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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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/** This file must only contain pure code and pure imports */ import { ShaderMaterial } from "../../Materials/shaderMaterial.pure.js"; import { MultiRenderTarget } from "../../Materials/Textures/multiRenderTarget.pure.js"; import { RenderTargetTexture } from "../../Materials/Textures/renderTargetTexture.pure.js"; import { Color4 } from "../../Maths/math.color.pure.js"; import { Matrix, Vector3 } from "../../Maths/math.vector.pure.js"; import { Texture } from "../../Materials/Textures/texture.pure.js"; import { Logger } from "../../Misc/logger.js"; import { Observable } from "../../Misc/observable.pure.js"; import { ProceduralTexture } from "../../Materials/Textures/Procedurals/proceduralTexture.pure.js"; import { EffectRenderer, EffectWrapper } from "../../Materials/effectRenderer.pure.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._engine.isWebGPU) { return this._voxelGrid; } else if (this._triPlanarVoxelization) { return this._combinedVoxelGridPT; } else { return this._voxelGridZaxis; } } /** * Return the voxel render target used during voxelization. * @returns The voxel render target. */ getRT() { if (this._engine.isWebGPU) { return this._voxelGridRT; } else if (this._triPlanarVoxelization) { return this._combinedVoxelGridPT; } else { return this._voxelGridZaxis; } } /** * 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._engine.isWebGPU) { // WebGPU only supports tri-planar voxelization. this._triPlanarVoxelization = true; return; } 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(); } /** * 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. Only applies to WebGL. Voxelization will take longer but will reduce missing geometry. * @returns The voxel renderer */ constructor(scene, iblShadowsRenderPipeline, resolutionExp = 6, triPlanarVoxelization = true) { this._voxelMrtsXaxis = []; this._voxelMrtsYaxis = []; this._voxelMrtsZaxis = []; this._voxelClearColor = new Color4(0, 0, 0, 1); /** * Observable that triggers when the voxelization is complete */ this.onVoxelizationCompleteObservable = new Observable(); this._renderTargets = []; /** Per-mesh voxel ShaderMaterials for GaussianSplattingMesh, keyed by mesh uniqueId. */ this._gsVoxelMaterialCache = new Map(); this._triPlanarVoxelization = true; this._voxelizationInProgress = false; this._invWorldScaleMatrix = Matrix.Identity(); this._voxelResolution = 64; this._voxelResolutionExp = 6; this._copyMipLayer = 0; this._mipArray = []; this._scene = scene; this._engine = scene.getEngine(); this._triPlanarVoxelization = this._engine.isWebGPU || triPlanarVoxelization; if (!this._engine.getCaps().drawBuffersExtension) { Logger.Error("Can't do voxel rendering without the draw buffers extension."); } const isWebGPU = this._engine.isWebGPU; // Round down to a power of 2 so it evenly divides the power-of-2 voxel resolution, // preventing out-of-bounds layer indices in the last MRT slab. // This shader implementation writes up to 16 MRT outputs, so clamp to 16 to keep // active draw buffers aligned with declared/written fragment outputs. const rawMaxDrawBuffers = this._engine.getCaps().maxDrawBuffers || 0; const cappedMaxDrawBuffers = Math.min(rawMaxDrawBuffers, 16); this._maxDrawBuffers = cappedMaxDrawBuffers >= 1 ? 1 << Math.floor(Math.log2(cappedMaxDrawBuffers)) : 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._copyMipEffectWrapper.onApplyObservable.add(() => { const effect = this._copyMipEffectWrapper.effect; if (!effect || !this._copyMipSourceTexture) { return; } effect.setTexture("textureSampler", this._copyMipSourceTexture); effect.setInt("layerNum", this._copyMipLayer); }); 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. 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 previousColorWrite = this._engine.getColorWrite(); const previousDepthBuffer = this._engine.getDepthBuffer(); const previousDepthWrite = this._engine.getDepthWrite(); const previousAlphaMode = this._engine.getAlphaMode(); this._engine.setColorWrite(true); this._engine.setDepthBuffer(false); this._engine.setDepthWrite(false); this._engine.setAlphaMode(0); const bindSize = mipTarget.getSize().width; let sourceDepth = mipTarget.getInternalTexture()?.depth; sourceDepth = Math.max(1, sourceDepth || bindSize); const destinationMipDepth = Math.max(1, this._voxelResolution >> lodLevel); const layersToCopy = Math.min(sourceDepth, destinationMipDepth); const destinationTexture = rt.texture; const previousGenerateMipMaps = destinationTexture?.generateMipMaps; if (destinationTexture) { destinationTexture.generateMipMaps = false; } try { // Render to each layer of the voxel grid. for (let layer = 0; layer < layersToCopy; layer++) { this._engine.bindFramebuffer(rt, 0, bindSize, bindSize, true, lodLevel, layer); this._copyMipSourceTexture = mipTarget; this._copyMipLayer = layer; this._copyMipEffectRenderer.applyEffectWrapper(this._copyMipEffectWrapper); this._copyMipEffectRenderer.draw(); this._engine.unBindFramebuffer(rt, true); } if (!this._engine.isWebGPU) { this._engine.unbindAllTextures(); } } finally { if (destinationTexture && previousGenerateMipMaps !== undefined) { destinationTexture.generateMipMaps = previousGenerateMipMaps; } this._engine.setAlphaMode(previousAlphaMode); this._engine.setDepthWrite(previousDepthWrite); this._engine.setDepthBuffer(previousDepthBuffer); this._engine.setColorWrite(previousColorWrite); } this._copyMipSourceTexture = undefined; 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, depth: this._voxelResolution, }; 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._engine.isWebGPU) { this._voxelGrid = new RenderTargetTexture("voxelGrid", size, this._scene, { ...voxelCombinedOptions, format: 6, creationFlags: 1, }); this._voxelGridRT = new RenderTargetTexture("voxelGridRT", { width: Math.min(size.width * 2.0, 2048), height: Math.min(size.height * 2.0, 2048) }, this._scene, voxelAxisOptions); } else 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._combinedVoxelGridPT = new ProceduralTexture("combinedVoxelGrid", size, "iblCombineVoxelGrids", this._scene, voxelCombinedOptions, false); this._scene.proceduralTextures.splice(this._scene.proceduralTextures.indexOf(this._combinedVoxelGridPT), 1); this._combinedVoxelGridPT.setFloat("layer", 0.0); this._combinedVoxelGridPT.setTexture("voxelXaxisSampler", this._voxelGridXaxis); this._combinedVoxelGridPT.setTexture("voxelYaxisSampler", this._voxelGridYaxis); this._combinedVoxelGridPT.setTexture("voxelZaxisSampler", this._voxelGridZaxis); // We will render this only after voxelization is completed for the 3 axes. this._combinedVoxelGridPT.autoClear = false; this._combinedVoxelGridPT.wrapU = Texture.CLAMP_ADDRESSMODE; this._combinedVoxelGridPT.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(32879); for (let mrtIndex = 0; mrtIndex < numSlabs; mrtIndex++) { let layerIndices = new Array(this._maxDrawBuffers).fill(0); layerIndices = layerIndices.map((value, index) => mrtIndex * this._maxDrawBuffers + index); let textureNames = new Array(this._maxDrawBuffers).fill(""); textureNames = textureNames.map((value, index) => "voxel_grid_" + name + (mrtIndex * this._maxDrawBuffers + index)); const mrt = new MultiRenderTarget("mrt_" + name + mrtIndex, { width: this._voxelResolution, height: this._voxelResolution, depth: this._voxelResolution }, 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._combinedVoxelGridPT?.dispose(); } this._voxelGridZaxis?.dispose(); for (const mip of this._mipArray) { mip.dispose(); } this._voxelMaterial?.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", "invTransWorld", "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 = 519; } /** * 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); this._removeVoxelRTs([this._voxelGridRT]); } _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 * @param registerAfterRenderObservable Whether to register scene onAfterRender callback (legacy path). */ updateVoxelGrid(includedMeshes, registerAfterRenderObservable = true) { if (this._voxelizationInProgress) { return; } this._stopVoxelization(); this._voxelizationInProgress = true; if (this._engine.isWebGPU) { this._voxelGridRT.renderList = includedMeshes; this._addRTsForRender([this._voxelGridRT], includedMeshes, 0); } else 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 (registerAfterRenderObservable) { this._renderVoxelGridBound = this._renderVoxelGrid.bind(this); this._scene.onAfterRenderObservable.add(this._renderVoxelGridBound); } } /** * Advances voxelization work when running in custom render loops (for example FrameGraph tasks) * where scene onAfterRender timing may differ from classic pipeline flow. */ processVoxelization() { this._renderVoxelGrid(); } _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); } for (const gsVoxelMat of Array.from(this._gsVoxelMaterialCache.values())) { allReady && (allReady = gsVoxelMat.isReady()); } if (!allReady) { return; } const copyMipEffect = this._copyMipEffectWrapper.effect; if (!copyMipEffect.isReady()) { return; } if (this._engine.isWebGPU) { // Clear the voxel grid storage texture. // Need to clear each layer individually. // Would a compute shader be faster here to clear all layers in one go? if (this._voxelGrid && this._voxelGrid.renderTarget) { for (let layer = 0; layer < this._voxelResolution; layer++) { this._engine.bindFramebuffer(this._voxelGrid.renderTarget, 0, undefined, undefined, true, 0, layer); this._engine.clear(this._voxelClearColor, true, false, false); this._engine.unBindFramebuffer(this._voxelGrid.renderTarget, true); } } } for (const rt of this._renderTargets) { rt.render(); } this._stopVoxelization(); if (this._triPlanarVoxelization && !this._engine.isWebGPU) { this._combinedVoxelGridPT.render(); } this._generateMipMaps(); this._copyMipMaps(); this._scene.onAfterRenderObservable.removeCallback(this._renderVoxelGridBound); this._voxelizationInProgress = false; this.onVoxelizationCompleteObservable.notifyObservers(); } } /** * Splits rendering for every voxel RT: non–Gaussian splatting meshes use subMesh.render * (material override from setMaterialForRendering); GaussianSplattingMesh uses a custom draw path with its cached voxel ShaderMaterial. * @param rtt - the render target texture to install the custom render function on */ _installVoxelMixedCustomRender(rtt) { const scene = this._scene; const engine = scene.getEngine(); const renderGsSplat = (sm) => { const renderingMesh = sm.getRenderingMesh(); const effectiveMesh = sm.getEffectiveMesh(); const gsVoxelMaterial = this._gsVoxelMaterialCache.get(effectiveMesh.uniqueId); if (!gsVoxelMaterial || !gsVoxelMaterial.isReady()) { return; } const drawWrapper = gsVoxelMaterial._getDrawWrapper(); if (!drawWrapper?.effect) { return; } const effect = drawWrapper.effect; const batch = renderingMesh._getInstancesRenderList(sm._id, !!sm.getReplacementMesh()); if (batch.mustReturn) { return; } const hardwareInstancedRendering = engine.getCaps().instancedArrays && ((batch.visibleInstances[sm._id] !== null && batch.visibleInstances[sm._id] !== undefined) || renderingMesh.hasThinInstances); const fillMode = sm.getMaterial()?.fillMode ?? 0; engine.enableEffect(drawWrapper); renderingMesh._bind(sm, effect, fillMode); gsVoxelMaterial._preBind(drawWrapper); gsVoxelMaterial.bind(effectiveMesh.getWorldMatrix(), effectiveMesh, effect); // If rotation/scale textures are missing, bind() logged the warning; skip the draw to avoid GPU errors. if (!effectiveMesh.rotationsATexture) { gsVoxelMaterial.unbind(); return; } if (engine.isWebGPU) { // A GSplat is a 3D Gaussian ellipsoid. To approximate its volume in the voxel grid // we rasterize three planar cross-section quads — one per principal axis — each // spanning the ellipsoid cross-section perpendicular to that axis. A quad rendered // edge-on produces zero fragments, so we draw once per world axis: each draw lets // computeVoxelSplatWorldPos pick the quad whose normal best aligns with that view, // guaranteeing every splat is captured face-on from at least one direction. const viewMatrices = _IblShadowsVoxelRenderer._VOXEL_VIEW_MATRICES; for (let axisIdx = 0; axisIdx < 3; axisIdx++) { effect.setMatrix("viewMatrix", viewMatrices[axisIdx]); renderingMesh._processRendering(effectiveMesh, sm, effect, fillMode, batch, hardwareInstancedRendering, (_isInstance, world) => { effect.setMatrix("world", world); }); } } else { renderingMesh._processRendering(effectiveMesh, sm, effect, fillMode, batch, hardwareInstancedRendering, (_isInstance, world) => effect.setMatrix("world", world)); } gsVoxelMaterial.unbind(); }; const processBucket = (subMeshes, enableAlphaMode) => { for (let i = 0; i < subMeshes.length; i++) { const sm = subMeshes.data[i]; const effective = sm.getEffectiveMesh(); if (effective.getClassName() === "GaussianSplattingMesh") { renderGsSplat(sm); } else { sm.render(enableAlphaMode); } } }; rtt.customRenderFunction = (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) => { if (depthOnlySubMeshes.length) { engine.setColorWrite(false); processBucket(depthOnlySubMeshes, false); engine.setColorWrite(true); } processBucket(opaqueSubMeshes, false); processBucket(alphaTestSubMeshes, false); processBucket(transparentSubMeshes, true); }; } _addGsMeshToVoxelRT(mrt, mesh) { let gsVoxelMaterial = this._gsVoxelMaterialCache.get(mesh.uniqueId); if (!gsVoxelMaterial) { const gsMaterial = mesh.material; if (!gsMaterial) { return; } const shaderLanguage = this._engine.isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */; gsVoxelMaterial = gsMaterial.makeVoxelRenderingMaterial(this._scene, shaderLanguage, this._maxDrawBuffers, mesh.isCompound); this._gsVoxelMaterialCache.set(mesh.uniqueId, gsVoxelMaterial); } mrt.renderList?.push(mesh); mrt.setMaterialForRendering(mesh, gsVoxelMaterial); } _addRTsForRender(mrts, includedMeshes, axis) { const slabSize = 1.0 / this._computeNumberOfSlabs(); const voxelMaterial = this._voxelMaterial; // 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._disableEngineStages = true; mrt.useCameraPostProcesses = false; mrt.renderParticles = false; mrt.renderSprites = false; mrt.enableOutlineRendering = false; const renderBucket = (bucket) => { for (let index = 0; index < bucket.length; index++) { const subMesh = bucket.data[index]; if (subMesh.getMaterial() !== voxelMaterial) { continue; } subMesh.render(false); } }; mrt.customRenderFunction = (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) => { renderBucket(depthOnlySubMeshes); renderBucket(opaqueSubMeshes); renderBucket(alphaTestSubMeshes); renderBucket(transparentSubMeshes); }; mrt.renderList = []; const nearPlane = mrtIndex * slabSize; const farPlane = (mrtIndex + 1) * slabSize; const stepSize = slabSize / this._maxDrawBuffers; const viewMatrix = _IblShadowsVoxelRenderer._VOXEL_VIEW_MATRICES[axis]; mrt.onBeforeRenderObservable.clear(); mrt.onBeforeRenderObservable.add(() => { voxelMaterial.setMatrix("viewMatrix", viewMatrix); voxelMaterial.setMatrix("invWorldScale", this._invWorldScaleMatrix); voxelMaterial.setFloat("nearPlane", nearPlane); voxelMaterial.setFloat("farPlane", farPlane); voxelMaterial.setFloat("stepSize", stepSize); if (this._engine.isWebGPU) { this._voxelMaterial.useVertexPulling = true; this._voxelMaterial.setTexture("voxel_storage", this.getVoxelGrid()); } // Push per-slab uniforms to each GS voxel material in this MRT's render list. for (const m of mrt.renderList ?? []) { if (m.getClassName() === "GaussianSplattingMesh") { const gsVoxelMat = this._gsVoxelMaterialCache.get(m.uniqueId); if (gsVoxelMat) { gsVoxelMat.setMatrix("invWorldScale", this._invWorldScaleMatrix); if (this._engine.isWebGPU) { // WGSL GS voxel shader uses the same viewMatrix approach as WebGL; the per-axis viewMatrix is set per-draw in renderGsSplat. gsVoxelMat.setTexture("voxel_storage", this.getVoxelGrid()); } else { gsVoxelMat.setMatrix("viewMatrix", viewMatrix); gsVoxelMat.setFloat("nearPlane", nearPlane); gsVoxelMat.setFloat("farPlane", farPlane); gsVoxelMat.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) { continue; } if (mesh.getClassName() === "GaussianSplattingMesh") { this._addGsMeshToVoxelRT(mrt, mesh); } else 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.getClassName() === "GaussianSplattingMesh") { this._addGsMeshToVoxelRT(mrt, childMesh); } else if (childMesh.subMeshes && childMesh.subMeshes.length > 0) { mrt.renderList?.push(childMesh); mrt.setMaterialForRendering(childMesh, voxelMaterial); } } } this._installVoxelMixedCustomRender(mrt); } this._renderTargets = this._renderTargets.concat(mrts); } /** * Called by the pipeline to resize resources. */ resize() { } /** * Disposes the voxel renderer and associated resources */ dispose() { this._disposeVoxelTextures(); for (const mat of Array.from(this._gsVoxelMaterialCache.values())) { mat.dispose(); } this._gsVoxelMaterialCache.clear(); } } // View matrices for the three voxelization axes. _IblShadowsVoxelRenderer._VOXEL_VIEW_MATRICES = [ Matrix.LookAtLH(Vector3.Zero(), new Vector3(1, 0, 0), Vector3.Up()), Matrix.LookAtLH(Vector3.Zero(), new Vector3(0, 1, 0), new Vector3(1, 0, 0)), Matrix.LookAtLH(Vector3.Zero(), new Vector3(0, 0, 1), Vector3.Up()), ]; //# sourceMappingURL=iblShadowsVoxelRenderer.pure.js.map