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- import { Nullable } from "../types";
- import { Logger } from "../Misc/logger";
- import { Vector2 } from "../Maths/math.vector";
- 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 { AbstractMesh } from "../Meshes/abstractMesh";
- import { MotionBlurConfiguration } from "../Rendering/motionBlurConfiguration";
- import { PrePassRenderer } from "../Rendering/prePassRenderer";
- import "../Animations/animatable";
- import '../Rendering/geometryBufferRendererSceneComponent';
- import "../Shaders/motionBlur.fragment";
- import { serialize, SerializationHelper } from '../Misc/decorators';
- import { _TypeStore } from '../Misc/typeStore';
- declare type Engine = import("../Engines/engine").Engine;
- declare type Scene = import("../scene").Scene;
- /**
- * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
- * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
- * As an example, all you have to do is to create the post-process:
- * var mb = new BABYLON.MotionBlurPostProcess(
- * 'mb', // The name of the effect.
- * scene, // The scene containing the objects to blur according to their velocity.
- * 1.0, // The required width/height ratio to downsize to before computing the render pass.
- * camera // The camera to apply the render pass to.
- * );
- * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
- */
- export class MotionBlurPostProcess extends PostProcess {
- /**
- * Defines how much the image is blurred by the movement. Default value is equal to 1
- */
- @serialize()
- public motionStrength: number = 1;
- /**
- * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
- */
- public get motionBlurSamples(): number {
- return this._motionBlurSamples;
- }
- /**
- * Sets the number of iterations to be used for motion blur quality
- */
- public set motionBlurSamples(samples: number) {
- this._motionBlurSamples = samples;
- if (this._geometryBufferRenderer) {
- this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
- }
- }
- @serialize("motionBlurSamples")
- private _motionBlurSamples: number = 32;
- private _forceGeometryBuffer: boolean = false;
- private _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
- private _prePassRenderer: PrePassRenderer;
- /**
- * Gets a string identifying the name of the class
- * @returns "MotionBlurPostProcess" string
- */
- public getClassName(): string {
- return "MotionBlurPostProcess";
- }
- /**
- * Creates a new instance MotionBlurPostProcess
- * @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)
- * @param forceGeometryBuffer If this post process should use geometry buffer instead of prepass (default: false)
- */
- constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Constants.TEXTURETYPE_UNSIGNED_INT, blockCompilation = false, forceGeometryBuffer = false) {
- super(name, "motionBlur", ["motionStrength", "motionScale", "screenSize"], ["velocitySampler"], options, camera, samplingMode, engine, reusable, "#define GEOMETRY_SUPPORTED\n#define SAMPLES 64.0", textureType, undefined, null, blockCompilation);
- this._forceGeometryBuffer = forceGeometryBuffer;
- // Set up assets
- if (this._forceGeometryBuffer) {
- this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
- if (this._geometryBufferRenderer) {
- this._geometryBufferRenderer.enableVelocity = true;
- }
- } else {
- this._prePassRenderer = <PrePassRenderer>scene.enablePrePassRenderer();
- this._prePassRenderer.markAsDirty();
- this._prePassEffectConfiguration = new MotionBlurConfiguration();
- }
- if (!this._geometryBufferRenderer && !this._prePassRenderer) {
- // We can't get a velocity texture. So, work as a passthrough.
- Logger.Warn("Multiple Render Target support needed to compute object based motion blur");
- this.updateEffect();
- } else {
- this.onApply = (effect: Effect) => {
- effect.setVector2("screenSize", new Vector2(this.width, this.height));
- effect.setFloat("motionScale", scene.getAnimationRatio());
- effect.setFloat("motionStrength", this.motionStrength);
- if (this._geometryBufferRenderer) {
- const velocityIndex = this._geometryBufferRenderer.getTextureIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
- effect.setTexture("velocitySampler", this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
- } else {
- const velocityIndex = this._prePassRenderer.getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE);
- effect.setTexture("velocitySampler", this._prePassRenderer.prePassRT.textures[velocityIndex]);
- }
- };
- }
- }
- /**
- * Excludes the given skinned mesh from computing bones velocities.
- * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
- * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
- */
- public excludeSkinnedMesh(skinnedMesh: AbstractMesh): void {
- if (skinnedMesh.skeleton) {
- let list;
- if (this._geometryBufferRenderer) {
- list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;
- } else if (this._prePassRenderer) {
- list = this._prePassRenderer.excludedSkinnedMesh;
- } else {
- return;
- }
- list.push(skinnedMesh);
- }
- }
- /**
- * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
- * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
- * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
- */
- public removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void {
- if (skinnedMesh.skeleton) {
- let list;
- if (this._geometryBufferRenderer) {
- list = this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity;
- } else if (this._prePassRenderer) {
- list = this._prePassRenderer.excludedSkinnedMesh;
- } else {
- return;
- }
- const index = list.indexOf(skinnedMesh);
- if (index !== -1) {
- list.splice(index, 1);
- }
- }
- }
- /**
- * Disposes the post process.
- * @param camera The camera to dispose the post process on.
- */
- public dispose(camera?: Camera): void {
- if (this._geometryBufferRenderer) {
- // Clear previous transformation matrices dictionary used to compute objects velocities
- this._geometryBufferRenderer._previousTransformationMatrices = {};
- this._geometryBufferRenderer._previousBonesTransformationMatrices = {};
- this._geometryBufferRenderer.excludedSkinnedMeshesFromVelocity = [];
- }
- super.dispose(camera);
- }
- /** @hidden */
- public static _Parse(parsedPostProcess: any, targetCamera: Camera, scene: Scene, rootUrl: string): Nullable<MotionBlurPostProcess> {
- return SerializationHelper.Parse(() => {
- return new MotionBlurPostProcess(
- parsedPostProcess.name, scene, parsedPostProcess.options,
- targetCamera, parsedPostProcess.renderTargetSamplingMode,
- scene.getEngine(), parsedPostProcess.reusable,
- parsedPostProcess.textureType, false);
- }, parsedPostProcess, scene, rootUrl);
- }
- }
- _TypeStore.RegisteredTypes["BABYLON.MotionBlurPostProcess"] = MotionBlurPostProcess;
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