@onerjs/core 8.50.9 → 8.51.2

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Files changed (131) hide show
  1. package/Cameras/Inputs/freeCameraTouchInput.js +5 -3
  2. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  3. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +11 -7
  4. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
  5. package/Cameras/arcRotateCamera.js +2 -1
  6. package/Cameras/arcRotateCamera.js.map +1 -1
  7. package/Cameras/camera.js +1 -0
  8. package/Cameras/camera.js.map +1 -1
  9. package/Cameras/followCamera.js +1 -1
  10. package/Cameras/followCamera.js.map +1 -1
  11. package/Compute/computeEffect.js +2 -2
  12. package/Compute/computeEffect.js.map +1 -1
  13. package/Culling/ray.core.js +46 -2
  14. package/Culling/ray.core.js.map +1 -1
  15. package/Debug/debugLayer.js +1 -1
  16. package/Debug/debugLayer.js.map +1 -1
  17. package/Engines/abstractEngine.js +2 -2
  18. package/Engines/abstractEngine.js.map +1 -1
  19. package/FrameGraph/Node/nodeRenderGraph.js +11 -3
  20. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  21. package/Layers/layer.js +5 -1
  22. package/Layers/layer.js.map +1 -1
  23. package/LensFlares/lensFlareSystem.js +1 -0
  24. package/LensFlares/lensFlareSystem.js.map +1 -1
  25. package/Lights/Clustered/clusteredLightContainer.js +19 -1
  26. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  27. package/Lights/light.d.ts +5 -0
  28. package/Lights/light.js +18 -2
  29. package/Lights/light.js.map +1 -1
  30. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.d.ts +1 -0
  31. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js +6 -3
  32. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.js.map +1 -1
  33. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -0
  34. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +10 -3
  35. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  36. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +2 -1
  37. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +10 -4
  38. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
  39. package/Materials/Node/nodeMaterial.js +10 -2
  40. package/Materials/Node/nodeMaterial.js.map +1 -1
  41. package/Materials/PBR/openpbrMaterial.d.ts +31 -0
  42. package/Materials/PBR/openpbrMaterial.js +50 -2
  43. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  44. package/Materials/Textures/envCubeTexture.js +33 -15
  45. package/Materials/Textures/envCubeTexture.js.map +1 -1
  46. package/Materials/effect.functions.js +4 -4
  47. package/Materials/effect.functions.js.map +1 -1
  48. package/Materials/standardMaterial.js +4 -2
  49. package/Materials/standardMaterial.js.map +1 -1
  50. package/Meshes/Node/Blocks/bevelBlock.d.ts +52 -0
  51. package/Meshes/Node/Blocks/bevelBlock.js +1327 -0
  52. package/Meshes/Node/Blocks/bevelBlock.js.map +1 -0
  53. package/Meshes/Node/index.d.ts +1 -0
  54. package/Meshes/Node/index.js +1 -0
  55. package/Meshes/Node/index.js.map +1 -1
  56. package/Meshes/Node/nodeGeometry.js +10 -2
  57. package/Meshes/Node/nodeGeometry.js.map +1 -1
  58. package/Meshes/abstractMesh.js +1 -0
  59. package/Meshes/abstractMesh.js.map +1 -1
  60. package/Misc/snapshotRenderingHelper.d.ts +22 -1
  61. package/Misc/snapshotRenderingHelper.js +101 -0
  62. package/Misc/snapshotRenderingHelper.js.map +1 -1
  63. package/Misc/tools.js +1 -1
  64. package/Misc/tools.js.map +1 -1
  65. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js +17 -10
  66. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js.map +1 -1
  67. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +14 -0
  68. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
  69. package/Particles/Node/Blocks/particleSourceTextureBlock.js +114 -12
  70. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  71. package/Particles/Node/nodeParticleBuildState.d.ts +11 -0
  72. package/Particles/Node/nodeParticleBuildState.js +15 -0
  73. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  74. package/Particles/Node/nodeParticleSystemSet.js +33 -24
  75. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  76. package/Particles/gpuParticleSystem.js +1 -0
  77. package/Particles/gpuParticleSystem.js.map +1 -1
  78. package/Particles/thinParticleSystem.d.ts +13 -0
  79. package/Particles/thinParticleSystem.js +42 -6
  80. package/Particles/thinParticleSystem.js.map +1 -1
  81. package/PostProcesses/postProcessManager.d.ts +2 -0
  82. package/PostProcesses/postProcessManager.js +14 -8
  83. package/PostProcesses/postProcessManager.js.map +1 -1
  84. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +12 -9
  85. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  86. package/Rendering/iblCdfGeneratorSceneComponent.d.ts +6 -0
  87. package/Rendering/iblCdfGeneratorSceneComponent.js +16 -0
  88. package/Rendering/iblCdfGeneratorSceneComponent.js.map +1 -1
  89. package/Rendering/prePassRenderer.d.ts +4 -1
  90. package/Rendering/prePassRenderer.js +31 -9
  91. package/Rendering/prePassRenderer.js.map +1 -1
  92. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js +20 -7
  93. package/Shaders/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  94. package/Shaders/ShadersInclude/openpbrDirectLighting.js +2 -2
  95. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  96. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +8 -2
  97. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  98. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js +4 -1
  99. package/Shaders/ShadersInclude/openpbrFragmentDeclaration.js.map +1 -1
  100. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js +2 -0
  101. package/Shaders/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
  102. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js +1 -1
  103. package/Shaders/ShadersInclude/openpbrVolumeFunctions.js.map +1 -1
  104. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +2 -1
  105. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  106. package/Shaders/openpbr.fragment.js +1 -1
  107. package/Shaders/openpbr.fragment.js.map +1 -1
  108. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js +20 -7
  109. package/ShadersWGSL/ShadersInclude/openpbrBackgroundTransmission.js.map +1 -1
  110. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +2 -2
  111. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  112. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +9 -3
  113. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  114. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js +2 -0
  115. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragment.js.map +1 -1
  116. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js +1 -1
  117. package/ShadersWGSL/ShadersInclude/openpbrNormalMapFragmentMainFunctions.js.map +1 -1
  118. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js +1 -1
  119. package/ShadersWGSL/ShadersInclude/openpbrVolumeFunctions.js.map +1 -1
  120. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +5 -4
  121. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  122. package/ShadersWGSL/ShadersInclude/shadowsVertex.js +4 -0
  123. package/ShadersWGSL/ShadersInclude/shadowsVertex.js.map +1 -1
  124. package/ShadersWGSL/openpbr.fragment.js +1 -1
  125. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  126. package/Sprites/spriteManager.js +1 -0
  127. package/Sprites/spriteManager.js.map +1 -1
  128. package/package.json +1 -1
  129. package/scene.d.ts +16 -0
  130. package/scene.js +13 -0
  131. package/scene.js.map +1 -1
@@ -152,7 +152,11 @@ export class PrePassRenderer {
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  this._clearColor = new Color4(0, 0, 0, 0);
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  this._clearDepthColor = new Color4(0, 0, 0, 1); // // sets an invalid value by default - depth in the depth texture is view.z, so 0 is not possible because view.z can't be less than camera.minZ
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  this._enabled = false;
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+ this._geometryBufferRenderList = [];
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  this._needsCompositionForThisPass = false;
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+ this._postProcessesSourceForThisPass = [];
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+ this._postProcessChainForThisPass = [];
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+ this._postProcessesForUpdate = [];
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  /**
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  * Set to true to disable gamma transform in PrePass.
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  * Can be useful in case you already proceed to gamma transform on a material level
@@ -342,7 +346,10 @@ export class PrePassRenderer {
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  return;
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  }
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  if (this._geometryBuffer) {
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- this._geometryBuffer.renderList = [];
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+ this._geometryBufferRenderList.length = 0;
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+ if (this._geometryBuffer.renderList !== this._geometryBufferRenderList) {
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+ this._geometryBuffer.renderList = this._geometryBufferRenderList;
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+ }
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  }
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  this._setupOutputForThisPass(this._currentTarget, camera);
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  }
@@ -378,7 +385,12 @@ export class PrePassRenderer {
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  // Build post process chain for this prepass post draw
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  let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;
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  if (this._needsCompositionForThisPass) {
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- postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);
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+ postProcessChain = this._postProcessChainForThisPass;
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+ postProcessChain.length = 0;
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+ for (let index = 0; index < this._currentTarget._beforeCompositionPostProcesses.length; index++) {
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+ postProcessChain.push(this._currentTarget._beforeCompositionPostProcesses[index]);
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+ }
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+ postProcessChain.push(this._currentTarget.imageProcessingPostProcess);
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  }
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  // Activates and renders the chain
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  if (postProcessChain.length) {
@@ -531,10 +543,14 @@ export class PrePassRenderer {
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  _setupOutputForThisPass(prePassRenderTarget, camera) {
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  // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses
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  const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;
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- this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);
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- this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {
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- return pp != null;
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- });
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+ const postProcessesSource = this._getPostProcessesSource(prePassRenderTarget, camera);
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+ this._postProcessesSourceForThisPass.length = 0;
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+ for (let index = 0; index < postProcessesSource.length; index++) {
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+ const postProcess = postProcessesSource[index];
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+ if (postProcess) {
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+ this._postProcessesSourceForThisPass.push(postProcess);
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+ }
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+ }
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  this._scene.autoClear = true;
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  const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);
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  this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;
@@ -689,9 +705,15 @@ export class PrePassRenderer {
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  if (!postProcesses) {
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  continue;
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  }
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- postProcesses = postProcesses.filter((pp) => {
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- return pp != null;
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- });
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+ const postProcessesSource = postProcesses;
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+ postProcesses = this._postProcessesForUpdate;
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+ postProcesses.length = 0;
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+ for (let j = 0; j < postProcessesSource.length; j++) {
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+ const postProcess = postProcessesSource[j];
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+ if (postProcess) {
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+ postProcesses.push(postProcess);
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+ }
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+ }
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  if (postProcesses) {
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  for (let j = 0; j < postProcesses.length; j++) {
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  if (postProcesses[j].setPrePassRenderer(this)) {
@@ -1 +1 @@
1
- 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{ PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { type Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { type SubMesh } from \"../Meshes/subMesh\";\r\nimport { type PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\nimport \"./geometryBufferRendererSceneComponent\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n private _generateNormalsInWorldSpace = false;\r\n\r\n /**\r\n * Indicates if the prepass renderer is generating normals in world space or camera space (default: camera space)\r\n */\r\n public get generateNormalsInWorldSpace() {\r\n return this._generateNormalsInWorldSpace;\r\n }\r\n\r\n public set generateNormalsInWorldSpace(value: boolean) {\r\n if (this._generateNormalsInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._generateNormalsInWorldSpace = value;\r\n this._markAllMaterialsAsPrePassDirty();\r\n }\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_LEGACY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_IrradianceLegacy\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Albedo\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_WorldNormal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_LocalPosition\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_ScreenDepth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_VelocityLinear\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Irradiance\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._scene.activeCamera?.renderPassId ?? this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(0, 0, 0, 1); // // sets an invalid value by default - depth in the depth texture is view.z, so 0 is not possible because view.z can't be less than camera.minZ\r\n\r\n private _enabled: boolean = false;\r\n\r\n private _needsCompositionForThisPass = false;\r\n private _postProcessesSourceForThisPass: Nullable<PostProcess>[];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n const format = PrePassRenderer.TextureFormats[i].format;\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[i].type = type;\r\n if (\r\n type === Constants.TEXTURETYPE_FLOAT &&\r\n (format === Constants.TEXTUREFORMAT_R || format === Constants.TEXTUREFORMAT_RG || format === Constants.TEXTUREFORMAT_RGBA) &&\r\n !this._engine._caps.supportFloatTexturesResolve\r\n ) {\r\n // We don't know in advance if the texture will be used as a resolve target, so we revert to half_float if the extension to resolve full float textures is not supported\r\n PrePassRenderer.TextureFormats[i].type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n }\r\n }\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n if (this._enabled) {\r\n // The pre-pass renderer is already enabled, so make sure we create the render target with the correct number of textures\r\n this._update();\r\n }\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtFormats = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer.renderList = [];\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt The render target texture to use\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = postProcessChain.concat([this._currentTarget.imageProcessingPostProcess]);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer();\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n if (cfg.clearColor) {\r\n this._clearColor.copyFrom(cfg.clearColor);\r\n }\r\n return cfg;\r\n }\r\n\r\n /**\r\n * Retrieves an effect configuration by name\r\n * @param name the name of the effect configuration\r\n * @returns the effect configuration, or null if not present\r\n */\r\n public getEffectConfiguration(name: string): Nullable<PrePassEffectConfiguration> {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes, formats: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n this._postProcessesSourceForThisPass = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass = this._postProcessesSourceForThisPass.filter((pp) => {\r\n return pp != null;\r\n });\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer();\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtFormats.push(PrePassRenderer.TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE || type === Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Makes sure that the prepass renderer is up to date if it has been dirtified.\r\n */\r\n public update() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n // When there are multiple active cameras, we have to choose one. We assume it's the first one and not scene.activeCamera, because in a number of cases,\r\n // _update() will be called from an async method, meaning the active camera will be the last one in the list of active cameras,\r\n // which is generally not the right camera to use for the prepass setup.\r\n const camera = this._scene.activeCameras && this._scene.activeCameras.length > 0 ? this._scene.activeCameras[0] : this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n postProcesses = <Nullable<PostProcess[]>>postProcesses.filter((pp) => {\r\n return pp != null;\r\n });\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
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{ PrePassRenderTarget } from \"../Materials/Textures/prePassRenderTarget\";\r\nimport { type Scene } from \"../scene\";\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { type PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { type Effect } from \"../Materials/effect\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { type Camera } from \"../Cameras/camera\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { type SubMesh } from \"../Meshes/subMesh\";\r\nimport { type PrePassEffectConfiguration } from \"./prePassEffectConfiguration\";\r\nimport { type RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"../Rendering/geometryBufferRenderer\";\r\n\r\nimport \"../Engines/Extensions/engine.multiRender\";\r\nimport \"./geometryBufferRendererSceneComponent\";\r\n\r\n/**\r\n * Renders a pre pass of the scene\r\n * This means every mesh in the scene will be rendered to a render target texture\r\n * And then this texture will be composited to the rendering canvas with post processes\r\n * It is necessary for effects like subsurface scattering or deferred shading\r\n */\r\nexport class PrePassRenderer {\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"PrePassRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * To save performance, we can excluded skinned meshes from the prepass\r\n */\r\n public excludedSkinnedMesh: AbstractMesh[] = [];\r\n\r\n /**\r\n * Force material to be excluded from the prepass\r\n * Can be useful when `useGeometryBufferFallback` is set to `true`\r\n * and you don't want a material to show in the effect.\r\n */\r\n public excludedMaterials: Material[] = [];\r\n\r\n private _scene: Scene;\r\n private _engine: AbstractEngine;\r\n\r\n /**\r\n * Number of textures in the multi render target texture where the scene is directly rendered\r\n */\r\n public mrtCount: number = 0;\r\n\r\n private _mrtTypes: number[] = [];\r\n private _mrtFormats: number[] = [];\r\n private _mrtLayout: number[] = [];\r\n private _mrtNames: string[] = [];\r\n private _textureIndices: number[] = [];\r\n\r\n private _multiRenderAttachments: number[];\r\n private _defaultAttachments: number[];\r\n private _clearAttachments: number[];\r\n private _clearDepthAttachments: number[];\r\n private _generateNormalsInWorldSpace = false;\r\n\r\n /**\r\n * Indicates if the prepass renderer is generating normals in world space or camera space (default: camera space)\r\n */\r\n public get generateNormalsInWorldSpace() {\r\n return this._generateNormalsInWorldSpace;\r\n }\r\n\r\n public set generateNormalsInWorldSpace(value: boolean) {\r\n if (this._generateNormalsInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._generateNormalsInWorldSpace = value;\r\n this._markAllMaterialsAsPrePassDirty();\r\n }\r\n\r\n /**\r\n * Returns the index of a texture in the multi render target texture array.\r\n * @param type Texture type\r\n * @returns The index\r\n */\r\n public getIndex(type: number): number {\r\n return this._textureIndices[type];\r\n }\r\n\r\n /**\r\n * How many samples are used for MSAA of the scene render target\r\n */\r\n public get samples() {\r\n return this.defaultRT.samples;\r\n }\r\n\r\n public set samples(n: number) {\r\n this.defaultRT.samples = n;\r\n }\r\n\r\n private _useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public get useSpecificClearForDepthTexture() {\r\n return this._useSpecificClearForDepthTexture;\r\n }\r\n\r\n public set useSpecificClearForDepthTexture(value: boolean) {\r\n if (this._useSpecificClearForDepthTexture === value) {\r\n return;\r\n }\r\n\r\n this._useSpecificClearForDepthTexture = value;\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Describes the types and formats of the textures used by the pre-pass renderer\r\n */\r\n public static TextureFormats = [\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_LEGACY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_IrradianceLegacy\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Position\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Velocity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Reflectivity\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_COLOR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Color\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_Depth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Normal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Albedo\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_WorldNormal\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_LocalPosition\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_FLOAT,\r\n format: Constants.TEXTUREFORMAT_R,\r\n name: \"prePass_ScreenDepth\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_VelocityLinear\",\r\n },\r\n {\r\n purpose: Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE,\r\n type: Constants.TEXTURETYPE_HALF_FLOAT,\r\n format: Constants.TEXTUREFORMAT_RGBA,\r\n name: \"prePass_Irradiance\",\r\n },\r\n ];\r\n\r\n private _isDirty: boolean = true;\r\n\r\n /**\r\n * The render target where the scene is directly rendered\r\n */\r\n public defaultRT: PrePassRenderTarget;\r\n\r\n /**\r\n * Configuration for prepass effects\r\n */\r\n private _effectConfigurations: PrePassEffectConfiguration[] = [];\r\n\r\n /**\r\n * @returns the prepass render target for the rendering pass.\r\n * If we are currently rendering a render target, it returns the PrePassRenderTarget\r\n * associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget\r\n */\r\n public getRenderTarget(): PrePassRenderTarget {\r\n return this._currentTarget;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Managed by the scene component\r\n * @param prePassRenderTarget\r\n */\r\n public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {\r\n if (prePassRenderTarget) {\r\n this._currentTarget = prePassRenderTarget;\r\n } else {\r\n this._currentTarget = this.defaultRT;\r\n this._engine.currentRenderPassId = this._scene.activeCamera?.renderPassId ?? this._currentTarget.renderPassId;\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the currently rendered prePassRenderTarget is the one\r\n * associated with the scene.\r\n */\r\n public get currentRTisSceneRT(): boolean {\r\n return this._currentTarget === this.defaultRT;\r\n }\r\n\r\n private _geometryBuffer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Prevents the PrePassRenderer from using the GeometryBufferRenderer as a fallback\r\n */\r\n public doNotUseGeometryRendererFallback = true;\r\n\r\n private _refreshGeometryBufferRendererLink() {\r\n if (!this.doNotUseGeometryRendererFallback) {\r\n this._geometryBuffer = this._scene.enableGeometryBufferRenderer();\r\n\r\n if (!this._geometryBuffer) {\r\n // Not supported\r\n this.doNotUseGeometryRendererFallback = true;\r\n return;\r\n }\r\n\r\n this._geometryBuffer._linkPrePassRenderer(this);\r\n } else {\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._unlinkPrePassRenderer();\r\n }\r\n this._geometryBuffer = null;\r\n this._scene.disableGeometryBufferRenderer();\r\n }\r\n }\r\n\r\n private _currentTarget: PrePassRenderTarget;\r\n\r\n /**\r\n * All the render targets generated by prepass\r\n */\r\n public renderTargets: PrePassRenderTarget[] = [];\r\n\r\n private readonly _clearColor = new Color4(0, 0, 0, 0);\r\n private readonly _clearDepthColor = new Color4(0, 0, 0, 1); // // sets an invalid value by default - depth in the depth texture is view.z, so 0 is not possible because view.z can't be less than camera.minZ\r\n\r\n private _enabled: boolean = false;\r\n\r\n private readonly _geometryBufferRenderList: AbstractMesh[] = [];\r\n private _needsCompositionForThisPass = false;\r\n private readonly _postProcessesSourceForThisPass: PostProcess[] = [];\r\n private readonly _postProcessChainForThisPass: PostProcess[] = [];\r\n private readonly _postProcessesForUpdate: PostProcess[] = [];\r\n\r\n /**\r\n * Indicates if the prepass is enabled\r\n */\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n\r\n /**\r\n * Set to true to disable gamma transform in PrePass.\r\n * Can be useful in case you already proceed to gamma transform on a material level\r\n * and your post processes don't need to be in linear color space.\r\n */\r\n public disableGammaTransform = false;\r\n\r\n /**\r\n * Instantiates a prepass renderer\r\n * @param scene The scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._engine = scene.getEngine();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (this._engine._caps.textureFloat && this._engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (this._engine._caps.textureHalfFloat && this._engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; ++i) {\r\n const format = PrePassRenderer.TextureFormats[i].format;\r\n if (PrePassRenderer.TextureFormats[i].type === Constants.TEXTURETYPE_FLOAT) {\r\n PrePassRenderer.TextureFormats[i].type = type;\r\n if (\r\n type === Constants.TEXTURETYPE_FLOAT &&\r\n (format === Constants.TEXTUREFORMAT_R || format === Constants.TEXTUREFORMAT_RG || format === Constants.TEXTUREFORMAT_RGBA) &&\r\n !this._engine._caps.supportFloatTexturesResolve\r\n ) {\r\n // We don't know in advance if the texture will be used as a resolve target, so we revert to half_float if the extension to resolve full float textures is not supported\r\n PrePassRenderer.TextureFormats[i].type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n }\r\n }\r\n\r\n PrePassRenderer._SceneComponentInitialization(this._scene);\r\n this.defaultRT = this._createRenderTarget(\"sceneprePassRT\", null);\r\n this._currentTarget = this.defaultRT;\r\n }\r\n\r\n /**\r\n * Creates a new PrePassRenderTarget\r\n * This should be the only way to instantiate a `PrePassRenderTarget`\r\n * @param name Name of the `PrePassRenderTarget`\r\n * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.\r\n * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).\r\n * @internal\r\n */\r\n public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>): PrePassRenderTarget {\r\n const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene, {\r\n generateMipMaps: false,\r\n generateStencilBuffer: this._engine.isStencilEnable,\r\n defaultType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n types: [],\r\n drawOnlyOnFirstAttachmentByDefault: true,\r\n });\r\n\r\n this.renderTargets.push(rt);\r\n\r\n if (this._enabled) {\r\n // The pre-pass renderer is already enabled, so make sure we create the render target with the correct number of textures\r\n this._update();\r\n }\r\n\r\n return rt;\r\n }\r\n\r\n /**\r\n * Indicates if rendering a prepass is supported\r\n */\r\n public get isSupported() {\r\n return this._scene.getEngine().getCaps().drawBuffersExtension;\r\n }\r\n\r\n /**\r\n * Sets the proper output textures to draw in the engine.\r\n * @param effect The effect that is drawn. It can be or not be compatible with drawing to several output textures.\r\n * @param subMesh Submesh on which the effect is applied\r\n */\r\n public bindAttachmentsForEffect(effect: Effect, subMesh: SubMesh) {\r\n const material = subMesh.getMaterial();\r\n const isPrePassCapable = material && material.isPrePassCapable;\r\n const excluded = material && this.excludedMaterials.indexOf(material) !== -1;\r\n\r\n if (this.enabled && this._currentTarget.enabled) {\r\n if (effect._multiTarget && isPrePassCapable && !excluded) {\r\n this._engine.bindAttachments(this._multiRenderAttachments);\r\n } else {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n\r\n if (this._geometryBuffer && this.currentRTisSceneRT && !excluded) {\r\n this._geometryBuffer.renderList!.push(subMesh.getRenderingMesh());\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _reinitializeAttachments() {\r\n const multiRenderLayout = [];\r\n const clearLayout = [false];\r\n const clearDepthLayout = [false];\r\n const defaultLayout = [true];\r\n\r\n for (let i = 0; i < this.mrtCount; i++) {\r\n multiRenderLayout.push(true);\r\n\r\n if (i > 0) {\r\n if (this._useSpecificClearForDepthTexture && this._mrtLayout[i] === Constants.PREPASS_DEPTH_TEXTURE_TYPE) {\r\n clearLayout.push(false);\r\n clearDepthLayout.push(true);\r\n } else {\r\n clearLayout.push(true);\r\n clearDepthLayout.push(false);\r\n }\r\n defaultLayout.push(false);\r\n }\r\n }\r\n\r\n this._multiRenderAttachments = this._engine.buildTextureLayout(multiRenderLayout);\r\n this._clearAttachments = this._engine.buildTextureLayout(clearLayout);\r\n this._clearDepthAttachments = this._engine.buildTextureLayout(clearDepthLayout);\r\n this._defaultAttachments = this._engine.buildTextureLayout(defaultLayout);\r\n }\r\n\r\n private _resetLayout() {\r\n for (let i = 0; i < PrePassRenderer.TextureFormats.length; i++) {\r\n this._textureIndices[PrePassRenderer.TextureFormats[i].purpose] = -1;\r\n }\r\n\r\n this._textureIndices[Constants.PREPASS_COLOR_TEXTURE_TYPE] = 0;\r\n this._mrtLayout = [Constants.PREPASS_COLOR_TEXTURE_TYPE];\r\n this._mrtTypes = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].type];\r\n this._mrtFormats = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].format];\r\n this._mrtNames = [PrePassRenderer.TextureFormats[Constants.PREPASS_COLOR_TEXTURE_TYPE].name];\r\n this.mrtCount = 1;\r\n }\r\n\r\n private _updateGeometryBufferLayout() {\r\n this._refreshGeometryBufferRendererLink();\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBuffer._resetLayout();\r\n\r\n const texturesActivated = [];\r\n\r\n for (let i = 0; i < this._mrtLayout.length; i++) {\r\n texturesActivated.push(false);\r\n }\r\n\r\n this._geometryBuffer._linkInternalTexture(this.defaultRT.getInternalTexture()!);\r\n\r\n const matches = [\r\n {\r\n prePassConstant: Constants.PREPASS_DEPTH_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.DEPTH_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_NORMAL_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.NORMAL_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_POSITION_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.POSITION_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE,\r\n },\r\n {\r\n prePassConstant: Constants.PREPASS_VELOCITY_TEXTURE_TYPE,\r\n geometryBufferConstant: GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE,\r\n },\r\n ];\r\n\r\n // replace textures in the geometryBuffer RT\r\n for (let i = 0; i < matches.length; i++) {\r\n const index = this._mrtLayout.indexOf(matches[i].prePassConstant);\r\n if (index !== -1) {\r\n this._geometryBuffer._forceTextureType(matches[i].geometryBufferConstant, index);\r\n texturesActivated[index] = true;\r\n }\r\n }\r\n\r\n this._geometryBuffer._setAttachments(this._engine.buildTextureLayout(texturesActivated));\r\n }\r\n }\r\n\r\n /**\r\n * Restores attachments for single texture draw.\r\n */\r\n public restoreAttachments() {\r\n if (this.enabled && this._currentTarget.enabled && this._defaultAttachments) {\r\n if (this._engine._currentRenderTarget) {\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n } else {\r\n this._engine.restoreSingleAttachment();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public _beforeDraw(camera?: Camera, faceIndex?: number, layer?: number) {\r\n // const previousEnabled = this._enabled && this._currentTarget.enabled;\r\n\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (!this._enabled || !this._currentTarget.enabled) {\r\n return;\r\n }\r\n\r\n if (this._geometryBuffer) {\r\n this._geometryBufferRenderList.length = 0;\r\n if (this._geometryBuffer.renderList !== this._geometryBufferRenderList) {\r\n this._geometryBuffer.renderList = this._geometryBufferRenderList;\r\n }\r\n }\r\n\r\n this._setupOutputForThisPass(this._currentTarget, camera);\r\n }\r\n\r\n private _prepareFrame(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number, layer?: number) {\r\n if (prePassRenderTarget.renderTargetTexture) {\r\n prePassRenderTarget.renderTargetTexture._prepareFrame(this._scene, faceIndex, layer, prePassRenderTarget.renderTargetTexture.useCameraPostProcesses);\r\n } else if (this._postProcessesSourceForThisPass.length) {\r\n this._scene.postProcessManager._prepareFrame();\r\n } else {\r\n this._engine.restoreDefaultFramebuffer();\r\n }\r\n }\r\n\r\n /**\r\n * Sets an intermediary texture between prepass and postprocesses. This texture\r\n * will be used as input for post processes\r\n * @param rt The render target texture to use\r\n * @returns true if there are postprocesses that will use this texture,\r\n * false if there is no postprocesses - and the function has no effect\r\n */\r\n public setCustomOutput(rt: RenderTargetTexture) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n if (!firstPP) {\r\n return false;\r\n }\r\n\r\n firstPP.inputTexture = rt.renderTarget!;\r\n\r\n return true;\r\n }\r\n\r\n private _renderPostProcesses(prePassRenderTarget: PrePassRenderTarget, faceIndex?: number) {\r\n const firstPP = this._postProcessesSourceForThisPass[0];\r\n const outputTexture = firstPP ? firstPP.inputTexture : prePassRenderTarget.renderTargetTexture ? prePassRenderTarget.renderTargetTexture.renderTarget : null;\r\n\r\n // Build post process chain for this prepass post draw\r\n let postProcessChain = this._currentTarget._beforeCompositionPostProcesses;\r\n\r\n if (this._needsCompositionForThisPass) {\r\n postProcessChain = this._postProcessChainForThisPass;\r\n postProcessChain.length = 0;\r\n for (let index = 0; index < this._currentTarget._beforeCompositionPostProcesses.length; index++) {\r\n postProcessChain.push(this._currentTarget._beforeCompositionPostProcesses[index]);\r\n }\r\n postProcessChain.push(this._currentTarget.imageProcessingPostProcess);\r\n }\r\n\r\n // Activates and renders the chain\r\n if (postProcessChain.length) {\r\n this._scene.postProcessManager._prepareFrame(this._currentTarget.renderTarget?.texture, postProcessChain);\r\n this._scene.postProcessManager.directRender(postProcessChain, outputTexture, false, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _afterDraw(faceIndex?: number, layer?: number) {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._prepareFrame(this._currentTarget, faceIndex, layer);\r\n this._renderPostProcesses(this._currentTarget, faceIndex);\r\n }\r\n }\r\n\r\n /**\r\n * Clears the current prepass render target (in the sense of settings pixels to the scene clear color value)\r\n * @internal\r\n */\r\n public _clear() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._bindFrameBuffer();\r\n\r\n // Clearing other attachment with 0 on all other attachments\r\n this._engine.bindAttachments(this._clearAttachments);\r\n this._engine.clear(this._clearColor, true, false, false);\r\n if (this._useSpecificClearForDepthTexture) {\r\n this._engine.bindAttachments(this._clearDepthAttachments);\r\n this._engine.clear(this._clearDepthColor, true, false, false);\r\n }\r\n // Regular clear color with the scene clear color of the 1st attachment\r\n this._engine.bindAttachments(this._defaultAttachments);\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _bindFrameBuffer() {\r\n if (this._enabled && this._currentTarget.enabled) {\r\n this._currentTarget._checkSize();\r\n const internalTexture = this._currentTarget.renderTarget;\r\n if (internalTexture) {\r\n this._engine.bindFramebuffer(internalTexture);\r\n }\r\n }\r\n }\r\n\r\n private _setEnabled(enabled: boolean) {\r\n this._enabled = enabled;\r\n }\r\n\r\n private _setRenderTargetEnabled(prePassRenderTarget: PrePassRenderTarget, enabled: boolean) {\r\n prePassRenderTarget.enabled = enabled;\r\n if (!enabled) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n }\r\n\r\n /**\r\n * Adds an effect configuration to the prepass render target.\r\n * If an effect has already been added, it won't add it twice and will return the configuration\r\n * already present.\r\n * @param cfg the effect configuration\r\n * @returns the effect configuration now used by the prepass\r\n */\r\n public addEffectConfiguration(cfg: PrePassEffectConfiguration): PrePassEffectConfiguration {\r\n // Do not add twice\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === cfg.name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n this._effectConfigurations.push(cfg);\r\n if (cfg.clearColor) {\r\n this._clearColor.copyFrom(cfg.clearColor);\r\n }\r\n return cfg;\r\n }\r\n\r\n /**\r\n * Retrieves an effect configuration by name\r\n * @param name the name of the effect configuration\r\n * @returns the effect configuration, or null if not present\r\n */\r\n public getEffectConfiguration(name: string): Nullable<PrePassEffectConfiguration> {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].name === name) {\r\n return this._effectConfigurations[i];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n private _enable() {\r\n const previousMrtCount = this.mrtCount;\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled) {\r\n this._enableTextures(this._effectConfigurations[i].texturesRequired);\r\n }\r\n }\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.mrtCount !== previousMrtCount || this.renderTargets[i].count !== this.mrtCount) {\r\n this.renderTargets[i].updateCount(this.mrtCount, { types: this._mrtTypes, formats: this._mrtFormats }, this._mrtNames.concat(\"prePass_DepthBuffer\"));\r\n }\r\n\r\n this.renderTargets[i]._resetPostProcessChain();\r\n\r\n for (let j = 0; j < this._effectConfigurations.length; j++) {\r\n if (this._effectConfigurations[j].enabled) {\r\n // TODO : subsurface scattering has 1 scene-wide effect configuration\r\n // solution : do not stock postProcess on effectConfiguration, but in the prepassRenderTarget (hashmap configuration => postProcess)\r\n // And call createPostProcess whenever the post process does not exist in the RT\r\n if (!this._effectConfigurations[j].postProcess && this._effectConfigurations[j].createPostProcess) {\r\n this._effectConfigurations[j].createPostProcess!();\r\n }\r\n\r\n if (this._effectConfigurations[j].postProcess) {\r\n this.renderTargets[i]._beforeCompositionPostProcesses.push(this._effectConfigurations[j].postProcess!);\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._reinitializeAttachments();\r\n this._setEnabled(true);\r\n this._updateGeometryBufferLayout();\r\n }\r\n\r\n private _disable() {\r\n this._setEnabled(false);\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], false);\r\n }\r\n\r\n this._resetLayout();\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n this._effectConfigurations[i].enabled = false;\r\n }\r\n }\r\n\r\n private _getPostProcessesSource(prePassRenderTarget: PrePassRenderTarget, camera?: Camera): Nullable<PostProcess>[] {\r\n if (camera) {\r\n return camera._postProcesses;\r\n } else if (prePassRenderTarget.renderTargetTexture) {\r\n if (prePassRenderTarget.renderTargetTexture.useCameraPostProcesses) {\r\n const camera = prePassRenderTarget.renderTargetTexture.activeCamera ? prePassRenderTarget.renderTargetTexture.activeCamera : this._scene.activeCamera;\r\n return camera ? camera._postProcesses : [];\r\n } else if (prePassRenderTarget.renderTargetTexture.postProcesses) {\r\n return prePassRenderTarget.renderTargetTexture.postProcesses;\r\n } else {\r\n return [];\r\n }\r\n } else {\r\n return this._scene.activeCamera ? this._scene.activeCamera._postProcesses : [];\r\n }\r\n }\r\n\r\n private _setupOutputForThisPass(prePassRenderTarget: PrePassRenderTarget, camera?: Camera) {\r\n // Order is : draw ===> prePassRenderTarget._postProcesses ==> ipp ==> camera._postProcesses\r\n const secondaryCamera = camera && this._scene.activeCameras && !!this._scene.activeCameras.length && this._scene.activeCameras.indexOf(camera) !== 0;\r\n const postProcessesSource = this._getPostProcessesSource(prePassRenderTarget, camera);\r\n this._postProcessesSourceForThisPass.length = 0;\r\n for (let index = 0; index < postProcessesSource.length; index++) {\r\n const postProcess = postProcessesSource[index];\r\n if (postProcess) {\r\n this._postProcessesSourceForThisPass.push(postProcess);\r\n }\r\n }\r\n this._scene.autoClear = true;\r\n\r\n const cameraHasImageProcessing = this._hasImageProcessing(this._postProcessesSourceForThisPass);\r\n this._needsCompositionForThisPass = !cameraHasImageProcessing && !this.disableGammaTransform && this._needsImageProcessing() && !secondaryCamera;\r\n\r\n const firstCameraPP = this._getFirstPostProcess(this._postProcessesSourceForThisPass);\r\n const firstPrePassPP = prePassRenderTarget._beforeCompositionPostProcesses && prePassRenderTarget._beforeCompositionPostProcesses[0];\r\n let firstPP = null;\r\n\r\n // Setting the scene-wide post process configuration\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = this._needsCompositionForThisPass || cameraHasImageProcessing;\r\n\r\n // Create composition effect if needed\r\n if (this._needsCompositionForThisPass && !prePassRenderTarget.imageProcessingPostProcess) {\r\n prePassRenderTarget._createCompositionEffect();\r\n }\r\n\r\n // Setting the prePassRenderTarget as input texture of the first PP\r\n if (firstPrePassPP) {\r\n firstPP = firstPrePassPP;\r\n } else if (this._needsCompositionForThisPass) {\r\n firstPP = prePassRenderTarget.imageProcessingPostProcess;\r\n } else if (firstCameraPP) {\r\n firstPP = firstCameraPP;\r\n }\r\n\r\n this._bindFrameBuffer();\r\n this._linkInternalTexture(prePassRenderTarget, firstPP);\r\n }\r\n\r\n private _linkInternalTexture(prePassRenderTarget: PrePassRenderTarget, postProcess: Nullable<PostProcess>) {\r\n if (postProcess) {\r\n postProcess.autoClear = false;\r\n postProcess.inputTexture = prePassRenderTarget.renderTarget!;\r\n }\r\n\r\n if (prePassRenderTarget._outputPostProcess !== postProcess) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n this._unlinkInternalTexture(prePassRenderTarget);\r\n }\r\n prePassRenderTarget._outputPostProcess = postProcess;\r\n }\r\n\r\n if (prePassRenderTarget._internalTextureDirty) {\r\n this._updateGeometryBufferLayout();\r\n prePassRenderTarget._internalTextureDirty = false;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _unlinkInternalTexture(prePassRenderTarget: PrePassRenderTarget) {\r\n if (prePassRenderTarget._outputPostProcess) {\r\n prePassRenderTarget._outputPostProcess.autoClear = true;\r\n prePassRenderTarget._outputPostProcess.restoreDefaultInputTexture();\r\n prePassRenderTarget._outputPostProcess = null;\r\n }\r\n }\r\n\r\n private _needsImageProcessing(): boolean {\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].enabled && this._effectConfigurations[i].needsImageProcessing) {\r\n return true;\r\n }\r\n }\r\n\r\n return false;\r\n }\r\n\r\n private _hasImageProcessing(postProcesses: Nullable<PostProcess>[]): boolean {\r\n let isIPPAlreadyPresent = false;\r\n if (postProcesses) {\r\n for (let i = 0; i < postProcesses.length; i++) {\r\n if (postProcesses[i]?.getClassName() === \"ImageProcessingPostProcess\") {\r\n isIPPAlreadyPresent = true;\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return isIPPAlreadyPresent;\r\n }\r\n\r\n /**\r\n * Internal, gets the first post proces.\r\n * @param postProcesses\r\n * @returns the first post process to be run on this camera.\r\n */\r\n private _getFirstPostProcess(postProcesses: Nullable<PostProcess>[]): Nullable<PostProcess> {\r\n for (let ppIndex = 0; ppIndex < postProcesses.length; ppIndex++) {\r\n if (postProcesses[ppIndex] !== null) {\r\n return postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Marks the prepass renderer as dirty, triggering a check if the prepass is necessary for the next rendering.\r\n */\r\n public markAsDirty() {\r\n this._isDirty = true;\r\n }\r\n\r\n /**\r\n * Enables a texture on the MultiRenderTarget for prepass\r\n * @param types\r\n */\r\n private _enableTextures(types: number[]) {\r\n // For velocity : enable storage of previous matrices for instances\r\n this._scene.needsPreviousWorldMatrices = false;\r\n\r\n for (let i = 0; i < types.length; i++) {\r\n const type = types[i];\r\n\r\n if (this._textureIndices[type] === -1) {\r\n this._textureIndices[type] = this._mrtLayout.length;\r\n this._mrtLayout.push(type);\r\n\r\n this._mrtTypes.push(PrePassRenderer.TextureFormats[type].type);\r\n this._mrtFormats.push(PrePassRenderer.TextureFormats[type].format);\r\n this._mrtNames.push(PrePassRenderer.TextureFormats[type].name);\r\n this.mrtCount++;\r\n }\r\n\r\n if (type === Constants.PREPASS_VELOCITY_TEXTURE_TYPE || type === Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE) {\r\n this._scene.needsPreviousWorldMatrices = true;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Makes sure that the prepass renderer is up to date if it has been dirtified.\r\n */\r\n public update() {\r\n if (this._isDirty) {\r\n this._update();\r\n }\r\n }\r\n\r\n private _update() {\r\n this._disable();\r\n let enablePrePass = false;\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = false;\r\n\r\n if (this._scene._depthPeelingRenderer && this._scene.useOrderIndependentTransparency) {\r\n this._scene._depthPeelingRenderer.setPrePassRenderer(this);\r\n enablePrePass = true;\r\n }\r\n\r\n for (let i = 0; i < this._scene.materials.length; i++) {\r\n if (this._scene.materials[i].setPrePassRenderer(this)) {\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (enablePrePass) {\r\n this._setRenderTargetEnabled(this.defaultRT, true);\r\n }\r\n\r\n let postProcesses;\r\n\r\n for (let i = 0; i < this.renderTargets.length; i++) {\r\n if (this.renderTargets[i].renderTargetTexture) {\r\n postProcesses = this._getPostProcessesSource(this.renderTargets[i]);\r\n } else {\r\n // When there are multiple active cameras, we have to choose one. We assume it's the first one and not scene.activeCamera, because in a number of cases,\r\n // _update() will be called from an async method, meaning the active camera will be the last one in the list of active cameras,\r\n // which is generally not the right camera to use for the prepass setup.\r\n const camera = this._scene.activeCameras && this._scene.activeCameras.length > 0 ? this._scene.activeCameras[0] : this._scene.activeCamera;\r\n if (!camera) {\r\n continue;\r\n }\r\n\r\n postProcesses = camera._postProcesses;\r\n }\r\n\r\n if (!postProcesses) {\r\n continue;\r\n }\r\n\r\n const postProcessesSource = postProcesses;\r\n postProcesses = this._postProcessesForUpdate;\r\n postProcesses.length = 0;\r\n for (let j = 0; j < postProcessesSource.length; j++) {\r\n const postProcess = postProcessesSource[j];\r\n if (postProcess) {\r\n postProcesses.push(postProcess);\r\n }\r\n }\r\n\r\n if (postProcesses) {\r\n for (let j = 0; j < postProcesses.length; j++) {\r\n if (postProcesses[j].setPrePassRenderer(this)) {\r\n this._setRenderTargetEnabled(this.renderTargets[i], true);\r\n enablePrePass = true;\r\n }\r\n }\r\n\r\n if (this._hasImageProcessing(postProcesses)) {\r\n this._scene.imageProcessingConfiguration.applyByPostProcess = true;\r\n }\r\n }\r\n }\r\n\r\n this._markAllMaterialsAsPrePassDirty();\r\n this._isDirty = false;\r\n\r\n if (enablePrePass) {\r\n this._enable();\r\n }\r\n }\r\n\r\n private _markAllMaterialsAsPrePassDirty() {\r\n const materials = this._scene.materials;\r\n\r\n for (let i = 0; i < materials.length; i++) {\r\n materials[i].markAsDirty(Material.PrePassDirtyFlag);\r\n }\r\n }\r\n\r\n /**\r\n * Disposes the prepass renderer.\r\n */\r\n public dispose() {\r\n for (let i = this.renderTargets.length - 1; i >= 0; i--) {\r\n this.renderTargets[i].dispose();\r\n }\r\n\r\n for (let i = 0; i < this._effectConfigurations.length; i++) {\r\n if (this._effectConfigurations[i].dispose) {\r\n this._effectConfigurations[i].dispose!();\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -3,16 +3,29 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
3
3
  const name = "openpbrBackgroundTransmission";
4
4
  const shader = `vec4 slab_translucent_background=vec4(0.,0.,0.,1.);
5
5
  #ifdef REFRACTED_BACKGROUND
6
- {float refractionLOD=min(transmission_roughness,0.7)*vBackgroundRefractionInfos.x;vec2 refractionNoiseOffset=vec2(0.0);
6
+ {float refractionLOD=min(transmission_roughness,0.7)*vBackgroundRefractionInfos.x;float lodTexelSize=pow(2.0,refractionLOD-vBackgroundRefractionInfos.x);
7
7
  #ifdef DISPERSION
8
- for (int i=0; i<3; i++) {vec3 refractedViewVector=refractedViewVectors[i];
8
+ {
9
+ #ifdef REFRACTION_HIGH_QUALITY_BLUR
10
+ {vec3 dispResult=vec3(0.0);vec3 dispWeight=vec3(0.0);vec2 noiseOffset=noise.xy*(refractionLOD>0.0 ? lodTexelSize : 0.0);for (int k=0; k<6; k++) {float t=(float(k)+noise.y)/6.0;float t_rg=clamp(t*2.0,0.0,1.0);float t_gb=clamp((t-0.5)*2.0,0.0,1.0);vec3 refVec=mix(mix(refractedViewVectors[0],refractedViewVectors[1],t_rg),refractedViewVectors[2],t_gb);vec3 uvw=vec3(backgroundRefractionMatrix*(view*vec4(vPositionW+refVec*geometry_thickness,1.0)));vec2 coords=uvw.xy/uvw.z;coords.y=1.0-coords.y;vec4 s=texture2DLodEXT(backgroundRefractionSampler,coords+noiseOffset,refractionLOD);float rw=max(0.0,1.0-2.0*t);float gw=max(0.0,1.0-abs(2.0*t-1.0));float bw=max(0.0,2.0*t-1.0);vec3 w=vec3(rw,gw,bw);dispResult+=s.rgb*w;dispWeight+=w;}
11
+ slab_translucent_background=vec4(dispResult/max(dispWeight,vec3(1e-6)),1.0);}
12
+ #else
13
+ for (int i=0; i<3; i++) {vec3 refractedViewVector=refractedViewVectors[i];vec3 uvw=vec3(backgroundRefractionMatrix*(view*vec4(vPositionW+refractedViewVector*geometry_thickness,1.0)));vec2 coords=uvw.xy/uvw.z;coords.y=1.0-coords.y;if (refractionLOD>0.0) {vec2 noiseOffset=noise.xy*lodTexelSize;slab_translucent_background[i]=texture2DLodEXT(backgroundRefractionSampler,coords+noiseOffset,refractionLOD)[i];} else {slab_translucent_background[i]=texture2DLodEXT(backgroundRefractionSampler,coords,0.0)[i];}}
9
14
  #endif
10
- vec3 refractionUVW=vec3(backgroundRefractionMatrix*(view*vec4(vPositionW+refractedViewVector*geometry_thickness,1.0)));vec2 refractionCoords=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;if (refractionLOD>0.0) {refractionNoiseOffset=(noise.xy+refractedViewVector.xy)/vec2(pow(2.0,vBackgroundRefractionInfos.x-refractionLOD));}
11
- refractionCoords+=refractionNoiseOffset;
12
- #ifdef DISPERSION
13
- slab_translucent_background[i]=texture2DLodEXT(backgroundRefractionSampler,refractionCoords,refractionLOD)[i];}
15
+ }
14
16
  #else
15
- slab_translucent_background=texture2DLodEXT(backgroundRefractionSampler,refractionCoords,refractionLOD);
17
+ {vec3 refractionUVW=vec3(backgroundRefractionMatrix*(view*vec4(vPositionW+refractedViewVector*geometry_thickness,1.0)));vec2 refractionCoords=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;if (refractionLOD>0.0) {
18
+ #ifdef REFRACTION_HIGH_QUALITY_BLUR
19
+ float cosA=cos(noise.x*PI);float sinA=sin(noise.x*PI);vec2 u=vec2( cosA,sinA)*(0.5*lodTexelSize);vec2 v=vec2(-sinA,cosA)*(0.5*lodTexelSize);slab_translucent_background=0.25*(
20
+ texture2DLodEXT(backgroundRefractionSampler,refractionCoords+u+v,refractionLOD) +
21
+ texture2DLodEXT(backgroundRefractionSampler,refractionCoords-u+v,refractionLOD) +
22
+ texture2DLodEXT(backgroundRefractionSampler,refractionCoords+u-v,refractionLOD) +
23
+ texture2DLodEXT(backgroundRefractionSampler,refractionCoords-u-v,refractionLOD)
24
+ );
25
+ #else
26
+ vec2 noiseOffset=noise.xy*lodTexelSize;slab_translucent_background=texture2DLodEXT(backgroundRefractionSampler,refractionCoords+noiseOffset,refractionLOD);
27
+ #endif
28
+ } else {slab_translucent_background=texture2DLodEXT(backgroundRefractionSampler,refractionCoords,0.0);}}
16
29
  #endif
17
30
  }
18
31
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrBackgroundTransmission.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrBackgroundTransmission.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;CAed,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBackgroundTransmission\";\nconst shader = `vec4 slab_translucent_background=vec4(0.,0.,0.,1.);\n#ifdef REFRACTED_BACKGROUND\n{float refractionLOD=min(transmission_roughness,0.7)*vBackgroundRefractionInfos.x;vec2 refractionNoiseOffset=vec2(0.0);\n#ifdef DISPERSION\nfor (int i=0; i<3; i++) {vec3 refractedViewVector=refractedViewVectors[i];\n#endif\nvec3 refractionUVW=vec3(backgroundRefractionMatrix*(view*vec4(vPositionW+refractedViewVector*geometry_thickness,1.0)));vec2 refractionCoords=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;if (refractionLOD>0.0) {refractionNoiseOffset=(noise.xy+refractedViewVector.xy)/vec2(pow(2.0,vBackgroundRefractionInfos.x-refractionLOD));}\nrefractionCoords+=refractionNoiseOffset;\n#ifdef DISPERSION\nslab_translucent_background[i]=texture2DLodEXT(backgroundRefractionSampler,refractionCoords,refractionLOD)[i];}\n#else\nslab_translucent_background=texture2DLodEXT(backgroundRefractionSampler,refractionCoords,refractionLOD);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrBackgroundTransmission = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrBackgroundTransmission.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrBackgroundTransmission.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrBackgroundTransmission\";\nconst shader = `vec4 slab_translucent_background=vec4(0.,0.,0.,1.);\n#ifdef REFRACTED_BACKGROUND\n{float refractionLOD=min(transmission_roughness,0.7)*vBackgroundRefractionInfos.x;float lodTexelSize=pow(2.0,refractionLOD-vBackgroundRefractionInfos.x);\n#ifdef DISPERSION\n{\n#ifdef REFRACTION_HIGH_QUALITY_BLUR\n{vec3 dispResult=vec3(0.0);vec3 dispWeight=vec3(0.0);vec2 noiseOffset=noise.xy*(refractionLOD>0.0 ? lodTexelSize : 0.0);for (int k=0; k<6; k++) {float t=(float(k)+noise.y)/6.0;float t_rg=clamp(t*2.0,0.0,1.0);float t_gb=clamp((t-0.5)*2.0,0.0,1.0);vec3 refVec=mix(mix(refractedViewVectors[0],refractedViewVectors[1],t_rg),refractedViewVectors[2],t_gb);vec3 uvw=vec3(backgroundRefractionMatrix*(view*vec4(vPositionW+refVec*geometry_thickness,1.0)));vec2 coords=uvw.xy/uvw.z;coords.y=1.0-coords.y;vec4 s=texture2DLodEXT(backgroundRefractionSampler,coords+noiseOffset,refractionLOD);float rw=max(0.0,1.0-2.0*t);float gw=max(0.0,1.0-abs(2.0*t-1.0));float bw=max(0.0,2.0*t-1.0);vec3 w=vec3(rw,gw,bw);dispResult+=s.rgb*w;dispWeight+=w;}\nslab_translucent_background=vec4(dispResult/max(dispWeight,vec3(1e-6)),1.0);}\n#else\nfor (int i=0; i<3; i++) {vec3 refractedViewVector=refractedViewVectors[i];vec3 uvw=vec3(backgroundRefractionMatrix*(view*vec4(vPositionW+refractedViewVector*geometry_thickness,1.0)));vec2 coords=uvw.xy/uvw.z;coords.y=1.0-coords.y;if (refractionLOD>0.0) {vec2 noiseOffset=noise.xy*lodTexelSize;slab_translucent_background[i]=texture2DLodEXT(backgroundRefractionSampler,coords+noiseOffset,refractionLOD)[i];} else {slab_translucent_background[i]=texture2DLodEXT(backgroundRefractionSampler,coords,0.0)[i];}}\n#endif\n}\n#else\n{vec3 refractionUVW=vec3(backgroundRefractionMatrix*(view*vec4(vPositionW+refractedViewVector*geometry_thickness,1.0)));vec2 refractionCoords=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;if (refractionLOD>0.0) {\n#ifdef REFRACTION_HIGH_QUALITY_BLUR\nfloat cosA=cos(noise.x*PI);float sinA=sin(noise.x*PI);vec2 u=vec2( cosA,sinA)*(0.5*lodTexelSize);vec2 v=vec2(-sinA,cosA)*(0.5*lodTexelSize);slab_translucent_background=0.25*(\ntexture2DLodEXT(backgroundRefractionSampler,refractionCoords+u+v,refractionLOD) +\ntexture2DLodEXT(backgroundRefractionSampler,refractionCoords-u+v,refractionLOD) +\ntexture2DLodEXT(backgroundRefractionSampler,refractionCoords+u-v,refractionLOD) +\ntexture2DLodEXT(backgroundRefractionSampler,refractionCoords-u-v,refractionLOD)\n);\n#else\nvec2 noiseOffset=noise.xy*lodTexelSize;slab_translucent_background=texture2DLodEXT(backgroundRefractionSampler,refractionCoords+noiseOffset,refractionLOD);\n#endif\n} else {slab_translucent_background=texture2DLodEXT(backgroundRefractionSampler,refractionCoords,0.0);}}\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrBackgroundTransmission = { name, shader };\n"]}
@@ -32,7 +32,7 @@ slab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specu
32
32
  #endif
33
33
  specularFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;
34
34
  #ifdef THIN_FILM
35
- vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);
35
+ vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,vec3(baseDielectricReflectance.F0));thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);
36
36
  #endif
37
37
  }
38
38
  #endif
@@ -123,7 +123,7 @@ vec3 coloredFresnel=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.col
123
123
  vec3 coloredFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);
124
124
  #endif
125
125
  #ifdef THIN_FILM
126
- vec3 thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*thin_film_ior_scale*thinFilmConductorFresnel,thin_film_weight);
126
+ float thinFilmConductorAngle=max(preInfo{X}.VdotH,specular_roughness);vec3 thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,thinFilmConductorAngle,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*thinFilmConductorFresnel,thin_film_weight*thin_film_ior_scale);
127
127
  #endif
128
128
  #ifdef ANISOTROPIC_BASE
129
129
  slab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Jd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrDirectLighting\";\nconst shader = `#ifdef LIGHT{X}\n{vec3 slab_diffuse=vec3(0.,0.,0.);vec3 slab_translucent=vec3(0.,0.,0.);vec3 slab_glossy=vec3(0.,0.,0.);float specularFresnel=0.0;vec3 specularColoredFresnel=vec3(0.,0.,0.);vec3 slab_metal=vec3(0.,0.,0.);vec3 slab_coat=vec3(0.,0.,0.);float coatFresnel=0.0;vec3 slab_fuzz=vec3(0.,0.,0.);float fuzzFresnel=0.0;\n#ifdef HEMILIGHT{X}\nslab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_diffuse=computeAreaDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#else\nslab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nslab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#ifdef FUZZ\nfloat fuzzNdotH=max(dot(fuzzNormalW,preInfo{X}.H),0.0);vec3 fuzzBrdf=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));\n#endif\n#ifdef THIN_FILM\nfloat thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001);\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_BASE\nslab_glossy=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\n0.0,lightColor{X}.rgb);\n#else\nslab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);\n#endif\nspecularFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nvec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseDielectricReflectance.coloredF0);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);\n#endif\n}\n#endif\n#ifdef REFRACTED_LIGHTS\nvec3 forwardScatteredLight=vec3(0.0);\n#if AREALIGHT{X}\n#else\n{preLightingInfo preInfoTrans=preInfo{X};\n#ifdef SCATTERING\npreInfoTrans.roughness=sqrt(sqrt(max(transmission_roughness_alpha,0.05)));\n#else\npreInfoTrans.roughness=transmission_roughness;\n#endif\nif (preInfoTrans.NdotLUnclamped<=0.0) {specularFresnel=0.0;specularColoredFresnel=specularFresnel*specular_color;}\n#ifdef GEOMETRY_THIN_WALLED\nvec3 refractNormalW=viewDirectionW;\n#else\nvec3 refractNormalW=normalW;\n#endif\npreInfoTrans.NdotL=0.5*max(dot(-refractNormalW,preInfoTrans.L),0.0)+0.5;\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nfloat diff=min(dispersion_iors[2]-dispersion_iors[0],max(dispersion_iors[0]-1.0,1.0));dispersion_iors[2]+=diff;dispersion_iors[0]-=diff;for (int i=0; i<3; i++) {float eta=1.0/dispersion_iors[i];\n#elif defined(GEOMETRY_THIN_WALLED)\nfloat eta=1.0;\n#else\nfloat eta=1.0/specular_ior;\n#endif\npreInfoTrans.H=preInfoTrans.L+min(eta,0.95)*viewDirectionW;float len2=dot(preInfoTrans.H,preInfoTrans.H);if (len2<1e-6) {preInfoTrans.H=preInfoTrans.L;} else {preInfoTrans.H=preInfoTrans.H*inversesqrt(len2);}\n#ifdef ANISOTROPIC_BASE\npreInfoTrans.H=-preInfoTrans.H;\n#endif\npreInfoTrans.VdotH=dot(viewDirectionW,preInfoTrans.H);\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nforwardScatteredLight[i]+=\n#else\nforwardScatteredLight+=\n#endif\n#if defined(ANISOTROPIC_BASE)\ncomputeAnisotropicSpecularLighting(preInfoTrans,viewDirectionW,refractNormalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\ntransmission_roughness_alpha,lightColor{X}.rgb\n#else\ncomputeSpecularLighting(preInfoTrans,-refractNormalW,vec3(1.0),vec3(1.0),transmission_roughness_alpha,lightColor{X}.rgb\n#endif\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\n)[i];}\n#else\n);\n#endif\n#if !defined(GEOMETRY_THIN_WALLED)\nforwardScatteredLight=mix(forwardScatteredLight,0.25*preInfoTrans.attenuation*lightColor{X}.rgb,clamp(1.0-pow(baseGeoInfo.NdotV,transmission_roughness_alpha),0.0,1.0));\n#endif\n#ifdef REFRACTED_BACKGROUND\n#ifdef GEOMETRY_THIN_WALLED\nforwardScatteredLight=mix(vec3(0.0),forwardScatteredLight.rgb,0.2*transmission_roughness_alpha);\n#else\nforwardScatteredLight=max(vec3(0.0),mix(vec3(0.0),forwardScatteredLight,transmission_roughness_alpha));\n#endif\n#endif\n#ifdef SCATTERING\n#if !defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) || defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING_GBUFFER)\npreInfoTrans.roughness=1.0;vec3 diffused_forward_scattered_light=computeSpecularLighting(preInfoTrans,normalW,vec3(1.0),vec3(1.0),1.0,lightColor{X}.rgb)*volume_absorption;\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nvec3 forward_scattered_light=forwardScatteredLight*transmission_tint*volumeParams.multi_scatter_color;vec3 back_scattered_light=slab_diffuse*volumeParams.multi_scatter_color;slab_translucent=mix(back_scattered_light,forward_scattered_light,0.5+0.5*volumeParams.anisotropy);\n#else\nvec3 back_scattered_normal=normalize(normalW+viewDirectionW);preInfoTrans.NdotL=max(dot(back_scattered_normal,preInfoTrans.L),0.0);preInfoTrans.NdotV=dot(back_scattered_normal,viewDirectionW);preInfoTrans.H=normalize(viewDirectionW+preInfoTrans.L);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0,1.0);preInfoTrans.roughness=0.2;vec3 back_scattered_light=computeSpecularLighting(preInfoTrans,viewDirectionW,vec3(1.0),vec3(0.08),0.0,lightColor{X}.rgb);vec3 forward_scattered_light=(forwardScatteredLight*volume_absorption);vec3 iso_scattered_light=slab_diffuse;vec3 back_scattering=mix(forward_scattered_light,forward_scattered_light+back_scattered_light*backscatter_color,iso_scatter_density);\n#if defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) && !defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING_GBUFFER)\nvec3 iso_scattering=mix(forward_scattered_light,scattered_light_from_irradiance_texture*volumeParams.multi_scatter_color,iso_scatter_density);\n#else\nvec3 iso_scattering=mix(forward_scattered_light,(diffused_forward_scattered_light+iso_scattered_light)*volumeParams.multi_scatter_color,iso_scatter_density);\n#endif\nslab_translucent=mix(back_scattering,iso_scattering,back_to_iso_scattering_blend);slab_translucent=mix(slab_translucent,forward_scattered_light,iso_to_forward_scattering_blend)*transmission_tint;\n#endif\n#else\nslab_translucent=forwardScatteredLight*transmission_tint*volume_absorption;\n#endif\n}\n#endif\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvec3 coloredFresnel=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);\n#else\nvec3 coloredFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);\n#endif\n#ifdef THIN_FILM\nvec3 thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*thin_film_ior_scale*thinFilmConductorFresnel,thin_film_weight);\n#endif\n#ifdef ANISOTROPIC_BASE\nslab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);\n#else\nslab_metal=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),coloredFresnel,specular_roughness,lightColor{X}.rgb);\n#endif\n}\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_coat=computeAreaSpecularLighting(preInfoCoat{X},light{X}.vLightSpecular.rgb,coatReflectance.F0,coatReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_COAT\nslab_coat=computeAnisotropicSpecularLighting(preInfoCoat{X},viewDirectionW,coatNormalW,\ncoatGeoInfo.anisotropicTangent,coatGeoInfo.anisotropicBitangent,coatGeoInfo.anisotropy,\n0.0,lightColor{X}.rgb);\n#else\nslab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3(coatReflectance.F0),vec3(1.0),coat_roughness,lightColor{X}.rgb);\n#endif\nfloat NdotH=max(dot(coatNormalW,preInfoCoat{X}.H),0.0);coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}\n#endif\nvec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {float cosTheta_view=max(preInfoCoat{X}.NdotV,0.001);float cosTheta_light=max(preInfoCoat{X}.NdotL,0.001);float fresnel_view=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_view,5.0);float fresnel_light=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_light,5.0);float averageReflectance=(fresnel_view+fresnel_light)*0.5;float darkened_transmission=(1.0-averageReflectance)/(1.0+averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-cosTheta_view*cosTheta_view;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}\n#ifdef FUZZ\nfuzzFresnel=fuzzBrdf.z;vec3 fuzzNormalW=mix(normalW,coatNormalW,coat_weight);float fuzzNdotV=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0);float fuzzNdotL=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);\n#else\nvec3 fuzz_color=vec3(0.0);\n#endif\n#ifdef PREPASS_IRRADIANCE\ntotal_direct_diffuse+=slab_diffuse;\n#endif\nvec3 material_dielectric_base=mix(slab_diffuse*base_color.rgb,slab_translucent,surface_translucency_weight);vec3 material_dielectric_gloss=material_dielectric_base*(1.0-specularFresnel)+slab_glossy*specularColoredFresnel;vec3 material_base_substrate=mix(material_dielectric_gloss,slab_metal,base_metalness);vec3 material_coated_base=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3(1.0));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3(1.0),fuzz_color);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLighting = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrDirectLighting.js","sourceRoot":"","sources":["../../../../../dev/core/src/Shaders/ShadersInclude/openpbrDirectLighting.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Jd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC1C,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACpD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\n\nconst name = \"openpbrDirectLighting\";\nconst shader = `#ifdef LIGHT{X}\n{vec3 slab_diffuse=vec3(0.,0.,0.);vec3 slab_translucent=vec3(0.,0.,0.);vec3 slab_glossy=vec3(0.,0.,0.);float specularFresnel=0.0;vec3 specularColoredFresnel=vec3(0.,0.,0.);vec3 slab_metal=vec3(0.,0.,0.);vec3 slab_coat=vec3(0.,0.,0.);float coatFresnel=0.0;vec3 slab_fuzz=vec3(0.,0.,0.);float fuzzFresnel=0.0;\n#ifdef HEMILIGHT{X}\nslab_diffuse=computeHemisphericDiffuseLighting(preInfo{X},lightColor{X}.rgb,light{X}.vLightGround);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_diffuse=computeAreaDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#else\nslab_diffuse=computeDiffuseLighting(preInfo{X},lightColor{X}.rgb);\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nslab_diffuse*=computeProjectionTextureDiffuseLighting(projectionLightTexture{X},textureProjectionMatrix{X},vPositionW);\n#endif\n#ifdef FUZZ\nfloat fuzzNdotH=max(dot(fuzzNormalW,preInfo{X}.H),0.0);vec3 fuzzBrdf=getFuzzBRDFLookup(fuzzNdotH,sqrt(fuzz_roughness));\n#endif\n#ifdef THIN_FILM\nfloat thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001);\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_glossy=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_BASE\nslab_glossy=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\n0.0,lightColor{X}.rgb);\n#else\nslab_glossy=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),vec3(1.0),specular_roughness,lightColor{X}.rgb);\n#endif\nspecularFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseDielectricReflectance.F0,baseDielectricReflectance.F90);specularColoredFresnel=specularFresnel*specular_color;\n#ifdef THIN_FILM\nvec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,preInfo{X}.VdotH,thin_film_thickness,vec3(baseDielectricReflectance.F0));thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);specularColoredFresnel=mix(specularColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);\n#endif\n}\n#endif\n#ifdef REFRACTED_LIGHTS\nvec3 forwardScatteredLight=vec3(0.0);\n#if AREALIGHT{X}\n#else\n{preLightingInfo preInfoTrans=preInfo{X};\n#ifdef SCATTERING\npreInfoTrans.roughness=sqrt(sqrt(max(transmission_roughness_alpha,0.05)));\n#else\npreInfoTrans.roughness=transmission_roughness;\n#endif\nif (preInfoTrans.NdotLUnclamped<=0.0) {specularFresnel=0.0;specularColoredFresnel=specularFresnel*specular_color;}\n#ifdef GEOMETRY_THIN_WALLED\nvec3 refractNormalW=viewDirectionW;\n#else\nvec3 refractNormalW=normalW;\n#endif\npreInfoTrans.NdotL=0.5*max(dot(-refractNormalW,preInfoTrans.L),0.0)+0.5;\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nfloat diff=min(dispersion_iors[2]-dispersion_iors[0],max(dispersion_iors[0]-1.0,1.0));dispersion_iors[2]+=diff;dispersion_iors[0]-=diff;for (int i=0; i<3; i++) {float eta=1.0/dispersion_iors[i];\n#elif defined(GEOMETRY_THIN_WALLED)\nfloat eta=1.0;\n#else\nfloat eta=1.0/specular_ior;\n#endif\npreInfoTrans.H=preInfoTrans.L+min(eta,0.95)*viewDirectionW;float len2=dot(preInfoTrans.H,preInfoTrans.H);if (len2<1e-6) {preInfoTrans.H=preInfoTrans.L;} else {preInfoTrans.H=preInfoTrans.H*inversesqrt(len2);}\n#ifdef ANISOTROPIC_BASE\npreInfoTrans.H=-preInfoTrans.H;\n#endif\npreInfoTrans.VdotH=dot(viewDirectionW,preInfoTrans.H);\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\nforwardScatteredLight[i]+=\n#else\nforwardScatteredLight+=\n#endif\n#if defined(ANISOTROPIC_BASE)\ncomputeAnisotropicSpecularLighting(preInfoTrans,viewDirectionW,refractNormalW,\nbaseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,\ntransmission_roughness_alpha,lightColor{X}.rgb\n#else\ncomputeSpecularLighting(preInfoTrans,-refractNormalW,vec3(1.0),vec3(1.0),transmission_roughness_alpha,lightColor{X}.rgb\n#endif\n#if defined(DISPERSION) && !defined(GEOMETRY_THIN_WALLED)\n)[i];}\n#else\n);\n#endif\n#if !defined(GEOMETRY_THIN_WALLED)\nforwardScatteredLight=mix(forwardScatteredLight,0.25*preInfoTrans.attenuation*lightColor{X}.rgb,clamp(1.0-pow(baseGeoInfo.NdotV,transmission_roughness_alpha),0.0,1.0));\n#endif\n#ifdef REFRACTED_BACKGROUND\n#ifdef GEOMETRY_THIN_WALLED\nforwardScatteredLight=mix(vec3(0.0),forwardScatteredLight.rgb,0.2*transmission_roughness_alpha);\n#else\nforwardScatteredLight=max(vec3(0.0),mix(vec3(0.0),forwardScatteredLight,transmission_roughness_alpha));\n#endif\n#endif\n#ifdef SCATTERING\n#if !defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) || defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING_GBUFFER)\npreInfoTrans.roughness=1.0;vec3 diffused_forward_scattered_light=computeSpecularLighting(preInfoTrans,normalW,vec3(1.0),vec3(1.0),1.0,lightColor{X}.rgb)*volume_absorption;\n#endif\n#ifdef GEOMETRY_THIN_WALLED\nvec3 forward_scattered_light=forwardScatteredLight*transmission_tint*volumeParams.multi_scatter_color;vec3 back_scattered_light=slab_diffuse*volumeParams.multi_scatter_color;slab_translucent=mix(back_scattered_light,forward_scattered_light,0.5+0.5*volumeParams.anisotropy);\n#else\nvec3 back_scattered_normal=normalize(normalW+viewDirectionW);preInfoTrans.NdotL=max(dot(back_scattered_normal,preInfoTrans.L),0.0);preInfoTrans.NdotV=dot(back_scattered_normal,viewDirectionW);preInfoTrans.H=normalize(viewDirectionW+preInfoTrans.L);preInfoTrans.VdotH=clamp(dot(viewDirectionW,preInfoTrans.H),0.0,1.0);preInfoTrans.roughness=0.2;vec3 back_scattered_light=computeSpecularLighting(preInfoTrans,viewDirectionW,vec3(1.0),vec3(0.08),0.0,lightColor{X}.rgb);vec3 forward_scattered_light=(forwardScatteredLight*volume_absorption);vec3 iso_scattered_light=slab_diffuse;vec3 back_scattering=mix(forward_scattered_light,forward_scattered_light+back_scattered_light*backscatter_color,iso_scatter_density);\n#if defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING) && !defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING_GBUFFER)\nvec3 iso_scattering=mix(forward_scattered_light,scattered_light_from_irradiance_texture*volumeParams.multi_scatter_color,iso_scatter_density);\n#else\nvec3 iso_scattering=mix(forward_scattered_light,(diffused_forward_scattered_light+iso_scattered_light)*volumeParams.multi_scatter_color,iso_scatter_density);\n#endif\nslab_translucent=mix(back_scattering,iso_scattering,back_to_iso_scattering_blend);slab_translucent=mix(slab_translucent,forward_scattered_light,iso_to_forward_scattering_blend)*transmission_tint;\n#endif\n#else\nslab_translucent=forwardScatteredLight*transmission_tint*volume_absorption;\n#endif\n}\n#endif\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_metal=computeAreaSpecularLighting(preInfo{X},light{X}.vLightSpecular.rgb,baseConductorReflectance.F0,baseConductorReflectance.F90);\n#else\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nvec3 coloredFresnel=getF82Specular(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90,specular_roughness);\n#else\nvec3 coloredFresnel=fresnelSchlickGGX(preInfo{X}.VdotH,baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);\n#endif\n#ifdef THIN_FILM\nfloat thinFilmConductorAngle=max(preInfo{X}.VdotH,specular_roughness);vec3 thinFilmConductorFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,thinFilmConductorAngle,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);coloredFresnel=mix(coloredFresnel,specular_weight*thinFilmConductorFresnel,thin_film_weight*thin_film_ior_scale);\n#endif\n#ifdef ANISOTROPIC_BASE\nslab_metal=computeAnisotropicSpecularLighting(preInfo{X},viewDirectionW,normalW,baseGeoInfo.anisotropicTangent,baseGeoInfo.anisotropicBitangent,baseGeoInfo.anisotropy,0.0,lightColor{X}.rgb);\n#else\nslab_metal=computeSpecularLighting(preInfo{X},normalW,vec3(1.0),coloredFresnel,specular_roughness,lightColor{X}.rgb);\n#endif\n}\n#endif\n#if defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nslab_coat=computeAreaSpecularLighting(preInfoCoat{X},light{X}.vLightSpecular.rgb,coatReflectance.F0,coatReflectance.F90);\n#else\n{\n#ifdef ANISOTROPIC_COAT\nslab_coat=computeAnisotropicSpecularLighting(preInfoCoat{X},viewDirectionW,coatNormalW,\ncoatGeoInfo.anisotropicTangent,coatGeoInfo.anisotropicBitangent,coatGeoInfo.anisotropy,\n0.0,lightColor{X}.rgb);\n#else\nslab_coat=computeSpecularLighting(preInfoCoat{X},coatNormalW,vec3(coatReflectance.F0),vec3(1.0),coat_roughness,lightColor{X}.rgb);\n#endif\nfloat NdotH=max(dot(coatNormalW,preInfoCoat{X}.H),0.0);coatFresnel=fresnelSchlickGGX(NdotH,coatReflectance.F0,coatReflectance.F90);}\n#endif\nvec3 coatAbsorption=vec3(1.0);if (coat_weight>0.0) {float cosTheta_view=max(preInfoCoat{X}.NdotV,0.001);float cosTheta_light=max(preInfoCoat{X}.NdotL,0.001);float fresnel_view=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_view,5.0);float fresnel_light=coatReflectance.F0+(1.0-coatReflectance.F0)*pow(1.0-cosTheta_light,5.0);float averageReflectance=(fresnel_view+fresnel_light)*0.5;float darkened_transmission=(1.0-averageReflectance)/(1.0+averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);float sin2=1.0-cosTheta_view*cosTheta_view;sin2=sin2/(coat_ior*coat_ior);float cos_t=sqrt(1.0-sin2);float coatPathLength=1.0/cos_t;vec3 colored_transmission=pow(coat_color,vec3(coatPathLength));coatAbsorption=mix(vec3(1.0),colored_transmission*darkened_transmission,coat_weight);}\n#ifdef FUZZ\nfuzzFresnel=fuzzBrdf.z;vec3 fuzzNormalW=mix(normalW,coatNormalW,coat_weight);float fuzzNdotV=max(dot(fuzzNormalW,viewDirectionW.xyz),0.0);float fuzzNdotL=max(dot(fuzzNormalW,preInfo{X}.L),0.0);slab_fuzz=lightColor{X}.rgb*preInfo{X}.attenuation*evalFuzz(preInfo{X}.L,fuzzNdotL,fuzzNdotV,fuzzTangent,fuzzBitangent,fuzzBrdf);\n#else\nvec3 fuzz_color=vec3(0.0);\n#endif\n#ifdef PREPASS_IRRADIANCE\ntotal_direct_diffuse+=slab_diffuse;\n#endif\nvec3 material_dielectric_base=mix(slab_diffuse*base_color.rgb,slab_translucent,surface_translucency_weight);vec3 material_dielectric_gloss=material_dielectric_base*(1.0-specularFresnel)+slab_glossy*specularColoredFresnel;vec3 material_base_substrate=mix(material_dielectric_gloss,slab_metal,base_metalness);vec3 material_coated_base=layer(material_base_substrate,slab_coat,coatFresnel,coatAbsorption,vec3(1.0));material_surface_direct+=layer(material_coated_base,slab_fuzz,fuzzFresnel*fuzz_weight,vec3(1.0),fuzz_color);}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStore[name]) {\n ShaderStore.IncludesShadersStore[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLighting = { name, shader };\n"]}
@@ -113,11 +113,17 @@ fuzzEnvironmentLight/=totalWeight;
113
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  #endif
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  float dielectricIblFresnel=computeDielectricIblFresnel(baseDielectricReflectance,baseGeoInfo.environmentBrdf);vec3 dielectricIblColoredFresnel=dielectricIblFresnel*specular_color;
115
115
  #ifdef THIN_FILM
116
- vec3 thinFilmDielectricFresnel=evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseDielectricReflectance.coloredF0);float thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001*baseGeoInfo.NdotV);thinFilmDielectricFresnel=mix(thinFilmDielectricFresnel,vec3(dot(thinFilmDielectricFresnel,vec3(0.3333))),thin_film_desaturation_scale);dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);
116
+ float thin_film_cos_theta=max(baseGeoInfo.NdotV,specularAlphaG);float thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001*thin_film_cos_theta);float tf_brdf_x=baseGeoInfo.environmentBrdf.x;float tf_E_ss =baseGeoInfo.environmentBrdf.y;vec3 thinFilmDielectricF0=evalIridescence(thin_film_outside_ior,thin_film_ior,1.0,thin_film_thickness,vec3(baseDielectricReflectance.F0));thinFilmDielectricF0=mix(thinFilmDielectricF0,vec3(dot(thinFilmDielectricF0,vec3(0.3333))),thin_film_desaturation_scale);vec3 thinFilmDielectricDir=evalIridescence(thin_film_outside_ior,thin_film_ior,thin_film_cos_theta,thin_film_thickness,vec3(baseDielectricReflectance.F0));thinFilmDielectricDir=mix(thinFilmDielectricDir,vec3(dot(thinFilmDielectricDir,vec3(0.3333))),thin_film_desaturation_scale);float tf_f0d_avg =dot(thinFilmDielectricF0, vec3(0.3333));float tf_dird_avg=dot(thinFilmDielectricDir,vec3(0.3333));vec3 thinFilmDielectricFresnel=thinFilmDielectricDir*(tf_f0d_avg/max(tf_dird_avg,1e-5));vec3 tf_E_dielectric=(vec3(1.0)-thinFilmDielectricFresnel)*vec3(tf_brdf_x)+thinFilmDielectricFresnel*vec3(tf_E_ss);vec3 tf_F_avg_dielectric=thinFilmDielectricFresnel+(vec3(1.0)-thinFilmDielectricFresnel)/21.0;vec3 tf_ECF_dielectric=vec3(1.0)+tf_F_avg_dielectric*(vec3(1.0)/vec3(tf_E_ss)-vec3(1.0));thinFilmDielectricFresnel=clamp(tf_E_dielectric*tf_ECF_dielectric,vec3(0.0),vec3(1.0));dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thinFilmDielectricFresnel*specular_color,thin_film_weight*thin_film_ior_scale);dielectricIblFresnel=max(dielectricIblColoredFresnel.r,max(dielectricIblColoredFresnel.g,dielectricIblColoredFresnel.b));
117
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  #endif
118
118
  vec3 conductorIblFresnel=computeConductorIblFresnel(baseConductorReflectance,baseGeoInfo.environmentBrdf);
119
119
  #ifdef THIN_FILM
120
- vec3 thinFilmConductorFresnel=specular_weight*evalIridescence(thin_film_outside_ior,thin_film_ior,baseGeoInfo.NdotV,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorFresnel=mix(thinFilmConductorFresnel,vec3(dot(thinFilmConductorFresnel,vec3(0.3333))),thin_film_desaturation_scale);conductorIblFresnel=mix(conductorIblFresnel,thinFilmConductorFresnel,thin_film_weight*thin_film_ior_scale);
120
+ vec3 thinFilmConductorF0=evalIridescence(thin_film_outside_ior,thin_film_ior,1.0,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorF0=mix(thinFilmConductorF0,vec3(dot(thinFilmConductorF0,vec3(0.3333))),thin_film_desaturation_scale);vec3 thinFilmConductorDir=evalIridescence(thin_film_outside_ior,thin_film_ior,thin_film_cos_theta,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorDir=mix(thinFilmConductorDir,vec3(dot(thinFilmConductorDir,vec3(0.3333))),thin_film_desaturation_scale);float tf_f0c_avg =dot(thinFilmConductorF0, vec3(0.3333));float tf_dirc_avg=dot(thinFilmConductorDir,vec3(0.3333));vec3 thinFilmConductorRaw=thinFilmConductorDir*(tf_f0c_avg/max(tf_dirc_avg,1e-5));
121
+ #if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR) && defined(ENVIRONMENTBRDF)
122
+ vec3 tf_b=getF82B(baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);float tf_brdf_z=baseGeoInfo.environmentBrdf.z/BRDF_Z_SCALE;vec3 tf_E_conductor=(vec3(1.0)-thinFilmConductorRaw)*vec3(tf_brdf_x)+thinFilmConductorRaw*vec3(tf_E_ss)-tf_b*vec3(tf_brdf_z);vec3 tf_F_avg_conductor=thinFilmConductorRaw+(vec3(1.0)-thinFilmConductorRaw)/21.0-tf_b/126.0;
123
+ #else
124
+ vec3 tf_E_conductor=(vec3(1.0)-thinFilmConductorRaw)*vec3(tf_brdf_x)+thinFilmConductorRaw*vec3(tf_E_ss);vec3 tf_F_avg_conductor=thinFilmConductorRaw+(vec3(1.0)-thinFilmConductorRaw)/21.0;
125
+ #endif
126
+ vec3 tf_ECF_conductor=vec3(1.0)+tf_F_avg_conductor*(vec3(1.0)/vec3(tf_E_ss)-vec3(1.0));vec3 thinFilmConductorFresnel=specular_weight*clamp(tf_E_conductor*tf_ECF_conductor,vec3(0.0),vec3(1.0));conductorIblFresnel=mix(conductorIblFresnel,thinFilmConductorFresnel,thin_film_weight*thin_film_ior_scale);
121
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  #endif
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  vec3 slab_diffuse_ibl=vec3(0.,0.,0.);vec3 slab_glossy_ibl=vec3(0.,0.,0.);vec3 slab_metal_ibl=vec3(0.,0.,0.);vec3 slab_coat_ibl=vec3(0.,0.,0.);slab_diffuse_ibl=baseDiffuseEnvironmentLight*vLightingIntensity.z;
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  #ifdef AMBIENT_OCCLUSION