@onerjs/core 8.53.4 → 8.53.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (841) hide show
  1. package/Animations/animationGroup.d.ts +0 -1
  2. package/Animations/animationGroup.js +0 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Animations/animationGroup.pure.js +2 -0
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/runtimeAnimation.js +11 -0
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/Audio/audioSceneComponent.pure.js +1 -1
  9. package/AudioV2/abstractAudio/abstractSound.d.ts +2 -1
  10. package/AudioV2/abstractAudio/abstractSound.js +7 -2
  11. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/abstractSoundInstance.d.ts +3 -1
  13. package/AudioV2/abstractAudio/abstractSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/staticSound.d.ts +6 -0
  15. package/AudioV2/abstractAudio/staticSound.js +17 -1
  16. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  17. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +4 -2
  18. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  19. package/AudioV2/abstractAudio/streamingSound.d.ts +6 -0
  20. package/AudioV2/abstractAudio/streamingSound.js +9 -1
  21. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  22. package/AudioV2/webAudio/webAudioStaticSound.d.ts +7 -1
  23. package/AudioV2/webAudio/webAudioStaticSound.js +56 -8
  24. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  25. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -1
  26. package/AudioV2/webAudio/webAudioStreamingSound.js +16 -4
  27. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  28. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +2 -2
  29. package/BakedVertexAnimation/bakedVertexAnimationManager.js +151 -121
  30. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  31. package/Behaviors/Cameras/interpolatingBehavior.d.ts +17 -2
  32. package/Behaviors/Cameras/interpolatingBehavior.js +53 -23
  33. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  34. package/Bones/bone.pure.js +3 -3
  35. package/Buffers/buffer.pure.js +0 -12
  36. package/Buffers/buffer.pure.js.map +1 -1
  37. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +141 -126
  38. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  39. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +2 -1
  40. package/Cameras/Inputs/BaseCameraPointersInput.js +290 -277
  41. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  42. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +115 -102
  43. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  44. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +3 -0
  45. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +334 -273
  46. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  47. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +273 -258
  48. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  49. package/Cameras/Inputs/arcRotateCameraPointersInput.js +237 -213
  50. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  51. package/Cameras/Inputs/flyCameraKeyboardInput.js +199 -168
  52. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  53. package/Cameras/Inputs/flyCameraMouseInput.js +243 -229
  54. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  55. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +311 -266
  56. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  57. package/Cameras/Inputs/followCameraMouseWheelInput.js +139 -119
  58. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  59. package/Cameras/Inputs/followCameraPointersInput.js +239 -203
  60. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  61. package/Cameras/Inputs/freeCameraGamepadInput.js +127 -114
  62. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  63. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +278 -244
  64. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  65. package/Cameras/Inputs/freeCameraMouseInput.js +216 -202
  66. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  67. package/Cameras/Inputs/freeCameraMouseWheelInput.js +368 -353
  68. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  69. package/Cameras/Inputs/freeCameraTouchInput.js +185 -172
  70. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  71. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +2 -0
  72. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +291 -246
  73. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  74. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +11 -1
  75. package/Cameras/Inputs/geospatialCameraPointersInput.js +18 -2
  76. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  77. package/Cameras/Inputs/orbitCameraPointersInput.js +112 -96
  78. package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -1
  79. package/Cameras/VR/vrExperienceHelper.d.ts +0 -2
  80. package/Cameras/VR/vrExperienceHelper.js +0 -2
  81. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  82. package/Cameras/VR/vrExperienceHelper.pure.js +5 -0
  83. package/Cameras/VR/vrExperienceHelper.pure.js.map +1 -1
  84. package/Cameras/arcRotateCamera.pure.js +1559 -1479
  85. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  86. package/Cameras/camera.pure.js +1225 -1178
  87. package/Cameras/camera.pure.js.map +1 -1
  88. package/Cameras/flyCamera.pure.js +369 -351
  89. package/Cameras/flyCamera.pure.js.map +1 -1
  90. package/Cameras/followCamera.pure.js +229 -192
  91. package/Cameras/followCamera.pure.js.map +1 -1
  92. package/Cameras/freeCamera.pure.js +373 -351
  93. package/Cameras/freeCamera.pure.js.map +1 -1
  94. package/Cameras/geospatialCamera.pure.d.ts +30 -7
  95. package/Cameras/geospatialCamera.pure.js +502 -457
  96. package/Cameras/geospatialCamera.pure.js.map +1 -1
  97. package/Cameras/geospatialCameraMovement.js +2 -2
  98. package/Cameras/geospatialCameraMovement.js.map +1 -1
  99. package/Cameras/targetCamera.pure.d.ts +7 -0
  100. package/Cameras/targetCamera.pure.js +550 -509
  101. package/Cameras/targetCamera.pure.js.map +1 -1
  102. package/Cameras/universalCamera.pure.js +98 -85
  103. package/Cameras/universalCamera.pure.js.map +1 -1
  104. package/Collisions/gpuPicker.d.ts +111 -4
  105. package/Collisions/gpuPicker.js +696 -119
  106. package/Collisions/gpuPicker.js.map +1 -1
  107. package/Compute/computeShader.pure.js +372 -355
  108. package/Compute/computeShader.pure.js.map +1 -1
  109. package/Culling/Helper/transformFeedbackBoundingHelper.pure.js +2 -2
  110. package/Decorators/nodeDecorator.d.ts +11 -1
  111. package/Decorators/nodeDecorator.js +43 -6
  112. package/Decorators/nodeDecorator.js.map +1 -1
  113. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js +8 -0
  114. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js.map +1 -1
  115. package/Engines/Native/nativeHelpers.js +15 -0
  116. package/Engines/Native/nativeHelpers.js.map +1 -1
  117. package/Engines/Native/nativeInterfaces.d.ts +7 -2
  118. package/Engines/Native/nativeInterfaces.js.map +1 -1
  119. package/Engines/Native/nativeRenderTargetWrapper.d.ts +5 -0
  120. package/Engines/Native/nativeRenderTargetWrapper.js +35 -1
  121. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  122. package/Engines/Processors/shaderProcessor.js +5 -3
  123. package/Engines/Processors/shaderProcessor.js.map +1 -1
  124. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js +16 -3
  125. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js.map +1 -1
  126. package/Engines/WebGPU/webgpuClearQuad.pure.js +7 -1
  127. package/Engines/WebGPU/webgpuClearQuad.pure.js.map +1 -1
  128. package/Engines/abstractEngine.functions.d.ts +8 -2
  129. package/Engines/abstractEngine.functions.js +12 -4
  130. package/Engines/abstractEngine.functions.js.map +1 -1
  131. package/Engines/abstractEngine.pure.d.ts +20 -1
  132. package/Engines/abstractEngine.pure.js +21 -134
  133. package/Engines/abstractEngine.pure.js.map +1 -1
  134. package/Engines/engine.d.ts +208 -0
  135. package/Engines/engine.pure.js +0 -15
  136. package/Engines/engine.pure.js.map +1 -1
  137. package/Engines/nullEngine.pure.d.ts +66 -0
  138. package/Engines/nullEngine.pure.js +97 -0
  139. package/Engines/nullEngine.pure.js.map +1 -1
  140. package/Engines/thinEngine.pure.d.ts +0 -13
  141. package/Engines/thinEngine.pure.js +4 -23
  142. package/Engines/thinEngine.pure.js.map +1 -1
  143. package/Engines/thinNativeEngine.d.ts +0 -1
  144. package/Engines/thinNativeEngine.js +0 -1
  145. package/Engines/thinNativeEngine.js.map +1 -1
  146. package/Engines/thinNativeEngine.pure.d.ts +27 -0
  147. package/Engines/thinNativeEngine.pure.js +383 -17
  148. package/Engines/thinNativeEngine.pure.js.map +1 -1
  149. package/Engines/webgpuEngine.d.ts +1 -0
  150. package/Engines/webgpuEngine.js +1 -0
  151. package/Engines/webgpuEngine.js.map +1 -1
  152. package/Engines/webgpuEngine.pure.d.ts +9 -0
  153. package/Engines/webgpuEngine.pure.js +7 -0
  154. package/Engines/webgpuEngine.pure.js.map +1 -1
  155. package/FlowGraph/flowGraph.js +9 -0
  156. package/FlowGraph/flowGraph.js.map +1 -1
  157. package/FlowGraph/flowGraphContext.js +597 -584
  158. package/FlowGraph/flowGraphContext.js.map +1 -1
  159. package/FlowGraph/flowGraphDataConnection.pure.d.ts +14 -0
  160. package/FlowGraph/flowGraphDataConnection.pure.js +38 -1
  161. package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
  162. package/FlowGraph/serialization.d.ts +11 -0
  163. package/FlowGraph/serialization.js +11 -1
  164. package/FlowGraph/serialization.js.map +1 -1
  165. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js +182 -170
  166. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js.map +1 -1
  167. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js +196 -184
  168. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js.map +1 -1
  169. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js +222 -210
  170. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js.map +1 -1
  171. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +123 -111
  172. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  173. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +158 -146
  174. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  175. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js +63 -51
  176. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js.map +1 -1
  177. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js +122 -110
  178. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js.map +1 -1
  179. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js +76 -64
  180. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js.map +1 -1
  181. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js +89 -77
  182. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js.map +1 -1
  183. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js +134 -122
  184. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js.map +1 -1
  185. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js +58 -46
  186. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js.map +1 -1
  187. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js +107 -95
  188. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js.map +1 -1
  189. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js +181 -169
  190. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js.map +1 -1
  191. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js +63 -51
  192. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js.map +1 -1
  193. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js +63 -51
  194. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js.map +1 -1
  195. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js +76 -64
  196. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js.map +1 -1
  197. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js +246 -234
  198. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js.map +1 -1
  199. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js +108 -96
  200. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js.map +1 -1
  201. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js +87 -75
  202. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js.map +1 -1
  203. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js +76 -64
  204. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js.map +1 -1
  205. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js +313 -301
  206. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js.map +1 -1
  207. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js +502 -490
  208. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js.map +1 -1
  209. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js +147 -135
  210. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js.map +1 -1
  211. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js +90 -78
  212. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js.map +1 -1
  213. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js +179 -167
  214. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js.map +1 -1
  215. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +462 -451
  216. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  217. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +265 -253
  218. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  219. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js +204 -192
  220. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js.map +1 -1
  221. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +611 -550
  222. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  223. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js +320 -308
  224. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js.map +1 -1
  225. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js +87 -75
  226. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js.map +1 -1
  227. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js +154 -142
  228. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js.map +1 -1
  229. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js +150 -138
  230. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js.map +1 -1
  231. package/FrameGraph/Node/Blocks/inputBlock.pure.js +270 -256
  232. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  233. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js +95 -83
  234. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js.map +1 -1
  235. package/FrameGraph/Node/nodeRenderGraph.js +715 -693
  236. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  237. package/FrameGraph/Node/nodeRenderGraphBlock.js +548 -533
  238. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  239. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +2 -2
  240. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +43 -51
  241. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  242. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +0 -1
  243. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +0 -1
  244. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -1
  245. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.d.ts +0 -1
  246. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +66 -35
  247. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  248. package/Helpers/environmentHelper.js +2 -2
  249. package/Helpers/environmentHelper.js.map +1 -1
  250. package/Layers/effectLayer.js +529 -519
  251. package/Layers/effectLayer.js.map +1 -1
  252. package/Layers/glowLayer.pure.js +428 -413
  253. package/Layers/glowLayer.pure.js.map +1 -1
  254. package/Layers/highlightLayer.pure.js +473 -458
  255. package/Layers/highlightLayer.pure.js.map +1 -1
  256. package/Layers/selectionOutlineLayer.pure.js +360 -345
  257. package/Layers/selectionOutlineLayer.pure.js.map +1 -1
  258. package/Lights/Clustered/clusteredLightContainer.pure.d.ts +1 -1
  259. package/Lights/Clustered/clusteredLightContainer.pure.js +583 -558
  260. package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
  261. package/Lights/Shadows/shadowGenerator.js +6 -1
  262. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  263. package/Lights/areaLight.pure.js +61 -39
  264. package/Lights/areaLight.pure.js.map +1 -1
  265. package/Lights/directionalLight.pure.js +308 -284
  266. package/Lights/directionalLight.pure.js.map +1 -1
  267. package/Lights/hemisphericLight.pure.js +123 -104
  268. package/Lights/hemisphericLight.pure.js.map +1 -1
  269. package/Lights/light.d.ts +5 -3
  270. package/Lights/light.js +869 -827
  271. package/Lights/light.js.map +1 -1
  272. package/Lights/pointLight.pure.js +185 -174
  273. package/Lights/pointLight.pure.js.map +1 -1
  274. package/Lights/rectAreaLight.pure.d.ts +17 -0
  275. package/Lights/rectAreaLight.pure.js +238 -159
  276. package/Lights/rectAreaLight.pure.js.map +1 -1
  277. package/Lights/shadowLight.js +280 -268
  278. package/Lights/shadowLight.js.map +1 -1
  279. package/Lights/spotLight.pure.js +460 -427
  280. package/Lights/spotLight.pure.js.map +1 -1
  281. package/Loading/Plugins/babylonFileLoader.pure.js +17 -5
  282. package/Loading/Plugins/babylonFileLoader.pure.js.map +1 -1
  283. package/Loading/sceneLoader.d.ts +5 -1
  284. package/Loading/sceneLoader.js +299 -402
  285. package/Loading/sceneLoader.js.map +1 -1
  286. package/Materials/Background/backgroundMaterial.pure.d.ts +18 -18
  287. package/Materials/Background/backgroundMaterial.pure.js +949 -794
  288. package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
  289. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
  290. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
  291. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  292. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
  293. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
  294. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  295. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.d.ts +2 -1
  296. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +169 -149
  297. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
  298. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js +1 -1
  299. package/Materials/Node/Blocks/Dual/lightBlock.pure.js +442 -429
  300. package/Materials/Node/Blocks/Dual/lightBlock.pure.js.map +1 -1
  301. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js +396 -383
  302. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js.map +1 -1
  303. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js +237 -220
  304. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js.map +1 -1
  305. package/Materials/Node/Blocks/Dual/textureBlock.pure.js +1 -1
  306. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js +150 -133
  307. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js.map +1 -1
  308. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +265 -250
  309. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  310. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js +159 -142
  311. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js.map +1 -1
  312. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +214 -201
  313. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
  314. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.pure.js +419 -400
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This file must only contain pure code and pure imports */\r\n\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { Matrix, Vector3, Vector4, Quaternion } from \"../../Maths/math.vector.pure\";\r\nimport { type Mesh } from \"../../Meshes/mesh.pure\";\r\nimport { type GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh.pure\";\r\nimport { type Scene } from \"../../scene.pure\";\r\nimport { Texture } from \"../../Materials/Textures/texture.pure\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { _IblShadowsVoxelRenderer } from \"./iblShadowsVoxelRenderer.pure\";\r\nimport { _IblShadowsVoxelTracingPass } from \"./iblShadowsVoxelTracingPass\";\r\nimport { type WebGPUEngine } from \"../../Engines/webgpuEngine.pure\";\r\nimport { PostProcess, type PostProcessOptions } from \"../../PostProcesses/postProcess.pure\";\r\nimport { _IblShadowsSpatialBlurPass } from \"./iblShadowsSpatialBlurPass\";\r\nimport { _IblShadowsAccumulationPass } from \"./iblShadowsAccumulationPass\";\r\nimport { PostProcessRenderPipeline } from \"../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"core/PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { type Camera } from \"core/Cameras/camera.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer, type IGeometryBufferTextureTypeAndFormat } from \"core/Rendering/geometryBufferRenderer.pure\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { RawTexture3D } from \"core/Materials/Textures/rawTexture3D\";\r\nimport { IBLShadowsPluginMaterial } from \"./iblShadowsPluginMaterial.pure\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial.pure\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial.pure\";\r\nimport { type Material } from \"core/Materials/material.pure\";\r\nimport { Observable } from \"core/Misc/observable.pure\";\r\nimport { OpenPBRMaterial } from \"core/Materials/PBR/openpbrMaterial.pure\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\n\r\ninterface IIblShadowsSettings {\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n resolutionExp?: number;\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass. Higher\r\n * values will result in better quality, more stable shadows but are more expensive to compute.\r\n */\r\n sampleDirections?: number;\r\n\r\n /**\r\n * How dark the shadows are. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n shadowOpacity?: number;\r\n\r\n /**\r\n * The global Y-axis rotation of the IBL for shadows. This should match the Y-rotation of the environment map applied to materials, skybox, etc.\r\n */\r\n envRotation?: number;\r\n\r\n /**\r\n * A factor that controls how long the shadows remain in the scene.\r\n * 0.0 is no persistence, 1.0 is full persistence.\r\n * This value applies only while the camera is moving. Once stationary, the pipeline\r\n * increases remanence automatically to help the shadows converge.\r\n */\r\n shadowRemanence?: number;\r\n\r\n /**\r\n * Render the voxel grid from 3 different axis. This will result in better quality shadows with fewer\r\n * bits of missing geometry.\r\n */\r\n triPlanarVoxelization?: boolean;\r\n\r\n /**\r\n * A size multiplier for the internal shadow render targets (default 1.0). A value of 1.0 represents full-resolution.\r\n * Scaling this below 1.0 will result in blurry shadows and potentially more artifacts but\r\n * could help increase performance on less powerful GPU's.\r\n */\r\n shadowRenderSizeFactor?: number;\r\n\r\n /**\r\n * Separate control for the opacity of the voxel shadows.\r\n */\r\n voxelShadowOpacity?: number;\r\n\r\n /**\r\n * Include screen-space shadows in the IBL shadow pipeline. This adds sharp shadows to small details\r\n * but only applies close to a shadow-casting object.\r\n */\r\n ssShadowsEnabled?: boolean;\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n ssShadowSampleCount?: number;\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples\r\n * in pixels.\r\n */\r\n ssShadowStride?: number;\r\n\r\n /**\r\n * A scale for the maximum distance a screen-space shadow can be cast in world-space.\r\n * The maximum distance that screen-space shadows cast is derived from the voxel size\r\n * and this value so shouldn't need to change if you scale your scene.\r\n */\r\n ssShadowDistanceScale?: number;\r\n\r\n /**\r\n * Screen-space shadow thickness scale. This value controls the assumed thickness of\r\n * on-screen surfaces in world-space. It scales with the size of the shadow-casting\r\n * region so shouldn't need to change if you scale your scene.\r\n */\r\n ssShadowThicknessScale?: number;\r\n}\r\n\r\n/**\r\n * Voxel-based shadow rendering for IBL's.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class IblShadowsRenderPipeline extends PostProcessRenderPipeline {\r\n /**\r\n * The scene that this pipeline is attached to\r\n */\r\n public scene: Scene;\r\n\r\n private _allowDebugPasses: boolean = false;\r\n private _debugPasses: { pass: PostProcess; enabled: boolean }[] = [];\r\n\r\n private _geometryBufferRenderer: GeometryBufferRenderer;\r\n\r\n private _shadowCastingMeshes: Mesh[] = [];\r\n\r\n private _voxelRenderer: _IblShadowsVoxelRenderer;\r\n private _voxelTracingPass: _IblShadowsVoxelTracingPass;\r\n private _spatialBlurPass: _IblShadowsSpatialBlurPass;\r\n private _accumulationPass: _IblShadowsAccumulationPass;\r\n private _noiseTexture: Texture;\r\n /**\r\n * Raw texture to be used before final data is available.\r\n * @internal\r\n */\r\n public _dummyTexture2d: RawTexture;\r\n private _dummyTexture3d: RawTexture3D;\r\n private _shadowOpacity: number = 0.8;\r\n private _enabled: boolean = true;\r\n private _coloredShadows: boolean = false;\r\n private _materialsWithRenderPlugin: Material[] = [];\r\n\r\n /**\r\n * Observable that triggers when the shadow renderer is ready\r\n */\r\n public onShadowTextureReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * Observable that triggers when a new IBL is set and the importance sampling is ready\r\n */\r\n public onNewIblReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * Observable that triggers when the voxelization is complete\r\n */\r\n public onVoxelizationCompleteObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * The current world-space size of that the voxel grid covers in the scene.\r\n */\r\n public voxelGridSize: number = 1.0;\r\n\r\n /**\r\n * Reset the shadow accumulation. This has a similar affect to lowering the remanence for a single frame.\r\n * This is useful when making a sudden change to the IBL.\r\n */\r\n public resetAccumulation(): void {\r\n this._accumulationPass.reset = true;\r\n }\r\n\r\n /**\r\n * How dark the shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get shadowOpacity(): number {\r\n return this._shadowOpacity;\r\n }\r\n\r\n public set shadowOpacity(value: number) {\r\n this._shadowOpacity = value;\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * Render the shadows in color rather than black and white.\r\n * This is slightly more expensive than black and white shadows but can be much\r\n * more accurate when the strongest lights in the IBL are non-white.\r\n */\r\n public get coloredShadows(): boolean {\r\n return this._coloredShadows;\r\n }\r\n\r\n public set coloredShadows(value: boolean) {\r\n this._coloredShadows = value;\r\n this._voxelTracingPass.coloredShadows = value;\r\n this._setPluginParameters();\r\n }\r\n\r\n private _renderSizeFactor: number = 1.0;\r\n\r\n /**\r\n * A multiplier for the render size of the shadows. Used for rendering lower-resolution shadows.\r\n */\r\n public get shadowRenderSizeFactor(): number {\r\n return this._renderSizeFactor;\r\n }\r\n\r\n public set shadowRenderSizeFactor(value: number) {\r\n this._renderSizeFactor = Math.max(Math.min(value, 1.0), 0.0);\r\n this._voxelTracingPass.resize(value);\r\n this._spatialBlurPass.resize(value);\r\n this._accumulationPass.resize(value);\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * How dark the voxel shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get voxelShadowOpacity() {\r\n return this._voxelTracingPass?.voxelShadowOpacity;\r\n }\r\n\r\n public set voxelShadowOpacity(value: number) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n this._voxelTracingPass.voxelShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * How dark the screen-space shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._voxelTracingPass?.ssShadowOpacity;\r\n }\r\n\r\n public set ssShadowOpacity(value: number) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n this._voxelTracingPass.ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get ssShadowSampleCount(): number {\r\n return this._voxelTracingPass?.sssSamples;\r\n }\r\n\r\n public set ssShadowSampleCount(value: number) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n this._voxelTracingPass.sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples\r\n * in pixels.\r\n */\r\n public get ssShadowStride(): number {\r\n return this._voxelTracingPass?.sssStride;\r\n }\r\n\r\n public set ssShadowStride(value: number) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n this._voxelTracingPass.sssStride = value;\r\n }\r\n\r\n private _sssMaxDistScale: number;\r\n\r\n /**\r\n * A scale for the maximum distance a screen-space shadow can be cast in world-space.\r\n * The maximum distance that screen-space shadows cast is derived from the voxel size\r\n * and this value so shouldn't need to change if you scale your scene\r\n */\r\n public get ssShadowDistanceScale(): number {\r\n return this._sssMaxDistScale;\r\n }\r\n\r\n public set ssShadowDistanceScale(value: number) {\r\n this._sssMaxDistScale = value;\r\n this._updateSsShadowParams();\r\n }\r\n\r\n private _sssThicknessScale: number;\r\n\r\n /**\r\n * Screen-space shadow thickness scale. This value controls the assumed thickness of\r\n * on-screen surfaces in world-space. It scales with the size of the shadow-casting\r\n * region so shouldn't need to change if you scale your scene.\r\n */\r\n public get ssShadowThicknessScale(): number {\r\n return this._sssThicknessScale;\r\n }\r\n\r\n public set ssShadowThicknessScale(value: number) {\r\n this._sssThicknessScale = value;\r\n this._updateSsShadowParams();\r\n }\r\n\r\n /**\r\n * Returns the texture containing the voxel grid data\r\n * @returns The texture containing the voxel grid data\r\n * @internal\r\n */\r\n public _getVoxelGridTexture(): Texture {\r\n const tex = this._voxelRenderer?.getVoxelGrid();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture3d;\r\n }\r\n\r\n /**\r\n * Returns the noise texture.\r\n * @returns The noise texture.\r\n * @internal\r\n */\r\n public _getNoiseTexture(): Texture {\r\n const tex = this._noiseTexture;\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n /**\r\n * Returns the voxel-tracing texture.\r\n * @returns The voxel-tracing texture.\r\n * @internal\r\n */\r\n public _getVoxelTracingTexture(): Texture {\r\n const tex = this._voxelTracingPass?.getOutputTexture();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n /**\r\n * Returns the spatial blur texture.\r\n * @returns The spatial blur texture.\r\n * @internal\r\n */\r\n public _getSpatialBlurTexture(): Texture {\r\n const tex = this._spatialBlurPass.getOutputTexture();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n /**\r\n * Returns the accumulated shadow texture.\r\n * @returns The accumulated shadow texture.\r\n * @internal\r\n */\r\n public _getAccumulatedTexture(): Texture {\r\n const tex = this._accumulationPass?.getOutputTexture();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n private _gbufferDebugPass: PostProcess;\r\n private _gbufferDebugEnabled: boolean = false;\r\n private _gBufferDebugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Turn on or off the debug view of the G-Buffer. This will display only the targets\r\n * of the g-buffer that are used by the shadow pipeline.\r\n */\r\n public get gbufferDebugEnabled(): boolean {\r\n return this._gbufferDebugEnabled;\r\n }\r\n\r\n public set gbufferDebugEnabled(enabled: boolean) {\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable G-Buffer debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n this._gbufferDebugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._getGBufferDebugPass().name, this.cameras);\r\n } else {\r\n this._disableEffect(this._getGBufferDebugPass().name, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the CDF importance sampling data\r\n */\r\n public get cdfDebugEnabled(): boolean {\r\n return this.scene.iblCdfGenerator ? this.scene.iblCdfGenerator.debugEnabled : false;\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the CDF importance sampling data\r\n */\r\n public set cdfDebugEnabled(enabled: boolean) {\r\n if (!this.scene.iblCdfGenerator) {\r\n return;\r\n }\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable importance sampling debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this.scene.iblCdfGenerator.debugEnabled) {\r\n return;\r\n }\r\n this.scene.iblCdfGenerator.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this.scene.iblCdfGenerator.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this.scene.iblCdfGenerator.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for just the shadow samples taken this frame.\r\n */\r\n public get voxelTracingDebugEnabled(): boolean {\r\n return this._voxelTracingPass?.debugEnabled;\r\n }\r\n\r\n public set voxelTracingDebugEnabled(enabled: boolean) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable voxel tracing debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._voxelTracingPass.debugEnabled) {\r\n return;\r\n }\r\n this._voxelTracingPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._voxelTracingPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._voxelTracingPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for the spatial blur pass\r\n */\r\n public get spatialBlurPassDebugEnabled(): boolean {\r\n return this._spatialBlurPass.debugEnabled;\r\n }\r\n\r\n public set spatialBlurPassDebugEnabled(enabled: boolean) {\r\n if (!this._spatialBlurPass) {\r\n return;\r\n }\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable spatial blur debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._spatialBlurPass.debugEnabled) {\r\n return;\r\n }\r\n this._spatialBlurPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._spatialBlurPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._spatialBlurPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for the shadows accumulated over time.\r\n */\r\n public get accumulationPassDebugEnabled(): boolean {\r\n return this._accumulationPass?.debugEnabled;\r\n }\r\n\r\n public set accumulationPassDebugEnabled(enabled: boolean) {\r\n if (!this._accumulationPass) {\r\n return;\r\n }\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable accumulation pass debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._accumulationPass.debugEnabled) {\r\n return;\r\n }\r\n this._accumulationPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._accumulationPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._accumulationPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh to be used for shadow-casting in the IBL shadow pipeline.\r\n * These meshes will be written to the voxel grid.\r\n * @param mesh A mesh or list of meshes that you want to cast shadows\r\n */\r\n public addShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n if (Array.isArray(mesh)) {\r\n for (const m of mesh) {\r\n if (m && this._shadowCastingMeshes.indexOf(m) === -1) {\r\n this._shadowCastingMeshes.push(m);\r\n if (m.getClassName() === \"GaussianSplattingMesh\") {\r\n (m as GaussianSplattingMesh).needsRotationScaleTextures = true;\r\n }\r\n }\r\n }\r\n } else {\r\n if (mesh && this._shadowCastingMeshes.indexOf(mesh) === -1) {\r\n this._shadowCastingMeshes.push(mesh);\r\n if (mesh.getClassName() === \"GaussianSplattingMesh\") {\r\n (mesh as GaussianSplattingMesh).needsRotationScaleTextures = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the shadow-casting list. The mesh will no longer be written\r\n * to the voxel grid and will not cast shadows.\r\n * @param mesh The mesh or list of meshes that you don't want to cast shadows.\r\n */\r\n public removeShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n if (Array.isArray(mesh)) {\r\n for (const m of mesh) {\r\n const index = this._shadowCastingMeshes.indexOf(m);\r\n if (index !== -1) {\r\n this._shadowCastingMeshes.splice(index, 1);\r\n if (m.getClassName() === \"GaussianSplattingMesh\") {\r\n (m as GaussianSplattingMesh).needsRotationScaleTextures = false;\r\n }\r\n }\r\n }\r\n } else {\r\n const index = this._shadowCastingMeshes.indexOf(mesh);\r\n if (index !== -1) {\r\n this._shadowCastingMeshes.splice(index, 1);\r\n if (mesh.getClassName() === \"GaussianSplattingMesh\") {\r\n (mesh as GaussianSplattingMesh).needsRotationScaleTextures = false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the list of shadow-casting meshes. This will remove all meshes from the list\r\n */\r\n public clearShadowCastingMeshes(): void {\r\n for (const m of this._shadowCastingMeshes) {\r\n if (m.getClassName() === \"GaussianSplattingMesh\") {\r\n (m as GaussianSplattingMesh).needsRotationScaleTextures = false;\r\n }\r\n }\r\n this._shadowCastingMeshes.length = 0;\r\n }\r\n\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n public get resolutionExp() {\r\n return this._voxelRenderer.voxelResolutionExp;\r\n }\r\n\r\n public set resolutionExp(newResolution: number) {\r\n if (newResolution === this._voxelRenderer.voxelResolutionExp) {\r\n return;\r\n }\r\n if (this._voxelRenderer.isVoxelizationInProgress()) {\r\n Logger.Warn(\"Can't change the resolution of the voxel grid while voxelization is in progress.\");\r\n return;\r\n }\r\n this._voxelRenderer.voxelResolutionExp = Math.max(1, Math.min(newResolution, 8));\r\n this._accumulationPass.reset = true;\r\n }\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass\r\n */\r\n public get sampleDirections() {\r\n return this._voxelTracingPass?.sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass\r\n */\r\n public set sampleDirections(value: number) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n this._voxelTracingPass.sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The decree to which the shadows persist between frames. 0.0 is no persistence, 1.0 is full persistence.\r\n **/\r\n public get shadowRemanence(): number {\r\n return this._accumulationPass?.remanence;\r\n }\r\n\r\n /**\r\n * The decree to which the shadows persist between frames. 0.0 is no persistence, 1.0 is full persistence.\r\n **/\r\n public set shadowRemanence(value: number) {\r\n if (!this._accumulationPass) {\r\n return;\r\n }\r\n this._accumulationPass.remanence = value;\r\n }\r\n\r\n /**\r\n * The global Y-axis rotation of the IBL for shadows. This should match the Y-rotation of the environment map applied to materials, skybox, etc.\r\n */\r\n public get envRotation() {\r\n return this._voxelTracingPass?.envRotation;\r\n }\r\n\r\n /**\r\n * The global Y-axis rotation of the IBL for shadows. This should match the Y-rotation of the environment map applied to materials, skybox, etc.\r\n */\r\n public set envRotation(value: number) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n this._voxelTracingPass.envRotation = value;\r\n this._accumulationPass.reset = true;\r\n }\r\n\r\n /**\r\n * Allow debug passes to be enabled. Default is false.\r\n */\r\n public get allowDebugPasses(): boolean {\r\n return this._allowDebugPasses;\r\n }\r\n\r\n /**\r\n * Allow debug passes to be enabled. Default is false.\r\n */\r\n public set allowDebugPasses(value: boolean) {\r\n if (this._allowDebugPasses === value) {\r\n return;\r\n }\r\n this._allowDebugPasses = value;\r\n if (value && this.scene.iblCdfGenerator) {\r\n if (this.scene.iblCdfGenerator.isReady()) {\r\n this._createDebugPasses();\r\n } else {\r\n this.scene.iblCdfGenerator.onGeneratedObservable.addOnce(() => {\r\n this._createDebugPasses();\r\n });\r\n }\r\n } else {\r\n this._disposeDebugPasses();\r\n }\r\n }\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportIBLShadows;\r\n }\r\n\r\n /**\r\n * Toggle the shadow tracing on or off\r\n * @param enabled Toggle the shadow tracing on or off\r\n */\r\n public toggleShadow(enabled: boolean) {\r\n this._enabled = enabled;\r\n this._voxelTracingPass.enabled = enabled;\r\n this._spatialBlurPass.enabled = enabled;\r\n this._accumulationPass.enabled = enabled;\r\n for (const mat of this._materialsWithRenderPlugin) {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin(IBLShadowsPluginMaterial.Name) as IBLShadowsPluginMaterial;\r\n plugin.isEnabled = enabled;\r\n }\r\n }\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * Trigger the scene to be re-voxelized. This should be run when any shadow-casters have been added, removed or moved.\r\n */\r\n public updateVoxelization() {\r\n if (this._shadowCastingMeshes.length === 0) {\r\n Logger.Warn(\"IBL Shadows: updateVoxelization called with no shadow-casting meshes to voxelize.\");\r\n return;\r\n }\r\n this._voxelRenderer.updateVoxelGrid(this._shadowCastingMeshes);\r\n this._voxelRenderer.onVoxelizationCompleteObservable.addOnce(() => {\r\n this.onVoxelizationCompleteObservable.notifyObservers();\r\n });\r\n this._updateSsShadowParams();\r\n }\r\n\r\n /**\r\n * Trigger the scene bounds of shadow-casters to be calculated. This is the world size that the voxel grid will cover and will always be a cube.\r\n */\r\n public updateSceneBounds() {\r\n const bounds: { min: Vector3; max: Vector3 } = {\r\n min: new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE),\r\n max: new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE),\r\n };\r\n for (const mesh of this._shadowCastingMeshes) {\r\n const localBounds = mesh.getHierarchyBoundingVectors(true);\r\n bounds.min = Vector3.Minimize(bounds.min, localBounds.min);\r\n bounds.max = Vector3.Maximize(bounds.max, localBounds.max);\r\n }\r\n\r\n if (this._shadowCastingMeshes.length === 0) {\r\n Logger.Warn(\"IBL Shadows: updateSceneBounds called with no shadow-casting meshes.\");\r\n this.voxelGridSize = 1.0;\r\n return;\r\n }\r\n // If no visible geometry contributed, bounds stay at sentinel values. Keep the\r\n // last valid invWorldScale and return silently — this is expected when all parts\r\n // are temporarily hidden (e.g. while switching between displayed models).\r\n if (bounds.min.x > bounds.max.x) {\r\n return;\r\n }\r\n const size = bounds.max.subtract(bounds.min);\r\n this.voxelGridSize = Math.max(size.x, size.y, size.z);\r\n if (!isFinite(this.voxelGridSize) || this.voxelGridSize === 0) {\r\n Logger.Warn(\"IBL Shadows: Scene size is invalid. Can't update bounds.\");\r\n this.voxelGridSize = 1.0;\r\n return;\r\n }\r\n const halfSize = this.voxelGridSize / 2.0;\r\n const centre = bounds.max.add(bounds.min).multiplyByFloats(-0.5, -0.5, -0.5);\r\n const invWorldScaleMatrix = Matrix.Compose(new Vector3(1.0 / halfSize, 1.0 / halfSize, 1.0 / halfSize), new Quaternion(), new Vector3(0, 0, 0));\r\n const invTranslationMatrix = Matrix.Compose(new Vector3(1.0, 1.0, 1.0), new Quaternion(), centre);\r\n invTranslationMatrix.multiplyToRef(invWorldScaleMatrix, invWorldScaleMatrix);\r\n this._voxelTracingPass.setWorldScaleMatrix(invWorldScaleMatrix);\r\n this._voxelRenderer.setWorldScaleMatrix(invWorldScaleMatrix);\r\n // Set world scale for spatial blur.\r\n this._spatialBlurPass.setWorldScale(halfSize * 2.0);\r\n this._updateSsShadowParams();\r\n }\r\n\r\n /**\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param options Options to configure the pipeline\r\n * @param cameras Cameras to apply the pipeline to.\r\n */\r\n constructor(name: string, scene: Scene, options: Partial<IIblShadowsSettings> = {}, cameras?: Camera[]) {\r\n super(scene.getEngine(), name);\r\n this.scene = scene;\r\n this._cameras = cameras || [scene.activeCamera!];\r\n // Create the dummy textures to be used when the pipeline is not ready\r\n const blackPixels = new Uint8Array([0, 0, 0, 255]);\r\n this._dummyTexture2d = new RawTexture(blackPixels, 1, 1, Constants.TEXTUREFORMAT_RGBA, scene, false);\r\n this._dummyTexture3d = new RawTexture3D(blackPixels, 1, 1, 1, Constants.TEXTUREFORMAT_RGBA, scene, false);\r\n\r\n // Setup the geometry buffer target formats\r\n const textureTypesAndFormats: { [key: number]: IGeometryBufferTextureTypeAndFormat } = {};\r\n textureTypesAndFormats[GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_R,\r\n textureType: Constants.TEXTURETYPE_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n textureTypesAndFormats[GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_RG,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n textureTypesAndFormats[GeometryBufferRenderer.POSITION_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n textureTypesAndFormats[GeometryBufferRenderer.NORMAL_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n const geometryBufferRenderer = scene.enableGeometryBufferRenderer(undefined, Constants.TEXTUREFORMAT_DEPTH32_FLOAT, textureTypesAndFormats);\r\n if (!geometryBufferRenderer) {\r\n Logger.Error(\"Geometry buffer renderer is required for IBL shadows to work.\");\r\n return;\r\n }\r\n this._geometryBufferRenderer = geometryBufferRenderer;\r\n this._geometryBufferRenderer.enableScreenspaceDepth = true;\r\n this._geometryBufferRenderer.enableVelocityLinear = true;\r\n this._geometryBufferRenderer.enablePosition = true;\r\n this._geometryBufferRenderer.enableNormal = true;\r\n this._geometryBufferRenderer.generateNormalsInWorldSpace = true;\r\n this.scene.enableIblCdfGenerator();\r\n this.shadowOpacity = options.shadowOpacity || 0.8;\r\n this._voxelRenderer = new _IblShadowsVoxelRenderer(\r\n this.scene,\r\n this,\r\n options ? options.resolutionExp : 6,\r\n options.triPlanarVoxelization !== undefined ? options.triPlanarVoxelization : true\r\n );\r\n this._voxelTracingPass = new _IblShadowsVoxelTracingPass(this.scene, this);\r\n this._spatialBlurPass = new _IblShadowsSpatialBlurPass(this.scene, this);\r\n this._accumulationPass = new _IblShadowsAccumulationPass(this.scene, this);\r\n this._accumulationPass.onReadyObservable.addOnce(() => {\r\n this.onShadowTextureReadyObservable.notifyObservers();\r\n });\r\n this.sampleDirections = options.sampleDirections || 2;\r\n this.voxelShadowOpacity = options.voxelShadowOpacity ?? 1.0;\r\n this.envRotation = options.envRotation ?? 0.0;\r\n this.shadowRenderSizeFactor = options.shadowRenderSizeFactor || 1.0;\r\n this.ssShadowOpacity = options.ssShadowsEnabled === undefined || options.ssShadowsEnabled ? 1.0 : 0.0;\r\n this.ssShadowDistanceScale = options.ssShadowDistanceScale || 1.25;\r\n this.ssShadowSampleCount = options.ssShadowSampleCount || 16;\r\n this.ssShadowStride = options.ssShadowStride || 8;\r\n this.ssShadowThicknessScale = options.ssShadowThicknessScale || 1.0;\r\n this.shadowRemanence = options.shadowRemanence ?? 0.75;\r\n this._noiseTexture = new Texture(\r\n Tools.GetAssetUrl(\"https://assets.babylonjs.com/core/blue_noise/blue_noise_rgb.png\"),\r\n this.scene,\r\n false,\r\n true,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE\r\n );\r\n\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n this.scene.onActiveCameraChanged.add(this._listenForCameraChanges.bind(this));\r\n this.scene.onBeforeRenderObservable.add(this._updateBeforeRender.bind(this));\r\n\r\n this._listenForCameraChanges();\r\n this.scene.getEngine().onResizeObservable.add(this._handleResize.bind(this));\r\n\r\n // Assigning the shadow texture to the materials needs to be done after the RT's are created.\r\n if (this.scene.iblCdfGenerator) {\r\n this.scene.iblCdfGenerator.onGeneratedObservable.add(() => {\r\n this._setPluginParameters();\r\n this.onNewIblReadyObservable.notifyObservers();\r\n });\r\n }\r\n }\r\n\r\n private _handleResize() {\r\n this._voxelRenderer.resize();\r\n this._voxelTracingPass.resize(this.shadowRenderSizeFactor);\r\n this._spatialBlurPass.resize(this.shadowRenderSizeFactor);\r\n this._accumulationPass.resize(this.shadowRenderSizeFactor);\r\n this._setPluginParameters();\r\n }\r\n\r\n private _getGBufferDebugPass(): PostProcess {\r\n if (this._gbufferDebugPass) {\r\n return this._gbufferDebugPass;\r\n }\r\n const isWebGPU = this.engine.isWebGPU;\r\n const textureNames: string[] = [\"depthSampler\", \"normalSampler\", \"positionSampler\", \"velocitySampler\"];\r\n\r\n const options: PostProcessOptions = {\r\n width: this.scene.getEngine().getRenderWidth(),\r\n height: this.scene.getEngine().getRenderHeight(),\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine: this.scene.getEngine(),\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n uniforms: [\"sizeParams\"],\r\n samplers: textureNames,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowGBufferDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowGBufferDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._gbufferDebugPass = new PostProcess(\"iblShadowGBufferDebug\", \"iblShadowGBufferDebug\", options);\r\n if (this.engine.isWebGPU) {\r\n this._gbufferDebugPass.samples = (this.engine as WebGPUEngine).currentSampleCount ?? 1;\r\n }\r\n this._gbufferDebugPass.autoClear = false;\r\n this._gbufferDebugPass.onApplyObservable.add((effect) => {\r\n const depthIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const normalIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[normalIndex]);\r\n const positionIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n effect.setTexture(\"positionSampler\", this._geometryBufferRenderer.getGBuffer().textures[positionIndex]);\r\n const velocityIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n effect.setVector4(\"sizeParams\", this._gBufferDebugSizeParams);\r\n if (this.scene.activeCamera) {\r\n effect.setFloat(\"maxDepth\", this.scene.activeCamera.maxZ);\r\n }\r\n });\r\n return this._gbufferDebugPass;\r\n }\r\n\r\n private _createDebugPasses() {\r\n if (this.scene.iblCdfGenerator) {\r\n this._debugPasses = [{ pass: this.scene.iblCdfGenerator.getDebugPassPP(), enabled: this.cdfDebugEnabled }];\r\n } else {\r\n this._debugPasses = [];\r\n }\r\n\r\n this._debugPasses.push(\r\n { pass: this._voxelTracingPass.getDebugPassPP(), enabled: this.voxelTracingDebugEnabled },\r\n { pass: this._spatialBlurPass.getDebugPassPP(), enabled: this.spatialBlurPassDebugEnabled },\r\n { pass: this._accumulationPass.getDebugPassPP(), enabled: this.accumulationPassDebugEnabled },\r\n { pass: this._getGBufferDebugPass(), enabled: this.gbufferDebugEnabled }\r\n );\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n if (!this._debugPasses[i].pass) {\r\n continue;\r\n }\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n this._debugPasses[i].pass.name,\r\n () => {\r\n return this._debugPasses[i].pass;\r\n },\r\n true\r\n )\r\n );\r\n }\r\n const cameras = this.cameras.slice();\r\n this.scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this.name, this.cameras);\r\n this.scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this.name, cameras);\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n if (!this._debugPasses[i].pass) {\r\n continue;\r\n }\r\n if (this._debugPasses[i].enabled) {\r\n this._enableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n } else {\r\n this._disableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n }\r\n }\r\n }\r\n\r\n private _disposeEffectPasses() {\r\n this.scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this.name, this.cameras);\r\n this._disposeDebugPasses();\r\n this._reset();\r\n }\r\n\r\n private _disposeDebugPasses() {\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n this._disableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n this._debugPasses[i].pass.dispose();\r\n }\r\n this._debugPasses = [];\r\n }\r\n\r\n private _updateDebugPasses() {\r\n let count = 0;\r\n if (this._gbufferDebugEnabled) {\r\n count++;\r\n }\r\n if (this.cdfDebugEnabled) {\r\n count++;\r\n }\r\n if (this.voxelTracingDebugEnabled) {\r\n count++;\r\n }\r\n if (this.spatialBlurPassDebugEnabled) {\r\n count++;\r\n }\r\n if (this.accumulationPassDebugEnabled) {\r\n count++;\r\n }\r\n\r\n const rows = Math.ceil(Math.sqrt(count));\r\n const cols = Math.ceil(count / rows);\r\n const width = 1.0 / cols;\r\n const height = 1.0 / rows;\r\n let x: number = 0;\r\n let y: number = 0;\r\n if (this.gbufferDebugEnabled) {\r\n this._gBufferDebugSizeParams.set(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n\r\n if (this.cdfDebugEnabled && this.scene.iblCdfGenerator) {\r\n this.scene.iblCdfGenerator.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.voxelTracingDebugEnabled) {\r\n this._voxelTracingPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.spatialBlurPassDebugEnabled) {\r\n this._spatialBlurPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.accumulationPassDebugEnabled) {\r\n this._accumulationPass.setDebugDisplayParams(x, y, cols, rows);\r\n }\r\n }\r\n\r\n /**\r\n * Update the SS shadow max distance and thickness based on the voxel grid size and resolution.\r\n * The max distance should be just a little larger than the world size of a single voxel.\r\n */\r\n private _updateSsShadowParams(): void {\r\n this._voxelTracingPass.sssMaxDist = (this._sssMaxDistScale * this.voxelGridSize) / (1 << this.resolutionExp);\r\n this._voxelTracingPass.sssThickness = this._sssThicknessScale * 0.005 * this.voxelGridSize;\r\n }\r\n\r\n /**\r\n * Apply the shadows to a material or array of materials. If no material is provided, all\r\n * materials in the scene will be added.\r\n * @param material Material that will be affected by the shadows. If not provided, all materials of the scene will be affected.\r\n */\r\n public addShadowReceivingMaterial(material?: Material | Material[]) {\r\n if (material) {\r\n if (Array.isArray(material)) {\r\n for (const m of material) {\r\n this._addShadowSupportToMaterial(m);\r\n }\r\n } else {\r\n this._addShadowSupportToMaterial(material);\r\n }\r\n } else {\r\n for (const mat of this.scene.materials) {\r\n this._addShadowSupportToMaterial(mat);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove a material from the list of materials that receive shadows. If no material\r\n * is provided, all materials in the scene will be removed.\r\n * @param material The material or array of materials that will no longer receive shadows\r\n */\r\n public removeShadowReceivingMaterial(material: Material | Material[]) {\r\n if (Array.isArray(material)) {\r\n for (const m of material) {\r\n const matIndex = this._materialsWithRenderPlugin.indexOf(m);\r\n if (matIndex !== -1) {\r\n this._materialsWithRenderPlugin.splice(matIndex, 1);\r\n const plugin = m.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name)!;\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n } else {\r\n const matIndex = this._materialsWithRenderPlugin.indexOf(material);\r\n if (matIndex !== -1) {\r\n this._materialsWithRenderPlugin.splice(matIndex, 1);\r\n const plugin = material.pluginManager!.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name)!;\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the list of materials that receive shadows. This will remove all materials from the list\r\n */\r\n public clearShadowReceivingMaterials() {\r\n for (const mat of this._materialsWithRenderPlugin) {\r\n const plugin = mat.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (plugin) {\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n this._materialsWithRenderPlugin.length = 0;\r\n }\r\n\r\n protected _addShadowSupportToMaterial(material: Material) {\r\n if (!(material instanceof PBRBaseMaterial) && !(material instanceof StandardMaterial) && !(material instanceof OpenPBRMaterial)) {\r\n return;\r\n }\r\n let plugin = material.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (!plugin) {\r\n plugin = new IBLShadowsPluginMaterial(material);\r\n }\r\n if (this._materialsWithRenderPlugin.indexOf(material) !== -1) {\r\n return;\r\n }\r\n\r\n if (this._enabled) {\r\n plugin.iblShadowsTexture = this._getAccumulatedTexture().getInternalTexture()!;\r\n plugin.shadowOpacity = this.shadowOpacity;\r\n }\r\n\r\n plugin.isEnabled = this._enabled;\r\n plugin.isColored = this._coloredShadows;\r\n\r\n this._materialsWithRenderPlugin.push(material);\r\n }\r\n\r\n protected _setPluginParameters() {\r\n if (!this._enabled) {\r\n return;\r\n }\r\n\r\n for (const mat of this._materialsWithRenderPlugin) {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name)!;\r\n plugin.iblShadowsTexture = this._getAccumulatedTexture().getInternalTexture()!;\r\n plugin.shadowOpacity = this.shadowOpacity;\r\n plugin.isColored = this._coloredShadows;\r\n }\r\n }\r\n }\r\n\r\n private _updateBeforeRender() {\r\n this._updateDebugPasses();\r\n }\r\n\r\n private _listenForCameraChanges() {\r\n // We want to listen for camera changes and change settings while the camera is moving.\r\n this.scene.activeCamera?.onViewMatrixChangedObservable.add(() => {\r\n this._accumulationPass.isMoving = true;\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the IBL shadow pipeline is ready to render shadows\r\n * @returns true if the IBL shadow pipeline is ready to render the shadows\r\n */\r\n public isReady() {\r\n return (\r\n this._noiseTexture.isReady() &&\r\n this._voxelRenderer.isReady() &&\r\n this.scene.iblCdfGenerator &&\r\n this.scene.iblCdfGenerator.isReady() &&\r\n (!this._voxelTracingPass || this._voxelTracingPass.isReady()) &&\r\n (!this._spatialBlurPass || this._spatialBlurPass.isReady()) &&\r\n (!this._accumulationPass || this._accumulationPass.isReady())\r\n );\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"IBLShadowsRenderPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"IBLShadowsRenderPipeline\";\r\n }\r\n\r\n /**\r\n * Disposes the IBL shadow pipeline and associated resources\r\n */\r\n public override dispose() {\r\n const materials = this._materialsWithRenderPlugin.splice(0);\r\n for (const mat of materials) {\r\n this.removeShadowReceivingMaterial(mat);\r\n }\r\n this._disposeEffectPasses();\r\n this._noiseTexture.dispose();\r\n this._voxelRenderer.dispose();\r\n this._voxelTracingPass.dispose();\r\n this._spatialBlurPass.dispose();\r\n this._accumulationPass.dispose();\r\n this._dummyTexture2d.dispose();\r\n this._dummyTexture3d.dispose();\r\n this.onNewIblReadyObservable.clear();\r\n this.onShadowTextureReadyObservable.clear();\r\n this.onVoxelizationCompleteObservable.clear();\r\n super.dispose();\r\n }\r\n}\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { Matrix, Vector3, Vector4, Quaternion } from \"../../Maths/math.vector.pure\";\r\nimport { type Mesh } from \"../../Meshes/mesh.pure\";\r\nimport { type GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh.pure\";\r\nimport { type Scene } from \"../../scene.pure\";\r\nimport { Texture } from \"../../Materials/Textures/texture.pure\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { _IblShadowsVoxelRenderer } from \"./iblShadowsVoxelRenderer.pure\";\r\nimport { _IblShadowsVoxelTracingPass } from \"./iblShadowsVoxelTracingPass\";\r\nimport { type WebGPUEngine } from \"../../Engines/webgpuEngine.pure\";\r\nimport { PostProcess, type PostProcessOptions } from \"../../PostProcesses/postProcess.pure\";\r\nimport { _IblShadowsSpatialBlurPass } from \"./iblShadowsSpatialBlurPass\";\r\nimport { _IblShadowsAccumulationPass } from \"./iblShadowsAccumulationPass\";\r\nimport { PostProcessRenderPipeline } from \"../../PostProcesses/RenderPipeline/postProcessRenderPipeline\";\r\nimport { PostProcessRenderEffect } from \"core/PostProcesses/RenderPipeline/postProcessRenderEffect\";\r\nimport { type Camera } from \"core/Cameras/camera.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { GeometryBufferRenderer, type IGeometryBufferTextureTypeAndFormat } from \"core/Rendering/geometryBufferRenderer.pure\";\r\nimport { RegisterGeometryBufferRendererSceneComponent } from \"core/Rendering/geometryBufferRendererSceneComponent.pure\";\r\nimport { IblCdfGenerator } from \"core/Rendering/iblCdfGenerator\";\r\nimport { RegisterIblCdfGeneratorSceneComponent } from \"core/Rendering/iblCdfGeneratorSceneComponent.pure\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { RawTexture3D } from \"core/Materials/Textures/rawTexture3D\";\r\nimport { IBLShadowsPluginMaterial } from \"./iblShadowsPluginMaterial.pure\";\r\nimport { PBRBaseMaterial } from \"core/Materials/PBR/pbrBaseMaterial.pure\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial.pure\";\r\nimport { type Material } from \"core/Materials/material.pure\";\r\nimport { Observable } from \"core/Misc/observable.pure\";\r\nimport { OpenPBRMaterial } from \"core/Materials/PBR/openpbrMaterial.pure\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\n\r\ninterface IIblShadowsSettings {\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n resolutionExp?: number;\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass. Higher\r\n * values will result in better quality, more stable shadows but are more expensive to compute.\r\n */\r\n sampleDirections?: number;\r\n\r\n /**\r\n * How dark the shadows are. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n shadowOpacity?: number;\r\n\r\n /**\r\n * The global Y-axis rotation of the IBL for shadows. This should match the Y-rotation of the environment map applied to materials, skybox, etc.\r\n */\r\n envRotation?: number;\r\n\r\n /**\r\n * A factor that controls how long the shadows remain in the scene.\r\n * 0.0 is no persistence, 1.0 is full persistence.\r\n * This value applies only while the camera is moving. Once stationary, the pipeline\r\n * increases remanence automatically to help the shadows converge.\r\n */\r\n shadowRemanence?: number;\r\n\r\n /**\r\n * Render the voxel grid from 3 different axis. This will result in better quality shadows with fewer\r\n * bits of missing geometry.\r\n */\r\n triPlanarVoxelization?: boolean;\r\n\r\n /**\r\n * A size multiplier for the internal shadow render targets (default 1.0). A value of 1.0 represents full-resolution.\r\n * Scaling this below 1.0 will result in blurry shadows and potentially more artifacts but\r\n * could help increase performance on less powerful GPU's.\r\n */\r\n shadowRenderSizeFactor?: number;\r\n\r\n /**\r\n * Separate control for the opacity of the voxel shadows.\r\n */\r\n voxelShadowOpacity?: number;\r\n\r\n /**\r\n * Include screen-space shadows in the IBL shadow pipeline. This adds sharp shadows to small details\r\n * but only applies close to a shadow-casting object.\r\n */\r\n ssShadowsEnabled?: boolean;\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n ssShadowSampleCount?: number;\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples\r\n * in pixels.\r\n */\r\n ssShadowStride?: number;\r\n\r\n /**\r\n * A scale for the maximum distance a screen-space shadow can be cast in world-space.\r\n * The maximum distance that screen-space shadows cast is derived from the voxel size\r\n * and this value so shouldn't need to change if you scale your scene.\r\n */\r\n ssShadowDistanceScale?: number;\r\n\r\n /**\r\n * Screen-space shadow thickness scale. This value controls the assumed thickness of\r\n * on-screen surfaces in world-space. It scales with the size of the shadow-casting\r\n * region so shouldn't need to change if you scale your scene.\r\n */\r\n ssShadowThicknessScale?: number;\r\n}\r\n\r\n/**\r\n * Voxel-based shadow rendering for IBL's.\r\n * This should not be instanciated directly, as it is part of a scene component\r\n */\r\nexport class IblShadowsRenderPipeline extends PostProcessRenderPipeline {\r\n /**\r\n * The scene that this pipeline is attached to\r\n */\r\n public scene: Scene;\r\n\r\n private _allowDebugPasses: boolean = false;\r\n private _debugPasses: { pass: PostProcess; enabled: boolean }[] = [];\r\n\r\n private _geometryBufferRenderer: GeometryBufferRenderer;\r\n\r\n private _shadowCastingMeshes: Mesh[] = [];\r\n\r\n private _voxelRenderer: _IblShadowsVoxelRenderer;\r\n private _voxelTracingPass: _IblShadowsVoxelTracingPass;\r\n private _spatialBlurPass: _IblShadowsSpatialBlurPass;\r\n private _accumulationPass: _IblShadowsAccumulationPass;\r\n private _noiseTexture: Texture;\r\n /**\r\n * Raw texture to be used before final data is available.\r\n * @internal\r\n */\r\n public _dummyTexture2d: RawTexture;\r\n private _dummyTexture3d: RawTexture3D;\r\n private _shadowOpacity: number = 0.8;\r\n private _enabled: boolean = true;\r\n private _coloredShadows: boolean = false;\r\n private _materialsWithRenderPlugin: Material[] = [];\r\n\r\n /**\r\n * Observable that triggers when the shadow renderer is ready\r\n */\r\n public onShadowTextureReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * Observable that triggers when a new IBL is set and the importance sampling is ready\r\n */\r\n public onNewIblReadyObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * Observable that triggers when the voxelization is complete\r\n */\r\n public onVoxelizationCompleteObservable: Observable<void> = new Observable<void>();\r\n\r\n /**\r\n * The current world-space size of that the voxel grid covers in the scene.\r\n */\r\n public voxelGridSize: number = 1.0;\r\n\r\n /**\r\n * Reset the shadow accumulation. This has a similar affect to lowering the remanence for a single frame.\r\n * This is useful when making a sudden change to the IBL.\r\n */\r\n public resetAccumulation(): void {\r\n this._accumulationPass.reset = true;\r\n }\r\n\r\n /**\r\n * How dark the shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get shadowOpacity(): number {\r\n return this._shadowOpacity;\r\n }\r\n\r\n public set shadowOpacity(value: number) {\r\n this._shadowOpacity = value;\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * Render the shadows in color rather than black and white.\r\n * This is slightly more expensive than black and white shadows but can be much\r\n * more accurate when the strongest lights in the IBL are non-white.\r\n */\r\n public get coloredShadows(): boolean {\r\n return this._coloredShadows;\r\n }\r\n\r\n public set coloredShadows(value: boolean) {\r\n this._coloredShadows = value;\r\n this._voxelTracingPass.coloredShadows = value;\r\n this._setPluginParameters();\r\n }\r\n\r\n private _renderSizeFactor: number = 1.0;\r\n\r\n /**\r\n * A multiplier for the render size of the shadows. Used for rendering lower-resolution shadows.\r\n */\r\n public get shadowRenderSizeFactor(): number {\r\n return this._renderSizeFactor;\r\n }\r\n\r\n public set shadowRenderSizeFactor(value: number) {\r\n this._renderSizeFactor = Math.max(Math.min(value, 1.0), 0.0);\r\n this._voxelTracingPass.resize(value);\r\n this._spatialBlurPass.resize(value);\r\n this._accumulationPass.resize(value);\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * How dark the voxel shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get voxelShadowOpacity() {\r\n return this._voxelTracingPass?.voxelShadowOpacity;\r\n }\r\n\r\n public set voxelShadowOpacity(value: number) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n this._voxelTracingPass.voxelShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * How dark the screen-space shadows appear. 1.0 is full opacity, 0.0 is no shadows.\r\n */\r\n public get ssShadowOpacity(): number {\r\n return this._voxelTracingPass?.ssShadowOpacity;\r\n }\r\n\r\n public set ssShadowOpacity(value: number) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n this._voxelTracingPass.ssShadowOpacity = value;\r\n }\r\n\r\n /**\r\n * The number of samples used in the screen space shadow pass.\r\n */\r\n public get ssShadowSampleCount(): number {\r\n return this._voxelTracingPass?.sssSamples;\r\n }\r\n\r\n public set ssShadowSampleCount(value: number) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n this._voxelTracingPass.sssSamples = value;\r\n }\r\n\r\n /**\r\n * The stride of the screen-space shadow pass. This controls the distance between samples\r\n * in pixels.\r\n */\r\n public get ssShadowStride(): number {\r\n return this._voxelTracingPass?.sssStride;\r\n }\r\n\r\n public set ssShadowStride(value: number) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n this._voxelTracingPass.sssStride = value;\r\n }\r\n\r\n private _sssMaxDistScale: number;\r\n\r\n /**\r\n * A scale for the maximum distance a screen-space shadow can be cast in world-space.\r\n * The maximum distance that screen-space shadows cast is derived from the voxel size\r\n * and this value so shouldn't need to change if you scale your scene\r\n */\r\n public get ssShadowDistanceScale(): number {\r\n return this._sssMaxDistScale;\r\n }\r\n\r\n public set ssShadowDistanceScale(value: number) {\r\n this._sssMaxDistScale = value;\r\n this._updateSsShadowParams();\r\n }\r\n\r\n private _sssThicknessScale: number;\r\n\r\n /**\r\n * Screen-space shadow thickness scale. This value controls the assumed thickness of\r\n * on-screen surfaces in world-space. It scales with the size of the shadow-casting\r\n * region so shouldn't need to change if you scale your scene.\r\n */\r\n public get ssShadowThicknessScale(): number {\r\n return this._sssThicknessScale;\r\n }\r\n\r\n public set ssShadowThicknessScale(value: number) {\r\n this._sssThicknessScale = value;\r\n this._updateSsShadowParams();\r\n }\r\n\r\n /**\r\n * Returns the texture containing the voxel grid data\r\n * @returns The texture containing the voxel grid data\r\n * @internal\r\n */\r\n public _getVoxelGridTexture(): Texture {\r\n const tex = this._voxelRenderer?.getVoxelGrid();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture3d;\r\n }\r\n\r\n /**\r\n * Returns the noise texture.\r\n * @returns The noise texture.\r\n * @internal\r\n */\r\n public _getNoiseTexture(): Texture {\r\n const tex = this._noiseTexture;\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n /**\r\n * Returns the voxel-tracing texture.\r\n * @returns The voxel-tracing texture.\r\n * @internal\r\n */\r\n public _getVoxelTracingTexture(): Texture {\r\n const tex = this._voxelTracingPass?.getOutputTexture();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n /**\r\n * Returns the spatial blur texture.\r\n * @returns The spatial blur texture.\r\n * @internal\r\n */\r\n public _getSpatialBlurTexture(): Texture {\r\n const tex = this._spatialBlurPass.getOutputTexture();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n /**\r\n * Returns the accumulated shadow texture.\r\n * @returns The accumulated shadow texture.\r\n * @internal\r\n */\r\n public _getAccumulatedTexture(): Texture {\r\n const tex = this._accumulationPass?.getOutputTexture();\r\n if (tex && tex.isReady()) {\r\n return tex;\r\n }\r\n return this._dummyTexture2d;\r\n }\r\n\r\n private _gbufferDebugPass: PostProcess;\r\n private _gbufferDebugEnabled: boolean = false;\r\n private _gBufferDebugSizeParams: Vector4 = new Vector4(0.0, 0.0, 0.0, 0.0);\r\n\r\n /**\r\n * Turn on or off the debug view of the G-Buffer. This will display only the targets\r\n * of the g-buffer that are used by the shadow pipeline.\r\n */\r\n public get gbufferDebugEnabled(): boolean {\r\n return this._gbufferDebugEnabled;\r\n }\r\n\r\n public set gbufferDebugEnabled(enabled: boolean) {\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable G-Buffer debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n this._gbufferDebugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._getGBufferDebugPass().name, this.cameras);\r\n } else {\r\n this._disableEffect(this._getGBufferDebugPass().name, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the CDF importance sampling data\r\n */\r\n public get cdfDebugEnabled(): boolean {\r\n return this.scene.iblCdfGenerator ? this.scene.iblCdfGenerator.debugEnabled : false;\r\n }\r\n\r\n /**\r\n * Turn on or off the debug view of the CDF importance sampling data\r\n */\r\n public set cdfDebugEnabled(enabled: boolean) {\r\n if (!this.scene.iblCdfGenerator) {\r\n return;\r\n }\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable importance sampling debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this.scene.iblCdfGenerator.debugEnabled) {\r\n return;\r\n }\r\n this.scene.iblCdfGenerator.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this.scene.iblCdfGenerator.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this.scene.iblCdfGenerator.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for just the shadow samples taken this frame.\r\n */\r\n public get voxelTracingDebugEnabled(): boolean {\r\n return this._voxelTracingPass?.debugEnabled;\r\n }\r\n\r\n public set voxelTracingDebugEnabled(enabled: boolean) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable voxel tracing debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._voxelTracingPass.debugEnabled) {\r\n return;\r\n }\r\n this._voxelTracingPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._voxelTracingPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._voxelTracingPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for the spatial blur pass\r\n */\r\n public get spatialBlurPassDebugEnabled(): boolean {\r\n return this._spatialBlurPass.debugEnabled;\r\n }\r\n\r\n public set spatialBlurPassDebugEnabled(enabled: boolean) {\r\n if (!this._spatialBlurPass) {\r\n return;\r\n }\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable spatial blur debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._spatialBlurPass.debugEnabled) {\r\n return;\r\n }\r\n this._spatialBlurPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._spatialBlurPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._spatialBlurPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Display the debug view for the shadows accumulated over time.\r\n */\r\n public get accumulationPassDebugEnabled(): boolean {\r\n return this._accumulationPass?.debugEnabled;\r\n }\r\n\r\n public set accumulationPassDebugEnabled(enabled: boolean) {\r\n if (!this._accumulationPass) {\r\n return;\r\n }\r\n if (enabled && !this.allowDebugPasses) {\r\n Logger.Warn(\"Can't enable accumulation pass debug view without setting allowDebugPasses to true.\");\r\n return;\r\n }\r\n if (enabled === this._accumulationPass.debugEnabled) {\r\n return;\r\n }\r\n this._accumulationPass.debugEnabled = enabled;\r\n if (enabled) {\r\n this._enableEffect(this._accumulationPass.debugPassName, this.cameras);\r\n } else {\r\n this._disableEffect(this._accumulationPass.debugPassName, this.cameras);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh to be used for shadow-casting in the IBL shadow pipeline.\r\n * These meshes will be written to the voxel grid.\r\n * @param mesh A mesh or list of meshes that you want to cast shadows\r\n */\r\n public addShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n if (Array.isArray(mesh)) {\r\n for (const m of mesh) {\r\n if (m && this._shadowCastingMeshes.indexOf(m) === -1) {\r\n this._shadowCastingMeshes.push(m);\r\n if (m.getClassName() === \"GaussianSplattingMesh\") {\r\n (m as GaussianSplattingMesh).needsRotationScaleTextures = true;\r\n }\r\n }\r\n }\r\n } else {\r\n if (mesh && this._shadowCastingMeshes.indexOf(mesh) === -1) {\r\n this._shadowCastingMeshes.push(mesh);\r\n if (mesh.getClassName() === \"GaussianSplattingMesh\") {\r\n (mesh as GaussianSplattingMesh).needsRotationScaleTextures = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the shadow-casting list. The mesh will no longer be written\r\n * to the voxel grid and will not cast shadows.\r\n * @param mesh The mesh or list of meshes that you don't want to cast shadows.\r\n */\r\n public removeShadowCastingMesh(mesh: Mesh | Mesh[]): void {\r\n if (Array.isArray(mesh)) {\r\n for (const m of mesh) {\r\n const index = this._shadowCastingMeshes.indexOf(m);\r\n if (index !== -1) {\r\n this._shadowCastingMeshes.splice(index, 1);\r\n if (m.getClassName() === \"GaussianSplattingMesh\") {\r\n (m as GaussianSplattingMesh).needsRotationScaleTextures = false;\r\n }\r\n }\r\n }\r\n } else {\r\n const index = this._shadowCastingMeshes.indexOf(mesh);\r\n if (index !== -1) {\r\n this._shadowCastingMeshes.splice(index, 1);\r\n if (mesh.getClassName() === \"GaussianSplattingMesh\") {\r\n (mesh as GaussianSplattingMesh).needsRotationScaleTextures = false;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the list of shadow-casting meshes. This will remove all meshes from the list\r\n */\r\n public clearShadowCastingMeshes(): void {\r\n for (const m of this._shadowCastingMeshes) {\r\n if (m.getClassName() === \"GaussianSplattingMesh\") {\r\n (m as GaussianSplattingMesh).needsRotationScaleTextures = false;\r\n }\r\n }\r\n this._shadowCastingMeshes.length = 0;\r\n }\r\n\r\n /**\r\n * The exponent of the resolution of the voxel shadow grid. Higher resolutions will result in sharper\r\n * shadows but are more expensive to compute and require more memory.\r\n * The resolution is calculated as 2 to the power of this number.\r\n */\r\n public get resolutionExp() {\r\n return this._voxelRenderer.voxelResolutionExp;\r\n }\r\n\r\n public set resolutionExp(newResolution: number) {\r\n if (newResolution === this._voxelRenderer.voxelResolutionExp) {\r\n return;\r\n }\r\n if (this._voxelRenderer.isVoxelizationInProgress()) {\r\n Logger.Warn(\"Can't change the resolution of the voxel grid while voxelization is in progress.\");\r\n return;\r\n }\r\n this._voxelRenderer.voxelResolutionExp = Math.max(1, Math.min(newResolution, 8));\r\n this._accumulationPass.reset = true;\r\n }\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass\r\n */\r\n public get sampleDirections() {\r\n return this._voxelTracingPass?.sampleDirections;\r\n }\r\n\r\n /**\r\n * The number of different directions to sample during the voxel tracing pass\r\n */\r\n public set sampleDirections(value: number) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n this._voxelTracingPass.sampleDirections = value;\r\n }\r\n\r\n /**\r\n * The decree to which the shadows persist between frames. 0.0 is no persistence, 1.0 is full persistence.\r\n **/\r\n public get shadowRemanence(): number {\r\n return this._accumulationPass?.remanence;\r\n }\r\n\r\n /**\r\n * The decree to which the shadows persist between frames. 0.0 is no persistence, 1.0 is full persistence.\r\n **/\r\n public set shadowRemanence(value: number) {\r\n if (!this._accumulationPass) {\r\n return;\r\n }\r\n this._accumulationPass.remanence = value;\r\n }\r\n\r\n /**\r\n * The global Y-axis rotation of the IBL for shadows. This should match the Y-rotation of the environment map applied to materials, skybox, etc.\r\n */\r\n public get envRotation() {\r\n return this._voxelTracingPass?.envRotation;\r\n }\r\n\r\n /**\r\n * The global Y-axis rotation of the IBL for shadows. This should match the Y-rotation of the environment map applied to materials, skybox, etc.\r\n */\r\n public set envRotation(value: number) {\r\n if (!this._voxelTracingPass) {\r\n return;\r\n }\r\n this._voxelTracingPass.envRotation = value;\r\n this._accumulationPass.reset = true;\r\n }\r\n\r\n /**\r\n * Allow debug passes to be enabled. Default is false.\r\n */\r\n public get allowDebugPasses(): boolean {\r\n return this._allowDebugPasses;\r\n }\r\n\r\n /**\r\n * Allow debug passes to be enabled. Default is false.\r\n */\r\n public set allowDebugPasses(value: boolean) {\r\n if (this._allowDebugPasses === value) {\r\n return;\r\n }\r\n this._allowDebugPasses = value;\r\n if (value && this.scene.iblCdfGenerator) {\r\n if (this.scene.iblCdfGenerator.isReady()) {\r\n this._createDebugPasses();\r\n } else {\r\n this.scene.iblCdfGenerator.onGeneratedObservable.addOnce(() => {\r\n this._createDebugPasses();\r\n });\r\n }\r\n } else {\r\n this._disposeDebugPasses();\r\n }\r\n }\r\n\r\n /**\r\n * Support test.\r\n */\r\n public static get IsSupported(): boolean {\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (!engine) {\r\n return false;\r\n }\r\n return engine._features.supportIBLShadows;\r\n }\r\n\r\n /**\r\n * Toggle the shadow tracing on or off\r\n * @param enabled Toggle the shadow tracing on or off\r\n */\r\n public toggleShadow(enabled: boolean) {\r\n this._enabled = enabled;\r\n this._voxelTracingPass.enabled = enabled;\r\n this._spatialBlurPass.enabled = enabled;\r\n this._accumulationPass.enabled = enabled;\r\n for (const mat of this._materialsWithRenderPlugin) {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin(IBLShadowsPluginMaterial.Name) as IBLShadowsPluginMaterial;\r\n plugin.isEnabled = enabled;\r\n }\r\n }\r\n this._setPluginParameters();\r\n }\r\n\r\n /**\r\n * Trigger the scene to be re-voxelized. This should be run when any shadow-casters have been added, removed or moved.\r\n */\r\n public updateVoxelization() {\r\n if (this._shadowCastingMeshes.length === 0) {\r\n Logger.Warn(\"IBL Shadows: updateVoxelization called with no shadow-casting meshes to voxelize.\");\r\n return;\r\n }\r\n this._voxelRenderer.updateVoxelGrid(this._shadowCastingMeshes);\r\n this._voxelRenderer.onVoxelizationCompleteObservable.addOnce(() => {\r\n this.onVoxelizationCompleteObservable.notifyObservers();\r\n });\r\n this._updateSsShadowParams();\r\n }\r\n\r\n /**\r\n * Trigger the scene bounds of shadow-casters to be calculated. This is the world size that the voxel grid will cover and will always be a cube.\r\n */\r\n public updateSceneBounds() {\r\n const bounds: { min: Vector3; max: Vector3 } = {\r\n min: new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE),\r\n max: new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE),\r\n };\r\n for (const mesh of this._shadowCastingMeshes) {\r\n const localBounds = mesh.getHierarchyBoundingVectors(true);\r\n bounds.min = Vector3.Minimize(bounds.min, localBounds.min);\r\n bounds.max = Vector3.Maximize(bounds.max, localBounds.max);\r\n }\r\n\r\n if (this._shadowCastingMeshes.length === 0) {\r\n Logger.Warn(\"IBL Shadows: updateSceneBounds called with no shadow-casting meshes.\");\r\n this.voxelGridSize = 1.0;\r\n return;\r\n }\r\n // If no visible geometry contributed, bounds stay at sentinel values. Keep the\r\n // last valid invWorldScale and return silently — this is expected when all parts\r\n // are temporarily hidden (e.g. while switching between displayed models).\r\n if (bounds.min.x > bounds.max.x) {\r\n return;\r\n }\r\n const size = bounds.max.subtract(bounds.min);\r\n this.voxelGridSize = Math.max(size.x, size.y, size.z);\r\n if (!isFinite(this.voxelGridSize) || this.voxelGridSize === 0) {\r\n Logger.Warn(\"IBL Shadows: Scene size is invalid. Can't update bounds.\");\r\n this.voxelGridSize = 1.0;\r\n return;\r\n }\r\n const halfSize = this.voxelGridSize / 2.0;\r\n const centre = bounds.max.add(bounds.min).multiplyByFloats(-0.5, -0.5, -0.5);\r\n const invWorldScaleMatrix = Matrix.Compose(new Vector3(1.0 / halfSize, 1.0 / halfSize, 1.0 / halfSize), new Quaternion(), new Vector3(0, 0, 0));\r\n const invTranslationMatrix = Matrix.Compose(new Vector3(1.0, 1.0, 1.0), new Quaternion(), centre);\r\n invTranslationMatrix.multiplyToRef(invWorldScaleMatrix, invWorldScaleMatrix);\r\n this._voxelTracingPass.setWorldScaleMatrix(invWorldScaleMatrix);\r\n this._voxelRenderer.setWorldScaleMatrix(invWorldScaleMatrix);\r\n // Set world scale for spatial blur.\r\n this._spatialBlurPass.setWorldScale(halfSize * 2.0);\r\n this._updateSsShadowParams();\r\n }\r\n\r\n /**\r\n * @param name The rendering pipeline name\r\n * @param scene The scene linked to this pipeline\r\n * @param options Options to configure the pipeline\r\n * @param cameras Cameras to apply the pipeline to.\r\n */\r\n constructor(name: string, scene: Scene, options: Partial<IIblShadowsSettings> = {}, cameras?: Camera[]) {\r\n super(scene.getEngine(), name);\r\n this.scene = scene;\r\n RegisterGeometryBufferRendererSceneComponent(GeometryBufferRenderer);\r\n RegisterIblCdfGeneratorSceneComponent(IblCdfGenerator);\r\n this._cameras = cameras || [scene.activeCamera!];\r\n // Create the dummy textures to be used when the pipeline is not ready\r\n const blackPixels = new Uint8Array([0, 0, 0, 255]);\r\n this._dummyTexture2d = new RawTexture(blackPixels, 1, 1, Constants.TEXTUREFORMAT_RGBA, scene, false);\r\n this._dummyTexture3d = new RawTexture3D(blackPixels, 1, 1, 1, Constants.TEXTUREFORMAT_RGBA, scene, false);\r\n\r\n // Setup the geometry buffer target formats\r\n const textureTypesAndFormats: { [key: number]: IGeometryBufferTextureTypeAndFormat } = {};\r\n textureTypesAndFormats[GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_R,\r\n textureType: Constants.TEXTURETYPE_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n textureTypesAndFormats[GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_RG,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n textureTypesAndFormats[GeometryBufferRenderer.POSITION_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n textureTypesAndFormats[GeometryBufferRenderer.NORMAL_TEXTURE_TYPE] = {\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n textureType: Constants.TEXTURETYPE_HALF_FLOAT,\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n };\r\n const geometryBufferRenderer = scene.enableGeometryBufferRenderer(undefined, Constants.TEXTUREFORMAT_DEPTH32_FLOAT, textureTypesAndFormats);\r\n if (!geometryBufferRenderer) {\r\n Logger.Error(\"Geometry buffer renderer is required for IBL shadows to work.\");\r\n return;\r\n }\r\n this._geometryBufferRenderer = geometryBufferRenderer;\r\n this._geometryBufferRenderer.enableScreenspaceDepth = true;\r\n this._geometryBufferRenderer.enableVelocityLinear = true;\r\n this._geometryBufferRenderer.enablePosition = true;\r\n this._geometryBufferRenderer.enableNormal = true;\r\n this._geometryBufferRenderer.generateNormalsInWorldSpace = true;\r\n this.scene.enableIblCdfGenerator();\r\n this.shadowOpacity = options.shadowOpacity || 0.8;\r\n this._voxelRenderer = new _IblShadowsVoxelRenderer(\r\n this.scene,\r\n this,\r\n options ? options.resolutionExp : 6,\r\n options.triPlanarVoxelization !== undefined ? options.triPlanarVoxelization : true\r\n );\r\n this._voxelTracingPass = new _IblShadowsVoxelTracingPass(this.scene, this);\r\n this._spatialBlurPass = new _IblShadowsSpatialBlurPass(this.scene, this);\r\n this._accumulationPass = new _IblShadowsAccumulationPass(this.scene, this);\r\n this._accumulationPass.onReadyObservable.addOnce(() => {\r\n this.onShadowTextureReadyObservable.notifyObservers();\r\n });\r\n this.sampleDirections = options.sampleDirections || 2;\r\n this.voxelShadowOpacity = options.voxelShadowOpacity ?? 1.0;\r\n this.envRotation = options.envRotation ?? 0.0;\r\n this.shadowRenderSizeFactor = options.shadowRenderSizeFactor || 1.0;\r\n this.ssShadowOpacity = options.ssShadowsEnabled === undefined || options.ssShadowsEnabled ? 1.0 : 0.0;\r\n this.ssShadowDistanceScale = options.ssShadowDistanceScale || 1.25;\r\n this.ssShadowSampleCount = options.ssShadowSampleCount || 16;\r\n this.ssShadowStride = options.ssShadowStride || 8;\r\n this.ssShadowThicknessScale = options.ssShadowThicknessScale || 1.0;\r\n this.shadowRemanence = options.shadowRemanence ?? 0.75;\r\n this._noiseTexture = new Texture(\r\n Tools.GetAssetUrl(\"https://assets.babylonjs.com/core/blue_noise/blue_noise_rgb.png\"),\r\n this.scene,\r\n false,\r\n true,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE\r\n );\r\n\r\n scene.postProcessRenderPipelineManager.addPipeline(this);\r\n\r\n this.scene.onActiveCameraChanged.add(this._listenForCameraChanges.bind(this));\r\n this.scene.onBeforeRenderObservable.add(this._updateBeforeRender.bind(this));\r\n\r\n this._listenForCameraChanges();\r\n this.scene.getEngine().onResizeObservable.add(this._handleResize.bind(this));\r\n\r\n // Assigning the shadow texture to the materials needs to be done after the RT's are created.\r\n if (this.scene.iblCdfGenerator) {\r\n this.scene.iblCdfGenerator.onGeneratedObservable.add(() => {\r\n this._setPluginParameters();\r\n this.onNewIblReadyObservable.notifyObservers();\r\n });\r\n }\r\n }\r\n\r\n private _handleResize() {\r\n this._voxelRenderer.resize();\r\n this._voxelTracingPass.resize(this.shadowRenderSizeFactor);\r\n this._spatialBlurPass.resize(this.shadowRenderSizeFactor);\r\n this._accumulationPass.resize(this.shadowRenderSizeFactor);\r\n this._setPluginParameters();\r\n }\r\n\r\n private _getGBufferDebugPass(): PostProcess {\r\n if (this._gbufferDebugPass) {\r\n return this._gbufferDebugPass;\r\n }\r\n const isWebGPU = this.engine.isWebGPU;\r\n const textureNames: string[] = [\"depthSampler\", \"normalSampler\", \"positionSampler\", \"velocitySampler\"];\r\n\r\n const options: PostProcessOptions = {\r\n width: this.scene.getEngine().getRenderWidth(),\r\n height: this.scene.getEngine().getRenderHeight(),\r\n samplingMode: Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n engine: this.scene.getEngine(),\r\n textureType: Constants.TEXTURETYPE_UNSIGNED_BYTE,\r\n textureFormat: Constants.TEXTUREFORMAT_RGBA,\r\n uniforms: [\"sizeParams\"],\r\n samplers: textureNames,\r\n reusable: false,\r\n shaderLanguage: isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n extraInitializations: (useWebGPU: boolean, list: Promise<any>[]) => {\r\n if (useWebGPU) {\r\n list.push(import(\"../../ShadersWGSL/iblShadowGBufferDebug.fragment\"));\r\n } else {\r\n list.push(import(\"../../Shaders/iblShadowGBufferDebug.fragment\"));\r\n }\r\n },\r\n };\r\n this._gbufferDebugPass = new PostProcess(\"iblShadowGBufferDebug\", \"iblShadowGBufferDebug\", options);\r\n if (this.engine.isWebGPU) {\r\n this._gbufferDebugPass.samples = (this.engine as WebGPUEngine).currentSampleCount ?? 1;\r\n }\r\n this._gbufferDebugPass.autoClear = false;\r\n this._gbufferDebugPass.onApplyObservable.add((effect) => {\r\n const depthIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.SCREENSPACE_DEPTH_TEXTURE_TYPE);\r\n effect.setTexture(\"depthSampler\", this._geometryBufferRenderer.getGBuffer().textures[depthIndex]);\r\n const normalIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.NORMAL_TEXTURE_TYPE);\r\n effect.setTexture(\"normalSampler\", this._geometryBufferRenderer.getGBuffer().textures[normalIndex]);\r\n const positionIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE);\r\n effect.setTexture(\"positionSampler\", this._geometryBufferRenderer.getGBuffer().textures[positionIndex]);\r\n const velocityIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_LINEAR_TEXTURE_TYPE);\r\n effect.setTexture(\"velocitySampler\", this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);\r\n effect.setVector4(\"sizeParams\", this._gBufferDebugSizeParams);\r\n if (this.scene.activeCamera) {\r\n effect.setFloat(\"maxDepth\", this.scene.activeCamera.maxZ);\r\n }\r\n });\r\n return this._gbufferDebugPass;\r\n }\r\n\r\n private _createDebugPasses() {\r\n if (this.scene.iblCdfGenerator) {\r\n this._debugPasses = [{ pass: this.scene.iblCdfGenerator.getDebugPassPP(), enabled: this.cdfDebugEnabled }];\r\n } else {\r\n this._debugPasses = [];\r\n }\r\n\r\n this._debugPasses.push(\r\n { pass: this._voxelTracingPass.getDebugPassPP(), enabled: this.voxelTracingDebugEnabled },\r\n { pass: this._spatialBlurPass.getDebugPassPP(), enabled: this.spatialBlurPassDebugEnabled },\r\n { pass: this._accumulationPass.getDebugPassPP(), enabled: this.accumulationPassDebugEnabled },\r\n { pass: this._getGBufferDebugPass(), enabled: this.gbufferDebugEnabled }\r\n );\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n if (!this._debugPasses[i].pass) {\r\n continue;\r\n }\r\n this.addEffect(\r\n new PostProcessRenderEffect(\r\n this.scene.getEngine(),\r\n this._debugPasses[i].pass.name,\r\n () => {\r\n return this._debugPasses[i].pass;\r\n },\r\n true\r\n )\r\n );\r\n }\r\n const cameras = this.cameras.slice();\r\n this.scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this.name, this.cameras);\r\n this.scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this.name, cameras);\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n if (!this._debugPasses[i].pass) {\r\n continue;\r\n }\r\n if (this._debugPasses[i].enabled) {\r\n this._enableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n } else {\r\n this._disableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n }\r\n }\r\n }\r\n\r\n private _disposeEffectPasses() {\r\n this.scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this.name, this.cameras);\r\n this._disposeDebugPasses();\r\n this._reset();\r\n }\r\n\r\n private _disposeDebugPasses() {\r\n for (let i = 0; i < this._debugPasses.length; i++) {\r\n this._disableEffect(this._debugPasses[i].pass.name, this.cameras);\r\n this._debugPasses[i].pass.dispose();\r\n }\r\n this._debugPasses = [];\r\n }\r\n\r\n private _updateDebugPasses() {\r\n let count = 0;\r\n if (this._gbufferDebugEnabled) {\r\n count++;\r\n }\r\n if (this.cdfDebugEnabled) {\r\n count++;\r\n }\r\n if (this.voxelTracingDebugEnabled) {\r\n count++;\r\n }\r\n if (this.spatialBlurPassDebugEnabled) {\r\n count++;\r\n }\r\n if (this.accumulationPassDebugEnabled) {\r\n count++;\r\n }\r\n\r\n const rows = Math.ceil(Math.sqrt(count));\r\n const cols = Math.ceil(count / rows);\r\n const width = 1.0 / cols;\r\n const height = 1.0 / rows;\r\n let x: number = 0;\r\n let y: number = 0;\r\n if (this.gbufferDebugEnabled) {\r\n this._gBufferDebugSizeParams.set(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n\r\n if (this.cdfDebugEnabled && this.scene.iblCdfGenerator) {\r\n this.scene.iblCdfGenerator.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.voxelTracingDebugEnabled) {\r\n this._voxelTracingPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.spatialBlurPassDebugEnabled) {\r\n this._spatialBlurPass.setDebugDisplayParams(x, y, cols, rows);\r\n x -= width;\r\n if (x <= -1) {\r\n x = 0;\r\n y -= height;\r\n }\r\n }\r\n if (this.accumulationPassDebugEnabled) {\r\n this._accumulationPass.setDebugDisplayParams(x, y, cols, rows);\r\n }\r\n }\r\n\r\n /**\r\n * Update the SS shadow max distance and thickness based on the voxel grid size and resolution.\r\n * The max distance should be just a little larger than the world size of a single voxel.\r\n */\r\n private _updateSsShadowParams(): void {\r\n this._voxelTracingPass.sssMaxDist = (this._sssMaxDistScale * this.voxelGridSize) / (1 << this.resolutionExp);\r\n this._voxelTracingPass.sssThickness = this._sssThicknessScale * 0.005 * this.voxelGridSize;\r\n }\r\n\r\n /**\r\n * Apply the shadows to a material or array of materials. If no material is provided, all\r\n * materials in the scene will be added.\r\n * @param material Material that will be affected by the shadows. If not provided, all materials of the scene will be affected.\r\n */\r\n public addShadowReceivingMaterial(material?: Material | Material[]) {\r\n if (material) {\r\n if (Array.isArray(material)) {\r\n for (const m of material) {\r\n this._addShadowSupportToMaterial(m);\r\n }\r\n } else {\r\n this._addShadowSupportToMaterial(material);\r\n }\r\n } else {\r\n for (const mat of this.scene.materials) {\r\n this._addShadowSupportToMaterial(mat);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Remove a material from the list of materials that receive shadows. If no material\r\n * is provided, all materials in the scene will be removed.\r\n * @param material The material or array of materials that will no longer receive shadows\r\n */\r\n public removeShadowReceivingMaterial(material: Material | Material[]) {\r\n if (Array.isArray(material)) {\r\n for (const m of material) {\r\n const matIndex = this._materialsWithRenderPlugin.indexOf(m);\r\n if (matIndex !== -1) {\r\n this._materialsWithRenderPlugin.splice(matIndex, 1);\r\n const plugin = m.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name)!;\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n } else {\r\n const matIndex = this._materialsWithRenderPlugin.indexOf(material);\r\n if (matIndex !== -1) {\r\n this._materialsWithRenderPlugin.splice(matIndex, 1);\r\n const plugin = material.pluginManager!.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name)!;\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Clear the list of materials that receive shadows. This will remove all materials from the list\r\n */\r\n public clearShadowReceivingMaterials() {\r\n for (const mat of this._materialsWithRenderPlugin) {\r\n const plugin = mat.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (plugin) {\r\n plugin.isEnabled = false;\r\n }\r\n }\r\n this._materialsWithRenderPlugin.length = 0;\r\n }\r\n\r\n protected _addShadowSupportToMaterial(material: Material) {\r\n if (!(material instanceof PBRBaseMaterial) && !(material instanceof StandardMaterial) && !(material instanceof OpenPBRMaterial)) {\r\n return;\r\n }\r\n let plugin = material.pluginManager?.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name);\r\n if (!plugin) {\r\n plugin = new IBLShadowsPluginMaterial(material);\r\n }\r\n if (this._materialsWithRenderPlugin.indexOf(material) !== -1) {\r\n return;\r\n }\r\n\r\n if (this._enabled) {\r\n plugin.iblShadowsTexture = this._getAccumulatedTexture().getInternalTexture()!;\r\n plugin.shadowOpacity = this.shadowOpacity;\r\n }\r\n\r\n plugin.isEnabled = this._enabled;\r\n plugin.isColored = this._coloredShadows;\r\n\r\n this._materialsWithRenderPlugin.push(material);\r\n }\r\n\r\n protected _setPluginParameters() {\r\n if (!this._enabled) {\r\n return;\r\n }\r\n\r\n for (const mat of this._materialsWithRenderPlugin) {\r\n if (mat.pluginManager) {\r\n const plugin = mat.pluginManager.getPlugin<IBLShadowsPluginMaterial>(IBLShadowsPluginMaterial.Name)!;\r\n plugin.iblShadowsTexture = this._getAccumulatedTexture().getInternalTexture()!;\r\n plugin.shadowOpacity = this.shadowOpacity;\r\n plugin.isColored = this._coloredShadows;\r\n }\r\n }\r\n }\r\n\r\n private _updateBeforeRender() {\r\n this._updateDebugPasses();\r\n }\r\n\r\n private _listenForCameraChanges() {\r\n // We want to listen for camera changes and change settings while the camera is moving.\r\n this.scene.activeCamera?.onViewMatrixChangedObservable.add(() => {\r\n this._accumulationPass.isMoving = true;\r\n });\r\n }\r\n\r\n /**\r\n * Checks if the IBL shadow pipeline is ready to render shadows\r\n * @returns true if the IBL shadow pipeline is ready to render the shadows\r\n */\r\n public isReady() {\r\n return (\r\n this._noiseTexture.isReady() &&\r\n this._voxelRenderer.isReady() &&\r\n this.scene.iblCdfGenerator &&\r\n this.scene.iblCdfGenerator.isReady() &&\r\n (!this._voxelTracingPass || this._voxelTracingPass.isReady()) &&\r\n (!this._spatialBlurPass || this._spatialBlurPass.isReady()) &&\r\n (!this._accumulationPass || this._accumulationPass.isReady())\r\n );\r\n }\r\n\r\n /**\r\n * Get the class name\r\n * @returns \"IBLShadowsRenderPipeline\"\r\n */\r\n public override getClassName(): string {\r\n return \"IBLShadowsRenderPipeline\";\r\n }\r\n\r\n /**\r\n * Disposes the IBL shadow pipeline and associated resources\r\n */\r\n public override dispose() {\r\n const materials = this._materialsWithRenderPlugin.splice(0);\r\n for (const mat of materials) {\r\n this.removeShadowReceivingMaterial(mat);\r\n }\r\n this._disposeEffectPasses();\r\n this._noiseTexture.dispose();\r\n this._voxelRenderer.dispose();\r\n this._voxelTracingPass.dispose();\r\n this._spatialBlurPass.dispose();\r\n this._accumulationPass.dispose();\r\n this._dummyTexture2d.dispose();\r\n this._dummyTexture3d.dispose();\r\n this.onNewIblReadyObservable.clear();\r\n this.onShadowTextureReadyObservable.clear();\r\n this.onVoxelizationCompleteObservable.clear();\r\n super.dispose();\r\n }\r\n}\r\n"]}
@@ -1,2 +1 @@
1
1
  export * from "./iblShadowsVoxelRenderer.pure.js";
2
- import "../../Engines/Extensions/engine.multiRender.js";
@@ -1,3 +1,2 @@
1
1
  export * from "./iblShadowsVoxelRenderer.pure.js";
2
- import "../../Engines/Extensions/engine.multiRender.js";
3
2
  //# sourceMappingURL=iblShadowsVoxelRenderer.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"iblShadowsVoxelRenderer.js","sourceRoot":"","sources":["../../../../../dev/core/src/Rendering/IBLShadows/iblShadowsVoxelRenderer.ts"],"names":[],"mappings":"AAAA,cAAc,gCAAgC,CAAC;AAE/C,OAAO,6CAA6C,CAAC","sourcesContent":["export * from \"./iblShadowsVoxelRenderer.pure\";\n\nimport \"../../Engines/Extensions/engine.multiRender\";\n"]}
1
+ {"version":3,"file":"iblShadowsVoxelRenderer.js","sourceRoot":"","sources":["../../../../../dev/core/src/Rendering/IBLShadows/iblShadowsVoxelRenderer.ts"],"names":[],"mappings":"AAAA,cAAc,gCAAgC,CAAC","sourcesContent":["export * from \"./iblShadowsVoxelRenderer.pure\";\n"]}
@@ -55,6 +55,7 @@ export declare class _IblShadowsVoxelRenderer {
55
55
  */
56
56
  set triPlanarVoxelization(enabled: boolean);
57
57
  private _voxelizationInProgress;
58
+ private _sortSettleWaitFrames;
58
59
  private _invWorldScaleMatrix;
59
60
  /**
60
61
  * Set the matrix to use for scaling the world space to voxel space
@@ -10,6 +10,9 @@ import { Logger } from "../../Misc/logger.js";
10
10
  import { Observable } from "../../Misc/observable.pure.js";
11
11
  import { ProceduralTexture } from "../../Materials/Textures/Procedurals/proceduralTexture.pure.js";
12
12
  import { EffectRenderer, EffectWrapper } from "../../Materials/effectRenderer.pure.js";
13
+ // Max frames _renderVoxelGrid waits for splat depth sorts to settle before voxelizing anyway
14
+ // (~3s at 60fps). Bounds the wait so a continuously re-sorting (orbiting) splat can't block it.
15
+ const _MaxSortSettleWaitFrames = 180;
13
16
  /**
14
17
  * Voxel-based shadow rendering for IBL's.
15
18
  * This should not be instanciated directly, as it is part of a scene component
@@ -122,6 +125,9 @@ export class _IblShadowsVoxelRenderer {
122
125
  this._gsVoxelMaterialCache = new Map();
123
126
  this._triPlanarVoxelization = true;
124
127
  this._voxelizationInProgress = false;
128
+ // Frames spent waiting for shadow-casting splats' depth sort to settle before voxelizing; see
129
+ // _renderVoxelGrid. Capped so a continuously re-sorting (e.g. orbiting) splat can't starve it.
130
+ this._sortSettleWaitFrames = 0;
125
131
  this._invWorldScaleMatrix = Matrix.Identity();
126
132
  this._voxelResolution = 64;
127
133
  this._voxelResolutionExp = 6;
@@ -509,6 +515,34 @@ export class _IblShadowsVoxelRenderer {
509
515
  }
510
516
  _renderVoxelGrid() {
511
517
  if (this._voxelizationInProgress) {
518
+ // Wait for shadow-casting GaussianSplatting meshes' depth sort to settle before
519
+ // rasterizing. Voxelization is order-independent — the order splats are drawn never
520
+ // affects the grid — but the GS voxel draw still *indexes* each splat through the
521
+ // `splatIndex` thin-instance buffer, and that buffer is (re)sized, filled and rebound by
522
+ // the sort worker's callback (the same callback that flips `_isDepthSortSettled`). After
523
+ // addPart() merges a splat, `forcedInstanceCount` jumps to the new total synchronously
524
+ // but the index buffer is only finalized when the sort lands; rasterizing in between
525
+ // indexes a stale/mismatched buffer and writes an empty grid (no IBL shadow until a
526
+ // later refresh). Frame-capped so a continuously re-sorting (orbiting) splat still
527
+ // voxelizes eventually rather than blocking forever.
528
+ let gsSortPending = false;
529
+ for (let i = 0; i < this._renderTargets.length && !gsSortPending; i++) {
530
+ const renderList = this._renderTargets[i].renderList;
531
+ if (!renderList) {
532
+ continue;
533
+ }
534
+ for (const mesh of renderList) {
535
+ if (mesh.getClassName() === "GaussianSplattingMesh" && !mesh._isDepthSortSettled) {
536
+ gsSortPending = true;
537
+ break;
538
+ }
539
+ }
540
+ }
541
+ if (gsSortPending && this._sortSettleWaitFrames < _MaxSortSettleWaitFrames) {
542
+ this._sortSettleWaitFrames++;
543
+ return;
544
+ }
545
+ this._sortSettleWaitFrames = 0;
512
546
  let allReady = this.getVoxelGrid().isReady();
513
547
  for (let i = 0; i < this._mipArray.length; i++) {
514
548
  const mipReady = this._mipArray[i].isReady();