import { Nullable } from "../types"; import { Logger } from "../Misc/logger"; import { Camera } from "../Cameras/camera"; import { Effect } from "../Materials/effect"; import { PostProcess, PostProcessOptions } from "./postProcess"; import { Constants } from "../Engines/constants"; import { GeometryBufferRenderer } from "../Rendering/geometryBufferRenderer"; import '../Rendering/geometryBufferRendererSceneComponent'; import "../Shaders/screenSpaceCurvature.fragment"; import { EngineStore } from '../Engines/engineStore'; import { _TypeStore } from '../Misc/typeStore'; import { serialize, SerializationHelper } from '../Misc/decorators'; declare type Engine = import("../Engines/engine").Engine; declare type Scene = import("../scene").Scene; /** * The Screen Space curvature effect can help highlighting ridge and valley of a model. */ export class ScreenSpaceCurvaturePostProcess extends PostProcess { /** * Defines how much ridge the curvature effect displays. */ @serialize() public ridge: number = 1; /** * Defines how much valley the curvature effect displays. */ @serialize() public valley: number = 1; private _geometryBufferRenderer: Nullable; /** * Gets a string identifying the name of the class * @returns "ScreenSpaceCurvaturePostProcess" string */ public getClassName(): string { return "ScreenSpaceCurvaturePostProcess"; } /** * Creates a new instance ScreenSpaceCurvaturePostProcess * @param name The name of the effect. * @param scene The scene containing the objects to blur according to their velocity. * @param options The required width/height ratio to downsize to before computing the render pass. * @param camera The camera to apply the render pass to. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0) * @param engine The engine which the post process will be applied. (default: current engine) * @param reusable If the post process can be reused on the same frame. (default: false) * @param textureType Type of textures used when performing the post process. (default: 0) * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false) */ constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false) { super(name, "screenSpaceCurvature", ["curvature_ridge", "curvature_valley"], ["textureSampler", "normalSampler"], options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation); this._geometryBufferRenderer = scene.enableGeometryBufferRenderer(); if (!this._geometryBufferRenderer) { // Geometry buffer renderer is not supported. So, work as a passthrough. Logger.Error("Multiple Render Target support needed for screen space curvature post process. Please use IsSupported test first."); } else { // Geometry buffer renderer is supported. this.onApply = (effect: Effect) => { effect.setFloat("curvature_ridge", 0.5 / Math.max(this.ridge * this.ridge, 1e-4)); effect.setFloat("curvature_valley", 0.7 / Math.max(this.valley * this.valley, 1e-4)); const normalTexture = this._geometryBufferRenderer!.getGBuffer().textures[1]; effect.setTexture("normalSampler", normalTexture); }; } } /** * Support test. */ public static get IsSupported(): boolean { var engine = EngineStore.LastCreatedEngine; if (!engine) { return false; } return engine.webGLVersion > 1 || engine.getCaps().drawBuffersExtension; } /** @hidden */ public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string) { return SerializationHelper.Parse(() => { return new ScreenSpaceCurvaturePostProcess( parsedPostProcess.name, scene, parsedPostProcess.options, targetCamera, parsedPostProcess.renderTargetSamplingMode, scene.getEngine(), parsedPostProcess.textureType, parsedPostProcess.reusable); }, parsedPostProcess, scene, rootUrl); } } _TypeStore.RegisteredTypes["BABYLON.ScreenSpaceCurvaturePostProcess"] = ScreenSpaceCurvaturePostProcess;