import { __decorate } from "../tslib.es6.js"; import { PostProcess } from "./postProcess.js"; import { GeometryBufferRenderer } from "../Rendering/geometryBufferRenderer.js"; import { serialize } from "../Misc/decorators.js"; import { SerializationHelper } from "../Misc/decorators.serialization.js"; import { ScreenSpaceReflectionsConfiguration } from "../Rendering/screenSpaceReflectionsConfiguration.js"; import "../Shaders/screenSpaceReflection.fragment.js"; import { RegisterClass } from "../Misc/typeStore.js"; import { Logger } from "../Misc/logger.js"; /** * The ScreenSpaceReflectionPostProcess performs realtime reflections using only and only the available informations on the screen (positions and normals). * Basically, the screen space reflection post-process will compute reflections according the material's reflectivity. * @deprecated Use the new SSRRenderingPipeline instead. */ export class ScreenSpaceReflectionPostProcess extends PostProcess { get _geometryBufferRenderer() { if (!this._forceGeometryBuffer) { return null; } return this._scene.geometryBufferRenderer; } get _prePassRenderer() { if (this._forceGeometryBuffer) { return null; } return this._scene.prePassRenderer; } /** * Gets a string identifying the name of the class * @returns "ScreenSpaceReflectionPostProcess" string */ getClassName() { return "ScreenSpaceReflectionPostProcess"; } /** * Creates a new instance of ScreenSpaceReflectionPostProcess. * @param name The name of the effect. * @param scene The scene containing the objects to calculate reflections. * @param options The required width/height ratio to downsize to before computing the render pass. * @param camera The camera to apply the render pass to. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0) * @param engine The engine which the post process will be applied. (default: current engine) * @param reusable If the post process can be reused on the same frame. (default: false) * @param textureType Type of textures used when performing the post process. (default: 0) * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: true) * @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false) */ constructor(name, scene, options, camera, samplingMode, engine, reusable, textureType = 0, blockCompilation = false, forceGeometryBuffer = false) { super(name, "screenSpaceReflection", ["projection", "view", "threshold", "reflectionSpecularFalloffExponent", "strength", "stepSize", "roughnessFactor"], ["textureSampler", "normalSampler", "positionSampler", "reflectivitySampler"], options, camera, samplingMode, engine, reusable, "#define SSR_SUPPORTED\n#define REFLECTION_SAMPLES 64\n#define SMOOTH_STEPS 5\n", textureType, undefined, null, blockCompilation); /** * Gets or sets a reflection threshold mainly used to adjust the reflection's height. */ this.threshold = 1.2; /** * Gets or sets the current reflection strength. 1.0 is an ideal value but can be increased/decreased for particular results. */ this.strength = 1; /** * Gets or sets the falloff exponent used while computing fresnel. More the exponent is high, more the reflections will be discrete. */ this.reflectionSpecularFalloffExponent = 3; /** * Gets or sets the step size used to iterate until the effect finds the color of the reflection's pixel. Typically in interval [0.1, 1.0] */ this.step = 1.0; /** * Gets or sets the factor applied when computing roughness. Default value is 0.2. */ this.roughnessFactor = 0.2; this._forceGeometryBuffer = false; this._enableSmoothReflections = false; this._reflectionSamples = 64; this._smoothSteps = 5; this._forceGeometryBuffer = forceGeometryBuffer; if (this._forceGeometryBuffer) { // Get geometry buffer renderer and update effect const geometryBufferRenderer = scene.enableGeometryBufferRenderer(); if (geometryBufferRenderer) { if (geometryBufferRenderer.isSupported) { geometryBufferRenderer.enablePosition = true; geometryBufferRenderer.enableReflectivity = true; if (geometryBufferRenderer.generateNormalsInWorldSpace) { Logger.Error("ScreenSpaceReflectionPostProcess does not support generateNormalsInWorldSpace=true for the geometry buffer renderer!"); } } } } else { const prePassRenderer = scene.enablePrePassRenderer(); prePassRenderer?.markAsDirty(); if (prePassRenderer?.generateNormalsInWorldSpace) { Logger.Error("ScreenSpaceReflectionPostProcess does not support generateNormalsInWorldSpace=true for the prepass renderer!"); } this._prePassEffectConfiguration = new ScreenSpaceReflectionsConfiguration(); } this._updateEffectDefines(); // On apply, send uniforms this.onApply = (effect) => { const geometryBufferRenderer = this._geometryBufferRenderer; const prePassRenderer = this._prePassRenderer; if (!prePassRenderer && !geometryBufferRenderer) { return; } if (geometryBufferRenderer) { // Samplers const positionIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.POSITION_TEXTURE_TYPE); const roughnessIndex = geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE); effect.setTexture("normalSampler", geometryBufferRenderer.getGBuffer().textures[1]); effect.setTexture("positionSampler", geometryBufferRenderer.getGBuffer().textures[positionIndex]); effect.setTexture("reflectivitySampler", geometryBufferRenderer.getGBuffer().textures[roughnessIndex]); } else if (prePassRenderer) { // Samplers const positionIndex = prePassRenderer.getIndex(1); const roughnessIndex = prePassRenderer.getIndex(3); const normalIndex = prePassRenderer.getIndex(6); effect.setTexture("normalSampler", prePassRenderer.getRenderTarget().textures[normalIndex]); effect.setTexture("positionSampler", prePassRenderer.getRenderTarget().textures[positionIndex]); effect.setTexture("reflectivitySampler", prePassRenderer.getRenderTarget().textures[roughnessIndex]); } // Uniforms const camera = scene.activeCamera; if (!camera) { return; } const viewMatrix = camera.getViewMatrix(true); const projectionMatrix = camera.getProjectionMatrix(true); effect.setMatrix("projection", projectionMatrix); effect.setMatrix("view", viewMatrix); effect.setFloat("threshold", this.threshold); effect.setFloat("reflectionSpecularFalloffExponent", this.reflectionSpecularFalloffExponent); effect.setFloat("strength", this.strength); effect.setFloat("stepSize", this.step); effect.setFloat("roughnessFactor", this.roughnessFactor); }; this._isSceneRightHanded = scene.useRightHandedSystem; } /** * Gets whether or not smoothing reflections is enabled. * Enabling smoothing will require more GPU power and can generate a drop in FPS. */ get enableSmoothReflections() { return this._enableSmoothReflections; } /** * Sets whether or not smoothing reflections is enabled. * Enabling smoothing will require more GPU power and can generate a drop in FPS. */ set enableSmoothReflections(enabled) { if (enabled === this._enableSmoothReflections) { return; } this._enableSmoothReflections = enabled; this._updateEffectDefines(); } /** * Gets the number of samples taken while computing reflections. More samples count is high, * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100]. */ get reflectionSamples() { return this._reflectionSamples; } /** * Sets the number of samples taken while computing reflections. More samples count is high, * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100]. */ set reflectionSamples(samples) { if (samples === this._reflectionSamples) { return; } this._reflectionSamples = samples; this._updateEffectDefines(); } /** * Gets the number of samples taken while smoothing reflections. More samples count is high, * more the post-process will require GPU power and can generate a drop in FPS. * Default value (5.0) work pretty well in all cases but can be adjusted. */ get smoothSteps() { return this._smoothSteps; } /* * Sets the number of samples taken while smoothing reflections. More samples count is high, * more the post-process will require GPU power and can generate a drop in FPS. * Default value (5.0) work pretty well in all cases but can be adjusted. */ set smoothSteps(steps) { if (steps === this._smoothSteps) { return; } this._smoothSteps = steps; this._updateEffectDefines(); } _updateEffectDefines() { const defines = []; if (this._geometryBufferRenderer || this._prePassRenderer) { defines.push("#define SSR_SUPPORTED"); } if (this._enableSmoothReflections) { defines.push("#define ENABLE_SMOOTH_REFLECTIONS"); } if (this._isSceneRightHanded) { defines.push("#define RIGHT_HANDED_SCENE"); } defines.push("#define REFLECTION_SAMPLES " + (this._reflectionSamples >> 0)); defines.push("#define SMOOTH_STEPS " + (this._smoothSteps >> 0)); this.updateEffect(defines.join("\n")); } /** * @internal */ static _Parse(parsedPostProcess, targetCamera, scene, rootUrl) { return SerializationHelper.Parse(() => { return new ScreenSpaceReflectionPostProcess(parsedPostProcess.name, scene, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.textureType, parsedPostProcess.reusable); }, parsedPostProcess, scene, rootUrl); } } __decorate([ serialize() ], ScreenSpaceReflectionPostProcess.prototype, "threshold", void 0); __decorate([ serialize() ], ScreenSpaceReflectionPostProcess.prototype, "strength", void 0); __decorate([ serialize() ], ScreenSpaceReflectionPostProcess.prototype, "reflectionSpecularFalloffExponent", void 0); __decorate([ serialize() ], ScreenSpaceReflectionPostProcess.prototype, "step", void 0); __decorate([ serialize() ], ScreenSpaceReflectionPostProcess.prototype, "roughnessFactor", void 0); __decorate([ serialize() ], ScreenSpaceReflectionPostProcess.prototype, "enableSmoothReflections", null); __decorate([ serialize() ], ScreenSpaceReflectionPostProcess.prototype, "reflectionSamples", null); __decorate([ serialize() ], ScreenSpaceReflectionPostProcess.prototype, "smoothSteps", null); RegisterClass("BABYLON.ScreenSpaceReflectionPostProcess", ScreenSpaceReflectionPostProcess); //# sourceMappingURL=screenSpaceReflectionPostProcess.js.map