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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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import { __decorate } from "../../tslib.es6.js"; /* eslint-disable @typescript-eslint/naming-convention */ import { serialize, expandToProperty } from "../../Misc/decorators.js"; import { MaterialDefines } from "../materialDefines.js"; import { MaterialPluginBase } from "../materialPluginBase.js"; /** * @internal */ export class MaterialBRDFDefines extends MaterialDefines { constructor() { super(...arguments); this.BRDF_V_HEIGHT_CORRELATED = false; this.MS_BRDF_ENERGY_CONSERVATION = false; this.SPHERICAL_HARMONICS = false; this.SPECULAR_GLOSSINESS_ENERGY_CONSERVATION = false; this.MIX_IBL_RADIANCE_WITH_IRRADIANCE = true; } } /** * Plugin that implements the BRDF component of the PBR material */ export class PBRBRDFConfiguration extends MaterialPluginBase { /** @internal */ _markAllSubMeshesAsMiscDirty() { this._internalMarkAllSubMeshesAsMiscDirty(); } /** * Gets a boolean indicating that the plugin is compatible with a given shader language. * @returns true if the plugin is compatible with the shader language */ isCompatible() { return true; } constructor(material, addToPluginList = true) { super(material, "PBRBRDF", 90, new MaterialBRDFDefines(), addToPluginList); this._useEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_ENERGY_CONSERVATION; /** * Defines if the material uses energy conservation. */ this.useEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_ENERGY_CONSERVATION; this._useSmithVisibilityHeightCorrelated = PBRBRDFConfiguration.DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED; /** * LEGACY Mode set to false * Defines if the material uses height smith correlated visibility term. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision * Not relying on height correlated will also disable energy conservation. */ this.useSmithVisibilityHeightCorrelated = PBRBRDFConfiguration.DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED; this._useSphericalHarmonics = PBRBRDFConfiguration.DEFAULT_USE_SPHERICAL_HARMONICS; /** * LEGACY Mode set to false * Defines if the material uses spherical harmonics vs spherical polynomials for the * diffuse part of the IBL. * The harmonics despite a tiny bigger cost has been proven to provide closer results * to the ground truth. */ this.useSphericalHarmonics = PBRBRDFConfiguration.DEFAULT_USE_SPHERICAL_HARMONICS; this._useSpecularGlossinessInputEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION; /** * Defines if the material uses energy conservation, when the specular workflow is active. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)). * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering. */ this.useSpecularGlossinessInputEnergyConservation = PBRBRDFConfiguration.DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION; this._mixIblRadianceWithIrradiance = PBRBRDFConfiguration.DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE; /** * Defines if IBL irradiance is used to augment rough radiance. * If activated, irradiance is blended into the radiance contribution when the material is rough. * This better approximates raytracing results for rough surfaces. */ this.mixIblRadianceWithIrradiance = PBRBRDFConfiguration.DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE; this._internalMarkAllSubMeshesAsMiscDirty = material._dirtyCallbacks[16]; this._enable(true); } prepareDefines(defines) { defines.BRDF_V_HEIGHT_CORRELATED = this._useSmithVisibilityHeightCorrelated; defines.MS_BRDF_ENERGY_CONSERVATION = this._useEnergyConservation && this._useSmithVisibilityHeightCorrelated; defines.SPHERICAL_HARMONICS = this._useSphericalHarmonics; defines.SPECULAR_GLOSSINESS_ENERGY_CONSERVATION = this._useSpecularGlossinessInputEnergyConservation; defines.MIX_IBL_RADIANCE_WITH_IRRADIANCE = this._mixIblRadianceWithIrradiance; } getClassName() { return "PBRBRDFConfiguration"; } } /** * Default value used for the energy conservation. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture. */ PBRBRDFConfiguration.DEFAULT_USE_ENERGY_CONSERVATION = true; /** * Default value used for the Smith Visibility Height Correlated mode. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture. */ PBRBRDFConfiguration.DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED = true; /** * Default value used for the IBL diffuse part. * This can help switching back to the polynomials mode globally which is a tiny bit * less GPU intensive at the drawback of a lower quality. */ PBRBRDFConfiguration.DEFAULT_USE_SPHERICAL_HARMONICS = true; /** * Default value used for activating energy conservation for the specular workflow. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)). * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1. */ PBRBRDFConfiguration.DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION = true; /** * Default value for whether IBL irradiance is used to augment rough radiance. * If activated, irradiance is blended into the radiance contribution when the material is rough. * This better approximates raytracing results for rough surfaces. */ PBRBRDFConfiguration.DEFAULT_MIX_IBL_RADIANCE_WITH_IRRADIANCE = true; __decorate([ serialize(), expandToProperty("_markAllSubMeshesAsMiscDirty") ], PBRBRDFConfiguration.prototype, "useEnergyConservation", void 0); __decorate([ serialize(), expandToProperty("_markAllSubMeshesAsMiscDirty") ], PBRBRDFConfiguration.prototype, "useSmithVisibilityHeightCorrelated", void 0); __decorate([ serialize(), expandToProperty("_markAllSubMeshesAsMiscDirty") ], PBRBRDFConfiguration.prototype, "useSphericalHarmonics", void 0); __decorate([ serialize(), expandToProperty("_markAllSubMeshesAsMiscDirty") ], PBRBRDFConfiguration.prototype, "useSpecularGlossinessInputEnergyConservation", void 0); __decorate([ serialize(), expandToProperty("_markAllSubMeshesAsMiscDirty") ], PBRBRDFConfiguration.prototype, "mixIblRadianceWithIrradiance", void 0); 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