@babylonjs/core 5.0.0-alpha.57 → 5.0.0-alpha.60

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (273) hide show
  1. package/Buffers/buffer.js +3 -2
  2. package/Buffers/buffer.js.map +1 -1
  3. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +0 -1
  4. package/Cameras/Inputs/BaseCameraPointersInput.js +5 -5
  5. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  6. package/Cameras/Inputs/freeCameraMouseInput.d.ts +0 -1
  7. package/Cameras/Inputs/freeCameraMouseInput.js +27 -28
  8. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  9. package/Cameras/camera.d.ts +4 -0
  10. package/Cameras/camera.js +2 -0
  11. package/Cameras/camera.js.map +1 -1
  12. package/Culling/boundingBox.d.ts +7 -1
  13. package/Culling/boundingBox.js +4 -0
  14. package/Culling/boundingBox.js.map +1 -1
  15. package/DeviceInput/Helpers/eventFactory.js +1 -2
  16. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  17. package/DeviceInput/Implementations/webDeviceInputSystem.d.ts +1 -0
  18. package/DeviceInput/Implementations/webDeviceInputSystem.js +5 -12
  19. package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
  20. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -3
  21. package/DeviceInput/InputDevices/deviceEnums.js +0 -2
  22. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  23. package/Engines/Extensions/engine.alpha.js +6 -6
  24. package/Engines/Extensions/engine.alpha.js.map +1 -1
  25. package/Engines/Extensions/engine.renderTarget.js +1 -1
  26. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  27. package/Engines/IDrawContext.d.ts +4 -0
  28. package/Engines/IDrawContext.js.map +1 -1
  29. package/Engines/IMaterialContext.d.ts +1 -0
  30. package/Engines/IMaterialContext.js.map +1 -1
  31. package/Engines/WebGPU/Extensions/engine.alpha.js +20 -31
  32. package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
  33. package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -38
  34. package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
  35. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +1 -1
  36. package/Engines/WebGPU/Extensions/engine.storageBuffer.js.map +1 -1
  37. package/Engines/WebGPU/Extensions/engine.uniformBuffer.js +1 -1
  38. package/Engines/WebGPU/Extensions/engine.uniformBuffer.js.map +1 -1
  39. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -0
  40. package/Engines/WebGPU/webgpuBufferManager.js +3 -0
  41. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  42. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +3 -2
  43. package/Engines/WebGPU/webgpuCacheBindGroups.js +15 -14
  44. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  45. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +18 -18
  46. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  47. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -0
  48. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +17 -0
  49. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  50. package/Engines/WebGPU/webgpuDrawContext.d.ts +24 -2
  51. package/Engines/WebGPU/webgpuDrawContext.js +75 -1
  52. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  53. package/Engines/WebGPU/webgpuMaterialContext.d.ts +1 -6
  54. package/Engines/WebGPU/webgpuMaterialContext.js +11 -8
  55. package/Engines/WebGPU/webgpuMaterialContext.js.map +1 -1
  56. package/Engines/WebGPU/webgpuShaderProcessor.d.ts +1 -0
  57. package/Engines/WebGPU/webgpuShaderProcessor.js +2 -1
  58. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  59. package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -0
  60. package/Engines/WebGPU/webgpuTextureHelper.js +67 -1
  61. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  62. package/Engines/constants.d.ts +40 -7
  63. package/Engines/constants.js +40 -7
  64. package/Engines/constants.js.map +1 -1
  65. package/Engines/engine.d.ts +37 -2
  66. package/Engines/engine.js +68 -0
  67. package/Engines/engine.js.map +1 -1
  68. package/Engines/engineFeatures.d.ts +2 -0
  69. package/Engines/engineFeatures.js.map +1 -1
  70. package/Engines/nativeEngine.js +19 -13
  71. package/Engines/nativeEngine.js.map +1 -1
  72. package/Engines/nullEngine.js +1 -0
  73. package/Engines/nullEngine.js.map +1 -1
  74. package/Engines/thinEngine.d.ts +8 -2
  75. package/Engines/thinEngine.js +10 -5
  76. package/Engines/thinEngine.js.map +1 -1
  77. package/Engines/webgpuEngine.d.ts +28 -7
  78. package/Engines/webgpuEngine.js +177 -58
  79. package/Engines/webgpuEngine.js.map +1 -1
  80. package/Inputs/scene.inputManager.js +2 -3
  81. package/Inputs/scene.inputManager.js.map +1 -1
  82. package/Layers/effectLayer.d.ts +0 -2
  83. package/Layers/effectLayer.js +12 -11
  84. package/Layers/effectLayer.js.map +1 -1
  85. package/Layers/effectLayerSceneComponent.js +5 -0
  86. package/Layers/effectLayerSceneComponent.js.map +1 -1
  87. package/Layers/glowLayer.js +2 -0
  88. package/Layers/glowLayer.js.map +1 -1
  89. package/Layers/highlightLayer.js +2 -0
  90. package/Layers/highlightLayer.js.map +1 -1
  91. package/LensFlares/lensFlare.d.ts +3 -0
  92. package/LensFlares/lensFlare.js +5 -0
  93. package/LensFlares/lensFlare.js.map +1 -1
  94. package/LensFlares/lensFlareSystem.d.ts +2 -1
  95. package/LensFlares/lensFlareSystem.js +15 -12
  96. package/LensFlares/lensFlareSystem.js.map +1 -1
  97. package/Lights/Shadows/cascadedShadowGenerator.d.ts +0 -2
  98. package/Lights/Shadows/cascadedShadowGenerator.js +3 -12
  99. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  100. package/Lights/Shadows/shadowGenerator.d.ts +0 -3
  101. package/Lights/Shadows/shadowGenerator.js +8 -14
  102. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  103. package/Lights/light.js +3 -0
  104. package/Lights/light.js.map +1 -1
  105. package/Loading/Plugins/babylonFileLoader.js +3 -0
  106. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  107. package/Materials/Background/backgroundMaterial.js +8 -11
  108. package/Materials/Background/backgroundMaterial.js.map +1 -1
  109. package/Materials/Node/Blocks/PBR/reflectionBlock.js +1 -1
  110. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  111. package/Materials/Node/Blocks/cloudBlock.d.ts +4 -0
  112. package/Materials/Node/Blocks/cloudBlock.js +27 -8
  113. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  114. package/Materials/Node/Blocks/colorMergerBlock.d.ts +21 -0
  115. package/Materials/Node/Blocks/colorMergerBlock.js +48 -4
  116. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  117. package/Materials/Node/Blocks/vectorMergerBlock.d.ts +25 -0
  118. package/Materials/Node/Blocks/vectorMergerBlock.js +93 -23
  119. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  120. package/Materials/Node/nodeMaterial.js +4 -4
  121. package/Materials/Node/nodeMaterial.js.map +1 -1
  122. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
  123. package/Materials/PBR/pbrBaseMaterial.js +10 -5
  124. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  125. package/Materials/PBR/pbrClearCoatConfiguration.js +1 -1
  126. package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
  127. package/Materials/PBR/pbrSheenConfiguration.js +1 -1
  128. package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
  129. package/Materials/PBR/pbrSubSurfaceConfiguration.js +1 -1
  130. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  131. package/Materials/Textures/baseTexture.d.ts +2 -0
  132. package/Materials/Textures/baseTexture.js +2 -0
  133. package/Materials/Textures/baseTexture.js.map +1 -1
  134. package/Materials/Textures/renderTargetTexture.d.ts +27 -0
  135. package/Materials/Textures/renderTargetTexture.js +127 -14
  136. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  137. package/Materials/Textures/texture.js +11 -4
  138. package/Materials/Textures/texture.js.map +1 -1
  139. package/Materials/drawWrapper.d.ts +2 -1
  140. package/Materials/drawWrapper.js +10 -1
  141. package/Materials/drawWrapper.js.map +1 -1
  142. package/Materials/material.d.ts +3 -1
  143. package/Materials/material.detailMapConfiguration.d.ts +1 -1
  144. package/Materials/material.detailMapConfiguration.js +2 -2
  145. package/Materials/material.detailMapConfiguration.js.map +1 -1
  146. package/Materials/material.js +18 -9
  147. package/Materials/material.js.map +1 -1
  148. package/Materials/materialHelper.js +3 -1
  149. package/Materials/materialHelper.js.map +1 -1
  150. package/Materials/pushMaterial.js +1 -1
  151. package/Materials/pushMaterial.js.map +1 -1
  152. package/Materials/shaderMaterial.d.ts +0 -1
  153. package/Materials/shaderMaterial.js +3 -4
  154. package/Materials/shaderMaterial.js.map +1 -1
  155. package/Materials/shadowDepthWrapper.d.ts +4 -4
  156. package/Materials/shadowDepthWrapper.js +16 -15
  157. package/Materials/shadowDepthWrapper.js.map +1 -1
  158. package/Materials/standardMaterial.d.ts +1 -0
  159. package/Materials/standardMaterial.js +10 -5
  160. package/Materials/standardMaterial.js.map +1 -1
  161. package/Materials/uniformBuffer.d.ts +10 -2
  162. package/Materials/uniformBuffer.js +17 -11
  163. package/Materials/uniformBuffer.js.map +1 -1
  164. package/Meshes/abstractMesh.d.ts +13 -0
  165. package/Meshes/abstractMesh.js +22 -2
  166. package/Meshes/abstractMesh.js.map +1 -1
  167. package/Meshes/geometry.d.ts +7 -0
  168. package/Meshes/geometry.js +16 -0
  169. package/Meshes/geometry.js.map +1 -1
  170. package/Meshes/linesMesh.js +1 -1
  171. package/Meshes/linesMesh.js.map +1 -1
  172. package/Meshes/mesh.js +15 -0
  173. package/Meshes/mesh.js.map +1 -1
  174. package/Meshes/subMesh.d.ts +10 -9
  175. package/Meshes/subMesh.js +44 -43
  176. package/Meshes/subMesh.js.map +1 -1
  177. package/Misc/basis.d.ts +3 -2
  178. package/Misc/basis.js +16 -15
  179. package/Misc/basis.js.map +1 -1
  180. package/Misc/environmentTextureTools.js +1 -0
  181. package/Misc/environmentTextureTools.js.map +1 -1
  182. package/Misc/rgbdTextureTools.js +1 -0
  183. package/Misc/rgbdTextureTools.js.map +1 -1
  184. package/Misc/sceneSerializer.js +17 -17
  185. package/Misc/sceneSerializer.js.map +1 -1
  186. package/Misc/textureTools.js +2 -0
  187. package/Misc/textureTools.js.map +1 -1
  188. package/Particles/gpuParticleSystem.d.ts +5 -1
  189. package/Particles/gpuParticleSystem.js +31 -5
  190. package/Particles/gpuParticleSystem.js.map +1 -1
  191. package/Particles/particleSystem.d.ts +5 -1
  192. package/Particles/particleSystem.js +35 -5
  193. package/Particles/particleSystem.js.map +1 -1
  194. package/Physics/Plugins/ammoJSPlugin.d.ts +1 -0
  195. package/Physics/Plugins/ammoJSPlugin.js +10 -0
  196. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  197. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +2 -0
  198. package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
  199. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +1 -0
  200. package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
  201. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +1 -0
  202. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  203. package/PostProcesses/bloomMergePostProcess.js +1 -0
  204. package/PostProcesses/bloomMergePostProcess.js.map +1 -1
  205. package/PostProcesses/depthOfFieldBlurPostProcess.js +1 -0
  206. package/PostProcesses/depthOfFieldBlurPostProcess.js.map +1 -1
  207. package/PostProcesses/depthOfFieldMergePostProcess.js +1 -0
  208. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  209. package/PostProcesses/extractHighlightsPostProcess.js +1 -0
  210. package/PostProcesses/extractHighlightsPostProcess.js.map +1 -1
  211. package/PostProcesses/postProcess.d.ts +6 -0
  212. package/PostProcesses/postProcess.js +9 -1
  213. package/PostProcesses/postProcess.js.map +1 -1
  214. package/PostProcesses/screenSpaceReflectionPostProcess.js +1 -1
  215. package/PostProcesses/screenSpaceReflectionPostProcess.js.map +1 -1
  216. package/PostProcesses/tonemapPostProcess.d.ts +2 -1
  217. package/PostProcesses/tonemapPostProcess.js +3 -2
  218. package/PostProcesses/tonemapPostProcess.js.map +1 -1
  219. package/Rendering/boundingBoxRenderer.d.ts +5 -3
  220. package/Rendering/boundingBoxRenderer.js +46 -14
  221. package/Rendering/boundingBoxRenderer.js.map +1 -1
  222. package/Rendering/depthPeelingRenderer.d.ts +20 -1
  223. package/Rendering/depthPeelingRenderer.js +125 -32
  224. package/Rendering/depthPeelingRenderer.js.map +1 -1
  225. package/Rendering/depthPeelingSceneComponent.d.ts +2 -0
  226. package/Rendering/depthPeelingSceneComponent.js +16 -0
  227. package/Rendering/depthPeelingSceneComponent.js.map +1 -1
  228. package/Rendering/depthRenderer.d.ts +9 -2
  229. package/Rendering/depthRenderer.js +77 -43
  230. package/Rendering/depthRenderer.js.map +1 -1
  231. package/Rendering/depthRendererSceneComponent.js +0 -1
  232. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  233. package/Rendering/edgesRenderer.d.ts +2 -0
  234. package/Rendering/edgesRenderer.js +11 -0
  235. package/Rendering/edgesRenderer.js.map +1 -1
  236. package/Rendering/geometryBufferRenderer.js +4 -4
  237. package/Rendering/geometryBufferRenderer.js.map +1 -1
  238. package/Rendering/outlineRenderer.d.ts +5 -4
  239. package/Rendering/outlineRenderer.js +24 -19
  240. package/Rendering/outlineRenderer.js.map +1 -1
  241. package/Rendering/prePassRenderer.js +3 -2
  242. package/Rendering/prePassRenderer.js.map +1 -1
  243. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.d.ts +5 -0
  244. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +7 -0
  245. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -0
  246. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.d.ts +5 -0
  247. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +7 -0
  248. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -0
  249. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.d.ts +5 -0
  250. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +7 -0
  251. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -0
  252. package/Shaders/ShadersInclude/oitFragment.js +1 -1
  253. package/Shaders/ShadersInclude/oitFragment.js.map +1 -1
  254. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +1 -1
  255. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  256. package/Shaders/boundingBoxRenderer.fragment.d.ts +7 -0
  257. package/Shaders/boundingBoxRenderer.fragment.js +9 -0
  258. package/Shaders/boundingBoxRenderer.fragment.js.map +1 -0
  259. package/Shaders/boundingBoxRenderer.vertex.d.ts +7 -0
  260. package/Shaders/boundingBoxRenderer.vertex.js +9 -0
  261. package/Shaders/boundingBoxRenderer.vertex.js.map +1 -0
  262. package/Sprites/spriteManager.d.ts +3 -1
  263. package/Sprites/spriteManager.js +16 -5
  264. package/Sprites/spriteManager.js.map +1 -1
  265. package/Sprites/spriteRenderer.d.ts +2 -0
  266. package/Sprites/spriteRenderer.js +26 -0
  267. package/Sprites/spriteRenderer.js.map +1 -1
  268. package/XR/features/WebXRWalkingLocomotion.js +28 -13
  269. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  270. package/package.json +16 -1
  271. package/scene.d.ts +18 -4
  272. package/scene.js +100 -41
  273. package/scene.js.map +1 -1
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{ serialize, serializeAsColor4, serializeAsCameraReference } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { ISize } from \"../Maths/math.size\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\n\r\n\r\nimport \"../Shaders/glowMapGeneration.fragment\";\r\nimport \"../Shaders/glowMapGeneration.vertex\";\r\nimport { _WarnImport } from '../Misc/devTools';\r\nimport { DataBuffer } from '../Buffers/dataBuffer';\r\nimport { EffectFallbacks } from '../Materials/effectFallbacks';\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\n/**\r\n * Effect layer options. This helps customizing the behaviour\r\n * of the effect layer.\r\n */\r\nexport interface IEffectLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the objects (the smaller the faster).\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure effect stability across devices.\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default depends of the implementation.\r\n */\r\n alphaBlendingMode: number;\r\n\r\n /**\r\n * The camera attached to the layer.\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * The rendering group to draw the layer in.\r\n */\r\n renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * The effect layer Helps adding post process effect blended with the main pass.\r\n *\r\n * This can be for instance use to generate glow or highlight effects on the scene.\r\n *\r\n * The effect layer class can not be used directly and is intented to inherited from to be\r\n * customized per effects.\r\n */\r\nexport abstract class EffectLayer {\r\n\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _cachedDefines: string;\r\n private _effectLayerMapGenerationDrawWrapper: DrawWrapper;\r\n private _effectLayerOptions: IEffectLayerOptions;\r\n private _mergeDrawWrapper: DrawWrapper;\r\n\r\n protected _scene: Scene;\r\n protected _engine: Engine;\r\n protected _maxSize: number = 0;\r\n protected _mainTextureDesiredSize: ISize = { width: 0, height: 0 };\r\n protected _mainTexture: RenderTargetTexture;\r\n protected _shouldRender = true;\r\n protected _postProcesses: PostProcess[] = [];\r\n protected _textures: BaseTexture[] = [];\r\n protected _emissiveTextureAndColor: { texture: Nullable<BaseTexture>, color: Color4 } = { texture: null, color: new Color4() };\r\n\r\n /**\r\n * The name of the layer\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * The clear color of the texture used to generate the glow map.\r\n */\r\n @serializeAsColor4()\r\n public neutralColor: Color4 = new Color4();\r\n\r\n /**\r\n * Specifies whether the highlight layer is enabled or not.\r\n */\r\n @serialize()\r\n public isEnabled: boolean = true;\r\n\r\n /**\r\n * Gets the camera attached to the layer.\r\n */\r\n @serializeAsCameraReference()\r\n public get camera(): Nullable<Camera> {\r\n return this._effectLayerOptions.camera;\r\n }\r\n\r\n /**\r\n * Gets the rendering group id the layer should render in.\r\n */\r\n @serialize()\r\n public get renderingGroupId(): number {\r\n return this._effectLayerOptions.renderingGroupId;\r\n }\r\n public set renderingGroupId(renderingGroupId: number) {\r\n this._effectLayerOptions.renderingGroupId = renderingGroupId;\r\n }\r\n\r\n /**\r\n * Specifies if the bounding boxes should be rendered normally or if they should undergo the effect of the layer\r\n */\r\n @serialize()\r\n public disableBoundingBoxesFromEffectLayer = false;\r\n\r\n /**\r\n * An event triggered when the effect layer has been disposed.\r\n */\r\n public onDisposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer is about rendering the main texture with the glowy parts.\r\n */\r\n public onBeforeRenderMainTextureObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the generated texture is being merged in the scene.\r\n */\r\n public onBeforeComposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the mesh is rendered into the effect render target.\r\n */\r\n public onBeforeRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered after the mesh has been rendered into the effect render target.\r\n */\r\n public onAfterRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered when the generated texture has been merged in the scene.\r\n */\r\n public onAfterComposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer changes its size.\r\n */\r\n public onSizeChangedObservable = new Observable<EffectLayer>();\r\n\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"EffectLayerSceneComponent\");\r\n }\r\n\r\n /**\r\n * Instantiates a new effect Layer and references it in the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n */\r\n constructor(\r\n /** The Friendly of the effect in the scene */\r\n name: string,\r\n scene: Scene) {\r\n this.name = name;\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n EffectLayer._SceneComponentInitialization(this._scene);\r\n\r\n this._engine = this._scene.getEngine();\r\n this._maxSize = this._engine.getCaps().maxTextureSize;\r\n this._scene.effectLayers.push(this);\r\n\r\n this._effectLayerMapGenerationDrawWrapper = new DrawWrapper(this._engine);\r\n this._mergeDrawWrapper = new DrawWrapper(this._engine);\r\n\r\n // Generate Buffers\r\n this._generateIndexBuffer();\r\n this._generateVertexBuffer();\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @return The effect name\r\n */\r\n public abstract getEffectName(): string;\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @return true if ready otherwise, false\r\n */\r\n public abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;\r\n\r\n /**\r\n * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n * @returns true if the effect requires stencil during the main canvas render pass.\r\n */\r\n public abstract needStencil(): boolean;\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect containing the shader used to merge the effect on the main canvas\r\n */\r\n protected abstract _createMergeEffect(): Effect;\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the effect layer.\r\n */\r\n protected abstract _createTextureAndPostProcesses(): void;\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n */\r\n protected abstract _internalRender(effect: Effect): void;\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n */\r\n protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n */\r\n public abstract _disposeMesh(mesh: Mesh): void;\r\n\r\n /**\r\n * Serializes this layer (Glow or Highlight for example)\r\n * @returns a serialized layer object\r\n */\r\n public abstract serialize?(): any;\r\n\r\n /**\r\n * Initializes the effect layer with the required options.\r\n * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)\r\n */\r\n protected _init(options: Partial<IEffectLayerOptions>): void {\r\n // Adapt options\r\n this._effectLayerOptions = {\r\n mainTextureRatio: 0.5,\r\n alphaBlendingMode: 2,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ...options,\r\n };\r\n\r\n this._setMainTextureSize();\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n this._mergeDrawWrapper.setEffect(this._createMergeEffect());\r\n }\r\n\r\n /**\r\n * Generates the index buffer of the full screen quad blending to the main canvas.\r\n */\r\n private _generateIndexBuffer(): void {\r\n // Indices\r\n var indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Generates the vertex buffer of the full screen quad blending to the main canvas.\r\n */\r\n private _generateVertexBuffer(): void {\r\n // VBO\r\n var vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n var vertexBuffer = new VertexBuffer(this._engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n }\r\n\r\n /**\r\n * Sets the main texture desired size which is the closest power of two\r\n * of the engine canvas size.\r\n */\r\n private _setMainTextureSize(): void {\r\n if (this._effectLayerOptions.mainTextureFixedSize) {\r\n this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;\r\n this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;\r\n }\r\n else {\r\n this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;\r\n this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;\r\n\r\n this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;\r\n this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;\r\n }\r\n\r\n this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);\r\n this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);\r\n }\r\n\r\n /**\r\n * Creates the main texture for the effect layer.\r\n */\r\n protected _createMainTexture(): void {\r\n this._mainTexture = new RenderTargetTexture(\"HighlightLayerMainRTT\",\r\n {\r\n width: this._mainTextureDesiredSize.width,\r\n height: this._mainTextureDesiredSize.height\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n 0);\r\n this._mainTexture.activeCamera = this._effectLayerOptions.camera;\r\n this._mainTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.anisotropicFilteringLevel = 1;\r\n this._mainTexture.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._mainTexture.renderParticles = false;\r\n this._mainTexture.renderList = null;\r\n this._mainTexture.ignoreCameraViewport = true;\r\n\r\n // Custom render function\r\n this._mainTexture.customRenderFunction = (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>): void => {\r\n this.onBeforeRenderMainTextureObservable.notifyObservers(this);\r\n\r\n var index: number;\r\n\r\n let engine = this._scene.getEngine();\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n this._renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n this._renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n this._renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n this._renderSubMesh(transparentSubMeshes.data[index], true);\r\n }\r\n\r\n engine.setAlphaMode(previousAlphaMode);\r\n };\r\n\r\n this._mainTexture.onClearObservable.add((engine: Engine) => {\r\n engine.clear(this.neutralColor, true, true, true);\r\n });\r\n\r\n // Prevent package size in es6 (getBoundingBoxRenderer might not be present)\r\n if (this._scene.getBoundingBoxRenderer) {\r\n const boundingBoxRendererEnabled = this._scene.getBoundingBoxRenderer().enabled;\r\n\r\n this._mainTexture.onBeforeBindObservable.add(() => {\r\n this._scene.getBoundingBoxRenderer().enabled = !this.disableBoundingBoxesFromEffectLayer && boundingBoxRendererEnabled;\r\n });\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this._scene.getBoundingBoxRenderer().enabled = boundingBoxRendererEnabled;\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n // Nothing to add by default.\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @param emissiveTexture the associated emissive texture used to generate the glow\r\n * @return true if ready otherwise, false\r\n */\r\n protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean {\r\n let material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {\r\n return false;\r\n }\r\n\r\n var defines: string[] = [];\r\n\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n var mesh = subMesh.getMesh();\r\n var uv1 = false;\r\n var uv2 = false;\r\n\r\n // Diffuse\r\n if (material) {\r\n const needAlphaTest = material.needAlphaTesting();\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse = diffuseTexture && diffuseTexture.hasAlpha &&\r\n ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n defines.push(\"#define DIFFUSE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) &&\r\n diffuseTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define DIFFUSEUV2\");\r\n uv2 = true;\r\n }\r\n else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define DIFFUSEUV1\");\r\n uv1 = true;\r\n }\r\n\r\n if (needAlphaTest) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(\"#define ALPHATESTVALUE 0.4\");\r\n }\r\n if (!diffuseTexture.gammaSpace) {\r\n defines.push(\"#define DIFFUSE_ISLINEAR\");\r\n }\r\n }\r\n\r\n var opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n defines.push(\"#define OPACITY\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) &&\r\n opacityTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define OPACITYUV2\");\r\n uv2 = true;\r\n }\r\n else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define OPACITYUV1\");\r\n uv1 = true;\r\n }\r\n }\r\n }\r\n\r\n // Emissive\r\n if (emissiveTexture) {\r\n defines.push(\"#define EMISSIVE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) &&\r\n emissiveTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define EMISSIVEUV2\");\r\n uv2 = true;\r\n }\r\n else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define EMISSIVEUV1\");\r\n uv1 = true;\r\n }\r\n if (!emissiveTexture.gammaSpace) {\r\n defines.push(\"#define EMISSIVE_ISLINEAR\");\r\n }\r\n }\r\n\r\n // Vertex\r\n if (mesh.isVerticesDataPresent(VertexBuffer.ColorKind) && mesh.hasVertexAlpha) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n defines.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (uv1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (uv2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n\r\n let skeleton = mesh.skeleton;\r\n if (skeleton && skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton ? (skeleton.bones.length + 1) : 0));\r\n }\r\n\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n var manager = (<Mesh>mesh).morphTargetManager;\r\n let morphInfluencers = 0;\r\n if (manager) {\r\n if (manager.numInfluencers > 0) {\r\n defines.push(\"#define MORPHTARGETS\");\r\n morphInfluencers = manager.numInfluencers;\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + morphInfluencers);\r\n if (manager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, morphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n this._addCustomEffectDefines(defines);\r\n\r\n // Get correct effect\r\n var join = defines.join(\"\\n\");\r\n if (this._cachedDefines !== join) {\r\n this._cachedDefines = join;\r\n this._effectLayerMapGenerationDrawWrapper.setEffect(this._scene.getEngine().createEffect(\"glowMapGeneration\",\r\n attribs,\r\n [\"world\", \"mBones\", \"viewProjection\",\r\n \"glowColor\", \"morphTargetInfluences\", \"boneTextureWidth\",\r\n \"diffuseMatrix\", \"emissiveMatrix\", \"opacityMatrix\", \"opacityIntensity\",\r\n \"morphTargetTextureInfo\", \"morphTargetTextureIndices\"],\r\n [\"diffuseSampler\", \"emissiveSampler\", \"opacitySampler\", \"boneSampler\", \"morphTargets\"], join,\r\n fallbacks, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers })\r\n );\r\n }\r\n\r\n return this._effectLayerMapGenerationDrawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.\r\n */\r\n public render(): void {\r\n var currentEffect = this._mergeDrawWrapper;\r\n\r\n // Check\r\n if (!currentEffect.effect!.isReady()) {\r\n return;\r\n }\r\n\r\n for (var i = 0; i < this._postProcesses.length; i++) {\r\n if (!this._postProcesses[i].isReady()) {\r\n return;\r\n }\r\n }\r\n\r\n var engine = this._scene.getEngine();\r\n\r\n this.onBeforeComposeObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(currentEffect);\r\n engine.setState(false);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect.effect!);\r\n\r\n // Cache\r\n var previousAlphaMode = engine.getAlphaMode();\r\n\r\n // Go Blend.\r\n engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);\r\n\r\n // Blends the map on the main canvas.\r\n this._internalRender(currentEffect.effect!);\r\n\r\n // Restore Alpha\r\n engine.setAlphaMode(previousAlphaMode);\r\n\r\n this.onAfterComposeObservable.notifyObservers(this);\r\n\r\n // Handle size changes.\r\n var size = this._mainTexture.getSize();\r\n this._setMainTextureSize();\r\n if ((size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) && this._mainTextureDesiredSize.width !== 0 && this._mainTextureDesiredSize.height !== 0) {\r\n // Recreate RTT and post processes on size change.\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n this._disposeTextureAndPostProcesses();\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n }\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the current effect.\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be used\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the layer contains information to display, otherwise false.\r\n * @returns true if the glow layer should be rendered\r\n */\r\n public shouldRender(): boolean {\r\n return this.isEnabled && this._shouldRender;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderMesh(mesh: AbstractMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return !material.needAlphaBlendingForMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderEmissiveTextureForMesh(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Renders the submesh passed in parameter to the generation map.\r\n */\r\n protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\r\n if (!this.shouldRender()) {\r\n return;\r\n }\r\n\r\n var material = subMesh.getMaterial();\r\n var ownerMesh = subMesh.getMesh();\r\n var replacementMesh = subMesh.getReplacementMesh();\r\n var renderingMesh = subMesh.getRenderingMesh();\r\n var effectiveMesh = subMesh.getEffectiveMesh();\r\n var scene = this._scene;\r\n var engine = scene.getEngine();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n // Do not block in blend mode.\r\n if (!this._canRenderMesh(renderingMesh, material)) {\r\n return;\r\n }\r\n\r\n // Culling\r\n let sideOrientation = renderingMesh.overrideMaterialSideOrientation ?? material.sideOrientation;\r\n const mainDeterminant = renderingMesh._getWorldMatrixDeterminant();\r\n if (mainDeterminant < 0) {\r\n sideOrientation = (sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation);\r\n }\r\n\r\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\r\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\r\n\r\n // Managing instances\r\n var batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n // Early Exit per mesh\r\n if (!this._shouldRenderMesh(renderingMesh)) {\r\n return;\r\n }\r\n\r\n var hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances;\r\n\r\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\r\n\r\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\r\n\r\n if (this._useMeshMaterial(renderingMesh)) {\r\n renderingMesh.render(subMesh, hardwareInstancedRendering, replacementMesh || undefined);\r\n }\r\n else if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\r\n const effect = this._effectLayerMapGenerationDrawWrapper.effect!;\r\n\r\n engine.enableEffect(this._effectLayerMapGenerationDrawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n const fillMode = scene.forcePointsCloud ? Material.PointFillMode : scene.forceWireframe ? Material.WireFrameFillMode : material.fillMode;\r\n renderingMesh._bind(subMesh, effect, fillMode);\r\n }\r\n\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n\r\n effect.setFloat4(\"glowColor\",\r\n this._emissiveTextureAndColor.color.r,\r\n this._emissiveTextureAndColor.color.g,\r\n this._emissiveTextureAndColor.color.b,\r\n this._emissiveTextureAndColor.color.a);\r\n\r\n const needAlphaTest = material.needAlphaTesting();\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse = diffuseTexture && diffuseTexture.hasAlpha &&\r\n ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n effect.setTexture(\"diffuseSampler\", diffuseTexture);\r\n const textureMatrix = diffuseTexture.getTextureMatrix();\r\n\r\n if (textureMatrix) {\r\n effect.setMatrix(\"diffuseMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n const opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n effect.setTexture(\"opacitySampler\", opacityTexture);\r\n effect.setFloat(\"opacityIntensity\", opacityTexture.level);\r\n const textureMatrix = opacityTexture.getTextureMatrix();\r\n if (textureMatrix) {\r\n effect.setMatrix(\"opacityMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n // Glow emissive only\r\n if (this._emissiveTextureAndColor.texture) {\r\n effect.setTexture(\"emissiveSampler\", this._emissiveTextureAndColor.texture);\r\n effect.setMatrix(\"emissiveMatrix\", this._emissiveTextureAndColor.texture.getTextureMatrix());\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n const skeleton = renderingMesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(renderingMesh);\r\n if (!boneTexture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n effect.setMatrices(\"mBones\", skeleton.getTransformMatrices((renderingMesh)));\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Alpha mode\r\n if (enableAlphaMode) {\r\n engine.setAlphaMode(material.alphaMode);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering,\r\n (isInstance, world) => effect.setMatrix(\"world\", world));\r\n } else {\r\n // Need to reset refresh rate of the main map\r\n this._mainTexture.resetRefreshCounter();\r\n }\r\n\r\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n */\r\n protected _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Rebuild the required buffers.\r\n * @hidden Internal use only.\r\n */\r\n public _rebuild(): void {\r\n let vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._generateIndexBuffer();\r\n }\r\n\r\n /**\r\n * Dispose only the render target textures and post process.\r\n */\r\n private _disposeTextureAndPostProcesses(): void {\r\n this._mainTexture.dispose();\r\n\r\n for (var i = 0; i < this._postProcesses.length; i++) {\r\n if (this._postProcesses[i]) {\r\n this._postProcesses[i].dispose();\r\n }\r\n }\r\n this._postProcesses = [];\r\n\r\n for (var i = 0; i < this._textures.length; i++) {\r\n if (this._textures[i]) {\r\n this._textures[i].dispose();\r\n }\r\n }\r\n this._textures = [];\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public dispose(): void {\r\n var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n // Clean textures and post processes\r\n this._disposeTextureAndPostProcesses();\r\n\r\n // Remove from scene\r\n var index = this._scene.effectLayers.indexOf(this, 0);\r\n if (index > -1) {\r\n this._scene.effectLayers.splice(index, 1);\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onBeforeRenderMainTextureObservable.clear();\r\n this.onBeforeComposeObservable.clear();\r\n this.onBeforeRenderMeshToEffect.clear();\r\n this.onAfterRenderMeshToEffect.clear();\r\n this.onAfterComposeObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"EffectLayer\";\r\n }\r\n\r\n /**\r\n * Creates an effect layer from parsed effect layer data\r\n * @param parsedEffectLayer defines effect layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the effect layer information\r\n * @returns a parsed effect Layer\r\n */\r\n public static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer {\r\n var effectLayerType = Tools.Instantiate(parsedEffectLayer.customType);\r\n\r\n return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);\r\n }\r\n}\r\n"]}
1
+ 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{ serialize, serializeAsColor4, serializeAsCameraReference } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { ISize } from \"../Maths/math.size\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { BaseTexture } from \"../Materials/Textures/baseTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\n\r\n\r\nimport \"../Shaders/glowMapGeneration.fragment\";\r\nimport \"../Shaders/glowMapGeneration.vertex\";\r\nimport { _WarnImport } from '../Misc/devTools';\r\nimport { DataBuffer } from '../Buffers/dataBuffer';\r\nimport { EffectFallbacks } from '../Materials/effectFallbacks';\r\nimport { DrawWrapper } from \"../Materials/drawWrapper\";\r\n\r\n/**\r\n * Effect layer options. This helps customizing the behaviour\r\n * of the effect layer.\r\n */\r\nexport interface IEffectLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the objects (the smaller the faster).\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure effect stability across devices.\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * Alpha blending mode used to apply the blur. Default depends of the implementation.\r\n */\r\n alphaBlendingMode: number;\r\n\r\n /**\r\n * The camera attached to the layer.\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * The rendering group to draw the layer in.\r\n */\r\n renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * The effect layer Helps adding post process effect blended with the main pass.\r\n *\r\n * This can be for instance use to generate glow or highlight effects on the scene.\r\n *\r\n * The effect layer class can not be used directly and is intented to inherited from to be\r\n * customized per effects.\r\n */\r\nexport abstract class EffectLayer {\r\n\r\n private _vertexBuffers: { [key: string]: Nullable<VertexBuffer> } = {};\r\n private _indexBuffer: Nullable<DataBuffer>;\r\n private _effectLayerOptions: IEffectLayerOptions;\r\n private _mergeDrawWrapper: DrawWrapper;\r\n\r\n protected _scene: Scene;\r\n protected _engine: Engine;\r\n protected _maxSize: number = 0;\r\n protected _mainTextureDesiredSize: ISize = { width: 0, height: 0 };\r\n protected _mainTexture: RenderTargetTexture;\r\n protected _shouldRender = true;\r\n protected _postProcesses: PostProcess[] = [];\r\n protected _textures: BaseTexture[] = [];\r\n protected _emissiveTextureAndColor: { texture: Nullable<BaseTexture>, color: Color4 } = { texture: null, color: new Color4() };\r\n\r\n /**\r\n * The name of the layer\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * The clear color of the texture used to generate the glow map.\r\n */\r\n @serializeAsColor4()\r\n public neutralColor: Color4 = new Color4();\r\n\r\n /**\r\n * Specifies whether the highlight layer is enabled or not.\r\n */\r\n @serialize()\r\n public isEnabled: boolean = true;\r\n\r\n /**\r\n * Gets the camera attached to the layer.\r\n */\r\n @serializeAsCameraReference()\r\n public get camera(): Nullable<Camera> {\r\n return this._effectLayerOptions.camera;\r\n }\r\n\r\n /**\r\n * Gets the rendering group id the layer should render in.\r\n */\r\n @serialize()\r\n public get renderingGroupId(): number {\r\n return this._effectLayerOptions.renderingGroupId;\r\n }\r\n public set renderingGroupId(renderingGroupId: number) {\r\n this._effectLayerOptions.renderingGroupId = renderingGroupId;\r\n }\r\n\r\n /**\r\n * Specifies if the bounding boxes should be rendered normally or if they should undergo the effect of the layer\r\n */\r\n @serialize()\r\n public disableBoundingBoxesFromEffectLayer = false;\r\n\r\n /**\r\n * An event triggered when the effect layer has been disposed.\r\n */\r\n public onDisposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer is about rendering the main texture with the glowy parts.\r\n */\r\n public onBeforeRenderMainTextureObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the generated texture is being merged in the scene.\r\n */\r\n public onBeforeComposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the mesh is rendered into the effect render target.\r\n */\r\n public onBeforeRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered after the mesh has been rendered into the effect render target.\r\n */\r\n public onAfterRenderMeshToEffect = new Observable<AbstractMesh>();\r\n\r\n /**\r\n * An event triggered when the generated texture has been merged in the scene.\r\n */\r\n public onAfterComposeObservable = new Observable<EffectLayer>();\r\n\r\n /**\r\n * An event triggered when the effect layer changes its size.\r\n */\r\n public onSizeChangedObservable = new Observable<EffectLayer>();\r\n\r\n /** @hidden */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"EffectLayerSceneComponent\");\r\n }\r\n\r\n /**\r\n * Instantiates a new effect Layer and references it in the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n */\r\n constructor(\r\n /** The Friendly of the effect in the scene */\r\n name: string,\r\n scene: Scene) {\r\n this.name = name;\r\n\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n EffectLayer._SceneComponentInitialization(this._scene);\r\n\r\n this._engine = this._scene.getEngine();\r\n this._maxSize = this._engine.getCaps().maxTextureSize;\r\n this._scene.effectLayers.push(this);\r\n\r\n this._mergeDrawWrapper = new DrawWrapper(this._engine);\r\n\r\n // Generate Buffers\r\n this._generateIndexBuffer();\r\n this._generateVertexBuffer();\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @return The effect name\r\n */\r\n public abstract getEffectName(): string;\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @return true if ready otherwise, false\r\n */\r\n public abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;\r\n\r\n /**\r\n * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n * @returns true if the effect requires stencil during the main canvas render pass.\r\n */\r\n public abstract needStencil(): boolean;\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n * @returns The effect containing the shader used to merge the effect on the main canvas\r\n */\r\n protected abstract _createMergeEffect(): Effect;\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the effect layer.\r\n */\r\n protected abstract _createTextureAndPostProcesses(): void;\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n */\r\n protected abstract _internalRender(effect: Effect): void;\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n */\r\n protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n */\r\n public abstract _disposeMesh(mesh: Mesh): void;\r\n\r\n /**\r\n * Serializes this layer (Glow or Highlight for example)\r\n * @returns a serialized layer object\r\n */\r\n public abstract serialize?(): any;\r\n\r\n /**\r\n * Initializes the effect layer with the required options.\r\n * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)\r\n */\r\n protected _init(options: Partial<IEffectLayerOptions>): void {\r\n // Adapt options\r\n this._effectLayerOptions = {\r\n mainTextureRatio: 0.5,\r\n alphaBlendingMode: 2,\r\n camera: null,\r\n renderingGroupId: -1,\r\n ...options,\r\n };\r\n\r\n this._setMainTextureSize();\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n this._mergeDrawWrapper.setEffect(this._createMergeEffect());\r\n }\r\n\r\n /**\r\n * Generates the index buffer of the full screen quad blending to the main canvas.\r\n */\r\n private _generateIndexBuffer(): void {\r\n // Indices\r\n var indices = [];\r\n indices.push(0);\r\n indices.push(1);\r\n indices.push(2);\r\n\r\n indices.push(0);\r\n indices.push(2);\r\n indices.push(3);\r\n\r\n this._indexBuffer = this._engine.createIndexBuffer(indices);\r\n }\r\n\r\n /**\r\n * Generates the vertex buffer of the full screen quad blending to the main canvas.\r\n */\r\n private _generateVertexBuffer(): void {\r\n // VBO\r\n var vertices = [];\r\n vertices.push(1, 1);\r\n vertices.push(-1, 1);\r\n vertices.push(-1, -1);\r\n vertices.push(1, -1);\r\n\r\n var vertexBuffer = new VertexBuffer(this._engine, vertices, VertexBuffer.PositionKind, false, false, 2);\r\n this._vertexBuffers[VertexBuffer.PositionKind] = vertexBuffer;\r\n }\r\n\r\n /**\r\n * Sets the main texture desired size which is the closest power of two\r\n * of the engine canvas size.\r\n */\r\n private _setMainTextureSize(): void {\r\n if (this._effectLayerOptions.mainTextureFixedSize) {\r\n this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;\r\n this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;\r\n }\r\n else {\r\n this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;\r\n this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;\r\n\r\n this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;\r\n this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;\r\n }\r\n\r\n this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);\r\n this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);\r\n }\r\n\r\n /**\r\n * Creates the main texture for the effect layer.\r\n */\r\n protected _createMainTexture(): void {\r\n this._mainTexture = new RenderTargetTexture(\"EffectLayerMainRTT\",\r\n {\r\n width: this._mainTextureDesiredSize.width,\r\n height: this._mainTextureDesiredSize.height\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n 0);\r\n this._mainTexture.activeCamera = this._effectLayerOptions.camera;\r\n this._mainTexture.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._mainTexture.anisotropicFilteringLevel = 1;\r\n this._mainTexture.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._mainTexture.renderParticles = false;\r\n this._mainTexture.renderList = null;\r\n this._mainTexture.ignoreCameraViewport = true;\r\n\r\n // Custom render function\r\n this._mainTexture.customRenderFunction = (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>): void => {\r\n this.onBeforeRenderMainTextureObservable.notifyObservers(this);\r\n\r\n var index: number;\r\n\r\n let engine = this._scene.getEngine();\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n this._renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n this._renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n this._renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n const previousAlphaMode = engine.getAlphaMode();\r\n\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n this._renderSubMesh(transparentSubMeshes.data[index], true);\r\n }\r\n\r\n engine.setAlphaMode(previousAlphaMode);\r\n };\r\n\r\n this._mainTexture.onClearObservable.add((engine: Engine) => {\r\n engine.clear(this.neutralColor, true, true, true);\r\n });\r\n\r\n // Prevent package size in es6 (getBoundingBoxRenderer might not be present)\r\n if (this._scene.getBoundingBoxRenderer) {\r\n const boundingBoxRendererEnabled = this._scene.getBoundingBoxRenderer().enabled;\r\n\r\n this._mainTexture.onBeforeBindObservable.add(() => {\r\n this._scene.getBoundingBoxRenderer().enabled = !this.disableBoundingBoxesFromEffectLayer && boundingBoxRendererEnabled;\r\n });\r\n\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n this._scene.getBoundingBoxRenderer().enabled = boundingBoxRendererEnabled;\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n // Nothing to add by default.\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @param emissiveTexture the associated emissive texture used to generate the glow\r\n * @return true if ready otherwise, false\r\n */\r\n protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean {\r\n let material = subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return false;\r\n }\r\n\r\n if (this._useMeshMaterial(subMesh.getRenderingMesh())) {\r\n return material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances);\r\n }\r\n\r\n var defines: string[] = [];\r\n\r\n var attribs = [VertexBuffer.PositionKind];\r\n\r\n var mesh = subMesh.getMesh();\r\n var uv1 = false;\r\n var uv2 = false;\r\n\r\n // Diffuse\r\n if (material) {\r\n const needAlphaTest = material.needAlphaTesting();\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse = diffuseTexture && diffuseTexture.hasAlpha &&\r\n ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n defines.push(\"#define DIFFUSE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) &&\r\n diffuseTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define DIFFUSEUV2\");\r\n uv2 = true;\r\n }\r\n else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define DIFFUSEUV1\");\r\n uv1 = true;\r\n }\r\n\r\n if (needAlphaTest) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(\"#define ALPHATESTVALUE 0.4\");\r\n }\r\n if (!diffuseTexture.gammaSpace) {\r\n defines.push(\"#define DIFFUSE_ISLINEAR\");\r\n }\r\n }\r\n\r\n var opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n defines.push(\"#define OPACITY\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) &&\r\n opacityTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define OPACITYUV2\");\r\n uv2 = true;\r\n }\r\n else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define OPACITYUV1\");\r\n uv1 = true;\r\n }\r\n }\r\n }\r\n\r\n // Emissive\r\n if (emissiveTexture) {\r\n defines.push(\"#define EMISSIVE\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind) &&\r\n emissiveTexture.coordinatesIndex === 1) {\r\n defines.push(\"#define EMISSIVEUV2\");\r\n uv2 = true;\r\n }\r\n else if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n defines.push(\"#define EMISSIVEUV1\");\r\n uv1 = true;\r\n }\r\n if (!emissiveTexture.gammaSpace) {\r\n defines.push(\"#define EMISSIVE_ISLINEAR\");\r\n }\r\n }\r\n\r\n // Vertex\r\n if (mesh.isVerticesDataPresent(VertexBuffer.ColorKind) && mesh.hasVertexAlpha) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n defines.push(\"#define VERTEXALPHA\");\r\n }\r\n\r\n if (uv1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (uv2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n\r\n // Bones\r\n const fallbacks = new EffectFallbacks();\r\n if (mesh.useBones && mesh.computeBonesUsingShaders) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n\r\n let skeleton = mesh.skeleton;\r\n if (skeleton && skeleton.isUsingTextureForMatrices) {\r\n defines.push(\"#define BONETEXTURE\");\r\n } else {\r\n defines.push(\"#define BonesPerMesh \" + (skeleton ? (skeleton.bones.length + 1) : 0));\r\n }\r\n\r\n if (mesh.numBoneInfluencers > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n }\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n }\r\n\r\n // Morph targets\r\n var manager = (<Mesh>mesh).morphTargetManager;\r\n let morphInfluencers = 0;\r\n if (manager) {\r\n if (manager.numInfluencers > 0) {\r\n defines.push(\"#define MORPHTARGETS\");\r\n morphInfluencers = manager.numInfluencers;\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + morphInfluencers);\r\n if (manager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, morphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n this._addCustomEffectDefines(defines);\r\n\r\n // Get correct effect\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines as string;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(this._engine.createEffect(\"glowMapGeneration\",\r\n attribs,\r\n [\"world\", \"mBones\", \"viewProjection\",\r\n \"glowColor\", \"morphTargetInfluences\", \"boneTextureWidth\",\r\n \"diffuseMatrix\", \"emissiveMatrix\", \"opacityMatrix\", \"opacityIntensity\",\r\n \"morphTargetTextureInfo\", \"morphTargetTextureIndices\"],\r\n [\"diffuseSampler\", \"emissiveSampler\", \"opacitySampler\", \"boneSampler\", \"morphTargets\"], join,\r\n fallbacks, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers }),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.\r\n */\r\n public render(): void {\r\n var currentEffect = this._mergeDrawWrapper;\r\n\r\n // Check\r\n if (!currentEffect.effect!.isReady()) {\r\n return;\r\n }\r\n\r\n for (var i = 0; i < this._postProcesses.length; i++) {\r\n if (!this._postProcesses[i].isReady()) {\r\n return;\r\n }\r\n }\r\n\r\n var engine = this._scene.getEngine();\r\n\r\n this.onBeforeComposeObservable.notifyObservers(this);\r\n\r\n // Render\r\n engine.enableEffect(currentEffect);\r\n engine.setState(false);\r\n\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect.effect!);\r\n\r\n // Cache\r\n var previousAlphaMode = engine.getAlphaMode();\r\n\r\n // Go Blend.\r\n engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);\r\n\r\n // Blends the map on the main canvas.\r\n this._internalRender(currentEffect.effect!);\r\n\r\n // Restore Alpha\r\n engine.setAlphaMode(previousAlphaMode);\r\n\r\n this.onAfterComposeObservable.notifyObservers(this);\r\n\r\n // Handle size changes.\r\n var size = this._mainTexture.getSize();\r\n this._setMainTextureSize();\r\n if ((size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) && this._mainTextureDesiredSize.width !== 0 && this._mainTextureDesiredSize.height !== 0) {\r\n // Recreate RTT and post processes on size change.\r\n this.onSizeChangedObservable.notifyObservers(this);\r\n this._disposeTextureAndPostProcesses();\r\n this._createMainTexture();\r\n this._createTextureAndPostProcesses();\r\n }\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the current effect.\r\n * @param mesh mesh to test\r\n * @returns true if the mesh will be used\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the layer contains information to display, otherwise false.\r\n * @returns true if the glow layer should be rendered\r\n */\r\n public shouldRender(): boolean {\r\n return this.isEnabled && this._shouldRender;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderMesh(mesh: AbstractMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return !material.needAlphaBlendingForMesh(mesh);\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderEmissiveTextureForMesh(): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Renders the submesh passed in parameter to the generation map.\r\n */\r\n protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode: boolean = false): void {\r\n if (!this.shouldRender()) {\r\n return;\r\n }\r\n\r\n var material = subMesh.getMaterial();\r\n var ownerMesh = subMesh.getMesh();\r\n var replacementMesh = subMesh.getReplacementMesh();\r\n var renderingMesh = subMesh.getRenderingMesh();\r\n var effectiveMesh = subMesh.getEffectiveMesh();\r\n var scene = this._scene;\r\n var engine = scene.getEngine();\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n // Do not block in blend mode.\r\n if (!this._canRenderMesh(renderingMesh, material)) {\r\n return;\r\n }\r\n\r\n // Culling\r\n let sideOrientation = renderingMesh.overrideMaterialSideOrientation ?? material.sideOrientation;\r\n const mainDeterminant = renderingMesh._getWorldMatrixDeterminant();\r\n if (mainDeterminant < 0) {\r\n sideOrientation = (sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation);\r\n }\r\n\r\n const reverse = sideOrientation === Material.ClockWiseSideOrientation;\r\n engine.setState(material.backFaceCulling, material.zOffset, undefined, reverse, material.cullBackFaces, undefined, material.zOffsetUnits);\r\n\r\n // Managing instances\r\n var batch = renderingMesh._getInstancesRenderList(subMesh._id, !!replacementMesh);\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n // Early Exit per mesh\r\n if (!this._shouldRenderMesh(renderingMesh)) {\r\n return;\r\n }\r\n\r\n var hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id] || renderingMesh.hasThinInstances;\r\n\r\n this._setEmissiveTextureAndColor(renderingMesh, subMesh, material);\r\n\r\n this.onBeforeRenderMeshToEffect.notifyObservers(ownerMesh);\r\n\r\n if (this._useMeshMaterial(renderingMesh)) {\r\n renderingMesh.render(subMesh, hardwareInstancedRendering, replacementMesh || undefined);\r\n }\r\n else if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {\r\n const drawWrapper = subMesh._getDrawWrapper()!;\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n const fillMode = scene.forcePointsCloud ? Material.PointFillMode : scene.forceWireframe ? Material.WireFrameFillMode : material.fillMode;\r\n renderingMesh._bind(subMesh, effect, fillMode);\r\n }\r\n\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n effect.setMatrix(\"world\", effectiveMesh.getWorldMatrix());\r\n\r\n effect.setFloat4(\"glowColor\",\r\n this._emissiveTextureAndColor.color.r,\r\n this._emissiveTextureAndColor.color.g,\r\n this._emissiveTextureAndColor.color.b,\r\n this._emissiveTextureAndColor.color.a);\r\n\r\n const needAlphaTest = material.needAlphaTesting();\r\n\r\n const diffuseTexture = material.getAlphaTestTexture();\r\n const needAlphaBlendFromDiffuse = diffuseTexture && diffuseTexture.hasAlpha &&\r\n ((material as any).useAlphaFromDiffuseTexture || (material as any)._useAlphaFromAlbedoTexture);\r\n\r\n if (diffuseTexture && (needAlphaTest || needAlphaBlendFromDiffuse)) {\r\n effect.setTexture(\"diffuseSampler\", diffuseTexture);\r\n const textureMatrix = diffuseTexture.getTextureMatrix();\r\n\r\n if (textureMatrix) {\r\n effect.setMatrix(\"diffuseMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n const opacityTexture = (material as any).opacityTexture;\r\n if (opacityTexture) {\r\n effect.setTexture(\"opacitySampler\", opacityTexture);\r\n effect.setFloat(\"opacityIntensity\", opacityTexture.level);\r\n const textureMatrix = opacityTexture.getTextureMatrix();\r\n if (textureMatrix) {\r\n effect.setMatrix(\"opacityMatrix\", textureMatrix);\r\n }\r\n }\r\n\r\n // Glow emissive only\r\n if (this._emissiveTextureAndColor.texture) {\r\n effect.setTexture(\"emissiveSampler\", this._emissiveTextureAndColor.texture);\r\n effect.setMatrix(\"emissiveMatrix\", this._emissiveTextureAndColor.texture.getTextureMatrix());\r\n }\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n const skeleton = renderingMesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(renderingMesh);\r\n if (!boneTexture) {\r\n return;\r\n }\r\n\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n effect.setMatrices(\"mBones\", skeleton.getTransformMatrices((renderingMesh)));\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Alpha mode\r\n if (enableAlphaMode) {\r\n engine.setAlphaMode(material.alphaMode);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering,\r\n (isInstance, world) => effect.setMatrix(\"world\", world));\r\n } else {\r\n // Need to reset refresh rate of the main map\r\n this._mainTexture.resetRefreshCounter();\r\n }\r\n\r\n this.onAfterRenderMeshToEffect.notifyObservers(ownerMesh);\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n */\r\n protected _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Rebuild the required buffers.\r\n * @hidden Internal use only.\r\n */\r\n public _rebuild(): void {\r\n let vb = this._vertexBuffers[VertexBuffer.PositionKind];\r\n\r\n if (vb) {\r\n vb._rebuild();\r\n }\r\n\r\n this._generateIndexBuffer();\r\n }\r\n\r\n /**\r\n * Dispose only the render target textures and post process.\r\n */\r\n private _disposeTextureAndPostProcesses(): void {\r\n this._mainTexture.dispose();\r\n\r\n for (var i = 0; i < this._postProcesses.length; i++) {\r\n if (this._postProcesses[i]) {\r\n this._postProcesses[i].dispose();\r\n }\r\n }\r\n this._postProcesses = [];\r\n\r\n for (var i = 0; i < this._textures.length; i++) {\r\n if (this._textures[i]) {\r\n this._textures[i].dispose();\r\n }\r\n }\r\n this._textures = [];\r\n }\r\n\r\n /**\r\n * Dispose the highlight layer and free resources.\r\n */\r\n public dispose(): void {\r\n var vertexBuffer = this._vertexBuffers[VertexBuffer.PositionKind];\r\n if (vertexBuffer) {\r\n vertexBuffer.dispose();\r\n this._vertexBuffers[VertexBuffer.PositionKind] = null;\r\n }\r\n\r\n if (this._indexBuffer) {\r\n this._scene.getEngine()._releaseBuffer(this._indexBuffer);\r\n this._indexBuffer = null;\r\n }\r\n\r\n // Clean textures and post processes\r\n this._disposeTextureAndPostProcesses();\r\n\r\n // Remove from scene\r\n var index = this._scene.effectLayers.indexOf(this, 0);\r\n if (index > -1) {\r\n this._scene.effectLayers.splice(index, 1);\r\n }\r\n\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n\r\n this.onDisposeObservable.clear();\r\n this.onBeforeRenderMainTextureObservable.clear();\r\n this.onBeforeComposeObservable.clear();\r\n this.onBeforeRenderMeshToEffect.clear();\r\n this.onAfterRenderMeshToEffect.clear();\r\n this.onAfterComposeObservable.clear();\r\n this.onSizeChangedObservable.clear();\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"EffectLayer\";\r\n }\r\n\r\n /**\r\n * Creates an effect layer from parsed effect layer data\r\n * @param parsedEffectLayer defines effect layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the effect layer information\r\n * @returns a parsed effect Layer\r\n */\r\n public static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer {\r\n var effectLayerType = Tools.Instantiate(parsedEffectLayer.customType);\r\n\r\n return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);\r\n }\r\n}\r\n"]}
@@ -122,19 +122,24 @@ var EffectLayerSceneComponent = /** @class */ (function () {
122
122
  }
123
123
  };
124
124
  EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
125
+ var currentRenderPassId = this._engine.currentRenderPassId;
125
126
  var layers = this.scene.effectLayers;
126
127
  for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
127
128
  var layer = layers_3[_i];
128
129
  if (!layer.hasMesh(mesh)) {
129
130
  continue;
130
131
  }
132
+ var renderTarget = layer._mainTexture;
133
+ this._engine.currentRenderPassId = renderTarget.renderPassId;
131
134
  for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
132
135
  var subMesh = _b[_a];
133
136
  if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
137
+ this._engine.currentRenderPassId = currentRenderPassId;
134
138
  return false;
135
139
  }
136
140
  }
137
141
  }
142
+ this._engine.currentRenderPassId = currentRenderPassId;
138
143
  return true;
139
144
  };
140
145
  EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
@@ -1 +1 @@
1
- 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{ Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { SceneComponentConstants, ISceneSerializableComponent } from \"../sceneComponent\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { AssetContainer } from \"../assetContainer\";\r\n// Adds the parser to the scene parsers.\r\nAbstractScene.AddParser(SceneComponentConstants.NAME_EFFECTLAYER, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => {\r\n if (parsedData.effectLayers) {\r\n if (!container.effectLayers) {\r\n container.effectLayers = new Array<EffectLayer>();\r\n }\r\n\r\n for (let index = 0; index < parsedData.effectLayers.length; index++) {\r\n var effectLayer = EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);\r\n container.effectLayers.push(effectLayer);\r\n }\r\n }\r\n});\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of effect layers (highlights/glow) added to the scene\r\n * @see https://doc.babylonjs.com/how_to/highlight_layer\r\n * @see https://doc.babylonjs.com/how_to/glow_layer\r\n */\r\n effectLayers: Array<EffectLayer>;\r\n\r\n /**\r\n * Removes the given effect layer from this scene.\r\n * @param toRemove defines the effect layer to remove\r\n * @returns the index of the removed effect layer\r\n */\r\n removeEffectLayer(toRemove: EffectLayer): number;\r\n\r\n /**\r\n * Adds the given effect layer to this scene\r\n * @param newEffectLayer defines the effect layer to add\r\n */\r\n addEffectLayer(newEffectLayer: EffectLayer): void;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.removeEffectLayer = function (toRemove: EffectLayer): number {\r\n var index = this.effectLayers.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.effectLayers.splice(index, 1);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nAbstractScene.prototype.addEffectLayer = function (newEffectLayer: EffectLayer): void {\r\n this.effectLayers.push(newEffectLayer);\r\n};\r\n\r\n/**\r\n * Defines the layer scene component responsible to manage any effect layers\r\n * in a given scene.\r\n */\r\nexport class EffectLayerSceneComponent implements ISceneSerializableComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_EFFECTLAYER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n private _engine: Engine;\r\n private _renderEffects = false;\r\n private _needStencil = false;\r\n private _previousStencilState = false;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n scene.effectLayers = new Array<EffectLayer>();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._isReadyForMeshStage.registerStep(SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);\r\n\r\n this.scene._cameraDrawRenderTargetStage.registerStep(SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);\r\n\r\n this.scene._beforeCameraDrawStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);\r\n\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n let layers = this.scene.effectLayers;\r\n for (let effectLayer of layers) {\r\n effectLayer._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Serializes the component data to the specified json object\r\n * @param serializationObject The object to serialize to\r\n */\r\n public serialize(serializationObject: any): void {\r\n // Effect layers\r\n serializationObject.effectLayers = [];\r\n\r\n let layers = this.scene.effectLayers;\r\n for (let effectLayer of layers) {\r\n if (effectLayer.serialize) {\r\n serializationObject.effectLayers.push(effectLayer.serialize());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n public addFromContainer(container: AbstractScene): void {\r\n if (!container.effectLayers) {\r\n return;\r\n }\r\n container.effectLayers.forEach((o) => {\r\n this.scene.addEffectLayer(o);\r\n });\r\n }\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n public removeFromContainer(container: AbstractScene, dispose?: boolean): void {\r\n if (!container.effectLayers) {\r\n return;\r\n }\r\n container.effectLayers.forEach((o) => {\r\n this.scene.removeEffectLayer(o);\r\n if (dispose) {\r\n o.dispose();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n let layers = this.scene.effectLayers;\r\n while (layers.length) {\r\n layers[0].dispose();\r\n }\r\n }\r\n\r\n private _isReadyForMesh(mesh: AbstractMesh, hardwareInstancedRendering: boolean): boolean {\r\n let layers = this.scene.effectLayers;\r\n for (let layer of layers) {\r\n if (!layer.hasMesh(mesh)) {\r\n continue;\r\n }\r\n\r\n for (var subMesh of mesh.subMeshes) {\r\n if (!layer.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n return true;\r\n }\r\n\r\n private _renderMainTexture(camera: Camera): boolean {\r\n this._renderEffects = false;\r\n this._needStencil = false;\r\n\r\n let needRebind = false;\r\n\r\n let layers = this.scene.effectLayers;\r\n if (layers && layers.length > 0) {\r\n this._previousStencilState = this._engine.getStencilBuffer();\r\n for (let effectLayer of layers) {\r\n if (effectLayer.shouldRender() &&\r\n (!effectLayer.camera ||\r\n (effectLayer.camera.cameraRigMode === Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||\r\n (effectLayer.camera.cameraRigMode !== Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {\r\n\r\n this._renderEffects = true;\r\n this._needStencil = this._needStencil || effectLayer.needStencil();\r\n\r\n let renderTarget = (<RenderTargetTexture>(<any>effectLayer)._mainTexture);\r\n if (renderTarget._shouldRender()) {\r\n this.scene.incrementRenderId();\r\n renderTarget.render(false, false);\r\n needRebind = true;\r\n }\r\n }\r\n }\r\n\r\n this.scene.incrementRenderId();\r\n }\r\n\r\n return needRebind;\r\n }\r\n\r\n private _setStencil() {\r\n // Activate effect Layer stencil\r\n if (this._needStencil) {\r\n this._engine.setStencilBuffer(true);\r\n }\r\n }\r\n\r\n private _setStencilBack() {\r\n // Restore effect Layer stencil\r\n if (this._needStencil) {\r\n this._engine.setStencilBuffer(this._previousStencilState);\r\n }\r\n }\r\n\r\n private _draw(renderingGroupId: number): void {\r\n if (this._renderEffects) {\r\n this._engine.setDepthBuffer(false);\r\n\r\n let layers = this.scene.effectLayers;\r\n for (let i = 0; i < layers.length; i++) {\r\n const effectLayer = layers[i];\r\n if (effectLayer.renderingGroupId === renderingGroupId) {\r\n if (effectLayer.shouldRender()) {\r\n effectLayer.render();\r\n }\r\n }\r\n }\r\n this._engine.setDepthBuffer(true);\r\n }\r\n }\r\n\r\n private _drawCamera(): void {\r\n if (this._renderEffects) {\r\n this._draw(-1);\r\n }\r\n }\r\n private _drawRenderingGroup(index: number): void {\r\n if (!this.scene._isInIntermediateRendering() && this._renderEffects) {\r\n this._draw(index);\r\n }\r\n }\r\n}\r\n\r\nEffectLayer._SceneComponentInitialization = (scene: Scene) => {\r\n let component = scene._getComponent(SceneComponentConstants.NAME_EFFECTLAYER) as EffectLayerSceneComponent;\r\n if (!component) {\r\n component = new EffectLayerSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};"]}
1
+ 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{ Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { SceneComponentConstants, ISceneSerializableComponent } from \"../sceneComponent\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\nimport { AssetContainer } from \"../assetContainer\";\r\n// Adds the parser to the scene parsers.\r\nAbstractScene.AddParser(SceneComponentConstants.NAME_EFFECTLAYER, (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => {\r\n if (parsedData.effectLayers) {\r\n if (!container.effectLayers) {\r\n container.effectLayers = new Array<EffectLayer>();\r\n }\r\n\r\n for (let index = 0; index < parsedData.effectLayers.length; index++) {\r\n var effectLayer = EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);\r\n container.effectLayers.push(effectLayer);\r\n }\r\n }\r\n});\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * The list of effect layers (highlights/glow) added to the scene\r\n * @see https://doc.babylonjs.com/how_to/highlight_layer\r\n * @see https://doc.babylonjs.com/how_to/glow_layer\r\n */\r\n effectLayers: Array<EffectLayer>;\r\n\r\n /**\r\n * Removes the given effect layer from this scene.\r\n * @param toRemove defines the effect layer to remove\r\n * @returns the index of the removed effect layer\r\n */\r\n removeEffectLayer(toRemove: EffectLayer): number;\r\n\r\n /**\r\n * Adds the given effect layer to this scene\r\n * @param newEffectLayer defines the effect layer to add\r\n */\r\n addEffectLayer(newEffectLayer: EffectLayer): void;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.removeEffectLayer = function (toRemove: EffectLayer): number {\r\n var index = this.effectLayers.indexOf(toRemove);\r\n if (index !== -1) {\r\n this.effectLayers.splice(index, 1);\r\n }\r\n\r\n return index;\r\n};\r\n\r\nAbstractScene.prototype.addEffectLayer = function (newEffectLayer: EffectLayer): void {\r\n this.effectLayers.push(newEffectLayer);\r\n};\r\n\r\n/**\r\n * Defines the layer scene component responsible to manage any effect layers\r\n * in a given scene.\r\n */\r\nexport class EffectLayerSceneComponent implements ISceneSerializableComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_EFFECTLAYER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n private _engine: Engine;\r\n private _renderEffects = false;\r\n private _needStencil = false;\r\n private _previousStencilState = false;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n this._engine = scene.getEngine();\r\n scene.effectLayers = new Array<EffectLayer>();\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._isReadyForMeshStage.registerStep(SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);\r\n\r\n this.scene._cameraDrawRenderTargetStage.registerStep(SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);\r\n\r\n this.scene._beforeCameraDrawStage.registerStep(SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);\r\n\r\n this.scene._afterRenderingGroupDrawStage.registerStep(SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);\r\n\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);\r\n this.scene._afterCameraDrawStage.registerStep(SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n let layers = this.scene.effectLayers;\r\n for (let effectLayer of layers) {\r\n effectLayer._rebuild();\r\n }\r\n }\r\n\r\n /**\r\n * Serializes the component data to the specified json object\r\n * @param serializationObject The object to serialize to\r\n */\r\n public serialize(serializationObject: any): void {\r\n // Effect layers\r\n serializationObject.effectLayers = [];\r\n\r\n let layers = this.scene.effectLayers;\r\n for (let effectLayer of layers) {\r\n if (effectLayer.serialize) {\r\n serializationObject.effectLayers.push(effectLayer.serialize());\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Adds all the elements from the container to the scene\r\n * @param container the container holding the elements\r\n */\r\n public addFromContainer(container: AbstractScene): void {\r\n if (!container.effectLayers) {\r\n return;\r\n }\r\n container.effectLayers.forEach((o) => {\r\n this.scene.addEffectLayer(o);\r\n });\r\n }\r\n\r\n /**\r\n * Removes all the elements in the container from the scene\r\n * @param container contains the elements to remove\r\n * @param dispose if the removed element should be disposed (default: false)\r\n */\r\n public removeFromContainer(container: AbstractScene, dispose?: boolean): void {\r\n if (!container.effectLayers) {\r\n return;\r\n }\r\n container.effectLayers.forEach((o) => {\r\n this.scene.removeEffectLayer(o);\r\n if (dispose) {\r\n o.dispose();\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources.\r\n */\r\n public dispose(): void {\r\n let layers = this.scene.effectLayers;\r\n while (layers.length) {\r\n layers[0].dispose();\r\n }\r\n }\r\n\r\n private _isReadyForMesh(mesh: AbstractMesh, hardwareInstancedRendering: boolean): boolean {\r\n const currentRenderPassId = this._engine.currentRenderPassId;\r\n let layers = this.scene.effectLayers;\r\n for (let layer of layers) {\r\n if (!layer.hasMesh(mesh)) {\r\n continue;\r\n }\r\n\r\n const renderTarget = (<RenderTargetTexture>(<any>layer)._mainTexture);\r\n this._engine.currentRenderPassId = renderTarget.renderPassId;\r\n\r\n for (var subMesh of mesh.subMeshes) {\r\n if (!layer.isReady(subMesh, hardwareInstancedRendering)) {\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n return false;\r\n }\r\n }\r\n }\r\n this._engine.currentRenderPassId = currentRenderPassId;\r\n return true;\r\n }\r\n\r\n private _renderMainTexture(camera: Camera): boolean {\r\n this._renderEffects = false;\r\n this._needStencil = false;\r\n\r\n let needRebind = false;\r\n\r\n let layers = this.scene.effectLayers;\r\n if (layers && layers.length > 0) {\r\n this._previousStencilState = this._engine.getStencilBuffer();\r\n for (let effectLayer of layers) {\r\n if (effectLayer.shouldRender() &&\r\n (!effectLayer.camera ||\r\n (effectLayer.camera.cameraRigMode === Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||\r\n (effectLayer.camera.cameraRigMode !== Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {\r\n\r\n this._renderEffects = true;\r\n this._needStencil = this._needStencil || effectLayer.needStencil();\r\n\r\n let renderTarget = (<RenderTargetTexture>(<any>effectLayer)._mainTexture);\r\n if (renderTarget._shouldRender()) {\r\n this.scene.incrementRenderId();\r\n renderTarget.render(false, false);\r\n needRebind = true;\r\n }\r\n }\r\n }\r\n\r\n this.scene.incrementRenderId();\r\n }\r\n\r\n return needRebind;\r\n }\r\n\r\n private _setStencil() {\r\n // Activate effect Layer stencil\r\n if (this._needStencil) {\r\n this._engine.setStencilBuffer(true);\r\n }\r\n }\r\n\r\n private _setStencilBack() {\r\n // Restore effect Layer stencil\r\n if (this._needStencil) {\r\n this._engine.setStencilBuffer(this._previousStencilState);\r\n }\r\n }\r\n\r\n private _draw(renderingGroupId: number): void {\r\n if (this._renderEffects) {\r\n this._engine.setDepthBuffer(false);\r\n\r\n let layers = this.scene.effectLayers;\r\n for (let i = 0; i < layers.length; i++) {\r\n const effectLayer = layers[i];\r\n if (effectLayer.renderingGroupId === renderingGroupId) {\r\n if (effectLayer.shouldRender()) {\r\n effectLayer.render();\r\n }\r\n }\r\n }\r\n this._engine.setDepthBuffer(true);\r\n }\r\n }\r\n\r\n private _drawCamera(): void {\r\n if (this._renderEffects) {\r\n this._draw(-1);\r\n }\r\n }\r\n private _drawRenderingGroup(index: number): void {\r\n if (!this.scene._isInIntermediateRendering() && this._renderEffects) {\r\n this._draw(index);\r\n }\r\n }\r\n}\r\n\r\nEffectLayer._SceneComponentInitialization = (scene: Scene) => {\r\n let component = scene._getComponent(SceneComponentConstants.NAME_EFFECTLAYER) as EffectLayerSceneComponent;\r\n if (!component) {\r\n component = new EffectLayerSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};"]}
@@ -149,6 +149,7 @@ var GlowLayer = /** @class */ (function (_super) {
149
149
  }, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
150
150
  this._horizontalBlurPostprocess1.width = blurTextureWidth;
151
151
  this._horizontalBlurPostprocess1.height = blurTextureHeight;
152
+ this._horizontalBlurPostprocess1.externalTextureSamplerBinding = true;
152
153
  this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
153
154
  effect.setTexture("textureSampler", _this._mainTexture);
154
155
  });
@@ -162,6 +163,7 @@ var GlowLayer = /** @class */ (function (_super) {
162
163
  }, null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
163
164
  this._horizontalBlurPostprocess2.width = blurTextureWidth2;
164
165
  this._horizontalBlurPostprocess2.height = blurTextureHeight2;
166
+ this._horizontalBlurPostprocess2.externalTextureSamplerBinding = true;
165
167
  this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
166
168
  effect.setTexture("textureSampler", _this._blurTexture1);
167
169
  });
@@ -1 +1 @@
1
- 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{ serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\n\r\nimport { RegisterClass } from '../Misc/typeStore';\r\nimport { Engine } from '../Engines/engine';\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { PBRMaterial } from \"../Materials/PBR/pbrMaterial\";\r\n\r\nimport \"../Shaders/glowMapMerge.fragment\";\r\nimport \"../Shaders/glowMapMerge.vertex\";\r\nimport \"../Layers/effectLayerSceneComponent\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * Return a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @return The highlight layer if found otherwise null.\r\n */\r\n getGlowLayerByName(name: string): Nullable<GlowLayer>;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.getGlowLayerByName = function (name: string): Nullable<GlowLayer> {\r\n for (var index = 0; index < this.effectLayers.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as GlowLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Glow layer options. This helps customizing the behaviour\r\n * of the glow layer.\r\n */\r\nexport interface IGlowLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the glowing objects (the smaller the faster).\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure resize independent blur.\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * How big is the kernel of the blur texture.\r\n */\r\n blurKernelSize: number;\r\n\r\n /**\r\n * The camera attached to the layer.\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * Enable MSAA by choosing the number of samples.\r\n */\r\n mainTextureSamples?: number;\r\n\r\n /**\r\n * The rendering group to draw the layer in.\r\n */\r\n renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * The glow layer Helps adding a glow effect around the emissive parts of a mesh.\r\n *\r\n * Once instantiated in a scene, by default, all the emissive meshes will glow.\r\n *\r\n * Documentation: https://doc.babylonjs.com/how_to/glow_layer\r\n */\r\nexport class GlowLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the layer.\r\n */\r\n public static readonly EffectName = \"GlowLayer\";\r\n\r\n /**\r\n * The default blur kernel size used for the glow.\r\n */\r\n public static DefaultBlurKernelSize = 32;\r\n\r\n /**\r\n * The default texture size ratio used for the glow.\r\n */\r\n public static DefaultTextureRatio = 0.5;\r\n\r\n /**\r\n * Sets the kernel size of the blur.\r\n */\r\n public set blurKernelSize(value: number) {\r\n this._horizontalBlurPostprocess1.kernel = value;\r\n this._verticalBlurPostprocess1.kernel = value;\r\n this._horizontalBlurPostprocess2.kernel = value;\r\n this._verticalBlurPostprocess2.kernel = value;\r\n }\r\n\r\n /**\r\n * Gets the kernel size of the blur.\r\n */\r\n @serialize()\r\n public get blurKernelSize(): number {\r\n return this._horizontalBlurPostprocess1.kernel;\r\n }\r\n\r\n /**\r\n * Sets the glow intensity.\r\n */\r\n public set intensity(value: number) {\r\n this._intensity = value;\r\n }\r\n\r\n /**\r\n * Gets the glow intensity.\r\n */\r\n @serialize()\r\n public get intensity(): number {\r\n return this._intensity;\r\n }\r\n\r\n @serialize(\"options\")\r\n private _options: IGlowLayerOptions;\r\n\r\n private _intensity: number = 1.0;\r\n private _horizontalBlurPostprocess1: BlurPostProcess;\r\n private _verticalBlurPostprocess1: BlurPostProcess;\r\n private _horizontalBlurPostprocess2: BlurPostProcess;\r\n private _verticalBlurPostprocess2: BlurPostProcess;\r\n private _blurTexture1: RenderTargetTexture;\r\n private _blurTexture2: RenderTargetTexture;\r\n private _postProcesses1: PostProcess[];\r\n private _postProcesses2: PostProcess[];\r\n\r\n private _includedOnlyMeshes: number[] = [];\r\n private _excludedMeshes: number[] = [];\r\n private _meshesUsingTheirOwnMaterials: number[] = [];\r\n\r\n /**\r\n * Callback used to let the user override the color selection on a per mesh basis\r\n */\r\n public customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;\r\n /**\r\n * Callback used to let the user override the texture selection on a per mesh basis\r\n */\r\n public customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;\r\n\r\n /**\r\n * Instantiates a new glow Layer and references it to the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)\r\n */\r\n constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>) {\r\n super(name, scene);\r\n this.neutralColor = new Color4(0, 0, 0, 1);\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: GlowLayer.DefaultTextureRatio,\r\n blurKernelSize: 32,\r\n mainTextureFixedSize: undefined,\r\n camera: null,\r\n mainTextureSamples: 1,\r\n renderingGroupId: -1,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init({\r\n alphaBlendingMode: 1,\r\n camera: this._options.camera,\r\n mainTextureFixedSize: this._options.mainTextureFixedSize,\r\n mainTextureRatio: this._options.mainTextureRatio,\r\n renderingGroupId: this._options.renderingGroupId\r\n });\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @return The effect name\r\n */\r\n public getEffectName(): string {\r\n return GlowLayer.EffectName;\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n */\r\n protected _createMergeEffect(): Effect {\r\n // Effect\r\n return this._engine.createEffect(\"glowMapMerge\",\r\n [VertexBuffer.PositionKind],\r\n [\"offset\"],\r\n [\"textureSampler\", \"textureSampler2\"],\r\n \"#define EMISSIVE \\n\");\r\n\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the glow layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n var blurTextureWidth = this._mainTextureDesiredSize.width;\r\n var blurTextureHeight = this._mainTextureDesiredSize.height;\r\n blurTextureWidth = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n var textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = 2;\r\n }\r\n else {\r\n textureType = 0;\r\n }\r\n\r\n this._blurTexture1 = new RenderTargetTexture(\"GlowLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType);\r\n this._blurTexture1.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture1.renderParticles = false;\r\n this._blurTexture1.ignoreCameraViewport = true;\r\n\r\n var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);\r\n var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);\r\n\r\n this._blurTexture2 = new RenderTargetTexture(\"GlowLayerBlurRTT2\",\r\n {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType);\r\n this._blurTexture2.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture2.renderParticles = false;\r\n this._blurTexture2.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture1, this._blurTexture2];\r\n\r\n this._horizontalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerHBP1\", new Vector2(1.0, 0), this._options.blurKernelSize / 2, {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n this._horizontalBlurPostprocess1.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess1.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess1.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerVBP1\", new Vector2(0, 1.0), this._options.blurKernelSize / 2, {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n\r\n this._horizontalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerHBP2\", new Vector2(1.0, 0), this._options.blurKernelSize / 2, {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n this._horizontalBlurPostprocess2.width = blurTextureWidth2;\r\n this._horizontalBlurPostprocess2.height = blurTextureHeight2;\r\n this._horizontalBlurPostprocess2.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n });\r\n\r\n this._verticalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerVBP2\", new Vector2(0, 1.0), this._options.blurKernelSize / 2, {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];\r\n this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n\r\n this._mainTexture.samples = this._options.mainTextureSamples!;\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n let internalTexture = this._blurTexture1.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(\r\n this._postProcesses1,\r\n internalTexture,\r\n true);\r\n\r\n let internalTexture2 = this._blurTexture2.renderTarget;\r\n if (internalTexture2) {\r\n this._scene.postProcessManager.directRender(\r\n this._postProcesses2,\r\n internalTexture2,\r\n true);\r\n }\r\n this._engine.unBindFramebuffer(internalTexture2 ?? internalTexture, true);\r\n }\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => { pp.autoClear = false; });\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @param emissiveTexture the associated emissive texture used to generate the glow\r\n * @return true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n let material = subMesh.getMaterial();\r\n let mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh) {\r\n return false;\r\n }\r\n\r\n let emissiveTexture = (<any>material).emissiveTexture;\r\n return super._isReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n /**\r\n * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n */\r\n protected _internalRender(effect: Effect): void {\r\n // Texture\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n effect.setTexture(\"textureSampler2\", this._blurTexture2);\r\n effect.setFloat(\"offset\", this._intensity);\r\n\r\n // Cache\r\n var engine = this._engine;\r\n var previousStencilBuffer = engine.getStencilBuffer();\r\n\r\n // Draw order\r\n engine.setStencilBuffer(false);\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n\r\n // Draw order\r\n engine.setStencilBuffer(previousStencilBuffer);\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n var textureLevel = 1.0;\r\n\r\n if (this.customEmissiveTextureSelector) {\r\n this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);\r\n } else {\r\n if (material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n if (this._emissiveTextureAndColor.texture) {\r\n textureLevel = this._emissiveTextureAndColor.texture.level;\r\n }\r\n }\r\n else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n if (this.customEmissiveColorSelector) {\r\n this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);\r\n } else {\r\n if ((<any>material).emissiveColor) {\r\n const emissiveIntensity = (<PBRMaterial>material).emissiveIntensity ?? 1;\r\n textureLevel *= emissiveIntensity;\r\n this._emissiveTextureAndColor.color.set(\r\n (<any>material).emissiveColor.r * textureLevel,\r\n (<any>material).emissiveColor.g * textureLevel,\r\n (<any>material).emissiveColor.b * textureLevel,\r\n material.alpha);\r\n }\r\n else {\r\n this._emissiveTextureAndColor.color.set(\r\n this.neutralColor.r,\r\n this.neutralColor.g,\r\n this.neutralColor.b,\r\n this.neutralColor.a);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define GLOW\");\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to exclude from the glow layer\r\n */\r\n public addExcludedMesh(mesh: Mesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: Mesh): void {\r\n var index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the inclusion list to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to include in the glow layer\r\n */\r\n public addIncludedOnlyMesh(mesh: Mesh): void {\r\n if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._includedOnlyMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeIncludedOnlyMesh(mesh: Mesh): void {\r\n var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._includedOnlyMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the glow layer\r\n * @param mesh The mesh to test\r\n * @returns true if the mesh will be highlighted by the current glow layer\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n // Included Mesh\r\n if (this._includedOnlyMeshes.length) {\r\n return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;\r\n }\r\n\r\n // Excluded Mesh\r\n if (this._excludedMeshes.length) {\r\n return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n */\r\n protected _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n if (this._meshesUsingTheirOwnMaterials.length == 0) {\r\n return false;\r\n }\r\n return this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId) > -1;\r\n }\r\n\r\n /**\r\n * Add a mesh to be rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to use its material\r\n */\r\n public referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void {\r\n this._meshesUsingTheirOwnMaterials.push(mesh.uniqueId);\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh as Mesh);\r\n });\r\n }\r\n\r\n /**\r\n * Remove a mesh from being rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to not use its material\r\n */\r\n public unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void {\r\n let index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n while (index >= 0) {\r\n this._meshesUsingTheirOwnMaterials.splice(index, 1);\r\n index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @hidden\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeIncludedOnlyMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"GlowLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this glow layer\r\n * @returns a serialized glow layer object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.GlowLayer\";\r\n\r\n var index;\r\n\r\n // Included meshes\r\n serializationObject.includedMeshes = [];\r\n\r\n if (this._includedOnlyMeshes.length) {\r\n for (index = 0; index < this._includedOnlyMeshes.length; index++) {\r\n var mesh = this._scene.getMeshByUniqueId(this._includedOnlyMeshes[index]);\r\n if (mesh) {\r\n serializationObject.includedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n if (this._excludedMeshes.length) {\r\n for (index = 0; index < this._excludedMeshes.length; index++) {\r\n var mesh = this._scene.getMeshByUniqueId(this._excludedMeshes[index]);\r\n if (mesh) {\r\n serializationObject.excludedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Glow Layer from parsed glow layer data\r\n * @param parsedGlowLayer defines glow layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the glow layer information\r\n * @returns a parsed Glow Layer\r\n */\r\n public static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer {\r\n var gl = SerializationHelper.Parse(() => new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options), parsedGlowLayer, scene, rootUrl);\r\n var index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {\r\n var mesh = scene.getMeshById(parsedGlowLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n gl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {\r\n var mesh = scene.getMeshById(parsedGlowLayer.includedMeshes[index]);\r\n if (mesh) {\r\n gl.addIncludedOnlyMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n return gl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GlowLayer\", GlowLayer);\r\n"]}
1
+ 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{ serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Nullable } from \"../types\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Scene } from \"../scene\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { PostProcess } from \"../PostProcesses/postProcess\";\r\nimport { BlurPostProcess } from \"../PostProcesses/blurPostProcess\";\r\nimport { EffectLayer } from \"./effectLayer\";\r\nimport { AbstractScene } from \"../abstractScene\";\r\n\r\nimport { RegisterClass } from '../Misc/typeStore';\r\nimport { Engine } from '../Engines/engine';\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { PBRMaterial } from \"../Materials/PBR/pbrMaterial\";\r\n\r\nimport \"../Shaders/glowMapMerge.fragment\";\r\nimport \"../Shaders/glowMapMerge.vertex\";\r\nimport \"../Layers/effectLayerSceneComponent\";\r\n\r\ndeclare module \"../abstractScene\" {\r\n export interface AbstractScene {\r\n /**\r\n * Return a the first highlight layer of the scene with a given name.\r\n * @param name The name of the highlight layer to look for.\r\n * @return The highlight layer if found otherwise null.\r\n */\r\n getGlowLayerByName(name: string): Nullable<GlowLayer>;\r\n }\r\n}\r\n\r\nAbstractScene.prototype.getGlowLayerByName = function (name: string): Nullable<GlowLayer> {\r\n for (var index = 0; index < this.effectLayers.length; index++) {\r\n if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {\r\n return (<any>this.effectLayers[index]) as GlowLayer;\r\n }\r\n }\r\n\r\n return null;\r\n};\r\n\r\n/**\r\n * Glow layer options. This helps customizing the behaviour\r\n * of the glow layer.\r\n */\r\nexport interface IGlowLayerOptions {\r\n /**\r\n * Multiplication factor apply to the canvas size to compute the render target size\r\n * used to generated the glowing objects (the smaller the faster).\r\n */\r\n mainTextureRatio: number;\r\n\r\n /**\r\n * Enforces a fixed size texture to ensure resize independent blur.\r\n */\r\n mainTextureFixedSize?: number;\r\n\r\n /**\r\n * How big is the kernel of the blur texture.\r\n */\r\n blurKernelSize: number;\r\n\r\n /**\r\n * The camera attached to the layer.\r\n */\r\n camera: Nullable<Camera>;\r\n\r\n /**\r\n * Enable MSAA by choosing the number of samples.\r\n */\r\n mainTextureSamples?: number;\r\n\r\n /**\r\n * The rendering group to draw the layer in.\r\n */\r\n renderingGroupId: number;\r\n}\r\n\r\n/**\r\n * The glow layer Helps adding a glow effect around the emissive parts of a mesh.\r\n *\r\n * Once instantiated in a scene, by default, all the emissive meshes will glow.\r\n *\r\n * Documentation: https://doc.babylonjs.com/how_to/glow_layer\r\n */\r\nexport class GlowLayer extends EffectLayer {\r\n /**\r\n * Effect Name of the layer.\r\n */\r\n public static readonly EffectName = \"GlowLayer\";\r\n\r\n /**\r\n * The default blur kernel size used for the glow.\r\n */\r\n public static DefaultBlurKernelSize = 32;\r\n\r\n /**\r\n * The default texture size ratio used for the glow.\r\n */\r\n public static DefaultTextureRatio = 0.5;\r\n\r\n /**\r\n * Sets the kernel size of the blur.\r\n */\r\n public set blurKernelSize(value: number) {\r\n this._horizontalBlurPostprocess1.kernel = value;\r\n this._verticalBlurPostprocess1.kernel = value;\r\n this._horizontalBlurPostprocess2.kernel = value;\r\n this._verticalBlurPostprocess2.kernel = value;\r\n }\r\n\r\n /**\r\n * Gets the kernel size of the blur.\r\n */\r\n @serialize()\r\n public get blurKernelSize(): number {\r\n return this._horizontalBlurPostprocess1.kernel;\r\n }\r\n\r\n /**\r\n * Sets the glow intensity.\r\n */\r\n public set intensity(value: number) {\r\n this._intensity = value;\r\n }\r\n\r\n /**\r\n * Gets the glow intensity.\r\n */\r\n @serialize()\r\n public get intensity(): number {\r\n return this._intensity;\r\n }\r\n\r\n @serialize(\"options\")\r\n private _options: IGlowLayerOptions;\r\n\r\n private _intensity: number = 1.0;\r\n private _horizontalBlurPostprocess1: BlurPostProcess;\r\n private _verticalBlurPostprocess1: BlurPostProcess;\r\n private _horizontalBlurPostprocess2: BlurPostProcess;\r\n private _verticalBlurPostprocess2: BlurPostProcess;\r\n private _blurTexture1: RenderTargetTexture;\r\n private _blurTexture2: RenderTargetTexture;\r\n private _postProcesses1: PostProcess[];\r\n private _postProcesses2: PostProcess[];\r\n\r\n private _includedOnlyMeshes: number[] = [];\r\n private _excludedMeshes: number[] = [];\r\n private _meshesUsingTheirOwnMaterials: number[] = [];\r\n\r\n /**\r\n * Callback used to let the user override the color selection on a per mesh basis\r\n */\r\n public customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;\r\n /**\r\n * Callback used to let the user override the texture selection on a per mesh basis\r\n */\r\n public customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;\r\n\r\n /**\r\n * Instantiates a new glow Layer and references it to the scene.\r\n * @param name The name of the layer\r\n * @param scene The scene to use the layer in\r\n * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)\r\n */\r\n constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>) {\r\n super(name, scene);\r\n this.neutralColor = new Color4(0, 0, 0, 1);\r\n\r\n // Adapt options\r\n this._options = {\r\n mainTextureRatio: GlowLayer.DefaultTextureRatio,\r\n blurKernelSize: 32,\r\n mainTextureFixedSize: undefined,\r\n camera: null,\r\n mainTextureSamples: 1,\r\n renderingGroupId: -1,\r\n ...options,\r\n };\r\n\r\n // Initialize the layer\r\n this._init({\r\n alphaBlendingMode: 1,\r\n camera: this._options.camera,\r\n mainTextureFixedSize: this._options.mainTextureFixedSize,\r\n mainTextureRatio: this._options.mainTextureRatio,\r\n renderingGroupId: this._options.renderingGroupId\r\n });\r\n }\r\n\r\n /**\r\n * Get the effect name of the layer.\r\n * @return The effect name\r\n */\r\n public getEffectName(): string {\r\n return GlowLayer.EffectName;\r\n }\r\n\r\n /**\r\n * Create the merge effect. This is the shader use to blit the information back\r\n * to the main canvas at the end of the scene rendering.\r\n */\r\n protected _createMergeEffect(): Effect {\r\n // Effect\r\n return this._engine.createEffect(\"glowMapMerge\",\r\n [VertexBuffer.PositionKind],\r\n [\"offset\"],\r\n [\"textureSampler\", \"textureSampler2\"],\r\n \"#define EMISSIVE \\n\");\r\n\r\n }\r\n\r\n /**\r\n * Creates the render target textures and post processes used in the glow layer.\r\n */\r\n protected _createTextureAndPostProcesses(): void {\r\n var blurTextureWidth = this._mainTextureDesiredSize.width;\r\n var blurTextureHeight = this._mainTextureDesiredSize.height;\r\n blurTextureWidth = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;\r\n blurTextureHeight = this._engine.needPOTTextures ? Engine.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;\r\n\r\n var textureType = 0;\r\n if (this._engine.getCaps().textureHalfFloatRender) {\r\n textureType = 2;\r\n }\r\n else {\r\n textureType = 0;\r\n }\r\n\r\n this._blurTexture1 = new RenderTargetTexture(\"GlowLayerBlurRTT\",\r\n {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType);\r\n this._blurTexture1.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture1.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture1.renderParticles = false;\r\n this._blurTexture1.ignoreCameraViewport = true;\r\n\r\n var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);\r\n var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);\r\n\r\n this._blurTexture2 = new RenderTargetTexture(\"GlowLayerBlurRTT2\",\r\n {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2\r\n },\r\n this._scene,\r\n false,\r\n true,\r\n textureType);\r\n this._blurTexture2.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._blurTexture2.updateSamplingMode(Texture.BILINEAR_SAMPLINGMODE);\r\n this._blurTexture2.renderParticles = false;\r\n this._blurTexture2.ignoreCameraViewport = true;\r\n\r\n this._textures = [this._blurTexture1, this._blurTexture2];\r\n\r\n this._horizontalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerHBP1\", new Vector2(1.0, 0), this._options.blurKernelSize / 2, {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n this._horizontalBlurPostprocess1.width = blurTextureWidth;\r\n this._horizontalBlurPostprocess1.height = blurTextureHeight;\r\n this._horizontalBlurPostprocess1.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess1.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._mainTexture);\r\n });\r\n\r\n this._verticalBlurPostprocess1 = new BlurPostProcess(\"GlowLayerVBP1\", new Vector2(0, 1.0), this._options.blurKernelSize / 2, {\r\n width: blurTextureWidth,\r\n height: blurTextureHeight\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n\r\n this._horizontalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerHBP2\", new Vector2(1.0, 0), this._options.blurKernelSize / 2, {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n this._horizontalBlurPostprocess2.width = blurTextureWidth2;\r\n this._horizontalBlurPostprocess2.height = blurTextureHeight2;\r\n this._horizontalBlurPostprocess2.externalTextureSamplerBinding = true;\r\n this._horizontalBlurPostprocess2.onApplyObservable.add((effect) => {\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n });\r\n\r\n this._verticalBlurPostprocess2 = new BlurPostProcess(\"GlowLayerVBP2\", new Vector2(0, 1.0), this._options.blurKernelSize / 2, {\r\n width: blurTextureWidth2,\r\n height: blurTextureHeight2\r\n },\r\n null, Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);\r\n\r\n this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];\r\n this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];\r\n\r\n this._mainTexture.samples = this._options.mainTextureSamples!;\r\n this._mainTexture.onAfterUnbindObservable.add(() => {\r\n let internalTexture = this._blurTexture1.renderTarget;\r\n if (internalTexture) {\r\n this._scene.postProcessManager.directRender(\r\n this._postProcesses1,\r\n internalTexture,\r\n true);\r\n\r\n let internalTexture2 = this._blurTexture2.renderTarget;\r\n if (internalTexture2) {\r\n this._scene.postProcessManager.directRender(\r\n this._postProcesses2,\r\n internalTexture2,\r\n true);\r\n }\r\n this._engine.unBindFramebuffer(internalTexture2 ?? internalTexture, true);\r\n }\r\n });\r\n\r\n // Prevent autoClear.\r\n this._postProcesses.map((pp) => { pp.autoClear = false; });\r\n }\r\n\r\n /**\r\n * Checks for the readiness of the element composing the layer.\r\n * @param subMesh the mesh to check for\r\n * @param useInstances specify whether or not to use instances to render the mesh\r\n * @param emissiveTexture the associated emissive texture used to generate the glow\r\n * @return true if ready otherwise, false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n let material = subMesh.getMaterial();\r\n let mesh = subMesh.getRenderingMesh();\r\n\r\n if (!material || !mesh) {\r\n return false;\r\n }\r\n\r\n let emissiveTexture = (<any>material).emissiveTexture;\r\n return super._isReady(subMesh, useInstances, emissiveTexture);\r\n }\r\n\r\n /**\r\n * Returns whether or not the layer needs stencil enabled during the mesh rendering.\r\n */\r\n public needStencil(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Returns true if the mesh can be rendered, otherwise false.\r\n * @param mesh The mesh to render\r\n * @param material The material used on the mesh\r\n * @returns true if it can be rendered otherwise false\r\n */\r\n protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Implementation specific of rendering the generating effect on the main canvas.\r\n * @param effect The effect used to render through\r\n */\r\n protected _internalRender(effect: Effect): void {\r\n // Texture\r\n effect.setTexture(\"textureSampler\", this._blurTexture1);\r\n effect.setTexture(\"textureSampler2\", this._blurTexture2);\r\n effect.setFloat(\"offset\", this._intensity);\r\n\r\n // Cache\r\n var engine = this._engine;\r\n var previousStencilBuffer = engine.getStencilBuffer();\r\n\r\n // Draw order\r\n engine.setStencilBuffer(false);\r\n\r\n engine.drawElementsType(Material.TriangleFillMode, 0, 6);\r\n\r\n // Draw order\r\n engine.setStencilBuffer(previousStencilBuffer);\r\n }\r\n\r\n /**\r\n * Sets the required values for both the emissive texture and and the main color.\r\n */\r\n protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void {\r\n var textureLevel = 1.0;\r\n\r\n if (this.customEmissiveTextureSelector) {\r\n this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);\r\n } else {\r\n if (material) {\r\n this._emissiveTextureAndColor.texture = (<any>material).emissiveTexture;\r\n if (this._emissiveTextureAndColor.texture) {\r\n textureLevel = this._emissiveTextureAndColor.texture.level;\r\n }\r\n }\r\n else {\r\n this._emissiveTextureAndColor.texture = null;\r\n }\r\n }\r\n\r\n if (this.customEmissiveColorSelector) {\r\n this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);\r\n } else {\r\n if ((<any>material).emissiveColor) {\r\n const emissiveIntensity = (<PBRMaterial>material).emissiveIntensity ?? 1;\r\n textureLevel *= emissiveIntensity;\r\n this._emissiveTextureAndColor.color.set(\r\n (<any>material).emissiveColor.r * textureLevel,\r\n (<any>material).emissiveColor.g * textureLevel,\r\n (<any>material).emissiveColor.b * textureLevel,\r\n material.alpha);\r\n }\r\n else {\r\n this._emissiveTextureAndColor.color.set(\r\n this.neutralColor.r,\r\n this.neutralColor.g,\r\n this.neutralColor.b,\r\n this.neutralColor.a);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns true if the mesh should render, otherwise false.\r\n * @param mesh The mesh to render\r\n * @returns true if it should render otherwise false\r\n */\r\n protected _shouldRenderMesh(mesh: Mesh): boolean {\r\n return this.hasMesh(mesh);\r\n }\r\n\r\n /**\r\n * Adds specific effects defines.\r\n * @param defines The defines to add specifics to.\r\n */\r\n protected _addCustomEffectDefines(defines: string[]): void {\r\n defines.push(\"#define GLOW\");\r\n }\r\n\r\n /**\r\n * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to exclude from the glow layer\r\n */\r\n public addExcludedMesh(mesh: Mesh): void {\r\n if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._excludedMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeExcludedMesh(mesh: Mesh): void {\r\n var index = this._excludedMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._excludedMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Add a mesh in the inclusion list to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to include in the glow layer\r\n */\r\n public addIncludedOnlyMesh(mesh: Mesh): void {\r\n if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {\r\n this._includedOnlyMeshes.push(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.\r\n * @param mesh The mesh to remove\r\n */\r\n public removeIncludedOnlyMesh(mesh: Mesh): void {\r\n var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);\r\n if (index !== -1) {\r\n this._includedOnlyMeshes.splice(index, 1);\r\n }\r\n }\r\n\r\n /**\r\n * Determine if a given mesh will be used in the glow layer\r\n * @param mesh The mesh to test\r\n * @returns true if the mesh will be highlighted by the current glow layer\r\n */\r\n public hasMesh(mesh: AbstractMesh): boolean {\r\n if (!super.hasMesh(mesh)) {\r\n return false;\r\n }\r\n\r\n // Included Mesh\r\n if (this._includedOnlyMeshes.length) {\r\n return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;\r\n }\r\n\r\n // Excluded Mesh\r\n if (this._excludedMeshes.length) {\r\n return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Defines whether the current material of the mesh should be use to render the effect.\r\n * @param mesh defines the current mesh to render\r\n */\r\n protected _useMeshMaterial(mesh: AbstractMesh): boolean {\r\n if (this._meshesUsingTheirOwnMaterials.length == 0) {\r\n return false;\r\n }\r\n return this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId) > -1;\r\n }\r\n\r\n /**\r\n * Add a mesh to be rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to use its material\r\n */\r\n public referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void {\r\n this._meshesUsingTheirOwnMaterials.push(mesh.uniqueId);\r\n\r\n mesh.onDisposeObservable.add(() => {\r\n this._disposeMesh(mesh as Mesh);\r\n });\r\n }\r\n\r\n /**\r\n * Remove a mesh from being rendered through its own material and not with emissive only.\r\n * @param mesh The mesh for which we need to not use its material\r\n */\r\n public unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void {\r\n let index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n while (index >= 0) {\r\n this._meshesUsingTheirOwnMaterials.splice(index, 1);\r\n index = this._meshesUsingTheirOwnMaterials.indexOf(mesh.uniqueId);\r\n }\r\n }\r\n\r\n /**\r\n * Free any resources and references associated to a mesh.\r\n * Internal use\r\n * @param mesh The mesh to free.\r\n * @hidden\r\n */\r\n public _disposeMesh(mesh: Mesh): void {\r\n this.removeIncludedOnlyMesh(mesh);\r\n this.removeExcludedMesh(mesh);\r\n }\r\n\r\n /**\r\n * Gets the class name of the effect layer\r\n * @returns the string with the class name of the effect layer\r\n */\r\n public getClassName(): string {\r\n return \"GlowLayer\";\r\n }\r\n\r\n /**\r\n * Serializes this glow layer\r\n * @returns a serialized glow layer object\r\n */\r\n public serialize(): any {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.GlowLayer\";\r\n\r\n var index;\r\n\r\n // Included meshes\r\n serializationObject.includedMeshes = [];\r\n\r\n if (this._includedOnlyMeshes.length) {\r\n for (index = 0; index < this._includedOnlyMeshes.length; index++) {\r\n var mesh = this._scene.getMeshByUniqueId(this._includedOnlyMeshes[index]);\r\n if (mesh) {\r\n serializationObject.includedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n // Excluded meshes\r\n serializationObject.excludedMeshes = [];\r\n\r\n if (this._excludedMeshes.length) {\r\n for (index = 0; index < this._excludedMeshes.length; index++) {\r\n var mesh = this._scene.getMeshByUniqueId(this._excludedMeshes[index]);\r\n if (mesh) {\r\n serializationObject.excludedMeshes.push(mesh.id);\r\n }\r\n }\r\n }\r\n\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Creates a Glow Layer from parsed glow layer data\r\n * @param parsedGlowLayer defines glow layer data\r\n * @param scene defines the current scene\r\n * @param rootUrl defines the root URL containing the glow layer information\r\n * @returns a parsed Glow Layer\r\n */\r\n public static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer {\r\n var gl = SerializationHelper.Parse(() => new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options), parsedGlowLayer, scene, rootUrl);\r\n var index;\r\n\r\n // Excluded meshes\r\n for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {\r\n var mesh = scene.getMeshById(parsedGlowLayer.excludedMeshes[index]);\r\n if (mesh) {\r\n gl.addExcludedMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n // Included meshes\r\n for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {\r\n var mesh = scene.getMeshById(parsedGlowLayer.includedMeshes[index]);\r\n if (mesh) {\r\n gl.addIncludedOnlyMesh(<Mesh>mesh);\r\n }\r\n }\r\n\r\n return gl;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GlowLayer\", GlowLayer);\r\n"]}