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- import type { Scene } from "../scene";
- import { Color3 } from "../Maths/math.color";
- import { SubSurfaceScatteringPostProcess } from "../PostProcesses/subSurfaceScatteringPostProcess";
- import type { PrePassEffectConfiguration } from "./prePassEffectConfiguration";
- /**
- * Contains all parameters needed for the prepass to perform
- * screen space subsurface scattering
- */
- export declare class SubSurfaceConfiguration implements PrePassEffectConfiguration {
- /**
- * @internal
- */
- static _SceneComponentInitialization: (scene: Scene) => void;
- private _ssDiffusionS;
- private _ssFilterRadii;
- private _ssDiffusionD;
- /**
- * Post process to attach for screen space subsurface scattering
- */
- postProcess: SubSurfaceScatteringPostProcess;
- /**
- * Diffusion profile color for subsurface scattering
- */
- get ssDiffusionS(): number[];
- /**
- * Diffusion profile max color channel value for subsurface scattering
- */
- get ssDiffusionD(): number[];
- /**
- * Diffusion profile filter radius for subsurface scattering
- */
- get ssFilterRadii(): number[];
- /**
- * Is subsurface enabled
- */
- enabled: boolean;
- /**
- * Does the output of this prepass need to go through imageprocessing
- */
- needsImageProcessing: boolean;
- /**
- * Name of the configuration
- */
- name: string;
- /**
- * Diffusion profile colors for subsurface scattering
- * You can add one diffusion color using `addDiffusionProfile` on `scene.prePassRenderer`
- * See ...
- * Note that you can only store up to 5 of them
- */
- ssDiffusionProfileColors: Color3[];
- /**
- * Defines the ratio real world => scene units.
- * Used for subsurface scattering
- */
- metersPerUnit: number;
- /**
- * Textures that should be present in the MRT for this effect to work
- */
- readonly texturesRequired: number[];
- private _scene;
- /**
- * Builds a subsurface configuration object
- * @param scene The scene
- */
- constructor(scene: Scene);
- /**
- * Adds a new diffusion profile.
- * Useful for more realistic subsurface scattering on diverse materials.
- * @param color The color of the diffusion profile. Should be the average color of the material.
- * @returns The index of the diffusion profile for the material subsurface configuration
- */
- addDiffusionProfile(color: Color3): number;
- /**
- * Creates the sss post process
- * @returns The created post process
- */
- createPostProcess(): SubSurfaceScatteringPostProcess;
- /**
- * Deletes all diffusion profiles.
- * Note that in order to render subsurface scattering, you should have at least 1 diffusion profile.
- */
- clearAllDiffusionProfiles(): void;
- /**
- * Disposes this object
- */
- dispose(): void;
- /**
- * @internal
- * https://zero-radiance.github.io/post/sampling-diffusion/
- *
- * Importance sample the normalized diffuse reflectance profile for the computed value of 's'.
- * ------------------------------------------------------------------------------------
- * R[r, phi, s] = s * (Exp[-r * s] + Exp[-r * s / 3]) / (8 * Pi * r)
- * PDF[r, phi, s] = r * R[r, phi, s]
- * CDF[r, s] = 1 - 1/4 * Exp[-r * s] - 3/4 * Exp[-r * s / 3]
- * ------------------------------------------------------------------------------------
- * We importance sample the color channel with the widest scattering distance.
- */
- getDiffusionProfileParameters(color: Color3): number;
- /**
- * Performs sampling of a Normalized Burley diffusion profile in polar coordinates.
- * 'u' is the random number (the value of the CDF): [0, 1).
- * rcp(s) = 1 / ShapeParam = ScatteringDistance.
- * Returns the sampled radial distance, s.t. (u = 0 -> r = 0) and (u = 1 -> r = Inf).
- * @param u
- * @param rcpS
- * @returns The sampled radial distance
- */
- private _sampleBurleyDiffusionProfile;
- }
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