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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 { Vector4 } from "../../../../Maths/math.vector.js"; import { ThinCustomPostProcess } from "../../../../PostProcesses/thinCustomPostProcess.js"; import { FrameGraphTask } from "../../../frameGraphTask.js"; /** * Task used to temporally accumulate IBL shadows. * @internal */ export class FrameGraphIblShadowsAccumulationTask extends FrameGraphTask { get remanence() { return this._remanence; } set remanence(value) { this._remanence = Math.max(0, Math.min(value, 1)); } constructor(name, frameGraph) { super(name, frameGraph); this._remanence = 0.75; this.reset = true; this.isMoving = false; this.voxelGridSize = 1; this._accumulationParams = new Vector4(0, 0, 0, 0); this.postProcess = new ThinCustomPostProcess(name, frameGraph.engine, { fragmentShader: "iblShadowAccumulation", uniforms: ["accumulationParameters"], samplers: ["spatialBlurSampler", "oldAccumulationSampler", "prevPositionSampler", "motionSampler", "positionSampler"], shaderLanguage: frameGraph.engine.isWebGPU ? 1 /* ShaderLanguage.WGSL */ : 0 /* ShaderLanguage.GLSL */, }); this._postProcessDrawWrapper = this.postProcess.drawWrapper; this.outputTexture = this._frameGraph.textureManager.createDanglingHandle(); } getClassName() { return "FrameGraphIblShadowsAccumulationTask"; } // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax initAsync() { if (this._frameGraph.engine.isWebGPU) { return import("../../../../ShadersWGSL/iblShadowAccumulation.fragment.js"); } return import("../../../../Shaders/iblShadowAccumulation.fragment.js"); } isReady() { return this.postProcess.isReady(); } record() { if (this.sourceTexture === undefined || this.velocityTexture === undefined || this.positionTexture === undefined) { throw new Error(`FrameGraphIblShadowsAccumulationTask ${this.name}: sourceTexture, velocityTexture and positionTexture are required`); } const textureManager = this._frameGraph.textureManager; const outputSize = textureManager.getTextureAbsoluteDimensions(this.sourceTexture); const positionSize = textureManager.getTextureAbsoluteDimensions(this.positionTexture); const outputCreationOptions = { size: outputSize, sizeIsPercentage: false, isHistoryTexture: false, options: { createMipMaps: false, samples: 1, types: [2], formats: [5], useSRGBBuffers: [false], creationFlags: [0], labels: [`${this.name} Output`], }, }; textureManager.resolveDanglingHandle(this.outputTexture, undefined, `${this.name} Output`, outputCreationOptions); const accumulationHistoryCreationOptions = { size: outputSize, sizeIsPercentage: false, isHistoryTexture: true, options: { createMipMaps: false, samples: 1, types: [2], formats: [5], useSRGBBuffers: [false], creationFlags: [0], labels: [`${this.name} History`], }, }; const positionHistoryCreationOptions = { size: positionSize, sizeIsPercentage: false, isHistoryTexture: true, options: { createMipMaps: false, samples: 1, types: [2], formats: [5], useSRGBBuffers: [false], creationFlags: [0], labels: [`${this.name} Position History`], }, }; this._accumulationHistoryTexture = textureManager.createRenderTargetTexture(`${this.name} Accumulation History`, accumulationHistoryCreationOptions, this._accumulationHistoryTexture); this._positionHistoryTexture = textureManager.createRenderTargetTexture(`${this.name} Position History`, positionHistoryCreationOptions, this._positionHistoryTexture); const pass = this._frameGraph.addRenderPass(this.name); pass.addDependencies(this.sourceTexture); pass.addDependencies(this.velocityTexture); pass.addDependencies(this.positionTexture); pass.addDependencies(this._accumulationHistoryTexture); pass.addDependencies(this._positionHistoryTexture); // Accumulation writes directly to the history handle (current frame write side) // so oldAccumulationSampler reads previous-frame data automatically. // A dedicated copy pass then exposes a stable current-frame outputTexture. pass.setRenderTarget(this._accumulationHistoryTexture); pass.setExecuteFunc((context) => { context.setTextureSamplingMode(this.sourceTexture, 1); context.setTextureSamplingMode(this.velocityTexture, 1); context.setTextureSamplingMode(this.positionTexture, 1); const remanence = this.isMoving ? this.remanence : 0.99; this._accumulationParams.set(remanence, this.reset ? 1.0 : 0.0, this.voxelizationTask?.voxelGridSize ?? this.voxelGridSize, 0.0); context.applyFullScreenEffect(this._postProcessDrawWrapper, () => { const effect = this._postProcessDrawWrapper.effect; context.bindTextureHandle(effect, "spatialBlurSampler", this.sourceTexture); context.bindTextureHandle(effect, "oldAccumulationSampler", this._accumulationHistoryTexture); context.bindTextureHandle(effect, "prevPositionSampler", this._positionHistoryTexture); context.bindTextureHandle(effect, "motionSampler", this.velocityTexture); context.bindTextureHandle(effect, "positionSampler", this.positionTexture); effect.setVector4("accumulationParameters", this._accumulationParams); this.postProcess.bind(); }, undefined, false, false, true); this.reset = false; this.isMoving = false; }); const copyPositionToHistoryPass = this._frameGraph.addRenderPass(`${this.name} CopyPositionToHistory`); copyPositionToHistoryPass.addDependencies(this.positionTexture); copyPositionToHistoryPass.setRenderTarget(this._positionHistoryTexture); copyPositionToHistoryPass.setExecuteFunc((context) => { context.copyTexture(this.positionTexture); }); const copyAccumulationToOutputPass = this._frameGraph.addRenderPass(`${this.name} CopyAccumulationToOutput`); copyAccumulationToOutputPass.addDependencies(this._accumulationHistoryTexture); copyAccumulationToOutputPass.setRenderTarget(this.outputTexture); copyAccumulationToOutputPass.setExecuteFunc((context) => { context.copyTexture(this._accumulationHistoryTexture); }); } dispose() { this.postProcess.dispose(); super.dispose(); } } //# sourceMappingURL=iblShadowsAccumulationTask.js.map