1
  193. package/ShadersWGSL/picking.vertex.js +2 -2
  194. package/ShadersWGSL/picking.vertex.js.map +1 -1
  195. package/ShadersWGSL/procedural.vertex.js +1 -1
  196. package/ShadersWGSL/procedural.vertex.js.map +1 -1
  197. package/ShadersWGSL/shadowMap.vertex.js +4 -4
  198. package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
  199. package/ShadersWGSL/sprites.vertex.js +3 -3
  200. package/ShadersWGSL/sprites.vertex.js.map +1 -1
  201. package/XR/features/WebXRControllerPhysics.js +0 -2
  202. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  203. package/XR/features/WebXRHandTracking.js +3 -6
  204. package/XR/features/WebXRHandTracking.js.map +1 -1
  205. package/package.json +1 -1
  206. package/scene.js +2 -1
  207. package/scene.js.map +1 -1
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type { Skeleton } from \"../../Bones/skeleton\";\r\nimport { Vector3, Matrix, TmpVectors, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { PhysicsAggregate } from \"./physicsAggregate\";\r\nimport { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"core/Maths/math.axis\";\r\nimport { PhysicsShapeType, PhysicsConstraintType, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Bone } from \"../../Bones/bone\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\n\r\n/**\r\n * Ragdoll bone properties\r\n * @experimental\r\n */\r\nexport class RagdollBoneProperties {\r\n /**\r\n * Width of the box shape\r\n */\r\n width?: number;\r\n /**\r\n * depth of the box shape\r\n */\r\n depth?: number;\r\n /**\r\n * height of the box shape\r\n */\r\n height?: number;\r\n /**\r\n * size that will be used of width, depth and height of the shape box\r\n */\r\n size?: number;\r\n /**\r\n * Type of Physics Constraint used between bones\r\n */\r\n joint?: number | undefined | PhysicsConstraintType;\r\n /**\r\n * Main rotation axis used by the constraint, in local space\r\n */\r\n rotationAxis?: Vector3;\r\n /**\r\n * Minimum rotation angle value\r\n */\r\n min?: number;\r\n /**\r\n * Maximum rotation angle value\r\n */\r\n max?: number;\r\n /**\r\n * Offset along local axis\r\n */\r\n boxOffset?: number;\r\n /**\r\n * Axis that need an offset\r\n */\r\n boneOffsetAxis?: Vector3;\r\n}\r\n\r\n/**\r\n * Ragdoll for Physics V2\r\n * @experimental\r\n */\r\nexport class Ragdoll {\r\n private _skeleton: Skeleton;\r\n private _scene: Scene;\r\n private _rootTransformNode: Mesh | TransformNode;\r\n private _config: any;\r\n private _boxConfigs: Array<RagdollBoneProperties> = new Array<RagdollBoneProperties>();\r\n private _constraints: Array<PhysicsConstraint> = new Array<PhysicsConstraint>();\r\n private _bones: Array<Bone> = new Array<Bone>();\r\n private _initialRotation: Array<Quaternion> = new Array<Quaternion>();\r\n // without mesh transform, to figure out later\r\n private _initialRotation2: Array<Quaternion> = new Array<Quaternion>();\r\n private _boneNames: string[] = [];\r\n private _transforms: Array<TransformNode> = new Array<TransformNode>();\r\n private _aggregates: Array<PhysicsAggregate> = new Array<PhysicsAggregate>();\r\n private _ragdollMode: boolean = false;\r\n private _rootBoneName: string = \"\";\r\n private _rootBoneIndex: number = -1;\r\n private _mass: number = 10;\r\n private _restitution: number = 0;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Pause synchronization between physics and bone position/orientation\r\n */\r\n public pauseSync: boolean = false;\r\n\r\n private _putBoxesInBoneCenter: boolean;\r\n private _defaultJoint: number = PhysicsConstraintType.HINGE;\r\n private _defaultJointMin: number = -90;\r\n private _defaultJointMax: number = 90;\r\n\r\n /**\r\n * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method\r\n * @param skeleton The skeleton containing bones to be physicalized\r\n * @param rootTransformNode The mesh or its transform used by the skeleton\r\n * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies\r\n */\r\n constructor(skeleton: Skeleton, rootTransformNode: Mesh | TransformNode, config: RagdollBoneProperties[]) {\r\n this._skeleton = skeleton;\r\n this._scene = skeleton.getScene();\r\n this._rootTransformNode = rootTransformNode;\r\n this._config = config; // initial, user defined box configs. May have several box configs jammed into 1 index.\r\n this._boxConfigs = []; // final box configs. Every element is a separate box config (this.config may have several configs jammed into 1 index).\r\n this._putBoxesInBoneCenter = false;\r\n this._defaultJoint = PhysicsConstraintType.HINGE;\r\n\r\n this._init();\r\n }\r\n\r\n /**\r\n * returns an array of created constraints\r\n * @returns array of created constraints\r\n */\r\n public getConstraints(): Array<PhysicsConstraint> {\r\n return this._constraints;\r\n }\r\n\r\n /**\r\n * Returns the aggregate corresponding to the ragdoll bone index\r\n * @param index ragdoll bone aggregate index\r\n * @returns the aggregate for the bone index for the root aggregate if index is invalid\r\n */\r\n public getAggregate(index: number): PhysicsAggregate {\r\n if (index < 0 || index >= this._aggregates.length) {\r\n return this._aggregates[this._rootBoneIndex];\r\n }\r\n return this._aggregates[index];\r\n }\r\n\r\n private _createColliders(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n this._skeleton.computeAbsoluteMatrices(true);\r\n this._skeleton.prepare(true);\r\n\r\n const config = this._config;\r\n for (let i = 0; i < config.length; i++) {\r\n const boneNames = config[i].bone !== undefined ? [config[i].bone] : config[i].bones;\r\n\r\n for (let ii = 0; ii < boneNames.length; ii++) {\r\n const currentBone = this._skeleton.bones[this._skeleton.getBoneIndexByName(boneNames[ii])];\r\n if (currentBone == undefined) {\r\n return;\r\n }\r\n\r\n // First define the box dimensions, so we can then use them when calling CreateBox().\r\n const currentRagdollBoneProperties: RagdollBoneProperties = {\r\n width: this._config[i].width,\r\n depth: this._config[i].depth,\r\n height: this._config[i].height,\r\n size: this._config[i].size,\r\n };\r\n\r\n currentRagdollBoneProperties.width = currentRagdollBoneProperties.width ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.depth = currentRagdollBoneProperties.depth ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.height = currentRagdollBoneProperties.height ?? currentRagdollBoneProperties.size;\r\n const transform = new TransformNode(boneNames[ii] + \"_transform\", this._scene);\r\n\r\n // Define the rest of the box properties.\r\n currentRagdollBoneProperties.joint = config[i].joint !== undefined ? config[i].joint : this._defaultJoint;\r\n currentRagdollBoneProperties.rotationAxis = config[i].rotationAxis !== undefined ? config[i].rotationAxis : Axis.X;\r\n currentRagdollBoneProperties.min = config[i].min !== undefined ? config[i].min : this._defaultJointMin;\r\n currentRagdollBoneProperties.max = config[i].max !== undefined ? config[i].max : this._defaultJointMax;\r\n\r\n // Offset value.\r\n let boxOffset = 0;\r\n if ((config[i].putBoxInBoneCenter !== undefined && config[i].putBoxInBoneCenter) || this._putBoxesInBoneCenter) {\r\n if (currentBone.length === undefined) {\r\n Logger.Log(\"The length property is not defined for bone \" + currentBone.name);\r\n }\r\n boxOffset = currentBone.length / 2;\r\n } else if (config[i].boxOffset !== undefined) {\r\n boxOffset = config[i].boxOffset;\r\n }\r\n currentRagdollBoneProperties.boxOffset = boxOffset;\r\n\r\n // Offset axis.\r\n const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : Axis.Y;\r\n const boneDir = currentBone.getDirection(boneOffsetAxis, this._rootTransformNode);\r\n currentRagdollBoneProperties.boneOffsetAxis = boneOffsetAxis;\r\n\r\n transform.position = currentBone.getAbsolutePosition(this._rootTransformNode).add(boneDir.scale(boxOffset));\r\n\r\n const mass = config[i].mass !== undefined ? config[i].mass : this._mass;\r\n const restitution = config[i].restitution !== undefined ? config[i].restitution : this._restitution;\r\n const aggregate = new PhysicsAggregate(\r\n transform,\r\n PhysicsShapeType.BOX,\r\n {\r\n mass: mass,\r\n restitution: restitution,\r\n friction: 0.6,\r\n extents: new Vector3(currentRagdollBoneProperties.width, currentRagdollBoneProperties.height, currentRagdollBoneProperties.depth),\r\n },\r\n this._scene\r\n );\r\n aggregate.body.setCollisionCallbackEnabled(true);\r\n aggregate.body.disablePreStep = false;\r\n aggregate.body.setMotionType(PhysicsMotionType.ANIMATED);\r\n this._aggregates.push(aggregate);\r\n this._bones.push(currentBone);\r\n this._boneNames.push(currentBone.name);\r\n this._transforms.push(transform);\r\n this._boxConfigs.push(currentRagdollBoneProperties);\r\n this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD, this._rootTransformNode));\r\n this._initialRotation2.push(currentBone.getRotationQuaternion(Space.WORLD));\r\n }\r\n }\r\n }\r\n\r\n private _initJoints(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // The root bone has no joints.\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n\r\n const nearestParent = this._findNearestParent(i);\r\n\r\n if (nearestParent == null) {\r\n Logger.Warn(\"Couldn't find a nearest parent bone in the configs for bone called \" + this._boneNames[i]);\r\n return;\r\n }\r\n\r\n const boneParentIndex = this._boneNames.indexOf(nearestParent.name);\r\n\r\n let distanceFromParentBoxToBone = this._bones[i].getAbsolutePosition(this._rootTransformNode).subtract(this._transforms[boneParentIndex].position);\r\n\r\n const wmat = this._transforms[boneParentIndex].computeWorldMatrix();\r\n const invertedWorldMat = Matrix.Invert(wmat);\r\n distanceFromParentBoxToBone = Vector3.TransformCoordinates(this._bones[i].getAbsolutePosition(this._rootTransformNode), invertedWorldMat);\r\n\r\n const boneAbsPos = this._bones[i].getAbsolutePosition(this._rootTransformNode);\r\n const boxAbsPos = this._transforms[i].position.clone();\r\n const myConnectedPivot = boneAbsPos.subtract(boxAbsPos);\r\n\r\n const constraintType = this._boxConfigs[i].joint ?? this._defaultJoint;\r\n const constraint = new PhysicsConstraint(\r\n constraintType,\r\n {\r\n pivotA: distanceFromParentBoxToBone,\r\n pivotB: myConnectedPivot,\r\n axisA: this._boxConfigs[i].rotationAxis!,\r\n axisB: this._boxConfigs[i].rotationAxis!,\r\n collision: false,\r\n },\r\n this._scene\r\n );\r\n\r\n this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, constraint);\r\n constraint.isEnabled = false;\r\n this._constraints.push(constraint);\r\n }\r\n }\r\n\r\n // set physics body orientation/position from bones\r\n private _syncBonesToPhysics(): void {\r\n const rootMatrix = this._rootTransformNode.getWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // position\r\n const transform = this._aggregates[i].transformNode;\r\n const rootPos = this._bones[i].getAbsolutePosition();\r\n Vector3.TransformCoordinatesToRef(rootPos, rootMatrix, transform.position);\r\n\r\n // added offset\r\n this._bones[i].getDirectionToRef(this._boxConfigs[i].boneOffsetAxis!, this._rootTransformNode, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[i].boxOffset ?? 0);\r\n transform.position.addInPlace(TmpVectors.Vector3[0]);\r\n\r\n this._setBoneOrientationToBody(i);\r\n }\r\n }\r\n\r\n private _setBoneOrientationToBody(boneIndex: number): void {\r\n const transform = this._aggregates[boneIndex].transformNode;\r\n const bone = this._bones[boneIndex];\r\n this._initialRotation[boneIndex].conjugateToRef(TmpVectors.Quaternion[0]);\r\n bone.getRotationQuaternionToRef(Space.WORLD, this._rootTransformNode, TmpVectors.Quaternion[1]);\r\n TmpVectors.Quaternion[1].multiplyToRef(TmpVectors.Quaternion[0], transform.rotationQuaternion!);\r\n transform.rotationQuaternion!.normalize();\r\n }\r\n\r\n private _syncBonesAndBoxes(): void {\r\n if (this.pauseSync) {\r\n return;\r\n }\r\n\r\n if (this._ragdollMode) {\r\n this._setBodyOrientationToBone(this._rootBoneIndex);\r\n\r\n const rootPos = this._aggregates[this._rootBoneIndex].body.transformNode.position;\r\n this._rootTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n\r\n Vector3.TransformCoordinatesToRef(rootPos, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._bones[this._rootBoneIndex].setAbsolutePosition(TmpVectors.Vector3[0]);\r\n\r\n for (let i = 0; i < this._bones.length; i++) {\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n this._setBodyOrientationToBone(i);\r\n }\r\n } else {\r\n this._syncBonesToPhysics();\r\n }\r\n }\r\n\r\n private _setBodyOrientationToBone(boneIndex: number): void {\r\n const qmesh =\r\n this._rootTransformNode.rotationQuaternion ??\r\n Quaternion.FromEulerAngles(this._rootTransformNode.rotation.x, this._rootTransformNode.rotation.y, this._rootTransformNode.rotation.z);\r\n const qbind = this._initialRotation2[boneIndex];\r\n const qphys = this._aggregates[boneIndex].body?.transformNode?.rotationQuaternion;\r\n\r\n qmesh.multiplyToRef(qbind, TmpVectors.Quaternion[1]);\r\n qphys?.multiplyToRef(TmpVectors.Quaternion[1], TmpVectors.Quaternion[0]);\r\n\r\n this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._rootTransformNode);\r\n }\r\n\r\n // Return true if root bone is valid/exists in this.bonesNames. false otherwise.\r\n private _defineRootBone(): boolean {\r\n const skeletonRoots = this._skeleton.getChildren();\r\n if (skeletonRoots.length != 1) {\r\n Logger.Log(\"Ragdoll creation failed: there can only be one root in the skeleton.\");\r\n return false;\r\n }\r\n\r\n this._rootBoneName = skeletonRoots[0].name;\r\n this._rootBoneIndex = this._boneNames.indexOf(this._rootBoneName);\r\n if (this._rootBoneIndex == -1) {\r\n // eslint-disable-next-line @typescript-eslint/restrict-plus-operands, @typescript-eslint/no-base-to-string\r\n Logger.Log(\"Ragdoll creation failed: the array boneNames doesn't have the root bone. The root bone is \" + this._skeleton.getChildren());\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _findNearestParent(boneIndex: number): any {\r\n let nearestParent: Nullable<Bone> | undefined = this._bones[boneIndex].getParent();\r\n do {\r\n if (nearestParent != null && this._boneNames.includes(nearestParent.name)) {\r\n break;\r\n }\r\n\r\n nearestParent = nearestParent?.getParent();\r\n } while (nearestParent != null);\r\n\r\n return nearestParent;\r\n }\r\n\r\n private _init() {\r\n this._createColliders();\r\n\r\n // If this.defineRootBone() returns ... there is not root bone.\r\n if (!this._defineRootBone()) {\r\n return;\r\n }\r\n\r\n this._initJoints();\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n this._syncBonesAndBoxes();\r\n });\r\n this._syncBonesToPhysics();\r\n }\r\n\r\n /**\r\n * Enable ragdoll mode. Create physics objects and make them dynamic.\r\n */\r\n public ragdoll(): void {\r\n this._ragdollMode = true;\r\n // detach bones with link transform to let physics have control\r\n for (const bone of this._skeleton.bones) {\r\n bone.linkTransformNode(null);\r\n }\r\n for (let i = 0; i < this._constraints.length; i++) {\r\n this._constraints[i].isEnabled = true;\r\n }\r\n for (let i = 0; i < this._aggregates.length; i++) {\r\n this._aggregates[i].body.setMotionType(PhysicsMotionType.DYNAMIC);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose resources and remove physics objects\r\n */\r\n dispose(): void {\r\n for (const aggregate of this._aggregates) {\r\n aggregate.dispose();\r\n }\r\n this._aggregates.length = 0;\r\n for (const transform of this._transforms) {\r\n transform.dispose();\r\n }\r\n this._transforms.length = 0;\r\n for (const constraint of this._constraints) {\r\n constraint.dispose();\r\n }\r\n this._constraints.length = 0;\r\n\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n this._beforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}
1
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type { Skeleton } from \"../../Bones/skeleton\";\r\nimport { Vector3, Matrix, TmpVectors, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { PhysicsAggregate } from \"./physicsAggregate\";\r\nimport { PhysicsConstraint } from \"./physicsConstraint\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"../../Maths/math.axis\";\r\nimport { PhysicsShapeType, PhysicsConstraintType, PhysicsMotionType } from \"./IPhysicsEnginePlugin\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Bone } from \"../../Bones/bone\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\n\r\n/**\r\n * Ragdoll bone properties\r\n * @experimental\r\n */\r\nexport class RagdollBoneProperties {\r\n /**\r\n * Width of the box shape\r\n */\r\n width?: number;\r\n /**\r\n * depth of the box shape\r\n */\r\n depth?: number;\r\n /**\r\n * height of the box shape\r\n */\r\n height?: number;\r\n /**\r\n * size that will be used of width, depth and height of the shape box\r\n */\r\n size?: number;\r\n /**\r\n * Type of Physics Constraint used between bones\r\n */\r\n joint?: number | undefined | PhysicsConstraintType;\r\n /**\r\n * Main rotation axis used by the constraint, in local space\r\n */\r\n rotationAxis?: Vector3;\r\n /**\r\n * Minimum rotation angle value\r\n */\r\n min?: number;\r\n /**\r\n * Maximum rotation angle value\r\n */\r\n max?: number;\r\n /**\r\n * Offset along local axis\r\n */\r\n boxOffset?: number;\r\n /**\r\n * Axis that need an offset\r\n */\r\n boneOffsetAxis?: Vector3;\r\n}\r\n\r\n/**\r\n * Ragdoll for Physics V2\r\n * @experimental\r\n */\r\nexport class Ragdoll {\r\n private _skeleton: Skeleton;\r\n private _scene: Scene;\r\n private _rootTransformNode: Mesh | TransformNode;\r\n private _config: any;\r\n private _boxConfigs: Array<RagdollBoneProperties> = new Array<RagdollBoneProperties>();\r\n private _constraints: Array<PhysicsConstraint> = new Array<PhysicsConstraint>();\r\n private _bones: Array<Bone> = new Array<Bone>();\r\n private _initialRotation: Array<Quaternion> = new Array<Quaternion>();\r\n // without mesh transform, to figure out later\r\n private _initialRotation2: Array<Quaternion> = new Array<Quaternion>();\r\n private _boneNames: string[] = [];\r\n private _transforms: Array<TransformNode> = new Array<TransformNode>();\r\n private _aggregates: Array<PhysicsAggregate> = new Array<PhysicsAggregate>();\r\n private _ragdollMode: boolean = false;\r\n private _rootBoneName: string = \"\";\r\n private _rootBoneIndex: number = -1;\r\n private _mass: number = 10;\r\n private _restitution: number = 0;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Pause synchronization between physics and bone position/orientation\r\n */\r\n public pauseSync: boolean = false;\r\n\r\n private _putBoxesInBoneCenter: boolean;\r\n private _defaultJoint: number = PhysicsConstraintType.HINGE;\r\n private _defaultJointMin: number = -90;\r\n private _defaultJointMax: number = 90;\r\n\r\n /**\r\n * Construct a new Ragdoll object. Once ready, it can be made dynamic by calling `Ragdoll` method\r\n * @param skeleton The skeleton containing bones to be physicalized\r\n * @param rootTransformNode The mesh or its transform used by the skeleton\r\n * @param config an array of `RagdollBoneProperties` corresponding to bones and their properties used to instanciate physics bodies\r\n */\r\n constructor(skeleton: Skeleton, rootTransformNode: Mesh | TransformNode, config: RagdollBoneProperties[]) {\r\n this._skeleton = skeleton;\r\n this._scene = skeleton.getScene();\r\n this._rootTransformNode = rootTransformNode;\r\n this._config = config; // initial, user defined box configs. May have several box configs jammed into 1 index.\r\n this._boxConfigs = []; // final box configs. Every element is a separate box config (this.config may have several configs jammed into 1 index).\r\n this._putBoxesInBoneCenter = false;\r\n this._defaultJoint = PhysicsConstraintType.HINGE;\r\n\r\n this._init();\r\n }\r\n\r\n /**\r\n * returns an array of created constraints\r\n * @returns array of created constraints\r\n */\r\n public getConstraints(): Array<PhysicsConstraint> {\r\n return this._constraints;\r\n }\r\n\r\n /**\r\n * Returns the aggregate corresponding to the ragdoll bone index\r\n * @param index ragdoll bone aggregate index\r\n * @returns the aggregate for the bone index for the root aggregate if index is invalid\r\n */\r\n public getAggregate(index: number): PhysicsAggregate {\r\n if (index < 0 || index >= this._aggregates.length) {\r\n return this._aggregates[this._rootBoneIndex];\r\n }\r\n return this._aggregates[index];\r\n }\r\n\r\n private _createColliders(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n this._skeleton.computeAbsoluteMatrices(true);\r\n this._skeleton.prepare(true);\r\n\r\n const config = this._config;\r\n for (let i = 0; i < config.length; i++) {\r\n const boneNames = config[i].bone !== undefined ? [config[i].bone] : config[i].bones;\r\n\r\n for (let ii = 0; ii < boneNames.length; ii++) {\r\n const currentBone = this._skeleton.bones[this._skeleton.getBoneIndexByName(boneNames[ii])];\r\n if (currentBone == undefined) {\r\n return;\r\n }\r\n\r\n // First define the box dimensions, so we can then use them when calling CreateBox().\r\n const currentRagdollBoneProperties: RagdollBoneProperties = {\r\n width: this._config[i].width,\r\n depth: this._config[i].depth,\r\n height: this._config[i].height,\r\n size: this._config[i].size,\r\n };\r\n\r\n currentRagdollBoneProperties.width = currentRagdollBoneProperties.width ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.depth = currentRagdollBoneProperties.depth ?? currentRagdollBoneProperties.size;\r\n currentRagdollBoneProperties.height = currentRagdollBoneProperties.height ?? currentRagdollBoneProperties.size;\r\n const transform = new TransformNode(boneNames[ii] + \"_transform\", this._scene);\r\n\r\n // Define the rest of the box properties.\r\n currentRagdollBoneProperties.joint = config[i].joint !== undefined ? config[i].joint : this._defaultJoint;\r\n currentRagdollBoneProperties.rotationAxis = config[i].rotationAxis !== undefined ? config[i].rotationAxis : Axis.X;\r\n currentRagdollBoneProperties.min = config[i].min !== undefined ? config[i].min : this._defaultJointMin;\r\n currentRagdollBoneProperties.max = config[i].max !== undefined ? config[i].max : this._defaultJointMax;\r\n\r\n // Offset value.\r\n let boxOffset = 0;\r\n if ((config[i].putBoxInBoneCenter !== undefined && config[i].putBoxInBoneCenter) || this._putBoxesInBoneCenter) {\r\n if (currentBone.length === undefined) {\r\n Logger.Log(\"The length property is not defined for bone \" + currentBone.name);\r\n }\r\n boxOffset = currentBone.length / 2;\r\n } else if (config[i].boxOffset !== undefined) {\r\n boxOffset = config[i].boxOffset;\r\n }\r\n currentRagdollBoneProperties.boxOffset = boxOffset;\r\n\r\n // Offset axis.\r\n const boneOffsetAxis = config[i].boneOffsetAxis !== undefined ? config[i].boneOffsetAxis : Axis.Y;\r\n const boneDir = currentBone.getDirection(boneOffsetAxis, this._rootTransformNode);\r\n currentRagdollBoneProperties.boneOffsetAxis = boneOffsetAxis;\r\n\r\n transform.position = currentBone.getAbsolutePosition(this._rootTransformNode).add(boneDir.scale(boxOffset));\r\n\r\n const mass = config[i].mass !== undefined ? config[i].mass : this._mass;\r\n const restitution = config[i].restitution !== undefined ? config[i].restitution : this._restitution;\r\n const aggregate = new PhysicsAggregate(\r\n transform,\r\n PhysicsShapeType.BOX,\r\n {\r\n mass: mass,\r\n restitution: restitution,\r\n friction: 0.6,\r\n extents: new Vector3(currentRagdollBoneProperties.width, currentRagdollBoneProperties.height, currentRagdollBoneProperties.depth),\r\n },\r\n this._scene\r\n );\r\n aggregate.body.setCollisionCallbackEnabled(true);\r\n aggregate.body.disablePreStep = false;\r\n aggregate.body.setMotionType(PhysicsMotionType.ANIMATED);\r\n this._aggregates.push(aggregate);\r\n this._bones.push(currentBone);\r\n this._boneNames.push(currentBone.name);\r\n this._transforms.push(transform);\r\n this._boxConfigs.push(currentRagdollBoneProperties);\r\n this._initialRotation.push(currentBone.getRotationQuaternion(Space.WORLD, this._rootTransformNode));\r\n this._initialRotation2.push(currentBone.getRotationQuaternion(Space.WORLD));\r\n }\r\n }\r\n }\r\n\r\n private _initJoints(): void {\r\n this._rootTransformNode.computeWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // The root bone has no joints.\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n\r\n const nearestParent = this._findNearestParent(i);\r\n\r\n if (nearestParent == null) {\r\n Logger.Warn(\"Couldn't find a nearest parent bone in the configs for bone called \" + this._boneNames[i]);\r\n return;\r\n }\r\n\r\n const boneParentIndex = this._boneNames.indexOf(nearestParent.name);\r\n\r\n let distanceFromParentBoxToBone = this._bones[i].getAbsolutePosition(this._rootTransformNode).subtract(this._transforms[boneParentIndex].position);\r\n\r\n const wmat = this._transforms[boneParentIndex].computeWorldMatrix();\r\n const invertedWorldMat = Matrix.Invert(wmat);\r\n distanceFromParentBoxToBone = Vector3.TransformCoordinates(this._bones[i].getAbsolutePosition(this._rootTransformNode), invertedWorldMat);\r\n\r\n const boneAbsPos = this._bones[i].getAbsolutePosition(this._rootTransformNode);\r\n const boxAbsPos = this._transforms[i].position.clone();\r\n const myConnectedPivot = boneAbsPos.subtract(boxAbsPos);\r\n\r\n const constraintType = this._boxConfigs[i].joint ?? this._defaultJoint;\r\n const constraint = new PhysicsConstraint(\r\n constraintType,\r\n {\r\n pivotA: distanceFromParentBoxToBone,\r\n pivotB: myConnectedPivot,\r\n axisA: this._boxConfigs[i].rotationAxis!,\r\n axisB: this._boxConfigs[i].rotationAxis!,\r\n collision: false,\r\n },\r\n this._scene\r\n );\r\n\r\n this._aggregates[boneParentIndex].body.addConstraint(this._aggregates[i].body, constraint);\r\n constraint.isEnabled = false;\r\n this._constraints.push(constraint);\r\n }\r\n }\r\n\r\n // set physics body orientation/position from bones\r\n private _syncBonesToPhysics(): void {\r\n const rootMatrix = this._rootTransformNode.getWorldMatrix();\r\n for (let i = 0; i < this._bones.length; i++) {\r\n // position\r\n const transform = this._aggregates[i].transformNode;\r\n const rootPos = this._bones[i].getAbsolutePosition();\r\n Vector3.TransformCoordinatesToRef(rootPos, rootMatrix, transform.position);\r\n\r\n // added offset\r\n this._bones[i].getDirectionToRef(this._boxConfigs[i].boneOffsetAxis!, this._rootTransformNode, TmpVectors.Vector3[0]);\r\n TmpVectors.Vector3[0].scaleInPlace(this._boxConfigs[i].boxOffset ?? 0);\r\n transform.position.addInPlace(TmpVectors.Vector3[0]);\r\n\r\n this._setBoneOrientationToBody(i);\r\n }\r\n }\r\n\r\n private _setBoneOrientationToBody(boneIndex: number): void {\r\n const transform = this._aggregates[boneIndex].transformNode;\r\n const bone = this._bones[boneIndex];\r\n this._initialRotation[boneIndex].conjugateToRef(TmpVectors.Quaternion[0]);\r\n bone.getRotationQuaternionToRef(Space.WORLD, this._rootTransformNode, TmpVectors.Quaternion[1]);\r\n TmpVectors.Quaternion[1].multiplyToRef(TmpVectors.Quaternion[0], transform.rotationQuaternion!);\r\n transform.rotationQuaternion!.normalize();\r\n }\r\n\r\n private _syncBonesAndBoxes(): void {\r\n if (this.pauseSync) {\r\n return;\r\n }\r\n\r\n if (this._ragdollMode) {\r\n this._setBodyOrientationToBone(this._rootBoneIndex);\r\n\r\n const rootPos = this._aggregates[this._rootBoneIndex].body.transformNode.position;\r\n this._rootTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n\r\n Vector3.TransformCoordinatesToRef(rootPos, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._bones[this._rootBoneIndex].setAbsolutePosition(TmpVectors.Vector3[0]);\r\n\r\n for (let i = 0; i < this._bones.length; i++) {\r\n if (i == this._rootBoneIndex) {\r\n continue;\r\n }\r\n this._setBodyOrientationToBone(i);\r\n }\r\n } else {\r\n this._syncBonesToPhysics();\r\n }\r\n }\r\n\r\n private _setBodyOrientationToBone(boneIndex: number): void {\r\n const qmesh =\r\n this._rootTransformNode.rotationQuaternion ??\r\n Quaternion.FromEulerAngles(this._rootTransformNode.rotation.x, this._rootTransformNode.rotation.y, this._rootTransformNode.rotation.z);\r\n const qbind = this._initialRotation2[boneIndex];\r\n const qphys = this._aggregates[boneIndex].body?.transformNode?.rotationQuaternion;\r\n\r\n qmesh.multiplyToRef(qbind, TmpVectors.Quaternion[1]);\r\n qphys?.multiplyToRef(TmpVectors.Quaternion[1], TmpVectors.Quaternion[0]);\r\n\r\n this._bones[boneIndex].setRotationQuaternion(TmpVectors.Quaternion[0], Space.WORLD, this._rootTransformNode);\r\n }\r\n\r\n // Return true if root bone is valid/exists in this.bonesNames. false otherwise.\r\n private _defineRootBone(): boolean {\r\n const skeletonRoots = this._skeleton.getChildren();\r\n if (skeletonRoots.length != 1) {\r\n Logger.Log(\"Ragdoll creation failed: there can only be one root in the skeleton.\");\r\n return false;\r\n }\r\n\r\n this._rootBoneName = skeletonRoots[0].name;\r\n this._rootBoneIndex = this._boneNames.indexOf(this._rootBoneName);\r\n if (this._rootBoneIndex == -1) {\r\n // eslint-disable-next-line @typescript-eslint/restrict-plus-operands, @typescript-eslint/no-base-to-string\r\n Logger.Log(\"Ragdoll creation failed: the array boneNames doesn't have the root bone. The root bone is \" + this._skeleton.getChildren());\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _findNearestParent(boneIndex: number): any {\r\n let nearestParent: Nullable<Bone> | undefined = this._bones[boneIndex].getParent();\r\n do {\r\n if (nearestParent != null && this._boneNames.includes(nearestParent.name)) {\r\n break;\r\n }\r\n\r\n nearestParent = nearestParent?.getParent();\r\n } while (nearestParent != null);\r\n\r\n return nearestParent;\r\n }\r\n\r\n private _init() {\r\n this._createColliders();\r\n\r\n // If this.defineRootBone() returns ... there is not root bone.\r\n if (!this._defineRootBone()) {\r\n return;\r\n }\r\n\r\n this._initJoints();\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n this._syncBonesAndBoxes();\r\n });\r\n this._syncBonesToPhysics();\r\n }\r\n\r\n /**\r\n * Enable ragdoll mode. Create physics objects and make them dynamic.\r\n */\r\n public ragdoll(): void {\r\n this._ragdollMode = true;\r\n // detach bones with link transform to let physics have control\r\n for (const bone of this._skeleton.bones) {\r\n bone.linkTransformNode(null);\r\n }\r\n for (let i = 0; i < this._constraints.length; i++) {\r\n this._constraints[i].isEnabled = true;\r\n }\r\n for (let i = 0; i < this._aggregates.length; i++) {\r\n this._aggregates[i].body.setMotionType(PhysicsMotionType.DYNAMIC);\r\n }\r\n }\r\n\r\n /**\r\n * Dispose resources and remove physics objects\r\n */\r\n dispose(): void {\r\n for (const aggregate of this._aggregates) {\r\n aggregate.dispose();\r\n }\r\n this._aggregates.length = 0;\r\n for (const transform of this._transforms) {\r\n transform.dispose();\r\n }\r\n this._transforms.length = 0;\r\n for (const constraint of this._constraints) {\r\n constraint.dispose();\r\n }\r\n this._constraints.length = 0;\r\n\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n this._beforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}
@@ -248,7 +248,10 @@ export class _IblShadowsVoxelRenderer {
248
248
  Logger.Error("Can't do voxel rendering without the draw buffers extension.");
249
249
  }
250
250
  const isWebGPU = this._engine.isWebGPU;
251
- this._maxDrawBuffers = this._engine.getCaps().maxDrawBuffers || 0;
251
+ // Round down to a power of 2 so it evenly divides the power-of-2 voxel resolution,
252
+ // preventing out-of-bounds layer indices in the last MRT slab.
253
+ const rawMaxDrawBuffers = this._engine.getCaps().maxDrawBuffers || 0;
254
+ this._maxDrawBuffers = rawMaxDrawBuffers >= 1 ? 1 << Math.floor(Math.log2(rawMaxDrawBuffers)) : 0;
252
255
  this._copyMipEffectRenderer = new EffectRenderer(this._engine);
253
256
  this._copyMipEffectWrapper = new EffectWrapper({
254
257
  engine: this._engine,
@@ -1 +1 @@
1
- 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{ Constants } from \"../../Engines/constants\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { MultiRenderTarget } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { RenderTargetTextureOptions } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Matrix, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ProceduralTexture } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../../Materials/effectRenderer\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { RenderTargetWrapper } from \"core/Engines\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Voxel-based shadow rendering for IBL's.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n * @see https://playground.babylonjs.com/#8R5SSE#222\r\n */\r\nexport class _IblShadowsVoxelRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n // WebGPU, single-pass voxelization.\r\n // See https://playground.babylonjs.com/#XSNYAU#133\r\n private _voxelGrid: RenderTargetTexture;\r\n private _voxelGridRT: RenderTargetTexture;\r\n\r\n // WebGL voxelization, including tri-planar voxelization.\r\n private _combinedVoxelGridPT: ProceduralTexture;\r\n private _voxelGridXaxis: RenderTargetTexture;\r\n private _voxelGridYaxis: RenderTargetTexture;\r\n private _voxelGridZaxis: RenderTargetTexture;\r\n private _voxelMrtsXaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsYaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsZaxis: MultiRenderTarget[] = [];\r\n\r\n private _voxelMaterial: ShaderMaterial;\r\n private _voxelSlabDebugMaterial: ShaderMaterial;\r\n private _voxelClearColor: Color4 = new Color4(0, 0, 0, 1);\r\n\r\n /**\r\n * Return the voxel grid texture.\r\n * @returns The voxel grid texture.\r\n */\r\n public getVoxelGrid(): ProceduralTexture | RenderTargetTexture {\r\n if (this._engine.isWebGPU) {\r\n return this._voxelGrid;\r\n } else if (this._triPlanarVoxelization) {\r\n return this._combinedVoxelGridPT;\r\n } else {\r\n return this._voxelGridZaxis;\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the voxelization is complete\r\n */\r\n public onVoxelizationCompleteObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * The debug pass post process\r\n * @returns The debug pass post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._voxelDebugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._voxelDebugPass;\r\n }\r\n\r\n private _maxDrawBuffers: number;\r\n private _renderTargets: RenderTargetTexture[] = [];\r\n\r\n private _triPlanarVoxelization: boolean = true;\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public get triPlanarVoxelization(): boolean {\r\n return this._triPlanarVoxelization;\r\n }\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public set triPlanarVoxelization(enabled: boolean) {\r\n if (this._engine.isWebGPU) {\r\n // WebGPU only supports tri-planar voxelization.\r\n this._triPlanarVoxelization = true;\r\n return;\r\n }\r\n if (this._triPlanarVoxelization === enabled) {\r\n return;\r\n }\r\n this._triPlanarVoxelization = enabled;\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _voxelizationInProgress: boolean = false;\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\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 * @returns Whether voxelization is currently happening.\r\n */\r\n public isVoxelizationInProgress(): boolean {\r\n return this._voxelizationInProgress;\r\n }\r\n\r\n private _voxelResolution: number = 64;\r\n private _voxelResolutionExp: number = 6;\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public get voxelResolutionExp(): number {\r\n return this._voxelResolutionExp;\r\n }\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public set voxelResolutionExp(resolutionExp: number) {\r\n if (this._voxelResolutionExp === resolutionExp && this._voxelGridZaxis) {\r\n return;\r\n }\r\n this._voxelResolutionExp = Math.round(Math.min(Math.max(resolutionExp, 3), 9));\r\n this._voxelResolution = Math.pow(2.0, this._voxelResolutionExp);\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _copyMipEffectRenderer: EffectRenderer;\r\n private _copyMipEffectWrapper: EffectWrapper;\r\n private _mipArray: ProceduralTexture[] = [];\r\n\r\n private _voxelSlabDebugRT: RenderTargetTexture;\r\n private _voxelDebugPass: PostProcess;\r\n private _voxelDebugEnabled: boolean = false;\r\n\r\n /**\r\n * Shows only the voxels that were rendered along a particular axis (while using triPlanarVoxelization).\r\n * If not set, the combined voxel grid will be shown.\r\n * Note: This only works when the debugMipNumber is set to 0 because we don't generate mips for each axis.\r\n * @param axis The axis to show (0 = x, 1 = y, 2 = z)\r\n */\r\n public set voxelDebugAxis(axis: number) {\r\n this._voxelDebugAxis = axis;\r\n }\r\n\r\n public get voxelDebugAxis(): number {\r\n return this._voxelDebugAxis;\r\n }\r\n private _voxelDebugAxis: number = -1;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _includedMeshes: Mesh[] = [];\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 private _debugMipNumber: number = 0;\r\n /**\r\n * The mip level to show in the debug display\r\n * @param mipNum The mip level to show in the debug display\r\n */\r\n public setDebugMipNumber(mipNum: number) {\r\n this._debugMipNumber = mipNum;\r\n }\r\n private _debugPassName: string = \"Voxelization 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 * Enable or disable the debug view for this pass\r\n */\r\n public get voxelDebugEnabled(): boolean {\r\n return this._voxelDebugEnabled;\r\n }\r\n\r\n public set voxelDebugEnabled(enabled: boolean) {\r\n if (this._voxelDebugEnabled === enabled) {\r\n return;\r\n }\r\n this._voxelDebugEnabled = enabled;\r\n if (enabled) {\r\n this._voxelSlabDebugRT = new RenderTargetTexture(\"voxelSlabDebug\", { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, this._scene, {\r\n generateDepthBuffer: true,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n });\r\n this._voxelSlabDebugRT.noPrePassRenderer = true;\r\n }\r\n if (this._voxelSlabDebugRT) {\r\n this._removeVoxelRTs([this._voxelSlabDebugRT]);\r\n }\r\n // Add the slab debug RT if needed.\r\n if (this._voxelDebugEnabled) {\r\n this._addRTsForRender([this._voxelSlabDebugRT], this._includedMeshes, this._voxelDebugAxis, 1, true);\r\n this._setDebugBindingsBound = this._setDebugBindings.bind(this);\r\n this._scene.onBeforeRenderObservable.add(this._setDebugBindingsBound);\r\n } else {\r\n this._scene.onBeforeRenderObservable.removeCallback(this._setDebugBindingsBound);\r\n }\r\n }\r\n\r\n private _setDebugBindingsBound: () => void;\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._voxelDebugPass) {\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\", \"mipNumber\"],\r\n samplers: [\"voxelTexture\", \"voxelSlabTexture\"],\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/iblVoxelGrid3dDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblVoxelGrid3dDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._voxelDebugPass = new PostProcess(this.debugPassName, \"iblVoxelGrid3dDebug\", debugOptions);\r\n this._voxelDebugPass.onApplyObservable.add((effect) => {\r\n if (this._voxelDebugAxis === 0) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridXaxis);\r\n } else if (this._voxelDebugAxis === 1) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridYaxis);\r\n } else if (this._voxelDebugAxis === 2) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridZaxis);\r\n } else {\r\n effect.setTexture(\"voxelTexture\", this.getVoxelGrid());\r\n }\r\n effect.setTexture(\"voxelSlabTexture\", this._voxelSlabDebugRT);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n effect.setFloat(\"mipNumber\", this._debugMipNumber);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the voxel renderer\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The render pipeline this pass is associated with\r\n * @param resolutionExp Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n * @param triPlanarVoxelization Whether to use tri-planar voxelization. Only applies to WebGL. Voxelization will take longer but will reduce missing geometry.\r\n * @returns The voxel renderer\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline, resolutionExp: number = 6, triPlanarVoxelization: boolean = true) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine() as Engine;\r\n this._triPlanarVoxelization = this._engine.isWebGPU || triPlanarVoxelization;\r\n if (!this._engine.getCaps().drawBuffersExtension) {\r\n Logger.Error(\"Can't do voxel rendering without the draw buffers extension.\");\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n this._maxDrawBuffers = this._engine.getCaps().maxDrawBuffers || 0;\r\n\r\n this._copyMipEffectRenderer = new EffectRenderer(this._engine);\r\n this._copyMipEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n fragmentShader: \"copyTexture3DLayerToTexture\",\r\n useShaderStore: true,\r\n uniformNames: [\"layerNum\"],\r\n samplerNames: [\"textureSampler\"],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/copyTexture3DLayerToTexture.fragment\");\r\n } else {\r\n await import(\"../../Shaders/copyTexture3DLayerToTexture.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this.voxelResolutionExp = resolutionExp;\r\n }\r\n\r\n private _generateMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._generateMipMap(i);\r\n }\r\n }\r\n\r\n private _generateMipMap(lodLevel: number) {\r\n // Generate a mip map for the given level by triggering the render of the procedural mip texture.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n mipTarget.setTexture(\"srcMip\", lodLevel === 1 ? this.getVoxelGrid() : this._mipArray[lodLevel - 2]);\r\n mipTarget.render();\r\n }\r\n\r\n private _copyMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._copyMipMap(i);\r\n }\r\n }\r\n\r\n private _copyMipMap(lodLevel: number) {\r\n // Now, copy this mip into the mip chain of the voxel grid.\r\n // TODO - this currently isn't working. \"textureSampler\" isn't being properly set to mipTarget.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n const voxelGrid = this.getVoxelGrid();\r\n let rt: RenderTargetWrapper;\r\n if (voxelGrid instanceof RenderTargetTexture && voxelGrid.renderTarget) {\r\n rt = voxelGrid.renderTarget;\r\n } else {\r\n rt = (voxelGrid as any)._rtWrapper;\r\n }\r\n if (rt) {\r\n this._copyMipEffectRenderer.saveStates();\r\n const bindSize = mipTarget.getSize().width;\r\n\r\n // Render to each layer of the voxel grid.\r\n for (let layer = 0; layer < bindSize; layer++) {\r\n this._engine.bindFramebuffer(rt, 0, bindSize, bindSize, true, lodLevel, layer);\r\n this._copyMipEffectRenderer.applyEffectWrapper(this._copyMipEffectWrapper);\r\n this._copyMipEffectWrapper.effect.setTexture(\"textureSampler\", mipTarget);\r\n this._copyMipEffectWrapper.effect.setInt(\"layerNum\", layer);\r\n this._copyMipEffectRenderer.draw();\r\n this._engine.unBindFramebuffer(rt, true);\r\n }\r\n this._copyMipEffectRenderer.restoreStates();\r\n }\r\n }\r\n\r\n private _computeNumberOfSlabs(): number {\r\n return Math.ceil(this._voxelResolution / this._maxDrawBuffers);\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const size: TextureSize = {\r\n width: this._voxelResolution,\r\n height: this._voxelResolution,\r\n depth: this._voxelResolution,\r\n };\r\n const voxelAxisOptions: RenderTargetTextureOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n\r\n // We can render up to maxDrawBuffers voxel slices of the grid per render.\r\n // We call this a slab.\r\n const numSlabs = this._computeNumberOfSlabs();\r\n const voxelCombinedOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblCombineVoxelGrids.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblCombineVoxelGrids.fragment\");\r\n }\r\n },\r\n };\r\n if (this._engine.isWebGPU) {\r\n this._voxelGrid = new RenderTargetTexture(\"voxelGrid\", size, this._scene, {\r\n ...voxelCombinedOptions,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n creationFlags: Constants.TEXTURE_CREATIONFLAG_STORAGE,\r\n });\r\n this._voxelGridRT = new RenderTargetTexture(\r\n \"voxelGridRT\",\r\n { width: Math.min(size.width * 2.0, 2048), height: Math.min(size.height * 2.0, 2048) },\r\n this._scene,\r\n voxelAxisOptions\r\n );\r\n } else if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis = new RenderTargetTexture(\"voxelGridXaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridYaxis = new RenderTargetTexture(\"voxelGridYaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelMrtsXaxis = this._createVoxelMRTs(\"x_axis_\", this._voxelGridXaxis, numSlabs);\r\n this._voxelMrtsYaxis = this._createVoxelMRTs(\"y_axis_\", this._voxelGridYaxis, numSlabs);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n\r\n this._combinedVoxelGridPT = new ProceduralTexture(\"combinedVoxelGrid\", size, \"iblCombineVoxelGrids\", this._scene, voxelCombinedOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._combinedVoxelGridPT), 1);\r\n this._combinedVoxelGridPT.setFloat(\"layer\", 0.0);\r\n this._combinedVoxelGridPT.setTexture(\"voxelXaxisSampler\", this._voxelGridXaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelYaxisSampler\", this._voxelGridYaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelZaxisSampler\", this._voxelGridZaxis);\r\n // We will render this only after voxelization is completed for the 3 axes.\r\n this._combinedVoxelGridPT.autoClear = false;\r\n this._combinedVoxelGridPT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._combinedVoxelGridPT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n } else {\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelCombinedOptions);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n }\r\n\r\n const generateVoxelMipOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblGenerateVoxelMip.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblGenerateVoxelMip.fragment\");\r\n }\r\n },\r\n };\r\n this._mipArray = new Array(Math.ceil(Math.log2(this._voxelResolution)));\r\n for (let mipIdx = 1; mipIdx <= this._mipArray.length; mipIdx++) {\r\n const mipDim = this._voxelResolution >> mipIdx;\r\n const mipSize: TextureSize = { width: mipDim, height: mipDim, depth: mipDim };\r\n this._mipArray[mipIdx - 1] = new ProceduralTexture(\"voxelMip\" + mipIdx, mipSize, \"iblGenerateVoxelMip\", this._scene, generateVoxelMipOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._mipArray[mipIdx - 1]), 1);\r\n\r\n const mipTarget = this._mipArray[mipIdx - 1];\r\n mipTarget.autoClear = false;\r\n mipTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.setTexture(\"srcMip\", mipIdx > 1 ? this._mipArray[mipIdx - 2] : this.getVoxelGrid());\r\n mipTarget.setInt(\"layerNum\", 0);\r\n }\r\n\r\n this._createVoxelMaterials();\r\n }\r\n\r\n private _createVoxelMRTs(name: string, voxelRT: RenderTargetTexture, numSlabs: number): MultiRenderTarget[] {\r\n voxelRT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.noPrePassRenderer = true;\r\n const mrtArray: MultiRenderTarget[] = [];\r\n const targetTypes = new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_3D);\r\n\r\n for (let mrtIndex = 0; mrtIndex < numSlabs; mrtIndex++) {\r\n let layerIndices = new Array(this._maxDrawBuffers).fill(0);\r\n layerIndices = layerIndices.map((value, index) => mrtIndex * this._maxDrawBuffers + index);\r\n\r\n let textureNames = new Array(this._maxDrawBuffers).fill(\"\");\r\n textureNames = textureNames.map((value, index) => \"voxel_grid_\" + name + (mrtIndex * this._maxDrawBuffers + index));\r\n\r\n const mrt = new MultiRenderTarget(\r\n \"mrt_\" + name + mrtIndex,\r\n { width: this._voxelResolution, height: this._voxelResolution, depth: this._voxelResolution },\r\n this._maxDrawBuffers, // number of draw buffers\r\n this._scene,\r\n {\r\n types: new Array(this._maxDrawBuffers).fill(Constants.TEXTURETYPE_UNSIGNED_BYTE),\r\n samplingModes: new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE),\r\n generateMipMaps: false,\r\n targetTypes,\r\n formats: new Array(this._maxDrawBuffers).fill(Constants.TEXTUREFORMAT_R),\r\n faceIndex: new Array(this._maxDrawBuffers).fill(0),\r\n layerIndex: layerIndices,\r\n layerCounts: new Array(this._maxDrawBuffers).fill(this._voxelResolution),\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n },\r\n textureNames\r\n );\r\n\r\n mrt.clearColor = new Color4(0, 0, 0, 1);\r\n mrt.noPrePassRenderer = true;\r\n for (let i = 0; i < this._maxDrawBuffers; i++) {\r\n mrt.setInternalTexture(voxelRT.getInternalTexture()!, i);\r\n }\r\n\r\n mrtArray.push(mrt);\r\n }\r\n return mrtArray;\r\n }\r\n\r\n private _disposeVoxelTextures() {\r\n this._stopVoxelization();\r\n for (let i = 0; i < this._voxelMrtsZaxis.length; i++) {\r\n if (this._triPlanarVoxelization) {\r\n this._voxelMrtsXaxis[i].dispose(true);\r\n this._voxelMrtsYaxis[i].dispose(true);\r\n }\r\n this._voxelMrtsZaxis[i].dispose(true);\r\n }\r\n if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis?.dispose();\r\n this._voxelGridYaxis?.dispose();\r\n this._combinedVoxelGridPT?.dispose();\r\n }\r\n this._voxelGridZaxis?.dispose();\r\n for (const mip of this._mipArray) {\r\n mip.dispose();\r\n }\r\n this._voxelMaterial?.dispose();\r\n this._voxelSlabDebugMaterial?.dispose();\r\n this._mipArray = [];\r\n this._voxelMrtsXaxis = [];\r\n this._voxelMrtsYaxis = [];\r\n this._voxelMrtsZaxis = [];\r\n }\r\n\r\n private _createVoxelMaterials(): void {\r\n const isWebGPU = this._engine.isWebGPU;\r\n this._voxelMaterial = new ShaderMaterial(\"voxelization\", this._scene, \"iblVoxelGrid\", {\r\n uniforms: [\"world\", \"viewMatrix\", \"invTransWorld\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\r\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelGrid.fragment\"), import(\"../../ShadersWGSL/iblVoxelGrid.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblVoxelGrid.fragment\"), import(\"../../Shaders/iblVoxelGrid.vertex\")]);\r\n }\r\n },\r\n });\r\n this._voxelMaterial.cullBackFaces = false;\r\n this._voxelMaterial.backFaceCulling = false;\r\n this._voxelMaterial.depthFunction = Engine.ALWAYS;\r\n\r\n this._voxelSlabDebugMaterial = new ShaderMaterial(\"voxelSlabDebug\", this._scene, \"iblVoxelSlabDebug\", {\r\n uniforms: [\"world\", \"viewMatrix\", \"cameraViewMatrix\", \"projection\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\r\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelSlabDebug.fragment\"), import(\"../../ShadersWGSL/iblVoxelSlabDebug.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblVoxelSlabDebug.fragment\"), import(\"../../Shaders/iblVoxelSlabDebug.vertex\")]);\r\n }\r\n },\r\n });\r\n }\r\n\r\n private _setDebugBindings() {\r\n this._voxelSlabDebugMaterial.setMatrix(\"projection\", this._scene.activeCamera!.getProjectionMatrix());\r\n this._voxelSlabDebugMaterial.setMatrix(\"cameraViewMatrix\", this._scene.activeCamera!.getViewMatrix());\r\n }\r\n\r\n /**\r\n * Checks if the voxel renderer is ready to voxelize scene\r\n * @returns true if the voxel renderer is ready to voxelize scene\r\n */\r\n public isReady() {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n\r\n if (!allReady || this._voxelizationInProgress) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * If the MRT's are already in the list of render targets, this will\r\n * remove them so that they don't get rendered again.\r\n */\r\n private _stopVoxelization() {\r\n // If the MRT's are already in the list of render targets, remove them.\r\n this._removeVoxelRTs(this._voxelMrtsXaxis);\r\n this._removeVoxelRTs(this._voxelMrtsYaxis);\r\n this._removeVoxelRTs(this._voxelMrtsZaxis);\r\n this._removeVoxelRTs([this._voxelGridRT]);\r\n }\r\n\r\n private _removeVoxelRTs(rts: RenderTargetTexture[]) {\r\n // const currentRTs = this._scene.customRenderTargets;\r\n const rtIdx = this._renderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._renderTargets.splice(rtIdx, rts.length);\r\n } else {\r\n const rtIdx = this._scene.customRenderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._scene.customRenderTargets.splice(rtIdx, rts.length);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Renders voxel grid of scene for IBL shadows\r\n * @param includedMeshes\r\n */\r\n public updateVoxelGrid(includedMeshes: Mesh[]) {\r\n if (this._voxelizationInProgress) {\r\n return;\r\n }\r\n this._stopVoxelization();\r\n this._includedMeshes = includedMeshes;\r\n this._voxelizationInProgress = true;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._voxelGridRT.renderList = includedMeshes;\r\n this._addRTsForRender([this._voxelGridRT], includedMeshes, 0);\r\n } else if (this._triPlanarVoxelization) {\r\n this._addRTsForRender(this._voxelMrtsXaxis, includedMeshes, 0);\r\n this._addRTsForRender(this._voxelMrtsYaxis, includedMeshes, 1);\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n } else {\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n }\r\n if (this._voxelDebugEnabled) {\r\n this._addRTsForRender([this._voxelSlabDebugRT], includedMeshes, this._voxelDebugAxis, 1, true);\r\n }\r\n this._renderVoxelGridBound = this._renderVoxelGrid.bind(this);\r\n this._scene.onAfterRenderObservable.add(this._renderVoxelGridBound);\r\n }\r\n\r\n private _renderVoxelGridBound: () => void;\r\n\r\n private _renderVoxelGrid() {\r\n if (this._voxelizationInProgress) {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n for (let i = 0; i < this._renderTargets.length; i++) {\r\n const rttReady = this._renderTargets[i].isReadyForRendering();\r\n allReady &&= rttReady;\r\n }\r\n if (allReady) {\r\n if (this._engine.isWebGPU) {\r\n // Clear the voxel grid storage texture.\r\n // Need to clear each layer individually.\r\n // Would a compute shader be faster here to clear all layers in one go?\r\n if (this._voxelGrid && this._voxelGrid.renderTarget) {\r\n for (let layer = 0; layer < this._voxelResolution; layer++) {\r\n this._engine.bindFramebuffer(this._voxelGrid.renderTarget, 0, undefined, undefined, true, 0, layer);\r\n this._engine.clear(this._voxelClearColor, true, false, false);\r\n this._engine.unBindFramebuffer(this._voxelGrid.renderTarget, true);\r\n }\r\n }\r\n }\r\n for (const rt of this._renderTargets) {\r\n rt.render();\r\n }\r\n this._stopVoxelization();\r\n\r\n if (this._triPlanarVoxelization && !this._engine.isWebGPU) {\r\n this._combinedVoxelGridPT.render();\r\n }\r\n this._generateMipMaps();\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._copyMipEffectWrapper.effect.whenCompiledAsync().then(() => {\r\n this._copyMipMaps();\r\n this._scene.onAfterRenderObservable.removeCallback(this._renderVoxelGridBound);\r\n this._voxelizationInProgress = false;\r\n this.onVoxelizationCompleteObservable.notifyObservers();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private _addRTsForRender(mrts: RenderTargetTexture[], includedMeshes: Mesh[], axis: number, shaderType: number = 0, continuousRender: boolean = false) {\r\n const slabSize = 1.0 / this._computeNumberOfSlabs();\r\n let voxelMaterial: ShaderMaterial;\r\n if (shaderType === 0) {\r\n voxelMaterial = this._voxelMaterial;\r\n } else {\r\n voxelMaterial = this._voxelSlabDebugMaterial;\r\n }\r\n\r\n // We need to update the world scale uniform for every mesh being rendered to the voxel grid.\r\n for (let mrtIndex = 0; mrtIndex < mrts.length; mrtIndex++) {\r\n const mrt = mrts[mrtIndex];\r\n mrt.renderList = [];\r\n const nearPlane = mrtIndex * slabSize;\r\n const farPlane = (mrtIndex + 1) * slabSize;\r\n const stepSize = slabSize / this._maxDrawBuffers;\r\n\r\n const cameraPosition = new Vector3(0, 0, 0);\r\n let targetPosition = new Vector3(0, 0, 1);\r\n if (axis === 0) {\r\n targetPosition = new Vector3(1, 0, 0);\r\n } else if (axis === 1) {\r\n targetPosition = new Vector3(0, 1, 0);\r\n }\r\n let upDirection = new Vector3(0, 1, 0);\r\n if (axis === 1) {\r\n upDirection = new Vector3(1, 0, 0);\r\n }\r\n mrt.onBeforeRenderObservable.clear();\r\n mrt.onBeforeRenderObservable.add(() => {\r\n voxelMaterial.setMatrix(\"viewMatrix\", Matrix.LookAtLH(cameraPosition, targetPosition, upDirection));\r\n voxelMaterial.setMatrix(\"invWorldScale\", this._invWorldScaleMatrix);\r\n voxelMaterial.setFloat(\"nearPlane\", nearPlane);\r\n voxelMaterial.setFloat(\"farPlane\", farPlane);\r\n voxelMaterial.setFloat(\"stepSize\", stepSize);\r\n if (this._engine.isWebGPU) {\r\n this._voxelMaterial.useVertexPulling = true;\r\n this._voxelMaterial.setTexture(\"voxel_storage\", this.getVoxelGrid());\r\n }\r\n });\r\n\r\n // Set this material on every mesh in the scene (for this RT)\r\n if (includedMeshes.length === 0) {\r\n return;\r\n }\r\n for (const mesh of includedMeshes) {\r\n if (mesh) {\r\n if (mesh.subMeshes && mesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(mesh);\r\n mrt.setMaterialForRendering(mesh, voxelMaterial);\r\n }\r\n const meshes = mesh.getChildMeshes();\r\n for (const childMesh of meshes) {\r\n if (childMesh.subMeshes && childMesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(childMesh);\r\n mrt.setMaterialForRendering(childMesh, voxelMaterial);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Add the MRT's to render.\r\n if (continuousRender) {\r\n for (const mrt of mrts) {\r\n if (this._scene.customRenderTargets.indexOf(mrt) === -1) {\r\n this._scene.customRenderTargets.push(mrt);\r\n }\r\n }\r\n } else {\r\n this._renderTargets = this._renderTargets.concat(mrts);\r\n }\r\n }\r\n\r\n /**\r\n * Called by the pipeline to resize resources.\r\n */\r\n public resize() {\r\n this._voxelSlabDebugRT?.resize({ width: this._scene.getEngine().getRenderWidth(), height: this._scene.getEngine().getRenderHeight() });\r\n }\r\n\r\n /**\r\n * Disposes the voxel renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeVoxelTextures();\r\n if (this._voxelSlabDebugRT) {\r\n this._removeVoxelRTs([this._voxelSlabDebugRT]);\r\n this._voxelSlabDebugRT.dispose();\r\n }\r\n if (this._voxelDebugPass) {\r\n this._voxelDebugPass.dispose();\r\n }\r\n // TODO - dispose all created voxel materials.\r\n }\r\n}\r\n"]}
1
+ 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{ Constants } from \"../../Engines/constants\";\r\nimport { Engine } from \"../../Engines/engine\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\nimport { MultiRenderTarget } from \"../../Materials/Textures/multiRenderTarget\";\r\nimport { RenderTargetTexture } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { RenderTargetTextureOptions } from \"../../Materials/Textures/renderTargetTexture\";\r\nimport type { TextureSize } from \"../../Materials/Textures/textureCreationOptions\";\r\nimport { Color4 } from \"../../Maths/math.color\";\r\nimport { Matrix, Vector3, Vector4 } from \"../../Maths/math.vector\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Texture } from \"../../Materials/Textures/texture\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { PostProcess } from \"../../PostProcesses/postProcess\";\r\nimport type { PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ProceduralTexture } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport type { IProceduralTextureCreationOptions } from \"../../Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { EffectRenderer, EffectWrapper } from \"../../Materials/effectRenderer\";\r\nimport type { IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport type { RenderTargetWrapper } from \"core/Engines\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Voxel-based shadow rendering for IBL's.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n * @internal\r\n * @see https://playground.babylonjs.com/#8R5SSE#222\r\n */\r\nexport class _IblShadowsVoxelRenderer {\r\n private _scene: Scene;\r\n private _engine: Engine;\r\n\r\n // WebGPU, single-pass voxelization.\r\n // See https://playground.babylonjs.com/#XSNYAU#133\r\n private _voxelGrid: RenderTargetTexture;\r\n private _voxelGridRT: RenderTargetTexture;\r\n\r\n // WebGL voxelization, including tri-planar voxelization.\r\n private _combinedVoxelGridPT: ProceduralTexture;\r\n private _voxelGridXaxis: RenderTargetTexture;\r\n private _voxelGridYaxis: RenderTargetTexture;\r\n private _voxelGridZaxis: RenderTargetTexture;\r\n private _voxelMrtsXaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsYaxis: MultiRenderTarget[] = [];\r\n private _voxelMrtsZaxis: MultiRenderTarget[] = [];\r\n\r\n private _voxelMaterial: ShaderMaterial;\r\n private _voxelSlabDebugMaterial: ShaderMaterial;\r\n private _voxelClearColor: Color4 = new Color4(0, 0, 0, 1);\r\n\r\n /**\r\n * Return the voxel grid texture.\r\n * @returns The voxel grid texture.\r\n */\r\n public getVoxelGrid(): ProceduralTexture | RenderTargetTexture {\r\n if (this._engine.isWebGPU) {\r\n return this._voxelGrid;\r\n } else if (this._triPlanarVoxelization) {\r\n return this._combinedVoxelGridPT;\r\n } else {\r\n return this._voxelGridZaxis;\r\n }\r\n }\r\n\r\n /**\r\n * Observable that triggers when the voxelization is complete\r\n */\r\n public onVoxelizationCompleteObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * The debug pass post process\r\n * @returns The debug pass post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._voxelDebugPass) {\r\n this._createDebugPass();\r\n }\r\n return this._voxelDebugPass;\r\n }\r\n\r\n private _maxDrawBuffers: number;\r\n private _renderTargets: RenderTargetTexture[] = [];\r\n\r\n private _triPlanarVoxelization: boolean = true;\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public get triPlanarVoxelization(): boolean {\r\n return this._triPlanarVoxelization;\r\n }\r\n\r\n /**\r\n * Whether to use tri-planar voxelization. More expensive, but can help with artifacts.\r\n */\r\n public set triPlanarVoxelization(enabled: boolean) {\r\n if (this._engine.isWebGPU) {\r\n // WebGPU only supports tri-planar voxelization.\r\n this._triPlanarVoxelization = true;\r\n return;\r\n }\r\n if (this._triPlanarVoxelization === enabled) {\r\n return;\r\n }\r\n this._triPlanarVoxelization = enabled;\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _voxelizationInProgress: boolean = false;\r\n private _invWorldScaleMatrix: Matrix = Matrix.Identity();\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 * @returns Whether voxelization is currently happening.\r\n */\r\n public isVoxelizationInProgress(): boolean {\r\n return this._voxelizationInProgress;\r\n }\r\n\r\n private _voxelResolution: number = 64;\r\n private _voxelResolutionExp: number = 6;\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public get voxelResolutionExp(): number {\r\n return this._voxelResolutionExp;\r\n }\r\n\r\n /**\r\n * Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n */\r\n public set voxelResolutionExp(resolutionExp: number) {\r\n if (this._voxelResolutionExp === resolutionExp && this._voxelGridZaxis) {\r\n return;\r\n }\r\n this._voxelResolutionExp = Math.round(Math.min(Math.max(resolutionExp, 3), 9));\r\n this._voxelResolution = Math.pow(2.0, this._voxelResolutionExp);\r\n this._disposeVoxelTextures();\r\n this._createTextures();\r\n }\r\n\r\n private _copyMipEffectRenderer: EffectRenderer;\r\n private _copyMipEffectWrapper: EffectWrapper;\r\n private _mipArray: ProceduralTexture[] = [];\r\n\r\n private _voxelSlabDebugRT: RenderTargetTexture;\r\n private _voxelDebugPass: PostProcess;\r\n private _voxelDebugEnabled: boolean = false;\r\n\r\n /**\r\n * Shows only the voxels that were rendered along a particular axis (while using triPlanarVoxelization).\r\n * If not set, the combined voxel grid will be shown.\r\n * Note: This only works when the debugMipNumber is set to 0 because we don't generate mips for each axis.\r\n * @param axis The axis to show (0 = x, 1 = y, 2 = z)\r\n */\r\n public set voxelDebugAxis(axis: number) {\r\n this._voxelDebugAxis = axis;\r\n }\r\n\r\n public get voxelDebugAxis(): number {\r\n return this._voxelDebugAxis;\r\n }\r\n private _voxelDebugAxis: number = -1;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n private _includedMeshes: Mesh[] = [];\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 private _debugMipNumber: number = 0;\r\n /**\r\n * The mip level to show in the debug display\r\n * @param mipNum The mip level to show in the debug display\r\n */\r\n public setDebugMipNumber(mipNum: number) {\r\n this._debugMipNumber = mipNum;\r\n }\r\n private _debugPassName: string = \"Voxelization 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 * Enable or disable the debug view for this pass\r\n */\r\n public get voxelDebugEnabled(): boolean {\r\n return this._voxelDebugEnabled;\r\n }\r\n\r\n public set voxelDebugEnabled(enabled: boolean) {\r\n if (this._voxelDebugEnabled === enabled) {\r\n return;\r\n }\r\n this._voxelDebugEnabled = enabled;\r\n if (enabled) {\r\n this._voxelSlabDebugRT = new RenderTargetTexture(\"voxelSlabDebug\", { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, this._scene, {\r\n generateDepthBuffer: true,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n });\r\n this._voxelSlabDebugRT.noPrePassRenderer = true;\r\n }\r\n if (this._voxelSlabDebugRT) {\r\n this._removeVoxelRTs([this._voxelSlabDebugRT]);\r\n }\r\n // Add the slab debug RT if needed.\r\n if (this._voxelDebugEnabled) {\r\n this._addRTsForRender([this._voxelSlabDebugRT], this._includedMeshes, this._voxelDebugAxis, 1, true);\r\n this._setDebugBindingsBound = this._setDebugBindings.bind(this);\r\n this._scene.onBeforeRenderObservable.add(this._setDebugBindingsBound);\r\n } else {\r\n this._scene.onBeforeRenderObservable.removeCallback(this._setDebugBindingsBound);\r\n }\r\n }\r\n\r\n private _setDebugBindingsBound: () => void;\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._voxelDebugPass) {\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\", \"mipNumber\"],\r\n samplers: [\"voxelTexture\", \"voxelSlabTexture\"],\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/iblVoxelGrid3dDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblVoxelGrid3dDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._voxelDebugPass = new PostProcess(this.debugPassName, \"iblVoxelGrid3dDebug\", debugOptions);\r\n this._voxelDebugPass.onApplyObservable.add((effect) => {\r\n if (this._voxelDebugAxis === 0) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridXaxis);\r\n } else if (this._voxelDebugAxis === 1) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridYaxis);\r\n } else if (this._voxelDebugAxis === 2) {\r\n effect.setTexture(\"voxelTexture\", this._voxelGridZaxis);\r\n } else {\r\n effect.setTexture(\"voxelTexture\", this.getVoxelGrid());\r\n }\r\n effect.setTexture(\"voxelSlabTexture\", this._voxelSlabDebugRT);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n effect.setFloat(\"mipNumber\", this._debugMipNumber);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instanciates the voxel renderer\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The render pipeline this pass is associated with\r\n * @param resolutionExp Resolution of the voxel grid. The final resolution will be 2^resolutionExp.\r\n * @param triPlanarVoxelization Whether to use tri-planar voxelization. Only applies to WebGL. Voxelization will take longer but will reduce missing geometry.\r\n * @returns The voxel renderer\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline, resolutionExp: number = 6, triPlanarVoxelization: boolean = true) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine() as Engine;\r\n this._triPlanarVoxelization = this._engine.isWebGPU || triPlanarVoxelization;\r\n if (!this._engine.getCaps().drawBuffersExtension) {\r\n Logger.Error(\"Can't do voxel rendering without the draw buffers extension.\");\r\n }\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n // Round down to a power of 2 so it evenly divides the power-of-2 voxel resolution,\r\n // preventing out-of-bounds layer indices in the last MRT slab.\r\n const rawMaxDrawBuffers = this._engine.getCaps().maxDrawBuffers || 0;\r\n this._maxDrawBuffers = rawMaxDrawBuffers >= 1 ? 1 << Math.floor(Math.log2(rawMaxDrawBuffers)) : 0;\r\n\r\n this._copyMipEffectRenderer = new EffectRenderer(this._engine);\r\n this._copyMipEffectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n fragmentShader: \"copyTexture3DLayerToTexture\",\r\n useShaderStore: true,\r\n uniformNames: [\"layerNum\"],\r\n samplerNames: [\"textureSampler\"],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/copyTexture3DLayerToTexture.fragment\");\r\n } else {\r\n await import(\"../../Shaders/copyTexture3DLayerToTexture.fragment\");\r\n }\r\n },\r\n });\r\n\r\n this.voxelResolutionExp = resolutionExp;\r\n }\r\n\r\n private _generateMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._generateMipMap(i);\r\n }\r\n }\r\n\r\n private _generateMipMap(lodLevel: number) {\r\n // Generate a mip map for the given level by triggering the render of the procedural mip texture.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n mipTarget.setTexture(\"srcMip\", lodLevel === 1 ? this.getVoxelGrid() : this._mipArray[lodLevel - 2]);\r\n mipTarget.render();\r\n }\r\n\r\n private _copyMipMaps() {\r\n const iterations = Math.ceil(Math.log2(this._voxelResolution));\r\n for (let i = 1; i < iterations + 1; i++) {\r\n this._copyMipMap(i);\r\n }\r\n }\r\n\r\n private _copyMipMap(lodLevel: number) {\r\n // Now, copy this mip into the mip chain of the voxel grid.\r\n // TODO - this currently isn't working. \"textureSampler\" isn't being properly set to mipTarget.\r\n const mipTarget = this._mipArray[lodLevel - 1];\r\n if (!mipTarget) {\r\n return;\r\n }\r\n const voxelGrid = this.getVoxelGrid();\r\n let rt: RenderTargetWrapper;\r\n if (voxelGrid instanceof RenderTargetTexture && voxelGrid.renderTarget) {\r\n rt = voxelGrid.renderTarget;\r\n } else {\r\n rt = (voxelGrid as any)._rtWrapper;\r\n }\r\n if (rt) {\r\n this._copyMipEffectRenderer.saveStates();\r\n const bindSize = mipTarget.getSize().width;\r\n\r\n // Render to each layer of the voxel grid.\r\n for (let layer = 0; layer < bindSize; layer++) {\r\n this._engine.bindFramebuffer(rt, 0, bindSize, bindSize, true, lodLevel, layer);\r\n this._copyMipEffectRenderer.applyEffectWrapper(this._copyMipEffectWrapper);\r\n this._copyMipEffectWrapper.effect.setTexture(\"textureSampler\", mipTarget);\r\n this._copyMipEffectWrapper.effect.setInt(\"layerNum\", layer);\r\n this._copyMipEffectRenderer.draw();\r\n this._engine.unBindFramebuffer(rt, true);\r\n }\r\n this._copyMipEffectRenderer.restoreStates();\r\n }\r\n }\r\n\r\n private _computeNumberOfSlabs(): number {\r\n return Math.ceil(this._voxelResolution / this._maxDrawBuffers);\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const size: TextureSize = {\r\n width: this._voxelResolution,\r\n height: this._voxelResolution,\r\n depth: this._voxelResolution,\r\n };\r\n const voxelAxisOptions: RenderTargetTextureOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n\r\n // We can render up to maxDrawBuffers voxel slices of the grid per render.\r\n // We call this a slab.\r\n const numSlabs = this._computeNumberOfSlabs();\r\n const voxelCombinedOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: true,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblCombineVoxelGrids.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblCombineVoxelGrids.fragment\");\r\n }\r\n },\r\n };\r\n if (this._engine.isWebGPU) {\r\n this._voxelGrid = new RenderTargetTexture(\"voxelGrid\", size, this._scene, {\r\n ...voxelCombinedOptions,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n creationFlags: Constants.TEXTURE_CREATIONFLAG_STORAGE,\r\n });\r\n this._voxelGridRT = new RenderTargetTexture(\r\n \"voxelGridRT\",\r\n { width: Math.min(size.width * 2.0, 2048), height: Math.min(size.height * 2.0, 2048) },\r\n this._scene,\r\n voxelAxisOptions\r\n );\r\n } else if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis = new RenderTargetTexture(\"voxelGridXaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridYaxis = new RenderTargetTexture(\"voxelGridYaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelAxisOptions);\r\n this._voxelMrtsXaxis = this._createVoxelMRTs(\"x_axis_\", this._voxelGridXaxis, numSlabs);\r\n this._voxelMrtsYaxis = this._createVoxelMRTs(\"y_axis_\", this._voxelGridYaxis, numSlabs);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n\r\n this._combinedVoxelGridPT = new ProceduralTexture(\"combinedVoxelGrid\", size, \"iblCombineVoxelGrids\", this._scene, voxelCombinedOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._combinedVoxelGridPT), 1);\r\n this._combinedVoxelGridPT.setFloat(\"layer\", 0.0);\r\n this._combinedVoxelGridPT.setTexture(\"voxelXaxisSampler\", this._voxelGridXaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelYaxisSampler\", this._voxelGridYaxis);\r\n this._combinedVoxelGridPT.setTexture(\"voxelZaxisSampler\", this._voxelGridZaxis);\r\n // We will render this only after voxelization is completed for the 3 axes.\r\n this._combinedVoxelGridPT.autoClear = false;\r\n this._combinedVoxelGridPT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._combinedVoxelGridPT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n } else {\r\n this._voxelGridZaxis = new RenderTargetTexture(\"voxelGridZaxis\", size, this._scene, voxelCombinedOptions);\r\n this._voxelMrtsZaxis = this._createVoxelMRTs(\"z_axis_\", this._voxelGridZaxis, numSlabs);\r\n }\r\n\r\n const generateVoxelMipOptions: IProceduralTextureCreationOptions = {\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_R,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await import(\"../../ShadersWGSL/iblGenerateVoxelMip.fragment\");\r\n } else {\r\n await import(\"../../Shaders/iblGenerateVoxelMip.fragment\");\r\n }\r\n },\r\n };\r\n this._mipArray = new Array(Math.ceil(Math.log2(this._voxelResolution)));\r\n for (let mipIdx = 1; mipIdx <= this._mipArray.length; mipIdx++) {\r\n const mipDim = this._voxelResolution >> mipIdx;\r\n const mipSize: TextureSize = { width: mipDim, height: mipDim, depth: mipDim };\r\n this._mipArray[mipIdx - 1] = new ProceduralTexture(\"voxelMip\" + mipIdx, mipSize, \"iblGenerateVoxelMip\", this._scene, generateVoxelMipOptions, false);\r\n this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._mipArray[mipIdx - 1]), 1);\r\n\r\n const mipTarget = this._mipArray[mipIdx - 1];\r\n mipTarget.autoClear = false;\r\n mipTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n mipTarget.setTexture(\"srcMip\", mipIdx > 1 ? this._mipArray[mipIdx - 2] : this.getVoxelGrid());\r\n mipTarget.setInt(\"layerNum\", 0);\r\n }\r\n\r\n this._createVoxelMaterials();\r\n }\r\n\r\n private _createVoxelMRTs(name: string, voxelRT: RenderTargetTexture, numSlabs: number): MultiRenderTarget[] {\r\n voxelRT.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n voxelRT.noPrePassRenderer = true;\r\n const mrtArray: MultiRenderTarget[] = [];\r\n const targetTypes = new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_3D);\r\n\r\n for (let mrtIndex = 0; mrtIndex < numSlabs; mrtIndex++) {\r\n let layerIndices = new Array(this._maxDrawBuffers).fill(0);\r\n layerIndices = layerIndices.map((value, index) => mrtIndex * this._maxDrawBuffers + index);\r\n\r\n let textureNames = new Array(this._maxDrawBuffers).fill(\"\");\r\n textureNames = textureNames.map((value, index) => \"voxel_grid_\" + name + (mrtIndex * this._maxDrawBuffers + index));\r\n\r\n const mrt = new MultiRenderTarget(\r\n \"mrt_\" + name + mrtIndex,\r\n { width: this._voxelResolution, height: this._voxelResolution, depth: this._voxelResolution },\r\n this._maxDrawBuffers, // number of draw buffers\r\n this._scene,\r\n {\r\n types: new Array(this._maxDrawBuffers).fill(Constants.TEXTURETYPE_UNSIGNED_BYTE),\r\n samplingModes: new Array(this._maxDrawBuffers).fill(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE),\r\n generateMipMaps: false,\r\n targetTypes,\r\n formats: new Array(this._maxDrawBuffers).fill(Constants.TEXTUREFORMAT_R),\r\n faceIndex: new Array(this._maxDrawBuffers).fill(0),\r\n layerIndex: layerIndices,\r\n layerCounts: new Array(this._maxDrawBuffers).fill(this._voxelResolution),\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n },\r\n textureNames\r\n );\r\n\r\n mrt.clearColor = new Color4(0, 0, 0, 1);\r\n mrt.noPrePassRenderer = true;\r\n for (let i = 0; i < this._maxDrawBuffers; i++) {\r\n mrt.setInternalTexture(voxelRT.getInternalTexture()!, i);\r\n }\r\n\r\n mrtArray.push(mrt);\r\n }\r\n return mrtArray;\r\n }\r\n\r\n private _disposeVoxelTextures() {\r\n this._stopVoxelization();\r\n for (let i = 0; i < this._voxelMrtsZaxis.length; i++) {\r\n if (this._triPlanarVoxelization) {\r\n this._voxelMrtsXaxis[i].dispose(true);\r\n this._voxelMrtsYaxis[i].dispose(true);\r\n }\r\n this._voxelMrtsZaxis[i].dispose(true);\r\n }\r\n if (this._triPlanarVoxelization) {\r\n this._voxelGridXaxis?.dispose();\r\n this._voxelGridYaxis?.dispose();\r\n this._combinedVoxelGridPT?.dispose();\r\n }\r\n this._voxelGridZaxis?.dispose();\r\n for (const mip of this._mipArray) {\r\n mip.dispose();\r\n }\r\n this._voxelMaterial?.dispose();\r\n this._voxelSlabDebugMaterial?.dispose();\r\n this._mipArray = [];\r\n this._voxelMrtsXaxis = [];\r\n this._voxelMrtsYaxis = [];\r\n this._voxelMrtsZaxis = [];\r\n }\r\n\r\n private _createVoxelMaterials(): void {\r\n const isWebGPU = this._engine.isWebGPU;\r\n this._voxelMaterial = new ShaderMaterial(\"voxelization\", this._scene, \"iblVoxelGrid\", {\r\n uniforms: [\"world\", \"viewMatrix\", \"invTransWorld\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\r\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelGrid.fragment\"), import(\"../../ShadersWGSL/iblVoxelGrid.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblVoxelGrid.fragment\"), import(\"../../Shaders/iblVoxelGrid.vertex\")]);\r\n }\r\n },\r\n });\r\n this._voxelMaterial.cullBackFaces = false;\r\n this._voxelMaterial.backFaceCulling = false;\r\n this._voxelMaterial.depthFunction = Engine.ALWAYS;\r\n\r\n this._voxelSlabDebugMaterial = new ShaderMaterial(\"voxelSlabDebug\", this._scene, \"iblVoxelSlabDebug\", {\r\n uniforms: [\"world\", \"viewMatrix\", \"cameraViewMatrix\", \"projection\", \"invWorldScale\", \"nearPlane\", \"farPlane\", \"stepSize\"],\r\n defines: [\"MAX_DRAW_BUFFERS \" + this._maxDrawBuffers],\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblVoxelSlabDebug.fragment\"), import(\"../../ShadersWGSL/iblVoxelSlabDebug.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblVoxelSlabDebug.fragment\"), import(\"../../Shaders/iblVoxelSlabDebug.vertex\")]);\r\n }\r\n },\r\n });\r\n }\r\n\r\n private _setDebugBindings() {\r\n this._voxelSlabDebugMaterial.setMatrix(\"projection\", this._scene.activeCamera!.getProjectionMatrix());\r\n this._voxelSlabDebugMaterial.setMatrix(\"cameraViewMatrix\", this._scene.activeCamera!.getViewMatrix());\r\n }\r\n\r\n /**\r\n * Checks if the voxel renderer is ready to voxelize scene\r\n * @returns true if the voxel renderer is ready to voxelize scene\r\n */\r\n public isReady() {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n\r\n if (!allReady || this._voxelizationInProgress) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * If the MRT's are already in the list of render targets, this will\r\n * remove them so that they don't get rendered again.\r\n */\r\n private _stopVoxelization() {\r\n // If the MRT's are already in the list of render targets, remove them.\r\n this._removeVoxelRTs(this._voxelMrtsXaxis);\r\n this._removeVoxelRTs(this._voxelMrtsYaxis);\r\n this._removeVoxelRTs(this._voxelMrtsZaxis);\r\n this._removeVoxelRTs([this._voxelGridRT]);\r\n }\r\n\r\n private _removeVoxelRTs(rts: RenderTargetTexture[]) {\r\n // const currentRTs = this._scene.customRenderTargets;\r\n const rtIdx = this._renderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._renderTargets.splice(rtIdx, rts.length);\r\n } else {\r\n const rtIdx = this._scene.customRenderTargets.findIndex((rt) => {\r\n if (rt === rts[0]) {\r\n return true;\r\n }\r\n return false;\r\n });\r\n if (rtIdx >= 0) {\r\n this._scene.customRenderTargets.splice(rtIdx, rts.length);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Renders voxel grid of scene for IBL shadows\r\n * @param includedMeshes\r\n */\r\n public updateVoxelGrid(includedMeshes: Mesh[]) {\r\n if (this._voxelizationInProgress) {\r\n return;\r\n }\r\n this._stopVoxelization();\r\n this._includedMeshes = includedMeshes;\r\n this._voxelizationInProgress = true;\r\n\r\n if (this._engine.isWebGPU) {\r\n this._voxelGridRT.renderList = includedMeshes;\r\n this._addRTsForRender([this._voxelGridRT], includedMeshes, 0);\r\n } else if (this._triPlanarVoxelization) {\r\n this._addRTsForRender(this._voxelMrtsXaxis, includedMeshes, 0);\r\n this._addRTsForRender(this._voxelMrtsYaxis, includedMeshes, 1);\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n } else {\r\n this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2);\r\n }\r\n if (this._voxelDebugEnabled) {\r\n this._addRTsForRender([this._voxelSlabDebugRT], includedMeshes, this._voxelDebugAxis, 1, true);\r\n }\r\n this._renderVoxelGridBound = this._renderVoxelGrid.bind(this);\r\n this._scene.onAfterRenderObservable.add(this._renderVoxelGridBound);\r\n }\r\n\r\n private _renderVoxelGridBound: () => void;\r\n\r\n private _renderVoxelGrid() {\r\n if (this._voxelizationInProgress) {\r\n let allReady = this.getVoxelGrid().isReady();\r\n for (let i = 0; i < this._mipArray.length; i++) {\r\n const mipReady = this._mipArray[i].isReady();\r\n allReady &&= mipReady;\r\n }\r\n for (let i = 0; i < this._renderTargets.length; i++) {\r\n const rttReady = this._renderTargets[i].isReadyForRendering();\r\n allReady &&= rttReady;\r\n }\r\n if (allReady) {\r\n if (this._engine.isWebGPU) {\r\n // Clear the voxel grid storage texture.\r\n // Need to clear each layer individually.\r\n // Would a compute shader be faster here to clear all layers in one go?\r\n if (this._voxelGrid && this._voxelGrid.renderTarget) {\r\n for (let layer = 0; layer < this._voxelResolution; layer++) {\r\n this._engine.bindFramebuffer(this._voxelGrid.renderTarget, 0, undefined, undefined, true, 0, layer);\r\n this._engine.clear(this._voxelClearColor, true, false, false);\r\n this._engine.unBindFramebuffer(this._voxelGrid.renderTarget, true);\r\n }\r\n }\r\n }\r\n for (const rt of this._renderTargets) {\r\n rt.render();\r\n }\r\n this._stopVoxelization();\r\n\r\n if (this._triPlanarVoxelization && !this._engine.isWebGPU) {\r\n this._combinedVoxelGridPT.render();\r\n }\r\n this._generateMipMaps();\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._copyMipEffectWrapper.effect.whenCompiledAsync().then(() => {\r\n this._copyMipMaps();\r\n this._scene.onAfterRenderObservable.removeCallback(this._renderVoxelGridBound);\r\n this._voxelizationInProgress = false;\r\n this.onVoxelizationCompleteObservable.notifyObservers();\r\n });\r\n }\r\n }\r\n }\r\n\r\n private _addRTsForRender(mrts: RenderTargetTexture[], includedMeshes: Mesh[], axis: number, shaderType: number = 0, continuousRender: boolean = false) {\r\n const slabSize = 1.0 / this._computeNumberOfSlabs();\r\n let voxelMaterial: ShaderMaterial;\r\n if (shaderType === 0) {\r\n voxelMaterial = this._voxelMaterial;\r\n } else {\r\n voxelMaterial = this._voxelSlabDebugMaterial;\r\n }\r\n\r\n // We need to update the world scale uniform for every mesh being rendered to the voxel grid.\r\n for (let mrtIndex = 0; mrtIndex < mrts.length; mrtIndex++) {\r\n const mrt = mrts[mrtIndex];\r\n mrt.renderList = [];\r\n const nearPlane = mrtIndex * slabSize;\r\n const farPlane = (mrtIndex + 1) * slabSize;\r\n const stepSize = slabSize / this._maxDrawBuffers;\r\n\r\n const cameraPosition = new Vector3(0, 0, 0);\r\n let targetPosition = new Vector3(0, 0, 1);\r\n if (axis === 0) {\r\n targetPosition = new Vector3(1, 0, 0);\r\n } else if (axis === 1) {\r\n targetPosition = new Vector3(0, 1, 0);\r\n }\r\n let upDirection = new Vector3(0, 1, 0);\r\n if (axis === 1) {\r\n upDirection = new Vector3(1, 0, 0);\r\n }\r\n mrt.onBeforeRenderObservable.clear();\r\n mrt.onBeforeRenderObservable.add(() => {\r\n voxelMaterial.setMatrix(\"viewMatrix\", Matrix.LookAtLH(cameraPosition, targetPosition, upDirection));\r\n voxelMaterial.setMatrix(\"invWorldScale\", this._invWorldScaleMatrix);\r\n voxelMaterial.setFloat(\"nearPlane\", nearPlane);\r\n voxelMaterial.setFloat(\"farPlane\", farPlane);\r\n voxelMaterial.setFloat(\"stepSize\", stepSize);\r\n if (this._engine.isWebGPU) {\r\n this._voxelMaterial.useVertexPulling = true;\r\n this._voxelMaterial.setTexture(\"voxel_storage\", this.getVoxelGrid());\r\n }\r\n });\r\n\r\n // Set this material on every mesh in the scene (for this RT)\r\n if (includedMeshes.length === 0) {\r\n return;\r\n }\r\n for (const mesh of includedMeshes) {\r\n if (mesh) {\r\n if (mesh.subMeshes && mesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(mesh);\r\n mrt.setMaterialForRendering(mesh, voxelMaterial);\r\n }\r\n const meshes = mesh.getChildMeshes();\r\n for (const childMesh of meshes) {\r\n if (childMesh.subMeshes && childMesh.subMeshes.length > 0) {\r\n mrt.renderList?.push(childMesh);\r\n mrt.setMaterialForRendering(childMesh, voxelMaterial);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Add the MRT's to render.\r\n if (continuousRender) {\r\n for (const mrt of mrts) {\r\n if (this._scene.customRenderTargets.indexOf(mrt) === -1) {\r\n this._scene.customRenderTargets.push(mrt);\r\n }\r\n }\r\n } else {\r\n this._renderTargets = this._renderTargets.concat(mrts);\r\n }\r\n }\r\n\r\n /**\r\n * Called by the pipeline to resize resources.\r\n */\r\n public resize() {\r\n this._voxelSlabDebugRT?.resize({ width: this._scene.getEngine().getRenderWidth(), height: this._scene.getEngine().getRenderHeight() });\r\n }\r\n\r\n /**\r\n * Disposes the voxel renderer and associated resources\r\n */\r\n public dispose() {\r\n this._disposeVoxelTextures();\r\n if (this._voxelSlabDebugRT) {\r\n this._removeVoxelRTs([this._voxelSlabDebugRT]);\r\n this._voxelSlabDebugRT.dispose();\r\n }\r\n if (this._voxelDebugPass) {\r\n this._voxelDebugPass.dispose();\r\n }\r\n // TODO - dispose all created voxel materials.\r\n }\r\n}\r\n"]}
@@ -90,6 +90,7 @@ export class EdgesRenderer {
90
90
  shader.disableDepthWrite = true;
91
91
  shader.backFaceCulling = false;
92
92
  shader.checkReadyOnEveryCall = scene.getEngine().isWebGPU;
93
+ shader.doNotSerialize = true;
93
94
  scene._edgeRenderLineShader = shader;
94
95
  scene.onDisposeObservable.add(() => {
95
96
  scene._edgeRenderLineShader.dispose();