@onerjs/core 8.45.1 → 8.45.3

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.
@@ -55,6 +55,9 @@ export class HDRFiltering {
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  const width = texture.getSize().width;
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  const mipmapsCount = ILog2(width) + 1;
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  const effect = this._effectWrapper.effect;
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+ if (!effect) {
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+ return texture;
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+ }
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  const outputTexture = this._createRenderTarget(width);
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  this._effectRenderer.saveStates();
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  this._effectRenderer.setViewport();
@@ -1 +1 @@
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- 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{ Vector3 } from \"../../../Maths/math\";\r\nimport { ILog2 } from \"../../../Maths/math.scalar.functions\";\r\nimport type { BaseTexture } from \"../baseTexture\";\r\nimport type { AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { EffectWrapper, EffectRenderer } from \"../../../Materials/effectRenderer\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Options for texture filtering\r\n */\r\ninterface IHDRFilteringOptions {\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n hdrScale?: number;\r\n\r\n /**\r\n * Quality of the filter. Should be `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` for prefiltering\r\n */\r\n quality?: number;\r\n}\r\n\r\n/**\r\n * Filters HDR maps to get correct renderings of PBR reflections\r\n */\r\nexport class HDRFiltering {\r\n private _engine: AbstractEngine;\r\n private _effectRenderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n\r\n private _lodGenerationOffset: number = 0;\r\n private _lodGenerationScale: number = 0.8;\r\n\r\n /**\r\n * Quality switch for prefiltering. Should be set to `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` unless\r\n * you care about baking speed.\r\n */\r\n public quality: number = Constants.TEXTURE_FILTERING_QUALITY_OFFLINE;\r\n\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n public hdrScale: number = 1;\r\n\r\n /**\r\n * Instantiates HDR filter for reflection maps\r\n *\r\n * @param engine Thin engine\r\n * @param options Options\r\n */\r\n constructor(engine: AbstractEngine, options: IHDRFilteringOptions = {}) {\r\n // pass\r\n this._engine = engine;\r\n this.hdrScale = options.hdrScale || this.hdrScale;\r\n this.quality = options.quality || this.quality;\r\n }\r\n\r\n private _createRenderTarget(size: number): RenderTargetWrapper {\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (this._engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n const rtWrapper = this._engine.createRenderTargetCubeTexture(size, {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: textureType,\r\n createMipMaps: true,\r\n generateMipMaps: false,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n label: \"HDR_Radiance_Filtering_Target\",\r\n });\r\n this._engine.updateTextureWrappingMode(rtWrapper.texture!, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE);\r\n\r\n this._engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, rtWrapper.texture!, true);\r\n\r\n return rtWrapper;\r\n }\r\n\r\n private _prefilterInternal(texture: BaseTexture): BaseTexture {\r\n const width = texture.getSize().width;\r\n const mipmapsCount = ILog2(width) + 1;\r\n\r\n const effect = this._effectWrapper.effect;\r\n const outputTexture = this._createRenderTarget(width);\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n const intTexture = texture.getInternalTexture();\r\n if (intTexture) {\r\n // Just in case generate fresh clean mips.\r\n this._engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, intTexture, true);\r\n }\r\n\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n const directions = [\r\n [new Vector3(0, 0, -1), new Vector3(0, -1, 0), new Vector3(1, 0, 0)], // PositiveX\r\n [new Vector3(0, 0, 1), new Vector3(0, -1, 0), new Vector3(-1, 0, 0)], // NegativeX\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0)], // PositiveY\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)], // NegativeY\r\n [new Vector3(1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, 1)], // PositiveZ\r\n [new Vector3(-1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, -1)], // NegativeZ\r\n ];\r\n\r\n effect.setFloat(\"hdrScale\", this.hdrScale);\r\n effect.setFloat2(\"vFilteringInfo\", texture.getSize().width, mipmapsCount);\r\n effect.setTexture(\"inputTexture\", texture);\r\n\r\n for (let face = 0; face < 6; face++) {\r\n effect.setVector3(\"up\", directions[face][0]);\r\n effect.setVector3(\"right\", directions[face][1]);\r\n effect.setVector3(\"front\", directions[face][2]);\r\n\r\n for (let lod = 0; lod < mipmapsCount; lod++) {\r\n this._engine.bindFramebuffer(outputTexture, face, undefined, undefined, true, lod);\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n let alpha = Math.pow(2, (lod - this._lodGenerationOffset) / this._lodGenerationScale) / width;\r\n if (lod === 0) {\r\n alpha = 0;\r\n }\r\n\r\n effect.setFloat(\"alphaG\", alpha);\r\n\r\n this._effectRenderer.draw();\r\n }\r\n }\r\n\r\n // Cleanup\r\n this._effectRenderer.restoreStates();\r\n this._engine.restoreDefaultFramebuffer();\r\n this._engine._releaseTexture(texture._texture!);\r\n\r\n // Internal Swap\r\n const type = outputTexture.texture!.type;\r\n const format = outputTexture.texture!.format;\r\n\r\n outputTexture._swapAndDie(texture._texture!);\r\n\r\n texture._texture!.type = type;\r\n texture._texture!.format = format;\r\n\r\n // New settings\r\n texture.gammaSpace = false;\r\n texture.lodGenerationOffset = this._lodGenerationOffset;\r\n texture.lodGenerationScale = this._lodGenerationScale;\r\n texture._prefiltered = true;\r\n\r\n return texture;\r\n }\r\n\r\n private _createEffect(texture: BaseTexture, onCompiled?: Nullable<(effect: Effect) => void>): EffectWrapper {\r\n const defines = [];\r\n if (texture.gammaSpace) {\r\n defines.push(\"#define GAMMA_INPUT\");\r\n }\r\n\r\n defines.push(\"#define NUM_SAMPLES \" + this.quality + \"u\"); // unsigned int\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n\r\n const effectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n name: \"hdrFiltering\",\r\n vertexShader: \"hdrFiltering\",\r\n fragmentShader: \"hdrFiltering\",\r\n samplerNames: [\"inputTexture\"],\r\n uniformNames: [\"vSampleDirections\", \"vWeights\", \"up\", \"right\", \"front\", \"vFilteringInfo\", \"hdrScale\", \"alphaG\"],\r\n useShaderStore: true,\r\n defines,\r\n onCompiled: onCompiled,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../../ShadersWGSL/hdrFiltering.vertex\"), import(\"../../../ShadersWGSL/hdrFiltering.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../../Shaders/hdrFiltering.vertex\"), import(\"../../../Shaders/hdrFiltering.fragment\")]);\r\n }\r\n },\r\n });\r\n\r\n return effectWrapper;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the filter is ready to be used\r\n * @param texture Texture to filter\r\n * @returns true if the filter is ready\r\n */\r\n public isReady(texture: BaseTexture) {\r\n return texture.isReady() && this._effectWrapper.effect.isReady();\r\n }\r\n\r\n /**\r\n * Prefilters a cube texture to have mipmap levels representing roughness values.\r\n * Prefiltering will be invoked at the end of next rendering pass.\r\n * This has to be done once the map is loaded, and has not been prefiltered by a third party software.\r\n * See http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf for more information\r\n * @param texture Texture to filter\r\n * @returns Promise called when prefiltering is done\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async prefilter(texture: BaseTexture): Promise<void> {\r\n if (!this._engine._features.allowTexturePrefiltering) {\r\n throw new Error(\"HDR prefiltering is not available in WebGL 1., you can use real time filtering instead.\");\r\n }\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectWrapper = this._createEffect(texture);\r\n\r\n await this._effectWrapper.effect.whenCompiledAsync();\r\n\r\n this._prefilterInternal(texture);\r\n this._effectRenderer.dispose();\r\n this._effectWrapper.dispose();\r\n }\r\n}\r\n"]}
1
+ 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{ Vector3 } from \"../../../Maths/math\";\r\nimport { ILog2 } from \"../../../Maths/math.scalar.functions\";\r\nimport type { BaseTexture } from \"../baseTexture\";\r\nimport type { AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { EffectWrapper, EffectRenderer } from \"../../../Materials/effectRenderer\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\n\r\n/**\r\n * Options for texture filtering\r\n */\r\ninterface IHDRFilteringOptions {\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n hdrScale?: number;\r\n\r\n /**\r\n * Quality of the filter. Should be `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` for prefiltering\r\n */\r\n quality?: number;\r\n}\r\n\r\n/**\r\n * Filters HDR maps to get correct renderings of PBR reflections\r\n */\r\nexport class HDRFiltering {\r\n private _engine: AbstractEngine;\r\n private _effectRenderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n\r\n private _lodGenerationOffset: number = 0;\r\n private _lodGenerationScale: number = 0.8;\r\n\r\n /**\r\n * Quality switch for prefiltering. Should be set to `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` unless\r\n * you care about baking speed.\r\n */\r\n public quality: number = Constants.TEXTURE_FILTERING_QUALITY_OFFLINE;\r\n\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n public hdrScale: number = 1;\r\n\r\n /**\r\n * Instantiates HDR filter for reflection maps\r\n *\r\n * @param engine Thin engine\r\n * @param options Options\r\n */\r\n constructor(engine: AbstractEngine, options: IHDRFilteringOptions = {}) {\r\n // pass\r\n this._engine = engine;\r\n this.hdrScale = options.hdrScale || this.hdrScale;\r\n this.quality = options.quality || this.quality;\r\n }\r\n\r\n private _createRenderTarget(size: number): RenderTargetWrapper {\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (this._engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n const rtWrapper = this._engine.createRenderTargetCubeTexture(size, {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: textureType,\r\n createMipMaps: true,\r\n generateMipMaps: false,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n label: \"HDR_Radiance_Filtering_Target\",\r\n });\r\n this._engine.updateTextureWrappingMode(rtWrapper.texture!, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE);\r\n\r\n this._engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, rtWrapper.texture!, true);\r\n\r\n return rtWrapper;\r\n }\r\n\r\n private _prefilterInternal(texture: BaseTexture): BaseTexture {\r\n const width = texture.getSize().width;\r\n const mipmapsCount = ILog2(width) + 1;\r\n\r\n const effect = this._effectWrapper.effect;\r\n if (!effect) {\r\n return texture;\r\n }\r\n const outputTexture = this._createRenderTarget(width);\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n const intTexture = texture.getInternalTexture();\r\n if (intTexture) {\r\n // Just in case generate fresh clean mips.\r\n this._engine.updateTextureSamplingMode(Constants.TEXTURE_TRILINEAR_SAMPLINGMODE, intTexture, true);\r\n }\r\n\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n const directions = [\r\n [new Vector3(0, 0, -1), new Vector3(0, -1, 0), new Vector3(1, 0, 0)], // PositiveX\r\n [new Vector3(0, 0, 1), new Vector3(0, -1, 0), new Vector3(-1, 0, 0)], // NegativeX\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0)], // PositiveY\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)], // NegativeY\r\n [new Vector3(1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, 1)], // PositiveZ\r\n [new Vector3(-1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, -1)], // NegativeZ\r\n ];\r\n\r\n effect.setFloat(\"hdrScale\", this.hdrScale);\r\n effect.setFloat2(\"vFilteringInfo\", texture.getSize().width, mipmapsCount);\r\n effect.setTexture(\"inputTexture\", texture);\r\n\r\n for (let face = 0; face < 6; face++) {\r\n effect.setVector3(\"up\", directions[face][0]);\r\n effect.setVector3(\"right\", directions[face][1]);\r\n effect.setVector3(\"front\", directions[face][2]);\r\n\r\n for (let lod = 0; lod < mipmapsCount; lod++) {\r\n this._engine.bindFramebuffer(outputTexture, face, undefined, undefined, true, lod);\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n let alpha = Math.pow(2, (lod - this._lodGenerationOffset) / this._lodGenerationScale) / width;\r\n if (lod === 0) {\r\n alpha = 0;\r\n }\r\n\r\n effect.setFloat(\"alphaG\", alpha);\r\n\r\n this._effectRenderer.draw();\r\n }\r\n }\r\n\r\n // Cleanup\r\n this._effectRenderer.restoreStates();\r\n this._engine.restoreDefaultFramebuffer();\r\n this._engine._releaseTexture(texture._texture!);\r\n\r\n // Internal Swap\r\n const type = outputTexture.texture!.type;\r\n const format = outputTexture.texture!.format;\r\n\r\n outputTexture._swapAndDie(texture._texture!);\r\n\r\n texture._texture!.type = type;\r\n texture._texture!.format = format;\r\n\r\n // New settings\r\n texture.gammaSpace = false;\r\n texture.lodGenerationOffset = this._lodGenerationOffset;\r\n texture.lodGenerationScale = this._lodGenerationScale;\r\n texture._prefiltered = true;\r\n\r\n return texture;\r\n }\r\n\r\n private _createEffect(texture: BaseTexture, onCompiled?: Nullable<(effect: Effect) => void>): EffectWrapper {\r\n const defines = [];\r\n if (texture.gammaSpace) {\r\n defines.push(\"#define GAMMA_INPUT\");\r\n }\r\n\r\n defines.push(\"#define NUM_SAMPLES \" + this.quality + \"u\"); // unsigned int\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n\r\n const effectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n name: \"hdrFiltering\",\r\n vertexShader: \"hdrFiltering\",\r\n fragmentShader: \"hdrFiltering\",\r\n samplerNames: [\"inputTexture\"],\r\n uniformNames: [\"vSampleDirections\", \"vWeights\", \"up\", \"right\", \"front\", \"vFilteringInfo\", \"hdrScale\", \"alphaG\"],\r\n useShaderStore: true,\r\n defines,\r\n onCompiled: onCompiled,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../../ShadersWGSL/hdrFiltering.vertex\"), import(\"../../../ShadersWGSL/hdrFiltering.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../../Shaders/hdrFiltering.vertex\"), import(\"../../../Shaders/hdrFiltering.fragment\")]);\r\n }\r\n },\r\n });\r\n\r\n return effectWrapper;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the filter is ready to be used\r\n * @param texture Texture to filter\r\n * @returns true if the filter is ready\r\n */\r\n public isReady(texture: BaseTexture) {\r\n return texture.isReady() && this._effectWrapper.effect.isReady();\r\n }\r\n\r\n /**\r\n * Prefilters a cube texture to have mipmap levels representing roughness values.\r\n * Prefiltering will be invoked at the end of next rendering pass.\r\n * This has to be done once the map is loaded, and has not been prefiltered by a third party software.\r\n * See http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf for more information\r\n * @param texture Texture to filter\r\n * @returns Promise called when prefiltering is done\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async prefilter(texture: BaseTexture): Promise<void> {\r\n if (!this._engine._features.allowTexturePrefiltering) {\r\n throw new Error(\"HDR prefiltering is not available in WebGL 1., you can use real time filtering instead.\");\r\n }\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectWrapper = this._createEffect(texture);\r\n\r\n await this._effectWrapper.effect.whenCompiledAsync();\r\n\r\n this._prefilterInternal(texture);\r\n this._effectRenderer.dispose();\r\n this._effectWrapper.dispose();\r\n }\r\n}\r\n"]}
@@ -59,6 +59,9 @@ export class HDRIrradianceFiltering {
59
59
  const width = texture.getSize().width;
60
60
  const mipmapsCount = ILog2(width);
61
61
  const effect = this._effectWrapper.effect;
62
+ if (!effect) {
63
+ return texture;
64
+ }
62
65
  // Choose a power of 2 size for the irradiance map.
63
66
  // It can be much smaller than the original texture.
64
67
  const irradianceSize = Math.max(32, 1 << ILog2(width >> 3));
@@ -1 +1 @@
1
- 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{ Vector3 } from \"../../../Maths/math\";\r\nimport { ILog2 } from \"../../../Maths/math.scalar.functions\";\r\nimport { BaseTexture } from \"../baseTexture\";\r\nimport type { AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { EffectWrapper, EffectRenderer } from \"../../../Materials/effectRenderer\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { IblCdfGenerator } from \"../../../Rendering/iblCdfGenerator\";\r\n\r\n/**\r\n * Options for texture filtering\r\n */\r\ninterface IHDRIrradianceFilteringOptions {\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n hdrScale?: number;\r\n\r\n /**\r\n * Quality of the filter. Should be `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` for prefiltering\r\n */\r\n quality?: number;\r\n\r\n /**\r\n * Use the Cumulative Distribution Function (CDF) for filtering\r\n */\r\n useCdf?: boolean;\r\n}\r\n\r\n/**\r\n * Filters HDR maps to get correct renderings of PBR reflections\r\n */\r\nexport class HDRIrradianceFiltering {\r\n private _engine: AbstractEngine;\r\n private _effectRenderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n private _cdfGenerator: IblCdfGenerator;\r\n\r\n /**\r\n * Quality switch for prefiltering. Should be set to `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` unless\r\n * you care about baking speed.\r\n */\r\n public quality: number = Constants.TEXTURE_FILTERING_QUALITY_OFFLINE;\r\n\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n public hdrScale: number = 1;\r\n\r\n /**\r\n * Use the Cumulative Distribution Function (CDF) for filtering\r\n */\r\n public useCdf: boolean = false;\r\n\r\n /**\r\n * Instantiates HDR filter for irradiance map\r\n *\r\n * @param engine Thin engine\r\n * @param options Options\r\n */\r\n constructor(engine: AbstractEngine, options: IHDRIrradianceFilteringOptions = {}) {\r\n // pass\r\n this._engine = engine;\r\n this.hdrScale = options.hdrScale || this.hdrScale;\r\n this.quality = options.quality || this.quality;\r\n this.useCdf = options.useCdf || this.useCdf;\r\n }\r\n\r\n private _createRenderTarget(size: number): RenderTargetWrapper {\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (this._engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n const rtWrapper = this._engine.createRenderTargetCubeTexture(size, {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: textureType,\r\n createMipMaps: false,\r\n generateMipMaps: false,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n label: \"HDR_Irradiance_Filtering_Target\",\r\n });\r\n this._engine.updateTextureWrappingMode(rtWrapper.texture!, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE);\r\n\r\n return rtWrapper;\r\n }\r\n\r\n private _prefilterInternal(texture: BaseTexture): BaseTexture {\r\n const width = texture.getSize().width;\r\n const mipmapsCount = ILog2(width);\r\n\r\n const effect = this._effectWrapper.effect;\r\n // Choose a power of 2 size for the irradiance map.\r\n // It can be much smaller than the original texture.\r\n const irradianceSize = Math.max(32, 1 << ILog2(width >> 3));\r\n const outputTexture = this._createRenderTarget(irradianceSize);\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n const directions = [\r\n [new Vector3(0, 0, -1), new Vector3(0, -1, 0), new Vector3(1, 0, 0)], // PositiveX\r\n [new Vector3(0, 0, 1), new Vector3(0, -1, 0), new Vector3(-1, 0, 0)], // NegativeX\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0)], // PositiveY\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)], // NegativeY\r\n [new Vector3(1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, 1)], // PositiveZ\r\n [new Vector3(-1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, -1)], // NegativeZ\r\n ];\r\n\r\n effect.setFloat(\"hdrScale\", this.hdrScale);\r\n effect.setFloat2(\"vFilteringInfo\", texture.getSize().width, mipmapsCount);\r\n effect.setTexture(\"inputTexture\", texture);\r\n if (this._cdfGenerator) {\r\n effect.setTexture(\"icdfTexture\", this._cdfGenerator.getIcdfTexture());\r\n }\r\n\r\n for (let face = 0; face < 6; face++) {\r\n effect.setVector3(\"up\", directions[face][0]);\r\n effect.setVector3(\"right\", directions[face][1]);\r\n effect.setVector3(\"front\", directions[face][2]);\r\n\r\n this._engine.bindFramebuffer(outputTexture, face, undefined, undefined, true);\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n this._effectRenderer.draw();\r\n }\r\n\r\n // Cleanup\r\n this._effectRenderer.restoreStates();\r\n this._engine.restoreDefaultFramebuffer();\r\n effect.setTexture(\"inputTexture\", null);\r\n effect.setTexture(\"icdfTexture\", null);\r\n const irradianceTexture = new BaseTexture(texture.getScene(), outputTexture.texture);\r\n irradianceTexture.name = texture.name + \"_irradiance\";\r\n irradianceTexture.displayName = texture.name + \"_irradiance\";\r\n irradianceTexture.gammaSpace = false;\r\n return irradianceTexture;\r\n }\r\n\r\n private _createEffect(texture: BaseTexture, onCompiled?: Nullable<(effect: Effect) => void>): EffectWrapper {\r\n const defines = [];\r\n if (texture.gammaSpace) {\r\n defines.push(\"#define GAMMA_INPUT\");\r\n }\r\n\r\n defines.push(\"#define NUM_SAMPLES \" + this.quality + \"u\"); // unsigned int\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n const samplers = [\"inputTexture\"];\r\n if (this._cdfGenerator) {\r\n samplers.push(\"icdfTexture\");\r\n defines.push(\"#define IBL_CDF_FILTERING\");\r\n }\r\n const effectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n name: \"HDRIrradianceFiltering\",\r\n vertexShader: \"hdrIrradianceFiltering\",\r\n fragmentShader: \"hdrIrradianceFiltering\",\r\n samplerNames: samplers,\r\n uniformNames: [\"vSampleDirections\", \"vWeights\", \"up\", \"right\", \"front\", \"vFilteringInfo\", \"hdrScale\"],\r\n useShaderStore: true,\r\n defines,\r\n onCompiled: onCompiled,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../../ShadersWGSL/hdrIrradianceFiltering.vertex\"), import(\"../../../ShadersWGSL/hdrIrradianceFiltering.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../../Shaders/hdrIrradianceFiltering.vertex\"), import(\"../../../Shaders/hdrIrradianceFiltering.fragment\")]);\r\n }\r\n },\r\n });\r\n\r\n return effectWrapper;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the filter is ready to be used\r\n * @param texture Texture to filter\r\n * @returns true if the filter is ready\r\n */\r\n public isReady(texture: BaseTexture) {\r\n return texture.isReady() && this._effectWrapper.effect.isReady();\r\n }\r\n\r\n /**\r\n * Prefilters a cube texture to contain IBL irradiance.\r\n * Prefiltering will be invoked at the end of next rendering pass.\r\n * This has to be done once the map is loaded, and has not been prefiltered by a third party software.\r\n * See http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf for more information\r\n * @param texture Texture to filter\r\n * @returns Promise called when prefiltering is done\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async prefilter(texture: BaseTexture): Promise<BaseTexture> {\r\n if (!this._engine._features.allowTexturePrefiltering) {\r\n throw new Error(\"HDR prefiltering is not available in WebGL 1., you can use real time filtering instead.\");\r\n }\r\n\r\n if (this.useCdf) {\r\n this._cdfGenerator = new IblCdfGenerator(this._engine);\r\n this._cdfGenerator.iblSource = texture;\r\n\r\n await this._cdfGenerator.renderWhenReady();\r\n }\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectWrapper = this._createEffect(texture);\r\n await this._effectWrapper.effect.whenCompiledAsync();\r\n\r\n const irradianceTexture = this._prefilterInternal(texture);\r\n\r\n if (this.useCdf) {\r\n // eslint-disable-next-line github/no-then\r\n await this._cdfGenerator.findDominantDirection().then((dir) => {\r\n irradianceTexture._dominantDirection = dir;\r\n });\r\n }\r\n this._effectRenderer.dispose();\r\n this._effectWrapper.dispose();\r\n this._cdfGenerator?.dispose();\r\n\r\n return irradianceTexture;\r\n }\r\n}\r\n"]}
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{ Vector3 } from \"../../../Maths/math\";\r\nimport { ILog2 } from \"../../../Maths/math.scalar.functions\";\r\nimport { BaseTexture } from \"../baseTexture\";\r\nimport type { AbstractEngine } from \"../../../Engines/abstractEngine\";\r\nimport type { Effect } from \"../../../Materials/effect\";\r\nimport { Constants } from \"../../../Engines/constants\";\r\nimport { EffectWrapper, EffectRenderer } from \"../../../Materials/effectRenderer\";\r\nimport type { Nullable } from \"../../../types\";\r\nimport type { RenderTargetWrapper } from \"../../../Engines/renderTargetWrapper\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { IblCdfGenerator } from \"../../../Rendering/iblCdfGenerator\";\r\n\r\n/**\r\n * Options for texture filtering\r\n */\r\ninterface IHDRIrradianceFilteringOptions {\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n hdrScale?: number;\r\n\r\n /**\r\n * Quality of the filter. Should be `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` for prefiltering\r\n */\r\n quality?: number;\r\n\r\n /**\r\n * Use the Cumulative Distribution Function (CDF) for filtering\r\n */\r\n useCdf?: boolean;\r\n}\r\n\r\n/**\r\n * Filters HDR maps to get correct renderings of PBR reflections\r\n */\r\nexport class HDRIrradianceFiltering {\r\n private _engine: AbstractEngine;\r\n private _effectRenderer: EffectRenderer;\r\n private _effectWrapper: EffectWrapper;\r\n private _cdfGenerator: IblCdfGenerator;\r\n\r\n /**\r\n * Quality switch for prefiltering. Should be set to `Constants.TEXTURE_FILTERING_QUALITY_OFFLINE` unless\r\n * you care about baking speed.\r\n */\r\n public quality: number = Constants.TEXTURE_FILTERING_QUALITY_OFFLINE;\r\n\r\n /**\r\n * Scales pixel intensity for the input HDR map.\r\n */\r\n public hdrScale: number = 1;\r\n\r\n /**\r\n * Use the Cumulative Distribution Function (CDF) for filtering\r\n */\r\n public useCdf: boolean = false;\r\n\r\n /**\r\n * Instantiates HDR filter for irradiance map\r\n *\r\n * @param engine Thin engine\r\n * @param options Options\r\n */\r\n constructor(engine: AbstractEngine, options: IHDRIrradianceFilteringOptions = {}) {\r\n // pass\r\n this._engine = engine;\r\n this.hdrScale = options.hdrScale || this.hdrScale;\r\n this.quality = options.quality || this.quality;\r\n this.useCdf = options.useCdf || this.useCdf;\r\n }\r\n\r\n private _createRenderTarget(size: number): RenderTargetWrapper {\r\n let textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = Constants.TEXTURETYPE_HALF_FLOAT;\r\n } else if (this._engine.getCaps().textureFloatRender) {\r\n textureType = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n\r\n const rtWrapper = this._engine.createRenderTargetCubeTexture(size, {\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n type: textureType,\r\n createMipMaps: false,\r\n generateMipMaps: false,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false,\r\n samplingMode: Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n label: \"HDR_Irradiance_Filtering_Target\",\r\n });\r\n this._engine.updateTextureWrappingMode(rtWrapper.texture!, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE, Constants.TEXTURE_CLAMP_ADDRESSMODE);\r\n\r\n return rtWrapper;\r\n }\r\n\r\n private _prefilterInternal(texture: BaseTexture): BaseTexture {\r\n const width = texture.getSize().width;\r\n const mipmapsCount = ILog2(width);\r\n\r\n const effect = this._effectWrapper.effect;\r\n if (!effect) {\r\n return texture;\r\n }\r\n // Choose a power of 2 size for the irradiance map.\r\n // It can be much smaller than the original texture.\r\n const irradianceSize = Math.max(32, 1 << ILog2(width >> 3));\r\n const outputTexture = this._createRenderTarget(irradianceSize);\r\n this._effectRenderer.saveStates();\r\n this._effectRenderer.setViewport();\r\n\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n const directions = [\r\n [new Vector3(0, 0, -1), new Vector3(0, -1, 0), new Vector3(1, 0, 0)], // PositiveX\r\n [new Vector3(0, 0, 1), new Vector3(0, -1, 0), new Vector3(-1, 0, 0)], // NegativeX\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0)], // PositiveY\r\n [new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)], // NegativeY\r\n [new Vector3(1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, 1)], // PositiveZ\r\n [new Vector3(-1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, -1)], // NegativeZ\r\n ];\r\n\r\n effect.setFloat(\"hdrScale\", this.hdrScale);\r\n effect.setFloat2(\"vFilteringInfo\", texture.getSize().width, mipmapsCount);\r\n effect.setTexture(\"inputTexture\", texture);\r\n if (this._cdfGenerator) {\r\n effect.setTexture(\"icdfTexture\", this._cdfGenerator.getIcdfTexture());\r\n }\r\n\r\n for (let face = 0; face < 6; face++) {\r\n effect.setVector3(\"up\", directions[face][0]);\r\n effect.setVector3(\"right\", directions[face][1]);\r\n effect.setVector3(\"front\", directions[face][2]);\r\n\r\n this._engine.bindFramebuffer(outputTexture, face, undefined, undefined, true);\r\n this._effectRenderer.applyEffectWrapper(this._effectWrapper);\r\n\r\n this._effectRenderer.draw();\r\n }\r\n\r\n // Cleanup\r\n this._effectRenderer.restoreStates();\r\n this._engine.restoreDefaultFramebuffer();\r\n effect.setTexture(\"inputTexture\", null);\r\n effect.setTexture(\"icdfTexture\", null);\r\n const irradianceTexture = new BaseTexture(texture.getScene(), outputTexture.texture);\r\n irradianceTexture.name = texture.name + \"_irradiance\";\r\n irradianceTexture.displayName = texture.name + \"_irradiance\";\r\n irradianceTexture.gammaSpace = false;\r\n return irradianceTexture;\r\n }\r\n\r\n private _createEffect(texture: BaseTexture, onCompiled?: Nullable<(effect: Effect) => void>): EffectWrapper {\r\n const defines = [];\r\n if (texture.gammaSpace) {\r\n defines.push(\"#define GAMMA_INPUT\");\r\n }\r\n\r\n defines.push(\"#define NUM_SAMPLES \" + this.quality + \"u\"); // unsigned int\r\n\r\n const isWebGPU = this._engine.isWebGPU;\r\n const samplers = [\"inputTexture\"];\r\n if (this._cdfGenerator) {\r\n samplers.push(\"icdfTexture\");\r\n defines.push(\"#define IBL_CDF_FILTERING\");\r\n }\r\n const effectWrapper = new EffectWrapper({\r\n engine: this._engine,\r\n name: \"HDRIrradianceFiltering\",\r\n vertexShader: \"hdrIrradianceFiltering\",\r\n fragmentShader: \"hdrIrradianceFiltering\",\r\n samplerNames: samplers,\r\n uniformNames: [\"vSampleDirections\", \"vWeights\", \"up\", \"right\", \"front\", \"vFilteringInfo\", \"hdrScale\"],\r\n useShaderStore: true,\r\n defines,\r\n onCompiled: onCompiled,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../../ShadersWGSL/hdrIrradianceFiltering.vertex\"), import(\"../../../ShadersWGSL/hdrIrradianceFiltering.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../../Shaders/hdrIrradianceFiltering.vertex\"), import(\"../../../Shaders/hdrIrradianceFiltering.fragment\")]);\r\n }\r\n },\r\n });\r\n\r\n return effectWrapper;\r\n }\r\n\r\n /**\r\n * Get a value indicating if the filter is ready to be used\r\n * @param texture Texture to filter\r\n * @returns true if the filter is ready\r\n */\r\n public isReady(texture: BaseTexture) {\r\n return texture.isReady() && this._effectWrapper.effect.isReady();\r\n }\r\n\r\n /**\r\n * Prefilters a cube texture to contain IBL irradiance.\r\n * Prefiltering will be invoked at the end of next rendering pass.\r\n * This has to be done once the map is loaded, and has not been prefiltered by a third party software.\r\n * See http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf for more information\r\n * @param texture Texture to filter\r\n * @returns Promise called when prefiltering is done\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async prefilter(texture: BaseTexture): Promise<BaseTexture> {\r\n if (!this._engine._features.allowTexturePrefiltering) {\r\n throw new Error(\"HDR prefiltering is not available in WebGL 1., you can use real time filtering instead.\");\r\n }\r\n\r\n if (this.useCdf) {\r\n this._cdfGenerator = new IblCdfGenerator(this._engine);\r\n this._cdfGenerator.iblSource = texture;\r\n\r\n await this._cdfGenerator.renderWhenReady();\r\n }\r\n\r\n this._effectRenderer = new EffectRenderer(this._engine);\r\n this._effectWrapper = this._createEffect(texture);\r\n await this._effectWrapper.effect.whenCompiledAsync();\r\n\r\n const irradianceTexture = this._prefilterInternal(texture);\r\n\r\n if (this.useCdf) {\r\n // eslint-disable-next-line github/no-then\r\n await this._cdfGenerator.findDominantDirection().then((dir) => {\r\n irradianceTexture._dominantDirection = dir;\r\n });\r\n }\r\n this._effectRenderer.dispose();\r\n this._effectWrapper.dispose();\r\n this._cdfGenerator?.dispose();\r\n\r\n return irradianceTexture;\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@onerjs/core",
3
- "version": "8.45.1",
3
+ "version": "8.45.3",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",