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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 { Engine } from "../../Engines/engine.js"; import { ShaderMaterial } from "../../Materials/shaderMaterial.js"; import { MultiRenderTarget } from "../../Materials/Textures/multiRenderTarget.js"; import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTexture.js"; import { Color4 } from "../../Maths/math.color.js"; import { Matrix, Vector3, Vector4 } from "../../Maths/math.vector.js"; import { Texture } from "../../Materials/Textures/texture.js"; import { Logger } from "../../Misc/logger.js"; import { Observable } from "../../Misc/observable.js"; import { PostProcess } from "../../PostProcesses/postProcess.js"; import { ProceduralTexture } from "../../Materials/Textures/Procedurals/proceduralTexture.js"; import { EffectRenderer, EffectWrapper } from "../../Materials/effectRenderer.js"; /** * Voxel-based shadow rendering for IBL's. * This should not be instanciated directly, as it is part of a scene component * @internal * @see https://playground.babylonjs.com/#8R5SSE#222 */ export class _IblShadowsVoxelRenderer { /** * Return the voxel grid texture. * @returns The voxel grid texture. */ getVoxelGrid() { if (this._triPlanarVoxelization) { return this._voxelGridRT; } else { return this._voxelGridZaxis; } } /** * The debug pass post process * @returns The debug pass post process */ getDebugPassPP() { if (!this._voxelDebugPass) { this._createDebugPass(); } return this._voxelDebugPass; } /** * Whether to use tri-planar voxelization. More expensive, but can help with artifacts. */ get triPlanarVoxelization() { return this._triPlanarVoxelization; } /** * Whether to use tri-planar voxelization. More expensive, but can help with artifacts. */ set triPlanarVoxelization(enabled) { if (this._triPlanarVoxelization === enabled) { return; } this._triPlanarVoxelization = enabled; this._disposeVoxelTextures(); this._createTextures(); } /** * Set the matrix to use for scaling the world space to voxel space * @param matrix The matrix to use for scaling the world space to voxel space */ setWorldScaleMatrix(matrix) { this._invWorldScaleMatrix = matrix; } /** * @returns Whether voxelization is currently happening. */ isVoxelizationInProgress() { return this._voxelizationInProgress; } /** * Resolution of the voxel grid. The final resolution will be 2^resolutionExp. */ get voxelResolutionExp() { return this._voxelResolutionExp; } /** * Resolution of the voxel grid. The final resolution will be 2^resolutionExp. */ set voxelResolutionExp(resolutionExp) { if (this._voxelResolutionExp === resolutionExp && this._voxelGridZaxis) { return; } this._voxelResolutionExp = Math.round(Math.min(Math.max(resolutionExp, 3), 9)); this._voxelResolution = Math.pow(2.0, this._voxelResolutionExp); this._disposeVoxelTextures(); this._createTextures(); } /** * Shows only the voxels that were rendered along a particular axis (while using triPlanarVoxelization). * If not set, the combined voxel grid will be shown. * Note: This only works when the debugMipNumber is set to 0 because we don't generate mips for each axis. * @param axis The axis to show (0 = x, 1 = y, 2 = z) */ set voxelDebugAxis(axis) { this._voxelDebugAxis = axis; } get voxelDebugAxis() { return this._voxelDebugAxis; } /** * Sets params that control the position and scaling of the debug display on the screen. * @param x Screen X offset of the debug display (0-1) * @param y Screen Y offset of the debug display (0-1) * @param widthScale X scale of the debug display (0-1) * @param heightScale Y scale of the debug display (0-1) */ setDebugDisplayParams(x, y, widthScale, heightScale) { this._debugSizeParams.set(x, y, widthScale, heightScale); } /** * The mip level to show in the debug display * @param mipNum The mip level to show in the debug display */ setDebugMipNumber(mipNum) { this._debugMipNumber = mipNum; } /** * Sets the name of the debug pass */ get debugPassName() { return this._debugPassName; } /** * Enable or disable the debug view for this pass */ get voxelDebugEnabled() { return this._voxelDebugEnabled; } set voxelDebugEnabled(enabled) { if (this._voxelDebugEnabled === enabled) { return; } this._voxelDebugEnabled = enabled; if (enabled) { this._voxelSlabDebugRT = new RenderTargetTexture("voxelSlabDebug", { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, this._scene, { generateDepthBuffer: true, generateMipMaps: false, type: 0, format: 5, samplingMode: 1, }); this._voxelSlabDebugRT.noPrePassRenderer = true; } if (this._voxelSlabDebugRT) { this._removeVoxelRTs([this._voxelSlabDebugRT]); } // Add the slab debug RT if needed. if (this._voxelDebugEnabled) { this._addRTsForRender([this._voxelSlabDebugRT], this._includedMeshes, this._voxelDebugAxis, 1, true); this._setDebugBindingsBound = this._setDebugBindings.bind(this); this._scene.onBeforeRenderObservable.add(this._setDebugBindingsBound); } else { this._scene.onBeforeRenderObservable.removeCallback(this._setDebugBindingsBound); } } /** * Creates the debug post process effect for this pass */ _createDebugPass() { const isWebGPU = this._engine.isWebGPU; if (!this._voxelDebugPass) { const debugOptions = { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight(), textureFormat: 5, textureType: 0, samplingMode: 1, uniforms: ["sizeParams", "mipNumber"], samplers: ["voxelTexture", "voxelSlabTexture"], engine: this._engine, reusable: false, shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */, extraInitializations: (useWebGPU, list) => { if (this._isVoxelGrid3D) { if (useWebGPU) { list.push(import("../../ShadersWGSL/iblVoxelGrid3dDebug.fragment.js")); } else { list.push(import("../../Shaders/iblVoxelGrid3dDebug.fragment.js")); } return; } if (useWebGPU) { list.push(import("../../ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js")); } else { list.push(import("../../Shaders/iblVoxelGrid2dArrayDebug.fragment.js")); } }, }; this._voxelDebugPass = new PostProcess(this.debugPassName, this._isVoxelGrid3D ? "iblVoxelGrid3dDebug" : "iblVoxelGrid2dArrayDebug", debugOptions); this._voxelDebugPass.onApplyObservable.add((effect) => { if (this._voxelDebugAxis === 0) { effect.setTexture("voxelTexture", this._voxelGridXaxis); } else if (this._voxelDebugAxis === 1) { effect.setTexture("voxelTexture", this._voxelGridYaxis); } else if (this._voxelDebugAxis === 2) { effect.setTexture("voxelTexture", this._voxelGridZaxis); } else { effect.setTexture("voxelTexture", this.getVoxelGrid()); } effect.setTexture("voxelSlabTexture", this._voxelSlabDebugRT); effect.setVector4("sizeParams", this._debugSizeParams); effect.setFloat("mipNumber", this._debugMipNumber); }); } } /** * Instanciates the voxel renderer * @param scene Scene to attach to * @param iblShadowsRenderPipeline The render pipeline this pass is associated with * @param resolutionExp Resolution of the voxel grid. The final resolution will be 2^resolutionExp. * @param triPlanarVoxelization Whether to use tri-planar voxelization. More expensive, but can help with artifacts. * @returns The voxel renderer */ constructor(scene, iblShadowsRenderPipeline, resolutionExp = 6, triPlanarVoxelization = true) { this._voxelMrtsXaxis = []; this._voxelMrtsYaxis = []; this._voxelMrtsZaxis = []; this._isVoxelGrid3D = true; /** * Observable that triggers when the voxelization is complete */ this.onVoxelizationCompleteObservable = new Observable(); this._renderTargets = []; this._triPlanarVoxelization = true; this._voxelizationInProgress = false; this._invWorldScaleMatrix = Matrix.Identity(); this._voxelResolution = 64; this._voxelResolutionExp = 6; this._mipArray = []; this._voxelDebugEnabled = false; this._voxelDebugAxis = -1; this._debugSizeParams = new Vector4(0.0, 0.0, 0.0, 0.0); this._includedMeshes = []; this._debugMipNumber = 0; this._debugPassName = "Voxelization Debug Pass"; this._scene = scene; this._engine = scene.getEngine(); this._triPlanarVoxelization = triPlanarVoxelization; if (!this._engine.getCaps().drawBuffersExtension) { Logger.Error("Can't do voxel rendering without the draw buffers extension."); } const isWebGPU = this._engine.isWebGPU; this._maxDrawBuffers = this._engine.getCaps().maxDrawBuffers || 0; this._copyMipEffectRenderer = new EffectRenderer(this._engine); this._copyMipEffectWrapper = new EffectWrapper({ engine: this._engine, fragmentShader: "copyTexture3DLayerToTexture", useShaderStore: true, uniformNames: ["layerNum"], samplerNames: ["textureSampler"], shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */, extraInitializationsAsync: async () => { if (isWebGPU) { await import("../../ShadersWGSL/copyTexture3DLayerToTexture.fragment.js"); } else { await import("../../Shaders/copyTexture3DLayerToTexture.fragment.js"); } }, }); this.voxelResolutionExp = resolutionExp; } _generateMipMaps() { const iterations = Math.ceil(Math.log2(this._voxelResolution)); for (let i = 1; i < iterations + 1; i++) { this._generateMipMap(i); } } _generateMipMap(lodLevel) { // Generate a mip map for the given level by triggering the render of the procedural mip texture. const mipTarget = this._mipArray[lodLevel - 1]; if (!mipTarget) { return; } mipTarget.setTexture("srcMip", lodLevel === 1 ? this.getVoxelGrid() : this._mipArray[lodLevel - 2]); mipTarget.render(); } _copyMipMaps() { const iterations = Math.ceil(Math.log2(this._voxelResolution)); for (let i = 1; i < iterations + 1; i++) { this._copyMipMap(i); } } _copyMipMap(lodLevel) { // Now, copy this mip into the mip chain of the voxel grid. // TODO - this currently isn't working. "textureSampler" isn't being properly set to mipTarget. const mipTarget = this._mipArray[lodLevel - 1]; if (!mipTarget) { return; } const voxelGrid = this.getVoxelGrid(); let rt; if (voxelGrid instanceof RenderTargetTexture && voxelGrid.renderTarget) { rt = voxelGrid.renderTarget; } else { rt = voxelGrid._rtWrapper; } if (rt) { this._copyMipEffectRenderer.saveStates(); const bindSize = mipTarget.getSize().width; // Render to each layer of the voxel grid. for (let layer = 0; layer < bindSize; layer++) { this._engine.bindFramebuffer(rt, 0, bindSize, bindSize, true, lodLevel, layer); this._copyMipEffectRenderer.applyEffectWrapper(this._copyMipEffectWrapper); this._copyMipEffectWrapper.effect.setTexture("textureSampler", mipTarget); this._copyMipEffectWrapper.effect.setInt("layerNum", layer); this._copyMipEffectRenderer.draw(); this._engine.unBindFramebuffer(rt, true); } this._copyMipEffectRenderer.restoreStates(); } } _computeNumberOfSlabs() { return Math.ceil(this._voxelResolution / this._maxDrawBuffers); } _createTextures() { const isWebGPU = this._engine.isWebGPU; const size = { width: this._voxelResolution, height: this._voxelResolution, layers: this._isVoxelGrid3D ? undefined : this._voxelResolution, depth: this._isVoxelGrid3D ? this._voxelResolution : undefined, }; const voxelAxisOptions = { generateDepthBuffer: false, generateMipMaps: false, type: 0, format: 6, samplingMode: 1, }; // We can render up to maxDrawBuffers voxel slices of the grid per render. // We call this a slab. const numSlabs = this._computeNumberOfSlabs(); const voxelCombinedOptions = { generateDepthBuffer: false, generateMipMaps: true, type: 0, format: 6, samplingMode: 4, shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */, extraInitializationsAsync: async () => { if (isWebGPU) { await import("../../ShadersWGSL/iblCombineVoxelGrids.fragment.js"); } else { await import("../../Shaders/iblCombineVoxelGrids.fragment.js"); } }, }; if (this._triPlanarVoxelization) { this._voxelGridXaxis = new RenderTargetTexture("voxelGridXaxis", size, this._scene, voxelAxisOptions); this._voxelGridYaxis = new RenderTargetTexture("voxelGridYaxis", size, this._scene, voxelAxisOptions); this._voxelGridZaxis = new RenderTargetTexture("voxelGridZaxis", size, this._scene, voxelAxisOptions); this._voxelMrtsXaxis = this._createVoxelMRTs("x_axis_", this._voxelGridXaxis, numSlabs); this._voxelMrtsYaxis = this._createVoxelMRTs("y_axis_", this._voxelGridYaxis, numSlabs); this._voxelMrtsZaxis = this._createVoxelMRTs("z_axis_", this._voxelGridZaxis, numSlabs); this._voxelGridRT = new ProceduralTexture("combinedVoxelGrid", size, "iblCombineVoxelGrids", this._scene, voxelCombinedOptions, false); this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._voxelGridRT), 1); this._voxelGridRT.setFloat("layer", 0.0); this._voxelGridRT.setTexture("voxelXaxisSampler", this._voxelGridXaxis); this._voxelGridRT.setTexture("voxelYaxisSampler", this._voxelGridYaxis); this._voxelGridRT.setTexture("voxelZaxisSampler", this._voxelGridZaxis); // We will render this only after voxelization is completed for the 3 axes. this._voxelGridRT.autoClear = false; this._voxelGridRT.wrapU = Texture.CLAMP_ADDRESSMODE; this._voxelGridRT.wrapV = Texture.CLAMP_ADDRESSMODE; } else { this._voxelGridZaxis = new RenderTargetTexture("voxelGridZaxis", size, this._scene, voxelCombinedOptions); this._voxelMrtsZaxis = this._createVoxelMRTs("z_axis_", this._voxelGridZaxis, numSlabs); } const generateVoxelMipOptions = { generateDepthBuffer: false, generateMipMaps: false, type: 0, format: 6, samplingMode: 1, shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */, extraInitializationsAsync: async () => { if (isWebGPU) { await import("../../ShadersWGSL/iblGenerateVoxelMip.fragment.js"); } else { await import("../../Shaders/iblGenerateVoxelMip.fragment.js"); } }, }; this._mipArray = new Array(Math.ceil(Math.log2(this._voxelResolution))); for (let mipIdx = 1; mipIdx <= this._mipArray.length; mipIdx++) { const mipDim = this._voxelResolution >> mipIdx; const mipSize = { width: mipDim, height: mipDim, depth: mipDim }; this._mipArray[mipIdx - 1] = new ProceduralTexture("voxelMip" + mipIdx, mipSize, "iblGenerateVoxelMip", this._scene, generateVoxelMipOptions, false); this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._mipArray[mipIdx - 1]), 1); const mipTarget = this._mipArray[mipIdx - 1]; mipTarget.autoClear = false; mipTarget.wrapU = Texture.CLAMP_ADDRESSMODE; mipTarget.wrapV = Texture.CLAMP_ADDRESSMODE; mipTarget.setTexture("srcMip", mipIdx > 1 ? this._mipArray[mipIdx - 2] : this.getVoxelGrid()); mipTarget.setInt("layerNum", 0); } this._createVoxelMaterials(); } _createVoxelMRTs(name, voxelRT, numSlabs) { voxelRT.wrapU = Texture.CLAMP_ADDRESSMODE; voxelRT.wrapV = Texture.CLAMP_ADDRESSMODE; voxelRT.noPrePassRenderer = true; const mrtArray = []; const targetTypes = new Array(this._maxDrawBuffers).fill(this._isVoxelGrid3D ? 32879 : 35866); for (let mrt_index = 0; mrt_index < numSlabs; mrt_index++) { let layerIndices = new Array(this._maxDrawBuffers).fill(0); layerIndices = layerIndices.map((value, index) => mrt_index * this._maxDrawBuffers + index); let textureNames = new Array(this._maxDrawBuffers).fill(""); textureNames = textureNames.map((value, index) => "voxel_grid_" + name + (mrt_index * this._maxDrawBuffers + index)); const mrt = new MultiRenderTarget("mrt_" + name + mrt_index, { width: this._voxelResolution, height: this._voxelResolution, depth: this._isVoxelGrid3D ? this._voxelResolution : undefined }, this._maxDrawBuffers, // number of draw buffers this._scene, { types: new Array(this._maxDrawBuffers).fill(0), samplingModes: new Array(this._maxDrawBuffers).fill(3), generateMipMaps: false, targetTypes, formats: new Array(this._maxDrawBuffers).fill(6), faceIndex: new Array(this._maxDrawBuffers).fill(0), layerIndex: layerIndices, layerCounts: new Array(this._maxDrawBuffers).fill(this._voxelResolution), generateDepthBuffer: false, generateStencilBuffer: false, }, textureNames); mrt.clearColor = new Color4(0, 0, 0, 1); mrt.noPrePassRenderer = true; for (let i = 0; i < this._maxDrawBuffers; i++) { mrt.setInternalTexture(voxelRT.getInternalTexture(), i); } mrtArray.push(mrt); } return mrtArray; } _disposeVoxelTextures() { this._stopVoxelization(); for (let i = 0; i < this._voxelMrtsZaxis.length; i++) { if (this._triPlanarVoxelization) { this._voxelMrtsXaxis[i].dispose(true); this._voxelMrtsYaxis[i].dispose(true); } this._voxelMrtsZaxis[i].dispose(true); } if (this._triPlanarVoxelization) { this._voxelGridXaxis?.dispose(); this._voxelGridYaxis?.dispose(); this._voxelGridRT?.dispose(); } this._voxelGridZaxis?.dispose(); for (const mip of this._mipArray) { mip.dispose(); } this._voxelMaterial?.dispose(); this._voxelSlabDebugMaterial?.dispose(); this._mipArray = []; this._voxelMrtsXaxis = []; this._voxelMrtsYaxis = []; this._voxelMrtsZaxis = []; } _createVoxelMaterials() { const isWebGPU = this._engine.isWebGPU; this._voxelMaterial = new ShaderMaterial("voxelization", this._scene, "iblVoxelGrid", { uniforms: ["world", "viewMatrix", "invWorldScale", "nearPlane", "farPlane", "stepSize"], defines: ["MAX_DRAW_BUFFERS " + this._maxDrawBuffers], shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */, extraInitializationsAsync: async () => { if (isWebGPU) { await Promise.all([import("../../ShadersWGSL/iblVoxelGrid.fragment.js"), import("../../ShadersWGSL/iblVoxelGrid.vertex.js")]); } else { await Promise.all([import("../../Shaders/iblVoxelGrid.fragment.js"), import("../../Shaders/iblVoxelGrid.vertex.js")]); } }, }); this._voxelMaterial.cullBackFaces = false; this._voxelMaterial.backFaceCulling = false; this._voxelMaterial.depthFunction = Engine.ALWAYS; this._voxelSlabDebugMaterial = new ShaderMaterial("voxelSlabDebug", this._scene, "iblVoxelSlabDebug", { uniforms: ["world", "viewMatrix", "cameraViewMatrix", "projection", "invWorldScale", "nearPlane", "farPlane", "stepSize"], defines: ["MAX_DRAW_BUFFERS " + this._maxDrawBuffers], shaderLanguage: isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */, extraInitializationsAsync: async () => { if (isWebGPU) { await Promise.all([import("../../ShadersWGSL/iblVoxelSlabDebug.fragment.js"), import("../../ShadersWGSL/iblVoxelSlabDebug.vertex.js")]); } else { await Promise.all([import("../../Shaders/iblVoxelSlabDebug.fragment.js"), import("../../Shaders/iblVoxelSlabDebug.vertex.js")]); } }, }); } _setDebugBindings() { this._voxelSlabDebugMaterial.setMatrix("projection", this._scene.activeCamera.getProjectionMatrix()); this._voxelSlabDebugMaterial.setMatrix("cameraViewMatrix", this._scene.activeCamera.getViewMatrix()); } /** * Checks if the voxel renderer is ready to voxelize scene * @returns true if the voxel renderer is ready to voxelize scene */ isReady() { let allReady = this.getVoxelGrid().isReady(); for (let i = 0; i < this._mipArray.length; i++) { const mipReady = this._mipArray[i].isReady(); allReady && (allReady = mipReady); } if (!allReady || this._voxelizationInProgress) { return false; } return true; } /** * If the MRT's are already in the list of render targets, this will * remove them so that they don't get rendered again. */ _stopVoxelization() { // If the MRT's are already in the list of render targets, remove them. this._removeVoxelRTs(this._voxelMrtsXaxis); this._removeVoxelRTs(this._voxelMrtsYaxis); this._removeVoxelRTs(this._voxelMrtsZaxis); } _removeVoxelRTs(rts) { // const currentRTs = this._scene.customRenderTargets; const rtIdx = this._renderTargets.findIndex((rt) => { if (rt === rts[0]) return true; return false; }); if (rtIdx >= 0) { this._renderTargets.splice(rtIdx, rts.length); } else { const rtIdx = this._scene.customRenderTargets.findIndex((rt) => { if (rt === rts[0]) return true; return false; }); if (rtIdx >= 0) { this._scene.customRenderTargets.splice(rtIdx, rts.length); } } } /** * Renders voxel grid of scene for IBL shadows * @param includedMeshes */ updateVoxelGrid(includedMeshes) { this._stopVoxelization(); this._includedMeshes = includedMeshes; this._voxelizationInProgress = true; if (this._triPlanarVoxelization) { this._addRTsForRender(this._voxelMrtsXaxis, includedMeshes, 0); this._addRTsForRender(this._voxelMrtsYaxis, includedMeshes, 1); this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2); } else { this._addRTsForRender(this._voxelMrtsZaxis, includedMeshes, 2); } if (this._voxelDebugEnabled) { this._addRTsForRender([this._voxelSlabDebugRT], includedMeshes, this._voxelDebugAxis, 1, true); } this._renderVoxelGridBound = this._renderVoxelGrid.bind(this); this._scene.onAfterRenderObservable.add(this._renderVoxelGridBound); } _renderVoxelGrid() { if (this._voxelizationInProgress) { let allReady = this.getVoxelGrid().isReady(); for (let i = 0; i < this._mipArray.length; i++) { const mipReady = this._mipArray[i].isReady(); allReady && (allReady = mipReady); } for (let i = 0; i < this._renderTargets.length; i++) { const rttReady = this._renderTargets[i].isReadyForRendering(); allReady && (allReady = rttReady); } if (allReady) { for (const rt of this._renderTargets) { rt.render(); } this._stopVoxelization(); if (this._triPlanarVoxelization) { this._voxelGridRT.render(); } this._generateMipMaps(); this._copyMipEffectWrapper.effect.whenCompiledAsync().then(() => { this._copyMipMaps(); this._scene.onAfterRenderObservable.removeCallback(this._renderVoxelGridBound); this._voxelizationInProgress = false; this.onVoxelizationCompleteObservable.notifyObservers(); }); } } } _addRTsForRender(mrts, includedMeshes, axis, shaderType = 0, continuousRender = false) { const slabSize = 1.0 / this._computeNumberOfSlabs(); let voxelMaterial; if (shaderType === 0) { voxelMaterial = this._voxelMaterial; } else { voxelMaterial = this._voxelSlabDebugMaterial; } // We need to update the world scale uniform for every mesh being rendered to the voxel grid. for (let mrtIndex = 0; mrtIndex < mrts.length; mrtIndex++) { const mrt = mrts[mrtIndex]; mrt.renderList = []; const nearPlane = mrtIndex * slabSize; const farPlane = (mrtIndex + 1) * slabSize; const stepSize = slabSize / this._maxDrawBuffers; const cameraPosition = new Vector3(0, 0, 0); let targetPosition = new Vector3(0, 0, 1); if (axis === 0) { targetPosition = new Vector3(1, 0, 0); } else if (axis === 1) { targetPosition = new Vector3(0, 1, 0); } let upDirection = new Vector3(0, 1, 0); if (axis === 1) { upDirection = new Vector3(1, 0, 0); } mrt.onBeforeRenderObservable.add(() => { voxelMaterial.setMatrix("viewMatrix", Matrix.LookAtLH(cameraPosition, targetPosition, upDirection)); voxelMaterial.setMatrix("invWorldScale", this._invWorldScaleMatrix); voxelMaterial.setFloat("nearPlane", nearPlane); voxelMaterial.setFloat("farPlane", farPlane); voxelMaterial.setFloat("stepSize", stepSize); }); // Set this material on every mesh in the scene (for this RT) if (includedMeshes.length === 0) { return; } for (const mesh of includedMeshes) { if (mesh) { if (mesh.subMeshes && mesh.subMeshes.length > 0) { mrt.renderList?.push(mesh); mrt.setMaterialForRendering(mesh, voxelMaterial); } const meshes = mesh.getChildMeshes(); for (const childMesh of meshes) { if (childMesh.subMeshes && childMesh.subMeshes.length > 0) { mrt.renderList?.push(childMesh); mrt.setMaterialForRendering(childMesh, voxelMaterial); } } } } } // Add the MRT's to render. if (continuousRender) { for (const mrt of mrts) { if (this._scene.customRenderTargets.indexOf(mrt) === -1) { this._scene.customRenderTargets.push(mrt); } } } else { this._renderTargets = this._renderTargets.concat(mrts); } } /** * Called by the pipeline to resize resources. */ resize() { this._voxelSlabDebugRT?.resize({ width: this._scene.getEngine().getRenderWidth(), height: this._scene.getEngine().getRenderHeight() }); } /** * Disposes the voxel renderer and associated resources */ dispose() { this._disposeVoxelTextures(); if (this._voxelSlabDebugRT) { this._removeVoxelRTs([this._voxelSlabDebugRT]); this._voxelSlabDebugRT.dispose(); } if (this._voxelDebugPass) { this._voxelDebugPass.dispose(); } // TODO - dispose all created voxel materials. } } //# sourceMappingURL=iblShadowsVoxelRenderer.js.map