import { Nullable } from "../types"; import { Camera } from "../Cameras/camera"; import { Effect } from "../Materials/effect"; import { Texture } from "../Materials/Textures/texture"; import { PostProcess, PostProcessOptions } from "./postProcess"; import { Engine } from "../Engines/engine"; import { Scene } from "../scene"; import { Constants } from "../Engines/constants"; import { Logger } from "../Misc/logger"; import "../Shaders/imageProcessing.fragment"; import "../Shaders/subSurfaceScattering.fragment"; import "../Shaders/postprocess.vertex"; /** * Scene compositor post process */ export class SubSurfaceScatteringPostProcess extends PostProcess { /** @hidden */ public texelWidth: number; /** @hidden */ public texelHeight: number; constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable = null, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT) { super(name, "subSurfaceScattering", ["texelSize", "viewportSize", "metersPerUnit"], ["diffusionS", "diffusionD", "filterRadii", "irradianceSampler", "depthSampler", "albedoSampler"], options, camera, samplingMode || Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "postprocess", undefined, true); this._scene = scene; const defines = this._getDefines(); this.updateEffect(defines); this.onApplyObservable.add((effect: Effect) => { if (!scene.prePassRenderer) { Logger.Error("PrePass needs to be enabled for subsurface scattering."); return; } var texelSize = this.texelSize; effect.setFloat("metersPerUnit", scene.metersPerUnit); effect.setFloat2("texelSize", texelSize.x, texelSize.y); effect.setTexture("irradianceSampler", scene.prePassRenderer.prePassRT.textures[1]); effect.setTexture("depthSampler", scene.prePassRenderer.prePassRT.textures[2]); effect.setTexture("albedoSampler", scene.prePassRenderer.prePassRT.textures[3]); effect.setFloat2("viewportSize", Math.tan(scene.activeCamera!.fov / 2) * scene.getEngine().getAspectRatio(scene.activeCamera!, true), Math.tan(scene.activeCamera!.fov / 2)); effect.setArray3("diffusionS", scene.prePassRenderer.ssDiffusionS); effect.setArray("diffusionD", scene.prePassRenderer.ssDiffusionD); effect.setArray("filterRadii", scene.prePassRenderer.ssFilterRadii); }); } private _getDefines(): Nullable { const engine = this.getEngine(); if (!engine) { return null; } let defines = ""; // if (this._scene.imageProcessingConfiguration.applyByPostProcess) { // // We must output linear color for post process // defines = defines + "#define LINEAR_OUTPUT\n"; // } return defines; } }