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- import { __decorate } from "../tslib.es6.js";
- import { serializeAsVector3, serialize, serializeAsMeshReference } from "../Misc/decorators.js";
- import { Logger } from "../Misc/logger.js";
- import { Vector2, Vector3, Matrix } from "../Maths/math.vector.js";
- import { VertexBuffer } from "../Buffers/buffer.js";
- import { AbstractMesh } from "../Meshes/abstractMesh.js";
- import { Material } from "../Materials/material.js";
- import { StandardMaterial } from "../Materials/standardMaterial.js";
- import { Texture } from "../Materials/Textures/texture.js";
- import { RenderTargetTexture } from "../Materials/Textures/renderTargetTexture.js";
- import { PostProcess } from "./postProcess.js";
- import { CreatePlane } from "../Meshes/Builders/planeBuilder.js";
- import "../Shaders/depth.vertex.js";
- import "../Shaders/volumetricLightScattering.fragment.js";
- import "../Shaders/volumetricLightScatteringPass.vertex.js";
- import "../Shaders/volumetricLightScatteringPass.fragment.js";
- import { Color4, Color3 } from "../Maths/math.color.js";
- import { Viewport } from "../Maths/math.viewport.js";
- import { RegisterClass } from "../Misc/typeStore.js";
- import { PushAttributesForInstances } from "../Materials/materialHelper.functions.js";
- /**
- * Inspired by https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process
- */
- export class VolumetricLightScatteringPostProcess extends PostProcess {
- /**
- * @internal
- * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
- */
- get useDiffuseColor() {
- Logger.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
- return false;
- }
- set useDiffuseColor(useDiffuseColor) {
- Logger.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
- }
- /**
- * @constructor
- * @param name The post-process name
- * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
- * @param camera The camera that the post-process will be attached to
- * @param mesh The mesh used to create the light scattering
- * @param samples The post-process quality, default 100
- * @param samplingMode The post-process filtering mode
- * @param engine The babylon engine
- * @param reusable If the post-process is reusable
- * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
- */
- constructor(name, ratio, camera, mesh, samples = 100, samplingMode = Texture.BILINEAR_SAMPLINGMODE, engine, reusable, scene) {
- super(name, "volumetricLightScattering", ["decay", "exposure", "weight", "meshPositionOnScreen", "density"], ["lightScatteringSampler"], ratio.postProcessRatio || ratio, camera, samplingMode, engine, reusable, "#define NUM_SAMPLES " + samples);
- this._screenCoordinates = Vector2.Zero();
- /**
- * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
- */
- this.customMeshPosition = Vector3.Zero();
- /**
- * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
- */
- this.useCustomMeshPosition = false;
- /**
- * If the post-process should inverse the light scattering direction
- */
- this.invert = true;
- /**
- * Array containing the excluded meshes not rendered in the internal pass
- */
- this.excludedMeshes = [];
- /**
- * Array containing the only meshes rendered in the internal pass.
- * If this array is not empty, only the meshes from this array are rendered in the internal pass
- */
- this.includedMeshes = [];
- /**
- * Controls the overall intensity of the post-process
- */
- this.exposure = 0.3;
- /**
- * Dissipates each sample's contribution in range [0, 1]
- */
- this.decay = 0.96815;
- /**
- * Controls the overall intensity of each sample
- */
- this.weight = 0.58767;
- /**
- * Controls the density of each sample
- */
- this.density = 0.926;
- scene = camera?.getScene() ?? scene ?? this._scene; // parameter "scene" can be null.
- engine = scene.getEngine();
- this._viewPort = new Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
- // Configure mesh
- this.mesh = mesh ?? VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene);
- // Configure
- this._createPass(scene, ratio.passRatio || ratio);
- this.onActivate = (camera) => {
- if (!this.isSupported) {
- this.dispose(camera);
- }
- this.onActivate = null;
- };
- this.onApplyObservable.add((effect) => {
- this._updateMeshScreenCoordinates(scene);
- effect.setTexture("lightScatteringSampler", this._volumetricLightScatteringRTT);
- effect.setFloat("exposure", this.exposure);
- effect.setFloat("decay", this.decay);
- effect.setFloat("weight", this.weight);
- effect.setFloat("density", this.density);
- effect.setVector2("meshPositionOnScreen", this._screenCoordinates);
- });
- }
- /**
- * Returns the string "VolumetricLightScatteringPostProcess"
- * @returns "VolumetricLightScatteringPostProcess"
- */
- getClassName() {
- return "VolumetricLightScatteringPostProcess";
- }
- _isReady(subMesh, useInstances) {
- const mesh = subMesh.getMesh();
- // Render this.mesh as default
- if (mesh === this.mesh && mesh.material) {
- return mesh.material.isReady(mesh);
- }
- const renderingMaterial = mesh._internalAbstractMeshDataInfo._materialForRenderPass?.[this._scene.getEngine().currentRenderPassId];
- if (renderingMaterial) {
- return renderingMaterial.isReadyForSubMesh(mesh, subMesh, useInstances);
- }
- const defines = [];
- const attribs = [VertexBuffer.PositionKind];
- const material = subMesh.getMaterial();
- // Alpha test
- if (material) {
- if (material.needAlphaTesting()) {
- defines.push("#define ALPHATEST");
- }
- if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {
- attribs.push(VertexBuffer.UVKind);
- defines.push("#define UV1");
- }
- if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {
- attribs.push(VertexBuffer.UV2Kind);
- defines.push("#define UV2");
- }
- }
- // Bones
- if (mesh.useBones && mesh.computeBonesUsingShaders) {
- attribs.push(VertexBuffer.MatricesIndicesKind);
- attribs.push(VertexBuffer.MatricesWeightsKind);
- defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
- defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
- }
- else {
- defines.push("#define NUM_BONE_INFLUENCERS 0");
- }
- // Instances
- if (useInstances) {
- defines.push("#define INSTANCES");
- PushAttributesForInstances(attribs);
- if (subMesh.getRenderingMesh().hasThinInstances) {
- defines.push("#define THIN_INSTANCES");
- }
- }
- // Get correct effect
- const drawWrapper = subMesh._getDrawWrapper(undefined, true);
- const cachedDefines = drawWrapper.defines;
- const join = defines.join("\n");
- if (cachedDefines !== join) {
- drawWrapper.setEffect(mesh
- .getScene()
- .getEngine()
- .createEffect("volumetricLightScatteringPass", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: mesh.numBoneInfluencers }), join);
- }
- return drawWrapper.effect.isReady();
- }
- /**
- * Sets the new light position for light scattering effect
- * @param position The new custom light position
- */
- setCustomMeshPosition(position) {
- this.customMeshPosition = position;
- }
- /**
- * Returns the light position for light scattering effect
- * @returns Vector3 The custom light position
- */
- getCustomMeshPosition() {
- return this.customMeshPosition;
- }
- /**
- * Disposes the internal assets and detaches the post-process from the camera
- * @param camera The camera from which to detach the post-process
- */
- dispose(camera) {
- const rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
- if (rttIndex !== -1) {
- camera.getScene().customRenderTargets.splice(rttIndex, 1);
- }
- this._volumetricLightScatteringRTT.dispose();
- super.dispose(camera);
- }
- /**
- * Returns the render target texture used by the post-process
- * @returns the render target texture used by the post-process
- */
- getPass() {
- return this._volumetricLightScatteringRTT;
- }
- // Private methods
- _meshExcluded(mesh) {
- if ((this.includedMeshes.length > 0 && this.includedMeshes.indexOf(mesh) === -1) || (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1)) {
- return true;
- }
- return false;
- }
- _createPass(scene, ratio) {
- const engine = scene.getEngine();
- this._volumetricLightScatteringRTT = new RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, 0);
- this._volumetricLightScatteringRTT.wrapU = Texture.CLAMP_ADDRESSMODE;
- this._volumetricLightScatteringRTT.wrapV = Texture.CLAMP_ADDRESSMODE;
- this._volumetricLightScatteringRTT.renderList = null;
- this._volumetricLightScatteringRTT.renderParticles = false;
- this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
- const camera = this.getCamera();
- if (camera) {
- camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
- }
- else {
- scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
- }
- // Custom render function for submeshes
- const renderSubMesh = (subMesh) => {
- const renderingMesh = subMesh.getRenderingMesh();
- const effectiveMesh = subMesh.getEffectiveMesh();
- if (this._meshExcluded(renderingMesh)) {
- return;
- }
- effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;
- const material = subMesh.getMaterial();
- if (!material) {
- return;
- }
- const scene = renderingMesh.getScene();
- const engine = scene.getEngine();
- // Culling
- engine.setState(material.backFaceCulling, undefined, undefined, undefined, material.cullBackFaces);
- // Managing instances
- const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());
- if (batch.mustReturn) {
- return;
- }
- const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);
- if (this._isReady(subMesh, hardwareInstancedRendering)) {
- const renderingMaterial = effectiveMesh._internalAbstractMeshDataInfo._materialForRenderPass?.[engine.currentRenderPassId];
- let drawWrapper = subMesh._getDrawWrapper();
- if (renderingMesh === this.mesh && !drawWrapper) {
- drawWrapper = material._getDrawWrapper();
- }
- if (!drawWrapper) {
- return;
- }
- const effect = drawWrapper.effect;
- engine.enableEffect(drawWrapper);
- if (!hardwareInstancedRendering) {
- renderingMesh._bind(subMesh, effect, material.fillMode);
- }
- if (renderingMesh === this.mesh) {
- material.bind(effectiveMesh.getWorldMatrix(), renderingMesh);
- }
- else if (renderingMaterial) {
- renderingMaterial.bindForSubMesh(effectiveMesh.getWorldMatrix(), effectiveMesh, subMesh);
- }
- else {
- effect.setMatrix("viewProjection", scene.getTransformMatrix());
- // Alpha test
- if (material && material.needAlphaTesting()) {
- const alphaTexture = material.getAlphaTestTexture();
- effect.setTexture("diffuseSampler", alphaTexture);
- if (alphaTexture) {
- effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
- }
- }
- // Bones
- if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {
- effect.setMatrices("mBones", renderingMesh.skeleton.getTransformMatrices(renderingMesh));
- }
- }
- if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {
- effect.setMatrix("world", effectiveMesh.getWorldMatrix());
- }
- // Draw
- renderingMesh._processRendering(effectiveMesh, subMesh, effect, Material.TriangleFillMode, batch, hardwareInstancedRendering, (isInstance, world) => {
- if (!isInstance) {
- effect.setMatrix("world", world);
- }
- });
- }
- };
- // Render target texture callbacks
- let savedSceneClearColor;
- const sceneClearColor = new Color4(0.0, 0.0, 0.0, 1.0);
- this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(() => {
- savedSceneClearColor = scene.clearColor;
- scene.clearColor = sceneClearColor;
- });
- this._volumetricLightScatteringRTT.onAfterRenderObservable.add(() => {
- scene.clearColor = savedSceneClearColor;
- });
- this._volumetricLightScatteringRTT.customIsReadyFunction = (mesh, refreshRate, preWarm) => {
- if ((preWarm || refreshRate === 0) && mesh.subMeshes) {
- for (let i = 0; i < mesh.subMeshes.length; ++i) {
- const subMesh = mesh.subMeshes[i];
- const material = subMesh.getMaterial();
- const renderingMesh = subMesh.getRenderingMesh();
- if (!material) {
- continue;
- }
- const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());
- const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);
- if (!this._isReady(subMesh, hardwareInstancedRendering)) {
- return false;
- }
- }
- }
- return true;
- };
- this._volumetricLightScatteringRTT.customRenderFunction = (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) => {
- const engine = scene.getEngine();
- let index;
- if (depthOnlySubMeshes.length) {
- engine.setColorWrite(false);
- for (index = 0; index < depthOnlySubMeshes.length; index++) {
- renderSubMesh(depthOnlySubMeshes.data[index]);
- }
- engine.setColorWrite(true);
- }
- for (index = 0; index < opaqueSubMeshes.length; index++) {
- renderSubMesh(opaqueSubMeshes.data[index]);
- }
- for (index = 0; index < alphaTestSubMeshes.length; index++) {
- renderSubMesh(alphaTestSubMeshes.data[index]);
- }
- if (transparentSubMeshes.length) {
- // Sort sub meshes
- for (index = 0; index < transparentSubMeshes.length; index++) {
- const submesh = transparentSubMeshes.data[index];
- const boundingInfo = submesh.getBoundingInfo();
- if (boundingInfo && scene.activeCamera) {
- submesh._alphaIndex = submesh.getMesh().alphaIndex;
- submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
- }
- }
- const sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
- sortedArray.sort((a, b) => {
- // Alpha index first
- if (a._alphaIndex > b._alphaIndex) {
- return 1;
- }
- if (a._alphaIndex < b._alphaIndex) {
- return -1;
- }
- // Then distance to camera
- if (a._distanceToCamera < b._distanceToCamera) {
- return 1;
- }
- if (a._distanceToCamera > b._distanceToCamera) {
- return -1;
- }
- return 0;
- });
- // Render sub meshes
- engine.setAlphaMode(2);
- for (index = 0; index < sortedArray.length; index++) {
- renderSubMesh(sortedArray[index]);
- }
- engine.setAlphaMode(0);
- }
- };
- }
- _updateMeshScreenCoordinates(scene) {
- const transform = scene.getTransformMatrix();
- let meshPosition;
- if (this.useCustomMeshPosition) {
- meshPosition = this.customMeshPosition;
- }
- else if (this.attachedNode) {
- meshPosition = this.attachedNode.position;
- }
- else {
- meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
- }
- const pos = Vector3.Project(meshPosition, Matrix.Identity(), transform, this._viewPort);
- this._screenCoordinates.x = pos.x / this._viewPort.width;
- this._screenCoordinates.y = pos.y / this._viewPort.height;
- if (this.invert) {
- this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
- }
- }
- // Static methods
- /**
- * Creates a default mesh for the Volumeric Light Scattering post-process
- * @param name The mesh name
- * @param scene The scene where to create the mesh
- * @returns the default mesh
- */
- static CreateDefaultMesh(name, scene) {
- const mesh = CreatePlane(name, { size: 1 }, scene);
- mesh.billboardMode = AbstractMesh.BILLBOARDMODE_ALL;
- const material = new StandardMaterial(name + "Material", scene);
- material.emissiveColor = new Color3(1, 1, 1);
- mesh.material = material;
- return mesh;
- }
- }
- __decorate([
- serializeAsVector3()
- ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
- __decorate([
- serialize()
- ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
- __decorate([
- serialize()
- ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
- __decorate([
- serializeAsMeshReference()
- ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
- __decorate([
- serialize()
- ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
- __decorate([
- serialize()
- ], VolumetricLightScatteringPostProcess.prototype, "includedMeshes", void 0);
- __decorate([
- serialize()
- ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
- __decorate([
- serialize()
- ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
- __decorate([
- serialize()
- ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
- __decorate([
- serialize()
- ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
- RegisterClass("BABYLON.VolumetricLightScatteringPostProcess", VolumetricLightScatteringPostProcess);
- //# sourceMappingURL=volumetricLightScatteringPostProcess.js.map
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