@onerjs/core 8.48.4 → 8.48.5

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Files changed (116) hide show
  1. package/Cameras/Inputs/geospatialCameraPointersInput.js +10 -8
  2. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  3. package/Cameras/geospatialCameraMovement.js +2 -2
  4. package/Cameras/geospatialCameraMovement.js.map +1 -1
  5. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.d.ts +105 -0
  6. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js +318 -0
  7. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js.map +1 -0
  8. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  9. package/FrameGraph/Node/Blocks/index.js +1 -0
  10. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  11. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +34 -0
  12. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +144 -0
  13. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -0
  14. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +26 -0
  15. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +82 -0
  16. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -0
  17. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +61 -0
  18. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +207 -0
  19. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -0
  20. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +104 -0
  21. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +218 -0
  22. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -0
  23. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +217 -0
  24. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +640 -0
  25. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -0
  26. package/FrameGraph/frameGraph.js +1 -0
  27. package/FrameGraph/frameGraph.js.map +1 -1
  28. package/FrameGraph/index.d.ts +1 -0
  29. package/FrameGraph/index.js +1 -0
  30. package/FrameGraph/index.js.map +1 -1
  31. package/Materials/PBR/openpbrMaterial.d.ts +13 -2
  32. package/Materials/PBR/openpbrMaterial.js +47 -16
  33. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  34. package/Materials/PBR/pbrBRDFConfiguration.js +1 -1
  35. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  36. package/Materials/Textures/Filtering/hdrFiltering.js +6 -0
  37. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  38. package/Materials/Textures/envCubeTexture.js +13 -13
  39. package/Materials/Textures/envCubeTexture.js.map +1 -1
  40. package/Materials/materialHelper.functions.js +1 -1
  41. package/Materials/materialHelper.functions.js.map +1 -1
  42. package/Misc/textureTools.d.ts +3 -1
  43. package/Misc/textureTools.js +74 -13
  44. package/Misc/textureTools.js.map +1 -1
  45. package/Particles/baseParticleSystem.d.ts +33 -1
  46. package/Particles/baseParticleSystem.js +65 -0
  47. package/Particles/baseParticleSystem.js.map +1 -1
  48. package/Particles/computeShaderParticleSystem.js +6 -0
  49. package/Particles/computeShaderParticleSystem.js.map +1 -1
  50. package/Particles/gpuParticleSystem.d.ts +24 -6
  51. package/Particles/gpuParticleSystem.js +85 -36
  52. package/Particles/gpuParticleSystem.js.map +1 -1
  53. package/Particles/particleSystem.d.ts +0 -7
  54. package/Particles/particleSystem.js +3 -15
  55. package/Particles/particleSystem.js.map +1 -1
  56. package/Particles/thinParticleSystem.d.ts +1 -3
  57. package/Particles/thinParticleSystem.js +1 -27
  58. package/Particles/thinParticleSystem.js.map +1 -1
  59. package/Particles/webgl2ParticleSystem.js +7 -0
  60. package/Particles/webgl2ParticleSystem.js.map +1 -1
  61. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
  62. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  63. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +3 -1
  64. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +11 -1
  65. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  66. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +0 -19
  67. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -65
  68. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  69. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +15 -52
  70. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +129 -220
  71. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  72. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -0
  73. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  74. package/Rendering/geometryBufferRenderer.d.ts +14 -5
  75. package/Rendering/geometryBufferRenderer.js +6 -2
  76. package/Rendering/geometryBufferRenderer.js.map +1 -1
  77. package/Rendering/geometryBufferRendererSceneComponent.d.ts +4 -6
  78. package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
  79. package/Rendering/iblCdfGenerator.d.ts +10 -0
  80. package/Rendering/iblCdfGenerator.js +52 -17
  81. package/Rendering/iblCdfGenerator.js.map +1 -1
  82. package/Rendering/index.d.ts +0 -6
  83. package/Rendering/index.js +0 -6
  84. package/Rendering/index.js.map +1 -1
  85. package/Shaders/ShadersInclude/openpbrDirectLighting.js +6 -1
  86. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  87. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  88. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  89. package/Shaders/gpuUpdateParticles.vertex.js +12 -6
  90. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  91. package/Shaders/iblShadowVoxelTracing.fragment.js +5 -1
  92. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  93. package/Shaders/iblVoxelGrid.fragment.d.ts +1 -0
  94. package/Shaders/iblVoxelGrid.fragment.js +33 -5
  95. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  96. package/Shaders/lod3D.fragment.d.ts +5 -0
  97. package/Shaders/lod3D.fragment.js +13 -0
  98. package/Shaders/lod3D.fragment.js.map +1 -0
  99. package/Shaders/openpbr.fragment.js +5 -0
  100. package/Shaders/openpbr.fragment.js.map +1 -1
  101. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +6 -1
  102. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  103. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  104. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  105. package/ShadersWGSL/gpuUpdateParticles.compute.js +14 -7
  106. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  107. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +5 -1
  108. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  109. package/ShadersWGSL/iblVoxelGrid.fragment.js +1 -1
  110. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
  111. package/ShadersWGSL/lod3D.fragment.d.ts +5 -0
  112. package/ShadersWGSL/lod3D.fragment.js +13 -0
  113. package/ShadersWGSL/lod3D.fragment.js.map +1 -0
  114. package/ShadersWGSL/openpbr.fragment.js +5 -0
  115. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  116. package/package.json +1 -1
@@ -125,6 +125,13 @@ export class WebGL2ParticleSystem {
125
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  }
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  }
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  this._updateEffectOptions.defines = defines;
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+ // Add attractor uniform names dynamically based on maxAttractors
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+ if (defines.indexOf("ATTRACTORS") !== -1) {
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+ this._updateEffectOptions.uniformsNames.push("attractorCount");
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+ for (let i = 0; i < this._parent.maxAttractors; i++) {
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+ this._updateEffectOptions.uniformsNames.push("attractorPositionAndStrength[" + i + "]");
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+ }
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+ }
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  this._updateEffect = this._engine.createEffect("gpuUpdateParticles", this._updateEffectOptions, this._engine);
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  return new UniformBufferEffectCommonAccessor(this._updateEffect);
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  }
@@ -1 +1 @@
1
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{ type VertexBuffer, type Buffer } from \"../Buffers/buffer\";\r\nimport { type ThinEngine } from \"../Engines/thinEngine\";\r\nimport { type Effect, type IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { type IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\n\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport { type GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { type DataArray, type Nullable } from \"../types\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../Shaders/gpuUpdateParticles.fragment\";\r\nimport \"../Shaders/gpuUpdateParticles.vertex\";\r\n\r\nimport { type Engine } from \"../Engines/engine\";\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n private _renderVertexBuffers: { [key: string]: VertexBuffer };\r\n\r\n /** @internal */\r\n public readonly alignDataInBuffer = false;\r\n\r\n /** @internal */\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"emitIndex\",\r\n \"emitCount\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n \"flowMapProjection\",\r\n \"flowMapStrength\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n \"flowMapSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n }\r\n\r\n /** @internal */\r\n public contextLost(): void {\r\n this._updateEffect = undefined as any;\r\n this._renderVAO.length = 0;\r\n this._updateVAO.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n /** @internal */\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n this._updateEffect = this._engine.createEffect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n /** @internal */\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._parent._getWrapper(this._parent.blendMode).effect!));\r\n this._engine.bindArrayBuffer(null);\r\n\r\n this._renderVertexBuffers = renderVertexBuffers;\r\n }\r\n\r\n /** @internal */\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n /** @internal */\r\n public bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void {\r\n if (indexBuffer) {\r\n this._engine.bindBuffers(this._renderVertexBuffers, indexBuffer, effect);\r\n } else {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n /** @internal */\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._flowMap) {\r\n this._updateEffect.setTexture(\"flowMapSampler\", this._parent._flowMap);\r\n }\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n /** @internal */\r\n public releaseBuffers(): void {}\r\n\r\n /** @internal */\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n"]}
1
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{ type VertexBuffer, type Buffer } from \"../Buffers/buffer\";\r\nimport { type ThinEngine } from \"../Engines/thinEngine\";\r\nimport { type Effect, type IEffectCreationOptions } from \"../Materials/effect\";\r\nimport { type IGPUParticleSystemPlatform } from \"./IGPUParticleSystemPlatform\";\r\n\r\nimport { CustomParticleEmitter } from \"./EmitterTypes/customParticleEmitter\";\r\nimport { type GPUParticleSystem } from \"./gpuParticleSystem\";\r\nimport { type DataArray, type Nullable } from \"../types\";\r\nimport { type DataBuffer } from \"../Buffers/dataBuffer\";\r\nimport { UniformBufferEffectCommonAccessor } from \"../Materials/uniformBufferEffectCommonAccessor\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\nimport \"../Shaders/gpuUpdateParticles.fragment\";\r\nimport \"../Shaders/gpuUpdateParticles.vertex\";\r\n\r\nimport { type Engine } from \"../Engines/engine\";\r\n\r\n/** @internal */\r\nexport class WebGL2ParticleSystem implements IGPUParticleSystemPlatform {\r\n private _parent: GPUParticleSystem;\r\n private _engine: ThinEngine;\r\n private _updateEffect: Effect;\r\n private _updateEffectOptions: IEffectCreationOptions;\r\n private _renderVAO: WebGLVertexArrayObject[] = [];\r\n private _updateVAO: WebGLVertexArrayObject[] = [];\r\n private _renderVertexBuffers: { [key: string]: VertexBuffer };\r\n\r\n /** @internal */\r\n public readonly alignDataInBuffer = false;\r\n\r\n /** @internal */\r\n constructor(parent: GPUParticleSystem, engine: ThinEngine) {\r\n this._parent = parent;\r\n this._engine = engine;\r\n\r\n this._updateEffectOptions = {\r\n attributes: [\r\n \"position\",\r\n \"initialPosition\",\r\n \"age\",\r\n \"life\",\r\n \"seed\",\r\n \"size\",\r\n \"color\",\r\n \"direction\",\r\n \"initialDirection\",\r\n \"angle\",\r\n \"cellIndex\",\r\n \"cellStartOffset\",\r\n \"noiseCoordinates1\",\r\n \"noiseCoordinates2\",\r\n ],\r\n uniformsNames: [\r\n \"currentCount\",\r\n \"timeDelta\",\r\n \"emitterWM\",\r\n \"lifeTime\",\r\n \"color1\",\r\n \"color2\",\r\n \"sizeRange\",\r\n \"scaleRange\",\r\n \"gravity\",\r\n \"emitPower\",\r\n \"direction1\",\r\n \"direction2\",\r\n \"minEmitBox\",\r\n \"maxEmitBox\",\r\n \"radius\",\r\n \"directionRandomizer\",\r\n \"height\",\r\n \"coneAngle\",\r\n \"stopFactor\",\r\n \"emitIndex\",\r\n \"emitCount\",\r\n \"angleRange\",\r\n \"radiusRange\",\r\n \"cellInfos\",\r\n \"noiseStrength\",\r\n \"limitVelocityDamping\",\r\n \"flowMapProjection\",\r\n \"flowMapStrength\",\r\n ],\r\n uniformBuffersNames: [],\r\n samplers: [\r\n \"randomSampler\",\r\n \"randomSampler2\",\r\n \"sizeGradientSampler\",\r\n \"angularSpeedGradientSampler\",\r\n \"velocityGradientSampler\",\r\n \"limitVelocityGradientSampler\",\r\n \"noiseSampler\",\r\n \"dragGradientSampler\",\r\n \"flowMapSampler\",\r\n ],\r\n defines: \"\",\r\n fallbacks: null,\r\n onCompiled: null,\r\n onError: null,\r\n indexParameters: null,\r\n maxSimultaneousLights: 0,\r\n transformFeedbackVaryings: [],\r\n };\r\n }\r\n\r\n /** @internal */\r\n public contextLost(): void {\r\n this._updateEffect = undefined as any;\r\n this._renderVAO.length = 0;\r\n this._updateVAO.length = 0;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferCreated(): boolean {\r\n return !!this._updateEffect;\r\n }\r\n\r\n /** @internal */\r\n public isUpdateBufferReady(): boolean {\r\n return this._updateEffect?.isReady() ?? false;\r\n }\r\n\r\n /** @internal */\r\n public createUpdateBuffer(defines: string): UniformBufferEffectCommonAccessor {\r\n this._updateEffectOptions.transformFeedbackVaryings = [\"outPosition\"];\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAge\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSize\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outLife\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outSeed\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outDirection\");\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialPosition\");\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outColor\");\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outInitialDirection\");\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates1\");\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outNoiseCoordinates2\");\r\n }\r\n\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outAngle\");\r\n\r\n if (this._parent.isAnimationSheetEnabled) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellIndex\");\r\n if (this._parent.spriteRandomStartCell) {\r\n this._updateEffectOptions.transformFeedbackVaryings.push(\"outCellStartOffset\");\r\n }\r\n }\r\n\r\n this._updateEffectOptions.defines = defines;\r\n\r\n // Add attractor uniform names dynamically based on maxAttractors\r\n if (defines.indexOf(\"ATTRACTORS\") !== -1) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorCount\");\r\n for (let i = 0; i < this._parent.maxAttractors; i++) {\r\n this._updateEffectOptions.uniformsNames.push(\"attractorPositionAndStrength[\" + i + \"]\");\r\n }\r\n }\r\n\r\n this._updateEffect = this._engine.createEffect(\"gpuUpdateParticles\", this._updateEffectOptions, this._engine);\r\n\r\n return new UniformBufferEffectCommonAccessor(this._updateEffect);\r\n }\r\n\r\n /** @internal */\r\n public createVertexBuffers(updateBuffer: Buffer, renderVertexBuffers: { [key: string]: VertexBuffer }): void {\r\n this._updateVAO.push(this._createUpdateVAO(updateBuffer));\r\n\r\n this._renderVAO.push(this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._parent._getWrapper(this._parent.blendMode).effect!));\r\n this._engine.bindArrayBuffer(null);\r\n\r\n this._renderVertexBuffers = renderVertexBuffers;\r\n }\r\n\r\n /** @internal */\r\n public createParticleBuffer(data: number[]): DataArray | DataBuffer {\r\n return data;\r\n }\r\n\r\n /** @internal */\r\n public bindDrawBuffers(index: number, effect: Effect, indexBuffer: Nullable<DataBuffer>): void {\r\n if (indexBuffer) {\r\n this._engine.bindBuffers(this._renderVertexBuffers, indexBuffer, effect);\r\n } else {\r\n this._engine.bindVertexArrayObject(this._renderVAO[index], null);\r\n }\r\n }\r\n\r\n /** @internal */\r\n public preUpdateParticleBuffer(): void {\r\n const engine = this._engine as Engine;\r\n\r\n this._engine.enableEffect(this._updateEffect);\r\n\r\n if (!engine.setState) {\r\n throw new Error(\"GPU particles cannot work without a full Engine. ThinEngine is not supported\");\r\n }\r\n }\r\n\r\n /** @internal */\r\n public updateParticleBuffer(index: number, targetBuffer: Buffer, currentActiveCount: number): void {\r\n this._updateEffect.setTexture(\"randomSampler\", this._parent._randomTexture);\r\n this._updateEffect.setTexture(\"randomSampler2\", this._parent._randomTexture2);\r\n\r\n if (this._parent._flowMap) {\r\n this._updateEffect.setTexture(\"flowMapSampler\", this._parent._flowMap);\r\n }\r\n\r\n if (this._parent._sizeGradientsTexture) {\r\n this._updateEffect.setTexture(\"sizeGradientSampler\", this._parent._sizeGradientsTexture);\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n this._updateEffect.setTexture(\"angularSpeedGradientSampler\", this._parent._angularSpeedGradientsTexture);\r\n }\r\n\r\n if (this._parent._velocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"velocityGradientSampler\", this._parent._velocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._limitVelocityGradientsTexture) {\r\n this._updateEffect.setTexture(\"limitVelocityGradientSampler\", this._parent._limitVelocityGradientsTexture);\r\n }\r\n\r\n if (this._parent._dragGradientsTexture) {\r\n this._updateEffect.setTexture(\"dragGradientSampler\", this._parent._dragGradientsTexture);\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n this._updateEffect.setTexture(\"noiseSampler\", this._parent.noiseTexture);\r\n }\r\n\r\n // Bind source VAO\r\n this._engine.bindVertexArrayObject(this._updateVAO[index], null);\r\n\r\n // Update\r\n const engine = this._engine as Engine;\r\n\r\n engine.bindTransformFeedbackBuffer(targetBuffer.getBuffer());\r\n engine.setRasterizerState(false);\r\n engine.beginTransformFeedback(true);\r\n engine.drawArraysType(Constants.MATERIAL_PointListDrawMode, 0, currentActiveCount);\r\n engine.endTransformFeedback();\r\n engine.setRasterizerState(true);\r\n engine.bindTransformFeedbackBuffer(null);\r\n }\r\n\r\n /** @internal */\r\n public releaseBuffers(): void {}\r\n\r\n /** @internal */\r\n public releaseVertexBuffers(): void {\r\n for (let index = 0; index < this._updateVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._updateVAO[index]);\r\n }\r\n this._updateVAO.length = 0;\r\n\r\n for (let index = 0; index < this._renderVAO.length; index++) {\r\n this._engine.releaseVertexArrayObject(this._renderVAO[index]);\r\n }\r\n this._renderVAO.length = 0;\r\n }\r\n\r\n private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {\r\n const updateVertexBuffers: { [key: string]: VertexBuffer } = {};\r\n updateVertexBuffers[\"position\"] = source.createVertexBuffer(\"position\", 0, 3);\r\n\r\n let offset = 3;\r\n updateVertexBuffers[\"age\"] = source.createVertexBuffer(\"age\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"size\"] = source.createVertexBuffer(\"size\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"life\"] = source.createVertexBuffer(\"life\", offset, 1);\r\n offset += 1;\r\n updateVertexBuffers[\"seed\"] = source.createVertexBuffer(\"seed\", offset, 4);\r\n offset += 4;\r\n updateVertexBuffers[\"direction\"] = source.createVertexBuffer(\"direction\", offset, 3);\r\n offset += 3;\r\n\r\n if (this._parent.particleEmitterType instanceof CustomParticleEmitter) {\r\n updateVertexBuffers[\"initialPosition\"] = source.createVertexBuffer(\"initialPosition\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (!this._parent._colorGradientsTexture) {\r\n updateVertexBuffers[\"color\"] = source.createVertexBuffer(\"color\", offset, 4);\r\n offset += 4;\r\n }\r\n\r\n if (!this._parent._isBillboardBased) {\r\n updateVertexBuffers[\"initialDirection\"] = source.createVertexBuffer(\"initialDirection\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent.noiseTexture) {\r\n updateVertexBuffers[\"noiseCoordinates1\"] = source.createVertexBuffer(\"noiseCoordinates1\", offset, 3);\r\n offset += 3;\r\n updateVertexBuffers[\"noiseCoordinates2\"] = source.createVertexBuffer(\"noiseCoordinates2\", offset, 3);\r\n offset += 3;\r\n }\r\n\r\n if (this._parent._angularSpeedGradientsTexture) {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 1);\r\n offset += 1;\r\n } else {\r\n updateVertexBuffers[\"angle\"] = source.createVertexBuffer(\"angle\", offset, 2);\r\n offset += 2;\r\n }\r\n\r\n if (this._parent._isAnimationSheetEnabled) {\r\n updateVertexBuffers[\"cellIndex\"] = source.createVertexBuffer(\"cellIndex\", offset, 1);\r\n offset += 1;\r\n if (this._parent.spriteRandomStartCell) {\r\n updateVertexBuffers[\"cellStartOffset\"] = source.createVertexBuffer(\"cellStartOffset\", offset, 1);\r\n }\r\n }\r\n\r\n const vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);\r\n this._engine.bindArrayBuffer(null);\r\n\r\n return vao;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.WebGL2ParticleSystem\", WebGL2ParticleSystem);\r\n"]}
@@ -162,7 +162,7 @@ export class _IblShadowsAccumulationPass {
162
162
  width: this._engine.getRenderWidth(),
163
163
  height: this._engine.getRenderHeight(),
164
164
  }, "iblShadowAccumulation", this._scene, outputTextureOptions);
165
- this._outputTexture.refreshRate = 1;
165
+ this._outputTexture.refreshRate = -1;
166
166
  this._outputTexture.autoClear = false;
167
167
  this._outputTexture.onGeneratedObservable.addOnce(() => {
168
168
  this.onReadyObservable.notifyObservers();
@@ -1 +1 @@
1
- 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{ Constants } from \"../../Engines/constants\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess, type PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture, type IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { type IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport { Observable, type EventState } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\n\r\n/**\r\n * This should not be instantiated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsAccumulationPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n\r\n // First, render the accumulation pass with both position buffers, motion buffer, shadow buffer, and the previous accumulation buffer\r\n private _outputTexture: ProceduralTexture;\r\n private _oldAccumulationCopy: ProceduralTexture;\r\n private _oldPositionCopy: ProceduralTexture;\r\n private _accumulationParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Observable that triggers when the accumulation texture is ready\r\n */\r\n public onReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Shadow Accumulation Debug Pass\";\r\n\r\n /**\r\n * Gets the name of the debug pass\r\n * @returns The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public get remanence(): number {\r\n return this._remanence;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public set remanence(value: number) {\r\n this._remanence = value;\r\n }\r\n private _remanence: number = 0.9;\r\n\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public get reset(): boolean {\r\n return this._reset;\r\n }\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public set reset(value: boolean) {\r\n this._reset = value;\r\n }\r\n private _reset: boolean = true;\r\n\r\n /**\r\n * Tell the pass that the camera is moving. This will cause the accumulation\r\n * rate to change.\r\n */\r\n public set isMoving(value: boolean) {\r\n this._isMoving = value;\r\n }\r\n private _isMoving: boolean = false;\r\n\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n if (!this._debugPassPP) {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the accumulation pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The accumulation pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n\r\n const outputTextureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowAccumulation.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowAccumulation.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"shadowAccumulationPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowAccumulation\",\r\n this._scene,\r\n outputTextureOptions\r\n );\r\n this._outputTexture.refreshRate = 1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.onGeneratedObservable.addOnce(() => {\r\n this.onReadyObservable.notifyObservers();\r\n });\r\n\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setOutputTextureBindings();\r\n\r\n this._renderWhenGBufferReady = this._render.bind(this);\r\n // Don't start rendering until the first vozelization is done.\r\n this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {\r\n if (this._scene.geometryBufferRenderer) {\r\n this._scene.geometryBufferRenderer.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);\r\n }\r\n });\r\n\r\n // Create the accumulation texture for the previous frame.\r\n // We'll copy the output of the accumulation pass to this texture at the start of every frame.\r\n const accumulationOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/pass.fragment\")]);\r\n }\r\n },\r\n };\r\n\r\n this._oldAccumulationCopy = new ProceduralTexture(\r\n \"oldAccumulationRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n \"pass\",\r\n this._scene,\r\n accumulationOptions,\r\n false\r\n );\r\n\r\n this._oldAccumulationCopy.autoClear = false;\r\n this._oldAccumulationCopy.refreshRate = 1;\r\n this._oldAccumulationCopy.onBeforeGenerationObservable.add(this._setAccumulationCopyBindings.bind(this));\r\n this._setAccumulationCopyBindings();\r\n\r\n // Create the local position texture for the previous frame.\r\n // We'll copy the previous local position texture to this texture at the start of every frame.\r\n const localPositionOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/pass.fragment\")]);\r\n }\r\n },\r\n };\r\n\r\n this._oldPositionCopy = new ProceduralTexture(\r\n \"oldLocalPositionRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n \"pass\",\r\n this._scene,\r\n localPositionOptions,\r\n false\r\n );\r\n this._updatePositionCopy();\r\n this._oldPositionCopy.autoClear = false;\r\n this._oldPositionCopy.refreshRate = 1;\r\n this._oldPositionCopy.onBeforeGenerationObservable.add(this._updatePositionCopy.bind(this));\r\n }\r\n\r\n private _setOutputTextureBindings(): boolean {\r\n const remanence = this._isMoving ? this.remanence : 0.99;\r\n this._accumulationParams.set(remanence, this.reset ? 1.0 : 0.0, this._renderPipeline.voxelGridSize, 0.0);\r\n this._outputTexture.setTexture(\"spatialBlurSampler\", this._renderPipeline._getSpatialBlurTexture());\r\n this._outputTexture.setVector4(\"accumulationParameters\", this._accumulationParams);\r\n this._outputTexture.setTexture(\"oldAccumulationSampler\", this._oldAccumulationCopy ? this._oldAccumulationCopy : this._renderPipeline._dummyTexture2d);\r\n this._outputTexture.setTexture(\"prevPositionSampler\", this._oldPositionCopy ? this._oldPositionCopy : this._renderPipeline._dummyTexture2d);\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return false;\r\n }\r\n const velocityIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"motionSampler\", geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n const wPositionIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"positionSampler\", geometryBufferRenderer.getGBuffer().textures[wPositionIndex]);\r\n\r\n this.reset = false;\r\n this._isMoving = false;\r\n return true;\r\n }\r\n\r\n private _updatePositionCopy() {\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (geometryBufferRenderer) {\r\n const index = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n this._oldPositionCopy.setTexture(\"textureSampler\", geometryBufferRenderer.getGBuffer().textures[index]);\r\n }\r\n }\r\n\r\n private _setAccumulationCopyBindings() {\r\n this._oldAccumulationCopy.setTexture(\"textureSampler\", this._outputTexture);\r\n }\r\n\r\n private _render() {\r\n if (this.enabled && this._outputTexture.isReady() && this._outputTexture.getEffect()?.isReady()) {\r\n if (this._setOutputTextureBindings()) {\r\n this._outputTexture.render();\r\n }\r\n }\r\n }\r\n\r\n private _renderWhenGBufferReady: Nullable<(eventData: number, eventState: EventState) => void> = null;\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n // Don't resize if the size is the same as the current size.\r\n if (this._outputTexture.getSize().width === newSize.width && this._outputTexture.getSize().height === newSize.height) {\r\n return;\r\n }\r\n this._outputTexture.resize(newSize, false);\r\n this._oldAccumulationCopy.resize(newSize, false);\r\n this._oldPositionCopy.resize({ width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, false);\r\n this.reset = true;\r\n }\r\n\r\n private _disposeTextures() {\r\n this._oldAccumulationCopy.dispose();\r\n this._oldPositionCopy.dispose();\r\n this._outputTexture.dispose();\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._oldAccumulationCopy &&\r\n this._oldAccumulationCopy.isReady() &&\r\n this._oldPositionCopy &&\r\n this._oldPositionCopy.isReady() &&\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady())\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n if (this._scene.geometryBufferRenderer && this._renderWhenGBufferReady) {\r\n const gBuffer = this._scene.geometryBufferRenderer.getGBuffer();\r\n gBuffer.onAfterRenderObservable.removeCallback(this._renderWhenGBufferReady);\r\n }\r\n this._disposeTextures();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n this.onReadyObservable.clear();\r\n }\r\n}\r\n"]}
1
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{ Constants } from \"../../Engines/constants\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { PostProcess, type PostProcessOptions } from \"../../PostProcesses/postProcess\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer } from \"../../Rendering/geometryBufferRenderer\";\r\nimport { ProceduralTexture, type IProceduralTextureCreationOptions } from \"core/Materials/Textures/Procedurals/proceduralTexture\";\r\nimport { type IblShadowsRenderPipeline } from \"./iblShadowsRenderPipeline\";\r\nimport { Observable, type EventState } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\n\r\n/**\r\n * This should not be instantiated directly, as it is part of a scene component\r\n * @internal\r\n */\r\nexport class _IblShadowsAccumulationPass {\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n private _renderPipeline: IblShadowsRenderPipeline;\r\n\r\n // First, render the accumulation pass with both position buffers, motion buffer, shadow buffer, and the previous accumulation buffer\r\n private _outputTexture: ProceduralTexture;\r\n private _oldAccumulationCopy: ProceduralTexture;\r\n private _oldPositionCopy: ProceduralTexture;\r\n private _accumulationParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /** Enable the debug view for this pass */\r\n public debugEnabled: boolean = false;\r\n\r\n /**\r\n * Is the effect enabled\r\n */\r\n public enabled: boolean = true;\r\n\r\n /**\r\n * Returns the output texture of the pass.\r\n * @returns The output texture.\r\n */\r\n public getOutputTexture(): ProceduralTexture {\r\n return this._outputTexture;\r\n }\r\n\r\n /**\r\n * Observable that triggers when the accumulation texture is ready\r\n */\r\n public onReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * Gets the debug pass post process\r\n * @returns The post process\r\n */\r\n public getDebugPassPP(): PostProcess {\r\n if (!this._debugPassPP) {\r\n this._createDebugPass();\r\n }\r\n return this._debugPassPP;\r\n }\r\n\r\n private _debugPassName: string = \"Shadow Accumulation Debug Pass\";\r\n\r\n /**\r\n * Gets the name of the debug pass\r\n * @returns The name of the debug pass\r\n */\r\n public get debugPassName(): string {\r\n return this._debugPassName;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public get remanence(): number {\r\n return this._remanence;\r\n }\r\n\r\n /**\r\n * A value that controls how much of the previous frame's accumulation to keep.\r\n * The higher the value, the faster the shadows accumulate but the more potential ghosting you'll see.\r\n */\r\n public set remanence(value: number) {\r\n this._remanence = value;\r\n }\r\n private _remanence: number = 0.9;\r\n\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public get reset(): boolean {\r\n return this._reset;\r\n }\r\n /**\r\n * Reset the accumulation.\r\n */\r\n public set reset(value: boolean) {\r\n this._reset = value;\r\n }\r\n private _reset: boolean = true;\r\n\r\n /**\r\n * Tell the pass that the camera is moving. This will cause the accumulation\r\n * rate to change.\r\n */\r\n public set isMoving(value: boolean) {\r\n this._isMoving = value;\r\n }\r\n private _isMoving: boolean = false;\r\n\r\n private _debugPassPP: PostProcess;\r\n private _debugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Sets params that control the position and scaling of the debug display on the screen.\r\n * @param x Screen X offset of the debug display (0-1)\r\n * @param y Screen Y offset of the debug display (0-1)\r\n * @param widthScale X scale of the debug display (0-1)\r\n * @param heightScale Y scale of the debug display (0-1)\r\n */\r\n public setDebugDisplayParams(x: number, y: number, widthScale: number, heightScale: number) {\r\n this._debugSizeParams.set(x, y, widthScale, heightScale);\r\n }\r\n\r\n /**\r\n * Creates the debug post process effect for this pass\r\n */\r\n private _createDebugPass() {\r\n if (!this._debugPassPP) {\r\n const isWebGPU = this._engine.isWebGPU;\r\n const debugOptions: PostProcessOptions = {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n uniforms: [\"sizeParams\"],\r\n samplers: [\"debugSampler\"],\r\n engine: this._engine,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._debugPassPP = new PostProcess(this.debugPassName, \"iblShadowDebug\", debugOptions);\r\n this._debugPassPP.autoClear = false;\r\n this._debugPassPP.onApplyObservable.add((effect) => {\r\n // update the caustic texture with what we just rendered.\r\n effect.setTexture(\"debugSampler\", this._outputTexture);\r\n effect.setVector4(\"sizeParams\", this._debugSizeParams);\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates the accumulation pass\r\n * @param scene Scene to attach to\r\n * @param iblShadowsRenderPipeline The IBL shadows render pipeline\r\n * @returns The accumulation pass\r\n */\r\n constructor(scene: Scene, iblShadowsRenderPipeline: IblShadowsRenderPipeline) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n this._renderPipeline = iblShadowsRenderPipeline;\r\n this._createTextures();\r\n }\r\n\r\n private _createTextures() {\r\n const isWebGPU = this._engine.isWebGPU;\r\n\r\n const outputTextureOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/iblShadowAccumulation.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/iblShadowAccumulation.fragment\")]);\r\n }\r\n },\r\n };\r\n this._outputTexture = new ProceduralTexture(\r\n \"shadowAccumulationPass\",\r\n {\r\n width: this._engine.getRenderWidth(),\r\n height: this._engine.getRenderHeight(),\r\n },\r\n \"iblShadowAccumulation\",\r\n this._scene,\r\n outputTextureOptions\r\n );\r\n this._outputTexture.refreshRate = -1;\r\n this._outputTexture.autoClear = false;\r\n this._outputTexture.onGeneratedObservable.addOnce(() => {\r\n this.onReadyObservable.notifyObservers();\r\n });\r\n\r\n // Need to set all the textures first so that the effect gets created with the proper uniforms.\r\n this._setOutputTextureBindings();\r\n\r\n this._renderWhenGBufferReady = this._render.bind(this);\r\n // Don't start rendering until the first vozelization is done.\r\n this._renderPipeline.onVoxelizationCompleteObservable.addOnce(() => {\r\n if (this._scene.geometryBufferRenderer) {\r\n this._scene.geometryBufferRenderer.getGBuffer().onAfterRenderObservable.add(this._renderWhenGBufferReady);\r\n }\r\n });\r\n\r\n // Create the accumulation texture for the previous frame.\r\n // We'll copy the output of the accumulation pass to this texture at the start of every frame.\r\n const accumulationOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/pass.fragment\")]);\r\n }\r\n },\r\n };\r\n\r\n this._oldAccumulationCopy = new ProceduralTexture(\r\n \"oldAccumulationRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n \"pass\",\r\n this._scene,\r\n accumulationOptions,\r\n false\r\n );\r\n\r\n this._oldAccumulationCopy.autoClear = false;\r\n this._oldAccumulationCopy.refreshRate = 1;\r\n this._oldAccumulationCopy.onBeforeGenerationObservable.add(this._setAccumulationCopyBindings.bind(this));\r\n this._setAccumulationCopyBindings();\r\n\r\n // Create the local position texture for the previous frame.\r\n // We'll copy the previous local position texture to this texture at the start of every frame.\r\n const localPositionOptions: IProceduralTextureCreationOptions = {\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateMipMaps: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializationsAsync: async () => {\r\n if (isWebGPU) {\r\n await Promise.all([import(\"../../ShadersWGSL/pass.fragment\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/pass.fragment\")]);\r\n }\r\n },\r\n };\r\n\r\n this._oldPositionCopy = new ProceduralTexture(\r\n \"oldLocalPositionRT\",\r\n { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() },\r\n \"pass\",\r\n this._scene,\r\n localPositionOptions,\r\n false\r\n );\r\n this._updatePositionCopy();\r\n this._oldPositionCopy.autoClear = false;\r\n this._oldPositionCopy.refreshRate = 1;\r\n this._oldPositionCopy.onBeforeGenerationObservable.add(this._updatePositionCopy.bind(this));\r\n }\r\n\r\n private _setOutputTextureBindings(): boolean {\r\n const remanence = this._isMoving ? this.remanence : 0.99;\r\n this._accumulationParams.set(remanence, this.reset ? 1.0 : 0.0, this._renderPipeline.voxelGridSize, 0.0);\r\n this._outputTexture.setTexture(\"spatialBlurSampler\", this._renderPipeline._getSpatialBlurTexture());\r\n this._outputTexture.setVector4(\"accumulationParameters\", this._accumulationParams);\r\n this._outputTexture.setTexture(\"oldAccumulationSampler\", this._oldAccumulationCopy ? this._oldAccumulationCopy : this._renderPipeline._dummyTexture2d);\r\n this._outputTexture.setTexture(\"prevPositionSampler\", this._oldPositionCopy ? this._oldPositionCopy : this._renderPipeline._dummyTexture2d);\r\n\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (!geometryBufferRenderer) {\r\n return false;\r\n }\r\n const velocityIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"motionSampler\", geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n const wPositionIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n this._outputTexture.setTexture(\"positionSampler\", geometryBufferRenderer.getGBuffer().textures[wPositionIndex]);\r\n\r\n this.reset = false;\r\n this._isMoving = false;\r\n return true;\r\n }\r\n\r\n private _updatePositionCopy() {\r\n const geometryBufferRenderer = this._scene.geometryBufferRenderer;\r\n if (geometryBufferRenderer) {\r\n const index = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n this._oldPositionCopy.setTexture(\"textureSampler\", geometryBufferRenderer.getGBuffer().textures[index]);\r\n }\r\n }\r\n\r\n private _setAccumulationCopyBindings() {\r\n this._oldAccumulationCopy.setTexture(\"textureSampler\", this._outputTexture);\r\n }\r\n\r\n private _render() {\r\n if (this.enabled && this._outputTexture.isReady() && this._outputTexture.getEffect()?.isReady()) {\r\n if (this._setOutputTextureBindings()) {\r\n this._outputTexture.render();\r\n }\r\n }\r\n }\r\n\r\n private _renderWhenGBufferReady: Nullable<(eventData: number, eventState: EventState) => void> = null;\r\n\r\n /**\r\n * Called by render pipeline when canvas resized.\r\n * @param scaleFactor The factor by which to scale the canvas size.\r\n */\r\n public resize(scaleFactor: number = 1.0) {\r\n const newSize = {\r\n width: Math.max(1.0, Math.floor(this._engine.getRenderWidth() * scaleFactor)),\r\n height: Math.max(1.0, Math.floor(this._engine.getRenderHeight() * scaleFactor)),\r\n };\r\n // Don't resize if the size is the same as the current size.\r\n if (this._outputTexture.getSize().width === newSize.width && this._outputTexture.getSize().height === newSize.height) {\r\n return;\r\n }\r\n this._outputTexture.resize(newSize, false);\r\n this._oldAccumulationCopy.resize(newSize, false);\r\n this._oldPositionCopy.resize({ width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, false);\r\n this.reset = true;\r\n }\r\n\r\n private _disposeTextures() {\r\n this._oldAccumulationCopy.dispose();\r\n this._oldPositionCopy.dispose();\r\n this._outputTexture.dispose();\r\n }\r\n\r\n /**\r\n * Checks if the pass is ready\r\n * @returns true if the pass is ready\r\n */\r\n public isReady() {\r\n return (\r\n this._oldAccumulationCopy &&\r\n this._oldAccumulationCopy.isReady() &&\r\n this._oldPositionCopy &&\r\n this._oldPositionCopy.isReady() &&\r\n this._outputTexture.isReady() &&\r\n !(this._debugPassPP && !this._debugPassPP.isReady())\r\n );\r\n }\r\n\r\n /**\r\n * Disposes the associated resources\r\n */\r\n public dispose() {\r\n if (this._scene.geometryBufferRenderer && this._renderWhenGBufferReady) {\r\n const gBuffer = this._scene.geometryBufferRenderer.getGBuffer();\r\n gBuffer.onAfterRenderObservable.removeCallback(this._renderWhenGBufferReady);\r\n }\r\n this._disposeTextures();\r\n if (this._debugPassPP) {\r\n this._debugPassPP.dispose();\r\n }\r\n this.onReadyObservable.clear();\r\n }\r\n}\r\n"]}
@@ -25,7 +25,9 @@ export declare class IBLShadowsPluginMaterial extends MaterialPluginBase {
25
25
  /**
26
26
  * The texture containing the contribution from IBL shadows.
27
27
  */
28
- iblShadowsTexture: InternalTexture;
28
+ private _iblShadowsTexture;
29
+ get iblShadowsTexture(): InternalTexture;
30
+ set iblShadowsTexture(value: InternalTexture);
29
31
  /**
30
32
  * The opacity of the shadows.
31
33
  */
@@ -19,6 +19,16 @@ class MaterialIBLShadowsRenderDefines extends MaterialDefines {
19
19
  * Plugin used to render the contribution from IBL shadows.
20
20
  */
21
21
  export class IBLShadowsPluginMaterial extends MaterialPluginBase {
22
+ get iblShadowsTexture() {
23
+ return this._iblShadowsTexture;
24
+ }
25
+ set iblShadowsTexture(value) {
26
+ if (this._iblShadowsTexture === value) {
27
+ return;
28
+ }
29
+ this._iblShadowsTexture = value;
30
+ this._markAllSubMeshesAsTexturesDirty();
31
+ }
22
32
  get isColored() {
23
33
  return this._isColored;
24
34
  }
@@ -101,7 +111,7 @@ export class IBLShadowsPluginMaterial extends MaterialPluginBase {
101
111
  samplers.push("iblShadowsTexture");
102
112
  }
103
113
  bindForSubMesh(uniformBuffer) {
104
- if (this._isEnabled) {
114
+ if (this._isEnabled && this.iblShadowsTexture) {
105
115
  uniformBuffer.bindTexture("iblShadowsTexture", this.iblShadowsTexture);
106
116
  uniformBuffer.updateFloat2("renderTargetSize", this._material.getScene().getEngine().getRenderWidth(), this._material.getScene().getEngine().getRenderHeight());
107
117
  uniformBuffer.updateFloat("shadowOpacity", this.shadowOpacity);
@@ -1 +1 @@
1
- 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{ MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport { type InternalTexture } from \"core/Materials/Textures/internalTexture\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { type UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { expandToProperty, serialize } from \"core/Misc/decorators\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type OpenPBRMaterial } from \"core/Materials/PBR/openpbrMaterial\";\r\n/**\r\n * @internal\r\n */\r\nclass MaterialIBLShadowsRenderDefines extends MaterialDefines {\r\n public RENDER_WITH_IBL_SHADOWS = false;\r\n public COLORED_IBL_SHADOWS = false;\r\n}\r\n\r\n/**\r\n * Plugin used to render the contribution from IBL shadows.\r\n */\r\nexport class IBLShadowsPluginMaterial extends MaterialPluginBase {\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public static readonly Name = \"IBLShadowsPluginMaterial\";\r\n\r\n /**\r\n * The texture containing the contribution from IBL shadows.\r\n */\r\n public iblShadowsTexture: InternalTexture;\r\n\r\n /**\r\n * The opacity of the shadows.\r\n */\r\n @serialize()\r\n public shadowOpacity: number = 1.0;\r\n\r\n private _isEnabled = false;\r\n private _isColored = false;\r\n public get isColored(): boolean {\r\n return this._isColored;\r\n }\r\n public set isColored(value: boolean) {\r\n if (this._isColored === value) {\r\n return;\r\n }\r\n this._isColored = value;\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n /**\r\n * Defines if the plugin is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n protected _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a give shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n constructor(material: Material | StandardMaterial | PBRBaseMaterial | OpenPBRMaterial) {\r\n super(material, IBLShadowsPluginMaterial.Name, 310, new MaterialIBLShadowsRenderDefines());\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n private _isOpenPBRMaterial(): boolean {\r\n return this._material.getClassName() === \"OpenPBRMaterial\";\r\n }\r\n\r\n public override prepareDefines(defines: MaterialIBLShadowsRenderDefines) {\r\n defines.RENDER_WITH_IBL_SHADOWS = this._isEnabled;\r\n defines.COLORED_IBL_SHADOWS = this.isColored;\r\n }\r\n\r\n public override getClassName() {\r\n return \"IBLShadowsPluginMaterial\";\r\n }\r\n\r\n public override getUniforms(_shaderLanguage: ShaderLanguage) {\r\n const result: any = {};\r\n result.ubo = [];\r\n if (this._isOpenPBRMaterial()) {\r\n if (_shaderLanguage === ShaderLanguage.WGSL) {\r\n result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS\r\n var shadowOpacity: f32;\r\n #endif`;\r\n } else {\r\n result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS\r\n uniform float shadowOpacity;\r\n #endif`;\r\n }\r\n } else {\r\n result.ubo.push({ name: \"renderTargetSize\", size: 2, type: \"vec2\" });\r\n if (_shaderLanguage === ShaderLanguage.WGSL) {\r\n result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS\r\n var renderTargetSize: vec2f;\r\n var shadowOpacity: f32;\r\n #endif`;\r\n } else {\r\n result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS\r\n uniform vec2 renderTargetSize;\r\n uniform float shadowOpacity;\r\n #endif`;\r\n }\r\n }\r\n result.ubo.push({ name: \"shadowOpacity\", size: 1, type: \"float\" });\r\n return result;\r\n }\r\n\r\n public override getSamplers(samplers: string[]) {\r\n samplers.push(\"iblShadowsTexture\");\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (this._isEnabled) {\r\n uniformBuffer.bindTexture(\"iblShadowsTexture\", this.iblShadowsTexture);\r\n uniformBuffer.updateFloat2(\"renderTargetSize\", this._material.getScene().getEngine().getRenderWidth(), this._material.getScene().getEngine().getRenderHeight());\r\n uniformBuffer.updateFloat(\"shadowOpacity\", this.shadowOpacity);\r\n }\r\n }\r\n\r\n public override getCustomCode(shaderType: string, shaderLanguage: ShaderLanguage) {\r\n let frag: { [name: string]: string };\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n frag = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n var iblShadowsTextureSampler: sampler;\r\n var iblShadowsTexture: texture_2d<f32>;\r\n\r\n #ifdef COLORED_IBL_SHADOWS\r\n fn computeIndirectShadow() -> vec3f {\r\n var uv = fragmentInputs.position.xy / uniforms.renderTargetSize;\r\n var shadowValue: vec3f = textureSample(iblShadowsTexture, iblShadowsTextureSampler, uv).rgb;\r\n return mix(shadowValue, vec3f(1.0), 1.0 - uniforms.shadowOpacity);\r\n }\r\n #else\r\n fn computeIndirectShadow() -> vec2f {\r\n var uv = fragmentInputs.position.xy / uniforms.renderTargetSize;\r\n var shadowValue: vec2f = textureSample(iblShadowsTexture, iblShadowsTextureSampler, uv).rg;\r\n return mix(shadowValue, vec2f(1.0), 1.0 - uniforms.shadowOpacity);\r\n }\r\n #endif\r\n #endif\r\n `,\r\n };\r\n\r\n if (this._material instanceof PBRBaseMaterial) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n var shadowValue: vec3f = computeIndirectShadow();\r\n finalIrradiance *= shadowValue;\r\n finalRadianceScaled *= mix(vec3f(1.0), shadowValue, roughness);\r\n #else\r\n var shadowValue: vec2f = computeIndirectShadow();\r\n finalIrradiance *= vec3f(shadowValue.x);\r\n finalRadianceScaled *= vec3f(mix(pow(shadowValue.y, 4.0), shadowValue.x, roughness));\r\n #endif\r\n #endif\r\n #else\r\n finalDiffuse *= computeIndirectShadow().x;\r\n #endif\r\n #endif\r\n `;\r\n } else if (this._isOpenPBRMaterial()) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n var shadowValue: vec3f = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, shadowValue);\r\n #else\r\n var shadowValue: vec2f = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, vec3f(shadowValue.x));\r\n specular_ambient_occlusion = min(specular_ambient_occlusion, pow(shadowValue.y, 4.0));\r\n #endif\r\n #endif\r\n #else\r\n ambient_occlusion = min(ambient_occlusion, vec3f(computeIndirectShadow().x));\r\n #endif\r\n #endif\r\n `;\r\n } else {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifdef COLORED_IBL_SHADOWS\r\n var shadowValue: vec3f = computeIndirectShadow();\r\n color *= toGammaSpace(vec4f(shadowValue, 1.0f));\r\n #else\r\n var shadowValue: vec2f = computeIndirectShadow();\r\n color *= toGammaSpace(vec4f(shadowValue.x, shadowValue.x, shadowValue.x, 1.0f));\r\n #endif\r\n #endif\r\n `;\r\n }\r\n } else {\r\n frag = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n uniform sampler2D iblShadowsTexture;\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 computeIndirectShadow() {\r\n vec2 uv = gl_FragCoord.xy / renderTargetSize;\r\n vec3 shadowValue = texture2D(iblShadowsTexture, uv).rgb;\r\n return mix(shadowValue.rgb, vec3(1.0), 1.0 - shadowOpacity);\r\n }\r\n #else\r\n vec2 computeIndirectShadow() {\r\n vec2 uv = gl_FragCoord.xy / renderTargetSize;\r\n vec2 shadowValue = texture2D(iblShadowsTexture, uv).rg;\r\n return mix(shadowValue.rg, vec2(1.0), 1.0 - shadowOpacity);\r\n }\r\n #endif\r\n #endif\r\n `,\r\n };\r\n\r\n if (this._material instanceof PBRBaseMaterial) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 shadowValue = computeIndirectShadow();\r\n finalIrradiance.rgb *= shadowValue.rgb;\r\n finalRadianceScaled *= mix(vec3(1.0), shadowValue.rgb, roughness);\r\n #else\r\n vec2 shadowValue = computeIndirectShadow();\r\n finalIrradiance *= shadowValue.x;\r\n finalRadianceScaled *= mix(pow(shadowValue.y, 4.0), shadowValue.x, roughness);\r\n #endif\r\n #endif\r\n #else\r\n finalDiffuse *= computeIndirectShadow().x;\r\n #endif\r\n #endif\r\n `;\r\n } else if (this._isOpenPBRMaterial()) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 shadowValue = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, shadowValue);\r\n #else\r\n vec2 shadowValue = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, vec3(shadowValue.x));\r\n specular_ambient_occlusion = min(specular_ambient_occlusion, pow(shadowValue.y, 4.0));\r\n #endif\r\n #endif\r\n #else\r\n ambient_occlusion = min(ambient_occlusion, vec3(computeIndirectShadow().x));\r\n #endif\r\n #endif\r\n `;\r\n } else {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 shadowValue = computeIndirectShadow();\r\n color.rgb *= toGammaSpace(shadowValue.rgb);\r\n #else\r\n vec2 shadowValue = computeIndirectShadow();\r\n color.rgb *= toGammaSpace(shadowValue.x);\r\n #endif\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n return shaderType === \"vertex\" ? null : frag;\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.IBLShadowsPluginMaterial`, IBLShadowsPluginMaterial);\r\n"]}
1
+ 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{ MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialPluginBase } from \"core/Materials/materialPluginBase\";\r\nimport { type InternalTexture } from \"core/Materials/Textures/internalTexture\";\r\nimport { type Material } from \"core/Materials/material\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { type StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial\";\r\nimport { type UniformBuffer } from \"core/Materials/uniformBuffer\";\r\nimport { expandToProperty, serialize } from \"core/Misc/decorators\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type OpenPBRMaterial } from \"core/Materials/PBR/openpbrMaterial\";\r\n/**\r\n * @internal\r\n */\r\nclass MaterialIBLShadowsRenderDefines extends MaterialDefines {\r\n public RENDER_WITH_IBL_SHADOWS = false;\r\n public COLORED_IBL_SHADOWS = false;\r\n}\r\n\r\n/**\r\n * Plugin used to render the contribution from IBL shadows.\r\n */\r\nexport class IBLShadowsPluginMaterial extends MaterialPluginBase {\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public static readonly Name = \"IBLShadowsPluginMaterial\";\r\n\r\n /**\r\n * The texture containing the contribution from IBL shadows.\r\n */\r\n private _iblShadowsTexture!: InternalTexture;\r\n\r\n public get iblShadowsTexture(): InternalTexture {\r\n return this._iblShadowsTexture;\r\n }\r\n\r\n public set iblShadowsTexture(value: InternalTexture) {\r\n if (this._iblShadowsTexture === value) {\r\n return;\r\n }\r\n\r\n this._iblShadowsTexture = value;\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n /**\r\n * The opacity of the shadows.\r\n */\r\n @serialize()\r\n public shadowOpacity: number = 1.0;\r\n\r\n private _isEnabled = false;\r\n private _isColored = false;\r\n public get isColored(): boolean {\r\n return this._isColored;\r\n }\r\n public set isColored(value: boolean) {\r\n if (this._isColored === value) {\r\n return;\r\n }\r\n this._isColored = value;\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n /**\r\n * Defines if the plugin is enabled in the material.\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public isEnabled = false;\r\n\r\n protected _markAllSubMeshesAsTexturesDirty(): void {\r\n this._enable(this._isEnabled);\r\n this._internalMarkAllSubMeshesAsTexturesDirty();\r\n }\r\n\r\n private _internalMarkAllSubMeshesAsTexturesDirty: () => void;\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a give shader language.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public override isCompatible(): boolean {\r\n return true;\r\n }\r\n\r\n constructor(material: Material | StandardMaterial | PBRBaseMaterial | OpenPBRMaterial) {\r\n super(material, IBLShadowsPluginMaterial.Name, 310, new MaterialIBLShadowsRenderDefines());\r\n this._internalMarkAllSubMeshesAsTexturesDirty = material._dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];\r\n }\r\n\r\n private _isOpenPBRMaterial(): boolean {\r\n return this._material.getClassName() === \"OpenPBRMaterial\";\r\n }\r\n\r\n public override prepareDefines(defines: MaterialIBLShadowsRenderDefines) {\r\n defines.RENDER_WITH_IBL_SHADOWS = this._isEnabled;\r\n defines.COLORED_IBL_SHADOWS = this.isColored;\r\n }\r\n\r\n public override getClassName() {\r\n return \"IBLShadowsPluginMaterial\";\r\n }\r\n\r\n public override getUniforms(_shaderLanguage: ShaderLanguage) {\r\n const result: any = {};\r\n result.ubo = [];\r\n if (this._isOpenPBRMaterial()) {\r\n if (_shaderLanguage === ShaderLanguage.WGSL) {\r\n result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS\r\n var shadowOpacity: f32;\r\n #endif`;\r\n } else {\r\n result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS\r\n uniform float shadowOpacity;\r\n #endif`;\r\n }\r\n } else {\r\n result.ubo.push({ name: \"renderTargetSize\", size: 2, type: \"vec2\" });\r\n if (_shaderLanguage === ShaderLanguage.WGSL) {\r\n result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS\r\n var renderTargetSize: vec2f;\r\n var shadowOpacity: f32;\r\n #endif`;\r\n } else {\r\n result.fragment = `#ifdef RENDER_WITH_IBL_SHADOWS\r\n uniform vec2 renderTargetSize;\r\n uniform float shadowOpacity;\r\n #endif`;\r\n }\r\n }\r\n result.ubo.push({ name: \"shadowOpacity\", size: 1, type: \"float\" });\r\n return result;\r\n }\r\n\r\n public override getSamplers(samplers: string[]) {\r\n samplers.push(\"iblShadowsTexture\");\r\n }\r\n\r\n public override bindForSubMesh(uniformBuffer: UniformBuffer) {\r\n if (this._isEnabled && this.iblShadowsTexture) {\r\n uniformBuffer.bindTexture(\"iblShadowsTexture\", this.iblShadowsTexture);\r\n uniformBuffer.updateFloat2(\"renderTargetSize\", this._material.getScene().getEngine().getRenderWidth(), this._material.getScene().getEngine().getRenderHeight());\r\n uniformBuffer.updateFloat(\"shadowOpacity\", this.shadowOpacity);\r\n }\r\n }\r\n\r\n public override getCustomCode(shaderType: string, shaderLanguage: ShaderLanguage) {\r\n let frag: { [name: string]: string };\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n frag = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n var iblShadowsTextureSampler: sampler;\r\n var iblShadowsTexture: texture_2d<f32>;\r\n\r\n #ifdef COLORED_IBL_SHADOWS\r\n fn computeIndirectShadow() -> vec3f {\r\n var uv = fragmentInputs.position.xy / uniforms.renderTargetSize;\r\n var shadowValue: vec3f = textureSample(iblShadowsTexture, iblShadowsTextureSampler, uv).rgb;\r\n return mix(shadowValue, vec3f(1.0), 1.0 - uniforms.shadowOpacity);\r\n }\r\n #else\r\n fn computeIndirectShadow() -> vec2f {\r\n var uv = fragmentInputs.position.xy / uniforms.renderTargetSize;\r\n var shadowValue: vec2f = textureSample(iblShadowsTexture, iblShadowsTextureSampler, uv).rg;\r\n return mix(shadowValue, vec2f(1.0), 1.0 - uniforms.shadowOpacity);\r\n }\r\n #endif\r\n #endif\r\n `,\r\n };\r\n\r\n if (this._material instanceof PBRBaseMaterial) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n var shadowValue: vec3f = computeIndirectShadow();\r\n finalIrradiance *= shadowValue;\r\n finalRadianceScaled *= mix(vec3f(1.0), shadowValue, roughness);\r\n #else\r\n var shadowValue: vec2f = computeIndirectShadow();\r\n finalIrradiance *= vec3f(shadowValue.x);\r\n finalRadianceScaled *= vec3f(mix(pow(shadowValue.y, 4.0), shadowValue.x, roughness));\r\n #endif\r\n #endif\r\n #else\r\n finalDiffuse *= computeIndirectShadow().x;\r\n #endif\r\n #endif\r\n `;\r\n } else if (this._isOpenPBRMaterial()) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n var shadowValue: vec3f = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, shadowValue);\r\n #else\r\n var shadowValue: vec2f = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, vec3f(shadowValue.x));\r\n specular_ambient_occlusion = min(specular_ambient_occlusion, pow(shadowValue.y, 4.0));\r\n #endif\r\n #endif\r\n #else\r\n ambient_occlusion = min(ambient_occlusion, vec3f(computeIndirectShadow().x));\r\n #endif\r\n #endif\r\n `;\r\n } else {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifdef COLORED_IBL_SHADOWS\r\n var shadowValue: vec3f = computeIndirectShadow();\r\n color *= toGammaSpace(vec4f(shadowValue, 1.0f));\r\n #else\r\n var shadowValue: vec2f = computeIndirectShadow();\r\n color *= toGammaSpace(vec4f(shadowValue.x, shadowValue.x, shadowValue.x, 1.0f));\r\n #endif\r\n #endif\r\n `;\r\n }\r\n } else {\r\n frag = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n CUSTOM_FRAGMENT_DEFINITIONS: `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n uniform sampler2D iblShadowsTexture;\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 computeIndirectShadow() {\r\n vec2 uv = gl_FragCoord.xy / renderTargetSize;\r\n vec3 shadowValue = texture2D(iblShadowsTexture, uv).rgb;\r\n return mix(shadowValue.rgb, vec3(1.0), 1.0 - shadowOpacity);\r\n }\r\n #else\r\n vec2 computeIndirectShadow() {\r\n vec2 uv = gl_FragCoord.xy / renderTargetSize;\r\n vec2 shadowValue = texture2D(iblShadowsTexture, uv).rg;\r\n return mix(shadowValue.rg, vec2(1.0), 1.0 - shadowOpacity);\r\n }\r\n #endif\r\n #endif\r\n `,\r\n };\r\n\r\n if (this._material instanceof PBRBaseMaterial) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 shadowValue = computeIndirectShadow();\r\n finalIrradiance.rgb *= shadowValue.rgb;\r\n finalRadianceScaled *= mix(vec3(1.0), shadowValue.rgb, roughness);\r\n #else\r\n vec2 shadowValue = computeIndirectShadow();\r\n finalIrradiance *= shadowValue.x;\r\n finalRadianceScaled *= mix(pow(shadowValue.y, 4.0), shadowValue.x, roughness);\r\n #endif\r\n #endif\r\n #else\r\n finalDiffuse *= computeIndirectShadow().x;\r\n #endif\r\n #endif\r\n `;\r\n } else if (this._isOpenPBRMaterial()) {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_IBLLAYERCOMPOSITION\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifndef UNLIT\r\n #ifdef REFLECTION\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 shadowValue = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, shadowValue);\r\n #else\r\n vec2 shadowValue = computeIndirectShadow();\r\n ambient_occlusion = min(ambient_occlusion, vec3(shadowValue.x));\r\n specular_ambient_occlusion = min(specular_ambient_occlusion, pow(shadowValue.y, 4.0));\r\n #endif\r\n #endif\r\n #else\r\n ambient_occlusion = min(ambient_occlusion, vec3(computeIndirectShadow().x));\r\n #endif\r\n #endif\r\n `;\r\n } else {\r\n frag[\"CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\"] = `\r\n #ifdef RENDER_WITH_IBL_SHADOWS\r\n #ifdef COLORED_IBL_SHADOWS\r\n vec3 shadowValue = computeIndirectShadow();\r\n color.rgb *= toGammaSpace(shadowValue.rgb);\r\n #else\r\n vec2 shadowValue = computeIndirectShadow();\r\n color.rgb *= toGammaSpace(shadowValue.x);\r\n #endif\r\n #endif\r\n `;\r\n }\r\n }\r\n\r\n return shaderType === \"vertex\" ? null : frag;\r\n }\r\n}\r\n\r\nRegisterClass(`BABYLON.IBLShadowsPluginMaterial`, IBLShadowsPluginMaterial);\r\n"]}
@@ -228,25 +228,6 @@ export declare class IblShadowsRenderPipeline extends PostProcessRenderPipeline
228
228
  * Turn on or off the debug view of the CDF importance sampling data
229
229
  */
230
230
  set cdfDebugEnabled(enabled: boolean);
231
- /**
232
- * This displays the voxel grid in slices spread across the screen.
233
- * It also displays what slices of the model are stored in each layer
234
- * of the voxel grid. Each red stripe represents one layer while each gradient
235
- * (from bright red to black) represents the layers rendered in a single draw call.
236
- */
237
- get voxelDebugEnabled(): boolean;
238
- set voxelDebugEnabled(enabled: boolean);
239
- /**
240
- * When using tri-planar voxelization (the default), this value can be used to
241
- * display only the voxelization result for that axis. z-axis = 0, y-axis = 1, x-axis = 2
242
- */
243
- get voxelDebugAxis(): number;
244
- set voxelDebugAxis(axisNum: number);
245
- /**
246
- * Displays a given mip of the voxel grid. `voxelDebugAxis` must be undefined in this
247
- * case because we only generate mips for the combined voxel grid.
248
- */
249
- set voxelDebugDisplayMip(mipNum: number);
250
231
  /**
251
232
  * Display the debug view for just the shadow samples taken this frame.
252
233
  */
@@ -250,54 +250,6 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
250
250
  this._disableEffect(this.scene.iblCdfGenerator.debugPassName, this.cameras);
251
251
  }
252
252
  }
253
- /**
254
- * This displays the voxel grid in slices spread across the screen.
255
- * It also displays what slices of the model are stored in each layer
256
- * of the voxel grid. Each red stripe represents one layer while each gradient
257
- * (from bright red to black) represents the layers rendered in a single draw call.
258
- */
259
- get voxelDebugEnabled() {
260
- return this._voxelRenderer?.voxelDebugEnabled;
261
- }
262
- set voxelDebugEnabled(enabled) {
263
- if (!this._voxelRenderer) {
264
- return;
265
- }
266
- if (enabled && !this.allowDebugPasses) {
267
- Logger.Warn("Can't enable voxel debug view without setting allowDebugPasses to true.");
268
- return;
269
- }
270
- this._voxelRenderer.voxelDebugEnabled = enabled;
271
- if (enabled) {
272
- this._enableEffect(this._voxelRenderer.debugPassName, this.cameras);
273
- }
274
- else {
275
- this._disableEffect(this._voxelRenderer.debugPassName, this.cameras);
276
- }
277
- }
278
- /**
279
- * When using tri-planar voxelization (the default), this value can be used to
280
- * display only the voxelization result for that axis. z-axis = 0, y-axis = 1, x-axis = 2
281
- */
282
- get voxelDebugAxis() {
283
- return this._voxelRenderer?.voxelDebugAxis;
284
- }
285
- set voxelDebugAxis(axisNum) {
286
- if (!this._voxelRenderer) {
287
- return;
288
- }
289
- this._voxelRenderer.voxelDebugAxis = axisNum;
290
- }
291
- /**
292
- * Displays a given mip of the voxel grid. `voxelDebugAxis` must be undefined in this
293
- * case because we only generate mips for the combined voxel grid.
294
- */
295
- set voxelDebugDisplayMip(mipNum) {
296
- if (!this._voxelRenderer) {
297
- return;
298
- }
299
- this._voxelRenderer.setDebugMipNumber(mipNum);
300
- }
301
253
  /**
302
254
  * Display the debug view for just the shadow samples taken this frame.
303
255
  */
@@ -626,10 +578,26 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
626
578
  this._dummyTexture3d = new RawTexture3D(blackPixels, 1, 1, 1, 5, scene, false);
627
579
  // Setup the geometry buffer target formats
628
580
  const textureTypesAndFormats = {};
629
- textureTypesAndFormats[GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE] = { textureFormat: 6, textureType: 1 };
630
- textureTypesAndFormats[GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE] = { textureFormat: 7, textureType: 2 };
631
- textureTypesAndFormats[GeometryBufferRenderer.POSITION_TEXTURE_TYPE] = { textureFormat: 5, textureType: 2 };
632
- textureTypesAndFormats[GeometryBufferRenderer.NORMAL_TEXTURE_TYPE] = { textureFormat: 5, textureType: 2 };
581
+ textureTypesAndFormats[GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE] = {
582
+ textureFormat: 6,
583
+ textureType: 1,
584
+ samplingMode: 1,
585
+ };
586
+ textureTypesAndFormats[GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE] = {
587
+ textureFormat: 7,
588
+ textureType: 2,
589
+ samplingMode: 1,
590
+ };
591
+ textureTypesAndFormats[GeometryBufferRenderer.POSITION_TEXTURE_TYPE] = {
592
+ textureFormat: 5,
593
+ textureType: 2,
594
+ samplingMode: 1,
595
+ };
596
+ textureTypesAndFormats[GeometryBufferRenderer.NORMAL_TEXTURE_TYPE] = {
597
+ textureFormat: 5,
598
+ textureType: 2,
599
+ samplingMode: 1,
600
+ };
633
601
  const geometryBufferRenderer = scene.enableGeometryBufferRenderer(undefined, 14, textureTypesAndFormats);
634
602
  if (!geometryBufferRenderer) {
635
603
  Logger.Error("Geometry buffer renderer is required for IBL shadows to work.");
@@ -735,7 +703,7 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
735
703
  else {
736
704
  this._debugPasses = [];
737
705
  }
738
- this._debugPasses.push({ pass: this._voxelRenderer.getDebugPassPP(), enabled: this.voxelDebugEnabled }, { pass: this._voxelTracingPass.getDebugPassPP(), enabled: this.voxelTracingDebugEnabled }, { pass: this._spatialBlurPass.getDebugPassPP(), enabled: this.spatialBlurPassDebugEnabled }, { pass: this._accumulationPass.getDebugPassPP(), enabled: this.accumulationPassDebugEnabled }, { pass: this._getGBufferDebugPass(), enabled: this.gbufferDebugEnabled });
706
+ this._debugPasses.push({ pass: this._voxelTracingPass.getDebugPassPP(), enabled: this.voxelTracingDebugEnabled }, { pass: this._spatialBlurPass.getDebugPassPP(), enabled: this.spatialBlurPassDebugEnabled }, { pass: this._accumulationPass.getDebugPassPP(), enabled: this.accumulationPassDebugEnabled }, { pass: this._getGBufferDebugPass(), enabled: this.gbufferDebugEnabled });
739
707
  for (let i = 0; i < this._debugPasses.length; i++) {
740
708
  if (!this._debugPasses[i].pass) {
741
709
  continue;
@@ -779,9 +747,6 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
779
747
  if (this.cdfDebugEnabled) {
780
748
  count++;
781
749
  }
782
- if (this.voxelDebugEnabled) {
783
- count++;
784
- }
785
750
  if (this.voxelTracingDebugEnabled) {
786
751
  count++;
787
752
  }
@@ -813,14 +778,6 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
813
778
  y -= height;
814
779
  }
815
780
  }
816
- if (this.voxelDebugEnabled) {
817
- this._voxelRenderer.setDebugDisplayParams(x, y, cols, rows);
818
- x -= width;
819
- if (x <= -1) {
820
- x = 0;
821
- y -= height;
822
- }
823
- }
824
781
  if (this.voxelTracingDebugEnabled) {
825
782
  this._voxelTracingPass.setDebugDisplayParams(x, y, cols, rows);
826
783
  x -= width;
@@ -882,7 +839,6 @@ export class IblShadowsRenderPipeline extends PostProcessRenderPipeline {
882
839
  const matIndex = this._materialsWithRenderPlugin.indexOf(m);
883
840
  if (matIndex !== -1) {
884
841
  this._materialsWithRenderPlugin.splice(matIndex, 1);
885
- // eslint-disable-next-line @typescript-eslint/no-non-null-asserted-optional-chain
886
842
  const plugin = m.pluginManager?.getPlugin(IBLShadowsPluginMaterial.Name);
887
843
  plugin.isEnabled = false;
888
844
  }